Rise of the Runelords

Game Master Veniir

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F Changeling Ash-Born (Varisian) Shaman (Tribe) 2 Init +1; Senses Perception +8 (+2 Dim light), Darkvision AC 12 hp 15/15 Fort +1, Ref +1, Will +6

I so do enjoy languages on my characters....although...hmmm...concept development....


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Don't forget the 4 extra languages you get for 2 levels in rogue, ha. I have two characters who dump things into Linguistics. Always fun to play someone who speaks basically every language you can throw. Haven't had a chance to double the languages yet, sadly.


Female Human (Shoanti) [Transmuter 3, AC12, T12, FF10 | HP 23/23, F+3 R+3 W+3 | CMB +3, CMD 13 | Init +3, Perc. +3 | Telekinetic Fist 6/6, Acid Ray 4/4 | Hero Points 1]
Ano Clovermark wrote:
Juriya Arima wrote:
Donimah Southlander wrote:
Persephone. wrote:
Persephone will be learning many languages as we....adventure.
So will Donimah! She's a Cyphermage (in-training), that's what she DOES! :P

My favorite thing to think about is making a GM run out of languages entirely. Rogue talent, Mindchemist discovery, and Tengu, Human, Aphorite, or Aasimar.

2 languages per level with a rank in linguistics every level means you get 40 languages, not to mention the discovery and talent, nor the starting languages!

This is inspiring me to make a tengu investigator now lol

Tengus only need one word to communicate: "WARK!" :P


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

So asking in advice, turns out oracle curses have their abilities based on not only oracle levels, but one every two non oracle levels. so that would theoretically mean I can dip once in oracle, possibly just pick up some healing spells as backup


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3
Juriya wrote:

My favorite thing to think about is making a GM run out of languages entirely. Rogue talent, Mindchemist discovery, and Tengu, Human, Aphorite, or Aasimar.

2 languages per level with a rank in linguistics every level means you get 40 languages, not to mention the discovery and talent, nor the starting languages!

I created a character like that for a home game once - Janosh the Peacespeaker, aphorite rogue. He basically invested most of his skill points into the three main face skills, Linguistics, and a host of relevant knowledge skills - it became something of a joke that he could communicate with and talk down every creature the party encountered, and I even got him a speak with animals magic item so he could reason with mindless creatures.


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]
Zeldrith Angothane wrote:
Juriya wrote:

My favorite thing to think about is making a GM run out of languages entirely. Rogue talent, Mindchemist discovery, and Tengu, Human, Aphorite, or Aasimar.

2 languages per level with a rank in linguistics every level means you get 40 languages, not to mention the discovery and talent, nor the starting languages!

I created a character like that for a home game once - Janosh the Peacespeaker, aphorite rogue. He basically invested most of his skill points into the three main face skills, Linguistics, and a host of relevant knowledge skills - it became something of a joke that he could communicate with and talk down every creature the party encountered, and I even got him a speak with animals magic item so he could reason with mindless creatures.

Yeah, my main Linguistics (As in, +37 at Level 17) character is an Aphorite Pact Witch. Fun fact! You can use a familiar archetype with Pact Witch to get an improved familiar with an archetype. =


So, Persephone, looking at your sheet, there are a few things I'm confused about (making it obvious I didn't look them thoroughly in the first place).

First, Lore Seeker applies to arcane spells, but shaman casts divine, unless I missed something from you. I'm willing to overlook this because it's not that big a deal.
Also, why do you have 2 feats? Did I miss something?
Finally, technically you would only be able to get Extra Hex after you got the Hex class feature, starting at 2nd level.


Male Teifling Welcome players! Roll20 Map

She will be taking Arcane Enlightenment at 6th for Wizard spells. I was thinking that qualifications for Lore Speaker.

She received a free Teamwork Feat from Tribe.

Really? I thought Extra Hex worked like Paladins can use Wands rule even though they cannot cast until 4th?

Apologies, off to work...

Admittedly my PF1e rules are rusty since switched to PF2e...lol.


That's cool! Now I see it, it's an awesome ability, the teamwork feat thing. I'm sorry about the Hex thing, it's how I've always played. The good news is you get to select another feat now!

Carry on, carry on.


F Changeling Ash-Born (Varisian) Shaman (Tribe) 2 Init +1; Senses Perception +8 (+2 Dim light), Darkvision AC 12 hp 15/15 Fort +1, Ref +1, Will +6

Apologies for the oversight.
Shaman and Extra Hex

I will Retrain at 2nd, if allowed...lol.

Agreed! The Tribe Shaman's Teamwork Feat Ability is sweet. It was my initial choice for her, although Life may look better with the hp totals we have...lol!


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Ack! I thought I had already posted here, but apparently not! Let me know if I need to post twice due to that, as I don't think I went in the previous round.


You're right, Juri, I skipped you and am very sorry. go ahead and act twice. But this time hit your shots please.


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Second action posted, and it was another crit. Juriya might not have hit much, but she did crit twice!


Good job Juri!

Zel, just a tip. If you're only attacking with your longsword and not Spellstrike (starting next level), you can hold it in 2 hands, which deals more damage (2 extra in this case).


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

ngl last night when I noticed Ano was gonna get flanked I was prepared to write about her dying at negative hit points. but then the dice said “no need for that”

anyways, what are the rules for RPing as NPCs we created? specifically family, like Ano’s mom and aunt?


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3

Yeah - Eldritch Scions get their Spellstrike abilities delayed in return for their bloodrager bloodline abilities, so despite the whole 'Dex-based magus scimitar spam' thing to take advantage of the critical hit range, for Eldritch Scions, it's often better to just do a Str-based bastard sword build - that way, you get a better damage die, and the time when your Spellstrike really comes to fruition is the time when you can afford the feats to let you one-hand it (besides which, all the really good touch spells are 2nd-level and above).

...My choice of this build for my Return of the Runelords character may or may not be influenced by the fact that the single best bastard sword in the game (at least, from where I stand) is included in The City Outside of Time.


Ano, feel free to write their parts.

Zel, you dobt like Shocking grasp?


Male Teifling Welcome players! Roll20 Map
I like runes wrote:

Ano, feel free to write their parts.

Zel, you dobt like Shocking grasp?

My main reason for not playing a PF1e Magus. I hate that spam, although not as bad as a Wizard at every Table I played at a Con spamming PK!

That was not fun.

The PF1e Magus is a great class. I enjoy its versatility, but it is more than a 1 trick pony.


PK?

I mean I get what you mean, but it's not a good enough reason to forego a perfectly good spell imo.


Male Teifling Welcome players! Roll20 Map

Phantasmal Killer.

Not saying it wouldn't be in my back pocket for preventing TPKs, but not as my main option.


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3

Don't get me wrong - Shocking Grasp is not a bad spell, and I'll probably take it at 2nd or 3rd level (as a matter of fact, one of the spells I currently have on Zeldrith is Chill Touch), but I feel like spells like Shield and Blade Tutor's Spirit are more useful.

I suppose it's probably a matter of my playstyle - in my mind, magus spellcasting is more like ranger or paladin spellcasting - a way to apply buffs and use touch spells layered on what is primarily a martial class, and the primary reason they get 3/4 spellcasting rather than 1/2 spellcasting like the ranger is because there are so many more good arcane buffs and obscure touch spells for a melee martial class.


Male NG Male Half-Orc Inquisitor 3 | HP 28/28 | AC 18 / 12 T / 16 FF | CMD 15 | Fort + 7 (+ 2 vs. disease and poison), Ref + 4, Will + 7 | Init + 4 | Perception + 8 (Darkvision 60') | Speed 40 ft. | Hero Points = 4 | Conditions = None| Effects = Bless | Judgement: 1/1 | Spells: 1st Level (0/4) |
Zeldrith Angothane wrote:


...My choice of this build for my Return of the Runelords character may or may not be influenced by the fact that the single best bastard sword in the game (at least, from where I stand) is included in The City Outside of Time.

I'm an old geezer - Stormbringer is the bomb of swords! :)


Male NG Male Half-Orc Inquisitor 3 | HP 28/28 | AC 18 / 12 T / 16 FF | CMD 15 | Fort + 7 (+ 2 vs. disease and poison), Ref + 4, Will + 7 | Init + 4 | Perception + 8 (Darkvision 60') | Speed 40 ft. | Hero Points = 4 | Conditions = None| Effects = Bless | Judgement: 1/1 | Spells: 1st Level (0/4) |
Dorian 'Grey' wrote:

Phantasmal Killer.

Not saying it wouldn't be in my back pocket for preventing TPKs, but not as my main option.

I'm not sure how similar APs are to PFS1 play but unfortunately the module/scenario writers often assume players take the most effective 'tried and true' options. Thus anyone who tries to go a different route ends up being or at least feeling 'underpowered' compared to the 'standard' for X class/archetype/etc.


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3
.Arrian wrote:
Zeldrith Angothane wrote:
...My choice of this build for my Return of the Runelords character may or may not be influenced by the fact that the single best bastard sword in the game (at least, from where I stand) is included in The City Outside of Time.
I'm an old geezer - Stormbringer is the bomb of swords! :)

In the hands of a magus, Tannaris's special abilities unbalance its ordinary magic powers in such a precise way that you have to admire it.

By mirroring all the enhancement points put into defense in the attack and damage rolls, it changes it from a +5 Defending to effectively a +10 Defending, and even if you can't shift the enhancement bonus past +5 for either attacks/damage or AC, doubling a weapon's enhancement bonus is no small feat.

Similarly, in addition to granting functionally infinite Dispel Magic to its wielder, Tannaris also shifts the check required for the Dispel Magic effect from the traditional calculations of caster level checks and spell resistances and all that to a flat Will save, bypassing most defenses against standard dispel effects.

This is in comparison to the other Alara'hai, which... allow you to use a greatsword as a ranged weapon and blow yourself up (Garvok) or enable you to use your (likely mediocre, unless you're a swashbuckler or a bard) Bluff skill in an incredibly specific situation involving enchanters (Asheia - also, what idiot wizard built these?).


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

bouncing off from what Juriya said about her family having class levels, Fosyo would probably have 6 levels in expert (mostly about herbalism and healing), while Saryo is 100% a level 1 or 2 cleric of Desna


Female Human (Shoanti) [Transmuter 3, AC12, T12, FF10 | HP 23/23, F+3 R+3 W+3 | CMB +3, CMD 13 | Init +3, Perc. +3 | Telekinetic Fist 6/6, Acid Ray 4/4 | Hero Points 1]
.Arrian wrote:
Zeldrith Angothane wrote:


...My choice of this build for my Return of the Runelords character may or may not be influenced by the fact that the single best bastard sword in the game (at least, from where I stand) is included in The City Outside of Time.

I'm an old geezer - Stormbringer is the bomb of swords! :)

I'll go one older: Ex-friggin'-calibur!

Silver Crusade

Male LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 1| HP 52/52 | AC 16 / 12 T / 15 FF | CMD 18 | Fort +14, Reflex +8, Will +10 Init +1 | Perception +7 (Low-Light Vision)| Speed 30 ft. |Conditions: None | Effects: Heroism, Smite
Donimah Southlander wrote:
.Arrian wrote:
Zeldrith Angothane wrote:


...My choice of this build for my Return of the Runelords character may or may not be influenced by the fact that the single best bastard sword in the game (at least, from where I stand) is included in The City Outside of Time.

I'm an old geezer - Stormbringer is the bomb of swords! :)
I'll go one older: Ex-friggin'-calibur!

"In the name of God, St. Michael, and St. George I give you the right to bear arms and the power to mete justice."

Hah take that! :P


Female Human (Shoanti) [Transmuter 3, AC12, T12, FF10 | HP 23/23, F+3 R+3 W+3 | CMB +3, CMD 13 | Init +3, Perc. +3 | Telekinetic Fist 6/6, Acid Ray 4/4 | Hero Points 1]

One of my all-time favorite movies!


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

Was not expecting enlarge person on Ano. In case the Intimidate tactic doesn't work, I'll try to do the math on Ano's temporary statics for fatigue and Large size

Fatigued: -2 Strength & Dexterity
Enlarge Person: +2 Strength, -2 Dexterity, -1 attack roll, -1 AC

So that would be unchanged Strength, -4 Dexterity, and -1 to attack and AC. I'll add that to the character sheet bar for now


All right, I'll post here to not spam Gameplay with rules stuff. Ano, your Demoralize is great vs the boss. It works and you exceeded the DC by quite a lot, which extends the shaken duration. I also moved you so you are in range of him so you can poke him when he gets up. If you didn't want this, please let me know and move yourself back.
Also, Demoralize is a standard action, so you can both move and do it.

@Donimah and Zel: You guys forgot bless. Dude is FF and both your attacks are touch. Curiously, he is prone, which gives him +4 to AC. Zel definitely misses, but Donimah hits with the Bless. Makes a difference!


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A
I like runes wrote:

All right, I'll post here to not spam Gameplay with rules stuff. Ano, your Demoralize is great vs the boss. It works and you exceeded the DC by quite a lot, which extends the shaken duration. I also moved you so you are in range of him so you can poke him when he gets up. If you didn't want this, please let me know and move yourself back.

Also, Demoralize is a standard action, so you can both move and do it.

Yeah again apologies if what I said was confusing. I’m still learning all the little details about Pathfinder V1. it’s gonna be an insane ride learning about V2’s rules


Dude, Ano.... No need to apologize. Learning something is always a climb. If I'm conveying any negative from your lack of knowledge, I strongly apologize. I don't even know most of the rules and have to rely on googling a lot of stuff (even the intimidate stuff from this round).

We should be working together to build this campaign's story as fun and interesting as we can, everything else is just dust along the way.


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

I don't know everything either (forgot INTIM only works within 30' and actually wasted a turn during the surprise round.), but I'd be glad to help out with the rules whenever I can!


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A
I like runes wrote:

Dude, Ano.... No need to apologize. Learning something is always a climb. If I'm conveying any negative from your lack of knowledge, I strongly apologize. I don't even know most of the rules and have to rely on googling a lot of stuff (even the intimidate stuff from this round).

We should be working together to build this campaign's story as fun and interesting as we can, everything else is just dust along the way.

Bad habit, trying to work on that. But thank you for clarifying I didn’t do anything wrong.


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3

I'd like to apologize for the decreasing quality and frequency of my posts - with the way work's been going, I'm afraid I may have taken on one campaign too many. I've rebalanced my schedule, and I will try to get better about posting in this campaign. Again, sincerest apologies for the decline in my PbP games, and I will be sure to rectify the issue as soon as possible.


Female Human (Shoanti) [Transmuter 3, AC12, T12, FF10 | HP 23/23, F+3 R+3 W+3 | CMB +3, CMD 13 | Init +3, Perc. +3 | Telekinetic Fist 6/6, Acid Ray 4/4 | Hero Points 1]

'Tis cool! I can relate.


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

I have no idea what is up with my dice rolls


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

I have spread the plague to you!


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

It's easy to explain in game that she's exhausted and not used to being a giant woman, but outside of that it's like why? I was shredding goblins like cheese earlier where is that when I need it? lol


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Why are the dice gods this way.


You're just giving the gobos a chance!


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3
I like runes wrote:
Zel, your AC says 19. Last combat you said that it got to 19 with the Shield spell, but I don't remember you recasting it.

See here. I did it during the surprise round.


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

Ano is the kind of character you think is “it’s illegal for her to cuss” only for her to swear like a sailor when she is having it rough


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Meanwhile, Juriya is over here trying not to swear to Daikitsu numerous times over.

Anyways, what in the actual Hells are our rolls?


Ok, I need to ask for some feedback. Has these combats dragged for too long? Would you prefer bigger descriptions so that it's less dice rolling?

Also, as a small boon for saving Sandpoint, you all get 1 Hero Point.


Male Teifling Welcome players! Roll20 Map

Tbf, 1st level PF1e combats are all long...lol.


M NG Tiefling (Pitborn) Magus (Eldritch Scion) 2 HP: 18/18 | AC: 17/11/16 | CMD: 16 | F: +3; R: +2; W: +2 | Resist: cold 5, fire 5, electricity 5 | Init: +1 | Perception: -1; Darkvision 60 ft | Eldritch Pool: 4/4 | 1-Lvl: 4/4 | Hero Points: 3

I'll hold off for a bit before making a judgement - the Swallowtail Festival combats in particular have been taking forever, but that's mostly due to the RNG almost never choosing a number above ten, and there's not a lot you can do about that.


Female Catfolk Bloodrager (Urban Bloodrager) 1/Fighter 2 | HP 31/31 | AC 17 | touch 13 | ff 14 | Fort +7 | Ref +3 | Will +0 (+1 vs fear) | Init +5 | Perception +10 | Bloodrage 12/12 | Hero Points: 2 | Current Conditions: N/A

Same thing happened in the RotRL session I’ve been running. the player’s fight against the commando took almost 2 hours because everyone kept rolling lower than a 10. ending up twisting the rules and having Ameiko come in, use charm person on the commando just to give others a bonus to attack rolls so they could hit him.

And that’s how I learn sometimes the dice refuse to cooperate.


Female Kitsune Trickster 3 | hp 21/21 | Init +5; Perc +4 | AC16 (T13 FF13) | CMD 20 CMB +5 | Fort +1 Ref +7 Will -1 (+2 v. Disease and Poison) | Evasion, Bombs (7, +4/day) | [Human]

Yeah, it seems to be the will of the dice. Hopefully it goes better in future combats! How close are we to levelling up to level 2, if you don't mind me asking?


Male NG Male Half-Orc Inquisitor 3 | HP 28/28 | AC 18 / 12 T / 16 FF | CMD 15 | Fort + 7 (+ 2 vs. disease and poison), Ref + 4, Will + 7 | Init + 4 | Perception + 8 (Darkvision 60') | Speed 40 ft. | Hero Points = 4 | Conditions = None| Effects = Bless | Judgement: 1/1 | Spells: 1st Level (0/4) |

As Dorian wrote low-level combats take long because everyone misses. High-level combat takes forever because everyone has 2,239,230 actions per round.
And I'm the reason for the poor rolls - the die roller hates me and has cursed me and every table I play at until the end of time.

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