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Dathus Tomar's page
Organized Play Member. 85 posts. No reviews. No lists. No wishlists.
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So, our group is just starting Star, and we've already had a death(not mine). Our composition is:
Aasimar Cleric
Catfolk Rogue(me, but now changing)
Human Brawler(round two)
Half-elf Fighter specializing in bow combat
I was all for the Rogue since I figured we'd balance out with melee with myself and the brawler, but so far the start of the AP has been less than kind, with a death in the first session, and us(brawler and Rogue) being beaten down to unconsciousness in almost every encounter due to GM roles and honestly NPC stats(level 2 warriors in the first section? Are you MAD?)
Another friend joined and is going Rogue/Magus cross-class, so that sort-of makes my rogue a moot point. We need another front-liner, but we also need someone to take the knowledges(which our Cleric didn't).
So our new party is:
Cleric
Brawler
Bow Fighter
Rogue/Magus
Skald
Any/all help/advice would be appreciated, as I've got a few ideas, but I don't know how to place my stats to be the biggest help to the group.
My current idea is:
STR 16(14 base, +2 from Human)
DEX 14
CON 14
INT 12
WIS 8
CHA 14
Take the bonus skill point/level as well, so I can be a pseudo-Bard for skills, and do what I can from there, using a Greatsword.
I found it once on here, but unable to find it again. There was a post on here about the Raid on Sandpoint that had NPCs statted up to be able to assist in the raid; both towns guardsman and other NPCs, such as Belor, the town Paladin(forget his name, don't have the book with me since I'm at work), and even Father Zantus.
I checked the Community Creations thread, but couldn't see it after a quick scour there and a search of the forums. If someone could point me towards it, I would greatly appreciate it.
My group just finished book one, and they killed everyone in Thistletop except Tsuto who was to be brought to justice at the urging of Ameiko and the now dead Paladin. I fully intend on having Tsuto be released by Ironbriar and used again, but knowing that the PCs just caved her head in and left the body in Thistletop, could he then go back and get her Resurrected by Magnimarian Clerics? I don't want my PCs to feel like their efforts were for naught, but Nualia's too good of an enemy to only use the once. And having Xanesha with a half-Demon or Succubus Nualia reborn and put to the PCs with her Scarecrow? Can't pass that up!
Basically, is it too much to want to bring her back, or should I have her make a return in Book 2 for the last time?
I'm currently in the beginning of Rise of the Runelords for my personal Pathfinder group. My friend has finished her game at the local game shop, and I was thinking about picking up a few sessions while she plans out her next game a few months from now. Most likely I will only be going with the first book for the group before she's ready, MAYBE the second. I have looked at all three and they are interesting to me, so I ask you, oh almighty Paizo forums.
How would you rate the first books of the three APs?
What order would you think is better for a full campaign AP, in terms of personal preference and why?
Should I just run the same AP I pick up for the temporary GM spot with my actual group, even though my friend who is the GM MIGHT be playing in it, and is also in my outside-of-game-shop group?
What is the circumference of a moose?!
So, when you disarm someone, you get the ability to pick up. However, to pick up a weapon, you get an Attack of Opportunity. If you wanted to use said AoO, could you use it to instead attempt to pick up your weapon as well?
So, having just been going the last month with my Rise of the Runelords with a group of friends, I've been browsing around the Pathfinder Society stuff, and other APs. My question is, what would the difference be between doing PFS and running the APs as I normally do?
From what I can see, it's more about being at the local gaming shop and offering different adventures depending on the levels of the PCs, and an ongoing reward system for doing multiple PFS scenarios. I'm afraid I might be reading something wrong, or just not understanding. If I WAS to start up a PFS at my local game shop(don't think we have one here, yet), what would be the reason to do so, in spite of me already GMing a group of players? Not saying it's wrong, just curious, really.

I'm in the beginning stages(Read: PCs are level 3) of my Rise of the Runelord campaign. One of my PCs has dipped out, and the other has requested a complete class change(makes sense for his character, AND for party benefit). He wanted to become a Paladin, which I allowed since they had no real tank, and we had a Fighter/Oracle as a "big DD". He just really exchanged his Greatsword for an Earthbreaker and a shield/Heavy Mace combo when needed.
The other is a PC who'd NEVER played a Monk before, and wanted to fix her stats. She's playing a Catfolk Monk and gave herself a 10 Wis. Since the group is 2/3 rookies(This is most of their first campaigns that aren't one-shots), I'm willing to let the slightly more experienced players fix themselves a little bit to help/benefit the party more. Especially since they lost their heavy hitter, and the other is doing double duty now.
The group is:
Kobold Rogue 3
Catfolk Monk 3
Human Alchemist 3
Half-Elf Ranger 3(doing both Ranged and TWF styles)
Human Paladin 3
Am I being too lenient for letting the two players "fix" their characters so early in the game, or am I well within the normal "this party set-up isn't working as well as it could be, let's fix that" realm? I'd rather have my players be happy with their characters instead of looking for avenues to get them killed off, honestly.

So, my session before last(30/03/13) the PCs in my campaign got to the lovely part where they had to rescue Ameiko from the Glassworks, and hopefully stop her from being taken to Thistletop where Nualia would sacrifice her when she refused to join with them. The group decided instead of going and sending a scouting party immediately that morning, they went to visit their Fighter who was in the forge(he got 250gp worth of iron ingots to smith with from saving the town. He's a mercenary, and I was sort-of caught off-guard myself when he demanded "payment" for doing what the town guard could not) when the Halfling came and showed the note that Tsuto left for Ameiko. Normally the book says "after sunset", but I honestly feel that's a bit too late for when they can sneak out of the Smuggler's Cave exit and be out of Sandpoint sight as they leave, especially if the tunnel leads a good 2k+ feet outside of the city.
The Fighter in the forge was "occupied" with his 8 hours a day of work on his Masterwork Greatsword, and the rest of the party(minus the Barbarian who didn't make it for that session) decided to wait for him, making it about 2-3PM that day. Now, I would've seen "sunset" as around 5PM-ish personally, but I wanted to make it sort-of a "you didn't make haste, so he'll make a hasty retreat". So, as of the time they discovered the Catacombs of Wrath, Tsuto and his gobbies would've been back in Thistletop, thus starting the one week timer.
After having gone through with this, I've been on the fence about how I feel. I'm glad I did it since it's a rather large group (Fighter/Oracle, Rogue, Monk, Ranger, Alchemist, Barbarian), and that would mean the fight against Nualia's allies would be slightly more epic with Tsuto in tow and with them having a sizable group to go after them(I was thinking pairs. Such as Bugbear + Orik, Lyrie + Tsuto, and then Nualia and her Yeth as per normal). I also do not like it, because they're sort-of pussyfooting around in some spots, and it honestly seems like they'd be a little late for saving, and just on time for her coffin fitting.
I'm about to start an encounter with a Goblin Druid, and one of the spells he has access to is "Summon Nature's Ally". I have a few PCs who play League of Legends, and one of them has a particular hatred for Annie. This Druid also has a Wand of Produce Flame, and I thought it was too perfect an opportunity to pass up. However, the level 1 Nature's Ally doesn't allow a bear as in the Bestiary it's a CR4. If I modded a CR1 monster(say a Wolf), by giving it slightly more HP, using either two claws OR a bite, and make it Medium or Small, would that be feasible, or am I just dreaming too high?

After doing a little searching online(using this website as a guide), I built a Greatsword for a player who wanted to have it as a weapon he only uses while Raging.
Base Weapon: +1 Large Greatsword
Level/HP/Save/Attack/Ability
5th/2/-/-/Weapon Enhancement(+2 Greatsword total) Least
6th/1/-/-/Quick Draw(weapon only) Least
7th/-/1/-/Weapon Enhancement(+3 Greatsword total) Least
8th/2/-/-/
9th/2/-/-/Furious(+2 enhancement while raging) Lesser
10th/-/1/-/Weapon Enhancement (+4 Greatsword total) Lesser
11th/1/-/-/
12th/2/-/-/Weapon Enhancement (+6 Greatsword total) Greater
13th/-/-/1/
14th/1/-/-/
15th/2/-/-/Ability Score Enhancement(+6 Strength) Greater
16th/-/1/-/
17th/2/-/-/Critical Boost, Greater(Critical Damage x3 instead of x2) Greater
18th/1/-/-/
19th/-/-/1/
20th/2/-/-/Speedy (+1 Attack at Maximum bonus) Greater
I wanted to be sure I built it right stat-wise before I really look into his "trials". After reading into Vansaya, and having one of my PCs mention a weapon from his past taken by someone who also killed his family, it was too good an opportunity to pass up.

Yes, I know I just asked for help in a previous thread, but this is something different entirely.
After sitting down with most of my PCs(got a group of 4, possibly 5), a few gave me some insights on their back stories. One in particular has something amazing, interesting, and difficult to add in, but I want to.
The short version is: Human Barbarian whose Lord betrayed him by slaying his wife and daughter, also taking for himself a prized Greatsword. It was oversized(made for Large creatures) and only usable when he was Raging. After finding out his Lord had slain his family, he deserted and is on a quest to gain power to avenge them. He ends up in Sandport because prior to The Chopper/Burning of the Cathedral, he and his family went to the Swallowtail Festival once or twice, and it's where he had his last happy memories with them.
I've been browsing the towns/locations, and I'm not sure where in the campaign I can set off a little side run for him to be able to avenge his family, and regain his lost Greatsword. In addition, I want to give the weapon some fairly unique qualities, since he is working to get it back. Unfortunately, I'm at a loss for both, and could use a little guidance from those who know Varsia better than I do, and maybe how I could enhance his Greatsword. I was thinking of a Legacy Weapon, but I wouldn't know where to start.

I just picked up the anniversary edition of Rise of the Runelords campaign, and I am eager to get underway with a group of players I've been adventuring with the last few months. Spending the night at work last night(no customers at a gas station = tons of free time) getting myself somewhat familiarized with Sandpoint and the beginning encounters, along with some of the speeches that the NPCs will be making at the Swallowtail Festival opening.
However, my main issue is that I've NEVER seen the world that this Adventure Path uses(or any AP for that matter), and I don't know how far I could let my PCs go as their "hometowns" if they want to be non-citizens of Sandpoint, or if I should sort-of "force" Sandpoint residency onto them. I REALLY don't want to do the latter since I want to inspire creativity, but as my first time DMing, I'm not sure what to do, as this is sort-of out of my comfort zone.
Should I just let the PCs give me reasons for coming to Sandpoint from their towns and go with it, or limit them the regions they can come from?

After being a player for so many years, I've been back and forth with my desire to try some GMing, so that when my characters die, it's for the good of the group, not a hindrance.
I've had some ideas for a campaign, and started one once, but the group I had at the time were all about meta-gaming and blasting through red tape(read: arse-holes.), and sort-of put me off of DMing for a few years.
Flash forward half a decade to current day.
Having just picked up Pathfinder again after 3.5, and a friend being a GM for a group of three new players and myself, I wanted to try my hand at writing up a campaign again, but focus it more on letting the players have some freedom in which way the campaign flows. Obviously an overarching story that will guide them, but less of a "Final Fantasy" linear style, and more of a "here's the world, here's your basic goal with these five sections to go to before the end. What do you do from here?" sort of mentality, to let them be more in control, and have more of a desire to play as a character instead of a bunch of numbers and follow a strict plot.
Is this sort-of approach too much for a new GM, and for players who are still fairly new at Pathfinder, or am I on the right track? I've also picked up the Rise of the Runelords Anniversary Edition, and I was considering focusing on that for my first actual GM experience, especially with newer players. If I didn't fully intend on using it, if anything I would've used it as a way to build my own world, or run it AND work on my own campaign at the same time.
Wasn't quite sure where to put this, but I think it fits best here.
Once you gain an appropriate level(1, 3, etc, etc.), and you obtain a feat, do you NEED to select it as soon as you level, or can you hold off until you meet the prerequisites otherwise.
Example:
I have a level 1 Human Inquisitor. As such, I gain two feats(One for being level 1, one for being Human). The feats I want are Power Attack and Weapon Focus - Greatsword. Unfortunately, I do not possess one of the prerequisites of Base Attack Bonus +1. Can I either take said feats and do not gain the bonus until level 2, or can I "hold" the feats until level 2 and expend them then?

So, after not playing DnD since 3.5 was just coming out, my friend got me into a group for Pathfinder with some other newbies. The group consists of a Human Witch, a Human Ranger, a Tiefling Ranger(focusing more on melee), and myself, a Human Paladin.
I was thinking of going Cleric for us, but I decided for a slightly different role instead. I'm trying to be one of the tankier people in the group. I'm set up as:
Human Paladin 1
STR 13
DEX 12
CON 16
INT 10
WIS 14
CHA 19 (+2 from Human)
Feats:
Fey Foundling
Weapon Focus (Greatsword)
Equipment:
Masterword Greatsword
Masterword Spiked Banded Mail
Skills:
Diplomacy, Heal, Ride
Now, I know the character's already made, but believe me when I say I don't intend on living long. I've had a rep in older DnD runs where the saying was "It's not a campaign session until Ryan dies once".
Any help for feat choices in the future/what to consider when going up is welcomed. Or, if/when I die, for the group's benefit, should I be a different class? I'm open to playing a Cleric or a Rogue as well.
Also, the gear was given by the DM. Sort of a "Hey, we'll get you good stuff to start with", especially since this is going to be an extended Dungeon Crawl after 5+ he said.
Organized Play Characters
Marquis Alexius Angelos
Male Half-elf Paladin/9
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Reiji Nakami
Male Tengu Magus/12 (bladebound kensai)
(24
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Fabrignatio
Male Gnome "Alchemist"/8
(0
posts)
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Avelina of Mendev
AC 20 T 16(20 incorp. touch) FF 15 | HP 140/140 | F +20 R +18 W +16 (+27 vs charm/compulsion) | Init +14| Perc +14
(330
posts)
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Dark Arrow
Male Human Slayer/6 Inquisitor (Infiltrator)/1
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posts)
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Idemi N'josk
(91
posts)
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Sir Tristan Tilernos
AC 22 T 13 FF 19| Current HP 15/51 | F +11 R +13 W +10 (+4 vs performance, sonic, language-dependant) | Init +3| Perc +3
(61
posts)
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Old Iron Tyr
(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13
(194
posts)
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Dolph, Son of a Shepherd
Male AC 17 T 11 FF 16 | Current HP 57/57 | F +11 R +9 W +6 (+2 more vs spells, SLA, poison)) | Init +1 | Perc +12(+14 unusual stonework)
(174
posts)
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Valais
AC 24 T 16 FF 19 (uncanny dodge) | Current HP 97/97| F +15 R +19(evasion) W +14 (+2 vs sleep, para, stun) | Init +3| Perc +25 Resist Fire, Electricity, Cold 5
(46
posts)
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Darcy Arzanour
(31
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Suzi Uriel
F Half-orc Flame Oracle (warsighted)/1, Bard (flame dancer)/2
(0
posts)
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Imrana Reza
F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7 F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8
(393
posts)
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Ginko Nakami
AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible) Tengu
(186
posts)
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Armistead Pike
M AC 18 T 11 FF 15| Current HP 13/13 | F +5 R +5 W +1 | Init +3 | Perc +5
(34
posts)
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Artoria
AC 22 T 15 FF 17 | Current HP 74/74| F +14 R +9 W +14 (+2 vs death, paralysis, sleep) (+1 vs poison) Immune: Fear, Disease | Init +0| Perc +0 (+3 in shadows or darkness) Human
(301
posts)
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Konrad Posen
AC 29 T 14(18 vs incorp.) FF 25| Current HP 66/66| F +10 R +6 W +6 (+2 vs. charms, compulsions, and emotion; +1 vs. confusion; +5 vs. fear)| Init +2| Perc +9 Human
(112
posts)
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Kiku Caritas
AC 19 T 13 FF 16 | HP 84(87)/84(87)| F +13 R +10 W +17 (+4 to all vs. undead, +1 vs death effects) | Init +3| Perc +9 Human (Half Varisian, Half Tian-Min)
(356
posts)
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Madge Zolversson PFS
(70
posts)
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Ayo of the Radiant Eyes
AC 25 T 13 FF 23| HP 48/48 5resist acid, cold, electricity 5)| F +8 R +3 W +8 (+1 vs charm/compulsion)| Init +5| Perc +11| Judgment 1/2
(360
posts)
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Goldenshrike
F AC 18 T 14 FF 14 | Current HP 12/12 | F +3 R +4 W +4| Init +4 | Perc +8 Paladin (tortured crusader)/1
(29
posts)
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Dulcinea de la Mancha
AC 20 T 13 FF 17 | Current HP 22/22| F +7 R +5 W +5| Init +3| Perc +0 Human Paladin/2
(150
posts)
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Black Midknight
Human (varisian) AC 25 T 15(19 vs incorp) FF 20| HP 57/57| F +6 R +12 W +5 (+9 vs charms/compulsions) | Init +6| Perc -2
(135
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Dora Winifred
F Elf Arcanist (magaambyan initiate)/2
(0
posts)
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Bethany Provence
F Wandering Priestess
(34
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Adeline Lux
F Human Envoy/6
(0
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Palladia
F Human Vanguard/1
(0
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Renegade Al
SP 7/7 HP 10/10 | RP 5/5 | EAC 13; KAC 14 | Fort +3; Ref +4; Will +0 | Init: +2 | Perc: +0(low-light), SM: +0 | Speed 30ft Verthani
(43
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Ruby Jo
(0
posts)
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Edelmira Charthagnion
F NG Female Versatile Human Fighter/1 | HP 19/19| Focus 0/0 | AC 19 (21 w/shield)| Fort +6; Ref +5; Will +3 | Perc: +5 | Speed 25ft | Hero Points 1/3 | Active conditions: None. Fighter/1
(26
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Shwurk the Greebler
F Goblin (irongut) Bard (polymath)/1
(30
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Kaiti Kaeti
(0
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FATEBOT-1
Female Human Oracle/1
(0
posts)
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Aliases
"Doctor N"
AC 18 T 14(18 incorporeal touch) FF 15 | Current HP 37/38| F +6 R +7 W +7| Init +3| Perc +6 (darkvision) l Grit 2/2 Grippli
(184
posts)
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Abella Tribastarion
Female
(490
posts)
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Aldoz Greenbeard
M Dwarf
(17
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Asuka Narukami
Challenge 1/1 AC 20 T 16(20 vs incorp touch) FF 14| Current HP 34/34| F +4 R +7 W +4(+7 vs charm/compulsion)| Init +3| Perc +1 (-1 for sight) Low-light vision
(192
posts)
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Avelina of House Galfrey
AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1 Shield Scale:1/3
(763
posts)
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Berith
AC 21 T 10(15 incorporeal touch) FF 20 | Current HP 15/19 | F +4 R +2 W +3 | Init +1 | Perc +14 Eidolon
(51
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Briar the Rose
(17
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Briar Vervain
Female Human AC 20 T 12 FF 14| HP 13/28| F +5 R +3 W +3 (+2 vs inhaled/ingested poison, roll twice take the worse)| Init +2| Perc +0 (darkvision 60ft)| Action Points 5/5
(296
posts)
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Camellia Gray
Female Human(azlanti) AC 24 T 13 FF 21 CMD 17| Current HP 29/29| F +6 R +3 W +3 (+2 vs emotion and pain)| Init +1| Perc +3
(82
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Claire Tilernos
Female Human Warder (Zweihander Sentinel)/1
(12
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Dareia Aristedel Elpis
(103
posts)
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Dembe of Lost Tears
AC 16 T 11 FF 15 | HP 14/14| F +6 (+8vspoison) R +3 W +6 (Immune Blue Whinnis)| Init +1| Perc +6 Half-orc (rainkin)
(8
posts)
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Edelmira Karthis
(227
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Edelmira of House Stavian
(24
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Fortinbras Rousseau
M Human (Danoran) Investigator (empiricist)/2
(84
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Genevieve and Hayseed
(1
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Gertrude Elsbeth
(11
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Gladiola
AC 19 T 12 FF 17 | Current HP 13/13| F +4 R +2 W +2 (+1 vs spells/slas from evil creatures)| Init +2| Perc +0 (-2 to avoid surprise) Human Fighter/1
(41
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GM Glorious
The Kat Season At Sea Mahdi's Chattel Lady Darchana
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Hrothdane 438
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Hrothdane Pregen
(65
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I'M RETA BIGBAD
I'M A GIRL YOU IDIOT HP 7/8| AC:15| T:13 | FF:13| CMB: +0 | CMD:12 | Fort:+3 | Ref:+2 | Will:+0 | Init:+2| Perc: +8| Speed: 30 ft.) I FIGHT THINGS
(148
posts)
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Kat Brewer
Female AC 23 T 13 FF 22| Current HP 39/83| F +10 R +14(trap sense +3) W +11(see profile for conditional modifier)| Init +1| Perc +27 (+32 vs traps, trap spotter, smog sight) Sense Motive:+29+1d6 |Inspiration 10/10
(380
posts)
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Kisaiya Shiraishi
F
(544
posts)
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Klymene Adrastreia
F Human (varisian) Brawler(wild child)/1
(7
posts)
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Koth'vaul
Glabrezu
(27
posts)
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Kseniya Morgannan
AC 23 T 17(21vs incorp touch) FF 21| HP 65/65 l F +8 R +8 W +5 (see profile for modifiers) | Init +2| Perc +4 | Martial Versatility 3/4, Stunning Fist 4/4 Half-elf(snowborn/jadwiga)
(198
posts)
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Kseniya, The Golden Girl
Woman AC 19 T 15(19 vs incorp touch) FF 17| HP 20/20 l F +4 R +4 W +2 (see profile for modifiers) | Init +2| Perc +0| Martial Versatility 3/3, Stunning Fist 1/1
(28
posts)
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Kyrie Breakspear
F Exploration Activity: Defend | Conditions: HP 233/233| Focus 1/1| 38 (40 w/shield)| Fort +28; Ref +20(+23 vs AoE); Will +23| Perc: +20 | Speed 35 | Hero Points: 1 |
(393
posts)
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Madge Zolversson
F Halfling Investigator (empiricist)/1
(19
posts)
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Margareta "Meg" Alekto
Female Human(varisian)
(272
posts)
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Marya Ilyinichna Belova
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7 AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
(541
posts)
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Millicent Jones
AC 16 T 12(16 vs incorp) FF 14| HP 17/23| F +3 R +3 W +4 | Init +2| Perc +13(+14 for traps)
(172
posts)
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The Night Swan
(497
posts)
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Niksi Drugova
F Cavern Elf Bard (maestro)/9 Hero Points: 3
(606
posts)
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Palladia Countbreaker
F Vanguard/1
(56
posts)
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Psycho Mantis
AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22 Human Psychic/10
(106
posts)
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Riddleotep, King of Sphinxes
(2
posts)
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Rowena Sabelia
AC 22 T 15(19 incorp touch) FF 17| HP 41/48 | F +4 R +10 W +3 (+7 vs charms/compulsions) | Init +6| Perc -2 Human (varisian)
(87
posts)
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Sayna Elantho
AC 29 T 13 FF 28| HP 121/121(resist fire 5)| F +15 R +13 W +12 (see profile for rest)| Init +2 (+3in Cheliax)| Perc +4 (darkvision 60ft) | Challenge 4/4, Greater Tactician 3/3 Ifrit(sunsoul)
(212
posts)
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Seelah, Knight of the Inheritor
AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
(43
posts)
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Seraka
Female (Not raging) AC 20 T 11 FF 15 (uncanny dodge) l HP 22/22| F +7 R +3(bonus +1 vs trample) W +5 | Init +2 | Perc +4 Rage 8/8
(210
posts)
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Serpent Shogun
AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
(58
posts)
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Sookie Clayten
AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2
(57
posts)
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Tewa She
F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
(136
posts)
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Theadora Arnisant
F Bard (arcane duelist)/1
(0
posts)
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Tove Ragnulf
F Skald (battle scion)/2
(33
posts)
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Valais Durant
(3
posts)
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Valena Dalloway Versade
(1,010
posts)
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Victor, Goat of a Shepherd
AC 22 T 13 FF 19| Current HP 33/33 (DR 5/evil, Resist Acid Cold Electricity 10) | F +6 R +8 (evasion) W +4 (+4 more vs enchant)| SR 11| Init +3 | Perc +6 (scent, darkvision, low light vision)
(20
posts)
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Victoria Fate
AC 19 T 11 FF 18 | Current HP 51/51 | F +3 R +2 W +2 (+8 vscharms/compulsions) | Init +1 (roll twice, take better) | Perc -2 Human
(362
posts)
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Vladlena Petrovna Dasnadova
Female Human Investigator/1 AC 16 T 12 FF 14 | HP 11/11 | F +2 R +4 W +3 | Init +2 | Perc +4/+5 vs traps
(42
posts)
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Yojimbo--Kiku's Phantom
AC 30 T 14(22 vs incorp touch) FF 26| HP 24/59 (DR 5/magic+slashing) | F +9 R +11 W +4 (+4 morale vs enchant) | Init +3| Perc +4 Phantom (zeal)
(71
posts)
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Zwei the Drone
HP 5/10 | EAC 10; KAC 12 | Fort +0; Ref +4; Will +0 | Speed 40 ft, Climb 20 ft
(5
posts)
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