Lizardfolk Sorcerer

Esskele's page

35 posts. Organized Play character for philipjcormier.


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Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Here goes...

Recovery Check vs. DC:12: 1d20 ⇒ 12

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele's mouth opens wide and his tongue stretches out, reverses, and briefly goes down his throat causing him to vomit...

Fortitude vs. Sickness: 1d20 + 7 ⇒ (20) + 7 = 27

...he then strikes at Red once.....

Greatsword vs. Red: 1d20 + 6 ⇒ (10) + 6 = 16
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Did NOT adjust for Sickness/Bardic Influence or Flanking. Pleasse adjust accordingly.

...he then Draws his Minor Healing potion gained from Provisions.

Wretch (1 action); Attack (1 action); Retrieve an Item (1 action).

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

My character, Bustral, is an Automaton who started out as a Investigator with the Warrior configuration, and had a scorpion-shaped clockwork companion. After his first adventure I converted him to Wizard with the Mage configuration.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

see spoiler please.

Immunities:
Source Guns & Gears pg. 33 2.0
Because it’s a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, and void. It does not need to eat or breathe. Because the construct isn’t a living creature, effects that heal living creatures can’t help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Will vs. DC:17: 1d20 + 7 ⇒ (6) + 7 = 13

So... no physical change. Got it.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Kept trying to plot my route with the map but the swirly thing makes it impossible. If you need my route for possible AoO let me know.

Esskele's Fury Instinct kicks in as he roars and suddenly charges forward. "There is a new type of enemy for me to try!", Esskele yells as he moves across the battlefield over to Red. Esskele them tries to attack twice...

(Sudden Charge) Greatsword vs. Red: 1d20 + 6 ⇒ (6) + 6 = 12
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Concealed check vs. Red: 1d20 ⇒ 12

(Standard Attack) Greatsword vs. Red: 1d20 + 1 ⇒ (17) + 1 = 18
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Concealed check vs. Red: 1d20 ⇒ 13

Sudden Charge (2 actions); Standard Attack (1 action).

NOTE: Not sure if not sure if Spirit Coffin takes effect or not.

Fury Instinct:
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable FrenzyIncrease the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability 7thIncrease the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance 9thYou resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
two-actions; Barbarian; Fighter; Flourish
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Spirit Coffin:
Uncommon; Lizardfolk
Access: bakuwa lizardfolk heritage or Tian Xia origin
A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune.

Special If you have access to this feat but aren’t a bakuwa lizardfolk, your body doesn’t change when you take this feat. You must instead wear a physical coffin, which is a small wooden chest of light Bulk that you specially anoint during your daily preparations. If your chest is missing or destroyed, you lose the benefits of spirit coffin until you’ve replaced and re-anointed it.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele doesn't have either skill so a basic INT check.

Arcana/Crafting (Untrained): 1d20 + 1 ⇒ (5) + 1 = 6

"I'm not sure."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

"If it's ok with the rest of you, I would like the Elixir, please."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele takes the time to clean and sharpen his blade as repairs are being made/

When it is time to proceed, he then starts to Search as they go.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele calls oit, "Where do you think you're going? I'm not done with you yets.", while striking at the creature twice....

Greatsword vs, Red: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
possible Slashing damage vs. Red: 1d12 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16

Greatsword vs. Red (Part Deux): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
possible Slashing Damage vs. Red: 1d12 + 3 + 3 ⇒ (7) + 3 + 3 = 13

...he the3n growls and hisses as he stares into the creature's eyes.

Demoralize vs. Red: 1d20 + 3 ⇒ (5) + 3 = 8

Attack (1 action); Attack (1 action); Demoralize (1 action).

Demoralize:
one-action; Auditory; Concentrate; Emotion; Fear; Mental; Skill: Intimidation (Untrained)
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Raging Intimidation:
Barbarian;
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare:
Prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele will swing his Greatsword once more...

Greatsword vs. Red: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (11) + 3 + 3 = 17

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Perhaps a Hero Point reroll might help you as well. Not sure if it qualifies though.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele roars as his Fury Instinct kicks in. He then Suddenly Charges forward yelling, "My companion will not feed you tonight!", as he attacks...

Greatsword vs. Red: 1d20 + 6 ⇒ (2) + 6 = 8
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (2) + 3 + 3 = 8

Fury Instince (1 action); Sudden Charge (2 actions). HP=25.

Hero Point that attack, please.

Greatsword vs. Red (Part Deux): 1d20 + 6 ⇒ (20) + 6 = 26

Yeah, that's how ya reroll stupid dice!

Fury Instinct:
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable FrenzyIncrease the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability 7th: Increase the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance 9th: You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
two-actions; Barbarian; Fighter; Flourish
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Not sure if I missed the result, but I had asked if someone could cast Light on my character.

I listed the Light spell under the spoiler in case anyone was not aware of the current changes,

Light:
two-actions; Cantrip; Concentrate; Light; Manipulate
Source Player Core pg. 340 2.0
Traditions: arcane, divine, occult, primal
Spell List: elemental
Bloodline: angelic
Mystery: cosmos
Range: 120 feet
Duration until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.

You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

"Many thanks to the both of you, " Esskele says retightening his grip on his greatsword, "Ready when the rest of you are."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

"If there is a spare healing potion I would like it. I have used both of mine,. Also, if one of you spellcasters could cast a pale yellow light and have if follow me I would appreciate it."

Light:
two-actions; Cantrip; Concentrate; Light; Manipulate
Range: 120'; Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

After his Rage subsides, drinks both of his healing, minor potions (1 Provisions, 1 already purchased.

potion of minor healing: 1d8 ⇒ 3
potion of minor healing: 1d8 ⇒ 5

Esskele is only down 2 HP. He should be fine.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele sees the return of an enemy and charges forward striking when he stops.

Sudden Charge vs. Red: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
possible Slashing damage vs. Red: 1d12 + 3 + 3 + 1 ⇒ (12) + 3 + 3 + 1 = 19

....he then Glares at Red.

Intimidation to Demoralize(T): 1d20 + 3 ⇒ (18) + 3 = 21

Sudden Charge (2-actions); Demoralize (1 action). NOTE: I applied COURAGEOUS ANTHEM but no other modifiers such as possible Flank.

Sudden Charge:
two-actions; Barbarian; Fighter; Flourish
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Demoralize:
one-action; Auditory; Concentrate; Emotion; Fear; Mental Skill: Intimidation (Untrained)
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Intimidating Glare:
General; Skill Prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Wasn't sure. Also not sure I moved 50' correctly with the terrain.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele roars loudly as his Fury Instinct triggers. He then Strides forward and strikes at Black....

Greatsword vs. Black: 1d20 + 6 ⇒ (3) + 6 = 9
possible Slashing damage vs. Black: 1d12 + 3 ⇒ (12) + 3 = 15

NOTE: did not add for COURAGEOUS ANTHEM. I am not sure if it applies at this range.

Fury Instinct:
1 action; Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable FrenzyIncrease the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability 7thIncrease the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance 9thYou resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
two-actions; Barbarian; Fighter; Flourish;
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Fury Instinct (1 action); Sudden Charge (2 actions).

Crap. Hero Point to reroll attack, please.

Greatsword vs. Black: 1d20 + 6 ⇒ (2) + 6 = 8

Figure. LOL.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

"Thank you for your healing assistance, friend Bard". says Esskele. He then turns to the newcomers and asks in Iruxi, "Would you like the Python Meat. It does cook well when boiled for a few hours."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Minor point but Esskele received 3 temp HP from Rage.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

I have but it's still allot and this is my first Barbarian so I'm learning. Like I thought Rage was a separate action so I first posted rage/draw/move then re-read it to post reaction to rage/draw/spring attack.

I did something similar to my 1st ed. Bard, Andy Applebottom's Bard song.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele roars into a Rage as his Quick-Tempered natur takes hold. He then draws his Greatsword, then Suddenly Charges towards the creatures and attacks...

Greatsword (+1 CA); vs. White: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
possible Slashing damage (+3 STR; +3 Rage; +1 CA) vs. White: 1d12 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9

Quick-tempered (Free Action; Rage); Draw Weapon (1 Action); Sudden Charge (2 Actions). +3 Temp HP.

Quick-Tempered:
free-action; Trigger: You roll initiative.
Requirements: You are not encumbered or wearing heavy armor.
So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.

Rage:
one-action; Concentrate; Emotion; Mental
Requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.

Fury Instinct:
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable Frenzy Increase the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability (7th) Increase the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance (9th) You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
Flourish; Two-Actions;
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Takes forever to type out this damn book.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

"Well done, Yaeger, well done.", says Esskele.

Should we change the Macro? I think Search makes more sense than a creature Esskele's size trying to Sneak now that I think about it.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele chooses to Search.

Survival is +5 nomally.

Trailblazer:
Uncharted realms have always intrigued you, and you’ve explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You’re trained in the Survival skill and the Cartography Lore skill. You gain the Terrain Expertise skill feat with one terrain you’ve explored (such as forest or underground).

Terrain Expertise:
Prerequisites: trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time. Terrain Chosen: Swamp.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

All of us in one room with the use of a Bard. I would think 10 GP total would be more than enough. Then again, with +0 CHA and not trained, Esskele is hardly the one to try.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele says, "I vote the Opportune. Nothing fancy, less chance of others prying into our affairs. The again, I'm not afraid of swimming if need be, so perhaps I am a little biased."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Acrobatics vs. DC: 10: 1d20 + 4 ⇒ (11) + 4 = 15

Question. Not to sound greedy, but is this stuff in addition to standard Pathfinder Provisions or do they take the place of them? If they are separate, Esskele will take a potion of minor healing.

"This one thanks you for your helpful supplies. We hope that they will not be needed, of course." says, Esskele.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Esskele clears his throat with a slight sneer and says, "Yes, my kind can be territorial. Then again, most races tend to be."

Archives of Nethys has a listing of Aeon Stones and what they do. Make sure you select 2nd edition. The GM added a link when he mentioned them in his post on the previous page..

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

The Pearly White Spindle is a very handy one to have/invest in your Wayfinder. All my toons get one when they reach level,

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

A massive 7' 300# Lizardfolk strides into the room. Dark green boney plates and a Greatsword and Tetsubua across it's back. The creature move to a corner, with it's golden-yellow eyes constantly sweeping the room.

A deep voice calls out to each member of the team as they enter, "I am called Esskele. It pleases me to be with you today.". His lips pull slightly back showing his toothy smile. Well, he means for it to be a smile...

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

I do not foresee a problem. Then again, I am not familiar with the Tactics. I will look them up.

Verdant Wheel

My apologies for the delay and what seems to be a mistake on my part. It seems I have played a character in 2 of these scheduled games: Lions of Katapesh; and Star-Crossed Court. I do not have any free replays but I can purchase ones if that's acceptable.

Verdant Wheel

This is the finished character from PhilipJCormier. Finally got it put online.