Arcadian Hippogriff

Manzcar's page

Organized Play Member. 187 posts (2,110 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 19 aliases.


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Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Looks cool


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Manzcar moves up towards the gardners.

Stop this we come to help


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Okay Random that was hilarious from what does the fox say to the knocking boots had me cracking up.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Monty squirms in his seat as he listens and then clears his throat again not because it needs it but as a nervous habbit.

I believe that the Orcs feel as if they have been driven from their home and left to die. Every time they turn to look for a way to grow they are shut down and torn away from the home they know. It was that way with the dwarfs and now with the humans. In all honesty they are brutal because they believe they have no other choice. I believe that if you are able to open up conversation and give them a place that they would feel comfortable in living that they would grab that more than not. If you use force they will always push back not much unlike if you were to push against a boulder. what I mean to say is that they will always want to get something for their effort.

Monty shifts uncomfortably in his seat not from any false thing he has said but that he might have to worry on how his words would be taken.


Dot very interested.


Patron family honor.


Dotting for interest may I use brigand trait from Kingmaker. My character is from Port Ice and fits in his back story of growing up on the streets and becoming a cat burglar / sneak thief.

thank you,


So just wondering if this is still happening.


Coming from a wealthy and influential family Gordax thought very highly of himself causing others not to like him much. He spent his time mostly alone and learning the art of unlocking things. very skilled and light on his feet but not very stout or likable.

crunch and stuf:

Gordax Draxdar
Male Dwarf Rogue 1
CN Medium Humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 8 (1d8)
Fort -1, Ref +7, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cold Iron Light mace +5 (1d6+2/x2) and
. . Masterwork Rapier +6 (1d6+2/18-20/x2) and
. . Masterwork Shortsword +6 (1d6+2/19-20/x2)
Ranged Composite shortbow (Str +1) +5 (1d6+1/x3)
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 8, Int 15, Wis 13, Cha 8
Base Atk +0; CMB +2; CMD 17 (17 vs. Bull Rush, 17 vs. Trip)
Feats Weapon Finesse
Traits Reactionary, Old Money
Skills Acrobatics +9 (+5 jump), Appraise +6 (+8 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Disable Device +12, Escape Artist +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5 (+6 to locate traps, +7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +5, Sleight of Hand +9, Stealth +9, Use Magic Device +3
Languages Common, Dwarven, Giant, Goblin
SQ greed, hardy, slow and steady, stability, stonecunning +2, trapfinding +1
Other Gear Masterwork Studded leather armor, Cold Iron Light mace, Composite shortbow (Str +1), Masterwork Rapier, Masterwork Shortsword, Backpack (15 @ 25.5 lbs), Bedroll, Flask, Flint and steel, Grappling hook, Mirror, Piton (5), Silk rope, Thieves' tools, masterwork, Trail rations (2), Waterskin, Whetstone, 8 GP, 3 SP, 5 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Old Money
Your family possesses great wealth.
Benefit: Your starting cash increases to 900 gp.

Clever Hands
You are born artisan, cunning and quick with your hands and mind. Whether you have chosen to use these gifts for noble pursuits or becoming a thief does not matter, you are mistrusted regardless by your fellow dwarves.
Benefit: +2 Dexterity, +2 Wisdom, -2 Charisma

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

will come up with full back story and make alias on here later this weekend.


I am dotting for possible consideration
Strength 2d6 + 6 ⇒ (3, 5) + 6 = 14
Intelligence2d6 + 6 ⇒ (6, 3) + 6 = 15
Wisdom2d6 + 6 ⇒ (1, 4) + 6 = 11
Charisma 2d6 + 6 ⇒ (2, 2) + 6 = 10

Dexterity 18
Constitution 8

Looking to be a rogue just a fragile one that has great agility.


dotting


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

you all should be able to move your token


definitely interested


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Rules ahhh I don't worry about them too much I am sure at some point someone will tell me what I am doing is wrong.

-looks at Hawk-

LOL


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Birds ar coocoo


GM Armadillephant:
I have updated his backstory to show his intent in going back to Sandpoint was not only to thank Koya but to stay there until he feels he has repaid the debt of his life to her.

the toad was made in Hero Lab thus the stats I do understand it is just a toad that just hangs around the goblin cleric. and when I say hangs I mean it uses its tongue to fasten itself to him. thus sticky tongue.


here are my submissions. Please let me know what if anything needs improved, added, subtracted, changed, or well you know.

first the not so great goblin cleric Hargnor

backstory:
Hargnor grew up as any goblin might in a brood of many with no distinction. He is actually small for a goblin but not a runt by any means. On day as the goblin healer was doing prayers to their god Ymeri Hargnor tripped and pushed Kazerb Eviltooth into the fire built for worship. Well Kazerb turned out to be very flammable and died, but Ymeri wanting a goblin spiritual leader passed the powers onto Hargnor.

Hargnor once feeling the power started to sing:

Hargnor burn you till you dead
stole yous mojo from da fire
now I goblin healin head
while da flames jus go higher
burn you burn you steal mojo
burn you burn you here I go
burn you burn you now you die
burn you burn you now am I

And thus is the rise of the not so great Hargnor and his pet sticky tongue the toad.

crunch:

Hargnor Solvarn
Goblin Cleric 1
N Small Humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +1 (1d6/19-20/x2)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks destructive smite +1 (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Doom (DC 13), Bane (DC 13), Burning Hands (DC 13)
0 (at will) Guidance, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 8, Wis 14, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Selective Channeling
Traits Reactionary
Skills Acrobatics -1, Climb -3, Escape Artist -1, Fly +1, Heal +6, Ride +3, Stealth +7, Swim -3
Languages Goblin
SQ aura, cleric channel negative energy 1d6 (5/day) (dc 12), domains (destruction, fire), fire bolt (5/day), spontaneous casting
Combat Gear Potion of cure light wounds; Other Gear Chain shirt, Buckler, Crossbow bolts (20), Light crossbow, Longsword, Belt pouch (empty), ????, 41 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Fire Bolt (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sticky Tongue
Toad
N Diminutive Magical Beast ((animal))
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 15 (+1 Dex, +4 size, +1 natural)
hp 2 (1d8-2)
Fort +0, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB -3; CMD 2 (6 vs. Trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (-11 jump), Climb +1, Fly +7, Perception +5, Stealth +21, Swim +1
Languages
SQ improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Then secondly my Half-Orc Inquisitor forged from pain and suffering. Magnauk Hailstraum

Long Back Story:
When Cheliax was even more powerful than it is today; when it was in the last years of its Imperial glories; Roknaug Hailstraum and several other Half-Orc familes moved to just outside of Barrowood. Their dream was to build a sepertist community of Half-Orcs where they could feel safe and live a peaceful life tending the land and trading in lumber of barroak wood for ship building and shade maple used for arcane implements. They freely worshiped Erastil the god of family, farming, hunting, and trade and they lived with out insident for years. But then the Civil War spun all of Cheliax out of control for thirty years.

Roknaug was able to keep his small community out of the troubles but that may have been only because of the logging his little clan could produce. The clan was not bothered and were left alone but that didn't mean they didn't notice the changes. They were able to see the power shifts and how the new laws and diabolical followings effected the people. Being removed from the cities the clan was not effected dirrectly by the surrendering of morality to the law and order of fiends and House Thrune. They kept their worship of Erastil hidden but it did not wane.

Ragnauk Hailstraum son of Roknaug had a heart of good. He secretly hated what he saw around him. Yes there was Law and Order but at what cost. What evils were being allowed to support the rule. Ragnauk became outraged at what Cheliax had become. Several people of the clan and Ragnauk started to secretly support Revolutionaries that wanted to return Cheliax to its heyday before the rise of the House Thrune. Maybe do what Andoran had done and establish a common rule. Ragnauk had even started to help in the Bellfower Network as a tiller. It took time for him to prove himself to the mostly hafling freedom fighters but after he did he used his cover as a logger to help sneak slaves to their final destination in Andoran.

Magnauk Hailstraum, son of Ragnauk son of Roknaug, grew up learning to help others less fortunate than he was. He loved his father and knew where his family came from and believed that Cheliax could be something more something better. Magnauk knew the risks of helping others and the worshiip of Erastil, but he never thought of the costs. He learned what the costs were and they were more than steep. He never saw so many Hellknights at once as they decended upon the clans meager settlement. They were there to hand out their justice to those that went against the law. And being a secret revolutionary, a Bellfower agent, and a worshiper of Erastil was about as far as you could go against the law.

Magnauk faught with his clan and as he did a rage burst from deep inside of him for the first time ever. He faught as ferocious as a caged animal using a great axe to carve into any Hellknights that stood in his way, but there were too many for the small clan. Magnauk turned after taking down a Hellknight and never saw the metal barbed whip coming towards him. He got hit squarely in the face with the whip ripping a deep gash from the top of his forehead down to and through his upper lip. The wound barely missing his left eye as it cut through his flesh. As he fell he heard one of the Hellknights yell for the Order of the Rack before he passed out.

Magnauk was left for dead as the clans houses were burned and the dead left for the vultures to gorge themselves. But Magnauk did not die, because of the kindness of a person just passing through Cheliax. Koy found him barely alive and healed him and took Magnauk out of Cheliax. Koya took him to Sandpoint and he stayed there a short time healing and deciding what he was to due without family or clan. Koya convinced him he should seek out a temple of Erastil and find his purpose.

Magnauk followed the advice and found a temple not far from Sandpoint. He studied and found favor from Erastil in small amounts of divine power but he grew in strength even more. Magnauk has become grim yet determined to gain justice for his lost clan. He knows getting at those directly responsible is almost impossible, but he can use his new found abilities to root out enemies of the faith and enact justice upon them. He has returned to Sandpoint to personally thank Koya for not only saving his life but giving him purpose.

CRUNCH:
Magnauk Hailstraum
Half-Orc Inquisitor 1
NG Medium Humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +7
Aura enlarge (6/day)
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +2, Will +5
Defensive Abilities judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +4 (1d12+6/x3)
Ranged Shortbow +2 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Magic Weapon
0 (at will) Guidance, Daze (DC 13), Detect Magic, Disrupt Undead
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 10, Int 9, Wis 16, Cha 7
Base Atk +0; CMB +4; CMD 16
Feats Improved Initiative
Traits Armor Expert, Reactionary, Rescued (Koya) (Ex)
Skills Acrobatics -1 (-5 jump), Climb +1, Escape Artist -1, Fly -1, Heal +7, Intimidate +1, Knowledge (nature) +3 (+6 to identify the abilities and weaknesses of creatures), Knowledge (religion) +3 (+6 to identify the abilities and weaknesses of creatures), Perception +7, Profession (herbalist) +7, Ride -1, Sense Motive +8, Stealth -1, Survival +7, Swim +1 Modifiers monster lore
Languages Common, Orc
SQ domains (growth), judgement (1/day)
Other Gear Scale mail, Arrows (40), Greataxe, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Grappling hook, Erastil, Silk rope, Trail rations (10), Waterskin, Whetstone, 16 GP, 2 SP, 8 CP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Inquisitor Domain (Growth) Associated Domain: Plant
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rescued (Koya) (Ex) +2 hp healed by your cure spells. +1 vs foes threatening rescuer.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

instantaneous but assumed highly flamable materials would continue to burn as if a torch was set to it


Good I love clerics I'll whip one up.


What is needed I like playing rogues and clerics so if you need one I can come up with something.

Worlds largest will be epic but to finish it pbp could takes decades. Love the thought of it


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Have rhese gone out? Are u runnning any other pfs soin?


Dot


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

As i know you can rebuild the real story hasn't started


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

that is what I figured but I got confused with the xomma lol


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Sal Sal Sal where are you buddy.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Yes we should get someone soon


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Were sheets sent been having trouble with my email and haven't seen one yet.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

yep yep sneaky rogue alchemist told me that is truth


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

it hits the the wall next to them they must do reflex saves for half damage they either have 6 or 3


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I waited a week to crit that girl. I was thinking the whole time the only thing that will stop me is if she crits me and then you go and roll a nat 20.

I was like no freaking way dude, but then you didn’t confirm which is lucky cause we would then need to go another round with her. LOL


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

stated action was spot behind bugbear therefor it is only one point of acid splash damage


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

okay this has come to a stall for almost a week now if ee are simply waiting on Alys roll than I will do it for him. Range touch atack on a square behind the bugbear for Alys 1d20 + 3 ⇒ (20) + 3 = 23 so bugbear takes ine point of damage


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I would be interested in doing the next part if the GM will want to continue.


I guess I am adicted enough. Looks like a healer is in order. So okay I'm in. I will work something up tonight.


-pokes head in and waves at Rick-


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Yeah once saw a guy have a bat phobia in a game thought it was cool so i built it into Saladors untold parts of his backstory. I invision as long as he sees a window or an open exit he will be okay.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Well it was supposed to be rogue but who am i to judge.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

1d20 + 7 ⇒ (19) + 7 = 26 to call all rougish little ones to come play the game.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Assuming the bugbear doesn't kill us all. this had been way fun.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Buehler. Buehler. anyone anyone anyone. Buehler Buehler.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Lol


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Yeah iwas all caught up in the riddle.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I wasn't wanting to talk about why she was doing it or her lies on what was going on but if she gives up we can spare her life.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Alys?


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

lets go. GM any way to get behind the bugbear to cut it off without tumble


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

This group can't seem to get genders right. quit being so gender racist against goblinoids for goodness sake.

LOL


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

lets hear it for the boy


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I think I will just power attack from now on ain't hitting anyway.


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

I'll take out gobbleygoop first

Brandu steps up allowing others to come in

5ft step up flurry of bows +3 range -1flury +1PBS
1d20 + 3 - 1 + 1 ⇒ (16) + 3 - 1 + 1 = 19
1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 3 - 1 + 1 ⇒ (15) + 3 - 1 + 1 = 18
1d6 + 1 ⇒ (6) + 1 = 7


Skills :
Acrobatics +8, Appraise +6, Bluff +4, Climb +6, Disable Device +10, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +4 (+5 to locate traps), Sleight of Hand +8, Stealth +8, Use Magic Device +5
Init +6; Perception +4 AC 18, touch 15, flat-footed 13 (+3 Armor, +4 Dex, +1 dodge) hp 4/8 (1d8) Fort +0, Ref +6, Will +0 Base Atk +0; CMB +2; CMD 17

Did you ever get the feeling that this bugbear is goung to own us.

daysoftheking has not participated in any online campaigns.