Abra Lopati

Richard Harmon's page

712 posts. Alias of Kevin O'Rourke 440.


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Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I've been kind of avoiding this for a while, I knew about a week or so back I really should get around to it but kept finding excuses to push it off one more day. For the last half a year or so I've just been floundering and then playing catch up every month or so. I hate abandoning groups but continuing as is isn't fair on people either. I'm going to be dropping out of all of the games I'm playing in (bar the one I've been playing in the longest) and most I am GMing except two which are near the end.

The last year has thrown me out of routine with the games, the pandemic is bad enough but there's some personal stuff that looks like it's coming up that'll be making things more awkward. I've enjoyed GMing and playing but it's just not something I can do right now.

Thank you for all the great times and I'm sorry I can't see it through to the end.

For this game at least I can hope Richard can fade into the background arguing with merchants and a cowled crimson figure might from time to time be seen running around roof tops- in a way I only really managed to bring into play once.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard continues to press his attack.

Dueling Sword Vs Green: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Dueling Sword Vs Green: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Those are not the rolls I was hoping for... still the first one might hit with flat footed


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I'd like to ask a question and point something out with regard to Marten being a Lebeda.

Firstly you say he was off crusading, where abouts? The Worldwound, Lastwall or perhaps off to the east helping Tymon against the forces of the Living God Razmiran? Just curious on this front.

Now with Marten being a Lebeda I'd like to point out he'd be a distant cousin of Richards then as his grandmother was a Lebeda and he was fostered with them for a time. I've got an ability from his archetype rather than the usual trait. He'd likely have met Marten at some party once.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I didn't expect Tigerlords to have to resort to such treachery! TO ARMS!" Richard charges forward and as he moves towards the speaker draws his blade in an arc that slashes towards the closest barbarian's chest.

Sense Motive: 1d20 + 10 ⇒ (15) + 10 = 25
Aldori Dueling Sword: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

A new player sounds good.

Most of the games I was in or running are on hold or migrated to voice chat. But the ones that are on hold... might be tough to resurrect. For one 5e game I was running we did one last long session to wrap up the story arc because it had been six months and going back to it would only get harder. Even if we don't resurrect it then we at least came to some kind of ending point.

It was fun seeing the players scouting react to finding out the orc warlord not only had a giant working for him now but had it working out.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I'm curious, we've journeyed through these lands before and not encountered you before. Where do you hail from? Numeria perhaps, somewhere in the River Kingdoms or perhaps you've taken a wandering path from Iobaria?" Richard gives them an appraising look, examining the craftsmanship of the barbarian groups gear as well as any tatoos or scarification that might him identify the tribe.

Sense Motive: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge Local: 1d20 + 5 ⇒ (18) + 5 = 23


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I heard some folk were establishing a settlement in these parts but haven't found the exact spot yet. You wouldn't have run into them, or perhaps be those people? Can I be of aid to you?"


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Still here.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sorry for the delay. It was busy and then there was getting back on top of the PBPs. I've caught up on the games I am GMing and starting back on the ones where I am a player.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard inclines his head with a roguish smile. "Good day to you. I'm glad we could start things off so pleasently. I do hope you speak Taldane but perhaps we share other tongues."

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge Local to see what he knows about these Barbarians: 1d20 + 5 ⇒ (3) + 5 = 8
If they don't respond to common (Taldane) he'll try Draconic and then Elven


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard holds up his hand and explains. "I can hear a group approaching quietly through the forest in our direction... it could be a coincidence or it could be intentional. I'd suggest we have one or two welcome them with diplomacy while the rest stay hidden close by to make them reconsider things if they get aggressive. We're both the best at moving unseen Colwyn but we're also the best two up close..."

"Perhaps another approach we stealth forward to intercept the group while the others cast spells and blessings as they deem suitable and can reinforce us or come forward once things are better understood. If you give me the nod I'll approach the group... or the other way around but you're better at taking full advantage of an ambush than I am."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sorry to see you go Reknar... I think a post was eaten because I swore I had responded to that.

Christmas is always a hectic time at work and doubly so this year. Sorry for not being as involved at the moment.

I'd agree waiting til the new year if we are getting someone is best. I think it's a fairly solid mix of classes and archetypes though skewed towards cunning and finesse to overcome problems.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"They're not always wicked, but they have a much different viewpoint on life than the average humanoid given a dragons power and longevity. Best to find out more but I would be concerned since it seems to be out hunting... we might just find a more benevolent one hunting deer."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard draws his bow and knocks an arrow before moving to help Reknar study the tracks.

Survival to Aid Reknar: 1d20 + 4 ⇒ (7) + 4 = 11


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Once Colwyn has relayed the pertinent details Richard frowns, being a bit concerned he hadn't gotten a whiff of this before now. "That's definitely worth looking into, that area is clearly within the area Restov backs as ours to claim. The Stolen lands have a lot of claims to them though... still if they stuck south of hear they would have known we'd have less of a case and would be less irritable."

"We'd best go check them out, we don't a bunch of Norgorbor or Razmiran cultists getting settled in this close to us. It's probably nothing that bad but I'd suggest we tidy up our affairs today and head out in the morning to size them up. We can likely come to an accord and if not the sooner we know that the better."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I assume we can say Colwyn relays the broad strokes of the information then.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I am still here but the weekend went poorly, trying to catch up on all of the posts in all of the games.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sounds good Colwyn. I'm not always in favour of expanding, sometimes you need a turn to develop what you have but sawmills, mines, quarries and farms always seem worth building.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Seperate ones in different locations are handy for keeping your forces in different settlement... which really matters as the Kingdom grows later on. For now I've no issue with proceeding with upgrading to a Barracks.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I'm up for a Garrison in Thornholme.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sounds good on the army front having run a few games with mass combat it's always best to make sure they have a ranged weapon. I'd suggest sticking with infantry given the sheer amount of rivers, hills and forests in the area. If we invest in city walls they could hold up nicely in a siege situation.

As for Richard he'll be sending letters to various interest groups in neighbouring areas to encourage trade and diplomacy. He'll be drawing maps of all the areas we've explored so far for future reference.

There'll be a few glimpses seen of a fellow in red clothes skulking about and giving ne'er do wells a hard time. Though he hasn't been so public as he was when that cult was active in town.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"A sewer system and paved streets would be a wise investment for both of our settlements before too long. A market place would be good for trade as well but I agree on the other proposed investments first. On the defence front walls to surround the settlement aren't that complicated... castles everywhere would be great but budgets must be balanced."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"They are on the run! Lets pursue and thin their numbers more, most farmers and trappers can't handle them."

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Isaac can watch over it while we deal with the remaining spiders and ettercaps. We have the numbers so luring them out into the wider space can work to our advantage. It's not worth setting up the bear traps though as they'll climb along the walls."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Maybe we should swaddle it and feed it some diced up small mammal?"

Heal: 1d20 ⇒ 11
Time to start rolling and aiding/succeeding


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Lets very carefully seal it away somewhere. I'm sure we can find some way to dispose of it."

"Perhaps an illussion spell could lure out the spiders, better to deal with them piecemeal. I'd rather not anyone get poisoned."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I doubt they took good care of it. Also we're a bit beyond an up jumped bandit camp now. I doubt it will survive on it's own though if it grew to the size of it's prodigious parents it would be quite a draw in a menagerie wouldn't you agree?" Richard smiles. "It's young and has done no wrong, even its parent was a beast."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard tries to remember if an owlbear has ever been tamed that he has heard of. "We'll have to be careful, I'd suspect if you're not careful you might still lose a finger!"
Knowledge Nature: 1d20 + 2 ⇒ (12) + 2 = 14


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Want to hold onto it Niadroub? I'm sure you'll make more use of it than any of the rest of us. We could send the elemental towards that northern passage next?"


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard kept up the rate of fire against the plant thing.

Longbow: 1d20 + 12 + 2 + 1 + 1 - 4 ⇒ (7) + 12 + 2 + 1 + 1 - 4 = 19
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Longbow: 1d20 + 7 + 2 + 1 + 1 - 4 ⇒ (8) + 7 + 2 + 1 + 1 - 4 = 15
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Longbow: 1d20 + 12 + 2 + 1 + 1 - 4 ⇒ (7) + 12 + 2 + 1 + 1 - 4 = 19
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Feel free to post in discussion. Play whatever you'd enjoy, the group has the basics covered to some extent, I'm sure with new players we'll be getting at least a smidge more healing as even if we don't get a druid or cleric we'll likely get a ranger or something with a smidge and even that much just makes things easier not necessary.

https://paizo.com/campaigns/v5748p75ivkdl/discussion&page=last


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

I missed haste last time around so another shot in the previous round.
Longbow: 1d20 + 12 + 1 + 1 + 1 ⇒ (9) + 12 + 1 + 1 + 1 = 24
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

"Good thinking Niadroub! Lets finish him off I see another shape moving in the darkness." Richard cheered on the mage's adaptation to the changing environment but kept up the rain of arrows on the owlbear.
Longbow: 1d20 + 12 + 1 + 1 + 1 - 4 ⇒ (3) + 12 + 1 + 1 + 1 - 4 = 14 Definitely a miss
Longbow: 1d20 + 7 + 1 + 1 + 1 - 4 ⇒ (15) + 7 + 1 + 1 + 1 - 4 = 21
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Haste Longbow: 1d20 + 12 + 1 + 1 + 1 - 4 ⇒ (16) + 12 + 1 + 1 + 1 - 4 = 27
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Knowledge Nature on the Shambling Mound: 1d20 + 2 ⇒ (8) + 2 = 10


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Just putting it out there, I'm running a Ruins of Azlant game where a player has dropped out of all PBPs was in. We're in book two and depending how things go might wrap things up at the end of book three for full disclosure there but if things get a bit more steady then we might go the whole way. The group is level five. I'd highlight Locathah are now very much a viable option as the party have made friendly contact with a group of them!

A real life friend of mine gave PBP a try but it just didn't pan out longterm so there's actually two slots.

Niadroub is in the game as an investigator.

That first player was in a lot of my games as well so it might not be the last you hear of me!


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard made sure to be a little ahead of the others and tried to draw the beasts ire.

Longbow: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Longbow: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Bear traps aren't great, they weight a ton but they are cheap and most importantly don't require you to build your character around using them.

Lure it to it's doom!


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard sets the traps and readies his bow. "I would be most keen to try to take it out at range. I have no desire to see what an owls bear proportioned for a bear could do to humanoid flesh."

Offset beartraps are blue. Regular bear traps are red. https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bear%20trap%20(offset )

https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bear%20trap


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Colwyn and I could move up covertly to the cave mouth, if the beast is not nearby we could deploy one or two bear traps. If we have to withdraw they might give the beast pause in it's pursuit. Other than that consider what spells might aid us in this fight. Alternatively we could set up as many traps as we have and make a great racket to draw it out... but that does assume there is one of them and not a whole brood."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I can't say if I've see such a beast. I've heard a few tall tales but I'll have to consider while we travel if there is anything of substance that might just be true."

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge Nature: 1d20 + 2 ⇒ (8) + 2 = 10


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Belt of Dexterity +2 4,000gp
Adamantine Aldori Dueling Sword +1 and Keen 11,020gp


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Isaac is a good friend but between baby's and life I had to say I'm kicking him from my own game, just waiting for the party to return to base so the character can fade into the background.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Please remember one of Richards abilities for selling stuff.

"He can also resell items for 60% of their listed value, rather than 50%. The purchase limit of the settlement must be high enough to accommodate the increased value."

Richard will take the Longbow +1 and put in a masterwork longbow.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Shall we liquidate our newly acquired assets and divide the spoils so to speak to acquire new gear before venturing out to explore once again?"

IE sell and buy stuff while we do a kingdom building round?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Sounds good.

I'd rather avoid another fight for the rest of the day if we can... though I am begining to get concerned our hill giant buddy might get notions about taking us out while our resources are depleted if he gets the notion.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Hiring him as a mercenary would require a lot of management. As Minister for Trade I'd just like to clarify now although there's a commerce factor it would clearly be a military matter, so Reknar's opinion should carry extra weight."

"It might just be easier to give him the booze and encourage him to wander off in the direction of Numeria. If we looked like we were going to fight anyone sometime soon he might be worth the bother."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"Thank you. Most people can't survive their attacks. I'd imagine most fey would be able to avoid them the areas they care about wouldn't survive so well and gods only know what kind of creatures they'd rile up from the wilds if left rampaging."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

HP: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
BAB +1
Skills: 8 Adventuring, Background 2
Disable Device +1, Disguise +1, Perception +1, Sense Motive +1, Stealth +2, Bluff +1, Diplomacy +1

Appraise +1, Sleight of Hand +1

Social Talent: Gossip Collector (Ex): The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard keeps pressing forwards... not sure if he'd be able to make it as far as Zelera as this troll lives.

Dueling Sword: 1d20 + 12 + 2 + 1 + 1 ⇒ (10) + 12 + 2 + 1 + 1 = 26
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Dueling Sword: 1d20 + 12 + 2 + 1 + 1 ⇒ (6) + 12 + 2 + 1 + 1 = 22
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Dueling Sword: 1d20 + 7 + 2 + 1 + 1 ⇒ (1) + 7 + 2 + 1 + 1 = 12
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

My posting will be near non existent from the 29th til the 3rd, just a heads up.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard strikes a few times before taking a step back from the troll in finery. "Don't let him hit you! He packs a hell of a punch."

Dueling Sword: 1d20 + 12 + 2 + 1 + 1 ⇒ (19) + 12 + 2 + 1 + 1 = 35
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Dueling Sword: 1d20 + 12 + 2 + 1 + 1 ⇒ (10) + 12 + 2 + 1 + 1 = 26
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Dueling Sword: 1d20 + 7 + 2 + 1 + 1 ⇒ (2) + 7 + 2 + 1 + 1 = 13
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Confirmation Roll: 1d20 + 12 + 2 + 1 + 1 ⇒ (12) + 12 + 2 + 1 + 1 = 28
Damage if a Crit: 1d8 + 4 + 1 + 11 ⇒ (6) + 4 + 1 + 11 = 22


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

As usual Richard focuses on striking his target and creating openings for Colwyn.

Dueling Sword: 1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Haste Dueling Sword: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Dueling Sword: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

I think Haste is?

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