AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund climbs down off the massive feline, and stands in front of Liette. He readies his shield and stands his ground, not wanting to test the treacherous swamp. Move action: Dismount. Move action: ready shield.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 I think Sigmund is the slowest, at 20' in armor. If he could ride as well, that would speed us up. "I am rested, but not cured; the cursed sickness has stolen my breath. It would be a blessing to ride, Abigail."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Start: Taking the CMW from Abigail: Con:10/14; HP: 55/55; Fort: +7 2h:
4h:
6h:
8h:
EDIT: Forgot to add the ability score healing from resting. That makes the difference between him living and dying.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund looks up in alarm at the towering beast, and is stunned when Abigail tames it before he can even call out an alarm. The spectacle is momentous, but at the moment, he's just grateful that the creature isn't hostile. He gets out his healer's kit and makes his way around the group, noting who amongst them is infected. "Let's camp between these boulders. Well need someone to watch for the first two hours, the spell will work for them once they go to sleep. I'll wake after that and tend to the sick. Those who only need a little rest can wake and help guard. Who knows what dangers tomorrow may bring, but we desperately need rest now."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund carefully gathers up the pistols and sits on the ground a short distance away from the distraught women. He takes out his prized hankerchief, so carefully carried through the desolate wasteland, and uses it to clean the powder residue and gritty dirt from the barrels and chambers. The act of cleaning the weapons calms him, and he beckons the others to join him. With the stinging dust diminished, he finds his voice. "This day has been long and difficuly, my friends. We are at the brink of destruction. The precepice of death looms before us, and the void beneath has already swallowed many of those we hold dearest. Let us never forget the sacrifices they made so that we might live. Let us honor and cherish their gift by surviving!" "All day, I have been struggling to find a way to let us reach Kenabres quickly. I have failed. Now, with the sickness among us, I fear we have no choice but to rest and weather the night. I have something to aid us in that, a spell to strengthen our rest. The night will pass quickly for those under it, as your body rests for what feels like days. After a few hours, I will waken and tend to those ailing as I am, in the hopes of curing the contamination." "Can anyone provide a ward or shelter to protect us while we sleep, for the spell is broken for those who wake during the night?" Going to request to use a Hero Point to convert my remaining 2nd level spell to Nap Stack. I have the material component. It will last 8 hours. After 2 hours, everyone will get the effects of a full nights rest. Every 2 hours after, they will recieve the effects of a full day's rest. Each 2 hours counts as a day for saving against disease, curing ability damage, etc. If woken, you cannot regain the accelerated recovery sleep.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 HP: 1d10+2 = +8
Thanks for that retraining option DM. I'll be using it once we reach Clydwell. 5 days and 500gp (10 gp * level 10 * 5 days) is an acceptable expense to replace a feat I rarely use.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Not great posting this week from me; I'm on a tablet instead of my PC. HP 30/49. AC 33 Trusting that Liette knows where she's going, Sigmund does his best to keep up. He moves beside her, once again trying to shield her from the drake. "We will win, Liette. We must." 50' move to L47, total defense.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund moves around Liette, tracking the drakes. "Inheritor save your humble servants," he implores, still standing only through the power of his faith. He readies his sword and prepares for the worst. Move to Q54, re-drawing sword that was hanging by weapon cord. Use touch of good (+4 sacred bonus to attack, skills, checks, and saves for 1 round.) on Liette.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund nods bleakly, following the scout out of the choking dust as he fumbles the cartridges into the unfamiliar weapon. Praying that he'd completed the task correctly, he slides the gun back into its holster at her side and stands between her and her target, shield raised. Move beside Liette. Spend 2nd move to holster her gun, so she can draw it next round. If a drake attacks Liette in melee, I would like to spend a hero point to jump in the way, becoming the target instead.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund watches Liette reload her weapon, eyes stinging in the sand. "Here. Let me," he croaks, holding out his hand. "I'll load. You shoot." Going to reload Valor if she hands it over.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Hands: Holy Symbol & Shield
Spells:
Aura of Heroism 0/8 Aura of Menace 4/8 Channel Energy 0/8 Touch of Glory 8/8 Touch of Good 4/8 Spells. CL 9. DC 15/16/17/18. Conc +13. * = cast.
Sigmund's eyes trail the sizzling clouds of dust spit by the demonic drakes as they fall upon the cleric and her cat. He grimaces at the sound of searing flesh and cringes with the muffled thud. When Sacha springs forth from the concealment, sans Abigail, Sigmund cries out in alarm - or tries to, his suddenly swollen throat turning it into a painful squawk. He drops Beacon, letting it swing by the cord on his wrist, and hurries into the sandcloud, hoping the priestess still lives. He finds her supine form stretched out in the sand, the dustcloud obscuring the details. Praying that she still lives, he reaches out and uses one of his few remaining spells. "Stay with us, Huntress," he croaks as his spell takes hold. Move 20' to Q49, convert Spear of Purity to CMW. CMW @ Abigail: 2d8 + 9 ⇒ (2, 5) + 9 = 16
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund's basically out of direct effects. He'll support Keenan as long as he can. Touch of good again, draw sword. Sigmund nods wearily in thanks at Crissor. He tucks his holy symbol away on his wrist, and draws out Beacon. He focuses through the stinging pain of the cough, and touches Keenan on the shoulder with the pommel. Once again, the blessings of Iomedae bolster his aim.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Round 1
Spells:
Aura of Heroism 0/8 Aura of Menace 4/8 Channel Energy 0/8 Touch of Glory 8/8 Touch of Good 6/8 Spells. CL 9. DC 15/16/17/18. Conc +13. * = cast.
"Iomedae shelter us. Help us drive off our demonic pursuers." Sigmund bring his holy symbol up, but there is a worrisome lack of conviction in his request. His voice catches in his throat, and he coughs wetly. He wipes his stinging eyes and peers at the distant drakes. K. (the Planes): 1d20 + 13 ⇒ (13) + 13 = 26 "The .." <coughing spasm> ".. the drakes have demonic resistances. They cannot be hurt by cold, acid, or electricity. They do not sleep, and cannot be paralyzed or poisoned." <deep breath> "Fire can hurt them, but not as much as you would hope. They are also fast, and move in unexpected ways. Keep... keep your guard up. I will help as I can. We should also spread out. If anyone can protect us from the lightning they breathe, please do so." Out of breath from his speech, Sigmund casts a spell on Kenan's bow, and grimly states, "Destroy them." Cast Weapon of Awe on Kenan's bow: +2 damage, and crits cause Shaken. Going to try to move with him if he moves so I can support with Touch of Good in subsequent rounds.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 No, Sigmund is out of Channels, and almost depleted on spells. He has two 2nd level, a 2nd level domain, and a 1st level domain spell left. He can convert the non-domain spells to CMW, but they won't help too much. He will use them if there are still people significantly wounded after your efforts, Abigail. We'd better hope for a peaceful night - it has been one abyss of a day.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Hands: Holy Symbol & Shield
Spells:
Aura of Heroism 0/8 Aura of Menace 4/8 Channel Energy 0/8 Touch of Glory 8/8 Touch of Good 6/8 Spells. CL 9. DC 15/16/17/18. Conc +13. * = cast. 0th: create water, detect magic, light, stabilize. 1st: (6+1) D-divine favor, ****endure elements x4, **weapons against evil x2 2nd: (4+1) D-bless weapon, *consecrate, *shield other, spear of purity, weapon of awe. 3rd: (4+1) D-*prayer, daylight, *dispel magic, *stone shape, *summon monster III 4th: (3+1) D-*holy smite, *dimensional anchor, *divine power, *restoration Sigmund brings up his holy symbol, his eyes alight with fury beneath the dark glass. "Get you back to Hell, demon! The firey light of Iomedae burns out from the starburst and sword, scalding the demon and causing her infernal flesh to smoke and pop. Still, the strength of her corruption is a match for Sigmund's conviction, and she resists the worst of it, keeping her carapace from bursting into flame. Channel Energy: 7d6 ⇒ (6, 6, 5, 5, 3, 2, 6) = 33
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 I thought her gaze attack affected us in the surprise round, before his warning. If we get to take actions on our turn, Sigmund will close his eyes, pull out his smoked goggles and put them on, granting +8 on saves vs gaze attacks. Then he'll open his eyes and save with +20 to his roll (standard action to retrieve, moved action to don)
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 1d20 + 12 ⇒ (6) + 12 = 18 Sigmund had not been wearing his smoked goggles lately and he surely would regret it after this fight. At the moment, he's too busy running for his life.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund follows Liette as she walks away shaking. When she stops and begins reloading her guns, he puts his hand on her shoulder. He doesn't speak or try to interfere with her grief and rage, knowing personally how intense such emotions can be. Instead, he tries to be a support she can rely on, if she chooses to.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund is getting more martial now that he has holy vindicator. He'll be upgrading to full plate when they get back, so he can get decent AC. His damage is insignificant and he'll just be a speed bump keeping the bad guys away from our ranged behemoths.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Hands: Holy Symbol & Shield
Spells:
Aura of Heroism 0/8 Aura of Menace 4/8 Channel Energy 1/8 Touch of Glory 8/8 Touch of Good 6/8 Spells. CL 9. DC 15/16/17/18. Conc +13. * = cast.
Too much good RP after Nate's death, not enough healing up! Still over half wounded. When Liette used her 2 channel energy on his body, did it heal the rest of us any?. Sigmund scowls at the demon as she lands, and his response is swift. He bolsters his allies and launches a dispelling word to strip away the demon's defenses. Aura of Heroism - LAST ROUND OF THE DAY. Dispel Magic. Dispel Check: 1d20 + 9 ⇒ (16) + 9 = 25 EDIT: Realized NO SR on dispel Magic. Removed Roll.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 "Ah, I had misunderstood you, Viorel, for I must admit to being uninformed in the ways of the arcane. I thought you meant 'not a spell I know, today.' I had assumed you would be able to conjure such a spell tomorrow. Iomedae gifts me with the magic I need when I ask her, and I thought your magic must be similar. It looks as though we will be making the trek on foot."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 "I don't want to go back into the swamp, nor do I want to travel at night. We just started exploring today - we broke camp less than an hour ago, and we've already dealt with two attacks in that time. To travel at night, we'd need to walk all day today, then continue on into the night, or we'd need to rest now, and then set off at dusk. Both ideas are unsound. One puts us at a disadvantage, and the other gives our enemies more time to catch up to us. The keep is likely several days away. We make as much progress as we can on foot today. Tomorrow, Viorel summons enough horses to get everyone mounted, and we race for the Keep. We just need to stay far enough ahead, long enough to reach the safety of Clydwell's walls. The longer we stay here and bicker, the greater chance we all die."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Communal mount would be an awesome spell for extending. It's also only level 2, so could be included in morning preparations. (9*2 hours)*2 = 36 hours divided among up to 6 mounts. Since we're considering forced marching, 3 mounts would get 12 hours each. 2 castings would cover the entire party (that needs mounts), and would increase our speed to 50 ft. Since they're summons, they're eminently expendable.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 "As painful as Nathaniel's death is, it has made one fact extremely clear. We cannot afford to continue to clear land in this area. Dealing with the dangerous denizens while being hunted by drakes, demons, and giants is suicidal. We should make best speed to Clydwell. Viorel, can you summon mounts for us? Abigail, can you Wind Walk? We need to travel swiftly and be wary of further ambushes."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund watches in horror as his thoughtless words are transformed into their terrible opposite when Nathaniel's form plummets from the sky. He walks forward slowly, as the others rush in, grief-stricken. "I .. I'm sorry, Liette. There is nothing I can do for him. He is with the gods, now." He kneels and helps gather what remains of the summoner, assisting Abigail in her task.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Ok, guys. I've been thinking about how to improve our morning preparations. I've been chewing on this for a little while now and I think it's worth mentioning. I know several people cast buff spells in the morning, and I think this could enhance those preparations. Blessing of Fervor is a 4nd level cleric spell. It will affect 9 creatures and last 9 rounds when I cast it. In combat, it gives a variety of useful buffs to choose from, but for our morning preparations, one really stands out: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell. With a full party, there are 8 PCs (with Nate's new character), 2 companions (once Kenan replaces his), and 6 mounts (assuming we get new ones at Clydwell). That's 16 creatures to protect with Endure Elements. At our reduced strength, its 7 PCs, 1 companion, and 1 mount (I think they're all dead, except for Viorel's) or 9 Castings of EE. Extended EE lasts 2 days, so if we stagger castings by casting 4 on one day, then 5 the next, we will be continually covered without using wands or rods. Also, any Mage Armor or other hour-per-level buffs can be cast without using rods of extend, and last basically all day. When we're at the Fort, I can Consecrate our campsite with that free extend as well. The only downside is it's 2nd and below, so you'll still need a rod to extend higher level spells. So, what buffs are people casting in the morning that would benefit from this buff, and can anyone help me out with the Endure Elements (I'm currently casting 4 a day). Is this something we should do?
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Hands: Holy Symbol & Shield
Spells:
Aura of Heroism 1/8 Aura of Menace 4/8 Channel Energy 2/8 Touch of Glory 8/8 Touch of Good 6/8 Spells. CL 8. DC 15/16/17/18. Conc +13. * = cast.
Forgot about the poison from the hounds, remembered when re-reading combat. 4 rounds of saves (last 2 rounds of combat, then 2 more) Fort Save(Heroism, Prayer); Str Damage: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 201d2 ⇒ 1
So, 5 Str Damage total. Also, I only have 1 round of Aura of Heroism left, so once that's up, we'll be without it until tomorrow. "That was over very quickly. I hope Nathaniel is having as easy a time with those drakes..."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Yeah, he'll cast Prayer instead: You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. 40' radius, no save. He'll move south to catch as many of them as possible (not sure if I can get all 5, so ignore any unneeded roll) #1) CL vs Demon (SR 20): 1d20 + 9 + 8 ⇒ (3) + 9 + 8 = 20 Pass!
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 I enjoy the premise of small band of heroes vs vast, untamed, deadly wilderness. Exploring and defining our own goals (like take back the Fort, find the Prophet, etc) is neat. I like the character I've got, and playing him in this setting has been rewarding. As my personal level of busy-ness waxes and wanes, the structure of the game (combat heavy, RP-light) allows me to participate at a level that is manageable for me. When I get more free time, I RP more, and vice-versa. I would not be opposed to a reboot, but I'm having a lot of fun as-is. As far as "canon", I'm not that well versed with the official Wrldwound information, so what you present seems "real" enough for me. If you want to change the world so it fits better with the published version, do it. Our characters can deal with the change. If you want to use Ultimate Campaign to restructure how our quests, trophy-reward payments, hex-clearing, wardstone-constructing, and faction-influencing work, do it. As players, we can deal with those changes as well. Coming through all the out-of-game turmoil this game has been through, I think you've got a batch of really resilient players on your hands. I appreciate the effort you put into the game and the way you involve us in the decisions you want to make about how the game plays. Ultimately, any game is better if the GM is happy with how things are going, so I'd advise you make the changes necessary for that to happen.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Hands: Beacon & Shield
Spells:
Aura of Heroism 3/8 Aura of Menace 4/8 Channel Energy 2/8 Touch of Glory 8/8 Touch of Good 8/8 Spells. CL 8. DC 15/16/17/18. Conc +13. * = cast.
When the ambush occurs, Sigmund is prepared. His mind shunts aside the chaotic intrusion and brings forward a spell to counter the gloom that cloaks their foes. "By Iomedae, darkness be banished," he cries, as he evokes Daylight onto his sword. Then he moves backward, dropping his holy symbol and drawing Beacon, which now shines like the sun. "Stand fast, my companions. Let us end these dogs." Once the sunlight pierces the shadow aura on the canines, Sigmund tries to identify them and calls out his observations and recollections to the group. K. Planes, Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 191d20 + 13 ⇒ (15) + 13 = 28 Standard: Daylight: 60' radius of bright light, additional 60' radius where dim light becomes normal light. Magical darkness within this area of effect is negated, and existing light conditions prevail. Move: move to Viorel, draw weapon as part of movement. Swift: Aura of Heroism
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 It's a place corrupted by the chaos of Hell. The landscape is probably more mutable than anywhere else in Golarion. Plus, going back over the same ground only to discover new geography in place only adds to the strange and terrible nature of the place.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund squints in the sky, but cannot make out the drakes. "I have been ambushed too many times in this place to be happy about being stalked, but I have no spells that can reach that far. Two or three drakes we could deal with, even in our current state. A whole herd of them, probably not. We should either engage the drakes on our terms, soon, or conceal ourselves."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 So, Nathaniel spent his point to assist instead and I still have 2? Whew! "Well done, Abigail. Truly you are a master of magic." "Viorel, whomever created this artifact is powerful indeed - in more than one way. Firstly, the giant's leader would have needed to willingly accept the gem. Only someone of great personal power could have commanded such an act without being disemboweled. Secondly, the gem itself is a focus for a scrying spell. You are certainly aware of the difficulty of such spells." "Best case scenario, this is the cleric of Lamashtu, likely another giant himself, who's personal power roughly equaled that of the giant we defeated. Of course, there are many, many worse scenarios that could account for the circumstances." "We have likely made another enemy in these wastelands - one who will not simply attack us because our paths crosses, but one who will seek us out. If you have any magical means of detecting scrying, I would suggest you employ them, for it is almost certain that our new foe will spy upon us." "Nathaniel, you are quite welcome. I am no stranger to foolish, impetuous acts myself, so I cannot judge you without being a hypocrite. I am glad we were able to destroy that gem."
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 My prepared spells are in the spoiler at the top of my combat action posts, as shown here. I only get a brief chance to post most days, so updating my character sheet each time is impractical for me. Hands: Holy Symbol & Shield
Spells:
Aura of Heroism 4/8 Aura of Menace 4/8 Channel Energy 3/8 Touch of Glory 8/8 Touch of Good 8/8 Spells. CL 8. DC 15/16/17/18. Conc +13. * = cast.
"A soulbound eye is usually destroyed when removed from its host. The death of its former host must have circumvented that, to our chagrin. Let me help you in your casting, Abigail, for truly this curse is powerful. We cannot allow the scum of Urgathoa to scry upon us. Liette, Crissor, present your holy symbols and help us. Viorel, gaze upon the chains of this enchantment and tell us when they are weakening, ready to snap." Sigmund will use another hero point to add an additional +4 to Abigail's roll. I suggest others add points as well. We cannot afford to have this item around for another moment longer.
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Sigmund's a bit more martial than scholarly, but he can try, too. Unlikely, but we'll see. Detect Magic
Ah well. Not going to spend one of my 2 Hero Points on that. Need them to save my butt against the next Giant CDG. EDIT: Unless we gained a hero point for levelling? In that case, slap a +4 on that roll (after the fact).
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 "Oh certainly. At least we've piled all of our cursed demonic items in one frail elf. It's not like he can transform into a giant sword-weilding lizard or anything. Can you imagine?"
AoO: [dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1 Cleric 8, Holy Vindicator 1 Changes:
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My regular group just finished a year and a half campaign. Sometime during the next week or two we are going to start a new campaign and are looking to add 2 or 3 players to round out the group. We meet regularly at Arsenal Games in Indianapolis on Wednesdays from 6 p.m. to 9 p.m. Send me a message here on Paizo or e-mail me at adraxis@gmail.com if interested in hearing more.
I'd like to add another person or two to our weekly group. We’ve been playing a Pathfinder homebrew campaign for over a year now. The current character level is 12. We play on Wednesdays from 6 to 9 at Arsenal Games in Indianapolis. If you are interested in joining our group send me a private message or e-mail me at adraxis@gmail.com
Greetings! I currently run a homebrew Pathfinder campaign out of Arsenal Gameroom that has been meeting weekly for about seven months. Our group is in need of another regular player or two. Character levels are currently at ninth and we are about halfway through the campaign. Please let me know if you'd be interested in joining our group. Thanks
Hello, I'm trying to start a Pathfinder group in the central Indiana area. I have over two decades of experience running RPG games and can guarantee some fun times! The sessions would be held at Gamerz just south of County Line road in Greenwood. Days of the week and times to meet are open for discussion. I need at least four people to get started, but will take up to eight. I create my own adventures, but I'm not opposed to running published adventures from time to time. Thanks |