Horgus Gwerm

miteke's page

Organized Play Member. 4,279 posts (27,585 including aliases). No reviews. No lists. 1 wishlist. 27 Organized Play characters. 23 aliases.


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Female C/N Human Inquisitor (Monster Tactician)/8 | HP: 78/78| AC Norm/Tch/FF 27/15/25 24/12/23 | CMD: 23 21 | F/R/W: +10/5/12 +10+4/+12 +?[SiOff] | Init: +5 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +13, Intimidate +14, Knowledge Arc/Dung/Nat/Pla/Rel +5, Perception +16, Sense Motive +20, SCraft +10 | Active Conditions: shadowfade, heigh aware, light on shield (if dark), false life (8/8 HP), tongues, heroism, divine favor +3, clayskin (40/40), haste, battle cry, mgc crcl, IC

I hate negative levels if for no reason than it adds bookkeeping.

Vigilant Seal

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N/G Male Elf Cleric/2 | HP: 25/28 | AC 15 | F/R/W: +7/+5/+10 | Init: +8 (Detect Magic Ex Act) | Speed 30 ft | Arc +5, Decep +2, Diplo +6, Med +8, Nat +8, Occ +5, Perc +8, Relig +8, Surv +4 | Active Conditions: None

Achurius has an offer.

"Look. I have a spell that destroys things, like this door. If I get lucky it will tear a decent sized hole in it. But if Noggin can slip in through a hole, that sounds like a better and less noisy solution."

Then again, we ARE talking about Noggin here. He will probably find a way to make it noisy.


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Got my family here. Had my adult children hunt for Easter baskets, but I am tuckered and ready for some alone time now. Then again, having the two of them that are still here play Zomba together downstairs makes me smile, AND gives me some alone time.


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And if the ceiling is high enough, straight down. Quite inventive.


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LOL! Seems like you are TRYING to confuse her. But NO! Nikita is the most verbose of you all and the most clear. Well, Ele is almost as verbose, but she just strung a bunch of random words together.

Finally geeting the hang of the language Isirah responds.

"I eest Isirah Tana. Moost good to meet yoouz. Eeest trravelar froom far planeets. Youz all fruum ziz planeet, no?"


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Of course. We will continue from where we left off and use this campaign going forward. Speaking of which, level up everyone.

Outpost is a Pathfinder Society (PFS ) convention. One of the things I like about PFS is that it makes it pretty easy to find a game to play in, though 1e games are getting more scarce while the 2e more popular.

Here is the Outpost VII Announcement thread. The games are supposed to be done by May 13.

Horizon Hunters

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N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging
GM Watery Soup wrote:
Hancock speeds to the Ascendant's new location, but he can't land a blow. Hancock, I don't see your icon moved, although I'm having trouble refreshing the map, so maybe I'm just on a cached version.

[ooc]If I did forget to move him, someone else did and right the spot I intended.


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I'm considering it, but the Outpost convention has me booked to capacity.

Grand Lodge

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N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Ling raises a hand and is about to ask about their contact but Kageryu beats him to it. Which suits Ling just fine. Until he keeps talking. Does the elf know how to wait for an answer?

Ling gives does a quelling stare at Kageryu, though the effect is spoiled by the formidable helmet on his head. Then Ling remembers that a mission briefing is not a good place to wear a helmet and removes it leaving a bowl shaped covering of hair matted down over his head and a repeated stare. Though by the time the helmet is removed and the stare redelivered it is a bit too late to be any good.


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If the positions as they are on the map now were how they were when the SU ability was done, then we are good! I see what you mean. When you shrunk yourself you shrunk into the furthest corner which would have put you out of range. Glad to see you alive and kicking. Will get a combat post up later tonight when I have time.


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Gnasher leaps into action at which point Father Jackal downs a potion and gives a sharp gives a high-pitched call, resembling a whistle but not. From a passage to the southwest you hear something stirring.

"Just as well. I still need that scroll."

Init(Gnasher): 1d20 + 4 ⇒ (11) + 4 = 15
Init(Seif+Shadow): 1d20 + 5 ⇒ (17) + 5 = 22
Init(Malgrim): 1d20 + 3 ⇒ (11) + 3 = 14
Init(Father Jackel): 1d20 + 7 ⇒ (15) + 7 = 22
Init(Aberation): 1d20 + 7 ⇒ (9) + 7 = 16

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Seif (-0 HP)
Shadow (-0 HP)

Malgrim Gryh (-0 HP)
Gnasher (-0 HP)

Aberation (-0 HP)

Round 2
Father Jackal (-0 HP)

@Gnasher
He was ready for you so we have to go into init. I put your icon back, but you can keep your rolls for when you do get a turn.


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Yes, he can still be raging and heal and have any other benefits that do not involve moving. He just has to keep all that rage bottled up :)


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Female C/N Human Inquisitor (Monster Tactician)/8 | HP: 78/78| AC Norm/Tch/FF 27/15/25 24/12/23 | CMD: 23 21 | F/R/W: +10/5/12 +10+4/+12 +?[SiOff] | Init: +5 | Speed 30 (mount)/20 ft | Diplomacy +6, Heal +13, Intimidate +14, Knowledge Arc/Dung/Nat/Pla/Rel +5, Perception +16, Sense Motive +20, SCraft +10 | Active Conditions: shadowfade, heigh aware, light on shield (if dark), false life (8/8 HP), tongues, heroism, divine favor +3, clayskin (40/40), haste, battle cry, mgc crcl, IC

Nice work team. I feel like Runt dodged a bullet there. What do we find out about the box? If locked, Runt will cast knock on it.


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Actually it is moving towards you, so it is still below the surface at the moment. You will get an AoO on it as it approaches you unless you run onto land, though at reduced damage as per the underwater combat rules. Once it emerges, though, your weapons will do normal damage. Make sense?

Dark Archive

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Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Yea, I really appreciate the work you GMs do.

Dark Archive

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Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

day job, Comedy: 1d20 + 25 ⇒ (10) + 25 = 35
Kit makes some money mocking Hestram in her time off. he is an easy target and lucrative with the right audience. Harris picks up a few coins picking pockets, though Kit makes him give them back.


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How very convenient!

You round the corner and are confronted with another door. You listen an hear nothing this time and open the door. This room contains several statues that depict an odd arrangement of characters. The largest stands in one corner of the room and is a man with the face of a spider. His arms are outstretched, palms up, and each hand cradles a spider nearly the size of the hand itself. Prostrate before it are three more statues, these depicting devil-like, winged creatures with horns and tails. In addition to these strange statues, a few crates and chests sit against the edges of the room.

Grand Lodge

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Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

Yes, if the bless is still active from the preps, Cyclic would have gone into combat with the wand of shield of faith in hand and cast shield of faith on Mange and would still be wielding the wand.

Dark Archive

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Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit starts dancing again (inspire +3) and Casts a Good Hope spell to boot.

Horizon Hunters

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N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Hancock's weapon has a Ghost Touch Rune if it matters.


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Good question. Fists are normally non-lethal and need a feat to be lethal, but claws are normally lethal and you need a feat to make them nonlethal or do the -4. So, if you want to do non-lethal you should either attack with your fists doing fists damage, or, as you did, take the -4 and use your normal claw attack.

Gnasher KO's her and she sags to the ground unconscious.

Combat over!

Horizon Hunters

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N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

Odd or not, Hancock welcomes the chance for target dummy practice. When he returns to the lodge he fully intends to recommend using animated objects for training.

Hancock starts swatting at the broom. If at any time it goes down he will step forward and, if actions permit, continue his assault on the blue suit of armor instead.

  • to hit Maul, bless: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
  • damage Maul; bludgeoning damage: 2d12 + 4 ⇒ (11, 1) + 4 = 16
    4 additional damage with electrical, arcane, and evocation traits on a hit
    -
  • to hit Maul, bless, iterative1: 1d20 + 11 + 1 - 5 ⇒ (17) + 11 + 1 - 5 = 24
  • damage Maul; bludgeoning damage: 2d12 + 4 ⇒ (9, 11) + 4 = 24
    4 additional damage with electrical, arcane, and evocation traits on a hit
    -
  • to hit Maul, bless, iterative2: 1d20 + 11 + 1 - 10 ⇒ (2) + 11 + 1 - 10 = 4
  • damage Maul; bludgeoning damage: 2d12 + 4 ⇒ (9, 12) + 4 = 25
    4 additional damage with electrical, arcane, and evocation traits on a hit

  • Horizon Hunters

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    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

    will save: 1d20 + 9 ⇒ (16) + 9 = 25

    Hancock is too enraged to care about some wimpy screamer. Only pansies scream like that during a fight.

    Vigilant Seal

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    N/G Male Elf Cleric/2 | HP: 25/28 | AC 15 | F/R/W: +7/+5/+10 | Init: +8 (Detect Magic Ex Act) | Speed 30 ft | Arc +5, Decep +2, Diplo +6, Med +8, Nat +8, Occ +5, Perc +8, Relig +8, Surv +4 | Active Conditions: None

    diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

    "I think you should turn your hand towards magic. I can tell you personally, that magic is the way to go! Just think of all the creative uses, even in boring guard duty, you could find for magic. What fun you could have!"

    Achurius tries to interest him in magic and it fails abysmally.

    Grand Lodge

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    Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

    "The thing is, the warden of the fort IS going to send someone out to rescue those captured soldiers. if not us, then someone else will go, and probably fail. Deaths either way, probably. Frankly, I think we stand a better chance of succeeding based on prior performance. And, I like to think we are not the types to stick around and fight a hopeless battle. If we are careful, we might spot the ambush and turn the tables instead of rushing in or beat a cautious retreat. I think it would be wisest if we and the garrison held back, but if someone has to go it might as well be us."

    Vigilant Seal

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    N/G Male Elf Cleric/2 | HP: 25/28 | AC 15 | F/R/W: +7/+5/+10 | Init: +8 (Detect Magic Ex Act) | Speed 30 ft | Arc +5, Decep +2, Diplo +6, Med +8, Nat +8, Occ +5, Perc +8, Relig +8, Surv +4 | Active Conditions: None

    Cantrips are like normal spells except:
    1) They are inexhaustible and may be cast over and over.
    2) They are automatically heightened.

    There are some variations such as focus spells that tweak the rules on them, but your run of the mill cantrip is pretty simple.

    Horizon Hunters

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    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

    As far as Hancock is concerned, the dead should stay dead. That is his plan, and woe to anyone that tries to revive him. What point is there in a glorious death if someone just raises you to life again?

    ...

    But what if it is an inglorious death? Now there is a conundrum.


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    Not unusual this time of year, even without the health issues. I feel the same about posting on my phone too. I just need someone to decide on how to approach/infiltrate/enter the warehouse and I can move things along.

    Horizon Hunters

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    N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging) | Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9 | Active Conditions: Raging

    Hancock is not interested in a séance. The idea that the dead might speak to him is disturbing, particularly considering how many he has killed. Instead he goes over to the bar and gives Nordvick a better reason to sit it out, sipping a beer or two and giving the man something to clean up.


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    Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

    Bruce is quite shaken when he learns of his imminent demise; however, when he finds out there is a charlatan in the inn, he feels a sense of relief and a certainty that it must be the fortune teller.

    "I would keep an eye out for that Dehliana lady. She must be the one that is involved with the frauds."

    Bruce abandons the group for their séance and seeks out Kellvan as soon as he excuses himself, following him to his room or wherever, offering his services in bringing the woman to justice.

    So as not to ruin the plot, whatever Bruce does is off-scene so to speak. If he is right, you can have Kellvan ignore him or use him as you see fit without ruining it for the rest of us.

    Grand Lodge

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    Female Gnome Oracle(Nature)/5 N/N | C-HP: 47/47| M-HP: 43/43 | AC/FF/Tch: C-24/19/18 22/17/16 M-24/21/15 20/17/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35/50 ft | Diplomacy +6, Intimidate +9, Kn Nature +5, Kn Religion +5, Perception +5, Ride +6, Sense Motive +4, Spellcraft +5, Survival +4 | Active Conditions: None

    Well, hot dang. Usually I have these ideas and they fail abysmally. Not only did I assume right, I got the rolls to make them work.

    I took Decompose Corpse because, though underpowered, it fit the character concept so perfectly. It was so nice to see it actually used effectively.


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    No map needed yet. There is a map of Katapesh on slide 4 of the geographical maps, but for now the locations are abstract as where exactly in Katepesh these places are is irrelevant. Really, all that is important at this time is which locations you visit in which order and how.


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    Hah! Seems like you may have picked up on my very subtle hint. If that didn't work, I hay have had one of the bodies twitch and kick you in the shin.

    Dark Archive

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    Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

    With all the drama she can muster Kit sighs and flutters her eyes as she sits up, seemingly raised from the dead.

    Not her turn so no actions, but she's gotta ham it up.


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    He has the reach to swat one from where he is, but at his size it is going to take a move action and not a step action to get out of the room.


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    The somnolent plant is a bit slow and dreamy, making it difficult to get anything concrete out of it, including its origins or anything about Ghorans. It communicates a motherly affection for the surrounding region and the townsfolk of Mercy. It stepped in and saved the inhabitants by producing a transformation in the bodies of their young, making them 'bionic', except with plant augmentations instead of machine. This has been going on for a while with the processing becoming more and more perfected over time and, though not apparent, the adults have already gone through this transformation. Before the Verdant Spark (which is what it calls itself) came to the rescue, the town was doomed. The Spark thinks this transformation is such a great thing that it plans to spread the favor over the whole world once it is fully awoken. Whether or not it could actually do so might be in question, but it seems confident, in spite of the fact that it has absolutely no concept of how big the world is.

    It has no idea who Robori is (or Amenira or the doll or any particular individual for that matter), but is quite certain that whoever or whatever Robori is, it is not responsible for the thriving life in the area and saving the village. Over time it has learned to influence the surrounding land across several miles and protected the village from numerous natural disasters, including the mana storm. You can quickly deduce that Robori is the villagers attempt at explaining the happenings as best they can, being totally unaware of the Verdant Spark.

    Suggesting the idea of moving it sends it into panic mode, much like a mother being threated with separation from its children. It would probably be possible, but it would likely fight back.

    Assuming you leave the creature to protect the town, the return journey to Katapesh is largely uneventful, though if the PCs take Nira with them, the doll attracts strange looks and mutterings from other people who see her. Venture-Captain Roderus requests that the PCs provide him a detailed account of their journeys and discoveries. The venture-captain is disappointed that they did not bring back the Verdant Spark, but when the PCs explain that they left the artifact in place to protect Mercy, he praises them for their prudence in considering when a mission should or should not be completed. Once the PCs have completed their account, Roderus reaches under his desk and withdraws a fat pouch of coins. “I told you I would compensate you for the success of your investigation, and I am a man of my word.” He distributes coins to the PCs. “Well done, Pathfinders. It’s good to know I can rely on you for future missions.”

    OOC:
    The scenario explains that the Robori religion started out as a bluff to prevent the villagers from exiling their children as they underwent the transformation, which they planned to do to prevent the spread of the disease and turned into a full-blown religion. there were no hooks or rolls to explain the relationship of the Verdant Spark to the Ghorans so I added that as a knowledge discovery.

    Amenira used the enter image spell on the dolls she handed out to spy on the children and witness the transformation. The cloaker, self-styled and quite mad protector of the Verdant Spark, felt like Amenira was getting too close to the truth and stole some of her possessions to lured her to it's lair where it killed her. But Aminira was able to cast her soul into the doll which continued the fight and sent the bewildered cloaker running for safety. Hey, if a doll came to life and attacked me, I would probably get the heck out of there too.


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    Yes, opening a door is a separate move action. Had it not been, you would have had your wish and a thug or two would have been right there for you to obliterate.


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    Should have done init up front... Belated rolls.

    Init(Gnasher): 1d20 + 4 ⇒ (2) + 4 = 6
    Init(Seif): 1d20 + 7 ⇒ (13) + 7 = 20
    Init(Malgrim): 1d20 + 3 ⇒ (18) + 3 = 21
    Init(Syn): 1d20 + 9 ⇒ (6) + 9 = 15
    Init(Thugs): 1d20 + 2 ⇒ (19) + 2 = 21

    Malgrims blast bounces off the door she is hiding behind, leaving a hole that will be a pain to fix. The Thug in the middle of the room rushes the door and takes an ineffectual swing at Malgrim, While 8 others rush out of Rayhan's bedroom and the stairs they were on their way up.

    to hit sap: 1d20 + 3 ⇒ (7) + 3 = 10

    I have each of you a bedroom as there is one bed per room, but If you would like to retroactively rearrange your icons and beds that is OK with me. I put you by your beds. You had time to get out of bed when the commotion started, but not enough time to take a full turn. Gnasher and Seif's doors are still closed. Unless you sleep with them open, in which case the thugs will run into your rooms.

    @Gnasher
    As you noticed you went last in init so you can redo your action when your turn comes up.
    .


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    Excellent. Then, with the purchased finalized, I can move on.

    Dark Archive

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    Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

    Group A. Breakfast is an important part of the day.


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    Grilgoth wrote:
    @Miteke - Is Eredur completely covered by the cloaker?

    Yes, the description of the ability says it wraps the victim.

    Eredur:
    To add insult to injury, when the cloaker is hit by an attack it is also hitting you. So far the attacks have not hit, and the magic missile is a spell and not an attack (technically) so it hasn't happened yet, but you may want to squeal or something when and if it happens :)

    Patchouli prepares for the worst, while Baldur has issues connecting with his weapon but does pop an image. Nistivo relies on old faithful and plinks the creature with another magic missile. Though if this battle goes on much longer 'old faithful' won't be anything but a useless stick. A very expensive useless stick. Perhaps he could sell it as a memorabilia if he can get this encounter into the pathfinder chronicles?


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    Expert Hireling, Skills: Diplomacy, Speech Impediments NPC of Hancock the Angry

    Hancock is about to start filling the paperwork out when Bruce snatches it from his hand.

    "You want them to be able to read this?"

    Bruce fills it out.


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    Gotta love Gnasher plans.


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    Go for it. Much easier than sifting through apps and more fun.


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    FYI I am on a family vacation and time is limited. I will still get posts in but not as frequently until Wednesday. I'll get a post up later today about what you find in the journal, assuming Baldrum's direction is seconded.


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    You want to hand wave Urah's dealing with his condition as he is no longer a PC?


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    Not to worry. You really did not miss anything important with the failed perception and the villager really does not know much. If you are going to get a look at one of the kids you are going to have to be sneaky about it. It is apparent that they really do not want you to see them for some reason.

    Grand Lodge

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    Male L/G Dwarf Wizard (Transmuter)/8 | HP: 90/90 (+4 16 false life) | AC/FF/T: 17 14/14/10 | CMD: 13 | F:+9, R:+4, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc+15, Kn Dun/Eng/His/Loc/Nob/Pln +9, KnGeo+16, Lin+10, Perc+9, SpCft+16 | Active Conditions: Mage Armor, haste, inspire courage +2

    You guys are having way too much fun with that unfortunate autocorrect :)

    Vulnerable! I meant vulnerable!

    Grand Lodge

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    Male L/G Dwarf Wizard (Transmuter)/8 | HP: 90/90 (+4 16 false life) | AC/FF/T: 17 14/14/10 | CMD: 13 | F:+9, R:+4, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc+15, Kn Dun/Eng/His/Loc/Nob/Pln +9, KnGeo+16, Lin+10, Perc+9, SpCft+16 | Active Conditions: Mage Armor, haste, inspire courage +2

    Correct.

    Grand Lodge

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    Male L/G Dwarf Wizard (Transmuter)/8 | HP: 90/90 (+4 16 false life) | AC/FF/T: 17 14/14/10 | CMD: 13 | F:+9, R:+4, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc+15, Kn Dun/Eng/His/Loc/Nob/Pln +9, KnGeo+16, Lin+10, Perc+9, SpCft+16 | Active Conditions: Mage Armor, haste, inspire courage +2

    I would just retcon it yourself. I'm sure he won't mind, particularly when there are no rolls involved and the GM has not integrated your action into the plot yet.

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