Thot Posted April 22 Clone Share Posted April 22 Luohn, the Archmage Being on watch usually meant being alert to potential foes. And doubly so in the Worldwound. So a rough weather was bad news because it hindered the sight, but it also offered some hiding from the foes so the Samsaran was worried, but not overly so. And he knew of their strength, too. But now it seemed the weather was becoming a threat in itself, and perhaps even a directed one if there was some mind behind it. The arcanist knew some spells, beyond his current abilities, could do that. It was worth being extra careful, and he went to wake up the other members of Terendelev's Vengeance. "There is a foul weather outside, and imminent associated danger. At least, we must prepare to move." he said to each of them, all the while preparing his own gear and keeping an eye out. He may have to pit some magic of his own against this, perhaps. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted April 23 Clone Share Posted April 23 Sequoyah the Devout, a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, : 134/134, Init +4, Perception +19 +18 | +10 +6 +15 | : 30ft Conditions: None "The Worldwound refuses to allow us a pleasant walk in the sun or a decent night's sleep, as usual," Sequoyah rises, shaking to settle the armour that he now sleeps in as a matter of routine. "Should we move the camp?" Show Spells and Abilities ~Orisons~ Detect Magic Guidance 1 minute Light Resistance 1 minute ~1st Level~ Bless 1 minute/level Burning Disarm Hedging Weapons 1 minute/level Sanctuary 1 round/level Shield of Faith 1 minute/level Weapons against Evil 1 round/level Domain: Protection from Evil 1 minute/level Pearl of Power (1st) ~2nd Level~ Weapon of Awe 1 minute/level Spear of Purity instantaneous Protection from Evil, Communal 1 minute/level Spiritual Weapon, 1 round/level (Mythic Spell Lore) Eagle's Splendour, 1 minute/level Visualization of The Body, 24 hours Domain: Align Weapon (Good only) 1 minute/level ~3rd Level~ Prayer 1 round/level Protection from Energy 10 minutes/level Dispel Magic instantaneous Summon Monster III Summon Monster III Domain: Magic Circle Against Evil 10 minutes/level ~4th Level~ Dimensional Anchor, instantaneous Protection from Energy, Communal Blessings of Fervour 1 round/level Summon Monster IV Holy Smite Domain: Holy Smite instantaneous ~5th Level~ Break Enchantment (Mythic Spell Lore) Breath of Life Flame Strike Domain: Dispel Evil ~Domain Powers~ Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10 Adoration (Su) 0 of 10. DC22 Dispossession (Su) Charming Smile (Sp) 0 of 9 Holy Lance (Su) 0 of 1 Protection from Evil 0 of 3 Charm Person 0 of 3 ~Abilities~ Daylight 0 of 1 True Strike 0 of 1 Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19 Mythic Power 0 of 9 used Inspired Spell (Su) Faith’s Reach (Su) Recuperation Path Ability - Eldritch Breach Amazing Initiative ~Magic Items~ Wand of Spiritual Weapon (16) Wand of Cure Light Wounds (50) Cold Iron Ring of Counterspell (Dispel Magic) Potion of Lesser Restoration Scroll of Cause Fear Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Protection from Evil, Caster lvl 5 Scroll of Shield of Faith, Caster lvl 5 Scroll of Hold Person, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3 Holy Water x12 Wardstone Shard 0 of 1 Righteous Medal of Clarity 0 of 1 Righteous Medal of Vigor 0 of 1 Leriel's Glaive Legendary Power 0 of 2 Legendary Surge Upgradable Intelligent (Int 10, Wis 14, Cha 12) Intelligent (Spellcasting) Bless 1 minute/level 1/day Bull’s Strength 1 minute/level 1/day Archon's Aura 1 minute/level 1/day ~Active Spells and Conditions~ Show Actions AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection) To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str) Damage: 1d10+3 (+2 Glaive, +1 Str) Move action: Standard action: Spam Resistance and Guidance as we walk. Full round action: Haste action: Immediate action: Attack of opportunity: Swift action: Free action: Use Adoration to resist the first attack against me. DC22 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Paro Posted April 25 Clone Share Posted April 25 Gaius Sparhawk and Justiel Mini-stats Gauis Sparhawk (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets Init +4, Speed 30 (20 actual), Perception +15 AC 34, Touch 13, Flat-footed 22 (Full plate) -4 w/out Shield, CMD: 31 Fort +15, Ref +7, Will +7 (Reroll with Mythic Surge) HP 149 Current: 149 Challenge: 4/4 available Tactician (Shake it Off/Precise Strike): 1/1 available Inspiring Rush: 1/1 available Mythic Power: 7/7 available (Surge, Fast Healing, Sudden Block) Bucephalus' Reins: 3/3 available Medal of Command: +2 SV v. Emotion; 1/1 available 1 min bonus +2 Cha Medal of Valor: +2 CMD; 1/1 available 1 min bonus +2 Str Knight's Pennon: 1/1 available Heroism 1x/day (+2 Att) Conditions in effect: Power Attack, Furious Focus, Mythic. DR5/Epic, DR5/Adamantine Weapon in Hand: Shield (LH), Radiance Lance (RH) Gaius's Horse (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets Init +3, Speed 50ft, Perception +10 AC 32, Touch 14, Flat-footed 27, CMD: 26 Fort +10, Ref +10, Will +5 HP 80 Current: 80 Mythic Surges 4/4: +1d8 Conditions in effect: None Attacks: 2xHooves (+12; 1d8+5, Cold Iron), Bite (+9; 1d4+5) Gaius frowned as the weather was playing havoc on their night. He was rather uncomfortable during those times when only armored in his chain shirt for sleeping in the field. He could not sleep in heavy platemail, even though he sometimes thought he could after spending all day in the saddle. It just would not be the kind of refreshing rest he would need for sustained physical condition in the field. "I suppose we could move the camp to some place where the elements would have less impact. Unless you all have some magic that would protect us instead?" he asked hopefully. His companions were frequently pulling out spells from their collective arses (from his point of view at least) that did wonders they he never understood. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bubblesmcprather Posted April 25 Clone Share Posted April 25 (edited) Aberian Vourner Aberian reacts as quickly as he can in his troubled rest and seeks higher ground for the group to escape to. After scrambling across the rocks, he shouts out in the wind, "We'd best move quickly while we can. The waters will rise quickly. I'll throw a rope down from above if I can find a good way out of the canyon." The worldwound hadn't produced anything quite so bizarre to date and once the rogue made his way to safety and lowered the rope for the others, he looked about to see what could have caused this strange weather. IC-Actions Seeking higher ground. Perception Roll Climbing up? climb check Roll Trying to identify a source of the weather changes. perception roll OOC EDIT: seems liek something is funky with the second dice roll? Should be a 17 I think? Stats/Conditions [URL=/sheets/?id=1511321][B][SIZE=+1]Aberian Vourner[/SIZE][/B][/URL] Male CG Human Rogue 10 (Shadow Walker) M3, [B]Level[/B] 10, [B]Init[/B] 7, [B]HP[/B] 100/100, [B]Speed[/B] 30 ft [B]AC[/B] 23, [B]Touch[/B] 17, [B]Flat-footed[/B] 16, [B]CMD[/b] 26, [B]Fort[/B] 5, [B]Ref[/B] 18, [B]Will[/B] 5, [B]CMB[/B] +9/+4, [B]Base Attack Bonus[/B] 7/2 [B]Upon command extra 1d6 Cold damage +1 Frost Rapier [/B] 9/4 (1d6+1, 18-20/x2) [B] Dagger (with Aron) (5) [/B] 8/3 (1d4, 19-20/x2) [B]Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) [/B] 14/9 (1d6+3, x3) [B]+5 competence bonus on Stealth checks +1 Shadow Mithral shirt[/B] (+5 Armor, +6 Dex, +1 Deflect) [B]Abilities[/B] Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 [B]Condition[/B] None [spoiler][B]Additional Information[/B] Expanded Sight (Su) [spoiler]At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding.[/spoiler] Illumination Control (Sp) [spoiler]At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense.[/spoiler] Favored Illumination (Su) [spoiler]At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.[/spoiler] Dirty Fighter [spoiler]When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.[/spoiler] Chance Encounter [spoiler]Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.[/spoiler] Belt of Tumbling [spoiler]The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.[/spoiler] Vanishing Move [spoiler]As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.[/spoiler][/spoiler] Aberian Vourner Male CG Human Rogue 10 (Shadow Walker) M3, Level 10, Init 7, HP 100/100, Speed 30 ft AC 23, Touch 17, Flat-footed 16, CMD 26, Fort 5, Ref 18, Will 5, CMB +9/+4, Base Attack Bonus 7/2 Upon command extra 1d6 Cold damage +1 Frost Rapier 9/4 (1d6+1, 18-20/x2) Dagger (with Aron) (5) 8/3 (1d4, 19-20/x2) Bane (Evil Outsider) +1 Bane (Evil outsider) Shortbow, composite (+2 Strength) 14/9 (1d6+3, x3) +5 competence bonus on Stealth checks +1 Shadow Mithral shirt (+5 Armor, +6 Dex, +1 Deflect) Abilities Str 14, Dex 24, Con 12, Int 14, Wis 11, Cha 12 Condition None Spoiler Additional Information Expanded Sight (Su) Spoiler At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding. Illumination Control (Sp) Spoiler At 3rd level, a shadow walker can manipulate nearby illumination. At the start of each day, a shadow walker gains a number of illumination points equal to half her rogue level and can spend illumination points to use certain spell-like abilities. As long as she has at least 1 illumination point, she can cast light at will. She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense. Favored Illumination (Su) Spoiler At 4th level, a shadow walker chooses one illumination level: bright light, normal light, dim light, or darkness (including supernatural darkness). While she is within her chosen illumination level, she gains a +2 bonus on initiative checks and Acrobatics, Perception, and Sleight of Hand skill checks, and can take 10 on any Stealth check attempted within that illumination level. When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge. Dirty Fighter Spoiler When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Chance Encounter Spoiler Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Belt of Tumbling Spoiler The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space. Vanishing Move Spoiler As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level. Edited April 25 by bubblesmcprather Geeze. Missed the most recent page of everyone's actions. (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Roll 34 1d20+15 19 Roll 17 1d20+11 6 roll 29 1d20+15 14 Link to comment Share on other sites More sharing options...
mildly_competent Posted April 30 Author Clone Share Posted April 30 The Worldwound. Afternoon, 23 Kuthona (12th month, Early Winter) DR 4713 %5Bhr%5D%5B%2Fhr%5D %5Bhr%5D%5B%2Fhr%5D Luohn wakes the group, and soon Sequoyah begins casting some basic defensive spells on the group-- something that is general purpose, to defend against an unknown threat. A good approach when knowledge is limited. As Gaius shifts nervously in his armor, Aberian attempts to climb the walls of the canyon. He struggles, though. He can see a reasonable path, but even as the precipitation has melted, it's made all of the handholds and footing even slicker than the ice otherwise would have. He makes it nearly 30 feet up before he loses his grip and plummets back to the canyon floor. As a result, the party is unable to further prepare for what is coming their way, not very well knowing what to prepare for. And it comes quickly. With a flash of sudden light, a terrifying tornado of elemental power-- fire and air, with water surrounding it, rushes into the canyon, whipping the party about, threatening to set you entirely off-balance. With a powerful crack of thunder, the tornado seems to instantly break apart, and you find yourselves surrounded by three enormous, intimidating elemental creatures. They appear focused, and enitirely certain of their intentions. This does not seem like a random occurrence. OOC Aberian takes falling damage, unless there's something he can do to prevent it! Aberian Falling Damage I have been struggling somewhat with the upload of some images on this site. If for some reason this doesn't display well, feel free to reach out to me here or on Discord and I will try to fix the map ASAP. Oh, and roll for initiative! Anyone beating the following can act before this elemental hit squad! Elemental Init Objectives NOTE: The following isn't meant to be restrictive or exhaustive. It's only meant to help keep track of what's going on in the story during the loooooonnnnnggggg nature of Play-by-post. You may have other objectives you'd like to pursue, or you may decide that one or more of these objectives needs to be abandoned or modified. Let me know if you'd like me to change, add, or remove objectives. Determine the cause of Gaius' strange changes after being exposed to abyssal energies of the Vescavor Rift and his possession by Eustoyriax. [✓] Seek out and confront Vorimeraak about Gaius' condition. [✓] Close the Vescavor Rift you found previously. [And recover Umbra!][✓] Investigate Djavulslaktare Hall.[✓] Push to restore the temple of Sarenrae (iirc) that they found on their way to Drezen. Redeem someone involved in the construction of the Corruption Forge as part of the ritual to convert the forge. Track down the Spark of Shelyn. Slay a gosh darned dragon! What is going on with Aberian's Dreams? Nurah-- what do we do with that slippery bard? Jhoran Vhane-- is he still alive? Did he wind up getting some sleep? What do we do with him? Frost Giants Out of Time-- How can we support / exploit them? Arles Jhestander-- did he die? Aron-- let's keep that fella busy. Idle hands are the devil's demons' plaything! Chaleb-- How's our redeemed Cavalier doing? Leriel Marden-- did her spirit dissipate into the Ether or something? Character and Combat Info Party Information Character HP Effects Luohn 80/80 Guidance, 1 minute. Resistance, 1 minute Gaius 132/132 Guidance, 1 minute. Resistance, 1 minute Justiel 63/63 Guidance, 1 minute. Resistance, 1 minute Sequoyah 118/118 Guidance, 1 minute. Resistance, 1 minute Aberian 90/90 Guidance, 1 minute. Resistance, 1 minute Enemy Information Enemy Location HP Other Info Name xDiceName xDiceResult xDiceString xDiceRolls Aberian Falling Damage 11 3d6 3,4,4 Elemental Init 26 1d20+11 15 Link to comment Share on other sites More sharing options...
hoverfrog Posted April 30 Clone Share Posted April 30 Sequoyah the Devout, a 10th level Cleric (Roaming Exorcist) of Shelyn/3rd Tier Hierophant 21 ff: 20 t: 13, CMD: 20 ffCMD: 19, : 134/134, Init +4, Perception +19 +18 | +10 +6 +15 | : 30ft Conditions: None "Creatures of the elements, stop this attack!" Sequoyah calls out. Show Spells and Abilities ~Orisons~ Detect Magic Guidance 1 minute Light Resistance 1 minute ~1st Level~ Bless 1 minute/level Burning Disarm Hedging Weapons 1 minute/level Sanctuary 1 round/level Shield of Faith 1 minute/level Weapons against Evil 1 round/level Domain: Protection from Evil 1 minute/level Pearl of Power (1st) ~2nd Level~ Weapon of Awe 1 minute/level Spear of Purity instantaneous Protection from Evil, Communal 1 minute/level Spiritual Weapon, 1 round/level (Mythic Spell Lore) Eagle's Splendour, 1 minute/level Visualization of The Body, 24 hours Domain: Align Weapon (Good only) 1 minute/level ~3rd Level~ Prayer 1 round/level Protection from Energy 10 minutes/level Dispel Magic instantaneous Summon Monster III Summon Monster III Domain: Magic Circle Against Evil 10 minutes/level ~4th Level~ Dimensional Anchor, instantaneous Protection from Energy, Communal Blessings of Fervour 1 round/level Summon Monster IV Holy Smite Domain: Holy Smite instantaneous ~5th Level~ Break Enchantment (Mythic Spell Lore) Breath of Life Flame Strike Domain: Dispel Evil ~Domain Powers~ Touch of Good (Sp): +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. 0 of 10 Adoration (Su) 0 of 10. DC22 Dispossession (Su) Charming Smile (Sp) 0 of 9 Holy Lance (Su) 0 of 1 Protection from Evil 0 of 3 Charm Person 0 of 3 ~Abilities~ Daylight 0 of 1 True Strike 0 of 1 Channel Energy 5d6 Positive energy 30-foot radius 0 of 8 used DC19 Mythic Power 0 of 9 used Inspired Spell (Su) Faith’s Reach (Su) Recuperation Path Ability - Eldritch Breach Amazing Initiative ~Magic Items~ Wand of Spiritual Weapon (16) Wand of Cure Light Wounds (50) Cold Iron Ring of Counterspell (Dispel Magic) Potion of Lesser Restoration Scroll of Cause Fear Scroll of Comprehend Languages Scroll of Resist Energy Scroll of Protection from Evil, Caster lvl 5 Scroll of Shield of Faith, Caster lvl 5 Scroll of Hold Person, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Scroll of Dispel Magic, Caster lvl 5 Resistance Scale of Terendelev - Resist Energy 10 (Electricity or Cold) 0 of 3 Holy Water x12 Wardstone Shard 0 of 1 Righteous Medal of Clarity 0 of 1 Righteous Medal of Vigor 0 of 1 Leriel's Glaive Legendary Power 0 of 2 Legendary Surge Upgradable Intelligent (Int 10, Wis 14, Cha 12) Intelligent (Spellcasting) Bless 1 minute/level 1/day Bull’s Strength 1 minute/level 1/day Archon's Aura 1 minute/level 1/day ~Active Spells and Conditions~ Show Actions AC: 21 (+6 Chain shirt +2, +2 Natural, +1 Dexterity, +2 Deflection) To Hit: +10/+5 (BAB +7/+2, +2 Glaive, +1 Str) Damage: 1d10+3 (+2 Glaive, +1 Str) Move action: Standard action: Full round action: Haste action: Immediate action: Attack of opportunity: Swift action: Free action: Use Adoration to resist the first attack against me. DC22 Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 24 1d20+4 20 Link to comment Share on other sites More sharing options...
Paro Posted Tuesday at 01:49 AM Clone Share Posted Tuesday at 01:49 AM Gaius Sparhawk and Justiel Mini-stats Gauis Sparhawk (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets Init +4, Speed 30 (20 actual), Perception +15 AC 34, Touch 13, Flat-footed 22 (Full plate) -4 w/out Shield, CMD: 31 Fort +15, Ref +7, Will +7 (Reroll with Mythic Surge) HP 149 Current: 149 Challenge: 4/4 available Tactician (Shake it Off/Precise Strike): 1/1 available Inspiring Rush: 1/1 available Mythic Power: 7/7 available (Surge, Fast Healing, Sudden Block) Bucephalus' Reins: 3/3 available Medal of Command: +2 SV v. Emotion; 1/1 available 1 min bonus +2 Cha Medal of Valor: +2 CMD; 1/1 available 1 min bonus +2 Str Knight's Pennon: 1/1 available Heroism 1x/day (+2 Att) Conditions in effect: Power Attack, Furious Focus, Mythic. DR5/Epic, DR5/Adamantine Weapon in Hand: Shield (LH), Radiance Lance (RH) Gaius's Horse (Wrath) :: Pathfinder :: Myth-Weavers Online Character Sheets Init +3, Speed 50ft, Perception +10 AC 32, Touch 14, Flat-footed 27, CMD: 26 Fort +10, Ref +10, Will +5 HP 80 Current: 80 Mythic Surges 4/4: +1d8 Conditions in effect: None Attacks: 2xHooves (+12; 1d8+5, Cold Iron), Bite (+9; 1d4+5) Gaius gripped Radiance the lance tighter, ready to charge at... certainly not the weather, right? Except things were not mundane and now the weather turned into real opponents... or perhaps magical creatures that could be parleyed. "Do you think these creatures are acting alone or controlled?" he asked. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 17 1d20+4 13 Link to comment Share on other sites More sharing options...
Thot Posted Tuesday at 09:39 PM Clone Share Posted Tuesday at 09:39 PM Luohn, the Archmage "Hard to be sure in the Worldwound, but my bet is on controlled." Luohn said in his most professional assessment tone. If it was true, it meant the creatures could perhaps be dismissed or turned against the summoner. It also meant he could throw new threats at them in any way he saw fit... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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