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This is a Pathfinder Society game, using:

Pathfinder Society Scenario #5-03, The Hellknight's Feast

The players:
T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Yohann
France
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Sean Allen
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Kris Vanhoyland
Belgium
Genk
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This is the Out of Character thread, where the planning, character sheets (or links to) etc. happens.

If you are just browsing this thread and have questions or want to get in on a sanctioned Society game, check out our guild here.


Link to the IC thread


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Kris Vanhoyland
Belgium
Genk
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“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” ― H.P. Lovecraft
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Linarra Del Voix
Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1
LN Medium humanoid (human)
Size 5'7", 155 lb.; Age 21
Init +0; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 23, touch 11, flat-footed 23 (+12 armor, +1 deflection)
hp 51 (6d10+11)
Fort +8 (+1 bonus vs. ghouls' and ghasts' disease, paralysis, and stench special attacks), Ref +3, Will +3; +1 bonus vs. effects targetting a glaive held by her, +1 bonus vs. poisons and diseases
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee +1 cold iron glaive +15/+10 (1d10+13/x3) or mwk cold iron armor spikes +13/+8 (1d6+6) or mwk cold iron spiked gauntlet +13/+8 (1d4+6) or heavy mace +12/+7 (1d8+6)
Using Power Attack: +1 cold iron glaive +13/+8 (1d10+19/x3) or mwk cold iron armor spikes +11/+6 (1d6+10) or mwk cold iron spiked gauntlet +11/+6 (1d4+10) or heavy mace +10/+5 (1d8+10)
Ranged mwk composite longbow +7/+2 (1d8+6/x3)
Special Attacks Lamashtu's bane, reliable strike, smite chaos, weapon training +1 (glaive)
Spell-like Abilities (CL 6; concentration +8)
At will—detect chaos
--------------------
STATISTICS
--------------------
Str 22, Dex 10, Con 13, Int 13, Wis 7, Cha 14
Base Atk +6; CMB +12 (+14 when Tripping); CMD 23 (25 vs. Trip)
Feats Combat Expertise +/-2, Improved Trip, Intimidating Prowess, Iron Will, Power Attack -2/+4, Weapon Focus (glaive), Weapon Specialization (glaive)
Traits Defender of the Society, Fires of Hell (2r, 1/day) (Su)
Skills Climb +5, Diplomacy +2 (+5 vs. Hellknights), Intimidate +17 (+18 vs. creatures proficient with spiked gauntlets), Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (planes) +3, Perception +7, Profession (soldier) +2, Sense Motive +5 (+7 vs. devils and Chelish government officials [including Hellknights]), Swim +5 Modifiers +1 on Charisma-based skill and ability checks vs. Mendevian crusaders; +2 on Bluff, Diplomacy, and Intimidate checks in Magnimar and allied cities and towns Armor check penalty -5
Languages Common, Osiriani
SQ hellknight order of the pyre, weapon guard +1 (glaive)
Combat Gear wand of cure light wounds (CL 1, 47 charges), bladeguard, silver weapon blanch (3), smelling salts
Other Gear +2 spiked Hellknight plate, +1 cold iron glaive, arrows (17), heavy mace, mwk composite longbow (STR +6), mwk cold iron armor spikes, mwk cold iron spiked gauntlet (Smine's best), belt of giant's strength +2, cloak of resistance +2, ring of protection +1, backpack, bedroll, belt pouch, blanket, flint and steel, grappling hook, silk rope (50 ft.), torch (3), trail rations (4), waterskin
Wealth 308 gp, 9 sp
--------------------
SPECIAL ABILITIES
--------------------
Armiger +3 to Diplomacy vs. Hellknights.
Aura of Law (Ex) The power of Linarra's aura of law (see the detect law spell) is equal to her total character level.
Combat Expertise +/-2 Linarra can increase her defense at the expense of her accuracy. She can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to her Armor Class. When her base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. Linarra can only choose to use this feat when she declares that she is making an attack or a full-attack action with a melee weapon. The effects of this feat last until her next turn.
Caravan (Intimidate) Can use the chosen skill to make Day Job rolls.
Defender of the Society Linarra's time spent fighting and studying the greatest warriors of the Society has taught her new defensive skills while wearing armor. She gains a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Chaos (At will) (Sp) This ability functions like a paladin's detect evil ability, save that it detects chaos.
Fires of Hell (2r, 1/day) (Su) Linarra's parents signed a pact with a fiend of Hell before she was born and she can summon fire to her aid. Once per day, as a swift action, she can summon fire, imbuing a single weapon she holds with a nimbus of fire that deals an extra 1 point of fire damage for as many rounds as her Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.
Improved Trip Linarra is skilled at sending her opponents to the ground. She does not provoke an attack of opportunity when performing a trip combat maneuver. In addition, she receives a +2 bonus on checks made to trip a foe. Linarra also receives a +2 bonus to her Combat Maneuver Defense whenever an opponent tries to trip her.
Power Attack -2/+4 Linarra can make exceptionally deadly melee attacks by sacrificing accuracy for strength. She can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if she is making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times her Strength modifier on damage rolls. This bonus to damage is halved (–50%) if she is making an attack with an off-hand weapon or secondary natural weapon. When her base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Linarra must choose to use this feat before making an attack roll, and its effects last until her next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Reliable Strike: Glaive (1/day) (Ex) Linarra may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. She must accept the second roll even if it is worse. She can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
Smite Chaos (1/day)(Su) This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Weapon Guard +1 (glaive) (Ex) Linarra gains a +1 bonus to CMD against disarm and sunder attempts while wielding her chosen weapon. This bonus also applies on saves against any effect that targets her chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Weapon Training +1 (glaive) (Ex) Linarra gains a +1 bonus on attack and damage rolls with her chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
--------------------
CHRONICLE BOONS
--------------------
Debt of the Kirin: Linarra possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Ghoul Hunter: Linarra's experience fighting ghouls and ghasts beneath Foxglove Manor has given her insight into these undead abominations' strengths and methods of attack, granting her a better chance of survival against such foes in the future. She gains a +1 insight bonus to AC against natural weapon attacks made by ghouls and ghasts, and a +1 bonus on Fortitude saving throws to avoid the effects of the disease, paralysis, and stench special attacks of ghouls and ghasts.
Heroes of Magnimar: Thanks to Linarra's actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, she has received a medal and public thanks from the authorities of the city. While displaying her medal she receives a +2 bonus on her Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.
Lamashtu's Bane: Linarra's encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled her hatred for the Mother of Monsters and her followers. She gains a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Lesson Learned (Cheliax): You helped Paracountess Zarta Dralneen escape her captors and recover from the plot against her, making you wary of future threats. You gain a +2 bonus on Sense Motive checks against devils and Chelish government officials (including Hellknights).
Resisting the Gossamer King: Linarra's body was subject to a barrage of poisons and diseases in Ravenmoor. She had to either fight through those debilitating effects coursing through her veins or die. As a result her body has toughened, and she has gained a measure of immunity to diseases and poisons. She receives a +1 bonus to her saves against poisons and diseases.
Mendevian Commendation (1): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Smine's Best: Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a "Smine") to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend a Prestige Point to apply this boon to a pre-existing weapon that the venture-captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapon's hit point total by 5.
Using their Strength Against Them: You have learned several of the key strategies of both players in the Fifth Crusade, and with the help of Zarta Dralneen you have developed a strategy that you might use to surprise either side. As a standard action while in combat against a demon or Mendevian crusader, you may use the cavalier's tactician class feature, though it lasts for a number of rounds equal to 1 plus your Intelligence or Charisma modifier (minimum 1 round). The teamwork feat you grant must be chosen from the following: Coordinated Defense, Escape Route, Paired Opportunist, or Precise Strike. After you use this boon, cross it off of your Chronicle sheet.
--------------------
VANITIES
--------------------
Armiger (Fame 20, 2 PP) Though still a loyal Pathfinder, Linarra's service to Cheliax granted her admission into the Hellknight Order of the Pyre with the rank of armiger. She gains a +3 bonus on Diplomacy checks made against Hellknights of any order or rank.
Caravan (5 PP) Linarra owns a controlling share in a caravan that makes regular trips through the Inner Sea region. She isn’t required to maintain a presence in the caravan, and thus does not need to accompany the caravan as it makes its journeys, but she does shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats.
When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.
--------------------
Background: Linarra spent the entirety of her young life in Westcrown, where she was raised by her father, the majordomo of House Salisfer. Linarra's red hair was always a sensitive matter and a point of much debate, since in Cheliax it is often seen as evidence of some sort of tie to diabolic influence. Nevertheless, her father was able to pull some strings, to get her into Westcrown's regidottari, where she's received military training under Durotas Lhiana Strikis. Although the position was among the best paid and most prestigious in all of Westcrown's dottari, Linarra wasn't able to cope with the corruption and cruelty that Durotas Strikis often displayed, and so she was glad to eventually find herself able to take a new path in life.

She was invited to join the Pathfinder Society by Zarta Dralneen, and has been enjoying the outings, although Linarra would never admit to that. She talks very little about herself, and is alway determined to get the job done, as quickly and efficiently as possible. This unyielding attitude often puts her at odds with other people, but it has also brought her to the attention of the Chelaxian Hellknights. They have recently recruited her, and she currently holds the rank of armiger in the Order of the Pyre. An easy choice for Linarra, since she's had a rather bloody run-in with the mayor of a Varisian town, who turned out to be a cultist of Ghlaunder.

Physical description: This stern looking young woman has dark eyes, and curly red hair that cascades down to her shoulders like a waterfall, spilling onto her armor and crimson-colored cloak. She is clad in black bladed armor, polished to a high sheen, and carries a seven feet long glaive with her, along with a horned helm that has four eye slots.

PFS#: 23847-3
Faction: Cheliax
Starting XP: 16
Initial Fame: 26
Initial Prestige: 17
Start GP: 3292 gp, 9 sp

Items bought:

Trackables:
hp 51/51
Arrows 17/17
Fires of Hell 1/1
Reliable Strike 1/1
Smite Chaos 1/1
Wand of cure light wounds 47/50
Kayle's Blessing 3/3


Chronicle sheets

Sources used
Core Rulebook; Advanced Player's Guide; Ultimate Equipment; Inner Sea World Guide
Faction Guide; Pathfinder Society Field Guide
Guide to Pathfinder Society Organized Play
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Yohann
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Welcome Kris!
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Sean Allen
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He just goes by Mace. His first chronicle is a boon allowing him a 3rd trait. He also has a boon/chronicle that allows him to buy +1 holy arrows in groups of 10.


PFS# 52587-4
Faction Silver Crusade
XP 18
Fame 33
Prestige 27




Silver Crusader Mace Silver
Male Azata-Blooded Aasimar (Musetouched) Paladin (Oath of Vengeance) 7
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 60 39 (7d10+14)
Fort +10 +7, Ref +10, Will +8; +2 vs. death, energy drain, negative energy, or necromancy spells
Immune disease, fear; Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 earth breaker +11/+6 (2d6+5/×3)
Ranged +1 darkwood composite longbow +12/+7 (1d8+4/×3) and
. . javelin +11 (1d6+3)
Special Attacks smite evil
Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect evil
. . 1/day—glitterdust (DC 15)
Paladin (Oath of Vengeance) Spells Prepared (CL 4th; concentration +7):
. . 2nd—paladin's sacrifice (DC 15)
. . 1st—hero's defiance (x2)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 13/7 (-6), Int 10, Wis 8, Cha 16
Base Atk +7; CMB +10; CMD 24
Feats Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits armor expert, dangerously curious, defensive strategist
Skills Acrobatics +4, Bluff +3, Climb +3, Diplomacy +11, Escape Artist +4, Fly +4, Intimidate +3, Knowledge (religion) +4, Perception +0, Perform (sing) +6, Sense Motive -1, Spellcraft +4, Stealth +4, Swim +3, Use Magic Device +14
Languages Celestial, Common
SQ aura of courage, aura of good, channel wrath, deathless spirit, divine bonds (weapon 1/day), lay on hands, mercies (mercy [dazed], mercy [sickened])
Combat Gear +1 holy arrows (10), cold iron arrows (50), wand of gravity bow (44 charges), bladeguard, holy water, weapon blanch (adamantine), weapon blanch (cold iron), weapon blanch (silver)
Other Gear +1 mithral breastplate, +1 darkwood composite longbow, +1 earth breaker, arrows (20), blunt arrows (20), javelin (18), belt of incredible dexterity +2, cloak of resistance +1, efficient quiver, backpack, masterwork, bedroll, blanket, canteen, earplugs, flint and steel, grappling arrow, wooden holy symbol (Torag), silk rope (50 ft.), smoked goggles, wrist sheath, spring loaded, 6,274 gp, 4 sp, 2 cp
--------------------
TRACKED RESOURCES
--------------------
+1 holy arrows - 6/10
Arrows - 3/20
Bladeguard - 0/1
Blunt arrows - 2/20
Cold Iron arrows - 0/50
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) - 0/1
Glitterdust (1/day) - 1/1
Holy water - 0/1
Javelin - 0/18
Lay on Hands (3d6, 6/day) (Su) - 0/6
Smite Evil (3/day) (Su) - 1/3
Wand of gravity bow (44 charges) - 1/44
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Defensive Strategist Your study of dwarven history has trained you in defensive strategy. You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6, 6/day) (Su) You can heal 3d6 damage, 6/day
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Dazed) (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Silver Crusader +3 to Intimidate vs evil clerica and antipaladins.
Smite Evil (3/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Wand of gravity bow (44 charges) Add this item to create a wand of a chosen spell.

Mace, mysteriously abandoned as a young child, was taken in by clerics of Torag. The dwarves raised him to embrace his celestial blood, to sing a happy song, and to wipe evil from the face of Golaria--with a vengeance!

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Eddie Drood
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*cough* Character posts! *cough*
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T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Sorry! After trying to buy a house over 20 months and it not getting built I'm suddenly having the opportunity to buy another and things got a bit hectic. I'll get to it ASAP!
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John Morgan
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I will get Thoriel up ASAP, sometime later today. She hasn't levelled up since last time so all I need to do is look at some purchases. Assuming we will have a chance to do that in-game then she is ready to go.
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Yohann
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Eddie, by the way, in your latest Chronicle Sheet, at "items wound", there are Hero of the Hold and Unexpected Discovery.

Do they need to be bought or are they automatic?

I'll also buy a Belt of Mighty Constitution +2 (4,000GP) and a Cloak of Resistance +1 (1,000 GP)
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My character sheet after the purchases.

Célestin Valette (PFS CHARACTER - 52689-1, Silver Crusade)

NG Human, Male Rogue 7

Archetype: Swashbuckler

Current XP: 18 / Fame: 30 / Prestige: 30

Init +8; Senses Perception +11

==DEFENSE==

AC 23, touch 15, flat-footed 22 (+7 armor, +4 dex, +1 natural armor)
hp 59 (7d8+21)
SR 0
Fort +6, Ref +10, Will +2
Armor Noqual Chain shirt (Masterwork +3), Light, Bonus vs spells & spell-like abilities: +2
Defensive Abilities Evasion (PFCR 68), Uncanny Dodge (PFCR 34)

==OFFENSE==

Spd 30 ft/x4
Melee Noqual Rapier +11 (Masterwork +1) (1d6+4) 18-20/x2 CM +2 // +3 damage vs undeads & constructs created by spells or feats
Melee Melee Dagger +9 (1d4+1) 19-20/x2
Melee Unarmed Strike +9 (1d3+1) 20/x2
Melee Morningstar +6 (1d8+1) 20/x2
Ranged Thrown Dagger +9 (1d4+1) 19-20/x2
Special Attacks Sneak Attack [4d6] (PFCR 68)

==MAGIC ITEMS==

Amulet of natural armor +1

Cloak of Resistance +1

Belt of Mighty Constitution +2

==STATISTICS==

Str 12, Dex 18, Con 16, Int 10, Wis 9, Cha 14

BAB +5, CMB +9, CMD +21

Feats Agile Maneuvers (PFCR 117), Alertness (PFCR 117), Armor Proficiency (LIGHT) (PFCR 118), Dodge (PFCR 122), Improved Initiative (PFCR 127), Weapon Finesse (PFCR 136), Weapon Focus (Rapier) (PFCR 136-137), Weapon Specialization (Rapier) (PFCR 137)

Skills Acrobatics +16, Appraise +0, Bluff +8, Climb +8, Craft +0, Diplomacy +12, Disable Device +14, Disguise +6, Escape Artist +12, Heal -1, Intimidate +12, Knowledge (dungeoneering) +8, Perception +11, Perform (Act) +2, Ride +5, Sense Motive +9, Sleight of Hand +8, Stealth +14, Survival +0, Swim +6

SQ Trap Spotter (PFCR 69)

Traits Fencer (Combat) (PFAPG 328), Unorthodox Strategy (Faction: Silver Crusade) (PFSc)

Languages Common

Gear Backpack, Explorer's outfit, Thieves' tools, masterwork (in Backpack), Fishhook (in Backpack), Sewing needle (in Backpack), Waterskin, Flint & steel, Sewing needle (in Backpack), Pouch belt (+ money in it), + saddle, saddlebags, etc (see horse), Oil of Bless Weapon x4 (in Backpack), Potion of Cure Light Wounds x3, Potion of Moderate Wounds x1

Horse, Saddle, Bit & bridle, Saddlebags , Rations, trail x4 (in saddlebags), Bedroll (in saddlebags) , Pot, iron (in saddlebags), Rope, hempen 50ft (in saddlebags), Wine, common x2 (in saddlebags), Lamp, common , Shovel , Pick, miner's , Soap (per lb) x4 (in saddlebags), Grappling hook (in saddlebags), Noble's Outfit, Family Signet ring

Money GP: 615, SP: 4, CP: 3

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Eddie Drood
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Shadow Hexagram wrote:
Eddie, by the way, in your latest Chronicle Sheet, at "items wound", there are Hero of the Hold and Unexpected Discovery.

Do they need to be bought or are they automatic?

I'll also buy a Belt of Mighty Constitution +2 (4,000GP) and a Cloak of Resistance +1 (1,000 GP)

automatic!
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Eddie Drood
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greenclaw wrote:
I will get Thoriel up ASAP, sometime later today. She hasn't levelled up since last time so all I need to do is look at some purchases. Assuming we will have a chance to do that in-game then she is ready to go.

Yup, feel free to make whatever purchases are required before we "officially" start.
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Thoriel (74677-1)
Elf Magus (Spell Dancer) 7
Favoured Class Magus
CN Medium Female Age 148 Humanoid (Elf)
Faction: Taldor
Deity: Calistria
XP: 20 Fame: 29 PP: 21
Init: +8; Senses: Perception +7

--------------------
Description
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A rare forlorn elf in Taldor, Thoriel was raised as a child by Taldan merchants who had found the poor girl wandering the streets of Absalom as a youth stealing for food.

After her adopted parents inevitable death, Thoriel was again back on the streets of a strange city. By now coming of age, she was noticed by a priestess of Calistria who took the girl in as a sacred prostitute in her temple.

Thoriel's rare elven beauty and natural graces made her a favourite amongst the temple's 'worshippers', but it was soon realised she had more talents than could be put to use simply satisfying those seeking carnal pleasures.

It was apparent that her natural elven talents for the arcane and her now well trained graces in the art of dance and seduction could be better put to use as a Taldan spy. Combining the art of dance and her spellcasting abilities, she has become a disciple of the 'spell dance' and has been sent out into the world as a Pathfinder to further the cause of her adopted but declining nation.

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Defense
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AC 25, touch 19, flat-footed 19 (+5 armor, +1 Natural, +6 Dex, +1 Deflect, +2 Insight)
hp 45
Fort +7, Ref +9, Will +5
--------------------
Offense
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Speed 30 ft.
Melee Masterwork Cold Iron Keen Scimitar(+1) +13 (1d6+7/15-20/x2)
-------------Silver Mace, Light +11 (1d6+1/20/x2)
-------------Sap +11 (1d6+1/20/x2)
Ranged Masterwork Composite Longbow +12 (1d8+1/20/x3) 110ft
Prepared Spells
0-Detect Magic, Ghost Sound, Open/Close, Prestidigitation, Read Magic
1-Grease, Ray of Enfeeblement, Shocking Grasp, Shocking Grasp, Vanish
2-Frigid Touch, Glitterdust, Mirror Image, Shocking Grasp (Intensified)
3-Fly, Haste
--------------------
Statistics
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Str 13, Dex 22, Con 12, Int 18, Wis 8, Cha 7
Base Atk +5; CMB 6; CMD 25
Concentration Check +13
Feats Weapon Finesse, Dervish Dancer, Weapon Focus (Scimitar), Intensified Spell
Traits Calistrian Prostitute (+1 Sense Motive, +1 Diplomacy to gather information), Reactionary +2 INIT
Skills Acrobatics +16, Appraise +4, Bluff -2 Climb +5, Craft (alchemy, armor,bows,trapmaking ,weapons) +4, Diplomacy +3 (+4 gather info), Disable Device +7, Disguise -2, Escape Artist +6, Fly +16, Heal -1, Intimidate -2, Knowledge (arcana, dungeoneering) +9, Knowledge (Planes) +10, Linguistics +5, Perception +7, Perform (act) -2, Perform (dance) +3, Ride +6, Sense Motive -1 (+0 to gather information), Spellcraft +12 (+14 Identify prop of magic), Stealth +6, Survival -1, Swim +5, Use Magic Device +2
Languages Abyssal, Common, Celestial, Draconic, Elven, Kelish, Sylvan
Combat Gear Masterwork cold iron keen scimitar +1 on weapon cord, Silver Light Mace, Sap, Masterwork composite longbow +1, arrows, normal (33), arrows, blunt (18), arrows, cold iron (20), Mithral Chain Shirt +1, Belt of Incredible Dexterity (+2), Cloak of Resistance +1, Headband of Vast Intelligence (+2/Fly), Ring of Protection +1, Amulet of Natural Armor +1 Other Gear Wand of Infernal Healing (48)- on weapon cord in spring loaded wrist sheath, Wand of Shield (43) - on weapon cord in spring loaded wrist sheath, Wand of True Strike (48), Wand of Grease (47) Outfit - Traveller's, Potion of Cure Light Wounds (2)-1 in arcanolembic, Potion of Protection from Evil (2), Pearl of Power (Level 1), Pearl of Power (Level 2), antiplague, antitoxin, Masterwork backpack, belt pouch, earplugs, ink, inkpen, oil of bless weapon, paper (5), Scroll of Lesser Restoration, Scroll of Comprehend Languages, Scroll of Air Bubble, smelling salts, smoked goggles, spell component pouch, spellbook, vermin repellent, waterskin, wayfinder (neck) 7534gp,5sp,7cp
--------------------
Special Abilities
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Weapon and armor A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Low light vision Elves can see twice as far as humans in conditions of dim light.
Keen senses Elves receive a +2 racial bonus on Perception checks.
Elven immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane focus +2 racial bonus on concentration checks made to cast spells defensively.
Arcane pool The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
6/7 remaining
Magus arcana
Arcane Accuracy: You can expend 1 point as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your next turn.
Empowered Magic: Cast any spell as if it were modified with empower magic feat. Does not increase casting time or level of spell. All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.Saving throws and opposed rolls are not affected, nor are spells without random variables. Once per day.
Spell Shield: Spend a point as immediate action to get +3 shield bonus to AC until end of next turn.
Intensified Spell: +5 levels to damage of spell. Must have sufficient caster levels. No other variables of spell are affected. Only works with spells whose damage is affected by level. +1 spell slot.
Spell combat A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike When a magus casts a spell with a range of 'touch' from the magus spell list, she can deliver the spell through any weapon she is weilding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell.
Spell dance A spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +20 enhancement bonus to his movement rate and a +4 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round.
Spell Recall Magus learns to use his arcane pool to recall spells she has already cast. With a swift action she can recall any single magus spell that she has already prepared and cast that day by expending a number of points from her arcane pool equal to the spell's level.
Knowledge Pool When prepare spell, spend 1 or more arcane pool to treat one spell from magus list as if it were in his spellbook. If not used before next time prepare spells then the spell is lost.
Dance of Avoidance While wearing light or no armour, +2 insight bonus to AC.
Spells
0-Spellbook
prep 5/(all)
1-Spellbook
prep 5/(color spray, floating disk, frostbite, grease, hydraulic push, magic weapon, ray of enfeeblement, shield, shocking grasp, true strike; burning hands, expeditious retreat, feather fall, magic missile (Icebound Outpost); chill touch, enlarge person, obscuring mist, reduce person, silent image, unseen servant, vanish (52678-6))
2-Spellbook
prep 4/ (bear's endurance, frigid touch, glitterdust, mirror image, pyrotechnics, scorching ray;spider climb, web (52678-6))
3-Spellbook
prep 2/ (fly, haste)

Boons
Kobold Killer-Anytime you face a kobold in the future, you may designate one such creature as a free action. You gain a +1 bonus on attack and damage rolls against that single target for the duration of the combat. When you have used this boon, cross it off the Chronicle sheet. This ability does not stack with multiple instances of itself.
You Be Goblins!-You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins.
Jalmeray Coin: When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or knowledge (any) skill check. You may only use this coin once per scenario.
Prediction of Future Peril-Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter.
When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.

Unidentified Ungent-As a move action that does not provoke AoO, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine effects. 1-2 you rage as per rage spell but are sickened for 1 round after the effect ends. 3-4 your natural reach increases by 5 feet but you take 1d2 points of Dex damage when effect ends. 5-6 you gain ability to, as a standard action, breath a a single 15 foot line of acid dealing 4d6 points of acid damage (reflex 15 for half) but dealing 2d6 to you when effect ends. When you use, cross the boon off your CS.
Arcanolembic-Holds one potion. When consumed the potion is treated as if its caster level were 2 higher than usual minimum for a potion of its level. Placing a potion in the device is a full round action that provokes AoO.
Noqual Ore You may purchase equipment made from this rare skymetal.
Proud but Discouraged Increase bonus of any aid another action you receive from a member of the Taldor faction by 2.
Echoing Paradox A future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a saving throw or a skill check, a copy of you appear either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid actions you gain this as a bonus instead. Copy also shares all of your teamwork feats. After the attack etc. the copy fades away and you are shaken until the end of your next turn by the unsettling paradox. When you use this boon, cross it off the CS.
Unexpected Discovery+4 Circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level of lower. If you already have a bonus on such a check, the bonus instead increased by 2.
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John Morgan
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Over 7,500gp and not sure what to buy! First world problem, I know, but perhaps I should just save it up for now. Nothing jumps out at me! Any suggestions?
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Eddie Drood
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greenclaw wrote:
Over 7,500gp and not sure what to buy! First world problem, I know, but perhaps I should just save it up for now. Nothing jumps out at me! Any suggestions?

I'd save it, so you can upgrade to a +1 or +2 weapon, personally.
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John Morgan
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Yeah, think I will save it...although Thoriel already has a +1 weapon upgraded to keen for the price of the +2 upgrade. Not sure yet what the next big purchase will be.
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T'Leynti / Leonie
Netherlands
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I now realise I have to level up as well. Maybe I can buy an ioun stone now spells and feat to look at. I'll do my best but I've got a voip in ten minutes.
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T'Leynti / Leonie
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Flinder Fizzlefinger
52765-1
Silver Crusade


Flinder Fizzlefinger
Male Halfling Sorcerer 7
NG Small humanoid (halfling)
Init +4; Senses Perception +3
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Defense
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AC 17, touch 14, flat-footed 15 (+2 armor, +2 Dex, +1 size, +1 natural, +1 deflection)
hp 48 (7d6+18)
Fort +6, Ref +6, Will +7; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +4 (1d3/19-20) and
. . light mace +4 (1d4)
Ranged halfling sling staff +2 (1d6/×3) and
. . sling +6 (1d3)
Spell-Like Abilities (CL 7th; concentration +14)
. . 8/day—lullaby
Sorcerer Spells Known (CL 7th; concentration +14):
. . 3rd (5/day)—deep slumber (DC 20), dispel magic, fireball (DC 18)
. . 2nd (7/day)—augury, glitterdust (DC 17), levitate, touch of idiocy
. . 1st (8/day)—charm person (DC 18), color spray (DC 16), enlarge person (DC 16), magic missile, sleep (DC 18), vanish[APG] (DC 16)
. . 0 (at will)—acid splash, daze (DC 17), detect magic, flare (DC 15), ghost sound (DC 15), mage hand, read magic
--------------------
Statistics
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Str 10, Dex 15, Con 14, Int 10, Wis 10, Cha 21
Base Atk +3; CMB +2; CMD 15
Feats Eschew Materials, Greater Spell Focus (enchantment), Intensified Spell[APG], Persistent Spell[APG], Skill Focus (Spellcraft), Spell Focus (enchantment)
Traits focused mind, sacred touch
Skills Acrobatics +4, Appraise +4, Climb +2, Intimidate +9, Knowledge (arcana) +6, Perception +3, Sense Motive +6, Spellcraft +11, Survival +0 (+2 to avoid becoming lost), Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ bloodlines (dreamspun)
Combat Gear potion of cure light wounds (6), potion of cure moderate wounds (2), potion of cure serious wounds, potion of shield of faith +2, scroll of invisibility, web, scroll of remove disease, wand of cure light wounds, wand of mage armor (50 charges), wand of magic missile (25 charges); Other Gear +1 silken ceremonial armor, dagger, halfling sling staff, light mace, sling, sling bullets (20), amulet of natural armor +1, cloak of resistance +1, handy haversack, headband of alluring charisma +2, clear spindle ioun stone, ring of protection +1, wayfinder, backpack, belt pouch, belt pouch, blanket, winter, bottle, chalk (2), cold weather outfit, courtier's outfit, flint and steel, furs, ink, black, inkpen, parchment (5), sack, sack, sack, sack, scroll case, shovel, silk rope (50 ft.), torch, trail rations (8), waterskin, 3,131 gp, 3 sp, 8 cp
--------------------
Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Lullaby (8/day) (Sp) As lullaby but no concentration and penalty is -4.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Scroll of invisibility, web Add this item to create a scroll with spells on it.
Scroll of remove disease Add this item to create a scroll with spells on it.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wand of magic missile (25 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
--------------------
Flinder's youth can be best described as relaxed. Too relaxed perhaps. He was always late, and when having tasks always lazy about them. Things never got done. He had more fun with little tricks. Because of these tricks however, his parents discovered he had some kind of magical talent .

He was sent to an academy for wizards in the hope he would develop his talent. Way too many times he overslept. When he did attend class he was bored. Didn't want to learn and really did not want to be there. Too much work.

He stayed for Lyly, a halfling female who entered the academy as well. She taught him a sweet lullaby which always reminded him of her. They fell in love. Eventually he convinced Lyly to leave. Both didn't finish their education.

Only a couple of weeks after running off, Lyly suddenly disappeared during the night. All Flinder could discover was traces leading towards Absalom. He followed the traces and entered Absalom. The disappearing of Lyly was a blow to his head, like a sever wake up call. He knew now he had to change for the good.


added 1 skill point
+ ioun stone clear spindle 4000 gp
+ persistent spell feat
+ bonus feat skill focus spellcraft
+ sense motive / spellcraft / use magic device
+ level 1 enlarge person
+ level 2 levitate
+ level 3 dispel magic
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Sean Allen
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Sorry. Missed we had started...
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T'Leynti / Leonie
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Ah, we aren't working in groups? Are there people we are going to ignore this party? Are there people you all think more important to work on?
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T'Leynti / Leonie
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Ah! Rolled a 2! Even a plus 13 can't help here.
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T'Leynti / Leonie
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Flinder would like to be seated near Salhar at least, the other depends where everyone else wants to sit down.
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T'Leynti / Leonie
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Sorry for being less engaged lately, my sister was hospitalised and that had it's influence on me. She's back home now though.
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Eddie Drood
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Narl wrote:
Sorry for being less engaged lately, my sister was hospitalised and that had it's influence on me. She's back home now though.

Very understandable. I hope she's doing better.
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Sean Allen
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Yes! Take care of Sis!

As far as the cellar... Ha! Love it. Makes sense. They were in the wall.
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Eddie Drood
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anthropos95 wrote:
Yes! Take care of Sis!

As far as the cellar... Ha! Love it. Makes sense. They were in the wall.

Yup, can't see past 5 ft once they are in there.
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