Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


851 to 900 of 9,619 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

I'm hurt, Cladissa offers. She grimaces as her hips ache briefly, but the pain subsides, though her wound still burns fiercely.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

The downside of waiting a minute is that, I believe, we've got ~2 minutes left on Grommuk's Enlarge Person. Do we have a CLW? If not, perhaps we put the spell on him but then just start moving on? Or maybe it's time for Hrim to scout more while Grommuk recovers, and just know that we're losing some spell duration?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

I vote move on with spell running. Will also heal Cladissa.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

After using the wand to provide further healing magics, albeit of a demonic bent, to Grommuk and Cladissa, Argor returns the obsidian wand to the sheath at his side and says, "Let us find this Nigel Aldain before our beneficial enchantments exhaust themselves. Or the curse affecting this place spreads or takes hold of one of us."

He then gestures towards the door, waiting for the others to lead on.

Will recast Dancing Lights as necessary throughout our time here to keep it lit.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nyugusk nods, saying through his mask, "Agreed. Let's go!"


Argor passing up a knowledge check?!

Who's entering the office first? I'll calculate spell durations based on what everyone does post combat and let you know how many rounds are left if another fight starts.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa tries to ignore the sickly crawling sensation of her wound slowly stitching together. She pads lightly over to the door and refreshes her dancing lights.

I'm out of spells that can heal, though I have a potion in case it gets bad. Let's try to keep it from getting bad again, huh? she smiles weakly, eyeing Grommuk who again took a brutal series of wounds.


Hrimnagel will enter the office first.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk waits for Hrimnagel's report—or the sounds of a scuffle. His mind is preoccupied with creative ways to tear things apart and even more creative ways of feasting on their remains. He gives his head a few shakes. He didn't like eating people under normal circumstances, and isn't sure why the thoughts are so vivid and appetizing now.

"Maybe Grommuk not punch first now. Face hurts."


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Totally missed the opportunity for the check. Taking 10 on Knowledge (History) for a 20 on it.

As the group mills about this chamber, Argor finally has an opportunity to take stock of it's contents. Spotting the unmoving form in the wall. He moves closer, and examines it.

He is shocked to discover exactly what it is, and mutters quietly, "A Jambala Jaeg..." His eyes then immediately begin examining the blade held in it's hand. He casts a minor spell as he does so, examining it for magic auras. Detect Magic


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa's ears perk up -- literally -- when Argor mutters to himself. Did you say--?

She moves over and looks at the exhibit. Is that one of the bone knives? That's great! Do you think Hrimnagel or Nyugusk would be the best one to use it?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

As he continues to study the blade, he replies, "Given that both the orcs prefer their fists, claws, and teeth, I believe this would be best put to use in the hands of Hrimnagel. If it is, in fact, one of the blades we need."


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk nods. "Knives puny. Hrimnagel puny. What knife do again?"

Don't feel obliged to answer that, just more offerings from the oblivious orc.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor sighs and hangs his head briefly, but resumes his investigation of the blade without offering an answer to the dim witted buffoon.


Hrimnagel takes the offered knife and stows his longbow before checking out the office.


The blade is not magical. The kukri is a masterwork jade-encrusted blade. According to the legends it would ignore the hardness of the Tik Taan idols and the damage reduction of any creature following Angazhan.

It's a masterwork kukri. Light martial weapon, 1d4 damage 18-20x2 crit.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa looks up at Grommuk. The legends say it will be useful against our enemies. But don't worry. You're always useful against our enemies, she says ending with a genuine smile at the enlarged orc.

She goes over to the entrance to the office and waits, listening for any sound of disturbance.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


The door to the office chamber was once a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead. The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more. It is silent inside.


Hrimnagel bends down a little to see below the orc's knee-height mist.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor is also peering into the room, from the safety afforded him by standing behind the front line.

Perception: 1d20 + 12 ⇒ (1) + 12 = 13


Seeing that people have posted while I'm writing this, but going with the previous idea of Hrimnagel going in first due to his unique nature and the inevitability of someone going in eventually.

Hrimnagel makes his way into the office with the others waiting for him in the exhibition hall. As he makes his way towards the desks and cabinet four humanoid forms suddenly drop out of the mist lining the ceiling and attack him.

Begin Round 1

Two of the creatures are men in tattered scribes' robes which are covered in splattered ink and clotted blood. They are hunched over and move like apes more than men. Their expressions are that of pure rage and madness as they try to batter Hrimnagel. One of them manages to punch him before he can react. On his other side two brutish apes also try to slam and batter the deep gnome. One of them manages to land a painful blow against his ribs. The apes begin shrieking madly as they attempt to batter Hrimnagel, but he quickly regains his bearings.
_______________________________________

Initiative:

Hrimnagel: 1d20 + 3 ⇒ (10) + 3 = 13
Cladissa: 1d20 + 3 ⇒ (12) + 3 = 15
Argor: 1d20 + 2 ⇒ (5) + 2 = 7
Grommuk: 1d20 + 1 ⇒ (5) + 1 = 6
Nyugusk: 1d20 + 2 ⇒ (1) + 2 = 3
Kadarnik: 1d20 + 5 ⇒ (19) + 5 = 24
Yannis: 1d20 + 5 ⇒ (9) + 5 = 14
Ape: 1d20 + 4 ⇒ (6) + 4 = 10
Ape: 1d20 + 4 ⇒ (9) + 4 = 13

Initiatives
Maddened Scribes 19
Apes 11.5
Party 8.8

Slam on Hrim: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 Hit
Slam on Hrim: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Miss
Slam on Hrim: 1d20 + 4 ⇒ (16) + 4 = 20 Hit
Slam on Hrim: 1d20 + 4 ⇒ (12) + 4 = 16 Miss

Miss chance: 1d100 ⇒ 79
Miss chance: 1d100 ⇒ 64

Damage to Hrim: 1d4 + 1 + 1d6 + 4 ⇒ (2) + 1 + (5) + 4 = 12

Grommuk is at 9 HP with three rounds of infernal healing left. Enlarge person has 11 rounds remaining.

You all are up.

Map


Round 1

Hrimnagel screams in pain and strikes at one of his attackers.

5-ft step to I28
attack with kukri in J28: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
half damage: 1d4 + 1 ⇒ (2) + 1 = 3


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Rounding the corner, Grommuk sees Hrimnagel being pummeled by a contingent of monkeys and men who think they're monkeys. He doesn't wait to process the situation before surging forward to pound everything that isn't his gnome-friend into a fine paste. Clenching both of his fists together he unleashes a devastating arc against the two nearest foes. He clips the scribe square in the back of the head, while the primate receives the full brunt of his swing. Grommuk's joined fists connect with the ape's chest, the momentum of the blow not relenting until it smashes with a horrible crunch into the wall.

______________________________

HP: 10; AC: 19; Maneuver Mastery: Cleave (9 rounds); Infernal Healing: 2 rounds; Enlarge: 10 rounds.

Swift: Spending Maneuver Mastery to gain Cleave for 1 minute.
Move: F28/29, leaving a square between so Nyugusk can fit in there.
Standard: Cleaving the Blue Scribe and the Red Ape.

Cleave vs. Blue Scribe: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26 (+2 flank, -2 cleave)
> Damage: 3d6 + 13 ⇒ (3, 3, 2) + 13 = 21 (+9 Str, +3 PA, +1 Heavy Hitter)
Cleave vs. Red Ape: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26 (+2 flank, -2 cleave)
> Damage: 3d6 + 13 ⇒ (6, 4, 3) + 13 = 26 (+9 Str, +3 PA, +1 Heavy Hitter)

Oh my.
Confirm vs. Blue Scribe: 1d20 + 6 + 2 - 2 ⇒ (4) + 6 + 2 - 2 = 10 (Miss)
Confirm vs. Red Ape: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21 (Hit)
> Damage: 3d6 + 13 ⇒ (1, 6, 1) + 13 = 21 (Total damage on the Ape is 45)


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Argor, make sure the light is in here! Cladissa shouts as she moves into the office hallway, staying behind Grommuk. She blinks several times as the big orc swings his fists in a devastating arc. She then focuses her attention on the enemies past him, trying to hex the far ape to stymie their attacks on Hrimnagel, who appears to be hurt.
___________________________

Round 1
Move to D28, then Misfortune on Green Ape.
Will Save, DC 15: 1d20 + 1 ⇒ (4) + 1 = 5 Fail


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Man, my math wins. 47, not 45.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor steps into the chamber, willing the light to accompany him.

Move to D29, no other actions at this time.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

I didn't want to mention it, but yeah.


Updated map with the results of the actions so far. Description will come with the round summary. Still waiting for Nyuggets!


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

@Grommuk...except you and I are still sickened for another 7+ minutes, so that’s -2 to each to hit & damage roll

Round 1

Nyugusk sees the remaining ape is focused on the blurry gnome, and decides to take advantage of it. The ape lashes out at him as Nyugusk passes, but slips on a pile of loose papers, missing by a league. The transmogrified half-orc on the other hand bites it at the base of it’s neck, ripping out blood and flesh between his tusks.

_______________

Move: to K28
Stnd: (sneak) attack the green ape

AOO Slam: 1d20 + 4 ⇒ (14) + 4 = 18
AOO Slam: 1d20 + 4 ⇒ (10) + 4 = 14

Bite: 1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22 (1 BAB +6 STR -2 sickened +2 flanking)
Damage: 1d6 + 7 - 2 + 1d6 ⇒ (2) + 7 - 2 + (6) = 13


Round 1

Two of the creatures are men in tattered scribes' robes which are covered in splattered ink and clotted blood. They are hunched over and move like apes more than men. Their expressions are that of pure rage and madness as they try to batter Hrimnagel. One of them manages to punch him before he can react. On his other side two brutish apes also try to slam and batter the deep gnome. One of them manages to land a painful blow against his ribs. The apes begin shrieking madly as they attempt to batter Hrimnagel, but he quickly regains his bearings.

Hrimnagel screams in pain and strikes at one of his attackers. He slashes one of the apes with the ancient Mwangi kukri, it shouts and hisses at him.

Rounding the corner, Grommuk sees Hrimnagel being pummeled by a contingent of monkeys and men who think they're monkeys. He doesn't wait to process the situation before surging forward to pound everything that isn't his gnome-friend into a fine paste. Clenching both of his fists together he unleashes a devastating arc against the two nearest foes. He clips the scribe square in the back of the head, while the primate receives the full brunt of his swing. Grommuk's joined fists connect with the ape's chest, the momentum of the blow not relenting until it smashes with a horrible crunch into the wall. Both the maddened scribe and the ape fall to the floor, dead.

"Argor, make sure the light is in here!" Cladissa shouts as she moves into the office hallway, staying behind Grommuk. She blinks several times as the big orc swings his fists in a devastating arc. She then focuses her attention on the enemies past him, trying to hex the far ape to stymie their attacks on Hrimnagel, who appears to be hurt.

Argor steps into the chamber, willing the light to accompany him.

Nyugusk sees the remaining ape is focused on the blurry gnome, and decides to take advantage of it. The transmogrified half-orc bites it at the base of it’s neck, ripping out blood and flesh between his tusks.

End of Round 1
--------------------------------
Begin Round 2

The remaining scribe swings his tightly balled fists again at Hrimnagel. Now that the gnome is no longer caught off guard, he dodge the blow easily.

The ape howls at Nyugusk and tries to tear him to pieces as payback for the painful bite he inflicted. However the beast is in a lot of pain and bleeding quickly and the burly half-orc fends it off.
________________________________________

Two things Nyug, sickened doesn't affect damage, and your specified square was a double move from where you started. Moved you 30' instead.

Slam on Hrim: 1d20 + 2 ⇒ (13) + 2 = 15 Miss

Bite on Nyug: 1d20 + 4 ⇒ (5) + 4 = 9 Miss

You guys are up for round 2.

Map


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa realizes too late after the first scribe falls that they should try to spare their lives, if they're just the victims of a curse. She tries to get through Grommuk's battle rage. Grommuk! The humans just think they're apes! It's not their fault! Please don't kill them, just knock them out!

She tries hexing the remaining scribe with her Evil Eye, lowering his ability to hit accurately, then cackles to extend her other hex.

___________________________

Will Save DC 15: 1d20 + 5 ⇒ (6) + 5 = 11 Fail, -2 to attacks for 7+1 rounds.

Move: cackle.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Round 2

The ape manages to escape a second bite, but Nyugusk quickly follows up with two claw swipes under the ape's guard, spilling fur and guts.

_______________

Free: 5’ step to J27
Full: attack the green ape

Bite: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 (1 BAB +6 STR -2 sickened)
Claw: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
confirm?: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Damage: 2d4 + 12 - 4 ⇒ (3, 1) + 12 - 4 = 12 (I doubled the sickened penalty. If that's not right, +2 dam)
Claw: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d4 + 6 - 2 ⇒ (2) + 6 - 2 = 6

I’m off to Yosemite! See you on Monday (if not a little sooner)


Round 2

Hrimnagel tries to disappear into his shadows, so he can sneak to the flank of these guys. Feeling lucky, he moves around to flank both enemies with his allies, saying boo to get their attention.

Stealth: 1d20 + 22 ⇒ (12) + 22 = 34

double move at half speed to K29


Nyugusk guts the ape with his first claw and opens the scribe's belly with his second claw swipe. As Hrimnagel moves around Grommuk steps forward and smacks the scribe across the face with an open palm.

Grommuk nonlethal (sickened, flanking, charge): 1d20 + 7 - 2 + 2 + 2 ⇒ (3) + 7 - 2 + 2 + 2 = 12
Damage: 1d6 + 6 - 2 ⇒ (2) + 6 - 2 = 6

The smack downs the scribe, knocking him out and breaking his jaw.

End Combat

After a few seconds of silence, a man shrieking "Help! Help! AHhhhhhhh!" starts coming from inside the battered, dented metal cabinet at the back of the room.

DC 20 str check to open the cabinet.

DC 15 perception (searching the room):
You find scraps of Mwangi cloth inscribed with strange writing. The cloth (made from beaten bark) is quite ancient, cataloged along with “Three Tik Taan Idols, courtesy of Lugizar Trantos.”

Found the thing and DC 15 Linguistics:
Revealing not only a warning against the idols’ corrupting powers, but also a powerful chant that dispels their influence over men. A bard with the countersong ability may speak the chant aloud (using countersong while doing so) to break the hold of the Tik Taan over any listeners (such as the ravening scribes here). When employed in this manner, the cloth is a reusable item, allowing a bard to use it as many times a day as he can countersong. A spellcaster who deciphers the writing may also read it as a scroll of break enchantment (this too ends the Tik Taan’s influence on any one subject), but doing so causes the writing to vanish as a common scroll, which can never be used again.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Taking 10 easily passes both checks for me.

As the others secure the room, Argor searches for anything of use or to provide a clue to the situation. "Someone may want to check on the individual in there," he says! gesturing towards the cabinet without averting his gaze from his search. He eventually uncovers the parchment, and as he deciphers it, mutters quietly, "Interesting..."


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa steps back to allow the orcs to work at the cabinet door. When Argor finds the cloth and begins his work deciphering the writings, she looks around and notices Hrimnagel limping a bit. She pulls out the wand from Argor's distracted hands and expends a charge -- even though it makes her shudder -- then puts it back in the wizard's possession.

She suppresses a scowl when Argos mutters to himself over his breakthrough and doesn't share his findings, then turns to examine the scribe.

Heal: 1d20 + 8 ⇒ (19) + 8 = 27


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Approaching the cabinet, Grommuk says very stupidly, "Someone in here."

The massive orc listens at the cabinet briefly before withdrawing his face and giving it two solid thwacks with the side of his fist. "Hey! Who in there?"


"AH! Are they gone? Let me out, please! I've been stuck in here for hours!"


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk shrugs and begins ripping the door off of the cabinet.

Strength: 1d20 + 6 ⇒ (18) + 6 = 24 (Still enlarged, I think)


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Cladissa looks up from her examination as Grommuk rips off the cabinet door. Oh! Be careful and don't breathe the mist! It doesn't seem good for you, she warns as she looks around for some cloth to put around the former captive's mouth. If she can't, she rips a scrap from her own clothing to offer the person.

Can you tell us what's happened here? She gives a stern look to Argor, a glance that conveys that yes-she's-perfectly-aware-of-what-was-happening-but-she's-hoping-to-hear-it -from-this-person-thank-you-very-much. She turns back and smiles sweetly to the captive.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Argor rolls his eyes and carefully tucks the paper into his scroll case.

He stands and says, "Yes, please enlighten us.


Inside is a blubbery scribe, his obesity the result of too many hours spent at a desk and his fondness for sweet cream pies. He introduces himself as Saldak. His jowls quaver and shake with terror as he recounts his tale. Saldak tells the Pathfidners how the offices suddenly flooded with a strange mist early this morning, and that tendrils of it seemed to pour down Kadarnik’s and Yannis’ throats moments before they went stark mad and beat Milgen to a pulpy death.

Chunks of Milgen are all over the room under the mist, Grommuk smashed Kadarnik's spine, and then pimp slapped Yannis into unconsciousness.

Nigel Aldain was taking stock of the pieces in storage (in Area 5) at the time. Saldak is fairly certain the Tik Taan idols are responsible for the museum’s current predicament, claiming “I smelled something wrong with those hideous monkey-faced things as soon as Lugizar brought them out of his pack. I’ve a nose for trouble, I do! No one listens!”

Looking at Argor he says, "I see you found the Jambala Jaeg cloth. Please use it to bring Nigel back to his senses if the mists have taken his wits. I am leaving. Now. This is too much for me. Here, take these as my thanks," the fat man says. He grabs a weathered leather scroll tube off the top of the cabinet he was hiding in, and then unlocks his desk and tosses a heavy leather purse to Grommuk.

200 Platinum, which you can keep. And scrolls: scroll of cure critical wounds, scroll of false life (2), and scroll of dispel magic which will disappear if you don't use them by the end of the scenario.

After handing over the money and scrolls, Saldek runs away from the museum as fast as he can.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Thank you! she thinks to call out after Saldek.

She juggles the scrolls a bit as she looks them over after a quick casting of read magic. I'm pretty sure I can unlock the magics in these. This one is a much more powerful healing spell than I can cast. These two grant a greater vitality that are better used before combat on Grommuk. This one is dispel magic, which should, um, be self-explanatory.

Something Saldek said comes back to her, and she brightens, looking to Argor. He said that cloth can bring Nigel back! That's good! Can you use it on this fellow here? she gestures to the unconscious Yannis.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

"It is as any other scroll. One use and it is rendered inert. I am going to save it for this manager fellow, or if one of us manages to succumb to the fog's magics."


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Sadly, false life is a self-only cast. Probably a good insurance policy for Cladissa and Argor, though.

Grommuk gets Hrimnagel's help in dividing up the coins among he and his friends. There are simply too many there for him to manage such a grand task all by himself.

40 platinum each. I remembered not to do Grommuk-math this time.


I'll give you total gold at the end of the scenario, which will include that 40 pp each.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Pausing only briefly to give the room a final scan as the scribe bolts out of the museum, Argor says, "We should move quickly. Before either this manager falls victim to either the mist or those already affected, it spreads to the city, or we ourselves become victims. We should cross the hall and clear those rooms of any threats, so that we don't have to worry about being flanked."

He then moves to the door and extends his arm, gesturing for the others to lead on.


Mother's Day is over suckas! Back to saving the world! -POKE-


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Nodding in agreement, Nyugusk says "Hold on one moment before we go though," and reads the False Life scroll aloud. He feels a tingle up his spine as necromantic energies intertwine with and bolster his natural vitality.

Having done that, he says "OK, Let's go!" and leads the way to the storage area.

False Life: 1d10 + 3 ⇒ (4) + 3 = 7


This gigantic chamber is relatively free of mist, and darkness is held at bay by braziers of radiant light. Behemoths occupy these halls, great taxidermy nightmares such as a two-headed bear easily taller than an ogre; a great desiccated beetle, its carapace larger than the face of the grand clocktower of Absalom; a massive specimen of chimera, its jaws open in a mock roar; and an assembled skeleton of a tyrant lizard. The walls here are studded with strange masks, staves, spears, and other implements of long forgotten cultures, most likely used in ritual hunts of the beasts preserved here.

Map

Nothing immediately happens when the group enters the room. I'm assuming Hrimnagel is hidden for the moment.

1 to 50 of 9,619 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Absalom Abberations - A Pathfinder Society Tale All Messageboards

Want to post a reply? Sign in.
1 to 50 of 254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

2 people marked this as a favorite.

You didn’t make the cut....

You’ve worked so hard to become a Pathfinder. Some of you traveled hundreds of miles to make your way to the Grand Lodge in Absalom, others merely walked across the City at the Center of World. You came from all races and backgrounds. You passed your initial interviews after being subjected to strict questioning and magical tests. You took the Oath of the Initiate. Under this vow, you agreed to submit to all the laws that bind full Pathfinders, but were additionally required to follow any and all edicts passed down from those in charge of your training, accepting punishment when merited and foregoing any compensation for your labor.

Upon taking the oath and being officially raised to initiate status, your Pathfinder’s training—and, many say, your true testing—began immediately. You were stripped of all but your most basic possessions, with the items placed in secure storage, and issued nondescript outfits of homespun gray cloth. Then you were brought to the Quadrangle, the massive cluster of buildings in the northeast corner of the Grand Lodge, and assigned your new quarters, packed three or more to a room with other initiates from all over Golarion. For the next years, these austere cells, featuring only bunks, desks, and a lockable trunk for each of you, were your only homes. Food and drink were provided by the Society. Your lives were run by a consortium of three deans: the Master of Swords, Marcos Farabellus; the Master of Spells, Aram Zey; and the Master of Scrolls, Kreighton Shaine.

Your lives as initiates consisted of hard work. There were many mandatory classes and study sessions with retired Pathfinders, as well as daily work duties. The first year was brutal, and many of your companions washed out. By the end of your third year of training, you were ready for Confirmation. Each of you chose one of the three Masters to create your test. Each Confirmation is unique to the individual. Once the test was passed, you would have become full Pathfinder agents. Each of you failed in your task, though not for lack of trying. For some of you the Confirmation lasted for months or years, ending in a missed opportunity or an instance of bad luck. For others the Confirmation was over in a single day, you simply found yourselves not quite good enough for the tasks set to you.

After your failure, you were called before a council of the three Masters. You knew what would come next. You would be summarily discharged from the Society and never allowed to test again. Shame hung on your shoulders like a heavy blanket as the three Masters stared down at you from behind their podiums. Marcos, the most likable of the three was the first to speak. ”You have all failed your Confirmations. Normally, you know what would happen next. But you lot....You lot are lucky!” Marcos cracked a smile through his thick, black beard, running a calloused hand over his shaved head. Aram Zey sneered at him characteristically, before whipping his long, black hair back over his shoulder. The handsome Kelish Master of Spells continued, ”Yes. You are to be given a second chance. But not one that is without risk....” His hooded eyes lent him the air of a viper as he stared at the initiates.

The elven Master of Scrolls was staring off into space, as he often does. He broke his reverie at Zey’s words. ”Indeed...but risk comes hand in hand with reward, does it not?” Master Shaine brushed his lank, blonde hair sleepily back behind his long, pointed ears. ”Well, don’t leave them hanging Marcos, explain.” The Master of Swords nodded, and took over talking. ”Recently a team of agents returned from investigating the site of an ancient starfall in Numeria. The site has been picked over many times before, but our agents were able to discover a hidden portal and solve the locking mechanism. They discovered a buried...something.”

Aram Zey cut in, looking frustrated with Marcos’ ambiguity. ”We suspect it was some manner of vessel used by the people who created the Silver Mount. The vessel was empty, and mostly destroyed, but the agents made a very interesting discovery. A case of, for lack of a better word...infusions.” The Master of Spells made a gesture, and a section of the room just in front of the Initiates wavered for a moment. As his illusion dissolved it revealed an aluminum case cracked open, resting on a meter tall wooden pedestal. Inside the case were several syringes filled with a green liquid.

Master Shaine interjected, ”It’s fascinating really, the Society’s best alchemists have been unable to determine what exactly is inside those tubes. They best they can tell us is that the admixture is meant for injection and would likely have a transformative effect.”

Marcos cut back in, ”The Decemvirate has authorized us to offer you the chance to be test subjects. All of you were very close to passing your Confirmations. Do this, and you will become Pathfinders. Should things go poorly, your families will be informed and your funerals paid for,” he said with a half-joking grin.

=======================================================================

The Game: This game will be a long term campaign taking place entirely in Absalom and its surrounding environs. I will run a series of nearly all the PFS scenarios set in Absalom as well as one module: Gallery of Evil, Silent Tide, The Frozen Fingers of Midnight, Mists of Mwangi, Black Waters, Slave Pits of Absalom, King Xeros of Old Azlant, Hands of the Muted God, Sniper in the Deep etc. etc. I will run them in chronological order when possible, coming back to the level inappropriate ones later. Obviously this will take years of real time to complete. It also has a typical DM Jelani twist on character creation, see Character Crunch spoiler below.

You: Recently many of my favorite PBPs have slowed down considerably. The top two things I’ll be looking at in potential players are their posting frequency and the quality of their writing.

Character Crunch:

Level: 1 (you will advance a level every two scenarios we complete or as appropriate in the module)
Races: All paizo published except for Ratfolk, Tengu, Grippli, Samsarans, Strix, Vishkanyas, or Wayangs. Questions about playing races outside these rules will be ignored.
Ability Scores: 17 point buy, nothing starting lower than 8 after racials.
Classes: Any Paizo published class or archetype, except for synthesist summoner. The latest ACG playtest classes are fine, but you will have to rebuild to whatever the final version is when it comes out.
Alignment: Any except for CE. Must follow the Pathfinder Society “laws” of Exploration, Reporting and Cooperation.
HP: Max at first level, and then hald HD+1+con mod after that. Companions get half HD+1+con mod for every HD, including first.
Traits: Two, standard rules apply. Drawbacks are allowed (encouraged even).
Starting Wealth: 300 GP

No crafting other than mundane items, and consumables (wands, scrolls, potions).

Firearms are emerging.

Every character gains the Armor Bonus, Str/Dex bonus and Evolution Pool of an eidolon of their hit dice. They must follow the same limit on number of natural attacks as eidolons (including any attacks from their race in the total). They gain no free evolutions, but qualify for the extra evolution feat. They do not gain any other features of an eidolon.

Please create an alias for your character formatted like a standard monster stat block. I don’t like too many spoilers, and I want everything in the standard spot so I can find it quickly. You can copy this basic template to make it easy on you. See my characters Alyona, Devan, Ferit, Nexander, or Sampson for examples of what’s acceptable.

Character Fluff: You should write a backstory telling me about your character’s family, where your character is from, why they wanted to become a Pathfinder, how they came to Absalom, how they got their initial training, what their experiences as an Initiate were, and what their failed Confirmation was. Backstory is a big part of what makes me like a character. Please use Golarion lore and locations to your advantage, there’s plenty of info on PathfinderWiki if you’re not familiar. The less specific your character is, the less interesting they will be to me.

The game will start right after your character injects themselves with the green stuff and gets their evolutions. Obviously characters who wouldn’t inject themselves for the chance to be Pathfinders need not apply!

I’d also like a description of your character’s personality and their physical appearance. See the sample characters in the crunch spoiler above.

Game Stuff:I will use maps for combat, but I have some house rules to speed combat up. I run initiative in blocks (highest roller for party sets init for the group), actions occur in posting order, you resolve your own actions (ie. rolling saves or AOOs for monsters when needed. It’ll just be copy paste from my profile). If you disappear without warning, I reserve the right to kill off your character and/or recruit a replacement for you. I don’t like to do this, but keeping a game moving is important to its longevity. Here is one of my more recent games, you can see the house rules in action there, and get a look at my style.

Selection: I will leave recruitment open until 11 PM EST on Friday January 10th, 2014. After your first post in this thread, I want a post from you every 24 hours. It can be anything, but the more interesting and on topic it is the better. Even a brief post just to meet the requirement is better than nothing. At the end of recruitment, people who have posted every day will be considered before those that haven’t.

If I forgot something, or you have any questions, please ask! I will be monitoring the thread closely, and will respond as soon as I'm able. Thanks!


Quote:
Every character gains the Armor Bonus, Str/Dex bonus and Evolution Pool of an eidolon of their hit dice. They must follow the same limit on number of natural attacks as eidolons (including any attacks from their race in the total). They gain no free evolutions, but qualify for the extra evolution feat. They do not gain any other features of an eidolon.

This is an interesting twist. Will one gain Evolutions during the game itself? By which I mean, will it be story-related, or will it happen every x levels, or what?


YoricksRequiem wrote:
Quote:
Every character gains the Armor Bonus, Str/Dex bonus and Evolution Pool of an eidolon of their hit dice. They must follow the same limit on number of natural attacks as eidolons (including any attacks from their race in the total). They gain no free evolutions, but qualify for the extra evolution feat. They do not gain any other features of an eidolon.
This is an interesting twist. Will one gain Evolutions during the game itself? By which I mean, will it be story-related, or will it happen every x levels, or what?

Every level you gain new evolution points and evolutions as an eidolon (and the appropriate str/dex/AC bonus). It's only story related in that it comes from the Numerian mcguffin.


Working on a monk I think, will we still retain racial type, ex: humanoid, with the eidolon changes?


Havocprince wrote:
Working on a monk I think, will we still retain racial type, ex: humanoid, with the eidolon changes?

Yes, nothing will change other than armor bonus, str/dex and gaining the evolutions.


Definitely dotting. I'll get to work on something and get back to ya shortly.

Edit: Working on a wizard.


Am I right in guessing that we're not allowed to alter earlier evolutions as we move on, since that wouldn't make a lot of sense, or would we get to change evolutions as we level up?

Either way, I'm intrigued.


This is quite interesting. I'm unsure what to do, though. Maybe a lorewarden fighter?


Very interested, Mr. Jelani. Working on a freaky Svirfneblin inquisitor.

Intro wrote:

You’ve worked so hard to become a Pathfinder. Some of you traveled hundreds of miles to make your way to the Grand Lodge in Absalom, others merely walked across the City at the Center of World...

By the end of your third year of training, you were ready for Confirmation. Each of you chose one of the three Masters to create your test. Each Confirmation is unique to the individual. Once the test was passed, you would have become full Pathfinder agents. Each of you failed in your task, though not for lack of trying. For some of you the Confirmation lasted for months or years, ending in a missed opportunity or an instance of bad luck.

That's a lot of background for zero experience characters, no?

cheers


Thron here. Small question, when it comes to starting spells in a spellbook, I assume that is based on pre-evolution stats, correct?


For one thing, reading the background, we seem to be more experienced than I'd expect a first-level character to be.

For another, several evolutions require a minimal summoner level. Do we treat our HD as summoner level for this purpose, or are they simply unattainable?

RPG Superstar 2009 Top 16

Ok deinitely interested. Will get to work on an Ulfen either Barbarian or Ranger who after the injection will evolve into something akin to Sabretooth from Xmen

Silver Crusade RPG Superstar Season 9 Top 32

Sounds interesting. I think I might try an arcane duelist, will hopefully post more later.


Retooled this character to fit your formatting and to be a mutie.

Hope she gets in.


Loup Blanc wrote:

Am I right in guessing that we're not allowed to alter earlier evolutions as we move on, since that wouldn't make a lot of sense, or would we get to change evolutions as we level up?

Either way, I'm intrigued.

You can change which evolutions you have every time you level up, just like an eidolon. Otherwise you would have to save up for levels on end to get high cost evolutions later on.


Jubal Breakbottle wrote:

Very interested, Mr. Jelani. Working on a freaky Svirfneblin inquisitor.

Intro wrote:

You’ve worked so hard to become a Pathfinder. Some of you traveled hundreds of miles to make your way to the Grand Lodge in Absalom, others merely walked across the City at the Center of World...

By the end of your third year of training, you were ready for Confirmation. Each of you chose one of the three Masters to create your test. Each Confirmation is unique to the individual. Once the test was passed, you would have become full Pathfinder agents. Each of you failed in your task, though not for lack of trying. For some of you the Confirmation lasted for months or years, ending in a missed opportunity or an instance of bad luck.

That's a lot of background for zero experience characters, no?

cheers

Just going by Seekers of Secrets. If you want your character to have had a short Confirmation that's fine. But for a scholarly character it could be like "Translate this ancient Azlanti/Draconic hybrid code." which you worked on for six years before accidentally dropping a candle and burning up all your research and the code itself. Please, be creative.


Argor Constantine wrote:
Thron here. Small question, when it comes to starting spells in a spellbook, I assume that is based on pre-evolution stats, correct?

Yes.


The Dragon wrote:

For one thing, reading the background, we seem to be more experienced than I'd expect a first-level character to be.

For another, several evolutions require a minimal summoner level. Do we treat our HD as summoner level for this purpose, or are they simply unattainable?

As I said to Jubal, I'm taking the description of Pathfinder agent training directly from Seekers of Secrets. Since PFS characters start off at level one, and they go through the same thing I think it's reasonable.

Your HD is your "summoner level", yes.


Are wyrwood viable then? They are a paizo published race (ARG and Bestiary 4)?


Ye Olde Liste of Applicants

Arcane:
Argor Constantine - M Human (Chelaxian) Wizard (Conjuror)

Kaloo Narvian - F Gnome Sorcerer (Tattooed Sorcerer)
________________________________________

Kaloo - Can you please list your class skill bonus along with the other modifiers next to your skill bonuses in the parentheses? Thanks.


mdt wrote:
Are wyrwood viable then? They are a paizo published race (ARG and Bestiary 4)?

Nope, I had forgotten about those other races in the ARG. Please stick to the Core, Featured or Uncommon races from the link I put in the Character Crunch spoiler (minus the ones I specified). None of these races are available.


Ok, I think everything is in order Jelani. Got a question I'll shoot your way in PM though.


DM Jelani wrote:
mdt wrote:
Are wyrwood viable then? They are a paizo published race (ARG and Bestiary 4)?
Nope, I had forgotten about those other races in the ARG. Please stick to the Core, Featured or Uncommon races from the link I put in the Character Crunch spoiler (minus the ones I specified). None of these races are available.

Ok, only reason I asked is they did a full write up/publish on the Wyrwood in Bestiary 4 (not on the PRD yet unfortunately).


mdt wrote:
DM Jelani wrote:
mdt wrote:
Are wyrwood viable then? They are a paizo published race (ARG and Bestiary 4)?
Nope, I had forgotten about those other races in the ARG. Please stick to the Core, Featured or Uncommon races from the link I put in the Character Crunch spoiler (minus the ones I specified). None of these races are available.
Ok, only reason I asked is they did a full write up/publish on the Wyrwood in Bestiary 4 (not on the PRD yet unfortunately).

It's more that they are weird and significantly more powerful than some of the other "normal" races. The Numerian nano-bots/bioengineering are going to make people powerful enough, so I'm trying to keep the base power level relatively low. We're playing PFS scenarios after all, they are notoriously easy to steam roll as is.


Wasn't arguing, only explaining why I'd asked. :)


No worries :)


DM Jelani wrote:
Kaloo - Can you please list your class skill bonus along with the other modifiers next to your skill bonuses in the parentheses? Thanks.

Done.

Does taking a drawback grant you an extra trait? (I will still take the drawback either way)


I think I'll bow out. I really do like the concept, but, I'm having trouble picking a race, especially since some of the races that are allowed (aasimar, ghoran, kitsune, svifneblin) are as or more powerful than others disallowed as too powerful (wyrwood, Strix, Tengu, etc).

Have fun! And good luck!


Kaloo Narvian wrote:
DM Jelani wrote:
Kaloo - Can you please list your class skill bonus along with the other modifiers next to your skill bonuses in the parentheses? Thanks.

Done.

Does taking a drawback grant you an extra trait? (I will still take the drawback either way)

Yes, a drawback grants a third trait. Keep in kind it's still one trait per category though.


I'm very interested in this game, since a variety of other games I've been in have died off or slowed to a crawl. I'll be posting something of interest tomorrow, since I've been working crazy shifts all week.


I am very interested in a concept like this.

I worked on the crunch a bit this evening, but I'm nowhere near finished with the backstory. I'm rolling some things around right now, but I figured I'll post what I've got, then fill in the details in the next few days.

This'll give me a chance to pop in frequently as you've requested, and I'll have something to talk about, as well! Thanks for the consideration!

Human Witch


Proposing a Human Infernal sorcerer who got his power in a bargain that backfired for him. Joined the Pathfinders to train enough to get revenge. Washed out from Pathfinders but given a second chance due to curiosity about how the serum would react with his Infernal-tainted blood.

I had his full backstory typed out but it got eaten by my tablet so I'll rewrite it tomorrow along with the crunch.


So many caster submissions!


Must come up with something non castery. Maybe a rake archetype rogue. This could be quite fun!


With all the evolutions that will be available to you eventually, you can essentially make anything you can think of.


Svirfneblin monk. stealthy little teacher type.

Working on backstory now. Also need to do items but that is less important.


Svirfneblin inquisitor.

Most crunch is done, except equipment. Background creativity takes time ;D


Marcus Teric wrote:

Svirfneblin monk. stealthy little teacher type.

Working on backstory now. Also need to do items but that is less important.

Nice stealth bonus! Keep in mind you'll need cover or concealment to hide though. I'm much stricter than a lot of DMs with that. The shadow form evolution gives you constant concealment if you don't mind doing crappy damage.


Two deep gnomes in less than an hour. Shifty little bastards are everywhere :p


Let's see. The character I envision is a bit of a wild card. He's been betrayed, and thoughts of that betrayal leaves him suspect to bouts of rage that leaves him almost unable to tell friend from foe.

He joined the pathfinders in an attempt to find some sort of purpose to his life, as the one who betrayed him were the only person he regarded as family.

I think he's an urban barbarian. I may have to look up ways to express him better.

He'll be a sword and shield style warrior, and he'll sometimes explode into fits of rage.

A variant of him includes getting caught because of the betrayal, and being subjected to experiments, possibly altering his race, and maybe he becomes a bloodrager because of them.

He could be a fighter, a lore warden, a barbarian, a bloodrager, or even something else entirely.


Plan on it actually. Not building for damage but for full bardic make everyone else awesome wax on wax off sensei.


*Checks robes for more svirfneblin. Finds three.*

"Hey, get out of there you sneaky buggers!"

The Exchange

Nice thought Jelani. I will of course need to be considered. I was going to wait until I had my alias finished before posting, but I want to lay claim to my build. Kitsune ninja going into nine-tails. First level will be rough, but 2nd will be sick.

A couple of quick questions while I'm here.
Does having arms or a bite attack or simple weapon proficiency count as having the appropriate evolution for the purpose of prerequisites?
Does the half-elf have the evolution point favored class option available?
Can we take the extra evolutions feat?
Can we gain feats presumably available to eidolons, such as multiattack?


This sounds like a really unique campaign. I'm waiting on recruitment for another campaign that will be decided today. I wary of overextending myself so if I am selected there I might bow out here. But if I'm not (or quite possibly even if I am :P), I'll set to work on a character right away.

Not at all sure what I'll play but I have been wanting to give the Bloodrager a shot. I'll think it over and get back to you later today or tomorrow morning.


Would you mind if I made my character in Myth Weavers and used the Stat block function and posted that in my character's profile?


I'm a bit surprised no one is trying a wild shape focused druid.

Side question: Some of the eidolon abilities say they require a particular base form. Do we just ignore those requirements or is everyone considered a 'Biped' base form?


I'm expecting to be pretty busy at work tomorrow, and to not have reliable internet access this weekend as I switch ISPs, so I thought I'd post this alias with a preliminary build. Don't want you to think I've gone and disappeared.

The Exchange

Hmm, suddenly I have to consider a torch bearer warpriest. I'd use rough & ready trait for torches and use them as my primary weapons, focusing on self-buffing and melee torching.

Hmm...

Liberty's Edge

Hmmmm...quite a motley mash-up of concepts for this one. I might have to give this a shot.


If we end up caster heavy, I'll focus my build more on summoning. Question though for u Jelani:

You said only crafting was for expendable items, like potions, scrolls, and wands. Is that for the entire campaign, or just at game start.

Cause I could totally make a Shield Iron Golem later for a tank for us...just saying...lol

1 to 50 of 254 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Big City Freaks (Absalom Campaign, Pathfinders, Unique Character Creation) All Messageboards

Want to post a reply? Sign in.