All's Well that Ends in a Well

Game Master Choon


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Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

My crossbow and I have love knowing that what counts in war is not the bolts we fire, the noise of our foe, but the kills we make. We know that it is the hits that count.

Outloud he replies to himself "Oh bugger off."

Dalkk locks eyes with Simon. He stops. He can barely hear him, but knows what he is saying. He nods to affirm and comfort the young warrior, but as soon as the cat drops he demeanor changes.

Within moments Simon is dropped in front of him and Maglin. Dalkk keeps a ready eye out for protection, but the moment Maglin falters he takes a knee, snatching the supplies from Maglin's hands. "What are ye doing ye daft fool? Some things ye can't learn in school!"

He shakes his head, clearing his mind of the dampening Mutagen and sets to work packing the large wound across the cats midsection.

I could use a 4 right now+Heroism+Heal Kit: 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19

Dalkk sighs as he finishes the hastey bandage. "Y'know who'd be great at this? Simon. That be irony Magsy, yeah?"

Did snatching the kit from Maglin count as a move action?


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi continues to run away.

How many more rounds before I can turn around and head back to the fight?"


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

By my count we're on round 4, Cain's actions away from round 5. Puts you 5.2ish rounds. I imagine that we'll be running into you on your return as we're trying to split. We will need healing immeadiatly. Do you have anything for curses?


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

if I am needed to help grab the cat:

don't roll a 1 on reposition: 1d20 ⇒ 7
Cain growls in frustration as his friend is so brutalized and pulls him to safety

If I can distract the bad guy instead:

to hit with cover: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
haste to hit with cover: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
confirm: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
damage 1 if it hits: 1d10 + 9 ⇒ (3) + 9 = 12
damage 2: 1d10 + 9 ⇒ (6) + 9 = 15
Cain delivers a desperate seriea of attacks around the cover of the giant pig, hoping to distract the skeleton long enough for the others to save his friend. "hurry up guys!!!

you can stop running as soon as you are out of sight


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Not yet. Remove Curse is a third level spell.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Opt 2 Cain. Simon is stable but unconscious. If your allowed to still you may want to fight defensively. We are running next round


The Man. The Myth. The Mask!

Dalkk and Maglin (but mostly Dalkk) stop the bleeding with literally seconds to spare!
Cain engages to keep Saracek busy and lands another two good hits!
Saracek sees his prize being robbed of him and screams. The noise shivers down your spine. Still ignoring the shining boar, he slashes at Cain, then feignts! His sword comes up in what seems like a vicious upper cut to draw the block, but his hand comes loose and connects with Cain's jaw! Dark energies infest his mind similarly to Simon's!
vs cain: 1d20 + 20 ⇒ (16) + 20 = 36
2d6 + 11 ⇒ (6, 4) + 11 = 21
vs cain touch: 1d20 + 15 ⇒ (8) + 15 = 23
5d6 ⇒ (4, 6, 4, 1, 5) = 20
Make a DC 19 will save or be cursed as well! If you fail,
dark energy infests your mind like a cockroach you can't mentally smash. It lurks in between thoughts and ambushes you whenever you feel pain and makes your mind seize up as the dark energy disrupts your basic motor functions. Whenever you take damage you are also staggered for one round.

95 - 5d6 ⇒ 95 - (2, 2, 6, 4, 3) = 78


The Man. The Myth. The Mask!

Also, cain, you are making that save at a -2


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

1d20 + 102 + 4 ⇒ (9) + 102 + 4 = 115
Marco shakes off the curse but his focus ensures that he takes the full brunt of the sword swing. He spits blood at the monster, enraged and bloody. does the bestow curse provoke an attack of opportunity?


The Man. The Myth. The Mask!

It does not. Skeletal anti-paladins are the best/worst.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin runs outside, get out, I'll shut the door. He holds it, ready to slam his shoulder into it as soon as everyone's out.

Readier action to close the door once all PCs are out.


The boar snorts, hot breath a cloud surrounding it's snout. It looks up at Cain for a moment, a vague understanding in it'a large glassy eyes.

Delaying until after Cain acts.


Decided my actions aren't contingent on Cain.

After a second, it pushes past Cain, picking up Simon in its large mouth and dragging him back, towards the halway and safety.

Drag: 1d20 + 10 ⇒ (11) + 10 = 21


The Man. The Myth. The Mask!

AoO: 1d20 + 20 ⇒ (20) + 20 = 40
2d6 + 11 + 2d6 ⇒ (3, 5) + 11 + (6, 2) = 27
AoO confirm: 1d20 + 20 ⇒ (15) + 20 = 35
2d6 + 11 + 2d6 ⇒ (5, 2) + 11 + (2, 6) = 26

The boar grabs Simon. It squeezes into the door and suddenly stops. It tilts forward on its front legs, nearly falling on Simon, and lands on its chin. You see the back half going the opposite way before it disappears in a shower of golden sparkles revealing the deathly grinning face of your foe.
Going somewhere?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

No time for Antics. With unfortune ease Dalkk scoops up Simon the Small and Cuddly. His small limp body nearly able to fit in the crook of his arm.

His bag was right next to him and I'd like to grab his bag too, but if that technically counts as 2 actions then I'll only pick up Simon. I'm assuming that with Reduce Person still on and Simon being half size and 1/8th the weight that he is more object then CMB.

Dalkk rushes the door thanks to still enhanced speed. If just around the corner he finds the rest of the party he'll spit out clear directives.

Orc tongue:
He's on deaths door but stable, get him and the soft targets out of here. Fall back to the tunnels we saw down the hall. If it sounds like we're bringing trouble with us, get back to where we made camp. Help him Vuzi Ognoki, you're his only hope.

Dalkk addresses Emily next. Only after seeing a confused look on her face does he switch back to common.

"He's hurt, but he'll live. I promise you Emily, he's not dead. Vuzi can save him, but ye need to protect her. Keep Vuzi safe girl."


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain goes to grab his feline friend only to find the dwarf already grabbing him, so he reaches down to snag his bag instead and bolt out


Black Pantheress | Status: Shield Companion, AF: Bull&Tiger | AC:26|15|21, HP:13/72, CMD: 33(Grab:37), Saves (F|R|W): 10+1|12+1|6+1(+4 vs. Enchantment), Perception: +10(14), Initiative +5, Skirmish-Tricks: 6/6

The black pantheress is a sad sight to behold.
The cat covers right beside the corner of the room, her full body shaking with utter fear.
As Dalkk, Maglin and Cain rushes out from the room, bringing Simon with them, she jumps up her yellow eyes widening to the size of small fists and a low, trembling sound escapes her.
As Dalkk addresses her, first a growl, then a purr is his answer.
Nimbly she turns on the spot, pushing Vuzi with her head to the south, looking up to her out of begging eyes.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi grabs the small Simon and heads for the tunnels. "Stay vith us Simon. Emily needs vu." She nods to the cat and moves to the south.

When she thinks she's clear she'll cast Cure Moderate Wounds on Simon.

CMW: 2d8 + 4 ⇒ (6, 7) + 4 = 17


The Man. The Myth. The Mask!

Cain and Dalkk scoop up the immobile bits of the party and you all beat a hasty retreat. As Cain is exiting, a wave of concentrated anti-life explodes from behind him and he feels his heels tingling as he turns the corner and starts down the hall. Youall run like hell itself it after you (because it is) and before you round the corner toward the dirt tunnels you see Saracek the Fallen step out of his crypt and turn toward you. A slight break comes when whatever terror was affecting Vuzi and Emily finally wears off.

20d6 ⇒ (3, 3, 1, 6, 5, 1, 6, 6, 4, 6, 3, 2, 3, 4, 2, 5, 2, 6, 6, 6) = 80

You don't have forever to make your escape. It takes you all of thirty seconds to reach the animal you posted in the dirt tunnels, but even now you can hear the slow, steady tread of bony feet hitting the ground like grains of sand in the hourglass of your lives. A choice lies before you: try to climb the steep incline into the unknown and try your luck holding off a skeletal force of malevolent death while you get everyone up, or test your luck sliding downward into the abyss and certainly loose Saracek the Fallen, at least for the time being.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Did we have enough time for Vuzi's heal to go off and bring Simon back to the waking world? Also, this


The Man. The Myth. The Mask!

Yes, Simon is up, if not entirely healthy at the moment.
And what in the Abyss is that?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:

Yes, Simon is up, if not entirely healthy at the moment.

And what in the Abyss is that?

Shame on you Choon you uncultured swine. They are Helping Hands from the Labyrinth, Educate yourself


The Man. The Myth. The Mask!

I have only seen that movie once, and I do not remember that scene. Consider me cultured. :)


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

With a staggering suddenness, the red-black nothingness he had fallen unto retracts and is replaced by shimmering light, the sound of fast moving boots in rocky ground and speech that seems oddly familiar.
Then he perceives the howling, unreal faces of damned souls swirling around, emitting a low but heart breaking moaning that makes it incredibly hard to focus on anything real.
With a weak move of his hand, he tries to fend of one of the closest face, only to touch Vuzis face, which startles him for a short moment, thinking her to be a solid ghost before recognizing her.
His voice is raw, startled and low as he asks her several question
"Vuziii?
You saved me-iii?
Did we win? 's Emily with you?
What are all those ghostly faces-frch-leave me alone-meow."


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

As Simons voice finally rises, Emily nearly trips Vuzi in her eagerness to get to Simon, purring audibly despite the danger they all still are in.
With a nimble move of her head, she gently causes the still-small Simon to topple onto her back, where he reflexively grasps a strip of her black leather armor.
Then the double feline follows the lead if Maglin.
Small murmuring is audible from the top of Emily as Simon invokes healing magic to easy his pain.
Since I am small and Emily is normal-sized, I can ride her.
Thus I can cast CLW on myself without having anyone to stop&move to heal me up.
:-)


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

if you could use the wand on me a couple times that'd be great
"anybody have any caltrops or bombs or whatever that we can drop as we run?
I know we have a 60ft move right now but how close is her


The Man. The Myth. The Mask!

He's still in the long hall and moving slowly. Probably as an (effective) intimidation tactic. Even still, he's just a couple minutes away at best.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin looks at Simon as he races past with magically enhanced speed. For a second, Maglin almost seems to smile, but the faint hint of mirth is extinguished as the sound of armored boots follows behind them.

As they arrive back at the ogre room, Maglin dashes forward, then turns around,
not wanting to show his back to the entrance. "Quick, Dalkk, grab your climbing gear and see if you can go up the tunnel."

We probably should've gotten some caltrops, to be honest. I'll cast web when he sounds like he's getting close, and then ready an action to cast create pit in front of it when he actually gets here.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dalkk stumbles into the tunnel room moments after Simon awakes. "I got one bomb bomb that may slow'm down a little, but with as slow as he's moving now I dinnae think it would help much. This might though if'n you have to hold him back again." Dalkk hands Cain his shield extract. It may not be much, but its somethint.

Dalkk stops next with the pack of FURious fighters. He only has a moment to tell Emily he told her so when Maglin gives the order. He gives a quick nod as there are no other pressing ideas.

A quick whistle summons L'nshpad to his side. An few quick swipes of the axe and a scream to startle the remaining goats and chickens toward the undead. No time is spent actually herding them that way, but he rather set them that way then down an empty hall. It may buy them a few precious seconds.

Dalkk listens for just a moment at the wall, hoping to hear some passing wind, some hint of breeze. He loads a harpoon into his crossbow while examining the wall.

Perception+Heroism: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

No time to be careful. Runs 100ft of silk rope through the harness on his oldest companion and attachs both ends to his own belt, creating a loop between them. With better understanding then most people, the overgrown lizard understands the Dwarf.

Orc blood is scraped away from the harpoon and it is fired straight up.

This wall was previously described as being beyond the stair case. The stair case was loosely defined as several dozen feet. I'm operating with the assumption that we're dealing with a roughly 50ft wall. If there is any hint of natural footholds then Dalkk will forego installing pitons for the sake of time. If there is no hint of them, then he will install pitons on the way

Climb+Crossbow (Circumstance) + Heroism (Morale): 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25

The very moment Dalkk makes it to the to he looks for something to tie the looped rope off to. Barring that he braces himself and pulls, assisting his companion up the wall.

L'nshpad has a climb speed, but there was talk of the wall being too loose to grip. I'm hoping that this counteracts this problem. If we're measuring effectiveness of this please keep in mind my muleback cords which don't increase my Str, but allows me to calculate carrying capacity/drag/lift at a higher rate.

Once L'nshpad joins him he sets him well over the ledge. Dalkk pulls the quick release at the back of the lizards harness. Dropping from the ledge now is a 50ft knotted silk rope. Dalkk unties the two ends of the Dwarf Lizard loop on his belt, and throws them down, hoping that someone can tie a knot around Emily as well as he can.

Knotted Silk Rope and a wall to brace against. Knotted rope and quick release has been in my inventory since the start, bot how I planned it to come up, but please enjoy a DC0 (yes, zero) Climb Check.


The Man. The Myth. The Mask!

Dalkk puts his tunneling experience to good use. He doesn't feel wind or see light, but he does notice a pattern in the structure of the wall that should mean a top... about 50 feet up.
The harpoon flies into the dark... and catches!
Dalkk could shout in triumph! He climbs the rope with all the grace of a drunk monkey, but he does it quickly. Once at the top he finds a sturdy rock jutting out of the ceiling/wall. It's going to be tight up here once everyone is up. The ceiling is a bit low, even for a dwarf.

Seconds later the rope drops down and your escape is set.

It's about then that Saracek comes into sight.

Maglin is the first line of defence. As soon as Saracek comes in range he casts Web!
2d20 ⇒ (11, 8) = 19

With a grace that feels downright unfair Saracek evades getting entangled in the strands. They do impede his movement, however, buying you a few precious seconds more! A hollow laugh drifts toward you. Run, little Fleshlings. Run.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Dalkk starts looking around for an exit or path to make ready while his friends make their way up the wall.

Perception+Heroism+Possible+2 for unusual stonework? Not included in roll: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34


The Man. The Myth. The Mask!

Dalkk sees several tunnels leading away from here. His keen eye notices the scratch marks on the wall and he connects them with the rat tunnels up above.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Wounds = -12 + Vuzi-Heal (17) = +5
Simon makes good use of the time on the back of his companion, calling Gozreths aid down into the huge wound across his chest, trying to ignoe the faces swirling around him, moaning their pain, fear and distress.
CLW on myself: 1d8 + 5 ⇒ (8) + 5 = 13 (18)
CLW on myself: 1d8 + 5 ⇒ (3) + 5 = 8 (26)
"He's still following us!
Where are we running to-miii?"

He then finally drowns the potion Dalkk has handed him this morning, which seemed like so long ago now, noticing the semi-transparent force shield surrounding him only moments later.

If I have more time to buff:

CLW on myself: 1d8 + 5 ⇒ (4) + 5 = 9 (Full)
After the wound has mostly sealed over, a still tiny paw reaches over to touch Cain to send some healing over to him as well, while Maglin already sends his magic talents against the Skeleton following them.
CLW on Cain: 1d8 + 5 ⇒ (4) + 5 = 9

Don't know how many rounds I can take, so I put the first two rounds in normal text and another two in the spoiler.
Drinking the potion and casting while keeping still on Emily should work, doesn't it?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"Vuzi, can you fight? Maglin's eyes dart back and forth, not lingering anywhere for too long, and only barely glancing at the skeleton.

Can she? Also, I'm not exactly sure what the map looks like, which I'd like to be for purposes of targeting AoE.

Extra buffing time for Maglin too?:

Maglin places a hand on his breast and mutters a few arcane words, disappearing completely. You can still hear him, and though his voice is slightly higher and quieter than usual, his words are as even and well spaced as ever.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

to hit : 1d20 + 12 ⇒ (8) + 12 = 20
to hit: 1d20 + 12 ⇒ (19) + 12 = 31
Haste: 1d20 + 12 ⇒ (20) + 12 = 32
Confirm 1: 1d20 + 12 ⇒ (12) + 12 = 24
confirm 2: 1d20 + 12 ⇒ (7) + 12 = 19

1d6 + 6 ⇒ (4) + 6 = 10
1d6 + 6 ⇒ (2) + 6 = 8
1d6 + 6 ⇒ (5) + 6 = 11

Marco fires off a trio of bone spikes as he runs, the first one aimed to try and help free Maglin, while the other two are aimed for the monster himself

Piercing bludgeoning magic ranged weapon


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Are we holding our ground? I don't think we'll have a better chance to leave. If we are in combat, does Dalkk have time to fire or was the climb too time consuming?


The Man. The Myth. The Mask!

Dalkk is now very out of sight up the wall. Youall had a couple minutes to prep.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Whatever can be done to prepare for his friends Dalkk is doing it. Sniffing the tunnels for which one smells like fresh air or even the familiar stench of the first floor, seeing if there is any light, checking tunnels for size to make sure they'll fit, poking the tunnels with bolts to see if anything trips, etc. He'd go so far as to poke his head inside, but not climb in yet.

After that he'll relight a cigar, and offer a puff to L'nshpad who refuses.

"How do they do it L'nsh? They go around showing off those long straggly arms and legs but they move so slow. Long folk be barely better then trees."

Dalkk takes a moment to reflect, leaning against the lizard and petting his maw. He looks at his hands. "And why are my hands still orange!"


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

"I can fight. I haf some things that might help. De dead is my area you know."

She touches Cain and casts Protection from Evil. Vu seem to be de one who gets up close."

She gives the others a worried look. "Please do not think badly ov me. This situation calls for vat iz about to happen." She moves a few steps away takes a deep breath and begins to chant quietly. The dust on the ground a few feet in front of her begins to swirl and a a black void forms in the dust. The dust turns faster and faster. When the dust clears a zombie stands ready to be commanded by the half-orc woman.

I have command Undead, but I'm thinking he's going to make the DC 17 will save with a 1 or a 2 since he's an ex-Paladin. A 5 HD zomie is waiting for the fun to begin.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin backs up, as close to the tunnel as possible, "Go ahead then, Simon, start tying Emily, then climb up yourself." Maglin looks back, seeing a skeletal figure at the edge of the cave, far but not far enough. His face drains of colour, and the edges of his mouth turn down into a faint frown, brow furrowing. With some effort, Maglin raises his left hand, ring glowing with a pale light.

Readied action to cast create pit as soon as everyone gets out of the way.


The Man. The Myth. The Mask!

Part way through the web, Saracek stops and looks at maglin, who is clearly holding some kind of magic at the ready. He points his finger at the mage, and utters a few arcane syllables that burn your ears. For maglin, the resound as the essence of terror!

DC 15 will save vs Cause Fear.
You may also move the zombie as you noted that you should be able to on the map.


The Man. The Myth. The Mask!

*reads discussion* OH. Vance. Duh.
1d20 ⇒ 10
Vance half heartedly shoots a bolt at the skeleton in the webs while backpedaling toward the rope. He is clearly very worried about the prospect of fighting this thing again. I would really prefer if youall lived, especially Vuzi, and not just because I'd love to have all of you on toast if she weren't here!


The Man. The Myth. The Mask!

The goat bleats...


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi sends her zombie toward the enemy, and backs away. "Vance do not stay here. Start climbing."


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Will Save - shaken: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 + bless?

The ring on Maglin's outstretched hand suddenly stops glowing, and he looks at it. He quickly looks away, angry and afraid all at once. Left hand trailing behind him as though he cannot bear it to be close, Maglin races towards the rope. Hurry hurry hurry, he repeats, no even spaces or breaths between the words. Clawing frantically at the rope, left hand kept behind his back at an odd angle, Maglin's feet stay planted on the ground.

DC 0 doesn't mean you can't fail...
Climb - shaken: 1d20 - 1 - 2 ⇒ (2) - 1 - 2 = -1


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

1d20 + 35 ⇒ (2) + 35 = 37
Cain readies his blade for when the monster gets in range, intending to knock it's weapon from it's grasp so he can buy the others more time


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

With hasty fingers Simon fixes the rope at Emilies armor.
Any skill that can be used to quicken this? Maybe sleight of hands, or Escape Artist?
If so: 1d20 + 9 ⇒ (7) + 9 = 16
All those ghostly faces, having drowned any wish to engage the skeleton another time.
A last gaze at the evil skull of their enemy, then he stars to climb quickly.

Today, evil may win, but we shall live ...
and return to annihialte him once and for all.
Gozreth, I swear to you that I will see him bannished.

SmallSimonClimbs: 1d20 + 5 ⇒ (15) + 5 = 20

Heads up, posting will be spotty the next days, since I have a spontaneous LAN party going on in my house with open end ;-)


The Man. The Myth. The Mask!

I just remembered that Web gives total concealment over 20'. I'll do a slightly retcony post to reconcile this tonight, though the outcomes shouldn't change, just the ranges. As he approaches, he will channel negative energy. This may influence Cain's decision to stand his ground. Cain, please make me to DC 19 will save to half the following damage roll:
5d6 ⇒ (4, 5, 2, 5, 1) = 17


The Man. The Myth. The Mask!

getting through the webs: 3d20 ⇒ (13, 13, 16) = 42

Saracek disappears amid the thick webbing for a few seconds. Before you even seen him, you feel him approach, especially Cain. Just as he's appearing again a wave of concentrated evil radiates from Saracek, threatening to boil away a piece of Cain's very life force!
Cain's save vs negative energy goes here.
Cain retaliates with a series of wonderfully placed bone shards.

Then you finally see him fully, standing in the webs about 10' back as if they aren't even there. He points his finger at Malgin with a supremely foul incantation on his breath and the mage disappears, though the rope starts wiggling vigorously a few moments later as a testament to the mage's state of mind.

AoO vs cain: 1d20 + 20 ⇒ (18) + 20 = 38
AoO vs cain confirm: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 4d6 + 22 - 6 ⇒ (4, 1, 1, 4) + 22 - 6 = 26
He steps forward to face Cain, webbing sluffing off of him like so much cotton. The Warrior downs a potion and drops into a ready stance! What happens next is almost too fast to see. The skeleton strikes, Cain counters, slips the blade under his arm and pops it out of the Skeleton's grip with a subtle twist! Saracek screeches like a thousand badly played violins and, summoning more negative energy, b***h slaps cain across the face hard enough to make the screaming goat finally shup up.
touch vs cain: 1d20 + 20 ⇒ (4) + 20 = 24
negative energy, DC 19 for half, -2 on this save: 5d6 ⇒ (4, 5, 1, 1, 6) = 17

I think that's everything. Party up!

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You crest the last hill and finally the complex comes into view. In stark contrast to the lush greenery of the hills you just fought your way through lies a large sunken graveyard laid out in the shape of a cross. Rather than towering  above the ground, the graves have settled into depressions, and the  main mausoleum, a building of strange green stone, rests in the deepest depression some 40 ft. below the ground on which you now stand. At the other end of the grave-filled hollow stands what appears to be a stone well. There are no gravestones near it. The  normal sounds of wildlife are gone, and large carrion birds circle  overhead. An ominous silence rests about the place.
Each of you knows in your heart that you have found the legendary dungeon of Rappan Athuk. And though none dare speak it, you wonder if you  will live to return to the warmth of hearth and home.

Welcome to this, the time of my Rappan Athuk recruitment! It's only the third one of these I've seen recently. Oh well.
You are like family to me, and because of that I'm going to throw a select group of you out of the frying pan of this recruitment and into the fire of Rappan Athuk!  You're so lucky!

The Setting
Generally Golarion. You may use the Golarion deities outlined in Inner Sea Gods and other locations from Golarion as you will. I am placing Rappan Athuk on an island in the Shackles if you want to include travels in your stories, but that won't really play into the game. The dungeon is deep in the Forest of Hope atop a decent hill.  The Coast Road runs nearby linking the port to the central town on the island.  Finding the dungeon isn’t hard.  Surviving is a different story.
In your backstories, please include what experiences you have had to achieve fourth level. Don't get too grandiose. You may have overcome a local menace but that's about it. Think of it as the ability level at the end of the first book of an AP.
This time could have been spent wandering the wild and dangerous lands around the entrance to the dungeon or guarding wagons on the Coast Road. We will be skipping that part of the book as it doesn't interest me all that much. It's nice and deadly and all, but I wanted to start a bit later than level 1.

The Build Rules:

Stats
I will be using a variation on the system used in the Way of the Wicked campaign.  Your characters may assign one 18 to any stat and must assign an 8 to another.  Each hero must have their flaw after all.  For the remaining four stats please roll 4d6 and drop the lowest.  If your roll comes to less than a 15 point buy (over the rolled stats) you may re-roll once.  If you are not satisfied with either array you may use a 15 point buy for the remaining stats.

Allowed Material
Paizo material is allowed.  Dreamscarred Psionics material is also allowed. The Technology Guide is not allowed. Path of War is not allowed. Spheres of Power or Might are not allowed.
No other materials allowed.

Build Rules
Classes:  All permitted, Starting level 4, Partial Gestalt, see below for extra specialness
Races: Core and Featured (save drow noble)
Extras: Background skills
Traits: 2 Two total.  One drawback required.
Alignment: Any, but if you go jerk mode I reserve the right to “corrective action”.
Wealth: 5k.  No more than half of this may be spent on a single item group (like “weapons” or “armor”). No pre-game crafting.
Extra Special Specialness!!
You may gain class levels in another class equal to half your level rounded down.  Meaning we are doing a kind of gestalt 1.5 class thing. Meaning you will build a Class 4/Class 2 to apply.
Double Extra Special Specialness
You will keep the saves and BaB of your primary class.  Your caster level, save DC’s, etc. will remain tied to the class that grants you a particular spell. The secondary class will not be able to grant you improved BaB or make up for the save you are weak in.  Hp will be altered as normal for Gestalt as will skills and anything else not mentioned above.
This is done to give more options to builds and improve their toughness a bit without me having to largely rework every encounter.

This recruitment will remain open for at least two weeks with a projected end date of August 2nd.  

As for tone, I will be playing this one pretty hard and not fudging in your favor.  Your advantage in the partial gestalt allows me to take the gloves off.  Death is possible, especially if I roll well...poorly… whatever.  If, when, a PC death happens we will discuss how to bring in a replacement.

About GM Choon:

This is not my first rodeo, but I’m not an old timer.  I have been playing and GMing PbP on these boards for several years now.  A fair number of my games have run to completion.  Some have run to the completion of an arc or a book (in the case of an AP).  Some have fizzled. I have experience dealing with each situation.  Most of my experience is with pathfinder and I have good system mastery.  I have experience in many other systems and this has allowed me to wing it rather well, or so my live group says.

I tend to post at least 1/day, sometimes much more.  If that needs to fall off for a time I will notify everyone.


Dot! I've got an idea for a ratfolk wizard; I'm not sure what his ".5" class will be yet. Let's go with 18 in Intelligence (of course), and 8 in Charisma. Other stats:
4d6 ⇒ (1, 4, 1, 2) = 8 = 7
4d6 ⇒ (2, 4, 3, 2) = 11 = 9
4d6 ⇒ (5, 3, 2, 2) = 12 = 10
4d6 ⇒ (4, 3, 3, 6) = 16 = 13

Um. Yeah. I'm thinking a 15 point buy for the other four stats is definitely the way to go!


Rolls:
4d6 - 1 ⇒ (4, 1, 1, 1) - 1 = 6
4d6 - 1 ⇒ (3, 4, 2, 1) - 1 = 9
4d6 - 4 ⇒ (4, 5, 6, 5) - 4 = 16
4d6 - 3 ⇒ (3, 6, 3, 5) - 3 = 14

Let's reroll.
4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
4d6 - 1 ⇒ (1, 2, 4, 5) - 1 = 11
4d6 - 1 ⇒ (6, 6, 5, 1) - 1 = 17
4d6 - 1 ⇒ (3, 1, 3, 6) - 1 = 12

So, that's 18, 17, 14, 12, 11, 8

I have a question about this 1.5 gestalt. Let's say I'm a Wizard 4//Barbarian 2. I get BAB and saves of the wizard, 2 levels of Barbarian HP and skills and 2 levels of Wizard HP and skills. On the 5th level, I get everything from wizard. On the 6th, I get Barbarian HP and skills. Did I get that right?


Dotting!

4d6 ⇒ (2, 2, 3, 4) = 11 9
4d6 ⇒ (2, 3, 5, 4) = 14 12
4d6 ⇒ (3, 5, 5, 6) = 19 16
4d6 ⇒ (2, 5, 1, 6) = 14 13

I think that's 14 points? Am I right there? I wouldn't mind just taking that 9 up to a 10, but it isn't super important, probably. I've got a few ideas floating around, but it's a shame Avowed didn't make the cut. Likely something psionic, in any case.


4d6 ⇒ (6, 5, 3, 2) = 16 = 14
4d6 ⇒ (1, 2, 6, 5) = 14 = 13
4d6 ⇒ (4, 1, 6, 4) = 15 = 14
4d6 ⇒ (4, 2, 5, 6) = 17 = 15

20 point buy...it's a keeper.


4d6 ⇒ (4, 4, 3, 2) = 13 =11
4d6 ⇒ (2, 1, 3, 2) = 8 =7
4d6 ⇒ (6, 4, 5, 5) = 20 =16
4d6 ⇒ (3, 5, 4, 4) = 16 =13

I'll go with point buy.


Dotting; will have to roll later when I'm at my computer.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Dotting.

4d6: 4d6 ⇒ (5, 4, 3, 1) = 13 12
4d6: 4d6 ⇒ (6, 1, 1, 6) = 14 13
4d6: 4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6: 4d6 ⇒ (1, 2, 2, 2) = 7 6

Rerolling:
4d6: 4d6 ⇒ (6, 6, 6, 3) = 21 18
4d6: 4d6 ⇒ (5, 4, 2, 6) = 17 15
4d6: 4d6 ⇒ (6, 1, 2, 1) = 10 9
4d6: 4d6 ⇒ (5, 6, 2, 1) = 14 13

I can work with that one.


Interesting. :)

Ability Score 1: 4d6 ⇒ (5, 6, 5, 6) = 22 = 17
Ability Score 2: 4d6 ⇒ (2, 3, 3, 5) = 13 = 11
Ability Score 3: 4d6 ⇒ (1, 2, 6, 2) = 11 = 10
Ability Score 4: 4d6 ⇒ (3, 2, 2, 5) = 12 = 10

Wow, weird one. I think that is close, but less than 15, so I will try again. :)

Ability Score 1: 4d6 ⇒ (1, 4, 2, 6) = 13 = 12
Ability Score 2: 4d6 ⇒ (6, 6, 2, 5) = 19 = 17
Ability Score 3: 4d6 ⇒ (5, 6, 2, 4) = 17 = 15
Ability Score 4: 4d6 ⇒ (3, 3, 4, 1) = 11 = 10

Not sure what I will go with yet, but I will come up with something soon. Sounds like a fun, challenging game.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

What do we use for hit points per level? Average? Roll?


Joseph Soltz wrote:

Dotting!

4d6 9
4d6 12
4d6 16
4d6 13

I think that's 14 points? Am I right there? I wouldn't mind just taking that 9 up to a 10, but it isn't super important, probably. I've got a few ideas floating around, but it's a shame Avowed didn't make the cut. Likely something psionic, in any case.

Whoops! Forgot my reroll.

4d6 ⇒ (4, 3, 2, 4) = 13 11
4d6 ⇒ (6, 6, 4, 2) = 18 16
4d6 ⇒ (1, 6, 1, 1) = 9 8
4d6 ⇒ (6, 6, 2, 5) = 19 17

Wow. I'll take it.


Dotting. Very interesting setup!

4d6 ⇒ (2, 3, 4, 5) = 14 = 12
4d6 ⇒ (3, 3, 2, 6) = 14 = 12
4d6 ⇒ (3, 5, 5, 5) = 18 = 15
4d6 ⇒ (6, 4, 3, 5) = 18 = 15

I like that just fine! Will consider options and get something posted soon.

Also I second madcaster's question about future levelling.

edit: Are background skills in play?


GM Choon wrote:
You are like family to me, and because of that I'm going to throw a select group of you out of the frying pan of this recruitment and into the fire of Rappan Athuk! You're so lucky!

Something about that sentence just really does it for me. And based on a small sample of your past posts, I can expect more like this if I am selected.

The six point buy special:

4d6: 4d6 ⇒ (2, 4, 4, 2) = 12 10

4d6: 4d6 ⇒ (2, 3, 5, 6) = 16 14

4d6: 4d6 ⇒ (1, 6, 1, 5) = 13 12

4d6: 4d6 ⇒ (3, 4, 2, 2) = 11 9

Who developed this software?:

4d6: 4d6 ⇒ (1, 3, 4, 4) = 12 11

4d6: 4d6 ⇒ (1, 4, 1, 1) = 7 6

4d6: 4d6 ⇒ (6, 1, 1, 3) = 11 10

4d6: 4d6 ⇒ (3, 4, 1, 5) = 13 12

Totally unrelated to my extreme luck, I've begun to wonder if I should prepare a backup character. I will be going for the 15 point buy.

Is the 18 and 8 we get before racials, or can we modify them? I guess it's not my first choice to play a character with an 8 in an ability score, mostly because I'm so perfect in every way myself. I've got all the qualities, like uh...modesty and stuff.

If I write a really great backstory which took me many hours and is over a thousand words, will it be any better for my odds of getting in than a ten minute version? I tend to prefer the former, mostly because I like to write about myself (because pride and arrogance), but also a little bit also because I just like to write in general.


4d6 ⇒ (2, 2, 2, 1) = 7
4d6 ⇒ (6, 2, 3, 5) = 16
4d6 ⇒ (6, 3, 1, 6) = 16
4d6 ⇒ (2, 2, 6, 1) = 11

Let's see what that amounts to.

6, 14, 15, 10. I'll grab the point buy real quick.

Edit: Are we allowed to multiclass? This half gestalt thing might well be an opportunity to get a mystic theurge to work.


I love me some high lethality, Choon... or may I say Thoon?

And I feel specially heroic, so before even rolling for my stats I proclame that my submission will be modelled after Arthur Pendragon and his Knights.

Now onwards to the rolling!
Statty Stat: 4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
Statty Stat: 4d6 - 2 ⇒ (3, 6, 2, 4) - 2 = 13
Statty Stat: 4d6 - 3 ⇒ (3, 3, 3, 4) - 3 = 10
Statty Stat: 4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
Unless you meant 'under 15 point buy' while taking into account the Focus and Foible, I think this guarantees a reroll.

Statty Stat: 4d6 - 1 ⇒ (3, 5, 1, 1) - 1 = 9
Statty Stat: 4d6 - 1 ⇒ (4, 6, 3, 1) - 1 = 13
Statty Stat: 4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
Statty Stat: 4d6 - 4 ⇒ (4, 6, 6, 6) - 4 = 18

Well, this is nice. Not the nicest, as the character will be flawed as all heroes should, but nice indeed.


Love lethality. Let's see what the dice say.

4d6 ⇒ (6, 5, 2, 4) = 17
4d6 ⇒ (4, 6, 6, 6) = 22
4d6 ⇒ (4, 4, 4, 6) = 18
4d6 ⇒ (3, 3, 4, 6) = 16

That'll do.

18 / 18 / 15 / 14 / 13 / 8

Shadow Lodge

1.5 gestalt... weird but whatever
I'll be going aegis 2/soulknife 4


I missed the rerolls being allowed. Here goes:

4d6 ⇒ (2, 2, 5, 4) = 13¨
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (3, 2, 3, 4) = 12
4d6 ⇒ (3, 6, 2, 6) = 17

11, 17, 10, 15 - that's a 20 point buy.

Edit: Any chance you'd allow me to reverse the FAQ about wizards and prestige classes? It says they don't get extra spells known when gaining new spellcaster levels from PRCs, which is pretty hard to deal with, given the fact that we're stuck in the wilderness.


Was Spheres of Power allowed?


Philo Pharynx wrote:
Was Spheres of Power allowed?
Quote:
Paizo material is allowed. Dreamscarred Psionics material is also allowed. The Technology Guide is not allowed. Path of War is not allowed. Spheres of Power or Might are not allowed.

There you go.


themadcaster wrote:
I have a question about this 1.5 gestalt. Let's say I'm a Wizard 4//Barbarian 2. I get BAB and saves of the wizard, 2 levels of Barbarian HP and skills and 2 levels of Wizard HP and skills. On the 5th level, I get everything from wizard. On the 6th, I get Barbarian HP and skills. Did I get that right?

Gestalt gives you the best of the two, so yes.

CariMac wrote:
What do we use for hit points per level? Average? Roll?

Ahh. I had a feeling I was forgetting something. Use average for simplicity's sake. I've already made it more complicated than normal.

Gaurwaith wrote:
GM Choon wrote:
You are like family to me, and because of that I'm going to throw a select group of you out of the frying pan of this recruitment and into the fire of Rappan Athuk! You're so lucky!
Something about that sentence just really does it for me. And based on a small sample of your past posts, I can expect more like this if I am selected.

Thanks. I do my best.

Ierox wrote:
Edit: Are we allowed to multiclass? This half gestalt thing might well be an opportunity to get a mystic theurge to work.

As long as you're clearly documenting where your moving bits are/are coming from I'm game.

Quote:
Edit: Any chance you'd allow me to reverse the FAQ about wizards and prestige classes? It says they don't get extra spells known when gaining new spellcaster levels from PRCs, which is pretty hard to deal with, given the fact that we're stuck in the wilderness.

I'll have to look into that one. I hadn't seen that FAQ...

Lord Fowl II wrote:
1.5 gestalt... weird but whatever

What can I say, I'm feeling experimental.

I'm delighted with so much interest already! Maybe two weeks was too long a time frame!


4d6 ⇒ (1, 1, 4, 5) = 11 = 10
4d6 ⇒ (1, 5, 4, 1) = 11 = 10
4d6 ⇒ (1, 3, 3, 5) = 12 = 11
4d6 ⇒ (3, 6, 2, 3) = 14 = 12
So 3-pt buy

Reroll:

4d6 ⇒ (1, 2, 4, 3) = 10 = 9
4d6 ⇒ (3, 5, 5, 1) = 14 = 13
4d6 ⇒ (2, 6, 5, 5) = 18 = 16
4d6 ⇒ (2, 5, 1, 5) = 13 = 12
And 14-pt buy

I'll see if I can come up with something...

Shadow Lodge

4d6 ⇒ (6, 3, 4, 2) = 15 13
4d6 ⇒ (4, 5, 1, 3) = 13 12
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (3, 4, 4, 3) = 14 12

That's pretty solid stats there but it's 12 point buy so I might as well check the re-roll

4d6 ⇒ (5, 6, 5, 3) = 19 16
4d6 ⇒ (5, 3, 3, 2) = 13 11
4d6 ⇒ (3, 5, 2, 5) = 15 13
4d6 ⇒ (4, 2, 5, 6) = 17 15

I'll go with that one

Stats after racial mods

Str 8
Dex 13
Con 15
Int 16
Wis 20
Cha 11

Level 20 build
Soulknife 10/soul forge 10/aegis 5/psiwarrior 5


GM Choon wrote:


I'll have to look into that one. I hadn't seen that FAQ...

This link should take you to the FAQ. Also the text of it here:

Quote:

Prestige Classes and Spellcasters: Does a wizard (or other character that uses a spellbook), receive bonus spells to add to his spellbook when he gains a level in a prestige class that grants an increase to spellcasting?

No. The increase to his spellcasting level does not grant any other benefits, except for spells per day, spells known (for spontaneous casters), and an increase to his overall caster level. He must spend time and gold to add new spells to his spellbook.


Definitely interested. Let's see what I can come up with

4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
4d6 - 1 ⇒ (1, 4, 3, 2) - 1 = 9
4d6 - 1 ⇒ (6, 1, 2, 3) - 1 = 11
4d6 - 2 ⇒ (5, 2, 5, 5) - 2 = 15

That would give me 18 18 15 11 9 8
That should give me something pretty interesting.

Shadow Lodge

Ierox, you could just go spontaneous casting


Lord Foul II wrote:
Ierox, you could just go spontaneous casting

Yeah, I'll definitely do it if I have to. I just like prepared casting better.


I will keep the FAQ in place, however, there is a town nearby where you could purchase spells. Retreating from the dungeon is a possibility. Running away in this one isn't a sign of cowardice. Usually.


What do you know... just missed the cutoff in another gestalt RA recruitment.

FYI I was in a RA campaign that started at first level and died around when we made second level. I remember a few encounters, vaguely.

This is how we roll:

18 = 18
8 = 8
4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15
4d6 - 1 ⇒ (6, 1, 5, 4) - 1 = 15
4d6 - 2 ⇒ (6, 2, 3, 6) - 2 = 15
4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11

Yeah, that is totally workable.

The 1.5 gestalt idea is interesting. How does it work with Saves? Do you just take the better of the two even though one is 2 levels behind the other?

The idea that I just tried to submit (but missed the deadline) was an Oracle/Ranger. I don't think that idea would work well with the 1.5 thing since the animal companion would fall badly behind (ranger would be the 2nd class there).

I think I will go Oracle 4/Paladin 2. Make a healer Oradin, basically.


Dotting in, since I showed my interest in the other thread. The half gestalt thing is kind of interesting.

Roll: 4d6 ⇒ (3, 2, 2, 2) = 9 => 7
Roll: 4d6 ⇒ (2, 3, 5, 5) = 15 => 13
Roll: 4d6 ⇒ (2, 4, 4, 5) = 15 => 13
Roll: 4d6 ⇒ (5, 3, 6, 3) = 17 => 14

7 point buy, there, rerolling.

Roll: 4d6 ⇒ (6, 6, 6, 6) = 24 => 18
Roll: 4d6 ⇒ (1, 6, 4, 3) = 14 => 13
Roll: 4d6 ⇒ (3, 3, 5, 4) = 15 => 12
Roll: 4d6 ⇒ (5, 6, 1, 1) = 13 => 12

Well, I think we'll take that one. Makes the spread a bit odd, but I can come up with something to do with 18, 18, 13, 12, 12, 8.


I am interested and it looks like a lot of others are too! Seems you'll have a good game of Rappan Athuk on your hands Choon.

I feel the half Gestalt may end up being... not worthless, but a bit finicky. Since it doesn't grant BAB it can't really give fighting ability to a caster. As for casters as the half-gestalt, for say a Sorcerer you would't have 2nd level spells until 8th level! That's later than a Paladin with high Charisma or Ranger with high Wisdom or just a Bloodrager. So it also doesn't give much casting ability to a martial. I would almost rather not have it, but I can see it grants a bit of versatility (and possibly some survivability depending on the class you choose) with very little power boost, so maybe that's what you are going for? I don't mean this little rant to offend! I am interested in the thought process behind this half gestalt.


4d6 ⇒ (5, 4, 4, 4) = 17 = 13
4d6 ⇒ (4, 4, 6, 5) = 19 = 15
4d6 ⇒ (3, 6, 2, 1) = 12 = 11
4d6 ⇒ (1, 2, 2, 4) = 9 = 8

4d6 ⇒ (5, 2, 5, 1) = 13 = 12
4d6 ⇒ (3, 2, 1, 1) = 7 = 6
4d6 ⇒ (5, 6, 4, 4) = 19 = 15
4d6 ⇒ (3, 5, 4, 5) = 17 = 14


That is basically it. I wanted to give some options and versatility to a class without me having to re-write half or more of the dungeon. So a martial could gain a few useful spells or a caster could get a HD bump and everyone ends up with more skills overall. It's a bit awkward, I'll readily admit, but with some careful attention to what came in where I feel that it could be a kind of middle ground between full gestalt and normal progression. This will naturally favor secondary classes that have more going for them early like monk or fighter, but I don't know for sure. So I'm going for it to see if it sticks. What better way to test a crazy idea than with a super dungeon!


Fair enough! Thank you for answering. I'd like to give it a shot then and see how it pans out.

4d6 - 1 ⇒ (3, 2, 3, 1) - 1 = 8
4d6 - 2 ⇒ (2, 6, 5, 3) - 2 = 14
4d6 - 2 ⇒ (2, 5, 6, 4) - 2 = 15
4d6 - 3 ⇒ (5, 3, 5, 5) - 3 = 15
13 point buy... Reroll here I come! (Oops, completely miscounted, that's a 17 point buy, no reroll for me, ignore the great stats below... :( )

4d6 - 5 ⇒ (6, 5, 6, 6) - 5 = 18
4d6 - 1 ⇒ (1, 3, 1, 5) - 1 = 9
4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
4d6 - 3 ⇒ (3, 6, 4, 6) - 3 = 16
I cannot say anything bad about a 33 point buy on four stats.

That gives me an array of 18, 18, 16, 15, 9, 8
18, 15, 15, 14, 8, 8

Choon, how do you feel about Paladin and Unchained Rogue together, do you think Sneak Attack goes against what a Paladin should be?


Sneak attacks may go against your code depending on how you define honor. It's a shaky paring at best unless you include a casing of Redemption (Atonement?) in your things purchased and in your backstory.


Peet wrote:
I think I will go Oracle 4/Paladin 2. Make a healer Oradin, basically.

GM Choon:

Question #1: Would you allow a Gillman character? It's a relatively weak race overall.

Question #2: Would you allow a Gillman character to use the human favored class bonus for oracles? The four FCBs for Gillmen that are listed are all identical to the human bonuses for the same class. They are also only core classes.

If not I would probably go for a planetouched race.


Quick question: DSP Psionics are allowed, does that include the psionic races or are races restricted to Paizo?


Slayde77 wrote:
Quick question: DSP Psionics are allowed, does that include the psionic races or are races restricted to Paizo?

Races, feats, etc. Are allowed.

Looking into the Gillman


I'll keep thinking on it, but I'm drawing a bit of a blank, to be honest, regarding this. I have ideas, but I can't really get behind any of them as of yet, unfortunately. It's really interesting to see everybody's concepts, though!


Cool.
4d6 - 2 ⇒ (2, 1, 1, 1) - 2 = 3
4d6 - 2 ⇒ (6, 1, 6, 5) - 2 = 16
4d6 - 2 ⇒ (3, 1, 3, 1) - 2 = 6
4d6 - 2 ⇒ (5, 5, 6, 5) - 2 = 19
I don't even think there is a point-buy for "3". Wouldn't know how to play that anyway. Rerolling....

4d6 - 2 ⇒ (1, 3, 3, 5) - 2 = 10
4d6 - 2 ⇒ (6, 3, 4, 3) - 2 = 14
4d6 - 2 ⇒ (6, 2, 1, 3) - 2 = 10
4d6 - 2 ⇒ (1, 6, 2, 1) - 2 = 8

And again...
OK. Well Looks like I'm buying...

St 13 Dx 18 Cn 12 iT 16 wS 12 cH 08 Elven Archer/Transmuter


4d6 - 1 ⇒ (2, 3, 1, 5) - 1 = 10
4d6 - 2 ⇒ (2, 2, 2, 6) - 2 = 10
4d6 - 3 ⇒ (4, 3, 5, 3) - 3 = 12
4d6 - 1 ⇒ (5, 1, 2, 6) - 1 = 13

Reroll:
4d6 - 1 ⇒ (4, 5, 1, 3) - 1 = 12
4d6 - 1 ⇒ (4, 2, 2, 1) - 1 = 8
4d6 - 1 ⇒ (4, 1, 4, 2) - 1 = 10
4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17

Will take point buy.


1: 4d6 ⇒ (5, 2, 5, 4) = 16 = 14
2: 4d6 ⇒ (5, 6, 5, 4) = 20 = 16
3: 4d6 ⇒ (4, 1, 6, 4) = 15 = 14
4: 4d6 ⇒ (4, 1, 4, 2) = 11 = 10

I'll stick with that. :)

Question about the Traits.

Did you mean a final total of 2 Traits and 1 Drawback?

Just wanted to clarify since taking a Drawback gives an additional Trait.

Shadow Lodge

GM Choon wrote:
Sneak attacks may go against your code depending on how you define honor. It's a shaky paring at best unless you include a casing of Redemption (Atonement?) in your things purchased and in your backstory.

actually it really depends on the deity

In pathfinder there are specific paladin stuff for each deity

For example Apsu

Quote:

Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.

I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.


Hmm... thinking of Rogue/Aegis

I think I'll try for my stat reroll

4d6 ⇒ (1, 5, 4, 5) = 15 =14
4d6 ⇒ (6, 6, 6, 6) = 24 =18
4d6 ⇒ (4, 5, 3, 5) = 17 =14
4d6 ⇒ (2, 2, 2, 3) = 9 =7

hmmm...

18, 18, 14, 14, 8, 7.

Interesting.


Brain_in_a_Jar wrote:


Question about the Traits.

Did you mean a final total of 2 Traits and 1 Drawback?

Just wanted to clarify since taking a Drawback gives an additional Trait.

Yes, that's the final total.


18 / 18 / 15 / 14 / 13 / 8

Rough draft.

Rough Draft Crunch:

Main Class: Paladin
Seconday Class: Dual Cursed Oracle of the Godclaw
- Lvl 2 applies
- Lvl 4 applies

Race: Aasimar
- Outsider (Darkvision)
- Celestial Resistance (Acid, Cold, Electricity 5)
- Skilled (Diplomacy and Perception +2)
- Spell Like Ability (Daylight 1 per day)

Traits
* Fate's Favored (+1 to luck bonus)
* Holy Tattoo (When you had your deity’s holy symbol tattooed on your body by a tattooist years ago, you never imagined it would save your life. Benefit(s): Your holy symbol tattoo functions in all ways as a holy symbol. When you use your holy symbol tattoo to keep a vampire at bay, the DC for the vampire to overcome its revulsion is 28 (rather than the normal 25).)

Drawback
* Vainglory (You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.)

Str (18) Dex (13) Con (18) Int (8) Wis (16) Cha (18) HP (44) Saves (+12/+6/+11) AC (21/11/20) CMD (19)

Feats
Lvl 1: Power Attack
Lvl 3: Furious Focus

Equipment
* Falchion +1: To Hit (+9) Damage (2d4+12, 18-20 x2) +2 hit and dmg with DF
* Full Plate +1 (+10 AC, +1 max dex, -5 ACP)
* Paladin's Kit
* 100ish gold

Skills 1 odd levels, 3 even levels, +1 FCB
* Diplomacy: 3 skill points (+12)
* Perception: 4 skill points (+12)
* Sense Motive: 1 skill point (+7)
* Knowledge Religion: 4 skill points (+6)

Background Skills
* Knowledge History: 4 skill points (+6)
* Knowkedge Nobility: 4 skill points (+6)

Paladin (4)
Lvl 1: Aura of good, detect evil, smite evil 1/day
Lvl 2: Divine Grace, lay on hands
Lvl 3: Aura of courage, divine health, mercy
Lvl 4: Channel positive energy, smite evil 2/day

Lvl 1 Spells
* 1x hero's defiance (Allows the use of lay on hands while falling unconscious.)

Oracle (2)
* Revelation
Lvl 1: Misfortune
* Curses
- Advances: Legalistic (Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.)
- Doesn't Advance: Tongues (Celestial)

Oracle Lvl 0 Spells
* Detect Magic
* Create Water
* Light
* Detect Poison
* Stabilize

Oracle Lvl 1 Spells 5 per day
* Divine Favor
* Cure Light Wounds

Quite happy with him. Paladin, so he has good saves. Great rolling means that he hits hard. 1.5 gestalt gives him enough lvl0 and lvl1 Spells to be interesting. Oracle revelation is misfortune...a truly amazing ability for any party to have.

However, he has serious limitations. (1) He can't lie. Well, he can...but it will make him sickened. (2) In times of stress he can only speak Celestial. That is the opposite of good. (3) He is not very smart. (4) He is heroic! And again, not very smart. While the drawback is vainglory, what this means is that he is loud, confident and tends to take direct approaches. Even when he shouldn't. (5) He is pretty slow...20ft movement in his armor. Comes with the style, but due to Mystery choice he can't really improve that.

So a lot of strengths. Has some pretty glaring weaknesses. Will get an alias and background up soon.


Neat, I may just pitch my hat in the ring.

Scarab Sages

Lord Foul II wrote:
GM Choon wrote:
Sneak attacks may go against your code depending on how you define honor. It's a shaky paring at best unless you include a casing of Redemption (Atonement?) in your things purchased and in your backstory.

actually it really depends on the deity

In pathfinder there are specific paladin stuff for each deity

For example Apsu

Quote:

Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.

I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.
When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.
Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.
Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.
It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.

Very well. That would be acceptable. It still strikes me as slightly odd, but it is within the rules I set out, so ok!

Scarab Sages

I'm going to have to say no to the Gillman. I'd prefer to stay within the constraints I set up above. Sorry.

Edit: I recognize that it's not a strong race, but I've had a hard time closing that can of worms in the past.

Shadow Lodge

Some other deities would not appreciate sneak attack/dirty tricks but Apsu says "do whatever it takes to survive/save others"

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