DM-Camris' RISE of the RUNELORDS Gestalt (Anniversary Edition) Part 2: The Skinsaw Murders (Inactive)

Game Master Camris

PART FOUR: MISGIVINGS
The “Misgivings” is the local name for Foxglove Manor, a region
shunned by locals for years as a place of shadowy menace, bad luck,
and haunts. No one travels the road to the Misgivings today.
Lord Foxglove made attempts to rebuild and reclaim the place, but found few willing to work in the region due to its ill history.


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Female Human [Tian-Min] Bard/Artisan-4

Thanks for boting me. We were on vacation, and while I had computer access (my daughter's laptop) I was far more exhausted last night than I thought I'd be.

We went to King's island (we're season pass holders for all Cedar Fair parks) and went down Thursday and stayed at the Great Wolf Lodge next to it.

So...Thursday: 4-hour drive, 4 hours in the waterpark, finish up with MagicQuest, collapse...Friday: off to Kings Island (early admission for passholders) hit a bunch of coasters, finishing with Firehawk (a favorite since it was X-flight at Geauga lake) where my hubby somehow lost the car keys. At least we hope it was Firehawk. If it was Banshee (which is over swamp) they're gone for good. Since he has to be at work at 5:45AM Saturday, we had to leave before they cold find them. Fortunately, we were able to access my keys and actually *could* drive home without having to get a locksmith.

Fun times.


Korbin: If you don't already have an archetype, that should be OK.


Party Warehouse Map | Second Warehouse Map

I already have an Archetype (Monk of the Iron Mountain), but there is no overlap. If you don't allow it, I can always retain during my character's spare time. As for character background, I would make it so Korbin only found fulfillment in combat or annihilating the enemy.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

@Brin, you got potions or some way to heal? I can do a Cure Moderate Wounds spell next round if you keep taking damage, or if we end this soon enough I have potions that could help a little bit.

Got a preference? I'd rather not have you die.

@GM, In the case one group finishes conflict before the other, how far away are the two groups? With a ki point, I can run 160 feet (32squares) in a round, would that be enough to reach the other group for support?


Korbin: You are 110 yards away from the Sheriff's fight. Take you two rounds.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Oh, no potions. I rely on the kindness of strangers and usually my high AC not to get hit in the first place.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Before I make a mistake, I could cast web and ensnare all but 11/12. From there we could pick them off, or we could move past them.

Cons: It is a hell of an obstruction, we would need to go around or burn it.


Female Human [Tian-Min] Bard/Artisan-4

Well, there is this.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

It is good in that regard, but I don't believe I have any way of creating fire (though someone else may). Just want a group opinion if its worth slowing all of them down at the risk of making it difficult to get to the other docks.

I would cast glitterdust if I didn't already use it.


Yeah, use it. I have some alchemist fire if nothing else. At the very least, you will slow them down.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Don't block the way to the other docks, and I need 10' wide at least.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Remember, web needs two opposed anchor points. On the docks I would rule the web simply collapses as it does not have that.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

True, I was thinking between the wall and either the dock itself, or see if I could finangle something with the dock's pillars.

@DM: Are there pillar locations for the dock I can use for reference in the web spell for the opposed points?


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

That would allow you a web the width of a pillar, not a big web. I rule the web has the cross-sectional area of the anchor points. I am an engineer by trade, so I have no problem with math.

Web is probably more of a hindrance, as you probably will need to dispel it soon anyway.


There are a couple of pilings at (E,7) and (E,12) that stretch up ten feet overhead.

UPDATED TACTICAL MAP


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Sorry Brin, this was too great not to do. I don't think engineering has a place in a magical web, and as the spell as a radius of 20 feet, and as AoE spells are three dimensional, it wouldn't make sense for it to only get a line. Then again, neither of us are the DMs here.

At the very least, pirate reinforcements will have a difficult time passing the web, and I can drop if need be.

As far as my acrobatics check, the following rules are being used.

  • Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet.
  • "No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher," from 1-3foot surfaces.

I am considered flatfoot if using crossing rules for my landing. I must take a check to not fall on hit. Feel free to rule either my jump, my landing, or my spell how you wish. It would be rather funny to fall here.


Off to Paizocon! Back Monday-Tuesday.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

I am going in for surgery tomorrow. It is a one-day out-patient procedure but I probably won't post much if at all tomorrow, at least until nighttime... depends on how I feel... bot me as necessary if required. Thanks.

Liberty's Edge

Male Human Commoner 2

I apologize to my players and GMs, but I am dropping all my play-by-post games in order to focus on some stuff going on at home and work. I thank everyone for the opportunities and once again apologize for any disappointment, frustration, or other negativity this causes. -Stratton aka Reckless


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Hey! Hope everything goes alright! We will carry on with the memories of the strength you showed those Pirates!


Sorry to see you go man! I think your teammates will miss your curve blade...


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

Will miss you but real life has to take precedence... take care and be well.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Take care


Female Human [Tian-Min] Bard/Artisan-4

We'll miss you, take care.


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

Sad to see you go, take care of yourself.

Liberty's Edge

Male Human Commoner 2

Thanks everyone, I really appreciate the well-wishes.


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

The movers are here packing us up and the moving truck comes tomorrow - I will have no internet until Friday, though I might have it UNTIL tomorrow morning sometime - If I don't post til friday though, bot me as necessary please... sorry for the interrupt.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

That is funny, I just moved everything yesterday, and the unpacking and net comes today. Small world.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

hp: 1d10 ⇒ 4
hp: 1d10 ⇒ 5
hp: 1d10 ⇒ 1
hp: 1d10 ⇒ 4
hp: 1d10 ⇒ 6


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

HP: 1d8 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8, Con+Toughness+FCB

Flurry BAB +1/+1

Gained Iron Mountain Ability:
At 5th level, a monk of the iron mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.

Gained Hungry Ghost Ability:
At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.

Gained Third Level Casting

Gained Two New Spells,
3: Vampiric Touch, Heroism

Skills +7:
Perception 11->12
Sense Motive 11->12
Acrobatics 6->9
Heal 10->12

Gained Feat Kracken Style:
When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.

Gained One Addition (4->5)use of Punishing Kick.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Between Vampiric Touch, False Life and my ability to recharge Ki now, I'd say that I am ready to go all out and start being reckless. Raf, feel free to be horrified the first time I suck the ki energy out of a living being.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Level 5 Path Power = Dispatch.
Lets me get +4 to trip and use AoO to attack someone I just tripped.
+1 psychic blade with a +1 enchantment--probably choosing vicious to put my crit range to 16-20
Two feats to choose.


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

HP: 1d8 + 2 ⇒ (3) + 2 = 5
HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (4) + 2 = 6
HP: 1d8 + 2 ⇒ (1) + 2 = 3
HP: 1d8 + 2 ⇒ (1) + 2 = 3
HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (7) + 2 = 9

one feat to chose.


Half Giant; (Soul Knife 5 Psychic Warrior 5)hp=58/58 CMB: +11 (+13 trip) CMD: 20 Senses PER +9 Sense Motive +4 AC:25 T:10 FF: 25 F+7 R+5 W+9

Combat Expertise + Improved Trip Feats


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

You trip'em, I grapple'm.


Female Human [Tian-Min] Bard/Artisan-4

Sorry for the delay:
1: inventory week at work
2: fighting in the anti-spam wars

Here's Midori's updates:
level 5:
New Spells: + one 1st: Charm Person, + one 2nd: Invisibility

artisan creation feat: Craft Wondrous Item

level feat: Lingering Performance

artisan ability: Disenchant (Su): At 5th level, an artisan may unweave the enchantments on a magical item, adding the raw material cost of that item to his magical essence pool. The artisan must possess the item’s prerequisite item creation feats, and must spend one day with the item before he may disenchant it. Artifacts cannot be disenchanted. When disenchanting an item with charges or a limited number of uses (like a wand,) divide the cost of creating the item by the original number of charges, then multiply by the remaining uses to find the amount of magical essence gained. If the item was created at lower than the usual cost (such as via an artisan with the Efficient Enchanting craftsman technique,) the artisan only gains the actual amount the item cost to create as magical essence.

Skills: + 11 ranks
+1 Craft: Alchemy
+1 Craft: Weapons
+4 Diplomacy
+1 Disable Device
+1 perception
+1 Spellcraft
+1 Stealth
+1 UMD

HP attempt:
1d8 ⇒ 3

The dice hate me: +3+1 (con) +4 = 39 hp


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Midori, don't we have that only over 1/2 dice HP rule going on? Like, the keep rerolling for health if its is less than half the dice roll?


Female Human [Tian-Min] Bard/Artisan-4
Korbin Steelsoul wrote:
Midori, don't we have that only over 1/2 dice HP rule going on? Like, the keep rerolling for health if its is less than half the dice roll?

Oh...well, then...

1d8 ⇒ 1
1d8 ⇒ 4
1d8 ⇒ 6

HP: 6 + 1 (con)= 7 + 35 = 42


HP 15/49 | AC 16, 16, 15 | BAB 4 melee 6 missile 8 | saves: F 7, R 8, W 11 | CMB 10 , CMD 22 | init +2 | move 40 | 5/6 ki | 3/4 loh | 2/2 smite | wand clw 24 | aasimar (garuda-blooded) plumekith paladin (divine hunter)/monk (zen archer)/5
skills:
acro 11/15, bluff 3, craft: fletcher 4, diplo 2, heal 4, intim 7, perc 13, perf. voice 6, prof soldier 9, sm 10, stealth 6, surv 4, swim 7

hp: 1d10 ⇒ 4
hp: 1d10 ⇒ 8

I'll take it!


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

The first time a heal check was ever useful, starring +12 Healer Korbin Steelsoul.


Korbin wrote:
Can I have the date/time? I have the Pirate invasion as being 5/11/4707.

It is roughly noonish, 5/14/4707.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Thank you, Camris. I was thinking of playing a Chronicler if Korbin dies earlier than I'd like. That isn't why I want the dates, but it could be related.

META: As for the diplomacy roll, as Vinder is dropping the highest, he has a pretty good shot of fudging this. He should average a 7.1 on his roll now, and unless he has a +5 to diplomacy (possible, though doesn't seem charismatic or too high leveled), I'd say even your natural 1 has a pretty good chance of success here for Diplomacy or Influencing him to Helpful if charm person works.


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

I think Alkaid, could do the Diplomacy check since, she's a charming woman.


Female Human [Tian-Min] Bard/Artisan-4

Go right ahead. Alkaid can't do *worse* than Midori did.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

It is ok, Midi. With a -1 to Diplomacy, it'd be hard for Korbin to beat your roll. Doubt he would want to hear the "Ya, she's dead, but if ya shut up an' answer questions we can stop it from happenin' to someone else" line Korbin would have delivered. I'll take the grapple rolls for myself, leave the talking for the folks with the tongues for it.


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

Sorry for delays RL has gotten a bit busier


You know you guys get to ask questions of this guy right?

If you don't want to, you can skip this guy and go elsewhere for information.


HP: 55/73 Saves: +6,+6,+6, Cleric(theologian) + Brawler 5

I'll be out camping this Long weekend, with no internet.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

Someone with a positive intimidate/diplomacy score might want to do the intro. Without charm person and ill omen, I'm not one for talking. Pins out, Deputies, we're doing the Law's work.


HP 54/48 | AC 17/16/16, +4vs Giants| BAB+3 | F5/R5/W8, +2 to all if Spell, SLA or Poison | CMB(Grapple+14,Trip+9) | CMD(Grapple21, else18) | Init+3 | Move30 | Ki 5/6 | 1st 2/5, 2nd 2/3, 3rd 2/2 | Punishing Kicks 2/5 Dwarf Whited Haired Witch/Hungry Ghost Monk of the Iron Mountain

After your speech, Brin, I whispered a little "Brin is in charge!" aloud to myself. You got an audible reaction from me, hell of a job.

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