DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Grand Lodge

Let's hear it for timely critical hits. :)


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara's new crunch direct from HeroLab...think I'm still missing that one bonus she learned from the Red Mantis girl, but I will figure that out later. This has not been integrated into her Paizo profile, so use this until I announce I have made the migration.

Adara, Level 3 Oracle:
Adara
Female suli oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 3 258)
NG Medium outsider (native)
Init +2; Senses low-light vision; Perception +0 (-1 on vision-based Perception checks.)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 23 (3d8+5)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +4, Will +4; +1 bonus on saving throws against the dazzled condition and against nonlethal damage from heat exposure.
Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee dagger -1 (1d4+1/19-20) or
scimitar -5 (1d6+1/18-20) or
unarmed strike +3 (1d3+1)
Ranged javelin +0 (1d6+1)
Oracle Spells Known (CL 3rd; concentration +6)
1st (6/day)—burning disarm (DC 14), burning hands (DC 14), burning hands (DC 14), cure light wounds, moment of greatness[UC], sun metal[UC] (DC 14)
0 (at will)—detect poison, guidance, mending, purify food and drink (DC 13), spark[APG] (DC 13)
Mystery Flame
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Statistics
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Str 13, Dex 14, Con 12, Int 12, Wis 10, Cha 17
Base Atk +2.25; CMB +3; CMD 15
Feats Extra Revelation[APG], Improved Unarmed Strike
Traits boarded in the mwangi expanse, orphaned
Skills Acrobatics +6 (+10 to jump), Climb +5, Craft (weapons) +4, Diplomacy +10, Handle Animal +4, Heal +4, Intimidate +8, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (planes) +5, Knowledge (religion) +6, Perception +0 (-1 on vision-based Perception checks.), Sense Motive +6, Survival +6, Swim +1; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Ignan, Polyglot
SQ elemental assault, oracle's curse (blackened), revelations (burning magic, cinder dance, touch of flame)
Other Gear studded leather, dagger, javelin (3), scimitar, bedroll, belt pouch, blotter (0.2 lb), candle (10), chewing stick, comb (0.2 lb), flint and steel, grooming kit - waterproof bag (worth 0.5 gp, 0.5 lb), hairbrush (0.3 lb), hemp rope (50 ft.), hot weather outfit[APG], inkpen, jewelry[UE], journal[UE] (2), knife for cutting quills into pens (0.5 lb), masterwork backpack[APG], mess kit[UE], mirror, nail file (0.1 lb), pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), sack, scarf[UE], scissors (0.3 lb), scrivener's kit - waterproof bag (worth 0.5 gp, 0.5 lb), soap (2), sponge, tooth powder (0.1 lb), torch (10), veil, vial, waterskin, 20 gp, 7 sp
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Special Abilities
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Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Burning Magic (+ spell level fire dmg, 1d4 rounds) (Su) Fire damage from spells deal extra damage (1/spell level) and catches foes and objects on fire for 1d4 rds.
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 3 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Touch of Flame (1d6+1 fire damage, 6/day) (Su) As a standard action, melee touch deals fire damage.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

I think I'm all set...

Feat: improved initiative

Int(4)+2 skills: +1 Knowledge arcana, nature, planes.. +2 Knowledge Dungeoneering.. +1 Spellcraft
background skills: +2 Linguistics (Aklo and Abyssal added)

HP: level+con+fco=6

Saves: 2 Fort, 2 Ref, 1 will added

Spells: Communal Endure Elements, Minor Image


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara's profile is updated. Pretty sure her Initiative bonus and Concentration bonuses weren't added from the training, so I have fixed those. There are a couple of things I do need to double check because I noticed that the HeroLab output didn't include any information on the Spell Resistance numbers, so once I'm home from work today, I will figure that out.

Most notable additions: Higher Acrobatics, Kn (planes), Improved Unarmed, Oracle revelation (Touch of Flame), Spell (moment of greatness


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

@DM Talomyr: Looking ahead, I was wondering how you feel about Adara using the 4th level spell swap on a spell provided by her Curse. The spell swap specifically calls out not being able to exchange spells provided by her Mystery, but nothing about the Curse-provided spells. Since both give Adara access to burning hands, I was hoping to swap out the duplicate for a new spell. Thoughts?

Grand Lodge

No problems on swapping out a duplicate spell for another as long as it's thematically appropriate.

Side note: Traveling this weekend. I'll update the thread on Monday.


INACTIVE - GAME DIED

Lawdraw, you incomparable dino-talking bad@ss, I love it!


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

I had a whole observe-wild-empathy-ambush thing typed out before i re-read my own character sheet and said..."Oh yeah. I can talk to lizards an' s#$%."

In my own defense, i have not played a druid since first ed...


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

DM - I picked up improved initiative so +6 initiative total now.

Grand Lodge

Oops. Thanks, I'll change it in my list when I get home.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Ok, Healing: Sharpmaw is fully healed. Lawdrak is down 9, and will wake up (assuming a quiet night) down 6.

Who else is still hurt? Can any Jask or Ayecenia chip in any healing?

I'm thinking of going in with the following spell list tomorrow:

0-light, guidance, stabilize, resitance
1-cure light wounds, magic fang, Shillelagh
2-Aggressive thundercloud, bull's strength

I am open to suggestions on that list...Like I said, I haven't played a druid in a long time.

We would get back to the village in the evening. Are we ok with that, or do we want to delay and get there with more daylight the next day?

Grand Lodge

Jask/Aycenia can certainly make sure everyone is at full strength before you leave again.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara has one healing spell to give, but if not needed then cool!


INACTIVE - GAME DIED

As Lawdrak mentioned in Gameplay, these guys could track us down. We should either move camp or make our second assault soon. They know how to hunt and survive on the island, we killed several of them, they are likely to come after us!


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Frankly, that might be a desirable outcome. We’re on a hill, with Aycenia and numerous combat competent survivors. We’d have the advantage.


INACTIVE - GAME DIED

Yeah but they get to pick the terms of the engagement. If they have a witch or a shaman they could show up with combat buffs, for instance.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Aycenia has insinuated they won't approach her, so while that scenario may be ideal, it's also possible they would just leave us alone if we don't come to their side again.

They have what we want not exactly the other way around whether they realize it or not.

And yes, I realize they do want to eat Adara's liver, but they may not be wanting that as badly as we're wanting off the island completely.

/rollseyesatcannibals


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Sorry...I was just waiting for anyone to propose whatever strategy we might consider employing before setting up Adara's token.

Grand Lodge

No worries. If I didn't place you where you would like to be, go ahead and move yourself within the initial deployment zone.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Hey, all: I am travelling this weekend with limited web access. Please bot as needed.

Grand Lodge

Sorry for being MIA the last few days. I have been sick, but I am slowly but surely getting back to 100% and hope to pick up the pace if I haven't lost you.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Seriously, though. If no more competent combat jockey claims the flaming scimitar, Adara will be sporting that like its her due right.

Speak now!


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

No complaints here. :P

None of us have terribly high melee to-hit modifiers anyway, so might as well go with the most flavorful recipient.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Have we already determined how to activate the flaming scimitar? Because Adara would have that lit up and ready for action. Low-light vision isn't dark vision!

Grand Lodge

Command word (flame in Infernal) - free action


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Assuming someone teaches her the word in Infernal, Adara lights that puppy up.

Also, it occurs to me that officially, flaming does not indicate giving off light or heat due to the absence of specific rules in its description.

Are we assuming the lack of such things in RAW negate the obvious, or would you handwave the enchantment's quality to include light and heat like a bright torch?

Grand Lodge

To me, it's fire - magical or not, so yes it gives off light and heat.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Is there any chance our NPC helpers were able to determine the potions that we failed to ID?

Grand Lodge

Jask has a reasonable shot at doing that...I'll make the rolls when I get home.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

@Mizu no Hana: I don't think we've really been keeping track, but we could easily assume the potions are split equally between us unless someone's got a fairly heavy load already.


INACTIVE - GAME DIED

I don't know how many we've collected total so far! :D


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

I still have to rearrange things on the loot list, but I remember counting around 30 of them. As for who is carrying what, a lot of that hasn't really been firmly established from the start. So if it really matters, I can start organizing everything by character (and stockpile) rather than where we got the items from.


INACTIVE - GAME DIED

Since we seem stalled...

... with my bad luck and the fact that I'm not really a good front line, I don't think we can take four lacedons unless Adara is fully charged and ready to bring repeated burning hands. I think we let this one lie for a day. :)

Anyone else?


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Hey, all: I am off to Origins for the weekend, and probably won't post until Sunday. Bot as needed!

Thanks!

Grand Lodge

Thanks for the heads up.

In other news, it seems that Adara's player has gone missing. Given the nature of this particular adventure, I will bot Adara in order to continue on with the game and hope that her player will rejoin us shortly.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

I'll be off to a local Con Saturday and half of Sunday. Please bot me as needed.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Rose City, Lawdrak?


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Sibcon, outside of Pittsburgh, PA.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Aw, then just coincidentally timing then.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Adara, is your HP total up to date? If so, do you have any healing left for yourself before we rest?


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Whoops! Looks like at some point a couple of us, myself included, have posted as our main forum alias instead of our characters. I, for one, would like to have "pinvendor" removed from the list of Current Characters. I would assume the rest of our players would feel the same, but you never know!

Grand Lodge

I can do that.


INACTIVE - GAME DIED

Soooo what's our next move?

Grand Lodge

Based on the Loot List:

In Captain Quellig’s hidden treasure chest...
3500 cp, 2000 sp, 1000 gp, 50 pp
A silk pouch of garnets and amethysts, given to Ishirou
6 mouldered and ruined noble’s outfits
Bejeweled masterwork cold iron starknife
Defiant (aberrations) darkwood buckler - [/b]+1 Buckler[/b]
Watertight mithral scroll tube containing a scroll of raise dead

In the wreckage of the Windwar…
Burglar’s bracers found on a skeleton - [/b]+1 Bracers of Armorr[/b]

In the wreckage of the Brine Demon…
Ledgers and journals proving Jask’s innocence
Keen dagger +1 Dagger, let's leave it as keen too
Captain Kinkarian’s golden locket, containing a portrait of Aeshamara (buried with Captain Kinkarian’s body)

In the wreckage of the mold-covered Nightvoice…
Unappraised jewelry
A wand of mirror image (5 charges)
Improved armbands of the brawler +1 Bracers of Armor
123 gp, 284 sp, 432 cp
Moldy ship’s log (8 hours and a DC 20 Linguistics check required to decipher)

Klorak the Red's Scimitar the scimitar is a +1 flaming scimitar


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

@DM Talomyr: Just to be clear, the waterfall was 100 feet above us, but we only just now noticed it? If so, how come we couldn't notice it?

Or are you saying it's 100 feet above the new water line presumably lower than our position?

Grand Lodge

100 feet above the new waterline.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

I don't think I have a clear picture of what we're looking at right now with this waterfall thing.

  • Is this a waterfall we are walking into, or an opening that the water is falling out of?

  • Is it something we can actually get to from our position by just walking, or does it require climbing up or down the cliff face?

  • Grand Lodge

    The water is pouring out of an opening that was previously submerged. The distance from the opening to the current surface level of the water near it is roughly 100 feet. How you approach the waterfall is largely up to you. Climbing into the opening would be near impossible. You could approach from the water's surface or you can walk behind the waterfall on a ledge that is roughly 50 feet above the surface.


    INACTIVE - GAME DIED

    Samurai (sword saint) 4!

    +1 Dexterity

    +1 BAB, Fort save
    +7 hit points

    Skills: +1 each of: Diplomacy, Intimidate, Perception, Sense Motive, Swim; Artistry, Handle Animal, Perform (string instruments)

    New class feature: Challenge increases to 2/day


    human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

    +1 Int
    +1 BAB
    +1 Will
    +5 hp

    Knowledges (+1 arcane, dungeoneering, history(background), and local, +3 religion); +1 Sleight of Hand(background), +1 Survival

    spells added: Vanish, and Command those pesky Undead

    Stardust improves to -2 to attack and perception, and lasts for 2 rounds

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