Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Male Human Level 3 Investigator

@Tik'klik I think you got confused with the turn order and didn't do anything last round. Feel free to double action this time.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I quite like Gorloth. He's good fun to fight!

Edit: I entirely missed until now that I had left out a /ooc tag in my last gameplay post. Darn.

My actual question. Kevin, now that most the party is in the far side of the room, do we now see anything else of significance? Especially anything pertinent to the fight?


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Jorin, according to the map, I was much further than 30' away :(. There was no way I could reach him and attack this turn.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Jorin might want to pick up some boomerangs when we get back to town, so he has Bludgeoning, Slashing, and Piercing throw weapons.

Also, he might want to consider Tattoo's of Muleback Cords to help with carrying all those weapons as we level up. Tik will probably carve that into his chest plates when he levels up (planning on picking it up as a feat eventually) so it wouldn't be as financially painful as it would be physically painful. :P


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1
Tik'Klik wrote:

Jorin might want to pick up some boomerangs when we get back to town, so he has Bludgeoning, Slashing, and Piercing throw weapons.

Also, he might want to consider Tattoo's of Muleback Cords to help with carrying all those weapons as we level up. Tik will probably carve that into his chest plates when he levels up (planning on picking it up as a feat eventually) so it wouldn't be as financially painful as it would be physically painful. :P

Those Muleback cords are amazing and as a tattoo they'd be even more so. I did not see them before and carrying cap is a big issue for me. The boomarang is cool but heavy, it's why I (stupidly) ditched my sling ammo not realising I had no bludgeoning weapons left after it. But once we kill this beggar I'm scouting for stones. I was considering using the bones, the GM said I could but walking around carrying remains of dead sentient creatures to chuck at folk wouldn cause little children to run and adventurers to hunt me down as a necromantic monster :)


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Barek, in my quest for weird weapons I found these. I dunno if you had seem them but they would be brilliant for you and Mong.

http://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/am munition-bow-arrow-pheromone.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Misfortune has turned out to be a gold hex, I'm very happy with it. :)

For next level, I'm considering options for feats.

Extra Hex: healing hex could be handy. Once a day per person healing.

Antagonize: Mess with enemy's heads in new and exciting ways. And I have been putting up both diplomacy and intimidate.

Rapid Reload: Shoot light crossbow, cackle, move - in one turn!

Weapon Proficiency: Bow, and pump arrows at distance.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)
Jorin Vinhorn wrote:
Tik'Klik wrote:

Jorin might want to pick up some boomerangs when we get back to town, so he has Bludgeoning, Slashing, and Piercing throw weapons.

Also, he might want to consider Tattoo's of Muleback Cords to help with carrying all those weapons as we level up. Tik will probably carve that into his chest plates when he levels up (planning on picking it up as a feat eventually) so it wouldn't be as financially painful as it would be physically painful. :P

Those Muleback cords are amazing and as a tattoo they'd be even more so. I did not see them before and carrying cap is a big issue for me. The boomarang is cool but heavy, it's why I (stupidly) ditched my sling ammo not realising I had no bludgeoning weapons left after it. But once we kill this beggar I'm scouting for stones. I was considering using the bones, the GM said I could but walking around carrying remains of dead sentient creatures to chuck at folk wouldn cause little children to run and adventurers to hunt me down as a necromantic monster :)

Yeah, tattoo's are awesome for small cheap enchantments that are useful, but take up slots that are used by 'must have' items like capes and belts and even rings.

I usually get a tattoo of a heavy load belt and muleback cords, which mean all my characters basically become humanoid pack mules. I often get lens tatoo's too on my eyelids or around the eyes. At low prices, the double cost isn't a big deal.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).
Jorin Vinhorn wrote:

Barek, in my quest for weird weapons I found these. I dunno if you had seem them but they would be brilliant for you and Mong.

http://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/am munition-bow-arrow-pheromone.

Interesting...


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Well done everyone, we have the token and thus the charter!

I have been enjoying exploring the Emerald Spire. Though I am excited to see how Kingmaker itself actually plays out, having not played through either before.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I've played, and GM'd it to some extent. The best advice I can give is, it's very sandboxy, so we have to be dilligent about keeping it on track. It's easy to get off track and scatter brained.

Also, it's fairly important to really go over the kingdom building rules, and plan out how we want to build out. We will have limited resources, and if we mis-spend them it will be very painful.

The nice thing is, the way it's laid out, you can have played it once before, or even GM'd part of it, and it's still different every time you play, as each GM and party will make different initial decisions which will make things more and more different as you go along.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Maybe we should look into a couple more small jobs around Thornkeep before we head off, just to get out funds and gear up a bit. Even if its just to level 4, that's when Tik gets his spells needed to mend himself properly.


Male Human Level 3 Investigator

The Emerald Spire will ramp up in difficulty quicker than your levels if ye just stick to it. There's odd jobs in Thornkeep but the Accursed Halls are a good idea to get gear, gold and xp.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

So what's our plan, gang? Do we want to return and clear the second level, then try out the accursed halls, or jump into the AP proper? I'm excited for anything.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Yeah, it sounds like after we clear the second level of the Emerald Spire, we would be wise to leave it alone for a bit.

A few quests akin to the ghoul hunt early on and then a trip into the Accursed Halls before claiming our charter sound like a plan to me.

What do ye all think?


Male Human Level 3 Investigator

If you've got something ye want to follow up on, some rumour or something but if you don't have a lead then it's walking about the forest hoping for random encounters or banditry... or ye try to kill the local 'Lord', the government here is a well established dead man's boots system... I'd advise holding off on that one for a while.

But aside from random things ye want to get up to the Emerald Spire still holds mysteries (it's a campaign in and off itself), the Accursed Halls (more of a short campaign) and the adventure path proper.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

I'd like to take a bash at a something we can get some stuff from so a crawl sounds the answer. Fightin, lootin and Xp.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm up for that. Combines town quest with dungeon crawling and not as hazardous (hopefully) as the Emerald Spire.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Fine with me.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

I'll need to replace some broken gear, my nets got cut up so I'll have them repaired but if we want to push on sooner I'll just buy a couple more. Most likely they'll get just as cut up but they are cheap. Gonna get some snag nets so I can try tripping with them too.


Male Human Level 3 Investigator

I think the general feeling is the next morning so yeah buying a few is a good idea.

Snag nets... urgh players...

:P


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Barek will be looking for some Barding for Mong. Studded leather preferably.


Male Human Level 3 Investigator

You want either leather barding or masterwork studded leather as he doesn't have light armour proficiency. No big problem picking up either.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

If anyone has preference for any of the gear we found speak up. Personally I have no use for whats there, the belt is cool but im looking for strength or dex for myself, im not using any of the weapons because I can chuck whatever i find and the ring of featherfall is cool but eventually I can simulate the effect. I might use the acid flask if only to throw but thats it really.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I wouldn't say no to the belt or the ring of feather fall, but I think they would be better suited to one of the PCs who gets into melee combat a great deal.

Honestly, the main things that would appeal to Amadeen are the mwk dagger and the loaded dice.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Nothing in there that Tik can use, even though most of them were small.

Sorcerers never get good equipment until level 5 and higher in the AP's.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Folks, how about we pin down what we're keeping and what we're selling?

Amadeen interested in keeping:

Mwk dagger
Loaded Dice

Thinks *someone* should keep:
Belt of mighty constitution +2
Ring of feather fall


Male Human Level 3 Investigator

Tomorrow I'll push forward to the next day and Accursed Halls.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

The belt should go to our front liner, Johund or Barek, I think. The ring can go to anyone, roll random if you like. All of us are equally likely to find it useful.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I agree Barek or I should take and use the belt. I know he's intended to be ranged, but the dungeons often require him to be in the thick of it, and Johund has slightly higher AC and swift self-healing, which counts for a lot. I'd suggest he take it.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Those makea sense. I'll second Barek taking the belt if he wants it. Rolling for the ring isn't a bad idea since no one seems that pushed about it. Amadeen will get the flight hex within a few levels which will give her automatic feather fall so she's not a good long-term candidate for it.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I'm happy to take the belt. If I get MW studded leather for Mong the mutt will have better armor than me.!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Cool. Anything else from the loot sheet that anyone would like to take? I think we should keep potions unless we really don't think we'll use them.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

I'd make the argument that unless someone wants to be the scout and find pitfalls with the featherfall ring its use is way too specific whereas the money from its sale is too useful not to have. It's a nice bit of gold even spread out and accounts for the largest part of our sellable loot even on its own. Everything else barring the scrolls and potions doesn't equal its value together.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I have no objection to selling the ring.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Ditto.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@Kevin, could you add a link to the Accursed Halls map to the top of the page?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

If it really bothers you GM, I can stop using the spell. But I had assumed he was casting it over and over again out of combat, to get multiple things out. I kind of liked it as a clever way of doing things different. :( I thought it made him unique without inconveniencing the party.


Male Human Level 3 Investigator

It is going to take a very long time and we talked about early on that he would start picking up talking quickly enough. I could see progress early on but that seems to have stopped. Sometimes it'd take a very long time to do it the way he has.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I think there's a mis-communication then? By quickly I meant quickly in game. In game he's only been trying to learn to talk for what, 3-4 days? The reason I switched to the spell was there was lots of information I needed to convey but had only been trying to talk for a few days in game (we've spent a lot of time real time, but not in game, since we've had no down time other than sleeping over night between dungeon dives).

Are you expecting it fast real time or fast game time? I had thought it would take him a couple of weeks (game time) to get the hang of talking, which would be some amount of time real time that was longer.


Male Human Level 3 Investigator

He has an intelligence of twenty and already understands the language, it's just learning to pronounce the words. It's only been a few days in character but he started making a little progress and then stopped. There was a few days travel here as well. I'm not expecting a switch but he's got an intelligence of twenty so maybe factor that into your consideration because that is not a small thing.

You can have him start articulating his words at whatever pace just cut it with the prestidigitation star wars crawl, it doesn't work like that. I give a bit of leeway with it but you've been trending him doing longer and longer dust writing. It's the kind of thing my gut as a GM goes point out it doesn't work like that or it will keep developing. He's a Wyrwood who hurls around arcane energy, he's unique without the not quite mute thing.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Just to note on the talking thing, it was never about him not understanding language, or not knowing how to talk. It's the fact his body is a hodgepodge of parts from different golems and the guy who put them together didn't completely understand what parts he was using. Tik's body was never designed to talk, so he's having to figure out how to make it make words when it was never designed to. It's not about his intelligence, it's about his body being a frankenstein thing. That's why he's looking for additional parts from other golems and constructs, hoping to find what he needs to make a proper voice box. Until then, he'll be working hard to 'fake' the language with his body's tik and kliks and straining various joints and ligaments to aproximate sounds.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Just to note, my rate of posting will likely be down this weekend.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I'm fairly certain that as long as Tik doesn't attack mindless undead, they will ignore him, given he's not alive. The skeletons in the other room in the spire were not mindless, or at least the talking one who ordered them around wasn't, and ordered them to attack Tik. But the ones we just encountered seemed to be mindless, so we should probably confirm that by letting Tik scout since we know there's undead here. Any life sense would fail to detect him for sure. Of course, if he goes around attacking them, they'd likely respond.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I like it. Our very own wooden robot scout!


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I had an awakened Lynx in a campaign one time that had a lot of undead in it early on. The GM decided that the Undead had been told to only attack humans (because otherwise, they would have drawn more attention when people noticed all the dead animals around). So he was able to stroll into the necormancer's HQ, scout the whole place out, sniff out where the living prisoners were held, find the necromancer's quarters, and then saunter out past the undead to report back to the rest of the group. Was pretty fun. :)


Male Human Level 3 Investigator

Depends on the undead, even if they are told to attack the living they might mistake Tik'klik for an armoured halfing. If they are told to guard an area they'll attack anything that's not on a whitelist so to speak. At least he doesn't have to worry about catching ghoul fever.

Even some intelligent undead will put him at lower priority, vampires not thinking they can get any blood etc.

...but boy is he in trouble if they find a rust monster... delicious!


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1

Isn't he mostly wood though? Very little eating on him, Johund now, there's a walking meal to any vampire or rust monster


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

"Bite yer tongue!"


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Yeah, the rust monster would get nothing from him, all metal is inside, under a layer of wood. His mace would get eaten if he had it out.

I was thinking more of uncontrolled undead, not controlled undead, though, when I said they probably would ignore him. I'm assuming most skeletons down here would be uncontrolled.

I have this memory that in a previous version, undead had the ability to sense life and hated it and tried to kill it on sight, but I don't remember if that made it into pathfinder or not, don't see anything on it. SK Reynolds seemed to be of the opinion they had some unusual sense about life because most don't have functioning sense organs. :)

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