Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will rage first

will save: 1d20 + 6 ⇒ (9) + 6 = 15 pass

Then he will engage the closest Hag (with his 10' now reach)

ranger focus, power attack, rage, -6 str, haste

to hit: 1d20 + 15 ⇒ (4) + 15 = 19 damage: 2d6 + 15 ⇒ (1, 3) + 15 = 19 electricity: 1d6 ⇒ 5
to hit: 1d20 + 15 ⇒ (4) + 15 = 19 damage: 2d6 + 15 ⇒ (5, 5) + 15 = 25 electricity: 1d6 ⇒ 2
to hit: 1d20 + 10 ⇒ (5) + 10 = 15 damage: 2d6 + 15 ⇒ (6, 2) + 15 = 23 electricity: 1d6 ⇒ 1

Wow, that there is some crappy rolling.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

i can punch!


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Unarmed Strike: 1d20 + 13 - 1 - 2 ⇒ (12) + 13 - 1 - 2 = 22 for 1d8 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Unarmed Strike: 1d20 + 13 - 1 - 2 ⇒ (18) + 13 - 1 - 2 = 28 for 1d8 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Unarmed Strike: 1d20 + 8 - 1 - 2 ⇒ (3) + 8 - 1 - 2 = 8 for 1d8 + 9 + 5 ⇒ (8) + 9 + 5 = 22


Balthe, punches almost punches a hole in the hag he is squaring off with. It slumps to the ground, a leg occasionally twitches.

Nils', refusing to be shown up, takes three mighty swings of his own. Two connect with the hag, sending jolts of electricity coursing through its shabby veins. After two swings, the hag falls to the ground, just like Balthe's own enemy.

The remaining hag, decides that discretion is wise, and chooses to turn ugly, flabby, proverbial tale and run. You hear a splash in the ocean, as the captain manages to steer the ship out of the maelstrom and into calmer water.

The three of you, breathe a sigh of relief as minutes pass, and there are no more attacks on you, the ship, or the captain.

You blokes said me, and me ship. Thank you, and I will repay you after we dock at our scheduled destination.

About a week later, you dock in Manaket. The city is sand, and a lot of it. There are various barriers set up, to try and keep the sand out of town, in hopes of bringing back lush green vibrancy.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Well this is very scenic. If you like sand. What's the main export, hourglasses?"


Wulfgar looks at the port, the barriers and the town, hearing Nils the smiles a gap toothed grin, his right eye spinning and twitching. "Bwa ha ha, comrrrrade Nils is beink corrrrect, nothink is beink here but sand." then looking from Nils to Balthe and Teclis his smile waining, "Ummm why are we beink here, the witch was not forthcomink with information, Da."


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

"We are here to find the next piece of the puzzle Wulgar.. The sword Nils has is intelligent and is providing assistance.. We will have to lean on it moving forwards I think. It's name is Elgin by the way.."

Dont forget you have a evil outsider bane longsword that can detect them as well Nils..


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Oh yeah, hey sword, what now?" he says after drawing the blade.


Once you dock, the captain gives you each a small pouch.

It is all I can afford, but should you ever need transport, please let me know

Inside the pouch is 50 gold pieces.

Nils, pulls the sword out and a few people give you a look of worry and concern. You decide that leaving the city is probably the best course of action to not anger the residents.

Once outside the town, and outside the ire of the city, Nils once again unsheathes Elgin from his sheathe.

What now you ask? Well, all I could tell you is that I feel its presence to the south. In terms of the distance, I couldn't tell you. I suggest you start hoofing it.

You head out, bracing for the sand and the heat as much as possible.

You travel for a week, and again ask Elgin for comments. He still tells you to head south. After another week, you are about to pull out Elgin for more advice, but you don't have much of a chance.

A sandstorm starts to pick up, and a nasty one at that.

DC 25 Survival check to maintain vision to each other, and resist some NL damage


survival: 1d20 + 8 ⇒ (11) + 8 = 19
Seeing the sand storm start to blow up, Wulfgar stops to remove a rope from his pack, His left eye focused, his right rolling up into his skull and watering like a sieve. As he looks up the sand is blurring his vision. "comrrrrades we should be tyink the rope to each other so we are not loosink one another, da?" turning his head nervously "Comrrrrades?"

Edit: two things, we should have rented some camels and Wulfgar should have change a couple of his spells...


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

survival: 1d20 + 11 ⇒ (18) + 11 = 29

Nils is able to his comrades in sight in spite of the blowing sand and takes out a rope to link them together. Then he tries to remember any cover which might get them out of the storm.


NL damage Wulfgar: 3d6 ⇒ (2, 1, 1) = 4


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Why oh why did I leave my comfortable White Tower for this rediclous desert..

Teclis trudges on after his companions, his robes full of sand..

He can't make that check.. He does keep endure elemeents up though if that helps..


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Good times! What now?


Teclis, you can also roll a DC 25 fort save to resist the NL damage. You will get a +2 for having endure elements up

A few hours and the sand storm passes. Some of you fare better than others. Nigel once again takes Elgin from his sheath, and Elgin once again concentrates in where the next piece of the puzzle may be in the endless sand wasteland.

A few moment go by, and he speaks, The next piece is close to here. It is due east, but it very well could be buried under the sand given the very nature of the landscape. If you keep me out, I can keep focusing on it.

Are you keeping Elgin out as a "GPS" of sorts, or are you keeping hi sheathed?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

What's the risk? I could just become a puppet. He will keep it out.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I thought it was a survival check not fort, sry..

Fort: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 He's a bit tired I suppose..


Pretty much, the worst case is you fail a will save, and become the temporary puppet of Elgin, until he is satisfied with the outcome of his anger.

Elgin, speaks to Nil's telepathically, Okay, continue east. I feel it is close

Your group travels east, in hopes of finding the next piece. Your travel a few hundred feet, as Elgin shines bright. He lights up as if he is a torch, illuminating all within 30' of him.

Stop, I feel an abyssal abomination nearby.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis immediatley starts to weave magic, casting Heroism and Invisibility on himself..


why is Nils pointing his sword like it is a divining rod?' Left eye focused, his right twitching and watering, Wulfgar watches Nils walking around pointing his sword here and there, shrugging his shoulders and follows near keeping his sword resting on his shoulder.

just asking for RP opportunities, when the sword is out do we all hear it?


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

We all heard it before..


Usually it will speak in common, but it will sometime speak telepathically if it senses demons/devils nearby. It is more a safety precaution

Teclis, how are you getting 2 spells off? are you using a mythic point or were you thinking you were getting multiple round to buff? You all get one round to buff as you want


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

I had meant it to be 2 rounds of casting, but if it's only one round then I will burn the mythic point to swift action the invis..


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will rage in case he loses initiative.


An abysmal abomination, hey is that a talking sword?' Wulfgar turns, surprised that the sword speaks, reaching over to Balthe his eyes quickly focus as he prays for Balthe to enlarge. "Be standink till comrrrrade bouncer Balthe, Abominations are sometimes beink huge, I can be thinkink of no reason you are not beink huge also, da."

casting enlarge person on Balthe and talking aimlessly


You prepare, as Elgin gives warning to Nils of a possible incoming attack. A few seconds later, you see a creature appear, out of thin air. It flies ion the air, 50' above the ground.

On lean limbs the color of spilt blood creeps a being of sinister grace. Eyes like embers and a sneer full of needle-thin teeth gleam from an unmistakably fiendish visage. A pair of crimson wings sprout from the back of the hairless humanoid form, fluttering silently like an assassin’s cloak, while in one hand it clutches the twisted, dagger-like horn of some infernal terror.

You know not of your pointlessness of what you do. Hand over the sword, or HE dies by my blade.

The creature, points his twisted dagger towards Balthe, while his sinister teeth produce a "grin" of sorts.

Knowledge Planes: DC 29 to identify flier

Wulfgar: 1d20 + 2 ⇒ (12) + 2 = 14
Nils: 1d20 + 2 ⇒ (19) + 2 = 21
Teclis: 1d20 + 5 ⇒ (15) + 5 = 20
Me: 1d20 + 10 ⇒ (4) + 10 = 14

Tracker: round 1
Nils: go
Teclis: go
Wulfgar/Me:
Balthe:


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Not that it matters in this instance, but my initiative is +9 not +5 for future reference.

Know Planes: 1d20 + 15 ⇒ (2) + 15 = 17 derp..

Teclis uses a mythic point to cast Haste on the group as a swift action. He then casts Extended Slow(DC 20 Will) on the crature becoming visible again..

Spell Resistance: 1d20 + 13 ⇒ (7) + 13 = 20
Spell Resistance: 1d20 + 13 ⇒ (17) + 13 = 30 He rolls twice via Arcane Breach.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will move up to the creature and activate ranger focus.

to hit: 1d20 + 17 ⇒ (11) + 17 = 28 damage: 1d8 + 17 ⇒ (5) + 17 = 22 electricity: 1d6 ⇒ 2


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

He did say the crature was flying 50' up.. Also don't forget the sword is an outsider bane weapon..


just noticed the reminder thanks Teclis

"Bwa ha ha, We are not worryink about Comrrrrade bouncer Balthe, he is beink indestrrrructable, Da comrrrrades." As Wulfgar finishes casting enlarge on the bouncer, taking advantage of the haste that Teclis provided, when the creature nears he rushes forward lifting his greatsword high overhead and attacks the creature.

delay: when the creature draws near enough, move action up to 40 ft, AC 24,Attack: +1 Holy Greatsword + 1 haste

attack: 1d20 + 15 ⇒ (16) + 15 = 31 for damage: 2d6 + 23 ⇒ (6, 1) + 23 = 30


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

oops
Nils waves his sword at it angrily.

I don't appear to have a ranged weapon.


ranged weapons, we don't need no stinking ranged weapons!


The three o you prepare for the incoming onslaught. Teclis, casts spells, Nils angrily stares at the enemy as it is in the air, while Wulfgar gets ready to strike the flying menace.

The flying menace, laughs and lets a wicked grin creep over its face. Little does everyone know, that there are more than just the flying enemy, but other as well. An enemy, moves out from behind some rocks, and appears out of thin air and returns to thin air. Between this magical act, you see a sight that disturbs you and shakes you to your very core.

Two will saves for each of you, bot at DC 16. The first is to save versus "bestow curse". The Second is to "remember" the event.

There is another invisible enemy. You can each hear chanting, and Balthe is assaulted by magic. After a few moments, he cries out.

What the...I can't see a damned thing!

The winged creature laughs maniacally, sinister. I told you feeble human, he shall perish

The flying enemy makes a few hand motions, and tries to cast a spell. He fails to concentrate, and the spell-like ability fizzles.

Damn, I guess I will have to use what I already brought with me

1-35 good: 1d100 ⇒ 54

Each are invisible, and they have 50% miss chance. When you roll, 1-50 misses, 51-100 hits

------------------

Party Up


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Save vs my slow spell?

Teclis casts See Invisibility on himself and then depending on what he see's another quickened spell.. Gonna wait to see how the enemies are grouped before using the swift action..


will: curse: 1d20 + 11 ⇒ (2) + 11 = 13
will: remember: 1d20 + 11 ⇒ (8) + 11 = 19

yuck I guess I should wait until you tell me what the curse is

Feeling not well at all, Wulfgar begins to look around, his left eye focused, his right spinning and popping, the normally jovial northerner, refrains from making any comments as he realizes the threats toward his friend Balthe may be more serious than he first assumed.


Bestow curse will be the 50% chance to lose action

Before the primary threat can move, it feels as if time is weighing it down. This "tug" causes his attempt to summon other friends to show up to join the party. previous round action

will main devil: 1d20 + 7 ⇒ (8) + 7 = 15

Teclis casts a spell to see the unseen, and sees two ugly little creatures. One near him, while the other is farther back.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

will save: 1d20 + 6 ⇒ (17) + 6 = 23
will save: 1d20 + 6 ⇒ (4) + 6 = 10

I'm a bit fuzzy on the situation, do I see a landbound target or not?


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (4) + 10 = 14

Well crap..

1d100 ⇒ 26 nice..

So instead Teclis stands there and does nothing for the round.. No See Invis cast.


You do not see the blue or green guy. They have "natural invisibility". It is just so I know where they are and for tactics. Blue, turned visible for a moment, you could guess he is still at his current spot. Green used a SLA, so he is still invisible and you don't know where is at.

Nils is able to shake off the effects of the curse, even though he in unsure if the source is still there, or why he felt such negativity. Teclis is not as lucky, as he feels overcome with doubt and fear. He can only stand there, trying to process everything. Wulfgar knows that he saw something and it haunts him like a bad dream...a world without alcohol.

Wulfgar can roll his own % to see if he can act. 1-50 bad, 51-100 he can act normally


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

perception to locate invisible critter's square.

perception: 1d20 + 14 ⇒ (19) + 14 = 33

then he move adjacent to that square (looks like a 5' step)

and swing once (active perception is a move action).

to hit: 1d20 + 13 ⇒ (20) + 13 = 33 miss chance: 1d100 ⇒ 5 miss (what a waste of a 20)


curse: 1d100 ⇒ 84

Temporarily breaking free of the malaise that possessed him, Wulfgar moves quickly between Balthe and the creature he momentarily could see. Hoping the creature was still there Angus swings his great sword in the general direction. "Are you still standink there creature? You will not be hurtink my comrrrrade, da."

50%: 1d100 ⇒ 56
move 20 ft. attack +1 Holy Greatsword

attack: 1d20 + 15 ⇒ (18) + 15 = 33 for damage: 2d6 + 23 + 2d6 ⇒ (3, 5) + 23 + (3, 1) = 35


Nils tries to destroy the creature, but misses. He swore the creature was just there. Wulgar's aim is better as you can all hear the sickening sound of his large sword ripping into the creature. A few moments after he collects his blade, a disgusting and now decapitated creature lays in a pool of blood after Wulfgar cleaved it from its body.

The flying enemy scoff in anger, So hard to find bad good help

He points a finger at Wulfgar, who obliterated its minion and speaks a few demonic words, then in common Remove your ARMOR

Wulfgar will save DC 17 vs SUGGESTION of removing your armor. minutes to remove: 1d4 + 1 ⇒ (1) + 1 = 2


will: 1d20 + 11 ⇒ (10) + 11 = 21

'No need to clean the blade yet, It's just going to get blood on it again soon.' Wulfgar, his blade still dripping gore, turns and looks at the flying creature, both his eyes focused on it; the symbol of his god strangely clear. He reaches up to his shoulder, his hand wavering for the briefest of seconds, and he picks a chunk of gore off of his armor and drops it to the ground. He then begins to laugh."Bwa ha ha, If you are wantink to see me naked you will be bringink much more vodka. I am thinkink, da."


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

"Ok, now I can accept all kinds of evil, but subjecting us to a naked Wilfgar is just plain wrong. Come down here and fight like a man!"


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Chance of Acting: 1d100 ⇒ 76 gets to act this round..

Teclis uses a mythic point to swiftly cast Remove Curse on himself..

Caster Level: 1d20 + 9 ⇒ (15) + 9 = 24 dispels the curse..

He then moves to Nils and casts Fly on him.. "Go hit him with Elgin.. I'm sure he would not like that.."


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nils will sheath his sword and take out Elgin while flying up to the critter.


The flying devil stays hovering in the air, despite his limited mobility as he feels his limbs dragging him down. He raises a claw, and casts a spell.

A globe of darkness envelops him.


curse: 1d100 ⇒ 49

After joking about the flier, Wulfgar slips into a dull stare, his left eye glazing over, his right eye rolling up into his skull. Wulfgar begins to drool down his chin, lowering the tip of his blade slowly to the ground.


Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1
HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9
Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Teclis weaves his magic and attmepts to dispel the darkness surrounding the flying demon..

Caster Level: 1d20 + 7 ⇒ (8) + 7 = 15
Caster Level: 1d20 + 7 ⇒ (11) + 7 = 18 will dispel caster level 7..

if he fails to breach it he will burn a mythic point to try again..

Caster Level: 1d20 + 9 ⇒ (11) + 9 = 20
Caster Level: 1d20 + 9 ⇒ (14) + 9 = 23 will dispel caster level 12

He rolls twice via Eldritch Breach..


Nils is up

Wulfgar stands there in a stupor, while Teclis tries to dispel the darkness. The first time he tries, he cannot seem to unweave the magic involved. He taps into his mythical ability, and is finally able to dispel the magical effects.

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The class choices ate limited to core only (+any archetypes). No brawlers.

You can approximate it with a monk/fighter, but that's about it.


Got some time to build further on my idea today.

And some more questions :
- You stated that encumbrance will be tracked to a minimal degree. What do you mean with this? Not counting clothing the person is wearing or just not constantly checking if everything is up to date?
- I am building my human to be native to the colony. What Alternate Racial traits would be applicable? (Mostly looking in the direction of the Hearth of the ... ones) as most others are not really tied to an area.

Current background concept is as follows :
He is a former task-master in one of the mines/areas the colony delved for gold. He tried to motivate the workers under him with words and care, but used his whip when necessary.

When he saw the seeds of an uprising he knew there would come a time he needed to choose. He knew whatever side he chose he would end up with trouble. He could loose his life and/or his job, so he chose neither and decided to get out of there. He found a group of people with similar ideas, albeit for other reasons ...

Let me know what you think :)

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

Hmm, I think I'm going to go for 25 point buy.

@Reckless, I noticed you and I have the same base character class combinations, but I have gone a very different route. Hope it won't diminish your chances of getting in as I think it would be interesting to see both in action & in a party due to the backgrounds. Although my performances wouldn't stack with yours but that's a minor detail I think :)


@ Theorythmus: I am not going to constantly check encumbrance, but if there comes a time where you need to flee from a fight or make a swim check then I will check. You can alternate racial "Heart of ?" Traits if you want that is fine.


I mostly meant are there any "Heart of ?" traits that would not fit for someone being from Canorus?

One more question about mundane crafting in this game:
Can some of the mundane equipment we have be crafted (like our armor or weapons?) if we have the right tools/skills for them?


Doh. I missed that. I might go monk fighter, or maybe monk sorcerer. Seems a shame tonwaste the opp to be MAD


"Hey there! I was told to present my character sheet, but I can't find it at the moment. Maybe I lost it...."

Whack-a-Rogue here. Info's in the alias. All that's left is to purchase gear, but there won't be much. Probably just some food and assorted doodads. Let me know if you need anything else. :-)


Going fighter/monk, turning this profile into my submission

this is minigm


ok crunch is done, I will need to update my backstory a bit, but this is the gist

The idea is that he is/was a bouncer. A lot of combat maneuvers, really works well with the possibility of all of you with rogue levels, reposition/trip/bullrush etc.

rushed backstory, mostly left it as it was from the shackles game, I think it still works, more of less.

Balthe aspired to be a monk of Irori. Where else could he do what he loved best-fight with his fists. The Religion was good, the fighting was good, the discipline? Not so good. The lack of drinking and gambling? Not so good. Being stuck in one place? Even worse. Balthe learned a bit then he was off traveling from town to town. Balthe followed the same pattern. Go to a new place, wind up in the docks, drinking and gambling. Get in fights until he finally lost and then get tossed into the drink. Swim around for a bit then go get a job as a bouncer at said bar, until the winds changed and it was time to move again. Usually Balthe would hang around for a few months, but in his last stop, things were different. So many people coming and going it practically is like being in a new town every couple of weeks. He enjoyed his life as a bouncer, until he was forced to take a side. He found himself wrapped up with his companions, after nights of drinking and laughing. Perhaps he should have tried to figure out who was most likely to win and hitched his wagon to them, but everyone makes poor choices every now and then. Luckily for him, he spent enough time in the drink that when he flew overboard in the wreck he managed to drag himself ashore.


4d6 ⇒ (2, 2, 3, 1) = 8 7
4d6 ⇒ (1, 3, 3, 5) = 12 11
4d6 ⇒ (5, 2, 1, 6) = 14 13
4d6 ⇒ (1, 5, 6, 6) = 18 17
4d6 ⇒ (4, 6, 4, 6) = 20 16
4d6 ⇒ (5, 2, 4, 4) = 15 13
Ok I think I have an Idea.

Gnome Sorcerer/Cleric of Sheylyn

Spoiler:
Unnamed Hero
Gnome cleric of Shelyn 5/sorcerer 5/gestalt 5
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 38 (5d8+10)
Fort +6, Ref +2, Will +7; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3-3/19-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6), hatred
Spell-Like Abilities (CL 5th; concentration +10)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 5th; concentration +10)
8/day—laughing touch
Domain Spell-Like Abilities (CL 5th; concentration +10)
6/day—bit of luck, dazing touch
Sorcerer Spells Known (CL 5th; concentration +10)
2nd (5/day)—hideous laughter (DC 20), invisibility, mirror image
1st (8/day)—burning hands (DC 17), cause fear (DC 16), charm person (DC 17), entangle (DC 16), sleep (DC 19)
0 (at will)—dancing lights, mage hand, message, prestidigitation, resistance, touch of fatigue (DC 15)
Bloodline Fey
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—create food and water, protection from energy[D], water walk
2nd—aid[D], charm animal (DC 16), cure moderate wounds, hold person (DC 18)
1st—charm person[D] (DC 15), charm person (DC 15), cure light wounds, cure light wounds, endure elements
0 (at will)—create water, light, mending, read magic
D Domain spell; Domains Charm, Luck
--------------------
Statistics
--------------------
Str 5, Dex 13, Con 15, Int 11, Wis 16, Cha 20
Base Atk +3; CMB -1; CMD 10
Feats Eschew Materials, Spell Focus (enchantment), Spell Focus (evocation), Spell Penetration
Skills Acrobatics +1 (-3 to jump), Bluff +13, Diplomacy +13, Intimidate +13, Knowledge (arcana) +4, Perception +5, Sense Motive +7, Spellcraft +5, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic, woodland stride
Other Gear leather armor, dagger, 88 gp
--------------------
Special Abilities
--------------------
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Dazing Touch (6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Laughing Touch (8/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Already accepted peeps:

Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / GowWabber/ Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard

------------------------------------------

Potential Peeps:

DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?
Dragonflayer / Hios / Zen Archer Monk & Cleric
MiniGM / Balthe Snyder / Monk & Brawler Fighter
Bane88 / No Name / Sorcerer & Cleric


Theorythmus wrote:

I mostly meant are there any "Heart of ?" traits that would not fit for someone being from Canorus?

One more question about mundane crafting in this game:
Can some of the mundane equipment we have be crafted (like our armor or weapons?) if we have the right tools/skills for them?

The only "Heart" that would not really fit is Heart of the Snows, otherwise I could see all of the fitting in with Canorus.

You can craft your starting gear if you wish, via the rules if you have the correct craft skills/artisan tools/wealth.


Any thing I could do to improve my chances?

Buzz, runs a game I am in and has played in games I am in, and can speak to my reliability


MiniGM wrote:

Any thing I could do to improve my chances?

Buzz, runs a game I am in and has played in games I am in, and can speak to my reliability

Make a good backstory, I don't choose based on "balanced party mechanics", I chose on background, or what I think would make for goo roleplay. Besides, with gestalt, you shouldn't be lacking for anything anyways & I can adjust based on party makeup :)


Yeah, MiniGM is a very reliable poster, so I will give him props. I do play in and run games with him involved. He will keep things moving, or at least give ample warning if he will have to be away.

I consider that a very valuable quality considering how many games I've seen disintegrate under the 'flake out' tendency which seems so common in PbP games. People come into a recruitment, write up an alias with a novella backstory, do a bunch of tavern role playing on the spot, and then in a week they have lost interest in the effort and never post again.

Personally, I try to recruit only people I know to be reliable in the first place rather than having to hope for the best. In one game I run, I've had so much musical chairs in the PCs that there is nobody who started it left. The current group though (including MiniGM) was recruited on reliability, and I expect them to go the distance.

Thus, unless you like to have to keep recruiting, I would spend a bit of effort on checking posting history of the people trying out for a game. Spotty, intermittent posting should be a red flag.


I will keep that in mind drbuzzard. I too know the rate of attrition for PBP games :)

I will look into posting history in the next couple days most likely as I will be at work through the weekend.


changed the story, and added a connection to Nils since he has already been accepted into the game

Balthe aspired to be a monk of Irori. Where else could he do what he loved best-fight with his fists. The Religion was good, the fighting was good, the discipline? Not so good. The lack of drinking and gambling? Not so good. Being stuck in one place? Even worse. Balthe learned a bit then he was off traveling from town to town. Balthe followed the same pattern. Go to a new place, wind up in the docks, drinking and gambling. Get in fights until he finally lost and then get tossed into the drink. Swim around for a bit then go get a job as a bouncer at said bar, until the winds changed and it was time to move again. Usually Balthe would hang around for a few months, but in his last stop, things were different. So many people coming and going it practically is like being in a new town every couple of weeks.

He enjoyed his life as a bouncer, and the last weeks before everything went to hell, he met a massive man named Nils, in the bar. Many a night they spent drinking, and on occasion Nils would help him toss a fellow into the drink. When everything did go bad, Balthe begged Nils to let him join him on his ship, luckily for him he relented and let him come along. He quickly found out that a sailors life is much different than a bouncers, but thankfully a strong back was all he needed to haul rope and swab the deck. Fate smiled on him again when the ship hit the rocks and he was thrown clear, and he managed to drag himself to shore, where he found Nils again and together they salvaged what little they could.


Here is Dronk, a half-orc druid-monk.


Already accepted peeps:

Dr. Buzzard / Nils the Roamer / Invulnerable Barb & Guide Ranger
Whack-a-Rogue / GowWabber/ Tattooed Rakshasa Sorcerer & Rogue
Theorythmus / No Name / Lore Warden Fighter & Bard

------------------------------------------

Potential Peeps:

DM Ashman / Ziago / Universal Wizard & ?
Reckless / Terimandra / Dervish Fighter & Dervish Bard
HighonHolyWater / No Name / Divine Tracker Ranger & Divine Hunter Paladin
fnord72 / No Name / Rogue & Wizard?
Dragonflayer / Hios / Zen Archer Monk & Cleric
MiniGM / Balthe Snyder / Monk & Brawler Fighter
Bane88 / No Name / Sorcerer & Cleric
sarpadian / Dronk / Druid & Monk


Changing from Cleric (Forgemaster) / Rogue (Trapsmith). I'm replacing the rogue with Paladin (Stonelord). Might still have disable device, but not trap finding.

Character coming soon


My guy has the trapfinding and disable device covered so don't worry about it.


As does mine. :-) We're probably going to be a rather sneaky bunch by the looks of things. :-)


Thanks, that frees me up a bit. Damn Gestalt characters are hard to make xD


Well my character is shaping up well, only need to finish the background.

Here's the character sheet without background :

Liam Kindall, the taskmaster:

Male Human Gestalt
Fighter 5 (Lore Warden) / Bard 5
N Medium humanoid (Human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC : 19 | T : 15 | F : 14 (+3 Armor +1 Shield +5 Dex)
HP 39 (5d10+5)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, language-dependent, and sonic; roll twice on saves vs diseases, take the better result.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Whip +12 (1d3+6 x2 | S)
. . Dagger +10 (1d4+1 19-20/x2 | S or P)
. . Rapier +10 (1d6+1 18-20/x2 | P)
Ranged +10 Chakram (1d8+1 x2 | 30 ft | S)
. . Dagger +10 (1d4+1 19-20/x2 | 10 ft | S or P)
+2 damage with Arcane Strike
--------------------
Statistics
--------------------
STR 12 DEX 20 CON 12 INT 13 WIS 10 CHA 14
BAB +5; CMB +8; CMD 23
Feats Weapon Focus (Whip), Weapon Finesse, Slashing Grace (Whip), Whip Mastery, Combat Expertise, Combat Reflexes, Arcane Strike, Improved Whip Mastery
Traits Fools for friends, Threatening Defender
ACP -0
Skills
FCB Skills
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int),Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [3]+3+5=11
*Appraise [1]+3+1=5
*Bluff [0]+0+2=2
*Climb [2]+3+1=6
*Craft(Armor) [1]+3+1=5
*Diplomacy [0]=10*
Disable Device [0] /
*Disguise [0]+0+2=2
*Escape Artist [1]+3+5=9
Fly [0]+0+5=5
*Handle Animal [1]+3+2=6
Heal [0]+0+0=0
*Intimidate [5]+3+2=10
*Knowledge(Arcana) [1]+3+1+2=7
*Knowledge(Dungeoneering) [2]+3+1+2=8
*Knowledge(Engineering) [1]+3+1+2=7
*Knowledge(Geography) [2]+3+1+2=8
*Knowledge(History) [2]+3+1+2=8
*Knowledge(Local) [2]+3+1+2=8
*Knowledge(Nature) [1]+3+1+2=7
*Knowledge(Nobility) [1]+3+1+2=7
*Knowledge(Planes) [1]+3+1+2=7
*Knowledge(Religion) [1]+3+1+2=7
*Linguistics [1]+3+1=5
*Perception [5]+3+0=8
*Perform(Oratory) [5]+3+2=10
*Perform(Act) [1]+3+2=6
*Profession(Taskmaster) [1]+3+0=4
*Ride [1]+3+5=9
*Sense Motive [0]=10*
*Sleight of Hand [1]+3+5+2=11
*Spellcraft [1]+3+1=6
*Stealth [1]+3+5+2=11
*Survival [2]+3+0(+4²)=5(9²)
*Swim [2]+3+1=6
*Use Magic Device [1]+3+2=6
*Versatile Performance : Perform(Oratory)
²Only in Urban/Underground settings.

Spells
Lvl 0 : Light, Detect Magic, Know Direction, Mending, Message, Spark
Lvl 1 (5/day) : Cure Light Wounds, Alarm, Detect Secret Doors, Enhance Water
Lvl 2 (3/day) : Blistering Invective, Bladed Dash, Tongues

SQ
Fighter
Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Weapon Training (Ex) Flails +1
Bard
Bardic Knowledge (Ex)
Bardic Performance 14 rounds/day. countersong, distraction, fascinate, inspire courage +2, inspire competence +2.
Versatile Performance (Ex) Perform(Oratory) --> Diplomacy & Sense Motive
Well Versed (Ex)
Lore Master (Ex) 1/day.
Human
Heart of the Slums Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Languages Common, Undercommon, Infernal

Starting Equipment:

MW backpack 50 GP | 4 lbs
whip 1 GP | 2 lbs
*extra whip 1 GP | 2 lbs
Chakram 1 GP | 1 lbs x 3
Dagger 2 GP | 1 lbs x 2
Rapier 20 GP | 2 lbs
Spring loaded Wrist Sheath 5 GP | 1 lb x 2
MW buckler (155 GP | 5 lbs) → self-crafted 51,67 GP
MW Studded Leather (175 GP | 20 lbs) → self-crafted 58,33 GP
*artisan’s tools (common) 5 GP | 5 lbs
spell component pouch 5 GP | 2 lbs
canteen 2 GP | 1 lb
belt pouch 1 GP | 0.5 lbs
signal whistle 8 SP | -
*Gear Maintenance Kit 5 GP | 2 lbs
*mess kit 2 SP | 1 lb
*tent, small 10 GP | 20 lbs
*bedroll 1 sp | 5 lbs
*blanket 5 sp | 3 lbs
*journal 10 GP | 1 lb
*Ink 8 GP | -
*Inkpen 1 SP | -
*Oil 1 SP | 1 lb x 3
*trail rations 5 SP | 1 lbs x 6

* items in/on backpack

Outside of combat he will be a jack-of-all-trades, master of none. In combat he will be focusing on battlefield control with his whip, doing some damage where possible & bardic performances when necessary. :)

Grand Lodge

Bwa Ha Ha little birrrrd told me comrades needed, thrrrrow spangenhelm in rrrring will I, Ha Ha Ha

I've been reading your post since the beginning, I originally did not want to bogart cleric with Dragonflyer1243 posting his cleric/monk. Since the party needs a cleric and there are now several in contention I decided to go ahead and enter Wulfgar. Since he was going to go cleric fighter this is a perfect opportunity for him to have the best of both worlds. If you liked his style pick him, if not I understand. I will role and update him with a separate non-PFS Alias, probably as Wulfgar Ivarsson, thanks for the consideration.

4d6 ⇒ (6, 1, 3, 6) = 16 - 1 = 15
4d6 ⇒ (5, 1, 3, 5) = 14 - 1 = 13
4d6 ⇒ (2, 6, 6, 1) = 15 - 1 = 14
4d6 ⇒ (5, 3, 6, 6) = 20 - 3 = 17
4d6 ⇒ (4, 5, 2, 1) = 12 - 1 = 11
4d6 ⇒ (1, 3, 1, 2) = 7 - 1 = 6

what is your rule on the dual talent alternate racial trait?


I planning on staying a Wizard for now. In the future whatever the story brings then we will see.


As long as alternate are valid by Paizo and don't cobtradict, then they are okay.

----------------------

Recruitment will go until this Thursday at midnight. Game will start the weekend if my schedule allows or Monday the 5th at the latest.


whelp, fingers crossed.

Shadow Lodge

Very interesting camping concept
Hmm what to play I'm thinking adept for my NPC levels...
Do you allow third party? Because I have had a vivisectionist alchemist/machine smith (later tasking the prestige class transmechanical ascendant)
Party niche: melee, healing, 2ndary casting , trap finding.
His parents were refugees from numeria that in a stroke of bad luck settled here just in time for the upheavals, when he heard others were evacuating it didn't take much convincing for him and his parents to evacuate with them
Both of his parents were engineers, trained in the skill of alchemy and able to work a forge, his mother also had a small gift for divine magics
My character suffers from occasional bouts of "SRMD" or science related memetic disorder (aka mad science disorder) and is espically fixated on the androids and on organic humanoids that "the madness place", as he refers to it, believes are the two halves of a perfect being. Compared to most suffers of the disorder relatively common to numeria he is fairly well adjusted, capable of, most of the time, suppressing his disorder.
That being said, he does/will oblige his madness by dissection of many of his fallen foes, especially those who have especially weird anatomy or abilities.

Edit: never mind, core only.... Hmm tricky


DM Stylz

this is my gestalt version of Wulfgar, I still need to get his spells for higher levels, will have that done Wednesday. I did not use the "dual talented" racial trait, decided I wanted the feat and skill instead. I did give him the "two-handed fighter" archetype. He will be the same character that was in "Master of the Fallen Fortress" I hope you enjoyed him, if not I understand. Thanks for the consideration.


Final question (I think)

Are we the only ones who were on the ship, or are there any NPCs? I'd like my character to have been tasked with protecting someone, preferably a dwarf or someone tied to an ally of Torag, but anyone really.

Crunch is done, just waiting for answer


Anyone else on the ship. There will be others on the ship in general, on the voyage itself. In terms of anyone who survives the crash, the answer is no. It doesn't mean you may not eventually meet an NPC on the island, but to start off it will be the 4-5 PC of you.


Understood, thank you. I'll have the character posted soon.


DM Stylz
I there any particular style you want in our PCs sheets? Thanks again for the consideration.


DM Ashman wrote:

DM Stylz

I there any particular style you want in our PCs sheets? Thanks again for the consideration.

No, as long as it is legible; and I can see all the info I may need then use whatever format you prefer (herolab or bedtiary style, or free form is fine)

drbuzzard can attest I am fairly laid back and easy going as a GM :)


Yes, he's quite easy going.


Just doing a daily check in to reiterate interest/commitment


Happy New Year from Afghanistan!


Bwa ha ha spells memorrrrized comrades, rrrready to explore island, Wulfgar will cook famous dish, who brrrrought dog to put in Borrrrscht? ha ha ha

DM Stylz, I believe Wulfgar is ready to go, if I can answer any questions please PM me. Thanks

It is Thursday now in most places so good luck to all


"Soil! Oh sweet ground, how happy I am to finally be back on solid ground!"

Brief Story:
Good to meet ya. The name's Ingra Fatherforge, servant of Torag in both service and battle. I was sent by my father to protect a young human cleric of Iomidae, who was working on forging an alliance with our people. However, by the time I arrive, the civil war had broken out. After plenty of searching, I found her on a ship, bound for some new land. Going back to the dwarven citadel would take us straight through the massacre, so I boarded the ship with her, as her personal guard. It was probably the worst decision I ever made.

Not that I would have betrayed my word, but don't think I enjoyed the trip. Seasickness wracked my stomach, being lost put me on edge, and arriving as one of very few survivors has left me feeling like a failure. My quest to protect this young woman has failed. Now I am on this forsaken land, but I will not be defeated. I will harness my strength, my cunning, and my faith. They will guide me through this land until one day, I can be greeted by the great golden horns of my people once again.

Crunch:

Female dwarf cleric (Forgemaster) / paladin (Stonelord) 5 Gestalt
LG Medium humanoid (dwarf)  
Init +2; Perception +3 
-------------------- 
Defense 
-------------------- 
AC 18, touch 12, flat-footed 16 (+5 armor, +2Dex, +1 natural) 
SR 10
hp 54
Fort +7, Ref +3, Will +7; Immune to fear   
-------------------- 
Offense 
-------------------- 
Speed 20ft.
Melee Masterwork Warhammer +8(1d8 +2(20x3))
Cleric Spells Known (CL 5th) All except alignment conflicts
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 14, Con 16, Int 13, Wis 16, Cha 12 
Base Atk +5; CMB +7; CMD 19 (23 vs Trip, Bullrush) 
Feats combat casting, combat reflexes, endurance, craft magic arms and armor, elemental channel (earth)
Traits craftsman (racial), magic resistant (racial), warsmith, steel skin, stalwart of the society, overprotective (drawback)
Racial Modifiers defensive training, stability, stonecunning, darkvision, hatred, weapon familiarity 
Languages Common, Dwarf, Terran, Undercommon, Ancient Dwarf

Skills:
 
Acrobatics -2,
Appraise +6,
Bluff +1,
Climb -2,
Craft Weapons +13,
Craft Armor +13,
Diplomacy +7,
Disguise +1,
Escape Artist -2,
Fly -2,
Handle Animal +1,
Heal +8,
Intimidate +3,
Knowledge Arcana +1,
Knowledge Dungeoneering +2,
Knowledge Engineering +3,
Knowledge History +5,
Knowledge Nobility +5,
Knowledge Planes +1,
Knowledge Religion +5,
Linguistics +5,
Perception +3*,
Profession (blacksmith) +9,
Ride -2,
Sense Motive +8,
Spellcraft +5,
Stealth -2,
Survival +3,
Swim -2; 
*Does not include stonecunning ability

Other Gear:

 
Masterwork Weapon Smith's Tools: 55gp
Masterwork Armor Smith's Tools: 55gp
Masterwork Self-Crafted Warhammer: 104gp

Cleric's Kit: 16gp
Self-Crafted Scale Mail: 20gp

I hope to play her in combat as a defender of her allies. Offering more of a physical shield rather than just healing. Out of combat, she will spend most of her time crafting if possible.

She is meant to be a stout mother bear, who thinks of her allies as her cubs. She is sweet, but strict, and will not hesitate to give you a good hard kick if you need it.

Thank you for your consideration, and I will provide a proper alias upon selection. Happy new year to you all!


Remember everyone has until midnight tonight to finish PC submissions :)

Hope everyone has had a safe new year celebration. :)


Not sound like a suck up but I hope you enjoyed your holiday


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


Happy New Year folks.

Just my daily check in and reiteration of interest


4 hours to go :)


The suspense is building!


2 minutes!!


Recruitment closed. Thank you to everyone. I am going to review submissions, and have a decision sometime today :)


I would like to thank everyone for their submissions and patience in my selection process. There a many build that I think would be interesting an fun to see in a social dynamic, alas I cannot keep my sanity should I select everyone.

The chosen to join the other 3 shipwrecked are:

MiniGM / Balthe Synder / Brawler Fighter & Monk
Robert Henry /Wulfgar Ivarsson / Cleric & Two Handed Fighter

Will the two aforementioned vict...I mean shipwrecked please report to your island of doom. Along with the other three :)

Gameplay is open. Map to come soon.

May everyone find a home to become heroic asventurers in this new year.


Sweet!! Just saw this and we are going out to dinner but I'll get a post up to dot


Got rid of the trapfinder trait and the ranks in disable device. Switched over to a artifact hunter so I could get knowledge history as a class skill. Suits his background better and the rogue has the traps covered.

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