GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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Buffs | Char. Sheet |

Good! I am glad you are the one who got it! It's crazy, even more so when considering there are more discussion post than gameplay posts for this game!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Platinum star goes to Kiora... s'gonna be a long time before we get another.

*goes off to corner to bicker with the shadows*


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

Wowee. O:

How many will we have by the end? A hundred thousand? A MILLION? (Okay, probably not that many.)

Next Action:
Determined to make Commander Hormond's bad day even worse, Ehren fires yet another dart of acid at him. Unfortunately, his body lurches at an odd angle, each past attack having increasingly thrown off his balance. In his wild attempt to avoid hitting one of his friends, he ends up firing the acid in the completely wrong direction.

Acid dart 6 of 8.
Ranged Touch Attack vs. Prone (Grazed, Inspired, Into Melee, Levitate (3rd attack)): 1d20 + 6 - 1 + 2 - 4 - 3 ⇒ (2) + 6 - 1 + 2 - 4 - 3 = 2 Pffft.


WRONG ALIAS

Just an FYI, Hinagiku. Isilme intends to kill the commander :p


DeS 1 / CuF 1 / FaS 1 / ReS 1 Human Rogue (Hidden Blade) 7 HP (71/71) MP (5/7)
Stats:
AC/Touch/Flat/CMD 19/16/14/22 | Fort/Ref/Will 03/11/02 | Init +10
Skills:
+23: Stealth; +18: DD; +15: Sleight of Hand, Acrobatics; +13: K(Local); +11: Appraise, Athletics, Lingusitics; +10: K(Planes); +9: Diplomacy, K(Dun), Perception, Sense Motive; +5: K(Martial)

Action:
Dimensional Shot (Inspired, Heroism, Point Blank, Pinhole): 1d20 + 8 + 2 + 2 + 1 ⇒ (16) + 8 + 2 + 2 + 1 = 29
Dimensional Shot (Inspired, Point Blank, Hrrrgh, Sneak): 1d6 + 1 + 2 + 1 - 1 + 3d6 ⇒ (6) + 1 + 2 + 1 - 1 + (3, 4, 6) = 22 Targeting his attack rolls again.

Wasting no time, Anevia stays right where she is and fires off another arrow from beside Isilme, slipping sideways slightly and becoming engulfed in shadow, the arrow flies under Isilme's extended sword-arm to strike near where she'd stricken... though in more tender muscle to keep him unable to truly fight back - and push him towards surrendering... or dying.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

I don't suppose the commander is considered helpless since he's both prone and stunned, is he? Unless he is able to at least partially defend himself.

I mean, I'm perfectly fine with us beating him senseless for two straight rounds, though (not that he's gonna make it that long). ;P


WotR Global Buffs/Debuffs: ----

I'm fine with considering him helpless for this specific circumstance. Since it seems fitting and all that. ;)


Buffs | Char. Sheet |

Nooooo! Let him live! ;)

Just kidding. Sounds good, antipaladin is really far gone. Hinagiku might try to reason with the unicorn, depending on its reaction to the commander's death.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Completely off the wall question. Is anyone here a fan of mythology? I've been doing a lot of looking at White Wolf's Scion game recently and it's kind of got me thinking about stuff.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

White Wolf's Scion is really off on a lot of their mythology. I used to follow people who had a lot of information that they dug down into to 'fix' the pantheon stuffs. Doesn't mean I'm not a huge fan of the concept. It's really hard to play, though, especially given how borked everything is.

But overall, yeah. There are few mythos I'm not interested in in one form or another, if only as a cultural lens. :)

Ary's 'replacement' if she ever can't be rezzed is based off of a Scion character I made. :)

Also, betting you're looking into it because of This Kickstarter? :)

Here is a link to the guys who 'redid' a lot of Scion stuff. They went on to make their own game and take down a lot of their houserules, though. :(


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Yeah, I'm more in to the concept than the system itself.

And you're right on the Kickstarter. :)

Knew the guy already too actually. I'm a big fan of White Wolf's writing style and the concepts behind a lot of their stuff, but their mechanics are... rough.

Though now I'm curious about your back-up character...


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I think my favorite thing about character death is that it's so often really hard to deal with... but that you can make it infinitely better by taking certain steps - and in a completely strange way. 'Death' is a drama that can't really be resolved on its own, but adding a drama that comes in alongside that death, and sweeps it into its own new story can make for a beautiful tragedy... or at least a tragic beauty.

Hopefully that makes you more curious. :)


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

Relative to this game... I hate being dangerously pessimistic, but I think that given the circumstances, just about any death that happens at this point is irreversible. Well, that's the worst case scenario, anyway. Getting those rare oils for reincarnate was such a pain the last time.

Anyway, I do happen to like mythology! Scion looks pretty cool, but I imagine it's a different beast from White Wolf's WoD stuff.


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Kioralady:
Relisting and adding prep: Ary is requesting Aron to try to disrupt the summoning circles in some way - maybe siegey? Iunno. She's having the cavalry go wide with flanking, and having her army spread into a wide arc, each lead by their own captain, as they march inwards, forcing the schir to deal with two sides. Archers should be in the rear, center.

Annabelle will stay with Ary, who will move to intercept any champions.

Ary will Bless Radiance, and Align Faith, Annabelle's Glaive, and Ser Ilivan's bow.

She'll request that Markus send his insects in from behind to attack any casters near the ritual circles to try to add some additional disruption.

The cavalry's ultimate goal should be to break the sides, and then break the ritual, if possible.

Re: Whitewolf and Scion: It is. It really, really is. But doesn't have to be.

Each of the main WoD things hinges on a few major themes. Mage is my favorite because it awakened me when I was younger. It made me realize there is no one right answer, that there wasn't a 'truth' between his side and her side, because there was no objective point you could view from. That thinking, and believing, can be enough to change your world. I've lost quite a bit of that... :P

While Mage is a philosophical construct, Vampire was a social one. Everything and everyone has a price. And if it doesn't, then it won't last long in a world of darkness. :( I couldn't super-get-into-this, but I think with the right DM, I could definitely enjoy it... but I'd have to be one of those rare white-flowers that only lives as a treasure... if at all. :)

I can't speak for werewolf. I like the -idea-... but I feel like Werewolf -requires- multiple DMs to do well. So you can really pull off a 'moot' or 'tribe' vibe. It could be -really- good with several good DMs.

Wraith, which I will never, ever, ever touch... probably... is all about feeling. And 'that one thing'. It's a ridiculously powerful game, even from the design point of view. If there's a tabletop game that is similar to Dark Souls, it's wraith. Even down to the 'going hollow'. The only thing Wraith has taught me is to find the things you love, and hold them close.

I don't have any real knowledge on any of the other games aside from Scion.

And like the other games, Scion has its own very unique vibe. Its major mechanic is 'Legend'. And it's amazing. The implementation can be difficult. Especially as you rise in power and legend.

Legend does several things: Mainly: You are what you are believed to be. As gods become more and more wrapped within their own Dogma, they become more and more trapped within the web that is 'who they are'. I'm not a huge fan of this, nor a similar mechanic that forces you to value certain things (like a library) more than an orphanage. On the other hand, Legend does something called Fate-Bonding... which is a mechanic I use in a lot of other games I run.

Fate Bonds are people, places, things, themes, etc... that become intrinsically important to your character. They become a part of your story. I do this moreso with people than any of the other things, unless someone makes a really good backstory, generally. But it's basically a built in contrivance to have recurring locations, characters, etc... and creates very real effects from them appearing there. That little girl you saved a decade ago when you'd just become a god by jumping in front of a car? That wasn't supposed to happen, and you defied Fate... which makes her a part of your story. Now you're going to keep saving her. And if you don't? Well... your story changes. How? Depends on how jerkish your DM is. :)

I think the biggest drawback scion had was the number of 'compel' mechanics, that the DM didn't even really have control of. Fate still has the best 'Compel' system, IMO. It literally lets the DM go: "I really thought your character would react this way. If he does, I will give you a cookie. If he does not, you will give me a cookie." And the cookies matter! They let you change the flow of the game, generally in powerful ways (like rerolls!). Really fun mechanic!


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I feel bad now because I've only ever played NWoD and it changed how some of the themes come across. One of the biggest things now is 'what makes a human'.

Vampires have an underlying idea of how much of their lingering humanity are they willing to sacrifice to gain power and prestige within their new world. Mages have a theme of how much power they let go to their heads before they can rein themselves in. Werewolves have a theme of man and beast, and trying to balance how much of each they have, too much human and they lose their power to fight evil, too much beast and they stop caring about other people. Hell, the entire Promethean line is about a race of Frankenstein style monsters trying to truly understand what human means so they can become human.

I've played around with Scion and Exalted before and they both have one of the most annoying 'compel' mechanics that I've ever seen. Virtues. I f*cking hate virtues. They represent what virtues a person (or god in Scion) inherently aspires to and represents, but they can completely screw you and acting against they requires failing rolls against your virtue score. But anything can ping a virtue if the GM is a jerk. Or the writers for that matter!

I've been reading the Ragnarok pre-written Scion adventure and there's a part where you're having dinner with four gods: Hel, Baldur, Hod, and Nanna. All of them are really powerful (Hel and Baldur are there for crying out loud) and offending them is a one-way ticket to getting your ass kicked. The thing is, there's a ridiculous amount of tension at the table. Hel is head over heals for Baldur, Baldur thinks of her as a friend but doesn't love her, Nanna is Baldur's wife and is afraid that Baldur does love Hel, Hod is upset that he killed Baldur but also jealous because even in death Nanna still loves him. Anyone who passes a check to figure any of these things out has to fail a virtue check to not immediately blurt out all of the gods' secrets right in front of them. It's dreadful.

Fate-binding I'm... iffy on. As a GM, I find it annoying that if the PCs are halfway decent people and protect a civilian from a fight or something, I have to find a place for them in a story that I already have written. And it's completely out of my control since it's a roll that the players make. Frankly, I'd roll all of the checks myself behind a GM screen and tell the players they all failed. And that's assuming I didn't just scrap the mechanics. As a PC, I find it annoying that I'm forced to bind random bystanders to my character if I do so much as use the super powers the system gave me. It's too hamfisted in my opinion.

Not only that, it can railroad you in to stupid things. Again from Ragnarok: after Baldur's death (Norse legend stuff, you can Wikipedia it), the party is sent after his killer. They find him having taken a family of farmers hostage to keep them out of the way while he tries to head down to Helhiem to revive Baldur since his death was an accident that he wants to fix. Want to talk him down, maybe even help him succeed and get Baldur back? Too bad. The farmer he took hostage escapes because he's been Fatebound as the guys Nemesis and he initiates combat. The guy thinks you were luring him in to a trap and attacks you.

Sorry about all the Ragnarok rants, but I really don't like compel systems. RPGs should be about roleplaying they way your character would logically act, not acting how the dice demand.

On the other hand, I kind of like Legend. It builds the idea that stories shape the people as much as the people shape the stories.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Yeah, I think it was ridiculous amounts of hamfisted. Especially the Virtues, which were the most terrible part of the entire game to me. Especially since you're trapped into them by your pantheon.... or lose face with them. Especially in how you're explaining that. There's another storyline that does very similar. You have to do this, or this, or this. There's no real feasible way in between otherwise. Why would you do this? Dunno. Push your players with fate. :|

The thing is, I understand why they're written that way. You can't write catch-all adventures for Scion. It barely works for Pathfinder (and really needs the DM to be willing to wiggle things). Remember, that Scion is about your story. As most Roleplaying games should be (although there's something to be said for a game where you're not a mover/shaker, but rather the person getting moved. Not sure I'd play it, but to each their own :p). A game about Ragnarok, which is all 100% preordained, and nothing you can do will stop it (in fact, anything you do, will ultimately cause it) just isn't something I'd enjoy.

The Scion guys did an entire thing about how Odin's visions of the future were his own undoing... over (Jormungandr), and over (Fenrir), and over (Hel) again. And they also explained why they were cast out or locked up instead of killed - killing the family demands blood in return. Even if you are family. Which makes the Hod-kills-Baldur-because-of-a-joke-gone-wrong (really, Loki isn't a bad guy) a 'the whole world is blind' moment.

Short Version:
Half of Ragnarok goes nuts because of what Odin did trying to prevent it: He tossed Jormungandr into the ocean to keep it from killing his family. He locked Hel in the between realms, and made her the ultimate gatekeeper which placed her in the position to deny the one request that would bring beauty and light back into the world. Finally, he left the hungering wolf chained, which only left the hunger to grow to godlike proportions... Nor would his anger have likely even begun.

I do like compels, though. Specifically Fate's, because of how they work out. They help you tell the GM what kind of character you're playing, and the GM can call on that. It basically works like world of darkness's 'Willpower' stat. It works less well for negative things, though, like 'Always the Damsel'. I'll give you a cookie if you get grabbed by a zombie? Meh.

As an aside, if you want to see a really cool portrayal (from my perspective) of at least two different mythos, look into the Webmage series by Kelly Mccullough. I really enjoyed it.


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WRONG ALIAS
Ary Bishop wrote:
I think my favorite thing about character death is that it's so often really hard to deal with... but that you can make it infinitely better by taking certain steps - and in a completely strange way. 'Death' is a drama that can't really be resolved on its own, but adding a drama that comes in alongside that death, and sweeps it into its own new story can make for a beautiful tragedy... or at least a tragic beauty.

I'm definitely a fan of making a drama out of death and turning it into a new story ;)

Apart from that, the only one of the White Wolf games I've ever played was Werewolf. While I enjoyed the character creation, the mechanics seemed felt rather clunky and the world just too dark and hopeless.

As far as the other games go I can see why tying someone to your fate would be interesting. There *should* be times where people's interactions cause their fates to become entwined, especially when one of them is destined for greatness. It should be because something truly special happened in the process though. Li'an and Sana, for example. Had she saved her, having their fates entwined would make sense! But that doesn't mean that she just needs to keep ending up in trouble and you need to save her over and over. There are all sorts of archetypes to pull from in mythology and storytelling in general for people who become bound up in others fates. For Sana it would mean eventually tracking her down and freeing her from the demonic influence (saved once again), but after that it could be as a guardian or (when she's older) as a travelling companion. If she were older, perhaps it would mean taking up the mantle if Li'an died, or showing up and saving Li'an in the future.

Look at Gollum in LotR. Without a doubt his fate was tied to the Ring, and hence to Frodo's. 'Saving' him by sparing him and later attempting to befriend him didn't result in an endless sequence of "Lets save Gollum!" things. Instead it resulted in Gollum aiding him, double crossing him, and eventually saving Frodo's life and destroying the ring. That's the sort of thing the mechanic should aspire to. Not some sort of damsel-in-distress garbage, where you're forever saving the same person. Bleach pretty much beats this to death with Rukia and Orihime. Both of them are forever in trouble and needing to be saved. It drags the story down, prevents them from ever feeling like true characters with agency, and takes any drama out of rescues because it's the *same* thing with a different villain every time.

Back to Sana: Rescuing her a second time will be interesting, because it was a great plot twist! But if we saved her and she then subsequently got kidnapped, just because, it'd kill any sort of feeling I have for the character. Eventually it would just be a "Ugh, gotta save her again, or else..." kind of thing, instead of what it currently is. I felt anger that Li'an's sacrifice was tainted by the fact Sana had already been possessed. Pity and horror for her having to go through killing her own father and being forced to live out there somewhere, controlled by the same demon. Resolve to see her finally freed. You cannot duplicate or build upon that by constantly forcing us to save her over and over.


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

When Külə burst out of the wall of thorns, did he say "OH YEAH!"? :P


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Respond to the possibility of execution by trying to attack the people who kicked the ass of the commander who was exponentially stronger than all of you. These cultists have officially reached a professional level of stupid. At least we don't have to feed prisoners now.


Buffs | Char. Sheet |

Well less, the ones cowering seem promising.

On a side note, it might be wishful thinking, but the flowing monk gets bonuses to defense the more people around her, would that in any way impact attacks from troops?

Edit: similarly for fighting defensively.

Also, would trip have any impact or would it be better to simply deal damage? What do non-lethal damage do?


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

For some reason I thought we were all like, right outside of the clan hall, waiting on Isilme. Whoops. Probably should have explicitly taken them to the village. But you know. Hindsight being 20-20 and all. :P


WotR Global Buffs/Debuffs: ----
Hinagiku wrote:

Well less, the ones cowering seem promising.

On a side note, it might be wishful thinking, but the flowing monk gets bonuses to defense the more people around her, would that in any way impact attacks from troops?

Edit: similarly for fighting defensively.

Also, would trip have any impact or would it be better to simply deal damage? What do non-lethal damage do?

- Fighting defensively - when functioning as a swarm, no, but if there are few enough of them they work as individuals and will have to target AC and such and such.

- Trip wouldn't do much. NL damage will KO individuals instead of killing them outright.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Kioralady:
4d6 - 3 ⇒ (6, 4, 3, 6) - 3 = 16
4d6 - 2 ⇒ (3, 2, 5, 3) - 2 = 11
4d6 - 1 ⇒ (2, 5, 1, 6) - 1 = 13
4d6 - 4 ⇒ (6, 4, 5, 4) - 4 = 15
4d6 - 2 ⇒ (5, 5, 2, 2) - 2 = 12
4d6 - 1 ⇒ (3, 1, 6, 6) - 1 = 15


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DeS 1 / CuF 1 / FaS 1 / ReS 1 Human Rogue (Hidden Blade) 7 HP (71/71) MP (5/7)
Stats:
AC/Touch/Flat/CMD 19/16/14/22 | Fort/Ref/Will 03/11/02 | Init +10
Skills:
+23: Stealth; +18: DD; +15: Sleight of Hand, Acrobatics; +13: K(Local); +11: Appraise, Athletics, Lingusitics; +10: K(Planes); +9: Diplomacy, K(Dun), Perception, Sense Motive; +5: K(Martial)

A neat systems and use thing that I missed the first time over that really needs to be stated: Counter maneuvers do nothing against natural 20s. A natural 20 is always a hit, and a counter cannot prevent that hit. And it's bound to come up. :)


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

Whoops. Forgot about the Strength drain. Oh well. Not much else I can do at this point. :P


Buffs | Char. Sheet |

Next move:

Following actions only if Xanderghul doesn't grealy influence the field of battle.

Just like Ehren, Hinagiku's first reaction was to take note of the cowering cultist. She hoped their motives for staying low were pure instead of part of a plan to receive mercy. Still, by staying still they would probably be given a second chance, whereas the ones attacking were sure to be executed... if they lived through the battle.

While fighting away the enemies, Hinagiku finds herself back to back with the bear that had become Ehren. Only once she is in this safe position does the monk truly start striking at the foes. She concentrates on punches, aiming a soft areas and purposefully avoiding to strike bones or vital organs: there was still part of her that hoped they could still be redeemed... if only moments before they were put to death.

attack(heroism?): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
dg: 1d8 + 5 ⇒ (6) + 5 = 11
attack(heroism?): 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
dg: 1d8 + 5 ⇒ (4) + 5 = 9
attack(heroism?): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
dg: 1d8 + 5 ⇒ (3) + 5 = 8


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Ano... sorry. I saw Ehren go BEARMODE last night, but it didn't occur to me that I was supposed to do something after that. Like... take my turn. :(


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Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Hey everyone. On a related note to my last tangent, a friend of mine is looking to start a mortal level New World of Darkness game on the boards. There should be a recruitment up sometime this week, and since it seems that World of Darkness has left a good impression on a lot of you guys, I thought you might be interested.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Let me know when it's up. I'm a huge fan of modern and have been looking for a game where magic isn't the solution to every problem :p


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

Considering that in the Werewolf game I'm in, we've been hopping through the Umbra, dealing with dragons, fighting bat monsters and preparing to go to a realm filled with dinosaurs, "mortal level" might be a nice change of pace. :P


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

From what I know, it's going to be a game mostly set in a small city, focusing on some strange things around the local university.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 97/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +22 | MP 1/11 | LP 2/2 | PM 8/11 | SP 10/10

Would the stoneplate fit into a bag of holding? If we could get rid of the demon iconography, it would be worth just enough diamond dust to get all of this level drain off of us.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Well, it weighs 75 lbs and even the main compartment of my handy haversack can hold 80... a bag of holding can hold 250, right?

We could also sell this bow of Hormond's for something like 1,200gp, but I think we should give it as a gift to a paladin with a good Dex.


WotR Global Buffs/Debuffs: ----

If someone would like to cram the stoneplate into someone's bag of holding (or the handy haversack) they need to say so.

I've jotted down that Xanderghul has picked up Hormond's bow.


Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Phew, that was a post.

What's the Strength rating on Commander Hormond's bow?


WotR Global Buffs/Debuffs: ----

+4. I'm fine with taking it to an applicable craftsman (out of all the bow-wielders in your army there should be at least one bowyer) to have it adjusted to whatever STR rating you want.

And it's a very good post! :)


WotR Global Buffs/Debuffs: ----

I have added Varisian to the list of Fantasy Languages, it is Romanian... which I am aware is different from Romani, but I can't find an online Romani-English translator so oh well.


Buffs | Char. Sheet |

Gonna reply now!


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Buffs | Char. Sheet |

Gotta run, that's all I could write!


WRONG ALIAS

There's no english-romany dictionary because the Rom are fairly closed. Not surprising given the persecution gypsies have suffered throughout the years (and even today). There are a few good sources for snippets though!

Romany Phrases

My personal favorite is: O ushalin zhala sar o kam mangela (The shadow moves as the sun commands)

It's the perfect phrase for a tiefling follower of Sarenrae :o


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

That is the most Welsh I have ever put in one place. I may have finished a bit late though... that took like an hour to write.

Also, isn't it odd for the clan chiefs to use 'demon worshiper' as an insult when the kellids are way less harsh about that?


WotR Global Buffs/Debuffs: ----

Kellids (at least Sarkorians) nowadays really really hate demons. So they're pretty harsh about demon worship. Since demons kinda destroyed their country and all. But before Sarkoris fell, yes, demon worship was widespread and no one batted an eye.

I figured that was a better insult than "cultist" because really, Kellids have no concept of "cultist" (they don't differentiate between gods and empyreal/demonic lords or even just regular outsiders). Which works well because google translate can't translate "cultist" into Welsh, haha.

They're still pretty laid back about worshipping other evil gods, though. Like Rovagug has a pretty strong following amongst Sarkorian kellids, as a sort of war god of destruction.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

That makes sense. Just still trying to wrap my head around the details of the whole Sarkorian religion thing and the crusades' behavior and everything.


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WotR Global Buffs/Debuffs: ----

Kellids and Crusaders don't really understand each other. They're both a little right and a little wrong.

The Crusaders kind of just showed up, and mostly didn't bother to learn much about Sarkorian culture, and made enormous assumptions based on what they observed. They're right in that the Sarkorians totally let the Worldwound happen, by not taking action against demonic worshippers, and then being too disorganized as a nation to do anything about it once it opened. Their stubborn insistence that all arcane magic = bad, meant they were totally ill-equipped to deal with things like planar rifts. But Crusaders are wrong in assuming that Sarkorians still worship demons, and their mistrust of their religious practices are just xenophobia. Sarkorians worship a lot of stuff, not all of it includes what southerners would consider "gods" and that doesn't make them ignorant, nor evil heretics, just culturally different.

Kellids, on the other hand, view Crusaders as mostly meddlers and conquerors. They're right in that the Crusades have done a lot to hurt Sarkorian culture - they've established a theocracy (Mendev) within their lands without bothering to ask for permission or help from the Sarkorian people. Some of their number have actively instigated witch-hunts against them simply for practicing their own religious beliefs that they have for centuries. They've turned the kellids into a minority in their own land. But, they're wrong in that all crusaders aren't really secretly trying to conquer Sarkoris. Crusaders, as a whole, are pretty much a good-aligned group that wants to prevent the apocalypse from happening. And the crusades have done good - the creation of the wardstones saved the world. And lots of crusaders (like the ones I depicted in Ehren's wardstone flashback) are well-meaning... a little ignorant of Sarkorian culture, but generally respectful. The Burners were a dark mark on Crusader history, but Crusader Queen Galfrey did lead a movement to neuter their influence. It's really only in Kenabres and the surrounding areas that Burners still exist, and that was because of Hulrun. Now he's dead.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Good to know. And I feel a little more sure that Val said the right thing in her speech.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Kinda ironic that the person most like the old-day Kellids with us is a Chelaxian Tiefling, eh? :)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Considering Val's made it one of her life goals to be as un-Chellish as possible, it's not that weird.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I was talking about Ayavah ;)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

That's fair.


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Grippli Arcane Trickster | hp 104 / 104 (healthy), AC 23, touch 19, ff 16, CMD 23 | Fort +9, Ref +9, Will +12 (+2 vs. confusion, insanity) | Init +9, Perc +15, darkvision 60ft, (mythic power 9/9)

Valaria's still grazed, and gets a -1 penalty to that Diplomacy check ;)

I think this is a funny situation. So unconventional but so in-character.

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