Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)
Yay! Time for my prestige class! Evangelist here I come!
*EDIT:
Wow, that was easy to do.
+1 level of evangelist prc
+5 hp
+1 reflex
Skilled: perception and acrobatics become class skills
+5 ranks acrobatics
+1 rank knowledge (religion)
+1 rank perform (sing)
+1 to all of my skills (Knowledge Arcana, History, Perception, Perform (Sing), Perform (String), Use Magic Device).
I get an extra rage power, so I picked Beast Totem. Now everyone who accepts my rage gets a +2 natural armour bonus to AC!
I also get an extra spell to learn, so I think I might go Invisibility, Elisai doesn't really have the highest Charisma out there, so she tends to go for buff spells where DCs don't matter, as opposed to more debuff spells.
I think at some point though, I should rejig my skills since iirc with Tal no longer with us, I'm not sure if we have every skill covered yet.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Tal's absence mostly makes us weak with Spellcraft.
Maybe I should take a level of Sorcerer instead to represent Grace's latent succubus blood waking up? It'll cause my social skills to suffer a bit but I can fill that gap.
Tal's absence mostly makes us weak with Spellcraft.
Maybe I should take a level of Sorcerer instead to represent Grace's latent succubus blood waking up? It'll cause my social skills to suffer a bit but I can fill that gap.
!
Don't bards get Spellcraft though?
Don't know exactly what you want specifically out of Sorcerer but could VMC also work?
+1 BAB (CMB and CMD)
+1 all saves
+1 to 8 skills (human skill bonus): Craft Alchemy, Heal, Knowledge Arcana, Knowledge Nature, Knowledge Planes, Knowledge Religion, Spellcraft, UMD
New Hex
(ley line guardian gains spells as sorceror)
Gain access to 3rd level Spells (1 Known –the dreaded Bestow Curse+ Patron Spell- Haste)
1 new cantrip known: Message (playing it off as side effect of ritual)
3 3rd level spells per day, 1 2nd level spell per day
+4 HP
Debating Cauldron, Fortune and Misfortune, all benefit the party as a whole, any preferences?
Oh, The scraiest part of Bestow Curse.....this" You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Possible list from message boards submitted for GM perusal/approval:
• Target is rendered sterile.
• The next person introduced to the target for the first time
will hate him or her uncontrollably forever. Even if this
curse is removed, the person still hates the victim of the
curse, but the victim can improve the person’s attitude
normally after the curse is gone.
• Each time the target attempts to help a friend or ally, there
is a 50% chance the attempt fails and causes the ally to fail
at the task.
• Target is struck blind and deaf.
• Each round in combat, there is a 25% chance that the
target will attack the nearest creature rather than choosing
an opponent normally.
• Every time the victim makes a d20 roll, a roll of 20 counts
as a 1.
• The victim effectively ages, moving him or her to the
beginning of the next age category. See Chapter 6 of the
Player’s Handbook for the effects of aging.
• At some point within the next week (or whenever it is feasible),
thieves are able to steal all monetary wealth the
victim has.
• Animals refuse to be within 5 feet of the target and do not
respond to the target’s commands or requests.
• Each time the target meets someone for the first time,
there is a 50% chance that the new person will confuse the
target with a hated enemy, a well-known criminal, or a
raving lunatic.
• All creatures of a specific kind (such as orcs, owlbears, or
black dragons) are permanently invisible to the sight of
the victim (invisibility purge does not help, but see invisibility
and true seeing do). The spellcaster chooses the kind of
creature.
The following effects can be substituted for those given in
the bestow greater curse description (see Chapter 6).
• A random friend or family member of the target contracts
a disease. If the disease is magically cured or runs its
course (regardless of the outcome), another loved one
contracts a new disease.
• The target’s most powerful and/or cherished item falls
apart, becoming forever useless.
• Valuable metals (such as platinum, gold, silver, and
copper) turn to lead in the target’s possession, even if they
are in a bag of holding or stored away from the target. The
target’s touch transmutes valuable metals (including
coins) into lead as well.
• 1d4+1 of the target’s loved ones or allies are affected by a
curse chosen from the bestow curse list above.
• All of the target’s loved ones and allies suddenly despise
him and are considered to have unfriendly attitudes. See
NPC Attitudes in Chapter 5 of the DUNGEON MASTER’s
Guide for actions former allies might take.
• The target cannot cast spells, use spell-like abilities, or
activate spell completion or spell trigger items.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
Ouch, I had to give away all the ranger spell casting capabilities for the trapfinding. I do not complain, I think the 'mechanic hunter' fits well for him.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Hey, bodies are natural they will decompose. Eventually.
So you guys departed the mill? You explored all of the floors from the ground up, yes. But there was a set of stairs on the outside that led to the undermill beneath, it was not reachable from within the portion of the building you entered.
There probably wasn't anything important in there anyway. :)
We can always come back for the rest of the mill. It's a bad idea for a party of three to handle anything that might be down there since 3 of us are elsewhere
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
The game was moving horribly slow despite we having a good posting frequency. We were leaving things unexplored so we could at least advance in the main plot.
For Erylium, she fled invisible when we had no way of fighting invisibility. And Malfesknor, we did not know the demon really, just we were almost crushed by Nualia, and without resources to heal up we were just too scared to keep exploring and it seemed we had finished the menace with Nualia anyway.
Perhaps Crispy was having plans for them both, I do not know, I guess it depends on their role in the main plot and upcoming events.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Half-elf male Ranger 10 | RoTRL Doc·Treasure | +2 goblins, +5 giants, +4 undead, +4 urban/underground | Ghina +15 HP 67/67 AC 26 TAC 17 | (Died fighting Mokmurian)
@Quartermaster mode on
GM ShadowLord wrote:
About the loots. Both masks detect as magical. All of the war razors are masterwork. One hand crossbow is masterwork. The buckler and short swords are both +1 and obviously the wand is magical.
What about the armors? Anything magical or mwk?
I do not know if anyone can identify the properties of the wand and the masks.
I was thinking of fast-forwarding a few game days to let the resurrection and recovery of Sam, the recooperation of Sarah/Jessica, the search for Kiley/Tal and deciphering of the book to take place.
Thoughts? Any RP you want to get in before that? I know Elisai needs to drop some questions for the birds still.
You more or less nailed it on the head, you don't find anything. If the players decide to return one day we can work it back in but for now they are MIA.
Hmmm? I'm not trying to lose any additional characters, I just don't see an easier way to write them out where they decide all of the sudden they've had enough but you all should go on.
So your character has no reason to continue if someone else happens to drop out? Or are you saying they need to continue as NPC's for Sunday to stick around?
We can play this multiple ways, by no means is it a done deal.
If you want to tie this up in a neat bow, we can totally move off in a direction to rescue Kiley quite easily and still make it fit into the storyline no problem. If after she is rescue and decides that she does not intend to continue on with the rest of you though, would Daud still go on?
Or would you rather roll up another character and let that search for Kiley fade to black? I'm willing to work with whatever you want to do most.
HP -16/94 | AC 26 TAC 15 FF 23 | CMD 30 | F +11 R +12 W +8 (evasion; immune to sleep; +2 vs enchantments; 1 Will reroll) | Ini: +3 (+4 terrain) | Senses: low-light +21 (+5 vs traps;+4 terrain) |
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Woosh.
Okay.
I do admit, the heavy influx of death has been a little demoralizing. Jessica's parents. The priest boy. Maybe Tal. I can't imagine how Jessica is, ICly, standing, much less fighting back.
BUT I also recognize there's a strong horror aspect to this game. So I'm not complaining.