Geoffrey's Finest (Inactive)

Game Master CampinCarl9127


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NP Rilka. I got the idea from the first WotW book where you gain an additional trait after being trained by Thorn.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Toramin also wants to pick up Shadowtongue while he is here.


Heh, there's not a lot who speak that language anymore, but there are a few amongst the Aestherics. Can you link me to the language learning rules?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I have a language slot open. I don't think there are rules for that. There are for learning languages outside of linguistics points.


Ah, those were the rules I was referring to, I didn't know you have an empty slot. Yes, feel free to pick up shadowtongue. Have fun learning that from Jasper ;)


I have my local game tomorrow and won't be on the boards most of the day. Please take the time to decide on what else you want to get done in town. Also plan for visiting Rilka's home and having dinner with her parents, which will be the send off for the beginning of the next arc of the campaign.


Dalton, what time of the day would you attempt to scry on Geoffrey? I already previewed the rolls and he failed his second save.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

It's not a big deal but with the campaign's title, I kind of expected Geoffrey to have a bigger role in the story.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
DM Omen wrote:
Dalton, what time of the day would you attempt to scry on Geoffrey? I already previewed the rolls and he failed his second save.

Early afternoon.


Bjorkus wrote:
It's not a big deal but with the campaign's title, I kind of expected Geoffrey to have a bigger role in the story.

I want you to remember this post.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

What have I done?!


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Omen, should I write a post about going to visit Geoffrey and Great Uncle Thrungr? Or will you tell me when that's appropriate?

All Toramin wants Geoffrey to do is grow a spine. He seriously hopes that a few months of reflection has gotten him to sort out some of his self-perception issues.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Oh dear, I just read Geoffrey's post. That's not promising vis-a-vis my hopes.


Now is the time! Feel free to completely write up the meeting with your uncle, but obviously I will be playing Geoffrey.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Some stuff I won't know. Did he get the Ankheg shell that I sent him? If so, what did he make with it? Did he see Narad when his was in Andril? Does he want to call that favor I owe him?


Ah, that is right. To keep things simple I'll play Thrungr for now.


How and when do you plan on approaching Geoffrey?


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

Afternoon tea, knocking on his door. Introducing my sister.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Are there any special crafting materials (as per the table on the SRD) Dalton would have great difficulty finding during that month?


You're in Taryin, the capital of Andril, and it's treated as a metropolis as far as the rules go. So the answer is basically no, as long as you're not trying to find anything of exceptionally rare value (like chthonic steel).


Rilka go ahead and take over for the family dinner.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Okay, I'll start writing it now.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

I had the idea for a couple time-based spells to research. Let me know what you think:

Rebuke Rot:
1st Necromancy [time]
S, V
1 round
Close

Saving throw: Fort negates
Duration: 1 day/level

This spell functions to do one of two things. It can either preserve 1 lb/level of organic material from further spoilage,

OR

it can backtrack any spoilage, rot, or fermentation of up to the same weight by an amount of time equal to the duration of the spell. Choosing a point in time between those ends can be accomplished if the caster appropriately assesses the desired level of ripeness with a heal check of DC 10 + (# of desired days from spell duration) being made prior to casting of the spell. Failing the check may result in green bananas, de-sharpening of cheddar, or the like. This spell does not retract physical changes (as opposed to chemical changes), so, for example, while a corpse's decay could be reverted, its broken bones due to a fatal fall would not be.

Echo:

2nd Transmutation [Time, Sonic]
S
1 standard action
Touch

Saving throw: Will negates (harmless)
Duration: 1 minute/level

With a repeated gesture of your hand, you create an internal reverberation in the target's vocalizations. The sound effect gives the user a touch of seemingly otherworldly sensory stimulus to impart to others, bolstering the authority of verbal communications, granting a +2 competence bonus to verbal diplomacy, verbal intimidate, and verbal performance checks while also conferring a -8 penalty to verbal bluff/disguise checks made to falsify one's identity (unless, by some chance the identity also is presumed to have that effect, in which case the penalty is turned into a bonus). Perception checks to hear the target decrease by 2 as the voice is not louder, but is rather unique.

While in effect, sonic damage dealt is increased by one point per die. In addition, spell failure chance due to verbal difficulty is reduced by 20%.

If a user with this effect is within the sphere of influence of a silence spell, both effects are suppressed (for that user only) for the duration of the interval they are both active.


Between Toramin, Ianna, and Rilka, if there was ever a TPK there would be hell to pay from family revenge.

I like rebuke rot, very interesting, and appropriately powered for a 1st level spell.

I also like echo (although you won't have to worry about anybody else having it since only you have the ability to research these spells, so unless a spellcaster steals your spellbook or something...).

Both have my stamps of approval. Keep coming up with ideas!

Normally the costs for developing these two would be 3000gp and 3 weeks, but with your trait it is 1500gp and 1.5 weeks. Also it will require spellcraft checks and some self-assisting knowledge (arcana) checks (one pair of checks for each).


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Know(Arcana) 1: 1d20 + 18 ⇒ (6) + 18 = 24

Spellcraft 1: 1d20 + 21 ⇒ (16) + 21 = 37

Know(Arcana) 2: 1d20 + 18 ⇒ (6) + 18 = 24

Spellcraft 2: 1d20 + 21 ⇒ (20) + 21 = 41


Yup, that'll do it. You have plenty of time in town too, in fact you have another 3.5 weeks if you want (although I realize you'll be restricted somewhat by money).


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Excellent. Seinfeldian utility - it's what I do.


I'm loving the RP! I'll be silently lurking until you guys are ready, feel free to RP with Rilka's family to your heart's content. Enjoy the safety while you can I'm sure it's relaxing!


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

Toramin and Ianna don't have big things to do at the dinner, but they are having loads of fun.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Ianna Trealamhgabha wrote:
Toramin and Ianna don't have big things to do at the dinner, but they are having loads of fun.

Ditto with Dalton. He'll be happy to entertain the kids with the cantrips


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Speaking of entertainment, I just watch a clip about the deadliest of creatures.

Electrolocation. Death comes with lightning speed.


Female Dwarf Priest 6/Exalted of Bolka 3 l HP: 62/62 l Init: +5 l AC: 11 [T: 11; FF: 10; CMD: 13] l Fort: +13, Ref: +7, W: +15 (All saves increase by +3 for p, sp, and spls) l Per: +11

What about a time spell that made durations run out quicker, like a poor man's dispel? Or added to spell durations?

Or one that created a "spell echo" where you are effected by a spell from the last round again on the subsequent round?


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

The video didn't really explain what makes them so deadly. Is it just that they're really good at finding their prey?


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)
Ianna Trealamhgabha wrote:

What about a time spell that made durations run out quicker, like a poor man's dispel? Or added to spell durations?

Or one that created a "spell echo" where you are effected by a spell from the last round again on the subsequent round?

I was thinking about the very first idea you mentioned, but I was in the process of assigning school, duration, target, etc. still.

The last two are extremely powerful if used correctly. Perhaps above 4th level. Maybe later!

Regarding the video, I meant it as more of a joke. As you point out, they're not deadly at all (unless you're a child/elderly/small mammal/food). The bestiary did a good job of incorporating the electrolocation as lifesense.


I will be moving things along tomorrow.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Rilka are these shoes like horse shoes or covers for Bjorkus's hooves?


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

I absolutely forgot that minotaurs don’t have human feet. Would it be possible to retcon a different gift, DM Omen?


Well half mintoaurs do, but Bjorkus is basically playing a medium sized Minotaur. Absolutely Rilka.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

You don't have to Rilka. They could just be horseshoes. =P


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

If Bjorkus doesn’t mind having horseshoes as a gift, that’s okay with me. How about silver horseshoes?


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Would it be possible to have a concealing pocket in Rilka’s headband? I thought it might be a good place to keep a second pair of lockpicks.


Male Grizzly Bear 3 | HP: 30/30 l AC: 19 /T: 12/FF: 17 l Fort: +4, Ref: +5, W: +4 l Init: +2 l Per: +5; Low-light vision; Scent l Movement: 40

Yup. Sounds good.


Expect a very large update tonight.


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

Anyone look at the occult classes in detail? I saw the books being sold at GenCon, but they just went up on the SRD recently. At a glance, mesmerist looked fun.


Male Dwarf Paladin (Stonelord) 11 l HP: 105/105 (127/127) l Init: +1 l AC: 30 (44 v giants) [T: 12 (14); FF: 27; CMD: 29/33(43)] l Fort: +13 (+15), Ref: +7, W: +9 (+11) (All saves increase by +5 for p, sp, and spls) l DR: 5 (Adamantine) l Per: -1

I have the book. I enjoyed the flavor of the Spiritualist class quite a bit. Can anybody tell me how the capstone of the Psychic Bloodline actually works, because the text of the ability seems to be working at cross purposes with how the spell actually works.


I've come down with a pretty nasty cold and I'm trying to adjust to the new school year, so I may not update for a few days. Sorry for the delay.


Ok, still sick but let's get the ball rolling again. What is the infiltration plan and what is everybody's alias?


Skills:
Appraise +21, Bluff/Diplomacy +16, Fly +15, Know(Arcana/planes) +21, Know(other) +11, Perception +2, Sense Motive +0, Spellcraft +27
Defenses:
AC 11/11/10 HP 68/68 / F +6 R +5 W +9 (+2 vs. Enchantments) / Init. +2
Spells:
DC = 17 + lvl. (+2 if transmutation) (+1 if on Druid list)

How well-known is Dalton?


Not common knowledge, but well informed people and a good number of merchants would know of him.


F AKA Chibi Kerchiechoo Halfling Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10
Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Rilka will use Chibi Kerchiechoo as an alias (Poesietoe was another idea for a surname).

For the infiltration plan: assassins definitely not a good idea. Maybe we should attempt to set up shop as a fence...or run a “neutral ground” tavern where underworld people can meet. Another idea is to take control of a small gang in the city and expand our territory block by block over the course of a few months.

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