Gob Smash One

Game Master Tacticslion

They be goblins, you be food... why are they so weird, dude?

That's what the W.D.G.F.F. (Western Duchy Goblin Fighting Force) first Reconnaissance and Strike Crew, aka "Gob Smash One" (that's you) have been sent to find out, in the barren mana wastes beyond the edge of the Duchy near the border of Geb in an ancient abandoned outpost called Hightower...


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Vitals: Hp 37/37. AC 26, T 15, FF +23, Fort +5, Ref +7, Will +2 (+2 vs spells and SLAs, Evasion, Stalwart, Fort, DR 2-), Percept +11, Darkvision 60ft, Initiative +6, Stealth +9, Sense Motive -1
Skills:
+11 Acro, +5 Climb, +11 DD, +11 Fly, +11 Percep, +3 Perform (Strip Dancing), +8 Prof (Soldier), -1 Sense Motive, +10 Stealth

Gahhh! I got so left behind sorry folks!
Btw I read everything. Dang OCD >.>
Also, that journal idea was brilliant! I am going to have to use that later :)
Lets see. How best to catch up...

Stone had been humming a dwarven marching tune in his head for the last while
This is a March that never ends
it goes on and on my friends
Some people started walking not knowing what it was
And they will continue Marching forever just because
This is a March that never ends...

Except that after a while it had slipped into the collective telepathy as a sort of background buzzing that has now gone on for hours.
Finally snapping out of it (most likely with a few hits over the back of the head) he sounds rather confused.
Huh? What? Where am.. Oh ya, last I was doing standard training under her High Command, Emergency-General Amita Narahari and the Sarge when.. Uhh.. Of course! it makes perfect sense!
And then back in the collective telepathy
First It was the soup. It had to be. Because after eating that strawberry swirl we were wrestling the crocodile. then came the squirrels. Those beautiful squirrels dancing in a line. And I am a dwarf, my Pappy told me so. Why do I have to remind myself? CLAWS! CLAWS AND NEEDLES AND SHARP STUFF! AND.. squirrels dancing in a line. Ahh ya. It all makes perfect sense! Why am I on a Donkey? And why do I get the distinct memory of NAMING said donkey Stone???
All is right with the world. We are hunting filthy, disgusting squirrels for Her High Command, Emergency-General Amita Narahari herself!
And Long Live the M.D.G.F.F!

His thought processes are just a little difficult to follow :P

Now for some rolls, to see what I know :)
Sense motive: 1d20 - 1 ⇒ (9) - 1 = 8 To see if he realizes anything (hint, he shouldn't...)
Perception: 1d20 + 12 ⇒ (15) + 12 = 27 To see whats happening around him
Ride Check: 1d20 + 10 ⇒ (18) + 10 = 28 To stay in the saddle :)

BTW Stone named his donkey Stone >.> Any chance he gets to name anything and it will be Stone, just a quirk of his brainwashing ^.^
Moar Rolls to see what I know!!!

Int Check: 1d20 + 2 ⇒ (13) + 2 = 15
Wis Check: 1d20 - 1 ⇒ (13) - 1 = 12


Good INT checks, but it's still not quite enough to nab everything. Still working at Aid Another prior to the game, thus netting you a grand total of 23 as your highest check (INT, for the curious). Memories and information are starting to surface, but there are a few more things that you all know are still missing. We've had checks from Layla, Shaedo, and Eris so far. Anyone else care to give it a go? Will saves work as well (though they don't get Aid Another bonuses), and Perception (which do get Aid Another, though the DC is higher). Now back to working on the first post of Gameplay... tee-hee...

EDIT: Elf and Goblin ninjas everywhere today! And the INT and WIS Aid Another checks inch ever higher... 25... ooh... just where things start to get interesting... perhaps a hair more...


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Plucks blond lock from head*

Here ya go! (^_^)


:D

EDIT: One thing I neglected to mention before, mostly because it got lost in the flurry of posts, is that, in searching for her map (though she didn't pay it any mind at the time), Layla came up with vials of a variant blue whinnis - lots of them. She has 20 doses... a small fortune in poison.

In fact, each of you have 20 doses, and you feel quite competent in its use. You're also pretty sure this is exceptionally potent Blue Whinnis - exceptionally potent enough to increase the normal poison DC and possibly even the effects.

EDIT 2: Oh, and the first post is finished. If we haven't heard from Ooze in the next hour-or-so, I'll go ahead and post it up. No pressure, Ooze, I'm just getting the game started! :D


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Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

Int(Aid Another): 1d20 + 4 ⇒ (12) + 4 = 16

I don't understand why she had to brainwash everyone. Most adventurers work for gold and treasure. I am here for information which I intend to get hell or high water. I didn't need any damned brainwashing. This is why I barred the enchantment school. It's creepy and immoral. This is not over. I will be having a very stern conversation with her when we return.

But...for now...let's just get to the tower. My spell should hide the group for the approach. With that Dijiron put up his hood and prepared his material components.


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Hey, since this is probably the last chance we have before the official opening of gameplay post to adjust our starting equipment, and I just realized we have NO DIVINE CASTERS in our group, I just grabbed a few cure light wounds potions at the 10% discount (45gp each). Anyone else reading this before the GM's opening of gameplay post may wish to do the same!


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Male Gnome Experimental Gunsmith 3 | AC 21 T 16 FF 16 | HP 28/28 |F 5 R 7 W 2 | Init +7

I forgot to make Int and Wisdom checks. So here goes.
Int: 1d20 + 1 ⇒ (11) + 1 = 12
Wis: 1d20 + 2 ⇒ (5) + 2 = 7

"Who cares if we been compulsed! This storm is gonna hit and it won't be pretty. I mean yes it will probably be very pretty and flashy and multicolory and... "decides to get to the point."But it will do horrible things to us or at least to the donkeys, and my mustache is just about perfect now."

Looking about at the map he was provided, "Does anyone know how far it is to the tower or do we need to look for a cave or a tunnel around here."

About how long until the storm hits and does it look like we can make it to the tower before it really hits? Survival roll to assist in this answer.
Survival: 1d20 + 6 ⇒ (19) + 6 = 25


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

Dang my internet is out

Posting from this tiny keypad on my phone and I can barely see it also no fancy formatting it takes long enough to type this.

Hope to be back online later tonight


Well, that's finally got us over the high DC, fellas. That'll do. I'll post the information and Gameplay thread shortly.

EDIT:

Lulu Yordle wrote:

Dang my internet is out

Posting from this tiny keypad on my phone and I can barely see it also no fancy formatting it takes long enough to type this.

Hope to be back online later tonight

Oh, no! I know how frustrating that can be first hand. Hopefully it'll come back on, soon! :/ (If for no other reason than to allow you your government-given right to watch Nyan-cat, of course. :D)


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Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

While working afternoons has its advantages, work time has a way of creeping up on me, and then I end up leaving poor Shaedo in the middle of her transformation. >.<

The following would have happened before warning call about the storm. It probably would have been a round or two. Shaedo can shift quicker when she wants, but takes her time to get it just right if she can.

Shaedo's shape changes, at first slowly, then rapidly from fox person to human child. No fox ears, dark hair, with dreamy blue eyes. She looks at this appearance in her mirror. "Nope. That was Thuvia- I think. Some nobleman's daughter..."

Her appearance shifts to the recognizable gnome or elf child with fox ears and prominent eyes, the form she wore when the party first gathered in the mess hall.
"I was the other real me in Alkenstar! Oh good..."
Once pleased with the general shape of her appearance, Shaedo begins working on the details, using her shape changing abilities to shift the shade of the hair, eye color, exact complexion of the face. Multi-tasking Shaedo quietly sings to herself as she works on her shift, studying each detail in the mirror. She seems to have trouble remembering the hair color she had last week.
Silver... or Fire??

She settles for silver with golden high-lights. She then studies and perfects each detail making use of her Shapechange ability in a way similar in appearance to how a human woman might apply makeup. "Ta-da! That's it exactl- no wait, that wasn't there." A beauty mark on her cheek vanishes, and then she nods to herself, smiles and puts the mirror away.


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

"From what I can tell, if we ride hard, we may make it to the tower before this storm really hits, and we're unlikely to find other decent shelter any closer, so let's move!"

I made good rolls previously and confirmed with the GM that this seems to be our best option. :)


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Female Kitsune (S) (current appearance) Ninja (Performing Trickster) 3 | AC 18 T 13 FF 16 | HP 13/16 | F + 0 R + 4 W + 4 | Init + 4

And a little reaction to the storm call...
"There are wild magics in this place, but they're not -always- so bad...' Shaedo muses while running her fingers through the fur of her silver tail, which, along with the other, has not disappeared with her transformation. "Oh, but they'll be rain- and lightning and maybe frogs and fish, considering this being a mana storm - tehehe!- but truly, I loath the idea of getting drenched! So agreed! On, on to the tower!"

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2
Dijiron wrote:
"I don't understand why she had to brainwash everyone. Most adventurers work for gold and treasure. I am here for information which I intend to get hell or high water. I didn't need any damned brainwashing. This is why I barred the enchantment school. It's creepy and immoral. This is not over. I will be having a very stern conversation with her when we return."

Eris nods in agreement. "Oh, I agree that her methods were extreme, Sage Dijiron. But needs must when the devil drives, wouldn't you agree? We shall simply have to persevere."

"And I must say, I completely agree with you in regards to enchantment magic," Eris says passionately. "My grandfather was an enchanter, and he was not a respectable individual! I will not use a shred of enchantment magic, I've vowed that." Eris sniffs in disdain, as if the very mention of enchantment magic offends her. "It robs an individual of the very thing that makes them unique: their free will!"

"But in this instance, I don't truly believe our free will has been damaged. Merely...nudged. After all, as you point out, all of us had our own reasons for being part of this expedition, prior to taking place in whatever ritual Amita Nahari cooked up to corral us. Why, I volunteered, in point of fact!"

Shaedo wrote:

Her appearance shifts to the recognizable gnome or elf child with fox ears and prominent eyes, the form she wore when the party first gathered in the mess hall.

"I was the other real me in Alkenstar! Oh good..."

Once pleased with the general shape of her appearance, Shaedo begins working on the details, using her shape changing abilities to shift the shade of the hair, eye color, exact complexion of the face. Multi-tasking Shaedo quietly sings to herself as she works on her shift, studying each detail in the mirror.

Eris watches Shaedo's transformation with interest. After the silver-tailed woman has put away her mirror, Eris spurs her donkey forward ("Come on, you blasted inconvenience!", she mutters) and rides to Shaedo's side. "Darling! you should feel quite free to wear your natural form, if you wish! You're quite stunning, don't you know. And if any of the squad give you a hard time about your appearance, well, they'll have to answer to me!"

"Of course, if you're changing your form to something more suited to the storm, I certainly understand. Kallisti got caught out in the rain once, and, well, just let's say that wet fur can be quite the hassle, yes?" Eris' eyes gleam, confident and charming. "I just wanted to make sure you knew to feel comfortable in whichever form you choose, my dear! And let me know if you have any problems, mmm?"


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(DCs for total INT/WIS checks to recall are noted in Parenthesis)

Your collective intellect has allowed all of you to recall everything below.

Thus you may read the spoilers, should you wish - this is not required, as it is merely flavor text.

With the near-onset of the incredibly dangerous Mana Storm, and the collective weight of your intellectual prowess, you begin reconstructing your recent training. There were men and women around you many times, placing things in you, casting spells on you, and performing all sorts of strange tests and experiments on you, both alchemical and arcane. The memories suddenly flood back - blurry, inconsistent, strange, but full enough to make everything that you've been trained to do quite clear. You are extraordinarily skilled killers, now. Two voices in particular - voices you don't otherwise recall hearing at the encampment - are particularly prominent in this. Whoever it is certainly seems to be a different person than the her High Command, Emergency-General Narahari.

W.D.G.F.F. first Reconnaissance and Strike Crew ("Gob Smash One") Training Recollection

Definition for the Following Abilities (DC 5)
The members of the W.D.G.F.F. first Reconnaissance and Strike Crew ("Gob Smash One") - hereafter referred to as an "assassin" - are specially trained in many deadly arts in service to the State. An "assassin" will be referred to in feminine form below, regardless of the gender of the member of the W.D.G.F.F. first Reconnaissance and Strike Crew ("Gob Smash One"); this means that no matter the actual gender, the following applies to all members of the W.D.G.F.F. first Reconnaissance and Strike Crew (aka "Gob Smash One" or "assassin").

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Proficiency (DC 10)
You are considered proficient with all improvised weapons. You qualify for feats as if you had the Catch Off-Guard and the Throw Anything as feats, even if you do not have those feats. You gain improved unarmed strike feat as a bonus feat. Further, after your first attack with any weapon (which can be a practice swing) in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up. Additionally, when using any other item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce any improvisation penalty by 2 (to a minimum of 0). I may rule that some things are just not suitable for use in certain ways; for example, gluing a dead goblin’s face to your own face, while hilarious, (probably) won’t help you disguise yourself as a goblin (or, for that matter, a Halfling).

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Assassinate (Ex) (DC 15)
Once per level per day, "assassin" may kill or temporarily paralyze an unsuspecting enemy* (defined below) or one that is unable to defend themselves.

If an assassin studies an enemy* for 1 round (a standard action) and then makes an opportune strike that successfully deals damage on the following round, the opportune strike has the additional effect of possibly either paralyzing or killing the target (the assassin's choice).

The attempted assassination fails if the enemy* detects the assassin or recognizes her as an enemy (although the attack might still be an opportune strike, as normal) unless they are paralyzed or helpless. If the target of such an assassination fails a Fortitude save against the kill effect, it dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to act for 1d6+10 rounds. If the victim's saving throw succeeds, the attack is just a normal opportune strike. The DC of the fortitude save is based on the assassin's choice of DEX modifier, INT modifier, or CHA modifier; it is of 15+modifier for melee attacks or 11+modifier for ranged ones.

(DC 20) Whenever an assassin kills a creature using her assassination ability during a surprise round, she can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice the target is dead for a few moments, allowing the assassin to avoid detection.

By expending two uses of their ability, a member can make a assassination attempt against an enemy* without studying the enemy* beforehand. She must still make an opportune strike against his or her enemy* that deals damage.

If an assassination is attempted and fails (for example, the enemy* makes his save), the attempt is wasted and the target is immune to the assassinate ability of the entire unit for 24 hours. If the member does not launch the attack within 3 rounds of completing the study, the attempt is not used up for the day, but another new 1 round of study is required before she can attempt another assassinate.

* Definition of Enemy wrote:

An enemy is hereby defined as any creature who is a non-member of the W.D.G.F.F., their first Reconnaissance and Strike Crew, and/or "Gob Smash One" who:

- is a goblin;
- you know or suspect may have either directly or indirectly (including accidentally) attacked, harmed, or inhibited said members or organizations, the interests thereof, the State of Alkenstar;
- voluntarily allies themselves with an enemy of Alkenstar (and, we suppose, Nex too, so long as that country doesn't betray us- er, that is, so long as Nex doesn't betray Alkenstar), the W.D.G.F.F., their first Reconnaissance and Strike Crew, "Gob Smash One", and/or other creatures defined as "enemies" listed above. (DC 25 Addendum, DC 27 Below)
You recall two voices...:
~ couldn't we just leave an enemy defined as "an enemy" and leave it at that?
~ but what if they think of us as enemies?
~ okay, that's a good point, but couldn't we just leave the ones defined as "not enemies" in the definition, and then leave the normal definition of enemy outside of that? I mean, just tell them not to think of us as enemies? *click* hey, you, don't think of us as enemies! *click* like that? it would cut down on confusion later and shut down potentially exploitable loopholes by the clever
~ hm, yeah, that's a good point; okay, that's the new definition for us all to use! We'll make sure to use it for future Reconnaissance and Strike Crews that we train instead
~ are we going to name 'em all "Gob Smash One"?
~ nah, the paperwork is too confusing, and it'd be way too much of a hassle to prove that we're being 'properly-ethical' like she's always on us about if we did something like that - that one goblin was close enough for me; much easier to actually number 'em and just explain that any other crews are out on mission or dead, though, if we do it right, we'll hopefully have more of the former; really it's not about their individual success, though that's really nice, it's about putting pressure on her-
~ hey... wait... is this thing still on?
~ oh, <expletive deleted>, quick turn this off befo-

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Opportune Strike +2 (DC 10)
If an "assassin" can catch an opponent when it is unable to defend itself effectively from her attack, she can strike far more viciously than most. Whenever she is flanking a creature, or attacking a creature with a detrimental condition or affliction or who is denied their dexterity bonus for any reason, or attacking any creature who otherwise is suffering a penalty due to any sort of effect, can deal additional damage. "Assassins" gain a +2 bonus to their damage.

This ability stacks with any other similar abilities the assassin may have. Most similar abilities grant a bonus equal to your level +1.

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Poison Use (DC 15)
An "assassin" is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Addendum wrote:

This ability may not be used in any city or building of Alkenstar unless the assassin in question has been given explicit permission to utilize it. (DC 25 Addendum, DC 27 Below)

Again those voices...:
~ ...
~ nothing to add this time?
~ ...
~ seriously? nothing?
~ no, but you left it on again, and it is really expensive to properly train these and replacements
~ <expletive deleted>! <expletive deleted>! <expletive deleted>, clo-

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Lore (Ex) (DC 15)
Information is vitally important in the field. An "assassin" has been forced to read and memorize a dazzling array of books via magical and alchemical ability within a relatively short time - far too much far too quickly to truly remember. As a result, though, she may well sometimes know things that she shouldn't. She adds half her level to all knowledge skill checks, and may make such checks untrained. If a character is trained in a knowledge skill, they may take 10 instead of rolling, should they wish. This stacks with similar abilities.

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Murderous Training (DC 20)
An "assassin" has been pushed to the breaking point, but has gained great boons from it. She gains a +5 bonus to all saves against diseases and poisons, and to Sleight of Hand checks and she can make such checks untrained; additionally frisking the assassin does not grant a bonus to opposed Perception rolls. An Assassin may attempt to use the Stealth skill, even while being observed; this otherwise functions like the Hide in Plain Sight ability for any terrain.

Addendum wrote:

This ability may not be used in any city or building of Alkenstar unless the assassin in question has been given explicit permission to utilize it. (DC 25 Addendum, DC 27 Below)

The voices return...:
~ is this really necessary? what if we're attacked and we need them to defend us?
~ then we'll give them permission
~ but what if we're dead?
~ then we don't have to worry about it, do we? *sigh* look, okay, fine; *click* if we (or those similarly in charge) are dead for some reason, they, er, you have explicit permission to utilize these abilities in all circumstances *click*; alright?
~ yeah, that sounds good; we can be sure add that to the progra- er, 'training' next time
~ hey... wait... who left this thing on again? *click* uh, no cause for alarm, this is all perfectly ethical and in no way violates any rights whatsoev-*click*
~ <long expletive phrase deleted>, <expletive deleted>, we have got to be more careful with the next batch, they won't be as expendi-

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Uncanny Dodge (Ex) (DC 20)
An "assassin" cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An assassin with this ability can still lose her Dexterity bonus to AC if an opponent successfully flanks her.

(DC 25) If an assassin already has Uncanny Dodge from a different class, she automatically gains Improved Uncanny Dodge instead. If she already has Improved Uncanny Dodge (or would later gain it), she instead cannot be flanked at all.

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Gameplay Thread Now Open. Go forth and work your doom.

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2
Layla the Twin-Blade wrote:
Hey, since this is probably the last chance we have before the official opening of gameplay post to adjust our starting equipment, and I just realized we have NO DIVINE CASTERS in our group, I just grabbed a few cure light wounds potions at the 10% discount (45gp each). Anyone else reading this before the GM's opening of gameplay post may wish to do the same!

I concur! I picked up a wand of cure light wounds so I can heal others (I have a fairly good UMD skill, so this should work out...). I also bought four potions.


GM Thoughts: "Hm... I wonder if it would be too much of a spoiler to, at this point, note that every one of those abilities will be potentially applicable at least once. Naaaaaaah... I better not say anything. Let them figure it out on their own. I don't want to worry them, after all. Oh wait, I'm a GM." >:)


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Okeys! I see tha' need fer soothin'! I will buy 7 (Count 'em SEVEN!) potions of 'Troll Stypic' (Though, just this once I be beseechin' tha' DM ta' let me have it be somat like 'Elf elxr' or somat, please! Makin' tha' fort save fer tha stuff... *Shudders* Just these seven?


... hm. Very well: I SHALL GRANT YOUR WISH!!!!
NOW DESPAAAAAAAAAAAAAAIIIIIIIIIIIIIRRRRRRRRRR!!1!!2!!one!!
MUWAHAHAHAHAHAHAHAHAHAH-ha...hah...ha... wait... dang it I did something nice again.


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Squees and hugz teh DM* (^_^)

Still tweakin' thing with tha' character. Will add in 'Retcons' with spoilers an' such when I gets more of tha' time!

Wishin' every one all'a very bestest! (^_^)


*grumble-grumble* "going soft" *grumble* wait, I'm already soft *mumble* like a teddy-panda*mumble* gotta get back my "vicious edge" *worry-complain*

Harumph! In exchange for having done something nice, I will now reveal what I am thinking (as self-evident by the fact that I have to be thinking it in order to write it down):
"Ho-hum. Oh look! Players! Hm... ah, yes, I think I shall just look at my environmental rules as well as my no less than eight (technically speaking, substantially more) wild-primal-surge of wonder tables. Hm... I wonder if I should make it semi-random how long they have before the storm breaks in earnest..."
Tee-hee. #evil-grin


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

I posteded! I is lookin' fer shelter!


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

OK just to be clear (and BTW I got internet back) do we all have those abilities listed above? and what are the DC's for? if we have them I think I should put them on my character sheet...


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

*Hugz Lulu* Congratulations on gettin' back in't tha' world wide webz! Hope it weren't too much of a bad thing whut took ye away?


Huzzah for the internet!
Everyone does, indeed, have them - the DCs are my notes on what your group needed (individually or as a whole) to break through the locks and actually remember what you could do. (Otherwise it would have probably slowly come out in critical situations, and you guys'd likely have missed stuff.) If anyone wishes to shed them... they can... with time.

Short-list version:
* Proficiency with any improvised weapons and unarmed strikes (lethal or non) and don't provoke attacks of opportunity with them.
* Assassinate: (lvl/day) you can study someone for a round and maybe kill (or paralyze) them when you hit them with an opportune strike (melee is a bit better than ranged) and might even be able to get away with it with no one the wiser; expending two uses means you don't have to study them first
* Opportune Strike: you can hurt someone really badly when they're suffering from any sort of penalty; rogues are secretly the best
* Poison Use: you're not a clutz you can use poison without accident (oh, hey, look: you've all been equipped with lots of poison)
* Murderous Training: +5 v. disease and poison, +5 sleight of hand (which you can use), stealth can be made while being observed
* Uncanny Dodge: you can't be caught flat-footed, though you can lose your DEX modifier to AC through other means; alt: Improved Uncanny Dodge, or Even-More-Improve Uncanny Dodge

Also, although I'd really appreciate - as a GM - you guys, you know, actually going into Hightower, you are now officially "off the rail"... though it's really likely you want to go into Hightower, given the mana storm outside. :)


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

?

I thought we wus lookin' fer jus' such a thing? (>_>)


You were doing exactly that, Sunny. You were doing exactly that. :) I was mostly referring to the group as a whole, rather than anyone in specific. :D

EDIT: Everyone: I'm going to post what people see and learn from their various checks in the game thread after I give everyone some time to actually make those checks. I will then post a general summary of the information, generally presuming that people tell other people stuff via the mental network. Please do feel free to put it into your own words, though - that'll help make things nice in general. If you would not do that, or want me to check with you first for some reason, PM me.

EDIT 2: The interaction between your new killin' abilities and goblins? Actually, that one's too epic and cool (unless you guys want to go with it), this one, maybe?(Warning, the latter is very... suggestive.) Hm... oh well, maybe I can find one later. :)


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Male Goblin Ranger 3 | HP 36/36 | Init +6 | Fort +5| Ref +7| Will +3| Perception +8| Darkvision 60ft|

And this exploded on my days off!

Days passed, training yelling and more training. Ooze was becoming even more adept than before, which in his arrogant mind was saying something.

And then the unspeakable happened, they force him to READ! It was unbearable, all those thoughts, he stole them from the poor sod who had been foolish enough to write them down in the first place. It shouldn't have been possible, Ooze didn't even know how to read and yet it had happened.

And now, he snapped out of daze riding along on Mange, uncomfortable and and unsure of where he was. And HER it disgusted him that he had felt anything even close to adoration for a humie and yet there she had come smelling like garbage (to him) and saying her sorceress words and walking with her female parts! Ooze would rip his face off if that ever overtook him again.

Snapping his attention abruptly back to the present. "Gruurrrffllbb! What in the hells below is going on here." he literally screamed at the top of his lungs, nearly falling off Mange, even though the stalwart donkey didn't jump in fright.


Copy of the PM...
... aaaaaaaaaaaaaaand, just in time, you now have learned that all that weird reading seems to have given you power to kill people well or something and sift through the thoughts of those it was stolen from (see here); also, game's started. :D


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CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
Layla the Twin-Blade wrote:
Hey, since this is probably the last chance we have before the official opening of gameplay post to adjust our starting equipment, and I just realized we have NO DIVINE CASTERS in our group, I just grabbed a few cure light wounds potions at the 10% discount (45gp each). Anyone else reading this before the GM's opening of gameplay post may wish to do the same!

I picked up a wand of cure light wounds which I can (try to) activate with UMD and I bought a chirurgeon's kit (not yet on my character sheet because my list of final stuff bought is at home - ETA: I'm putting it on there now anyway) and three extra CLW potions as well (which makes 4 including the one in the chirurgeon's kit


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Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I decided to buy myself a cloak of resistance +1. With the discount it should be 900. I will update my AC now. Edit: realize a ring of protection interferes with one of school abilities.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

I'm still catching up and reading everything since last night and so I noticed: hey, we get uncanny dodge for free.

Recognizing that this is a bit minmaxery, could I take a rogue archetype that replaces uncanny dodge therefore since I'd get it from our murder training anyway? I was thinking either burglar (Ceru is an expert getter-into-of-things) or Sanctified Rogue (Ceru is so deeply touched to the soul by the emergency general she feels renewed with purpose and faith). None of this would change her current build as it wouldn't kick in until 4th level.


Up to you, Ceru - I'd be okay with it, either way -, but do note that you'd auto-upgrade to Improved Uncanny Dodge to more or less completely ignore problems with flanking. You can wait until fourth level to choose - you may just wish to role-play those elements until then. :D


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4

One big question for Shaedo is... can she do bardic performance over telepathy? (tehe!)

As for potions, I've got cure light, and pretty sure about mage armor, and reduce person. Considering getting a wand of either silent image or cure light. Shaedo does have UMD; however, while she has no actual spells, she is in part a bard. Would Shaedo be able to use wands with spells from the bard list as if she were a standard bard, or would she make UMD checks?


Hm... you do have bard cantrips, so... ah, sure, why not, I'll allow it. Bear in mind, though, that you're class level is treated as your effective bard level for accessing things without UMD. Agh! I'm being too nice! GMs're supposed to be mean! Evil! I'll have to go post evil weather things now!


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I'm actually a little confused about your question. Do you have Bardic Performance as a class feature. I have never seen a Performing Trickster archetype before. Every PbP I've ever been in (which admittedly is like 4) has been skittish about posting Character Sheets for everyone to see. I wonder why that is? I always show mine in PbP and IRL. Also Mage armor is a bad idea because it won't overlap with the armor your wearing. Try shield instead.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

re: mind control. That seems to be how things are turning out based on how others have posted. You haven't directly stepped in but I like the idea so I went with it. Dijiron is still suspicious but he can't summon enough willpower to truly buck the control yet. I'm interested to see how it all turns out.


Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

Sunny;s player is teh drunk! (^_^)

Wheeee!

*Skips and bounces randomly and extremely happily through the thread...

HUGZ fer ALL!

(^_^)


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4
Dijiron wrote:
I'm actually a little confused about your question. Do you have Bardic Performance as a class feature. I have never seen a Performing Trickster archetype before. Every PbP I've ever been in (which admittedly is like 4) has been skittish about posting Character Sheets for everyone to see. I wonder why that is? I always show mine in PbP and IRL. Also Mage armor is a bad idea because it won't overlap with the armor your wearing. Try shield instead.

FWIW, Shaedo's character sheet in her profile seems pretty thorough and covers her abilities. I can't tell if she gets her spells from her race or her class though.

On a different note, FWIW, anyone is welcome to read my sheet in my profile and comment/question/suggest. I have a Master's Degree in English, which is a scroll that once obtained, inflicts a permanent -4 penalty to all arithmetic rolls.

I'm not bothering with ooc tags since we've got a gameplay thread now. This post is OOC.


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Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4

OOOK !

Oh...wait...wrong thingy... (>_>)

WHEEEEE! (^_^)


Female Kitsune (Small Variant) Ninja (Performing Trickster) 3 | AC (22) 18 T 13 FF 16 | HP 16/19 | F + 0 R + 4 W + 4 | Init + 4
Dijiron wrote:
I'm actually a little confused about your question. Do you have Bardic Performance as a class feature. I have never seen a Performing Trickster archetype before.

The Performing Trickster is a dual-class archetype that GM Tac had the awesome aswesomenss to design for me, so I could be both a ninja and a bard without having to be all over extendy and multi-classy.

I don't get sneak attack and poison use (and was told- not to worry about these, for -now- obvious murder-training reasons!) and lose no trace, but I have ki, and bardic performance. No spells, but Shaedo will keep growing magic tails, each one granting a new spell-like ability. This little kitsune has been around the Mana Wastes before- though never this far into them!


Shaedo Silverpaws wrote:
Dijiron wrote:
I'm actually a little confused about your question. Do you have Bardic Performance as a class feature. I have never seen a Performing Trickster archetype before.

The Performing Trickster is a dual-class archetype that GM Tac had the awesome aswesomenss to design for me, so I could be both a ninja and a bard without having to be all over extendy and multi-classy.

I don't get sneak attack and poison use (and was told- not to worry about these, for -now- obvious murder-training reasons!) and lose no trace, but I have ki, and bardic performance. No spells, but Shaedo will keep growing magic tails, each one granting a new spell-like ability. This little kitsune has been around the Mana Wastes before- though never this far into them!

Beat me to it. The archetype allows very minor magic, some special techniques, and extremely specific spell-like abilities based on kitsune stuff. My guess for the "don't look at character sheets" is to avoid metagaming via out-of-character knowledge or jealousy? There's also an older-school form of thought I've run into that you don't look at another's character sheet. It's up to you guys how to run things, though. I don't mind if people look at my sheets in general.

DQ, you're correct: now that there's a Gameplay thread, you don't have to bother with ooc. I do... but I'm OCD, in addition to ooc. :D

Dijiron wrote:
re: mind control. That seems to be how things are turning out based on how others have posted. You haven't directly stepped in but I like the idea so I went with it. Dijiron is still suspicious but he can't summon enough willpower to truly buck the control yet. I'm interested to see how it all turns out.

That works! You are inclined to trust the Emergency-General, and it certainly seems something was done to you. I just find it interesting the conclusions that everyone has drawn about anything. Also, just to be clear, the splinter isn't the only thing that was in your neck. There is still two different shades of blue that make a "V" with an small hemisphere-shaped iridescent blue rock inside the upper part of the "V". These, at least, do radiate magic, but no one has yet figured out what they do, because they've yet to overcome the Spellcraft DC. I wonder if people could do so by working together with Aid Another checks? I dunno! ;D

These seem... less inclined to go anywhere, compared to the splinters. You think they may well be part of your bodies, now, thoroughly integrated into your flesh and such around that region.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

See there I was confused. This is the kind of thing where I really need a character because I had no idea about this class thing. I think it's awesome and am I glad you get a class so suited to your character.

I haven't done a PbP so I'm not used to the alias system. I'll try to be more mindful of that in the future.

I prefer knowing what everyone can do. I seem to just have this superpower of understanding the difference IC and OOC knowledge that most don't. Everyone at my weekly IRL game doesn't have any kind of problem. I didn't even see it as a problem until I read Darths & Droids.

When it comes to metagaming, I think it's fine for mages to sit down and see what spells they have between them. That way they can plan out strategies. This is especially helpful for prepared casters. You have create pit? Okay I'll prepared grease because you don't have that. You create the pit, I lay down some grease near it, and the big, burly fighter pushes the bad guy into it. that's teamwork and can totally be discussed in-character.

As for the splinters just being a part of our bodies, any problem can be overcome by intellect. Dijiron will probably bring this back to the academy so it can be studied and removed.


Sorry, my description must be lacking. The splinters aren't part of your bodies - you each have one, and it's these small blue-ish splinters that go in and out freely - no damage, no difficulty. They can be removed easily as noted, and seem, from all tests, to be what grants you telepathy with the group. It's the other three things (that detect of magic) that cannot, at present, be removed: a dark blue parallelogram shape, a pale blue parallelogram shape (put together to create a fat, short "V" shape), and an iridescent hemisphere stuck in the gap between.

EDIT: And, as I'd said before, anything "permanent" in this game can be undone... with effort. Anything.

Regardless, you all likely have at least some awareness of what everyone else can do. After all, you've just spent two whole days (maybe a bit more) training together. Oh, and maybe a few weeks spent with a free-form mental network in something of a daze that was designed explicitly to help you all function as a solid team. So... I see no problem with it. If you don't want to... you don't. If you do want to... you may. If anyone doesn't want you to... respect how they feel. It's really useful for me as a GM to know exactly what I'm getting into and handling when I do that sort of thing, though.


Male Ratfolk Wizard (Abjurer) 3 | AC 16 T 13 FF 13 | HP 11/11 | F +5 R +5 W +5 | Init +7

I'm ok with keeping backstories secret or maybe future plans secret. I simply mean basic combat stuff. Like the spell combo I mentioned above.

The other stuff is what I meant with the removal thing. There has got to be a tattoo removal spell.


Heh. "Tattoo". >:D

In other news, it's a really nice pipe, (except for being made of coral and swiss cheese, both very full of holes) that holds the stylized shape of a frog (it's a Calabash general shape, Meershcaum. Like this if it were made of highly porous fossilized coral and swiss cheese and representing a hunched frog.

(This and this make good poses, Vitreous, your choice.)

Also, whaddya think, all: should it be blue or red, or more like the generic petrified color I was originally thinking of? Is the swiss white or yellow? What color is the little fire and the smoke produced? These are the important plot-critical* questions, that must be answered by you!

* probably not. probably


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Lulu here (I wanted to use my regular alias for this as in is on a serious note)...

ok real quick, i will be online a bit tonight, but i wanted to share what is happening right now and why I may be absent for a bit in the next day or so.

currently my wife is at an inpatient addiction recovery center.she is discharged tomorrow, but the discharge is only to be transferred to another facility in Philadelphia. I will be taking her there and working through all of that process.

things are very stressful but I am working through it slowly. her health is not so great which is the reason for the transfer.

so I just wanted to tell people where things are with me...and I want to apologize in advance if I become "short" (no pun) with people due to all the stress I am working through.

Grand Lodge

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Female Human Sorceress (Arcane) 2 | AC 15 T 12 FF 13 | HP 12/12 | F +0 R +4 W +4 | Init +2

Dijiron, (and anyone else) you're more than welcome to look at anything on Eris' character sheet! I have it in a spoiler block not to hide it away, but simply to avoid the profile looking all cluttered.

I'm specializing her as an ice sorceress, more for thematic rather than power reasons. So far she doesn't have much in the way of spells, just Vanish and Snowball. Vanish is her her defensive go-to spell; she turns as transparent as crystal clear ice and gets herself well away from any melee combat. Snowball is her main offense. Although I took the Rime Spell feat, it won't be useful until she hits level four (Embarrassing confession: I misread the feat and thought it would work with Ray of Frost. My bad!)

As TacticsLion suggests, I'm assuming we know each other's basic abilities due to our intensive training together. In any event, Eris is so prideful and overconfident that she never even thinks of holding anything back, so there wouldn't be any secrets in regard to her spells and abilities.

EDIT: I'm sorry to hear that, Edward/Lulu. I'm sure we can all imagine how stressful that might be. Please take your time and don't worry about us!


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Female Human (Half-Elf Aasimar Wannabe) Teacher 10 (Bard 5 / Wizard 3 / Cleric 2)

Hey, Edward, Tac and I will definitely be praying for you and your wife. Like Eris said, don't worry about trying to keep up with posting (unless you have the time and it's a welcome stress relief). Life comes before game, and I hope things go smoothly tomorrow and get better for you both soon!


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Female Halfling Urban Ranger 3 | AC 19 T 13 FF 17 | HP 27/27 F+5 R+6 W+3 (+5 vs. Fear) | Init +6

Going with Ceru's idea of not needing ooc coding anymore since we have a separate gameplay thread...

Stone & all, I think the GM is purposely delaying giving us perception check results until more people have had a chance to post. I think he's mostly trying to wait a day between each major event post, with just some flavor/weather stuff in between. In the major event posts, he will sum up all of our perception check results (based on the best one and maybe some aid another's), and our stealth check results (probably based on our worst ones), plus describe any major discoveries or enemy actions. At least, that's what I've understood from him. So don't stress if he doesn't respond to your checks right away. Let a full day pass before assuming he's missed your check or forgotten to react to something. :)

Also, anyone who would like is free to check out my character details, which, FYI, can be done simply by clicking on my name, Layla the Twin-Blade, and reading my profile for this alias/character. I hope no one minds terribly, but before this even came up as a topic of conversation, I'd already peeked at most of yours. Peace!

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