Golarion in SPACE! (Inactive)

Game Master Tobaris

Travel to the stars, poke aliens, break planets!


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Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

"That sounds like a plan. Really the lake is at the center that seems almost designed."


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

I'm sorry for the delay - I kinda dropped the ball on this one : )

Amalgus drones quickly sweep the cavern you are in. It is, as you suspected, quite large. From your end to the other wall it is about 120'. The cavern is vaguely ellipsoid in shape, with the other diameter being about 90'. At your end, the end with the multiple entrances, the walls are marred with clawmarks and uneven signs of digging. Deeper inside the walls appear less damaged and more naturally formed. A bit of centre, the lake sits with its crystal clear water. It seems as if the creatures you encountered earlier did indeed dig their way down here, into the natural cavern with the water. Like the walls, the floor is mostly rock and dirt. It has a gentle slope, with the lake being the lowest point. If you are too careless or reckless, you might risk slipping on the wet, cool earth and slide all the way into the water! (Leila is contemplating just that - it looks fun! Sadly she is the one holding the lantern ...) The air is moist and damp and the only light that makes it down so far below the earth is the one you brought. Don't loose it!

Alas! It would seem as if Bazzles guess was correct - there was indeed four holes. And you slew two creatures. Another pair seems to be down here with you. The creatures rests on the opposite end of the water hole, eyeing Amalgus drones lazily. One is noticeably larger then the ones you previously encountered. Luckily, the creatures seem to harbour no resentment towards you and are currently content to merely watch and observe these strange visitors. The larger one yawns, revealing an even more fearsome set of teeth then his kin.

The storm will hit you in about ~25-30 minutes. It would take about ~5 minutes to walk/climb your way back up to the surface, or shorter if you were in a hurry :). The monsters doesn't seem aggressive right now, but that might change, depending on how long you decide to stay or if you manage to make yourself look delicious enough : ) Any ideas for the next course of action - or do you just want to sit tight with your new "friends" and wait the storm out ?


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Do we see the critters from where we're standing or is this just relayed by Amalgus?


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

You can barely make out the shapes now that Amalgus drones pointed them out. Leila's lantern only illuminates properly for 60', beyond that the light is dim (the areas with the beast in). That means they have concealment (20%). The Dancing Lights could certainly be moved close enough to illuminate the creatures properly or Leila could go closer... With bright, shiny light ... : )

Bazzle has low-light vision, so he can actually see them pretty good in the current lighting. Sorry, forgot that earlier :)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

"I guess at least they don't seem to be a threat, but we ought to keep a careful watch. I can't imagine we'll find better shelter against the storm than this. Could be they've just fed and we'll be safe for a while. "


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Leila peers into the darkness at the shapes. "But I was going to ride the dirt slide into the pool ...!" she pouts momentarily, then laughs quietly. "But I guess I can resist, for the sake of not being eaten ... Say! Speaking of eating - I've got some trail rations in my bag. I would unwrap and prepare the leftover Jacktalope... But that might remind those buggers about food." Softly whistling, the halfling gets to work creating a meagre meal out of their rations.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

"Out of the fire and into the frying pan. Lets keep that watch sharp lest we make it to their table. I can make them out fairly well I will keep my eyes peeled."


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Super secret dice rolls, don't look :P:
1d4 + 1 ⇒ (1) + 1 = 2 1d100 ⇒ 100

The first hour

You quickly settle down in your end of the cavern. Lelia shares her meal of dried Golarian supplies but after the dry jerky and hard bread is consumed, there is precious little to do. The halfling unpacks her flute, but after short contemplation she sighs and puts it away again. Instead she withdraws one of her books and start her attempt to decipher it. Except written joys or the occasional game of cards (if someone brought such a toy along!) there is little to do but wait. After only a few minutes, those sitting down feel the last of the heat being drawn away by the cool, damp earth. Those standing or even restlessly pacing maintains their warmth easier, but even them soon starts to feel chilly. Blankets and winter clothing is soon brought forth - for without the sun to warm them, Akiton is not a warm nor welcoming place.

After what feels like an quiet eternity, you finally hear the faint howling of wind. The storm has arrived! Opposite the lake, one of the beast stirs in response. It slowly brings itself up and walks over towards the lake, but stops several feet short. It does enter the brighter part of the lighting, allowing everyone a good look at it. It yawns and extends its muscular tongue into the water, curling it into a large fleshy straw from which it drinks the clear water. Thus the sound of slurping is added to the howling of wind and suddenly the cavern is no longer oppressive in its quietness. Soon the monster finishes its drink and looks up at the party, studying it with its enormous eyes - probably trying to make sense of the miss-matching lot of weird critters.

Perception DC 10:
When it went for a drink, the clawed feet of the beast seemed to sink slightly into the ground. It would appear as if the ground was unstable/exceptionally soft close to the water hole (~5' around it).

Feel free to roll Know(Nature or Geography)!

Sense Motive DC 12:
The beast is not looking to eat you. Not now, not yet. But what the future holds - no-one knows!

You been down in the cavern about 35 minutes. Amalgus drones have disappeared - but the main unit has yet to run low on energy. The storm has just started!

I was thinking of doing an hourly (IC) check-in on the party until the storm has passed, where you can decide upon new actions (anyone wants to try and pet the monster perhaps :)?) and I can have some quick interactions from the beasts. Feel free to think of something to pass the time with (IC)!


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

perception: 1d20 + 10 ⇒ (13) + 10 = 23

"Careful if you head down to the water. Might be some quicksand over there. Looks pretty soft. We ought to assign watches so we can get some rest. Not a heck of a lot to do down here. "


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

"Eh?" Leila looks up from her book. It seems as if she managed to get trough a whole pair of pages since she started! "Watches might be good. And I wasn' planning on -" She glances towards the water hole, finally noticing that one of the beasts moved up. She is quiet for a few moments as she meets the beasts eyes. "Woah! Yeah - watches will definitely be good to have! I could take first watch - I'm not getting far in this book anyway without my magic... An hour long? You said this storm wouldn't last more then a few - right ?" She turns to Amalgus, but still seems to be keeping watch on the monster from the corner of her eye. "We easily bored Golarians are holding up decently. How are you doing?"


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

"Yes, the storm should be over in a couple of hours. But it never hurts to get rest while you have downtime. You never know when you will be without it. "


HP 50/50, Fast heal 3, AC 19, Fort +2, Ref +4, Will +5, Summon 9/10, Sunlight Dependant

"We will maintain guard. Our energy reserves should be sufficient to last the duration of this atmospheric event."

Sorry for the absence.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

No worries : ) You all want me to advance or is there anything you wish to do first ?


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

"Good, good ..." Leila curls into a ball underneath her warm blanket. She throws another look at the closest beast and continues. "You think that one will go away anytime soon ? I mean, it doesn't look like it's going to lunge at us - but still ..."


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Responding to Lelia but not taking his eyes off the creatures. "It will ignore us till its hungry . . . or we give it an easy target. Well as far as I know."


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

"Lets hope so ..." Leila retreats further beneath her blanket.


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

"If it hasn't moved to attack by now, I would guess it is not hungry. Of course we don't know how fast it gets hungry after a meal. "


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

The Second Hour?

After a few tense minutes the beast shrugs and returns to its resting spot across the water hole. The quiet conversation in the camp momentarily increase in volume but soon dies down again. There was surprisingly little of excitement or interest to speak about in the cavern, and no-one felt like sharing personal anecdotes with the threat of the beasts looming over their heads. And lo, soon the only sound to be heard was once more the faint howling of the wind.

Twenty more minutes pass and Amalgus begins to feel his systems hitting power saving mode, cutting down on maintenance and limiting power output. Sunlight Dependent kicks in after one hour in the cavern - right : )? Leilas lantern are starting to burn the last of its oil and the halfling refills it with another bottle from her backpack, still uncharacteristic silent.

Another thirty minutes and so passes, and the most peculiar feeling overcomes the party. Something has changed - something is missing. They look around in the cavern, but nothing appears to have shifted. The beasts are still resting peacefully. The water of the oasis spring is still crystal clear. And the walls still there. Still, the feeling remains. The silence turns oppressive as the party looks around - trying to put their finger on the change ... The silence! The droning of the wind was gone !

One hour into the storm, you have been down for a total of 1.5 h :)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Henrick will head cautiously back topside to check out if the storm is completely over.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

"Perhaps we should stick close . . . incase our hosts get hungry. We can walk with you and I can keep my eyes on them as we head that way."


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Leila nods at Bazzles suggestion, having a distinct desire to not be eaten by some alien. She quickly collects her things and follows the other up towards daylight.

Setting up another post with details of what happens then!


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Eye of the Storm

The party starts their ascent towards the surface without a hitch. Bazzle keeps a watchful gaze over the beasts, but they show no signs of following. Soon enough you see the end of the tunnel - and daylight! After spending such a long time in the dim illumination of cantrips and lanterns, the brightness of the sun is almost too much for the eyes. Still, there is no sign of the storm visible from inside the tunnel so the party decides to head outside, into the light. Stepping into the suns rays is a pleasant experience - their comfortable warmth soon banishes the chill of the caverns. But you all know - soon the light will feel harsh again and the cold will be missed - so you savour the sweet moment.

Looking around you, the ground is covered by a thin layer of fine sand - remnants of the storm. The local fauna seems to have weathered the elements just fine - the under-brush appears mostly unharmed and the strange three has only one broken branch. However, now is not the time to botanize. While the sky above you is calm, further in the distance you can see a raging wall of red-brown clouds, reaching all the way from the ground into the heavens above! The wall seems to surround you on all sides, in a circular pattern. Luckily, the tube of still air is quite large and it appears that the wall will not hit you for another minute or two. Of more concern is the thirty foot cloud that just appeared over the wall of the oasis. The hostile mote of sky glares at you with a pair of small, red eyes. Even more bothersome - it swiftly reshapes into a vaguely humanoid shape, with the enormous arms are not looking to hug you! It howls sending the fine layer of sand flying in every direction and charges.

Auran:
"Fooolish fleeeeeeeeshlings! I'llll enjoyyy riiipping yooou appaaart!"

Roll initiative : )

Initiative, Leila: 1d20 + 3 ⇒ (10) + 3 = 13

Initiative, Hostile Weather: 1d20 + 13 ⇒ (19) + 13 = 32

The creature is Huge and about 150' away from the pary, suspended a few feet over the wall (~20' higher then the party). It is semi-translucent and appears to be made out of air, but you can see it's outline well enough. There is no discriminable anatomy (no precision damage, but I don't think anyone has any : )).

Know(Geography) DC 12:
The walls of clouds surrounding you and the stillness within tells you that you appear to be in the eye of the storm. The eye is in the dead centre of a given storm, around which the storm rotates. This stillness can lull people into a false sense of security, causing them to leave their shelter early. Luckily, a sandstorm is not subtle and as such the phenomenon should pose no threat as one can clearly see where the storm starts again. The wind-walls are about 4 minutes for your position. Unless the storm changes direction or speed, it is then going to rage for another hour before it has completely passed over your position.

What that other thing attacking you is - is a question for another disciple. But it is clearly not natural!

Know(Planes) DC 17:
The creature is an Air Elemental - and a Huge one too! Air Elementals generally inhabit the plane of Air but are frequently summoned to the material plane to do the dirty work of wizards and others with a mastery of conjuring. The creatures are foul tempered and highly territorial, with an inherent dislike for all the creatures of the Prime Material Plane (no doubt the constant summons isn't helping!).

Air Elementals of this size is swift as the wind and display complete mastery over aerial combat (100' perfect fly speed). They are swift and nimble in combat too, slamming their foes with accurate buffets of air (Combat Reflexes, high to hit bonus). In a similar vein, they rely on their dexterity and speed for defence as well (AC ~20-25, mostly from Dex).

Since it is made out of air, it takes significant effort to disrupt its shape (It has DR 5/-).

Air Elementals are obviously a member of the Elemental order of Outsiders, primeval incantations of the elements themselves (Elemental traits: Immunity to bleed, paralysis, poison, sleep effects, and stunning. Also immune to precision based damage.)

Know(Planes) DC 22:
Air Elementals, when set loose upon the mortal world, prefer to seek out places that emulate their natural home since they lack any innate magical powers to return (No spell-like abilities). Such locations might be a high mountain peek, high above a raging ocean - or in this case - following a storm while it lasts.

They are known to transform into whirlwinds on occasion, carrying away any creature smaller then itself while simultaneously trapping them. (They have Whirlwind form - which allows it to ignore AoO and trap creatures inside them, preventing moment and making attacks and spells difficult).

While they might appear as little more then enraged animals, they are in fact sentient and can communicate in Auran - the language of the wind. However, they are not known to be talkative.

Magic that targets their reflexes is doomed to fail, and their fortitude is on par thanks to their vast size. Their magical weak spot is spells targeting their minds. (High reflex, ~10 in fortitude & rather low will save (~5)

This is also the threshold for Kirin Style.

Know(Planes) DC 27:
Your wast knowledge on the subject of extra-planar creatures allow you to accurately estimate the combat effectiveness of this creature.

Feel free to peer at the Huge Air Elemental statblock. It can be found here :)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

knowledge planes: 1d20 + 14 ⇒ (16) + 14 = 30
knowledge geograhy: 1d20 + 7 ⇒ (11) + 7 = 18

init: 1d20 + 7 ⇒ (10) + 7 = 17

"This doesn't look good, that's a pissed off air elemental. Watch out for the whirlwind. "


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Init: 1d20 + 3 ⇒ (20) + 3 = 23
knowledge geography: 1d20 + 3 ⇒ (13) + 3 = 16
knowledge planes: 1d20 + 6 ⇒ (4) + 6 = 10

"Ummm back underground?" Bazzle looks between allies as he sizes up the creature before him.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

@Bazzle - certainly not a bad idea : ) But what language are you using (you are cursed, remember :P?). But I guess yelling a bit and pointing at the tunnel gets the point across ^^

The entrance to the cavern is only 10-20' away from you. It is only 7-8' in diameter, so it doesn't look like the air elemental will fit. Then again, it is made out of air ...

Amalgus:
The rays of the sun are especially welcome for you, pulling your systems out of power saving mode and into full alert!

You no longer suffering from the sunlight deprivation :)

Henrick + anyone else making the DC 22 Know(planes) check:
Despite their appearance, Air Elementals do have mass - and more importantly, volume (Huge Sized). However they are skilled at consorting and flexing their body - so this given elemental might certainly be able to force itself into the tunnel (One can squeeze into spaces up to a half of ones ordinary size (ie, 15' wide Air Elemental can squeeze into 7.5' wide hole, suffering a -4 penalty to AC and to-hit. In addition, it has a +18 Escape Artist modifiers it can use to travel into even smaller cracks - but it is close to defenceless as it does).

Amalgus Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

As usual, feel free to act in any intra-party order : )

Leila follows Bazzles pointed finger, but before she gets a chance to act on his advice the elemental surges forward and descends upon the party like a gale of storm. The dust swirls in its wake and as it approaches, it hisses and curses in its foreign tongue. While few of you understands - all get the message. Its tone bites as harsh as a bitter winter wind and it certainly means to take out its fury on all mortals it comes across!

Auran:
Yesss - paiiint thhhe saaand withhh yooour mooortalll bloood!"

To Hit: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29 Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

It reaches the party faster then any mortal creature could and slams out with a fist of solid air, striking Leila. The halfling batters about, the wind tearing in her clothes and her hair - blood spraying from her nose. "Aow!" she cries out. The elemental laughs as the droplets of blood are propelled upwards and around by its own winds.

Bruised, but not beaten, Leila takes a step back and conjures up a spell - empowering her allies with warmth and hope. Everyone can feel power surging in their veins and their spirits soar. Good Hope, +2 Morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Combat summary, so far! Round 1 (in progress)

Air Elemental charges Leila, deals 10 damage

Leila 5-foot steps out of its reach and casts Good Hope.

The rest of the party may start the combat 10 or 15' away from the elemental (your choice). It has a 15' reach. The entrance to the cavern is 10-20' away from you (15 or 20' if you start 10' from the elemental, 10 or 15' if you start 15' from the elemental. Exact distance depends on if you are on the straight line between the elemental and the entrance or a bit to the side)

Bazzle, Henrick & Amalgus is up.


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Henrick will start at 1' and take a 5' step back and load it up with arrows:

to hit: 1d20 + 14 ⇒ (1) + 14 = 15 miss
to hit: 1d20 + 14 ⇒ (9) + 14 = 23 damage: 1d8 + 10 ⇒ (1) + 10 = 11
to hit: 1d20 + 9 ⇒ (9) + 9 = 18 miss


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

@Henrick: I assume you added the bonuses from Good Hope to the to-hit roll (and the damage roll)? The dices didn't like you today :/

I also assume you meant 15' and not just 1' :P

Retroactive To-hit bonus: 2d4 ⇒ (3, 3) = 6

Seeing her companions arrows veering of course, Leila quickly adds another helpful spell. Glittering runes pull the last of Henricks arrows back on course and it strikes the elemental!

Intermediate action to cast Gallant Inspiration on your last attack, adding 2d4 & turning it into a hit. Feel free to roll the damage Henrick : ) Should you have forgotten the to-hit bonus from Good Hope, feel free to add the Gallant Inspiration to your first attack instead!

Amalgus and Bazzle still to go ! :)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Yeah, thought I had said 15' and I did include the good hope

damage: 1d8 + 10 ⇒ (2) + 10 = 12 yes, no love from the dice

But with clustered shots, the DR only applies once to the two arrows.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Noted. I would suggest switching to another set of die, but ... :P Let's hope fortune returns to you soon : )

On another note, are you tracking your Styles?

Elemental has taken 18 damage so far.

A pair of Henricks arrows strikes a glancing blow! Curiously, the arrows seems to slow down to a crawl as they enter the airspace within the elemental proper, but its howling leaves no doubt to whenever it got hurt or not. At last, the projectiles come to an halt, suspended within the elemental some ten feet above ground.

Auran:
*Pained/enraged grunts, no words*


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Oh yeah, activate Kirin style while I'm at it for my swift action.


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Stunned a moment that no one understood his words. He turns his attention to the monster and screams in a strange language.

He stretches out his hand and tries to blast the creature.

Searing Light: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 3d8 ⇒ (2, 6, 5) = 13


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

After some searching on the forums, it seems as if Rays qualify as weapons for Good Hope (and similar effects).

The Elemental has now taken 33 damage!

I'll give Amalgus until tomorrow to post his actions. If he doesn't, I'll bot him this round : )


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Round 1

Summon Monster III (SLA): 1d3 + 1 ⇒ (2) + 1 = 3

Amalgus too steps back and gestures towards the raging elemental and three canine drones spring forth from eerie blue motes of light. Two appear in front, preventing the elemental to advance further along ground level while the last materializes behind, lunging at the elementals "heels".

To Hit: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
To Hit: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
To Hit: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

One of the drones manages to sink its teeth into the creature, but bites only smoke and air.

The Elemental has taken 33 damage.

Amalgus has used one more Summon Monster Spell-like ability.

Round 2

The huge elemental looms over the party and surges upward, spinning as it does. The quick, frantic dance lasts a mere second and then its terrible purpose is revealed - the Elemental is gone, and in its place a 60' high whirlwind zips forth! From deep within, you hear a sound that can only be vicious laughter.

Auran:
"Puny mortals! FEEL THE WRATH OF THE WINDS! FEEL YOUR FLESH SEAR FROM YOUR BRITTLE BONES!"

It whips up a choking cloud of red dust, an unpleasant reminder of the real storm raging mere minutes away. The Elemental surges forward, seeking to engulf the entire party within its roaring insides. It quickly sweeps over Amalgus drones before heading into the backlines. The poor drones disappears up into the stream of air, as does their master. Leila acquires a series of new bruises and cuts. The wind scatter her the blood from her bleeding nose all over the area and her dress is torn, but she manages to stay on the ground trough a mixture of luck and quickness.

Reflex Save, DC 21 @All (remember good hope for +2! and Kirin Style for another +2 for Henrick):
You were not quick enough to outrun air itself! The powerful winds batter you and searing sand assails your, slashing you skin and tearing your clothes. 2d6+6 Damage

The elemental laughs with glee as you feel yourself being lifted off the ground, into the deadly vortex! Another DC 21 Reflex to avoid being carried off. While it carries you, you suffer a -4 Dex penalty and a -2 to hit penalty. Spell-casting require a concentration check (DC 15+spell level). You cannot move - should you have the means to fly, you are allowed another Reflex save at the start of your round to escape!

Rexlex, drones, first: 1d20 + 5 ⇒ (2) + 5 = 7
Rexlex, drones, first: 1d20 + 5 ⇒ (2) + 5 = 7
Rexlex, drones, first: 1d20 + 5 ⇒ (4) + 5 = 9
Rexlex, Leila, first: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Rexlex, Amalgus, first: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Damage, drones: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Damage, drones: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Damage, drones: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Damage, Leila: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Damage, Amalgus: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Rexlex, drones, second: 1d20 + 5 ⇒ (2) + 5 = 7
Rexlex, drones, second: 1d20 + 5 ⇒ (15) + 5 = 20
Rexlex, drones, second: 1d20 + 5 ⇒ (2) + 5 = 7
Rexlex, Leila, second: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Rexlex, Amalgus, second: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Quick recap!

The Elemental is in Whirlwind shape and thus can make no Attacks of Opportunity. It only occupies a 5' square on ground level, but extends upwards 60' like a cone and is 30' wide at the top. It is currently located right between Bazzle and Henrick, since it tried to snatch both of you!

The whirlwind generates a choking cloud of dust, sand and blood in a 15' radii around the spot where it touches the ground. Inside the cloud, sight is limited to 5' and there everyone has concealment (20%). Casting require a concentration check (DC 15+spell level).

Amalgus & his drones is caught in the elemental, but there is plenty of space left to attack - there is no risk of striking them by accident.

Henrick & Bazzle - as previously stated, the elemental is right between you (unless you get caught, see the Reflex save : )). You could either 5' step right next to it or 5' step to the edge of the cloud, allowing you to see out. Due to the conical shape of the elemental, you could strike it with ranged weapons aiming right upwards without being bothered by the concealment of the cloud.

Amalgus turn

Lacking the means to escape the vortex Amalgus calmly extends his magic outwards to his allies, trusting them to end the elemental quickly and efficiently. The party feels some of the air diverting around them and instead of harming them it aids them and loans them some of its speed. The elemental hisses out in annoyance.

Concentration: 1d20 + 11 ⇒ (14) + 11 = 25

Amalgus casted Haste on the party. +1 AC, To Hit & Reflex (not applicable on the save above, since Amalgus acts after the elemental!) as well as another attack at full BaB during a full attack action.

@Amalgus:
I took the liberty of Botting you this round as well, since I felt the party might need some buffs right away - should you pass by before round 2 is resolved, feel free to post and change your actions if you want : )

From within, his drones claw and strike at the elemental but fails to stabilize long enough to manage a solid strike.

To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (8) + 4 + 1 - 2 = 11
To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (5) + 4 + 1 - 2 = 8
To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (16) + 4 + 1 - 2 = 19
To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (9) + 4 + 1 - 2 = 12
To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14
To Hit, Drones: 1d20 + 4 + 1 - 2 ⇒ (7) + 4 + 1 - 2 = 10

Leilas Turn

The halfling quickly wrapped her scarf tightly around her head and made her way out of the cloud, invigorated by Amalgus magic. Her legs quickly carry her to the mouth of the cave before she swirls around, looking up at the whirlstorm that caught her friends. Whoa! That thing is huge! I better do something, quick! Ignoring her aching and sore skin, she reached into her pouch and retrieved some of her magical dust. With a swift incantation she sent it into the air, hoping to atleast distract the creature! Aim high, and Amalgus will be save! she thought to herself as she completed the spell.

Casting Glitterdust

Will Save: 1d20 + 5 ⇒ (3) + 5 = 8

The magic took a strong hold over the elemental, and with a silent explosion the entire whirlwind started to glitter and glow. Confused grunting escaped it and the moments became erratic - as if it lost all sense of direction!

Quick Recap!

Elemental has taken 33 damage. Elemental is blinded. Elemental is in Whirlwind shape, does not threaten. It also glitters.

Party is Hasted & Good hoped: +3 to hit, +3 on saves (only +2 on the saves in this post!), +2 to damage, extra attack on full attack, +1 AC, +30' land speed.

Amalgus & Drones is suspended 10-20' into the air.

Bazzle & Henrick is up!

And sorry for the delay : )

@Henrick:
The elementals current AC should be 10. Good luck ^^ :P


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

reflex save: 1d20 + 13 ⇒ (4) + 13 = 17 been rolling like that all day


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

How much above us is it? My only ranted attack at this point is 30 feet.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Space so that the shape doesnt get disrupted by the avatar portraits!

This is an all OOC post btw :)

.
.
.
.
.
.
.
.
.
.
.
.

... __________________________
....\......................../
.....\....................../
......\..................../
.......\................../
........\................/
.........\............../
..........\............/
...........\........../
............\......../
.............\....../
............o\..../o
.........oOO\../OOo
.____oOXO\/OYOo_______________
................|0'
..............|5'
...........|10'
........|15'

The ________________________ is the ground, the triangle is the elemental in its tornado shape. The 0OOOOOOO0 represents the cloud and Y & X are you. (picture isn't really to scale, the tornado should be thinner at the top (60' high, 30' across at the top!)). The "...." is there to provide spacing since the message boards have silly formatting :)

The cloud has a radii of 15' from the bottom of the tornado/air elemental which occupies a single 5' square. You are currently in the square 6-10' away from the base of the elemental. 30' should be plenty if you decide to step away into the 11-15 square which allows you to see out of the cloud. Or you could step towards the elemental, into the 1-5' square and be adjacent. It cannot make AoOs but you will have to deal with concealment (but melee will work!). You could also take a move action to move out of the cloud - since Concentration checks are required when casting within - but you should still be within 30' to shoot an un-obscured part of the elemental : )

@Henrick - You need to make two saves to be carried away, just remember that you can still act : )

Edit: TL:DR yes, 30' is enough to assault the elemental : )

Also, whomever decided that the layout and font of the text should alter substantially between typing and posts ...


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle backs out of the cloud and lets loose a steel scarf.

attack: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26
damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Bazzle whips a hand out and a ribbon of scarf normally wrapped stylishly on his arm shoots out and hardens to steel as it strikes toward the creature.


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Henrick will send a volley of arrows at the whirlwind:
rapid shot, deadly aim, kirin strike
to hit: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 1d8 + 19 ⇒ (5) + 19 = 24
to hit: 1d20 + 14 ⇒ (5) + 14 = 19 damage: 1d8 + 13 ⇒ (1) + 13 = 14
to hit: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d8 + 13 ⇒ (8) + 13 = 21

clustered shot so DR only applies once for all the hits.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

The elemental cries out in pain and the tornado almost stumbles to the side, but manages to stabilize itself - it looks to be weakening, but not slain yet!

@Bazzle: Is that a weapon or a spell or a spell like (ie, does DR apply ?). It seems like a weapon but I want to be sure : )

@Bazzle, Henrick: The Reflex save was mandatory, the elemental tried to snatch all of you. I realize my spoiler was pretty counter productive (I'm a bit tired - will be heading to bed after this post : )) - please assume you are supposed to open the spoiler if you fail the DC 21 reflex save. I will be more clear in the future, I promise : )

Elemental has taken 87 damage + Bazzles damages! Almost down : )


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

reflex: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

It is a Revelation. It does not say if it counts as magic. The description is in profile.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

It seems to be a weapon (slashing damage, DR 5/-) so it gets tagged by the DR. The Elemental has thus taken 94 damage :) It is not looking too pleased, but still standing :P


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Round 3

The unstable vortex of wind sways, seemingly uncertain of what to do, where to go. The elemental hadn't been in such a tight spot for a long time. Blinded and battered, but not beaten. With a feral roar, it went for one final gambit. Escape into the one safe place - the one that felt like home - and use it against the puny fleshlings! The whirlstorm intensified and ascended into the sky, carrying Amalgus and his drones with him into the air.

Auran:
"Destroy me and your puny comrades shall feel how welcoming earth truly is!"

Damage, drones: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Damage, drones: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Damage, drones: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Damage, Amalgus: 2d6 + 6 ⇒ (3, 3) + 6 = 12

The shattered remains of two of Amalgus drones were expelled and rained down over the area, before the eerie blue light once again arrived and the pieces disappeared.

The Elemental retreats 100' straight upwards (double move, half speed since he is ascending). Amalgus and one remaining drone is still captured within. It is still blinded and has taken 94 damage

Leilas turn

Leila retrieves her sling and sends a bullet flying straight up towards the elemental, but it doesn't manage to get trough the winds. "Shoot it before it runs away! I'll catch them!" she calls out to her companions.

To hit (sling): 1d20 + 9 - 4 + 2 + 1 ⇒ (17) + 9 - 4 + 2 + 1 = 25 Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Party is up =)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

Another volley of arrows: (assume outside of 30')
to hit: 1d20 + 13 ⇒ (14) + 13 = 27 damage: 1d8 + 18 ⇒ (7) + 18 = 25
to hit: 1d20 + 13 ⇒ (18) + 13 = 31 damage: 1d8 + 12 ⇒ (4) + 12 = 16
to hit: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d8 + 12 ⇒ (1) + 12 = 13


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

With little hope of reaching the creature from the ground Bazzle moves closer to his allies and mutters the words to a spell you assume by his gesticulations and Henrick, Leila and any living Amalgus drones within 30 of Henrick or Leila (assuming they are within 30 feet of each other to begin with) glow with a blue light.

Bazzle cast weapons against evil hoping to help. Over comes DR of evil creatures.


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

Round 3, recap

Henricks volley of arrows traces a line of blue light straight into the heart of the vortex. With an audible sigh the wind dissipates and the elemental breaks apart into small clouds of vapour, which soon too fades from sight. For one short, curious moment Amalgus and his drone hangs motionless in the sky. Then gravity reassesses its hold and they start to fall down - luckily Leila stands ready with her Feather Fall spell and they land safely.

Air elemental fight, epilogue

Not soon after, the last of the dust settles and the scene turns calm once more. The real storm rages on, but it still a few minutes away. Leila removes the scarf from her face and looks around. "Whew... Talk about hostile weather! Are you guys okay?" She murmurs a quick spell to mend the worst of her wounds. Then she lifts her gloving sling and smiles. "Pretty nifty! Will it last long enough or shall I reignite the lantern?"

CLW: 1d8 + 5 ⇒ (7) + 5 = 12

The elemental is slain! Good job! The storm will return in a few minutes - you might have time to explore your surroundings a bit or just head back down to endure the last hour :)


male Init +4, AC 18, T 14, FF 14, Fort +9, Ref +8, Will +4, Percep +16 Fighter 7

"Oh yeah, eye of the storm and all that. Best we get back into cover. The storm will be back up shortly. "


Female Halfling Bard (Sandman) 7 | Hp 37/49 | AC 19, Touch 14, FF 16 | CMD 17 | Fort +5, Ref +9, Will +6, +2 vs fear, +4 vs sonic, language and bardic, +7 ref vs traps | Per +12, +17 vs traps in 10 ft. | Init +3

The passing of the Storm

The party makes their way down the caves, a bit battered from the encounter with the elemental. The cool of the cavern once more embraces you and sunlight fades once more as you descends into the bowels of Akiton. Bazzle's spell lights the way for the first few minutes, then the lantern took over. You resume you wait once more, at the same spot as before. The second hour of storm passes easier then the first. It is always easier to wait when you have the end in sight. The beasts are calm and doesn't bother you this time. Unless someone decides to poke them for the heck of it!^^

Soon you once more emerge onto the surface, the storm having subsided. Looking around you, the storm left surprisingly little damage in its wake. A few of the strange but now familiar thorn-brushes have been broken and cast aside, but most of the hardy undergrowth seemed to have managed just fine. The weird tree at the centre of the oasis seems to have lost a single branch. The pile of refuse and skeletons seems to have suffered the worst damage, with bones scattered over a wide area - quite the macabre scene!

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I'm thinking of doing a pathfinder game using the Distant Worlds book as the main focus. The party will be either using a vehicle or the portal sytem to travel between worlds.
I'm looking for a maximum 5 players, each player can build up to two characters for consideration. I may allow both characters but I will still only allow 5 players.

The Details:

Please use an alias for me to review.
Classes:Pathfinder classes and archetypes only. No 3pp or 3.5 anything. Please don't ask.

RacesPathfinder races found on Golarion only, really weird ones will need a good reason.

Level, hit points and gold:7th level, 6th level WBL, average or rolled HP whichever is higher.

Feats and traits: 3 Traits, nothing from AP's, Leadership is fine but you need to specify if you already have followers and who they are or if you are planning to recruit in game.

Posting expectations: I expect 1 post minimum M-F I won't be on much weekends and won't expect that of you either. Combat will be cinematic so don't worry if you can't post as much as some, just know the story moves on regardless.

Backstory is the most important factor in my decision making process for characters you are 7th level you should have stories by now.

Questions? If it's something that might clarify things for everybody ask it here. If it's something just for you PM me.

Last but not least mention Grand Voyage somewhere in either your alias or posts so I know you actually read the details.


I will review applications and decide this Wednesday so you only have til then to get one in.


Stat generation?

Also my vote is for a portal system, it would be kind of hilariously awesome to pull from Stargate a little.


Damn I knew I forgot something 25 Point buy.

Lantern Lodge RPG Superstar 2014 Top 4

Marking this for interest, I have a great idea for this I think!


Are you okay with reflavoring? I have an idea for a Wizard/Ninja, but it's kind of crazy - like 1960s superhero-crazy. :-)


hmmmm I'll consider it but keep in mind the main focus will be exploring strange new worlds.


"Why yes; my tunic is a bright scarlet. Why do you ask?"


o.O?


Since you're allowing two character submissions, I'll put up a more serious concept as well. :-)


You know; the redshirts?

Scarab Sages

Pinging interest ... Sick, though so will work on character tomorrow.


@Camris hahaha That's fantastic.


I'm thinking either a surprisingly dangerous naturalist (Lore Warden into Student of War) interested in cataloguing the new and interesting species encountered and acting as a interpreter and general scientist type or a career soldier (also a fighter but a remarkable generalist).


A more serious question: Are the player Characters aware they are or are going to be travelling between worlds? Or will this be a surprise?


Interested.
Is this going to feel like a planar jaunt to strange environs or fantasy space adventure.


@ Ptolmaeus I think that either of those could work. Have you read The Skylark of Space if not check it out on wikipedia it might fight into what your looking at.

@ Camris You will be aware and planning for it, the reason why your starting wealth is a level lower than it should be is due to the party either buying a portal map like 'Time Bandits' or investing in either passage or ownership of a space vehicle.

@Gnomezrule I'm hoping for more a of a fantasy space adventure, especially because the portal system is not 'dial-a-planet' it's more like X leads to Y which leads to either Z or A if you take Z it's a dead end but A leads to C.. etc. And the ship will be most definately fantasy space adventure.


I'm thinking a Ranger/Horizon Walker would be really fun. Any suggestions for Favored Enemies? Otherwise I'll go with some combination of Animal/Magical Beast/Monstrous Humanoid/Humanoid (other)/Aberration


Aberration or magical beast would be handy and cover many encounters and Monstrous Humanoid might help too.


Are you sold on portala or is there a chance were space pirates?;)


Space pirates is a possibility however at least to start with there will be very few other groups with spacefaring ships and they would react with extreme prejudice to piracy. Pircacy survives better when there is an active economy and trade space to large to be policed.
I will leave the portal vs. Ship decision to the final party as a vote. So building a character with a focus on one isn't a bad idea.


I was not so much suggesting piracy as expressing my desire for there to be vehicles. That would be cool. Han Solo way cooler than the cornel from Stargate.


This seems awesome! Will be back with a concept or two after dinner. Thinking about a sandman bard or something rougelike.

Oh and don´t diss Cornel O´Neil, he´ll kick Solos behind anyday :P


Meh both were awesome in their own way.


Both are cool just expressing desire to have a ship or vehicle; Serenity, Millenium Falcon, or spell jaming Black Pear.


mmmmm Black Pear spell Jam sounds tasty.


My favorite space hero is Quentyn Questor The author has a wit and humor that make me grin every story.


Hmm it does sound tasty. Needless to say some one is stealing "l"s


I would be down to play a space squirrel just satying.


Space Racoon. Very Important difference Racoons have had a long and industrious career in space. Mostly in comics but still.


Well I cant steal the character entirely;)

Though it would not surprise me if racoons were stealing "l"s right out if peoples posts.


They do wear masks for a reason.


Space Druid Spiff and his trusty tiger companion. Wands with ray spells.


Hmmm, most interest this is. Would you give more detail on the adventure? I think I may just come up with a character for this.


The adventure is going to be somewhat sandbox and focused on a great journey or series of travels. Depending on your actions on each world you might be chased across the stars as outlaws or praised as heroes. It's really up to you. I will likely start with some of the tamer worlds but really where you guys decide to go is up to you.
As the game progresses whether we use portals or ships the rest of the universe will begin catching up to the mobility of the party and otherwise might have to deal with grand space battles or even other stars beyond the one Golarion orbits.


Will tech be far advanced and we know/are learning like a normal Golarion adventurer having to learn to fly the enterprize.

Or is it magic based like ole 2e Spell Jammer in which case certain adventurers have learned such things.

Or is it a mash of golarion fantasy with spacey travel like Firefly mashes sci fi western.

I am trying to place a character in the fluff.


The last two more than the first. You might run into Super-science like in Numeria but magic will be safer and more reliable to most of you.


Fire wizard from the wastes of Numeria ready to take to the stars?


Gnomezrule wrote:

I was not so much suggesting piracy as expressing my desire for there to be vehicles. That would be cool. Han Solo way cooler than the cornel from Stargate.

Han Shoots First


I may have missed a few. There has been a lot of dots but few characters listed. I am still thinking so this helped me. I already made the list. So figured I post it.

Marshal
Wack-a-Rogue- Lore Warden Fighter
Wack-a-Rogue- Ranger (eventually Horizon walker)

Skilled
Lessah- Sandman Bard or Rogue

Divine
Belazor- Druid

Arcane
Breelar Darheek- Human Elemental (fire) Wizard


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The (in)famous Ravingfork would like to submit Bein Brennil (pronounced "bean" like the flora, and Brin Nil, rhymes with kennel) for review.

She is a character I already had on hand, and thus is a work in progress since I need to adjust her gear and add traits.

Liberty's Edge

Whack-a-Rogue here with my first (somewhat whacky) submission: Alexander Ritous - a Wizard/Ninja. All the information's in the profile, but basically, he's embarking on this Grand Voyage in hopes of learning new crime-fighting techniques from his alien brethren. :-)

I'm finishing up the Ranger/Horizon Walker I mentioned and will post him tomorrow morning.


Leila Redtistle signing up for the greatest journey !

This is the sandman bard I built (//Lessah). There are some unspent gold, a feat and some languages and the background is still just a list of buzzwords but that is easily fixed. Leila exells at stealth and prefer to employ tricery to raw force when engaged in combat. She will play nice with some meatier friends to distract and dish out the damage aswell as friendly casters whom she can borrow magic from. If anyone has any questions or ideas, feel free to ask away!

edit: Love the ninja wizard crimefighter hero :P

edit2: If we are running with a teamsetup similar to what Gnomezrules listed + Bein I can switch around some spells for an even more utility based spellpool, don´t think I will need that much magical crowdcontrol with an enchantress in the team (and if I do, there is always stea.. I mean borrowing). Subjected to GM:s pick ofcourse

Scarab Sages

I have been sick today.
I admit to having several ideas.
And I mean several.

Perky Paladin (Lawful Optimistic)
Archerdin (I really want to try divine hunter one of these days. Ranged smite!)
Swashbuckler Sailor that gets sea sick (two-weapon fighter or Arcane Duelist & Rogue)
Rogue that has had a psychotic break and thinks she is good when she used to be evil.
Cavalier who wants to be a dragon rider.
Vanara martial artist who thinks she is Sun Wukong's daughter.
Rogue/Ranger for a skilled fighter.
Sorc/Martial artist that is descended from djinni. Or just Sorc and go daivrat and focus on summoning

Lots of ideas that I haven't narrowed down.

Grand Lodge

Rather than Brelar I had an idea for an Oracle of the Dark Tapestry. If chosen I can create an alias etc...also I've got some unspent gold for consumables and would trade speaking halfling for something more 'common' to the rest of the party besides the common tongue (unless there was a halfing pc maybe).

Kala Kana:

Kala Kana
Male Human (Mwangi) Oracle 7
CN Medium Humanoid (human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 52 (7d8+21)
Fort +4, Ref +5, Will +6
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft., flight (60 feet, good)
Melee +1 Longspear +7 (1d8+2/x3)
Oracle Spells Known (CL 7):
3 (5/day) Cure Serious Wounds, Meld into Stone, Tongues, Resist Energy, Communal
2 (7/day) Restoration, Lesser, Dust of Twilight (DC 17), Cure Moderate Wounds, Minor Image (DC 17), Eagle's Splendor, Levitate, Aboleth's Lung (DC 17)
1 (8/day) Murderous Command (DC 16), Shield of Faith, Entropic Shield, Cure Light Wounds, Air Bubble, Burning Disarm (DC 16), Lighten Object (DC 16)
0 (at will) Stabilize, Purify Food and Drink (DC 15), Mending, Mage Hand, Ghost Sound (DC 15), Detect Magic, Detect Poison, Light, Enhanced Diplomacy
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 13, Cha 20
Base Atk +5; CMB +6; CMD 19
Feats Bodyguard, Combat Reflexes (4 AoO/round), Extra Revelation, Extra Revelation, Extra Revelation
Traits Artifact Hunter (Mwangi Expanse) (Knowledge [geography]), Nomadic (Bas'o) (Survival), Reactionary
Skills Diplomacy +13, Heal +8, Intimidate +13, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (religion) +7, Sense Motive +10, Spellcraft +6, Stealth +16, Survival +10
Languages Common, Halfling, Polyglot
SQ mysteries (dark tapestry), revelations (brain drain [7d4] [2/day] [dc 18], cloak of darkness +6/+4 [7 hours/day], gift of madness [7 rds] [8/day], interstellar void [7d6] [1/day] [dc 18], many forms [7 minutes/day], wings of darkness [7 minutes/day])
Combat Gear Reach metamagic rod (lesser) (3/day); Other Gear +1 Longspear, Belt of incredible dexterity +2, Headband of alluring charisma +2, 2695 GP
--------------------
Special Abilities
--------------------
Artifact Hunter (Mwangi Expanse) (Knowledge [geography]) +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Brain Drain (7d4) (2/day) (DC 18) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Cloak of Darkness +6/+4 (7 hours/day) (Su) +6 AC, +4 Stealth.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Flight (60 feet, Good) You can fly!
Gift of Madness (7 rds) (8/day) (Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion l
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Interstellar Void (7d6) (1/day) (DC 18) (Su) You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fort
Many Forms (7 minutes/day) (Su) As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small
Reach metamagic rod (lesser) (3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Wings of Darkness (7 minutes/day) (Su) As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it
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Background:
Raised by the star-seeking mystics of Lirgen in the ruins of Jaha, Kala Kana's life has been one of madness. Touched by the stars and drawn time and again to the Doorway to the Red Star, Kala Kana quickly gained station within the insane Lirgen astronomers as voices and visions from beyond the Doorway begain to manfest themselves. The more he listened to the call beyond the stars, the more he found ways to use their gifts, able to shoud himself in their darkness, transform himself, or connect unsuspecting minds with those of his alien masters Kala Kana seeks to answer the call of the Grand Voyage.


This character has been in two short-lived Distant Worlds games, and I've been itching to continue to play him.

His concept is a little odd, but all the information is in the Alias.

Please let me know what you think and whether or not he's fit into your concept. If approved, I'll level him up to 7th.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Bein Brennil is ready.


Hello again, Amalgus. GM disappear in the other game?


Yep. Just a couple days ago.

Eventually I'm going to be able to ply this character in a game that lasts longer than one encounter.


I will do everything in my power to maintain a game and if I think I can't I will try to find a replacement GM at least.


I picked distant worlds. The Line has aether ships that travel between planets.

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