Homebrew AP: Mercenaries (Inactive)

Game Master Duboris

Chul'Galbrann, the sky city of heroes, is the home to many mercenaries and great men and women. Join our handful of heroes as they discover great mysteries, fell legends, and defeat unparallelled odds.

They might also do some plumbing.


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Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"Lets go blow stuff up!"

ready to move on.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Ah, there he is.

Deylar silently chastises himself for needing a lesson on goblin behavior from such an unlikely source. Of course the little blighters were more active at night, morning was clearly a better choice. He almost let his desire to prove himself lead down a very foolish path indeed.

The tiefling considers everything they've heard up to this point and keeps coming to the same conclusion. "Not quite sure how we'll communicate if we split up like that, but a distraction at the tower and entry through the sewers sounds right."

He pauses a moment, thinking before speaking again. "You said Metal Teeth wouldn't leave bodies, right Barthol? Meaning another patrol will be coming this way soon enough. Do we make ourselves scarce so we are not discovered, or do we wait for the goblins to return here and try to ambush them?"

Deylar looks back at Rova. "You wouldn't mind bashing a few more goblins, would you?"


Barthol merely shakes his head as he stands to his feet once again. "Best to leave. Alarm already sounded. No patrolling while in full defense." he claims.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"Barthol is right, we leave, and burn the fortress to the ground, all goblins within, a sacrifice to the destroyer." Rova says with fervor and conviction.

He sheathes his blades and sets off into the underbrush, heading in the general direction of the keep. Looking like an animal clad in fur and dried blood.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

For a moment Deylar envisions the song Jahl'ra would write about them.

"And they were never heard from again....."

"Rova, he also said in the morning. Saru, how much time do you need to prepare for the destruction of the tower? And what IS your plan for communicating with us to coordinate?"


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

"Well let's wait than."


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

"Oh, I can't say that I'd need much time...though if I want to get in as Barthol, we'd need to get some furs, right?"

Saru scratches his head. "I could also get in as one of the dead ones, say that I played dead and got away when you, the stupid tall ones, just moved on. One of you would have to stab me or something, though."

"Communicate? I thought you'd just wait for the sounds of explosions and fire before you charge in. I have a special firework I can use - it whistles like nothing else. Maybe I can use that as a signal?"


"Given the Circumstances of the event, the group decides to wait the night out until morning, but by the time they've listened to the Bugbear in detail, sifting through the useless information and picking at what's legitimate, It's too late to head back towards Ostenso. That said, according to the bugbear it was safe to stay at the edge of the forest, which they took with a grain of salt."

The night falls, and a fire is made, albeit a small one with no smoke that won't draw attention. The soft sound of the animals within the forest, as well as the excessive rambunctiousness of the goblins in the distance is a forewarning of just how many lie within the Fort.

The Map


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Gee, that's not ominous at all....

Deylar volunteers for first watch, knowing that he needs his rest in order to prepare spells for tomorrow's infiltration. His watch passes quickly as various scenarios play out in his head, the noises in the distance punctuating how vulnerable they are, how much more vulnerable they are even from the moment they left the airship.

So far guild life was not at all what he expected.

Its too late to go back to town, but any chance that there are 2hrs of daylight left to scribe a scroll? Ive got Resist Energy memorized and not yet cast, would love to put it on a scroll if time allows.....

Regardless, after resting I will use Domain Mastery to make Destruction domain/Catastrophe subdomain my secondary. New spells prepared for the assault morning:

0-level (DC15): Detect Magic, Guidance, Resistance, Stabilize
1-level (DC16): Bless, Bless, Obscuring Mist, Moment of Greatness, Stone Shield, True Strike(dom)
2-level (DC17): Bull's Strength, Burst of Radiance, Grace, Gust of Wind (dom)


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz volunteers for middle watch to make use of his superior vision.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Also making use of his vision, Rova takes the late watch after Aviz into the morning.

He walks the outer perimeter of the camp foraging and trying to catch rabbits and squirrels.

Survival: 1d20 + 9 ⇒ (8) + 9 = 17

In the morning, a small pot of meat stew is simmering over the ashes of the fire. Rova's large mass huddled over it in a squat stirring quietly.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Prepared spells this next day:

1st - charm person, vanish
0 - acid splash, detect poison, open/close, ghost sound, mage hand

Saru volunteers for no watch, as he similarly needs rest and Deylar's already volunteered for the first watch. Though he supposes he'll be up from his sleep first, while Deylar and Aviz are asleep again.

When he gets up, he mentally picks one of the goblins they'd killed the previous night, poking Rova to ensure that the orc sees what he's doing, and changes form into the form of the deceased goblin. He then uses his sleeves of many garments to conceal his real attire and assume the attire of the dead goblin.

Disguise: 1d20 + 14 + 10 ⇒ (14) + 14 + 10 = 38


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"Saru, eat some breakfast." Rova says, offering the smaller man a bowl with a light broth and chunks of meat in it.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Saru gratefully takes the bowl. "Is there a spoon, or is this for sipping?" he asks, looking back at the orc.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Rova looks down from quaffing his small bowl in two gulps, he smiles a toothy grin and hands Saru the wooden spoon he used to stir the pot.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Deylar finishes his morning preparations with the smell of stew causing his stomach to rumble. With a final prayer to The Eye he walks over to his companions just in time to see Rova slurping down his serving. The tiefling allows himself a small grin. When in Ostenso....

He takes his own small bowl and mimic's Rova's performance as best he can, although the slight priest's gulps are truly no match for the halforc's gusto.

"A fine meal, a good omen for our endeavors today!" He gives a quick glance around camp. "Looks like no troubles during the night? At least, Im hoping that's Saru we're breaking our fast with?"


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Carefully spooning himself the stewed game with the overlarge wooden spoon, Saru smiles, revealing rows of jagged, unkempt goblin-y teeth. "It is well that you can't tell the difference," he says, "I guess you'll never know if I'm really me or not, huh?"


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Prepared Spells for the day:

But you were curious enough to look.

Fine meal my left wing. This is an uneducated, untrained savage making something that we can only hope is edible.

Aviz grunts a 'morning' to everybody, taking a bowl and drinking it back like Rova, although a bit slower. Hmm, not as bad as guard gruel.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

"Lets just hope that does not happen at the wrong time. My spells and his blades will not know the difference either."

He uses the back of his hand to wipe broth from his chin. "How will we know its you if we bump into you in the tunnels beneath the fort?"

And yes, I did look....


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"He can say 'Rova is the Herald of the Rough Beast' no gob will shout that out." Rova suggests.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Real quick - Deylar, your header reads "Sorerer" instead of "Sorcerer".

"Rova is the Herald of the Rough Beast!" exclaims Saru, grinning. "I like that. I might just use it...we'll see. I haven't decided yet."

He scratches his little tiny chin and continues, "I'm actually not sure if I even want to run into you in there. There's a lot of damage I could do as a goblin, you know."


The morning rolls in with a gusto, and the day is windy as the trees defend themselves from the shifting air. The fire has long burned out but even beneath the shade and the early morning the air is comfortably warm and it threatens to be a fantastically hot day. The sound of the goblins has completely died down, save for a handful of small shrieks, but by comparison to last night it is of little concern.

Barthol has long left, and did so after taking the second watch with the person at that time. He stayed to himself for the most part and ate some crude jerky he'd personally made, but mostly tended to his wounds in his stomach and back. He shuffled off towards Ostenso quietly, thanking the other watcher for their benevolence. All he left behind was an entire slab of jerky made from nearly an entire deer leg. It's not entirely certain whether it's safe to eat or not, but he didn't seem to have much trouble.

In the air, a small crack is heard in the distance as everyone talks amongst themselves and branches break. Something large, yet surprisingly graceful, lurks in the forest.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz glares at the bugbear as it leaves. Hope this doesn't bitr me in the ass later. When the cracking is heard Aviz grabs his weapon and takes to the air, trying to spot the source.


The view of whatever is in the forest is promptly blocked by the surprisingly dense canopy.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz quietly floats down to the canopy, peering through it.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

As Aviz rises into the air to check on the noise, Deylar stops cleaning up from the morning meal and peers out into the forest in the direction it came from. He casts a detection spell more out of habit than expecting it to help, then starts moving away from the remnants of the fire looking for cover.

Cast detect magic
Perception: 1d20 + 6 ⇒ (7) + 6 = 13 to try and notice whats out there
once he figures out what direction the noise came from he'll move ~20ft to the right hoping to not be directly in its path when it charges the campsite. If theres a boulder or tree or something he'll definitely use it for cover from the direction of the sound.


The detection of magic does little against the wall of the forest, and as the creature no doubt announces it's presence, it rolls in, on hundreds of legs and a chitinous plating along it's full length. You are faced, upon the morning, against what can only be referred to as a giant centipede, though, just a glance isn't enough to explain what kind it is.

The beast rears up with guillotine-like mandibles on both it's head and tail, chittering away. One things for sure. No one bothered to tell you about this kind of creature within the wild life. It seems to be deterred little by the Trees.

The Map

I should also take this time to point out that Jahl'ra has decided to head back into the main city and inform them of the events, as he feels himself useless against the confrontation against such foul-mannered foolish individuals.

Initiative Block:

Deylarr: 1d20 + 3 ⇒ (1) + 3 = 4
Rova: 1d20 + 3 ⇒ (19) + 3 = 22
Saruwatori: 1d20 + 3 ⇒ (4) + 3 = 7
Aviz: 1d20 + 4 ⇒ (20) + 4 = 24

Advanced Template Great Forest Centipede: 1d20 + 2 ⇒ (7) + 2 = 9

Aviz
Rova
Centipede
Saruwatori
Deylarr


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Rova roars as the giant bug rears its ugly head. Blades in hand he runs at the monster with a savage cry.

Rage as a free action

Attack Main hand: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Atk off hand: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

He attempts to disembowel the squishy worm.

Hp 82/82
AC 14(Reckless abandon)
Rage rounds 15/16


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz darts in a moment after Rova, fauchard flashing in the sunlight. It comes down hard through the centipede's hide.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm: 1d20 + 9 ⇒ (13) + 9 = 22
Damage;Crit Damage: 1d10 + 13 ⇒ (10) + 13 = 231d10 + 13 ⇒ (7) + 13 = 20


Great Forest Centipede
Damage Taken: 62
Status: Healthy

The Centipede violently undulates as its morning meal seems more repugnant than it originally expected. The blood trails from it's soft stomach and plates all at once, before the beast responsively lashes out at the strange airborne creature that did the most damage to the soft spots between it's plating.

Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d6 + 19 ⇒ (6) + 19 = 25

The bite goes deep, and Aviz takes a moment to escape the grasp of the monstrous insect, but does so too late, and the poison quickly assaults his veins, despite the slowly increasing crushing sensation. He has little difficulty wiggling away, but can't help but feel his wings tense up and his joints begin to buckle.

Aviz Fort Save: 1d20 + 8 ⇒ (10) + 8 = 18
Dexterity Damage: 1d3 ⇒ 2

The Save DC is 22


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Saru scoffs - of course they'd be interrupted by something pointless NOW. He gets a little bit closer - just so that he's within range of his spell - and conjures a chunk of disgusting mud just above his hand, hurling it at the centipede's face, trying to blind it.

Ranged Touch: 1d20 + 6 ⇒ (13) + 6 = 19

Cast mudball. If it hits, he's blinded. On his turn, he can attempt a DC 13 Reflex save to rid himself of it, or spend a standard action to wipe his face free.

The effects of blindness


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Fly: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16

Aviz manages to maintain his height, growling in anger at the poison. I'd call it a coward if it wasn't it's natural weapons. He chops at it again, fighting more carefully now and hovering back away.

Attack: 1d20 + 11 - 2 - 2 ⇒ (18) + 11 - 2 - 2 = 25
Confirm: 1d20 + 11 - 2 - 2 ⇒ (1) + 11 - 2 - 2 = 8
Damage: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Attack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Damage: 1d10 + 7 ⇒ (7) + 7 = 14

Using combat expertise on both attacks, power attack on the first attack. AC is currently 21. Stepping back after my attacks so that I'm 15 feet away.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

So much for the fortress being the primary threat.....

Deylar takes a few steps forward and begins casting, asking for Nethys to bless their combat. As the energy settles around him he uses his gifts to warp it again to provide his allies with even more arcane power to battle the creature.

Move Action: 30' move, repositioned counter on map (thanks for the heads up, I didn't realize we could do that)
Standard Action: Cast Bless on party, +1 morale bonus on attacks
Swift Action: Divine Vessel power, add another +2 unnamed bonus to next attack roll/skill check/ability check before the end of your next turn.

Status:

Bless round 1 of 50

48/48 HP
Heavenly Fire; 0 used, 8 remaining
Divine Vessel; 1 used, 8 remaining
Blast Rune; 0 used, 8 remaining
Channels; 0 used, 6 remaining
Bonded Item; 0 cast, 1 remaining

Spells
0-level (DC15): Detect Magic, Guidance, Resistance, Stabilize
1-level (DC16): Bless, Bless, Obscuring Mist, Moment of Greatness, Stone Shield, True Strike(dom)
2-level (DC17): Bull's Strength, Burst of Radiance, Grace, Gust of Wind (dom)
3-level (DC17): Prayer, Stone Shape, Call Lightning (dom)


The centipede revoltingly hisses as the mudball lands upon it's many eyes, letting out a gufaw of a roar. With it's sight hampered it can't stop Aviz from fleeing. All that said, the wound it landed upon him clings to his wings as his body fights off the effects.

Aviz Fortitude Save: 1d20 + 8 ⇒ (1) + 8 = 9 I'm sorry[/dice]
Dexterity Damage: 1d3 ⇒ 1

His wings continue to grow tighter, but he lands the first of the blows all the same, opening an even larger wound as he cuts into the very same plate he'd found earlier.

[ooc]Damage done: 77
Centipede is Blinded


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I love blinded penalties.

Aviz takes advantage of the creature's blindness, stepping back in and chopping at it with all his might.

Attacks: 1d20 + 11 - 2 - 2 ⇒ (15) + 11 - 2 - 2 = 221d20 + 6 - 2 - 2 ⇒ (17) + 6 - 2 - 2 = 19
Damages: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 151d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Rova still needs to go, and then the centipede, and then Deylar and I, before you go again Aviz.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Oh I thought that post was the centipede unable to do anything from the blindness. My bad, just use that when it's my turn again (assuming the centipede and Aviz are both still alive).


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Rova continues to roar.

MH1: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
MH2: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
OH: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

The power and abandon of his swings still executed with a strange mix of skill and shocking brutality.

damage: 1d8 + 11 ⇒ (2) + 11 = 13
damage: 1d8 + 11 ⇒ (4) + 11 = 15
damage: 1d8 + 6 ⇒ (4) + 6 = 10

HP 82/82
AC 14
Rage Rounds 14/16


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

^that MH1 attack can have another +2 from the Divine Vessel ability....

So far the group seems to be doing well, so instead of casting again Deylar calls on his heritage and lets loose a bolt of heavenly fire at the centipede.

Ranged Touch Attack, PBS, Bless, DV: 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 29
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Knowing that he's of little use to his comrades in combat, Saru ensures that he stays back, trying to keep out of danger so that he can get on with his infiltration mission later on in the day.

Doesn't heavenly fire only damage evil creatures? Assuming this is mindless vermin, Neutral alignment...I wouldn't think that it would do anything.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

nuts you're right. Argh


Ruthlessly placing 2 more blows upon the beast, Rova disembowls it entirely before its even capable of seeing again. The thing lurches before slightly hissing and dieing a slow, bloody death at the cruel orc's wrathful blows.

Fortitude Save: 1d20 + 8 ⇒ (14) + 8 = 22 Luckyyyyy
Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12
Fortitude Save: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude Save: 1d20 + 8 ⇒ (11) + 8 = 19

It would seem the Centipedes poisons died with it, as Aviz shakes off the effects almost as soon as it had hissied it's last breath away. Unfortunately it had already done it's damage.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz floats to the ground, muscles stiffening up. "Can anybody help with poison?"


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Deylar inspects Aviz's wounds then begins rummaging through his pack.

"I prepared my spells based on battle, so I cannot remove the taint. I can hold off its affects for a few hours however. Can you tolerate it a little while longer? I am thinking we wait until our raid begins then use this so you are at our best for the assault instead of the approach."

He pulls out a tightly rolled piece of parchment and points with it for emphasis.

Heal check: 1d20 + 9 ⇒ (11) + 9 = 20 anything to be done outside magical healing?

He's got a scroll of Delay Poison, but thatll only suppress the affect for 3 hrs.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Using Heal to treat Poison:

Treat Poison

To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

Time: 1 standard action.

Source

Aviz has already resisted the poison doing any more damage, but the damage is still there. It's ok, it's only a -1 penalty to anything dex related, not a huge deal. Just keep it in mind when you have a chance to prepared spells again.


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

Yup, and Delay isn't going to cure the damage already done....Ive got a Lesser Restoration scroll also.....


Tiefling Cleric of Nethys (Ecclesitheurge) 5 / Empyreal Sorcerer 1

how far away is the fort and how long will it take for us to get into position? Since the little blighters are nocturnal we probably want to do this as close to midday as possible?


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Aviz scouts ahead quietly, trying to spot the secret entrance as well as any guards around or on the way to it.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20


With the sun rising in the distance, Scouting ahead Aviz can see the small pinprick of a Fortress in the distance atop a hill. After a short bit of flying he manages to catch a glimpse of the pipes to the right, as well as smoke rising from one of the towers along the brickwork.


male kitsune rogue 3/arcanist 3 | hp 15/22 | AC 18, ff 15, touch 13, CMD 17 | Fort +1, Ref +7, Will +5 | Init +3, Perception +9, low-light vision

Still in his disguised form, Saru double-checks to make sure that his attire is the same as the goblins' were, and then starts tottering off towards the fort, feigning fatigue and injury by staggering a bit every few steps.

For good measure, though, he slashes himself across the chest, twice, drawing blood. Fake wounds wouldn't do if they asked him about them.

Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7

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Discussion Thread is Officially open! Let's first start off with the posted stat block of "Zarthid's Linnorm" a variant of the Tarn Linnorm, and a unique beast native to only Chul'Galbrann. I should make note that all super-integral NPC's as well as defeated enemy types will go into the campaign description to be viewed somewhat like trophies. I can't tell you whether or not you'll ever fight this monstrosity, but what I can say is that when and if you did, you'd remember it for quite some time. This adventure path goes all the way to level 20, gentlemen.

Zarthid's Linnorm:

LINNORM, ZARTHID’S
This nightmarishly huge, snake-like dragon possesses a row of oversized, clunky teeth at its head and well over 30 eyes along it's length to boot. A row of tiny wings cover it's entire body and it is famously referred to as "The Great Sky Snake" and "Gatekeeper".
ZARTHID’S LINNORM CR 20
XP 307,200
CE Colossal dragon (Flying)
Init +14; Senses all-around vision, darkvision 120 ft., low-light vision, scent, true seeing; Perception +40
DEFENSE
AC 40, touch 12, flat-footed 30 (+10 Dex, +26 natural, –8 size)
hp 385 (22d12+242); regeneration 15 (cold iron)
Fort +24, Ref +25, Will +20
Defensive Abilities freedom of movement; DR 20/cold iron; Immune Sonic, curse effects, flanking mind-affecting effects, paralysis, poison, sleep; SR 31
OFFENSE
Speed 50 ft., fly 150 ft. (Good),
Melee 1 bite +30 (3d8+16+6d6/19–20 plus shattering bite), 2 claws +30 (2d6+16), tail +25 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks Deafening Roar, Shattering Bite constrict (tail, 3d6+24),
STATISTICS
Str 42, Dex 32, Con 34, Int 7, Wis 25, Cha 27
Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can't be tripped)
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes,Power Attack, Vital Strike
Skills Fly +35, Perception +40, Stealth +27, Swim +49; Racial Modifier +8 Perception +8 Stealth +8 Fly
Languages Aklo, Draconic, Sylvan, Common.
ECOLOGY
Environment Chul’Galbrann’s outskirts
Organization solitary
Treasure triple
SPECIAL ABILITIES
All-Around Vision (Ex) A Zarthid Linnorm’s multiple eyes give it a +8 Racial Bonus on perception checks and it cannot be flanked.
Deafening Roar (Su) Once every 1d6 rounds as a standard action, a Zarthid linnorm can expel a deafening roar, dealing 22d8 points of sonic damage to all creatures struck (Reflex DC 32 halves). This sound creates hideous reverberations when it makes contact with metal—on the round after a creature takes sonic damage from this attack, it must make a DC 32 Fortitude save or become permanently deafened from hideous noise. (this secondary effect is a vibration-based effect). As a full-round action, the linnorm may roar and claw twice at the same time (but not use its other weapons). Alternatively, as a full-round action, it can roar much louder and focus a 120 foot burst on itself that effects everything in its area as a 20th caster level shatter that effects magical items. In this case it cannot use its roar again for 2d4 rounds. The save DC is Constitution-based.
Deafness Curse (Su) When a creature slays a Zarthid linnorm, the slayer is affected by the curse of deafness. Curse of Deafness: save Fort DC 32; effect creature is permanently deafened. The save DC is constitution based. Vulnerability to sonic damage, despite deafness.
Freedom of Movement (Ex) A Zarthid linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled. It is also under a constant Fly spell, despite its lack of wings.
Shattering Bite (Su) Bite Reflex DC 29 effect 6d6 sonic damage. A player that successfully avoids a Zarthid Linnorm’s bite is subject to a small 15 foot cone of sonic damage as its teeth ferociously smash together. One random piece of equipment is subject to a DC 29 fortitude save or it gains the broken conditions. All broken items affected by this shatter into pieces dealing 5d6 slashing damage in a 10 foot burst.
True Seeing (Ex) A Zarthid linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.
Vulnerability to Silence A Silence spell negates the shattering bite, but the Linnorm and a caster must make opposed checks when the heightened deafening roar comes into play. The Linnorm’s check for this competition is made at a +18 but should the silence effect be dispelled as a result of this, only it is removed, and all items in it are safe at the cost of the dispelling effect.
Frightful Presence (Ex) Will DC 32 As part of Heighted Deafening Roar. Effect: Frightened 3d6 rounds.

Zarthid's Linnorm that patrols Chul’Galbrann carries the name of Vox. No one immediately knows the origins of its existence or why it protects the city of Chul’Galbrann as its founder, Zarthid Zagatayal, is long dead. “Zarthid’s Linnorm” is a massive Linorm in the same jurisdiction as that of a Tarn Linnorm with many similar abilities, but it focuses on the delivery of destructive sonic damage during combat, threatening equipment as easily as it does lives.
Zarthid’s Linnorm allows the passage of ships that contain passengers who own emblems of the city, and it can discern a fake without failure, and should it ever do so will destroy the owner of the emblem, the ship it’s on, and every passenger aboard it. Otherwise it allows them passage into the city without issue, often to the New Blood’s collective slack-jawed awe.
A Zarthid linnorm is 130 feet long and weighs 30,000 pounds.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Dotting.

Lol let's not fight that and say we did.


I require that most of you check in before we go any further. This Is gonna be something :)


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Check!


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Here.


So that's Jahl'ra, Rose, Deylarr, and Illenara, then? Hm. We'll keep discussion here for now, then. We'll be starting sometime tomorrow (Which will be the day you see this, actually, as it happens to be night time where I am)

Right now, when you guys get the chance, I need a rather particular post so I can jot a few things down. This is all to make sure that the players in particular, when played by me as a result of absence, do what they would normally do.

Here's what I need.

-In your profile bar, where it says your class and levels, I need the following: AC, Health, CMD, Saves, and Initiative.
-I need combat preferences. Somewhat like a "During Combat" section for an enemy in a adventure path. Feel free to include a "Before Combat."

I will never walk your character into a deathtrap that they know exists. So don't worry about that, but I'm not against a player investigating, say, a statue, that suddenly stabs them.

I also would request that your most important skills be included in that bar, and each of you should have a perception. If you're gunning for bonus points I'd also like it if you could tell me what you want out of this campaign. Thank you.

Also let's talk about that Zarthid Linnorm! It's not in any book and is hand-tailored by yours truly, much like a number of the enemies, though the variant changes are somewhat minor when you see the process...


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Before Combat
Draw weapon and gain altitude if possible.

During Combat
Fly around (if possible), attacking targets in the following order of priority:
-That are singling out our squishy casters.
-That seem particularly dangerous.
-That are hard to reach for others, ie an archer on a cliff.
Against a tough foe Aviz would try tripping them, using AoO's to keep them down or hit them. If they seem very hard to trip (like a four legged monster with 40 strength) then he will simply hit them as hard as he can.

If he is unable to take to the air, he'll stand in front of the largest group of enemies and wait for them to charge, using his various AoO's and his fauchard to punish them if they charge.

Combat Related Skills
Aviz can use fly instead of acrobatics to move through threatened squares to avoid AoO's when airborne. He also has decent perception and stealth checks.


I'd like to also make it a point that if you've not posted by the end of Teusday I will find another person to fill your seat.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Before Combat
Draw weapon and close on mobs.

During Combat
Use Rage and twf, harry around the edge of the enemies, keeping them pressed close. Pick off stragglers. Alwasy make use of Full round attack if possible.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

Before Combat: If I feel like there's a good shot of a fight happening within the next hour, pop a use of my wand of mage armor. If I can get invisible right before the fight, then Hell yes.

During Combat: My first priority is control of the battlefield. If I can get a well-placed grease, web, stinking cloud, or similar spell right off the bat in the middle of a horde of enemies, then that's the plan. Priority number two bounces back and forth between buffs and debuffs. If it looks like I can easily slow or color spray a number of enemies to good effect, then those spells come next. If the enemies are fewer or look like they would be harder to debuff, then I would focus on throwing haste at as many party members as possible. Once the majorest of buffs and debuffs are dealt with, I might throw a few spells like enlarge person from my wand around. Use summon spells as appropriate.

Important: If I have no better spells to cast and need to conserve my spell slots, then I would rather throw a basic 0 level spell like Daze or Resistance around than smack an enemy. Failing a cast would be about as effective as hitting for 1d6-1, and a successful daze on a grunt could be awesome.

Useful Skills: Perception +18 and Spellcraft +13.

I just want to play dnd for once. XD I always DM, so I never get to play ever.


I'll have every single one of you know I had to do so much math for adding on the sixth person. It's 4500 gold for every character to gain before this part is over. That's 27000 gold worth of stuff I had to place. (Though by actuality it's 32146 gold because I was generous and expect you to sell useless things)


I should make it a point to inform the lot of you of a select few things that may or may not be a bit important! As you must know by now, this is a adventure path beta. That means a hefty number of things. First off, that means that everything is already set in stone, and only lightly rail-roaded for your riding pleasure. That said, I want to also point out quite a number of things I may not have mentioned before, or have but it went unnoticed.

- This book has a plethora of variant enemies that have been reconstructed somewhat roughly. The Zarthid's Linnorm for example was built from a Tarn Linnorm of almost equal Cr, but has a higher dexterity granting it a better armor class. Instead of having the 2 head effect, however, it has a heightened sonic damage attack. While you won't fight it for what's likely an entire year or 2, the Zarthid Linnorm Is fought later, and all creatures you can't find on D20PFSRD will be listed here as a result in the campaign info tab.

- Though Gencon hasn't managed to happen yet, many NPCs in this book, as well as many enemies make use of the currently playtested classes such as Slayer and Brawler. Slayer in particular is a popular choice throughout the books as powerful enemy NPC's make use of the quaint class, but there are many more that aren't them. It is only an example.

- Once a combat is over, Illenara's Perception will be used to take 20, and it will be assumed she has a +4 or so on it on top of her preposterous score to search the remains of an area if you so wish. Doing so may cause her to run into serious trouble if people aren't aiding her as my dungeons are never completely cleared on their first run through, atleast, not in the first book... That said, she will do this just so the lot of you can find everything that she's capable of finding. I assure you, she'll never miss a thing with that kind of perception check.

- The first book is in the middle of revision, and I am very low on maps, however, I can easily scan in gridmaps made in something silly and normal, like paint, but these will quite literally be primarily for combat and not visuals. That part of the book will take the most time, though I do have sketches of certain NPC's done in my own personal style.

- If players take too long to post far too often, I will likely give them the axe, so please, I beg of you, be wary. People are very eager to take your place, of that I can assure you.

- Starting Wednesday (?) I begin work for the summer at a flattering 11$ an hour for 8 hours a day starting at 8 every morning. While I'm glad to be making money that means I won't be able to post until evening, but you can be damn sure I'll be posting at that time every day unless something comes up. When I get into a posting groove I do so generously, as we've seen with the past day when we may as all well have been in a facebook conversation.

- My Steam name is Duboris and my Skype name is xxDuborisxx for those that wish to contact me at any point.

- I welcome a plethora of questions and tips, and am more than open to suggestions, so please, do not be silent and talk me up. It' makes the game much more interesting.

- If at all possible, unless it's a minor one-liner that's a part of a major gameplay post, speak out-of-character in Discussion. I beg of you.

- The first part (The Brass city of Chul'Galbrann), the second (Goblins on Ostenso Pass) and the third part (Fort Gibraltar) will get you to level 6 alone. By the end of the first book you will be bloodied, near dead, and level 7. In a 5 man group this would've been fun and naturally difficult. I have adjusted all combats to cope for the 6th character by giving certain creatures more class levels, or adding more enemies. I do not know the results of these changes as I have not had the chance to playtest them against myself with a party of 5.

- Should the lot of you wish, I will post the "Iconic" characters of this campaign that I ran the tests with. It is a Human Fighter (Who actually happens to be Arcturus), a Rogue Dwarf, a Half-Orc Ranger, a Human Conjuration Wizard (Looking at you, Illenara.) and a Aasimar Cleric of Abadar.

Thoughts? Opinions?


After carefully perusing all of your character backgrounds, I've just come to terms with the fact that none of you have trapfinding. To which I promptly reply with;

Hue


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Ready and understood. A few brief things that I'm thinking.

-What is too long to post? Will there be leniency given if we inform you ahead of time that we will be busy for a certain amount of time?

-In my experience, adjusting for a larger party is usually easiest by adding more enemies instead of buffing the ones there. As RAW states you can have a level 20 fighter be the same CR as a massive party of level 5 characters, but even still the fighter would just happily cleave through them all. I understand the difficulty of it, it's rather hard to balance well.

-Trapfinding is very nice but not actually essential for most traps. It gives a bonus, but where is it important is giving the ability to disable magical traps. Other than that, any character with a good perception and disable device score can take care of most mundane traps. We have a number of pretty high perceptions floating around and our catfolk bard has disable device trained (albeit with only a decent check). If traps should become a problem we'll invest in some magical gear to boost his DD check. If magical traps become a problem we'll invest in some scrolls of dispel magic.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

Similar to the above question, how long is too long to post in like a combat or roleplay scenario? Beowulf will probably text or barge into my house if stuff starts going on, but how much leniency is there if we just reach a combat or my turn comes around and I have to go out for a little bit or something?


Forewarned lateness gives you about a week of not having to post, but I'd rather that not happen often. Unwarned lateness is around 3 or 4 days, though I'll typically DMPC you or move on ahead if you don't post. It's not too pressured, but I like multiple posts a day for obvious reasons.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Oh ok, that's more than enough time for me. Thanks Duboris.


I should also make it a point to mention that, unlike most DMs, I am a feverish poster on the weekends, and actually want to post More on them than during the weekdays. This is mostly because I'm more free, I'm sure you understand. I don't expect the same from you, but it would be great to fast forward at those times.

That said, I believe this ship needs to land...


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I am also generally more available on weekends (I go to nerd college).


I've just updated the Campaign Info with every important NPC mentioned so far save for the Archivist. If you feel you've missed anything, it's all there in the campaign info tab. It'll detail the quest you're about to go on as well.

Also we're going to wait a bit on Deylarr to post in response to Dauglin before this thing finally goes on through.

Part of me kind of wishes the rest of you would post avidly O; but one a day is plenty.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

For me the weekend I can post non stop, because I work security and on the weekend the building is closed so its just 8 hours of sitting at a computer with no interuptions.

I also will post avidly, but only if there is something to post about/to.

Also just to forewarn people, Tuesdays and Wednesdays are my days off, so effectivly my weekend, and that is when I slow my posting or don't post. If its an issue I will at least try to keep up with this particular campaign on those days, as this is my most interesting character by far.


Rova would you consider your fear of snakes enough to impose -2 penalties on all things as a fear-based effect? Because if so, I'm going to do that at one point.

Because there Is a snake in this game... a nice, 12 headed one that spits stinking cloud... called a hydra.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Kill it. Kill it with fire.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

12 heads = 12 snakes = -24 penalty, please don't kill me when this happens guys.


I don't feel like Rova is the reading type.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

I'm free most of the time, especially since I'm an unemployed college graduate, but I'm also job-hunting and an avid video game player and have a girlfriend. So yeah, I may not be able to keep up with all of you sometimes. XD


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Illenara pretty much just described my life.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Hey! He could learn to be the reading type.


The instant Deylarr replies to Dauglin, we're moving forward.


Seeing as how we're still waiting on Deylarr, and I'm posting up messages in the wee hours of the night again, I figured I'd show you guys my character I just rolled up for Wrath of the Righteous underneath a DM. It's the first AP I've joined in a while and I know almost nothing about it, save for Mythic being a thing I know next to nothing about.

For those of you that might have played it, what do you think of this character setup? I'm not you're typical picker when it comes to clerics, I'll go ahead and say that right now. LG deities somewhat bore me.

Maxwell Lionheart:

Maxwell Lionheart
Male Human Warpriest of Groetus 1
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +3 (1d3+3) and
. . heavy flail +5 (1d10+4/19-20) and
. . unarmed strike +3 (1d3+3 nonlethal)
Warpriest Spells Prepared (CL 1st; concentration +4):
1st—divine favor, magic weapon
0 (at will)—light, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Toughness, Weapon Focus (heavy flail)
Traits exposed to awfulness, indomitable faith
Skills Climb +3, Heal +7, Perception +4, Sense Motive +7
Languages Common
SQ aura, blessings, enshrouding darkness, madness supremacy, Sacred Weapon, blessings (darkness blessing, madness blessing)
Combat Gear potion of cure light wounds, potion of mage armor; Other Gear scale mail, heavy flail, fighter's kit, wooden holy symbol (Groetus)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessings (3/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Enshrouding Darkness (Su) Touched ally gains concealment for 1 min, unless foe can see in Su darkness.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Madness Supremacy (Su) As a swift action, foe in 30 ft replaces some conditions with confuse for 1 rd ("attack self" or "attack nearest creature" only).
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.

History:

If there were ever a man down on his luck throughout every stage of his life, Maxwell is most certainly that man.

At the age of 12, he lost his father and mother to the fourth crusades, as both were deeply seated in the faith of Iomedae. That aside, they ended their lives unjustly at the tip of a goat-demon's blade, according to the wounded paladin that had come to deliver said news. At the time, Maxwell couldn't hear anything else the man had said. Looking back, the muffled, silent words and the flapping of gums muted by the sound of static despair were likely something to do with fighting through it, or that they died for a just cause. The world wound wasn't just, he thought to himself. It was a slaughter for the good and foolish.

Losing his parents forced him to grow up fast, and he ended up shunning the worshipers of the more good-aligned deities. All-the-same, he didn't hate them for what they stood for, he merely hated that for their cause, his parents had lost their lives. Senseless death was stupid death, and when the abyss can repopulate itself on the very souls that it reaps, the idea of fighting seems all the more senseless.

Truly, at such a young age Maxwell as gripped with a deep, dreadful sense of despair. He saw the world in gray and white, and found that he had lost hope. That same day, and not 4 months after his parents deaths, a powerful demon nearly broke the barrier to Kenabres, piercing his shoulder in the process with it's foul weapon. The sickness that it carried nearly claimed him. As he leaned against the hay cart he had been filling so recently, with his eyes closing slowly, he was happy for only a moment believing that death would allow him to meet his family.

But death did not come. Nor would it ever.

In his coma he saw the boneyard, the hundreds upon thousands of souls spiraling into it with a frenzy unlike anything he'd ever seen. Tormented souls, souls that wanted to do more, souls that were angry that they'd been put to rest. Vengeful spirits, every last one of them. People that died didn't want to enjoy their deaths, they wanted out. Death was a prison, not a release, he thought to himself. The world went black, and in the calamitous stars of the void that he found himself in, he saw, laying on a gray bit of sand along a strange island in the darkness and madness, a symbol.

The symbol was that of the religion that belonged to Iomedae. Beneath the sand next to it, Gorum. He sifted through the sand as it turned to dirt, and the dirt as it turned to mud, and the mud as it turned to stone, unearthing these symbols, and casting the dirt away. It felt as if it had taken weeks, but finally, at the bottom of it, he found a material he couldn't remove. His fingers were filthy with mud, and fingernails had abandoned him to let loose the flow of blood from his hands, aching in pain, yet still he persevered.

With a surge, the strange orb in the dark sky of loneliness, madness and silent solitude cast him off of it, along with the stone, mud, dirt, and sand. As he fell away, not the floor but to the dark tendrils of the abyss, he saw it turn to face him. A moon, bedecked in a skull's grimmace that cried black tears that filled this place. This damned place, did it fill to the brim, and this damned place he had been for so long. The desire to die had left him, but so had the desire to live, and in that symbol, he heard, in the darkness, the name, "Groetus"

He awoke from a coma, his left eye had been removed and replaced with bandages of strange make. Again, he looked about as the alchemists, the clerics, all of whom had kept watch on him scuttled about. One noticed him and left him be, only to return with a queer look in his eye. He saw his mouth move, but no words came, yet again. He had been deafened to good intention, and he had come to the conclusion that this whole thing, this town, these walls, the crusades.

All of it was meangingless.

Skip forward 24 more years, at the ripe age of 31. He had found love not long ago, in his den of hopelessness. A woman named Calistria, who saw the good in everything, even him, who was always eager to point out flaws in anything, especially himself. He had taken up the vestments of Groetus, the God of Misery and Madness, praying that the power that was take interest in him every day since he recovered from his Coma.

Little did he know that Groetus, whom never takes interest in his worshipers, should never gaze upon the lives of those he has influenced more than once...

Somehow a demon had made it through the walls, whether beneath the city, with immunity to it, whatever, it had made it. His house burned to the ground, his dead childs reduced to ashes that he could only watch burn as his son screamed in agony, claimed by the unholy fire. The man watched his son's soul erode at the edge of the abyss, claimed, to create another soldier for the world wound. His wife faired no better, impaled by the same ilk of fiend that claimed his father and mother, a schir. The woman lay impaled, and he, beneath the ruins of his own home, his hand impaled by a beam of wood and his hip, too.

Upon the glaive did that demon take away his wife, back to the wound to defile her corpse or worse, but in that moment, even as the guards arrived, he heard silence. The fires didn't burn, and the wound didn't hurt. All he felt was anguish as he removed the woodbeam from his stomach and hand, standing up and walking toward it, badly burned all over his left side. The guards, they motioned for him. He could feel them yelling as he walked slowly in the direction the fiend had went, and had one of them not tackled him to the ground and knocked him unconscious he would have followed them to the very pits of the abyss.

He awoke again, this time silent. With tears in his eyes he prayed to the god of misery, not for power, but to not look at him ever again and only grant him the power he'd need to die, as his wife and child, mother, and father had.

And so he did, but not before planting the seeds of madness... And so, Maxwell peered into the abyss of his life, and future.

And it peered back.

Personality:

Maxwell is a depressed individual who sees no point whatsoever, short of dying with dignity and killing demons, in the crusades. To him, they are a waste of time and effort, and if he didn't have a vendetta against the fiends that pushed him to near-insanity, he would have washed his hands of the place.

He is quick to point out flaws in others, himself, plans. If it has even a slight chance of failure, he makes sure that everyone knows it. Despite this, he is still reliable, but rarely takes into consideration his own well-being. Not bound by the religious doctrine of a paladin, Maxwell takes no joy in killing demons, fiends, or undead, rather they do nothing more than stir dark thoughts in him.

To say that Maxwell has righteous fury is an understatement. It is not righteous in the least, and is nothing more than pure hatred for the fact that the demons took everything from him. His eye, his child, his wife, and his parents, and even a few of his friends, and now, even his money.

Maxwell joins the fifth crusade with just the mere hope that he dies killing what he hates the most, and doesn't fear death as it is no worse than actually being alive.

Intention:

While it isn't his in-character intention, Maxwell can still become good. His hatred could turn into righteous fury, but he will never turn his face away from Groteus, his deity, despite the things the god had done to him. He could be redeemed, becoming Chaotic good in a way to where he believes that no one should experience the misery that he has, and avidly preventing anyone from doing so.

At the beginning, however, he typically finds relief in the fact that others can feel pain as deep as he has, but at the same time doesn't believe anyone in the entire city is as deep in the darkness as he is, though he does welcome them to join him.

Description:

Maxwell is officially out of gold, and happens to be flat broke as he prepares to join the fifth crusade. He spent all of his savings from his lifetime, a measily 100 gold on 2 potions. 1 of cure light wounds, and 1 of mage armor, and he's honestly even sure they actually work.

He stands at a modest 5'6 with someone thin, yet wholesome brown hair that's matted from lack of washing. He wears a somewhat dirty blue and yellow vestment over his scale armor, but he makes it a point to wear his metal greaves and rusted gauntlets as he holds his Heavy flail off to his hip which has 3 smaller metal balls on it, rather than 1 large one.

Seeming to always have a look of disdain, the man rarely smiles, and when he does, it's usually after someone's been mocked, or if he himself just wants to display his level of apathy towards a situation.


I'm going to be moving us forward in roughly 3 hours.


In passing, I will roll all of your saves, perception checks, and initiatives. I don't expect anyone to outright cheat, but at the same time it's comforting. Pretty much every other roll is yours, however, but I must say that Concentration checks, Attack rolls, Checks for spell penetration are to be made in that order, if they're made. Everything else takes a backseat.

Deylarr got vomited on by the same guy that just gave him a potion... how quaint.

Also Rova, f+$@, your con score is ridiculous.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I like the DM taking a fair bit of rolls, it helps to speed up the game.

Whenever I make rolls I keep them as chronological as possible. If I'm in a spellcasting fight I'll roll spellcraft to identify their spell first, then a concentration check, then an attack roll, then spell penetration, etc.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"RAWR!" Rova the strong is never nauseous!


Chul'Galbrann is split into 4 sectors. North, East, West and South. Every sector has a Commander, Angels, Knights, and Militia. The only rank higher than commander is Seraph, and that belongs to the Archgeneral. They're the Authority, and they're very good at their jobs. Anyone who plans on making trouble should take the time to understand that their equipment is rather effective for pursuing targets.

I like to think Aviz will enjoy them, but at the same time, not. Only Angels and higher fly. I won't reveal too much, however. Not before some of you make checks and spend atleast a few days here to get your Knowledge: Local out of the negatives~

Welcome to Chul'Galbrann!

Also, it may be a bit prude of me, but I wouldn't mind if some of you posted just a wee bit more often if you could spare the time. I wanna get us to Ostenso Asap, minus the roleplaying within the Guildhouse :D


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Little busy today. I should get a post up in 2-3 hours.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

HOLY CRAP THERE'S A DISCUSSION THREAD. I have A LOT of catching up to do. My apologizes. I was sitting here going 'Do we not have a discussion thread? I should PM Duboris and' *click* 'suggest that he OHMYGODTHERESALREADYONEWHATHAVEIMISSED.'

OKAY

Before Combat:
Draw scythe, get pissed.

During Combat:
Power attack is always active. If I'm in danger of fighting something challenging for me (whether it be multiple weaker things or one stronger thing), I fight defensively which tacks on 4/- DR onto my 1/- for a -2 to attack. Assume this most of the time. If I'm just going to slaughter something small and weak, I probably won't bother.

So, as a general rule, -4 to attack, 5/- DR total, +6 damage.


You know, I was actually wondering about that the entire time. You were the only one that never checked in XD but you posted frequently so I figured it might be the case and didn't really require it since you posted daily. That would've worked for anyone.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

Yeah, I laughed pretty hard about it.

Also, I might punch and kick things for the lulz sometimes. It results in more damage overall, but I'll generally not view the attack penalties as worth it often. (+8 vs +7/+7 when I'm just trying to put out enough to draw attention to myself so that my DR can work its magic).

This is all analytic speak though. Man, I can't believe I went, what, almost a week without realizing this was here? Wooow.


It took a Witch in my LoF 3 weeks to realize I was an LE Antipaladin. I'm almost certain that's why she quit, too... That said, Jahl'ra is the only one that hasn't posted so I'll put another foot forward in the campaign and widen out Claudia's HIDEOUS AMOUNT OF DISAPPROVAL for a few things that've just been said.

Do not base your opinion of all knights in Chul'Galbrann off of Claudia, by the way. You'll hate the whole city.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

Heh, people like her may not care for people like Rose. She's kinda really chaotic. It's the whole 'parents were too strict so I went crazy when I finally left' kinda deal.

Aaaaaas I'm sure you can tell.


Oh god, Rova.


M Catfolk Bard / 5 AC 17 / 13 /14 HP 37 F +2 / R +7 / W +3 Init. +3, Perc +5, Diplo./Sense Mot. +22
Rose Fury wrote:

HOLY CRAP THERE'S A DISCUSSION THREAD. I have A LOT of catching up to do. My apologizes. I was sitting here going 'Do we not have a discussion thread? I should PM Duboris and' *click* 'suggest that he OHMYGODTHERESALREADYONEWHATHAVEIMISSED.'

+1. I was wondering why there were no new posts in the discussion thread. I guess posting in recruitment/gameplay doesn't give you updates for this.

Apologies.

At any rate, as requested:

Before Combat:
If with a party, likely inspiring confidence. If not, likely seeing combat not happen (retreating / invisibility.

During Combat:
If with a party, keeping the performance going #1. After that, using a shortbow if there are non-melee fighters. Otherwise, using his whip to nil effect (if enchantment immune) or enchantment magic (if not).

If alone and unable to retreat, likely performance + rapier.

Important Skills

Knowledge (all) at +11, Perform(Oratory) (which is Sense Motive and Diploamcy) at +22.

The knowledge comes from the catfolk favored bonus to bardic knowledge, making it +1/level, 1 rank in each, and them being class skills with my INT bonus.

The perform comes from maximum ranks, CHA bonus, class skill, skill focus feat, prodigy feat, and his bracers.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

+22 is brutal. That's going to be super handy.

I forgot to mention my important skills. I am not a skilled person.

+12 Perception. I'm good at avoiding ambushes I guess. +8 to intimidate. While we're at it, +9 to craft (weapons), and +7 to acrobatics. That's all my ranks.

It always saddens me that you can't use stats other than charisma to intimidate without a trait or a feat or something. If I'm looking at an orc with 6 charisma and 20 strength, I'm still afraid of the orc. If anything the low charisma helps convince me the orc doesn't care about me. XD

Sorry, that's my rant.


That is a truly ridiculous sense motive score, let alone Diplomacy... I mean I think Diplomacy is my favorite skill, but dam.

That said, I can do 1 more post before tomorrow evening...


M Catfolk Bard / 5 AC 17 / 13 /14 HP 37 F +2 / R +7 / W +3 Init. +3, Perc +5, Diplo./Sense Mot. +22

I have parent-teacher conferences tonight, so I may not be able to post until late. Assume I don't jump off the ship to my doom.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)
Duboris wrote:
Oh god, Rova.

What?!?


I'll be moving us ahead to the lodge in 2 hours. Roleplay amongst yourselves if you get the chance prior. I would do it now, but I'm in desperate need of a nap.


That was a dam good nap X_X


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Everyone doing well today I hope.

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