Post Apocthulhu Pathfinder RAW

Game Master Michael Johnson 66

The PCs are survivors in a version of modern Earth ravaged by Cthulhu and his minions.


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Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Hahaha... Now I can't unsee it. I'll find a new avatar for her.


male tengu swordmaster (Rogue) lv 19 trickster tier 9

I will post said kobald later today,it takes some time to type and post on a phone. Here is a short bio.

Torac, was not what you would call normal even by kobald standards. For one thing he felt sorry for his fellow kobalds even though they Tried to kill him for his differences. Second instead of being a solid chromatic child he was red and golden. Apparently some time in the past a gold dragon was mated with one of his ancestors either by mistake or force. Normally golden kobalds are killed at birth, but torac's scales barely showed any gold until he was an adolescent. Mallex the red, the red dragon whom Torac clan followed took great interest in Torac and had her wizards combine the powers of earth with torac's dragon abilities. Once the experiment was over Torac tried too convince hired tribe to raise up against the evil of Mallex. The chieftains would have none of it and ordered Torac to death. Torac, used his magic and ten from his tribe until he could run no more. It was with great sadness and fear that Torac padded out in a cave that evening only to be found by the gold dragon Elmira.

Sensing the good in Torac Elmira took him in as her disciple and together they have worked to stop the goals of the evil dragons.


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

I've never had anyone in a group of mine ever play a Kobald, so I'm excited to see this.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I think two "pools" might work quite well. Two teams as well, though perhaps not simultaneously.

Could be interesting to have a group that goes off and fights the good fight while the main Fierce Ones are recovering (like, say, taking a week to recover from being driven mad by Yog Sothoth...).


Monk (Tetori) 11/Fighter (Brawler) 4/Ulfen Guard 5; Mythic Champion/Guardian 10

Sieg Alfbrecht, reporting for duty.

Story isn't quite locked, but that's basically it. I may add a bit about him serving some time in the German Army or something but not sure.


M Human unchained monk 8/paladin 6
Sieg Alfbrecht wrote:

Sieg Alfbrecht, reporting for duty.

Story isn't quite locked, but that's basically it. I may add a bit about him serving some time in the German Army or something but not sure.

Sweet. He was definitely once Beowulf. He was also Ivan the Terrible, but we'll forgive him. And perhaps the Red Baron, til he was shot down in that final dogfight....


M Human unchained monk 8/paladin 6

So Merlin rounds up a kobold sorcerer, an aasimar mystic theurge, and a German street fighter.... Awesome!


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

I'm thinking most of Dr. Jones' previous adventures took place in Antarctica. Maybe there were more heroes in the research station with her (likely though divine intervention), and she is now the lone survivor. But that way I can tie into the mythos through the Madness at the Mountain's talk of ancient cities built on the continent.

Still not sure on a hero. My first thought was Genevieve, buuuuuut we already have Arthur. So awkward... And now I'm out of ideas. Maybe Antigone? She was pretty cool for a tragic Greek hero. Unless it was already taken, I would like Marie Curie for the modern past life.

And I think I have finished all the character bits. I will probably go back and flesh them out some more as we go though.

New Character Sheet:

Dr. Allison Jones
Female Archon-Blooded Aasimar (Lawbringers) Cleric of Loki 1/Mystic Theurge 9/Sorcerer (Wildblooded) 2/Hierophant 4
CG Medium outsider (human, native)
Init +12; Senses darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 22 (+5 armor, +2 shield, +3 Dex, +1 natural, +4 deflection)
hp 104 (1d8+11d6+52)
Fort +12, Ref +10, Will +25; +2 vs. [evil]
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5; SR 18
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (average)
Ranged masterwork revolver +9 (1d8/×4)
Special Attacks channel positive energy 4/day (DC 11, 1d6), heavenly fire, mythic power (11/day, surge +1d8)
Spell-Like Abilities (CL 12th; concentration +13)
. . 1/day—continual flame
Domain Spell-Like Abilities (CL 12th; concentration +23)
. . 14/day—copycat (1 rounds), vision of madness (+/-1)
Sorcerer (Wildblooded) Spells Known (CL 12th; concentration +23):
5th (6/day)—icy prison (DC 26), lightning arc (DC 26)
4th (8/day)—arcane eye, black tentacles, fire shield
3rd (13/day)—fireball (DC 24), haste, slow (DC 24), stinking cloud (DC 24)
2nd (13/day)—burning arc (DC 23), glitterdust (DC 23), invisibility, mirror image, web (DC 23)
1st (13/day)—charm person (DC 22), color spray (DC 22), enlarge person (DC 22), protection from evil, snowball (DC 22)
0 (at will)—acid splash, dancing lights, detect poison, flare (DC 21), ghost sound (DC 21), open/close (DC 21), prestidigitation (DC 21), scrivener's chant, touch of fatigue (DC 21)
Cleric Spells Prepared (CL 12th; concentration +23):
5th—breath of life (DC 26), false vision [D], flame strike (DC 26), slay living (DC 26), summon monster v
4th—aura of doom, confusion [D] (DC 25), spiritual ally, summon monster iv, terrible remorse (DC 25), terrible remorse (DC 25)
3rd—dispel magic, magic circle against evil, prayer, protection from energy, rage [D], stone shape, storm of blades
2nd—gentle repose (DC 23), ghostbane dirge (DC 23), grace, lesser restoration, lesser restoration, protection from outsiders, remove paralysis, silence (DC 23), spear of purity (DC 23), spiritual weapon, surmount affliction, touch of idiocy [D]
1st—abundant ammunition, bless, detect chaos, detect evil, detect good, detect law, disguise self [D], divine favor, obscuring mist, sanctuary (DC 22), sanctuary (DC 22), stone shield
0 (at will)—detect magic, light, read magic, stabilize
[D] Domain spell; Domains Madness, Trickery
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 16, Int 20, Wis 32, Cha 12
Base Atk +5; CMB +4; CMD 21
Feats Angel Wings, Angelic Blood, Craft Wondrous Item, Dual Path [M], Eschew Materials, Extra Path Ability [M], Forge Ring, Improved Initiative, Spell Penetration
Traits magical knack, seeker
Skills Fly +19, Heal +17, Knowledge (arcana) +15, Knowledge (dungeoneering) +6, Knowledge (history) +9, Knowledge (nature) +6, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +13, Perception +27, Sense Motive +27, Spellcraft +20, Use Magic Device +16
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Other Language, Ignan, Infernal, Sylvan, Terran
SQ amazing initiative, aura, combined spells, domains (madness, trickery), mutated bloodlines (empyreal), recuperation, scion of humanity, truespeaker
Combat Gear robe of the archmagi (white); Other Gear masterwork revolver, metal cartridge (60), amulet of natural armor +1, belt of physical might (dex & con +2), handy haversack, headband of mental prowess (int & wis +6), ioun stone (clear spindle), ioun stone (dusty rose prism, cracked), ioun stone (orange prism), ring of force shield, ring of protection +4, wayfinder, 341 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copycat (14/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (30 feet, Average) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavenly Fire (14/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Ioun stone (clear spindle) Sustains bearer without food or water.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spell Resistance (18) You have Spell Resistance.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Truespeaker Learn two languages for each rank you put in Linguistics.
Vision of Madness (14/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Background, Personality, Appearance:

Background:
Allison's father was an physician from London, and her mother was a law professor from Berlin. Growing up in Munich (Munchen), Germany, she spent her life aspiring to be a surgeon and graduated with honours from Oxford University and Universitat de Lubeck obtaining terminal degrees in medical practice and research.

Soon after the completion of her residency, she was offered a position on a medical research expedition to Antarctica. During her stay at the German funded Neumayer-Station III, Allison worked as an assistant medical researcher and the station's chief medic. Also during this time, the Old Ones rose from their slumber destroying most of the civilized world.

Immediately following the cataclysm strange powers awoke inside the young doctor as memories of past lives flooded her as the divine DNA in her awoke. This was only the start of the unusual activities that would prove the undoing of most of the research station's inhabitants. Ancient cities of ice and stone rose from beneath the surface of Antarctica where the revived remained of the denizens had to be stopped and tackling the Elder Things.

While in the ruins of the Elder Things, Allison found a strange orange prism which unlocked the arcane might buried in her genetics allowing her eventual escape from Antarctica when the others in her party unfortunately perished. Discovered and saved by Merlin, she now has ended up back in her homeland of Germany where she can prove of use to the Fierce Ones...

Personality:
Allison is bright, thoughtful and strong-willed; however, she is also rather clumsy and can be rather awkward in social interactions in spite of her unearthly beauty. She values what is right and honourable over rules and order, and she frequently skirted authority to do what she thought was right.

Appearance:
Pre-awakening, Allison Jones was a tall and slender German woman with pale skin, long blonde hair, bright blue eyes, and a giant smile. Now that her true nature as an aasimar has emerged, she has remained mostly the same only now she has a greater undefinable beauty to her and something of a glow to her skin. Most recently, her divine DNA has asserted itself in the addition of angelic wings.

While her clothes change frequently to fit her climate and she has never been a huge fan of carrying weapons or wearing armor, Allison is never without her enchanted white doctor's coat.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Alright; It seems you all have left some homework for Ruladin.. Which is fine.. I have been quiet as of late for two reasons.. 1) The boss at my new job has found out the same thing as my old place.. That I dont suck at my job.. quite the opposite.. and 2) I have talked the MJ about something recently and as such have been preparing sections typed out into notepad/word/whatever for said things... which will be a series of posts. I also have to take someones shift today and Sunday, so when I get home about.. 10 hours from now I'll look at all this stuff.

I will say one thing, thhe only portion I might have an issue wwith is that.. I can't see how others could get up to our level.. MR-wise.. when it took pretty difficult trials to do so... for just being a reincarnation did not make you mythic... it was an act that triggered it.. or at least in this world.. meaning really characters should not be made with Mythic in mind.. and alot of these I've scanned do.. Ah well.. Work work.


male tengu swordmaster (Rogue) lv 19 trickster tier 9

how much gold does the new characters get

Dark Archive

Female Human
Derrik Stonesmith wrote:
meaning really characters should not be made with Mythic in mind.. and alot of these I've scanned do.. Ah well.. Work work.

I definitely get what you mean, but I made mine with the intention of being fully functional and planned out sans mythic levels. So the mythic tiers only add to the functionality and versatility (boosts to wisdom, and everything else is boosts to spells per day), and I tried to come up with a backstory idea to allude to the fact that she has undergone rather mythic adventures prior to meeting the FOs.


Female Aasimar (British-German) Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

OK, so I have an alternate version of the build that might be more useful for the group. It is more illusion spell focused.

Build 2.0:

Unnamed Hero
Female Agathion-Blooded Aasimar (Idyllkin) Mystic Theurge 7/Oracle 1/Sorcerer (Razmiran Priest) 4/Archmage 4
CG Medium outsider (human, native)
Init +10; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 21 (+5 armor, +2 shield, +3 Dex, +2 natural, +2 deflection)
hp 102 (1d8+11d6+48)
Fort +10, Ref +10, Will +18; +2 vs. [evil]
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5; SR 18
--------------------
Offense
--------------------
Speed 30 ft.
Ranged masterwork revolver +9 (1d8/×4)
Special Attacks mythic power (11/day, surge +1d8)
Spell-Like Abilities (CL 12th; concentration +23)
. . 1/day—summon nature's ally ii
Oracle Spells Known (CL 8th; concentration +19):
4th (5/day)—aura of doom, cure critical wounds
3rd (8/day)—cure serious wounds, dispel magic, storm of blades
2nd (9/day)—cure moderate wounds, false life, silence (DC 25), spiritual weapon
1st (9/day)—cure light wounds, detect evil, forbid action (DC 22), magic weapon, obscuring mist, sanctuary (DC 22)
0 (at will)—create water, enhanced diplomacy, guidance, light, purify food and drink (DC 21), scrivener's chant, spark (DC 21), stabilize
Sorcerer (Razmiran Priest) Spells Known (CL 12th; concentration +23):
5th (10/day)—nightmare [M] (DC 28), shadow evocation (DC 28)
4th (12/day)—phantasmal killer [M] (DC 27), rainbow pattern (DC 27), wandering star motes (DC 27)
3rd (13/day)—fireball [M] (DC 24), fly, haste, loathsome veil (DC 26)
2nd (13/day)—aid, burning arc (DC 23), glitterdust (DC 23), hypnotic pattern (DC 25), invisibility, mirror image
1st (13/day)—charm person (DC 22), color spray [M] (DC 24), enlarge person (DC 22), expeditious retreat, snowball (DC 22)
0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 23), mage hand, mending, open/close (DC 21), prestidigitation (DC 21), read magic
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 16, Int 20, Wis 18, Cha 32
Base Atk +5; CMB +4; CMD 19
Feats Angelic Blood, Craft Wondrous Item, Effortless Trickery, Extra Path Ability [M], False Focus, Forge Ring, Greater Spell Focus (illusion), Mythic Spell Lore [M], Racial Heritage, Spell Focus (illusion)
Traits magical knack, reactionary
Skills Bluff +15, Diplomacy +20, Fly +15, Heal +8, Intimidate +15, Knowledge (arcana) +14, Knowledge (dungeoneering) +6, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (nature) +6, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +10, Perception +19, Sense Motive +19, Spellcraft +20, Survival +8, Use Magic Device +26
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Other Language, Other Language, Infernal, Protean, Undercommon
SQ amazing initiative, bloodline arcana: impossible, bloodlines (impossible), combined spells, disorienting touch, false piety, interaction bonus, mysteries (mystery [heavens]), oracle's curses (legalistic), recuperation, revelations (awesome display), scion of humanity, spontaneous generation, truespeaker, vow to self
Combat Gear robe of the archmagi (white); Other Gear masterwork revolver, metal cartridge (60), amulet of natural armor +2, belt of physical might (dex & con +2), headband of mental superiority +6, ioun stone (dusty rose prism, cracked), ring of force shield, ring of protection +2, silver holy symbol (Loki), 266 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Awesome Display -11 (Su) Your Illusion (pattern) spells treat observers as 11 HD lower than their actual HD.
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Combined Spells (4th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disorienting TouchDisorienting Touch (2 rounds) (14/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
False Focus You can use a divine focus to cast arcane spells.
False Piety +2 (Ex) Gain +2 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Magical Knack (Sorcerer [Razmiran Priest]) +2 CL for a specific class, to a max of your HD.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Racial Heritage (Gnome) You count as another race for the purpose of prerequisites.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Spontaneous Generation Non-potion/spell-trigger/spell-completion item: ignore 1 spell prereq.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Truespeaker Learn two languages for each rank you put in Linguistics.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


M Human unchained monk 8/paladin 6

I'm okay with the new characters having mythic ranks equal to the other PCs....

Mainly for balance, but it also makes sense in game that Merlin would be seeking out mythic characters who have already gone through various adventures since the "happening"....


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Im not sure its for balance really but its more like " If said people existed it would make the group seem less important.. alot less" and also runs into the "What the hell were these people doing if there were great creatures running around destroying shit?" Ah well doesn't matter much to me, it's ultimately up to you how you tell the story. Busy busy.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I'd guess multiple "small" things on par with closing opened portals and whatnot.

The FOs can't be everywhere at once, and all it takes is ONE successful summoning to screw everybody.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Only the greater Elder Gods.. Which there are not many that are summonable. I have a character anyway I have to start making seeds for many MANY things.


male tengu swordmaster (Rogue) lv 19 trickster tier 9

I have no plans to stop playing Yingzen, was just reading thru somethings the other day and the kobald peaked my interest


Male Hobgoblin Knife Master 3

I will try to get some fluff up soon, im not sure I will keep Allister around I just want to try him out.


M Human unchained monk 8/paladin 6

Well, because this adventure is somewhat a side-trek, unrelated to the goal of the campaign in general, this might be a great place to trial run some PCs....

I don't want to rush Ruladin on checking the PCs, as I know that he's really bust ATM, so we'll go ahead and start, and make any changes that need be made after he gets a chance to check 'em out....


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)
Michael Johnson 66 wrote:
Sieg Alfbrecht wrote:

Sieg Alfbrecht, reporting for duty.

Story isn't quite locked, but that's basically it. I may add a bit about him serving some time in the German Army or something but not sure.

Sweet. He was definitely once Beowulf. He was also Ivan the Terrible, but we'll forgive him. And perhaps the Red Baron, til he was shot down in that final dogfight....

Small note, Isnt Beowulf already reincarnated... as a woman?


M Human unchained monk 8/paladin 6

That was a false rumor.... (Started by my brain lol)


M Human unchained monk 8/paladin 6

One thing I just noticed is that Sieg is a 13th level character and should only be 12th....


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)

I don't think I'm going to try run Allister right now. I have a lot going on in RL so I don't want to complicate things for myself.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Michael Johnson 66 wrote:
One thing I just noticed is that Sieg is a 13th level character and should only be 12th....

I have the 13th level Feat listed but won't be using it. Everything else (HP, skills, BAB, etc.) is for a 12th level character.


M Human unchained monk 8/paladin 6
Koran "The Hammer of Thor" wrote:
I don't think I'm going to try run Allister right now. I have a lot going on in RL so I don't want to complicate things for myself.

Okay. Hope everything goes well in RL.... It can be an adventure in itself sometimes....


kobold sorceror9/dragon disciple 10 archmage tier 9

heres the kobald so far, sorry this is taking so long


M Human unchained monk 8/paladin 6
al'Torac wrote:

heres the kobald so far

He's shaping up nicely.... Looks like you'll have enough of him posted soon to start playing him.... I'm doing my best to scan the new PCs for errors, my eye and Knowledge (RAW) skill is not as good as Ruladin's, but I know he's super busy in RL right now, so I'm trying to step up.... Speak up if anyone notices anything off about one of these new kids....


Male Tiefling Wild Rager 11 / Spellbreaker 6 / Chevalier 3 / Champion 9 (current HP: 520/349)
al'Torac wrote:

heres the kobald so far, sorry this is taking so long

It's kobold by the way, not kobald.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)

Its fine.. I have looked upon them, I have just been juggling sleep schedules with this, thus I havent responded IN GAME yet and those projects we spoke of earlier have taken a little time.. Believe me I am still here.


M Human unchained monk 8/paladin 6

@Sieg: Note that an Acrobatics check is unnecessary, as the froghemoth is still flat-footed when Sieg acts in the 1st round.... Also, the two aberrations are not adjacent, they are about 15 ft apart....


M Human unchained monk 8/paladin 6

Happy Easter! And Vernal Equinox! And day of Astarte, etc....


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Happy 420 Blazeaster it and all the popular le may mays from today.

Also, I know we haven't even finished one combat yet, but I'm likin' Sieg, yep.


M Human unchained monk 8/paladin 6

I like him too! I can picture him well..... Ripped, rugged German guy with jeans and open vest showing off the six-pack and the pythons....
I can hear his German accent.... Cool character....


male tengu swordmaster (Rogue) lv 19 trickster tier 9

I will post tonight went to work from 1 to midnight last night then 5 to 2 this morning

Dark Archive

Female Human

I'm phone only for the next day or two. So updates will be infrequent. I think I'm going to shift to the illusion focused build if that is ok with you MJ. Obviously if you are the type of GM who hates illusion focused magic, I can stick with the first build idea.


M Human unchained monk 8/paladin 6
Sersi wrote:
I'm phone only for the next day or two. So updates will be infrequent. I think I'm going to shift to the illusion focused build if that is ok with you MJ. Obviously if you are the type of GM who hates illusion focused magic, I can stick with the first build idea.

I can roll with it, if that's the kinda character you want Dr Jones to be....

Dark Archive

Female Human

Hey everyone, back from vacation (if you can call going home to see family a vacation). So I'll have my finished up character sheet and will post soon. Hope I didn't cause too much of a slowdown.

EDIT: The doctor is in, and the character/items finally all settled. She is very illusion/crafting/trickery focused with a nice splash of blasting. So the mix of divine and arcane seems like a good fit for the chosen of Loki.


M Human unchained monk 8/paladin 6

Welcome back :)

Dark Archive

Female Human

So I did the math for 30 gallons a round in a 50 square foot room... the water level will rise just about .8 feet per minute. It'll be a little over an hour and a half for the water level to be high enough get to the door... Maybe not the best plan.


M Human unchained monk 8/paladin 6
Sersi wrote:
So I did the math for 30 gallons a round in a 50 square foot room... the water level will rise just about .8 feet per minute. It'll be a little over an hour and a half for the water level to be high enough get to the door... Maybe not the best plan.

It's a fine plan.... You don't have a deadline, so taking an hour-and-a-half to solve a trial is perfectly acceptable. Well done! ;)


male tengu swordmaster (Rogue) lv 19 trickster tier 9

I am cleaning up Torac character sheet but he should be good to go.

Dark Archive

Female Human

I'm really excited for the dragon disciple to see combat.

Also I'm loving this dungeon so far. And if it isn't too soon to speculate on ideas for an artifact for Allison, I would really like some sort of metamagic rod like Levinson had (possible the Norse magic wand Gambanteinn). Or maybe something to boost her illusion magic like the Norse cloak of invisibility Tarnkappe?


M Human unchained monk 8/paladin 6
Sersi wrote:

I'm really excited for the dragon disciple to see combat.

Also I'm loving this dungeon so far. And if it isn't too soon to speculate on ideas for an artifact for Allison, I would really like some sort of metamagic rod like Levinson had (possible the Norse magic wand Gambanteinn). Or maybe something to boost her illusion magic like the Norse cloak of invisibility Tarnkappe?

Cool, I'm glad you like my '80s 1st-edition style dungeon crawl lol....

Silly stuff but fun.... Reminds me of the old days with the dungeon modules illustrated by Erol Otus.... Those dungeons were down right weird lol

Dark Archive

Female Human

I made a mistake in my mythic powers, but I fixed it. Also I think I can now create multiples of me. Which is kind of exciting:

Mirror Image to create 1d4+4 of me. Then expend mythic powers to use Tangible Illusion making the illusion into a real version for 40 minutes.

A whole army of me just roaming around...


male tengu swordmaster (Rogue) lv 19 trickster tier 9

Mj I want your ruling on if my mythic abilities only effect my draconic bloodline or both it and my elemental


M Human unchained monk 8/paladin 6

I would say mythic abilities would affect both....


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)
Sersi wrote:

I made a mistake in my mythic powers, but I fixed it. Also I think I can now create multiples of me. Which is kind of exciting:

Mirror Image to create 1d4+4 of me. Then expend mythic powers to use Tangible Illusion making the illusion into a real version for 40 minutes.

A whole army of me just roaming around...

Ruladin Returns after much work... Just to note. Tangible illusions works on.. objects

Dark Archive

Female Human

I was only kidding about the tangible illusion plan. Can I make something like a Gatling gun with silent image and then turn it real?


Male Human Wizard 10/Envoy of Balance 9 (Mythic 9)
Vitals:
Hit Points: 187/167, AC 19, CMD 17, Mythic Power 19/21

Maybe? You would have to create a perfect copy though, complete with firing mechanisms, wiring, barrel specs, and ammunition... I would imagine.

Unless your magic is like a 40k Ork, whose stuff works just because he believes it does.


Male Human (Dwarfblood/Infused) Inquistor 12/ Paladin of Vengence 4 / Chevalier 3| Mythic Guardian-Champion 9 (Lvl 19)
Sersi wrote:
I was only kidding about the tangible illusion plan. Can I make something like a Gatling gun with silent image and then turn it real?

Yes you indeed could though like Radsworth says it would have to include all the working mechanisms

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