Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


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HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Har har.

They're originally from the Jade Regent AP.

Frozen Shadow:
Frozen shadows belong to a rare ninja clan operating in Avistan, having migrated to the Lands of the Linnorm Kings decades ago. Most members are Tian, Ulfen, and Varki humans, and they work as thieves, power brokers, and spies loosely guided by secretive masters with unknown agendas.
Class Skills: A frozen shadow adds Survival to his list of class skills, instead of Diplomacy.
This ability alters the ninja’s class skills.
Hardy Killer (Ex): At 2nd level, a frozen shadow has become incredibly inured to his surrounding climate. At the beginning of any day, the frozen shadow can spend 1 point from his ki pool to benefit from the effects of an endure elements spell. The frozen shadow does not treat any Acrobatics skill check to jump as if he had a running start, and at 10th level he cannot reduce the DC of Acrobatics skill checks made to jump by half.
This ability alters ki pool.
Track Victim (Ex): Starting at 4th level, a frozen shadow adds half his ninja level on Survival checks to follow tracks and on Perception checks to see through disguises. Additionally, if the frozen shadow sees a creature that has changed its appearance using the Disguise skill, he can always attempt a Perception check to see through the disguise, even if the disguised creature did nothing to draw attention to itself. The frozen shadow also gains a +2 bonus to Will saving throws when attempting to disbelieve an illusion affecting a creature or creatures.
This ability replaces uncanny dodge.
Swift Tracker (Ex): At 8th level, a frozen shadow can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving up to twice his normal speed while tracking. Additionally, his bonus on Will saving throws to disbelieve illusions affecting a creature or creatures increases to +4.
This replaces improved uncanny dodge.


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Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Daaaammmnnn!!!


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

That giant is going pay very dearly.


That's a nice archetype. I'd say it's a straight upgrade from the base Ninja. I'll remember that. ;-)


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

You really know how to push buttons don't you?


It's my superpower. ;-)


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Uncanny Dodge/Improved are good enough to compete with their replacements. Hardy Killer is a definite improvement though.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Can we activate the hut from the outside?


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

UMD would probably work to do it as long as you're nearby.


You can. UMD DC 30 each round as a Standard Action.
Options: attack a specific target, use special ability (various SLAs or Swallow Whole), travel to a specific place.

If left alone, it'll defend itself with natural attacks as needed. Regardless of what happens, it'll never attack the party. Side benefit of the mantle. :-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

I just realized I only have a +9 to UMD, though, so that wouldn't have worked. :/


Melee people: assume you're a single Move Action away from any of your foes. I rolled three nat20s that round, but the only confirmed crit was against a giant. :-(

ProTip: read the confused condition carefully before you pick your next target.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Yep. We all need to focus down one target at a time and let the others fight each other.


Completely Unrelated Update
Remember a couple months ago, I asked for iconic monsters/spells for a secret project? I can finally explain what's going on. :-) I've been working on designing a new Base Class: the Tattoo Mage. I've wanted a way to play Xmen's Ink, and the Varisian Sorcerer archetype wasn't doing it for me.

Instead of spells, Tattoo Mages gain iconic tattoos that are the source of their powers. I've included a few examples below.

Sample Tattoos:
Bloody Rose
- Level One: As a standard action, you may touch an adjacent ally and sacrifice any number of your Hit Points (up to your total HP). Your ally restores an equal number of Hit Points. This ability cannot be used to heal someone over half their total HP.
- Level Four: Whenever you use this ability, your ally restores Hit Points equal to 1.5x the HP you sacrificed.
- Level Eight: The number of restored Hit Points increases to 2x the HP you sacrificed.

Harpy
- You gain the fascinate bardic performance, counting your class level as your effective Bard level for this purpose. You can use this ability for a number of rounds per day equal to your level + your CHA mod.

Shark
- Gain a Swim speed equal to your base land speed. When completely submerged in water, you can detect bleeding creatures in the same body of water as if using Scent.

Wings
- Level One: at-will feather fall; may move 5ft laterally for every 20ft fallen
- Level Four: at-will levitate
- Level Eight: gain a fly speed equal to your base land speed

Zombie
- Gain the Diehard feat. In addition, whenever you are below 0 HP, gain DR 2/slashing. This DR increases by 2 at 5th Level and at every five levels thereafter. At 6th Level, gain the Deathless Initiate feat. At 11th Level, gain the Deathless Master feat.

While it's far from done, I'm only a few class features away from an alpha version of the class. If anyone wants to take a look at it, let me know. :-)


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

That is pretty cool. I'll take a look.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

I think Zombie is a bit powerful. Were you thinking of these being like rogue talents?


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

It makes me miss the Gheden template from 3.5...


The class doesn't have any traditional spellcasting. All of its powers will come from the tattoos. Still figuring out the appropriate ratio, though, and I'll likely have level pre-reqs for some of the more-powerful ones.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

That makes sense. 3/4 bab?


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Zombie is fine honestly. It's a few bonus feats and DR that only works when you're below 0. Blood Rose could use a buff, letting it heal people past half isn't overpowered. Wing's is fine, it's basically the flight hex that witches can get. Harpy could use a slight buff since it's a standalone class feature, like letting be it be used even after combat is underway. Shark is situational enough where it could be buffed also, like getting a bite attack along with it.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9
Your Benevolent Dictator wrote:
The class doesn't have any traditional spellcasting. All of its powers will come from the tattoos. Still figuring out the appropriate ratio, though, and I'll likely have level pre-reqs for some of the more-powerful ones.

Another thing to keep powers in check is look at what they did with Vigilante.

The Talents for them are very strong, BUT, they also did not give the class an "Extra Vigilante Talent" feat so the 10 the class already gets is all they get.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

The only problem with removing the cap on Bloody Rose is if you have another source of healing in the group, you basically doubled the amount of healing the group gets in downtime and in turn the other healers can simply keep the Tage up.

Granted I don't really think that's all that broken in the slightest since it woudowouldwould still take up resources but it's something that would probably get brought up. You could make it run on dice instead of a flat number to make it more of gamble on the Tage's part though.


Still deciding on BAB. It's currently 1/2 with a new tattoo each level, but that might change. I'm shooting for Tier 3 or 4, so Wizard-level reality-warping won't be happening.

Zombie is supposed to conjure the "OMG why won't you die" vibe. The class is using the sorcerer chassis, so it'll still be pretty squishy.

Bloody Rose: Neverhome's hit on the reason why the healing is limited. I'm trying to avoid an infinite healing loop (as well as keep Clerics/Life Oracles/Paladin healers relevant).

I'm definitely going the Vigilante Talent route. More powerful than Rogue Talents/Rage Powers/Alchemist Discoveries/etc, but no way to get extra ones.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

That makes sense. I look forward to what you come up with. I'll even test it for ya if you want (if/when I get around to GMing a live game again).


That would be awesome. :-) I'm working on 1-2 class features and a capstone ability, but then it'll be ready for Alpha playtesting. I currently have almost 30 tattoos written out and hope to double that number by the time its finished.


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Capstone should feel like a "Symbol of ....." type of ability


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*crosses fingers for symbol of debauchery*


1 person marked this as a favorite.
Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

LMAO!! I sincerely doubt that.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Aww...


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I'm still tweaking the capstone, but it's currently a choice between several 1/day amped-up symbol spells. Debauching isn't an option, but prostration is.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Eh.


Just waiting for someone to do something. ;-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

We go in a general direction and explore? I don't think we can see anything particular from here, no?


That's correct. On a related note, you know the Hut's traveled somewhere, and you've been given quite a few clues as to its new location. Party members with pathfinding skills will find them helpful. ;-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Iobaria, I'm guessing?


Hut's doors have Iobarian runes, each amulet has a Iobarian rune, one mentions Artosa (which is found in Iobaria), and the Hut's doorman is speaking a foreign language. Also, the ingredients needed to travel here were Frost Giant beard hair and a plague doctor's mask. Iobaria was devastated by a plague and is the birthplace of the Demon Lord of frost giants (and misogyny). Clues are fun. ;-)


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Yup, all those flew right past me.


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The joys of the PbP format. In a meatspace game, all of those would be revealed in like 1-2hrs real-time. Here, it took several weeks. That's why I do occasional reminder prompts. :-)


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*copied to all my games*
There won't be much activity from me until next week. I have a 15+ hour workday tomorrow, and then will be at MegaCon. On that note, if you happen to be attending, let me know so I can say hi. :-)


1 person marked this as a favorite.
Skills:
Acrobatics +5 (+1 to jump), Bluff +15, Diplomacy +7, K.(arcana, religion) +5 +2, Linguistics +2, Perception +9, Survival +4
Stats:
Init: +4 | hp 41/41 | AC 13(17 MA) | flat-footed 11 | touch 13 | Fort +3 | Ref +4 | Will +9 | +2 vs. illusions | resist cold 2
Spells:
1st (3/8), 2nd (7/7), 3rd (5/5)

Look! I found Sigrun at the con YBD and I went to!


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Oh my.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

*whisker waggle and tail twitch*


Female Human (Ulfen) Barbarian (Indomitable Rager) 13
Vitals:
HP: 154/154 {198/202 when raging} | AC: 24; T: 13; FF: 20; CMD: 29 | Fort: +15 (+16); Ref: +10; Will: +9 (+11/+13) | Init: +3; Perc: +14; Stealth +12; Survival +18

Hee hee.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*hugs Samukitteh*


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))
Zsestrian Raven wrote:

Level 7!

Lost Skilled Racial Trait and Reactionary Trait (To be switched later)
+6 HP
+0 Skill points!
FCB: +1 spell known
Feat: Improved Familiar (To be applied later)
Spells added: Fear the Sun, Confusion, Shadowform

...aaaaaand Improved Familiar applied.

Gained
Racial Trait: Gloomsight
Trait: Stoic optimism


*wipes eyes*
Why did I think chopping onions while reading RoW was a good idea? I'm not even that fond of them.


Vitals:
HP: 56/73 | AC: 21; T: 14; FF: 19; CMD: 15 | Fort: +12; Ref: +12; Will: +15 | Init: +4; Perc: +16; Stealth +3; Survival +4
spells:
Eldritch Bolt (Su) 7/7 APF (Su) 3/3 Primal Magic 2/2 Trigger PME 1/1| Orisons: Read Magic, Create Water, Detect Magic, Purify Food and Drink, Spark, Mending | LvL1: 8/8 |LvL2: 5/5 | LvL3: 3/3

Hehehe. Well written zses. :)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

*Bows*

Your Benevolent Dictator wrote:

*wipes eyes*

Why did I think chopping onions while reading RoW was a good idea? I'm not even that fond of them.

Can't make Gulasch without them!


@Zses: Just a reminder that you have 10 posts before the Alias is name-locked.
--------------------------------------------
I've been very curious how this scene would play out. ;-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Yup, I know! Just wanted to have fun with the name changing for a bit before that.

By the way Hobbes, the last questions where at Zses, the fairy, or the whole situation?

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