*cracks knuckles*
*polishes sword*
*sharpens sword*
*oils and polishes sword...again*
*oils leather armor straps*
*checks to make sure he didn't forget his toothbrush and sunscreen*
All - I have no problem with people modifying their character (within reason!!!!) whilst we are based in Fort Inevitable...once we head towards the Emerald Spire, things will be a little more rigid (although the maxim, 'if it isn't fun, fix it', will always apply).
GM & Yasmin, I hope you'll forgive me for RPing an NCP that involves you for a moment. It was just a mechanism for introductions and RP. I won't presume to play 2 roles for long. :)
GM question for ya. Did the Hellknights at the gate require us to peace-tie our scabbards? Did they confiscate anything? (IE do I have my weaponry on me still?)
I arrived to the Fort with a caravan that I was hired on as a guard for. I probably would have heard a thing or two from my co-employees about this place. Feel free to provide answers I might have heard, or tell me that I don't know to any of the following:
Please describe the Fort as it looks from the outside, approaching it, and please describe what it looks like on the inside.
Why are they called hellknights?
What is the Fort there to protect against?
What is the scenery/landscape nearby? Mountainous? Woodsy? Plains?
The Hellknights have made no requirement for you to secure your weapons within the Fort...the very presence of several orders of Cheliax's finest is deemed more than enough to prevent people drawing weapons in anger... Of course, the gallows with a freshly swinging corpse...with a sign around his neck proclaiming him to be a thief...adds further encouragement for people to stay on the right side of the law...
The Fort is a walled town (map to be posted shortly)...the name probably originates from a previous military use but, from what you can see it seems to be little more than a well protected town these days...certainly there is no army present...
You would have to ask a local what the Fort was built to protect against....
The surrounding environs are rolling hills...the area surrounding Fort Inevitable is given over to agriculture (although the winter blankets the fields at the moment)...more than a few miles away though, a thick forest surrounds the Crusader Road...
The Hellknights are enforcers from far away Cheliax...so called due to the infernal pacts formed between the powers that govern Cheliax and a multitude of devils
I wanted to say that for the record, trying to speak in the voice of a Charisma 7 character is challenging, but kinda fun.
I'm doing my best, and I'm deliberately trying to not be eloquent in my actual speech. If it comes across as dull or short, it was probably meant to be that way.
If no one disagrees, here's what we'll take from the Hellknight armory:
-Healer's kit (1)
-Alchmist's fire (2)
-Sunrods (5)
For a total of 100 GP.
I propose that Emerald and Yasmin, who gave most of the money, get 5 GP each back on the 110 GP we pooled
I do believe the Hellknights provided us with 100g(20g for each of us to spend) credit based on someone's Diplomacy check a while back, so I do believe if we spent that 100g, none of it came out of our pockets.
Grayface - that is correct, you were given a pseudo-advance on your bounty equivalent to 100GP and I allowed for that to be 'virtually' spent within the Hellknight's Armoury...so, below 100GP, you won't have spent anything, if the total exceeded 100GP, you will need to put some of your own funds in...but I think you 'spent' exactly 100GP?
All - Apologies but I have very limited internet access through until the end of the week...so, if you don't mind, am just pressing 'Pause' - all things being well, I will restart posting on the weekend.
Unless there is a circumstance I am unaware of, I believe it would not provoke to move adjacent; it would provoke when we leave a threatened square, however.
While I can't see it being game braking, now that Shaman's have their own spell list in the ACG Spark is no longer available to me, I've swapped it out for Detect Magic if that's okay.
Everything else should be fine as far as I can see.
Yasmin - just checking damage roll for Burning (Freezing) Hands... How is it 2d6 at level 1? PRD has Burning Hands as 1d4 per level...is there a feat or feature I'm missing?
male Teifling Rogue 9/slayer 1, AC 26 T 22 FF 18, F +11, R +16, W +8, HP 83, Perception +19(+23 traps), Init +11
Hey guys. I'm gonna be away for a few days...gotta go in the hospital for a bit. I should be back by the end of the weekend(hopefully). If need be, could you just bot him until I get back? I hate to leave in the middle of combat, but life happens. Just don't kill him, ok?
I'm traveling this weekend and will have limited posting ability. Please bot her as needed. In general, Yasmin will just keep the lights in the right place and daze any visible humanoids. If they've all been dazed, she'll next try to taunt them.