The Secrets of the Sunderlands

Game Master GM Netherfire


401 to 450 of 477 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

If we want to do a quick goodbye to Jamie, I'm game, I just want to get out of here.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Levels for Christmas?


Male Dwarf Cleric of Irori 5

Yep. We get 15 levels for Christmas. We're now epic-level.

Half-life 3 confirmed.


Male Dwarf Cleric of Irori 5

Prepared Spells:

Detect Magic
Enhanced Diplomacy
Guidance
Read Magic

Sanctuary
Command
Detect Evil
Protection from Evil

Aid
Ancestral Communion
Eagles Splendor

Detect Thoughts


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

For hp
1d10 + 2 ⇒ (3) + 2 = 5


Male Human Sorcerer 5

For hp - 1d6 ⇒ 3


Male Human Sorcerer 5

I DON'T GET LVL 3 SPELLS TILL 6? F me.


Male Human Sorcerer 5

Swapping Create Pit for Spontaneous Immolation, and got Rope Trick as the new learned spell. Also picked up Burning Hands and Unseen Servant lvl 1s.


Male Dwarf Cleric of Irori 5

HaHA! I get level 3 spells NOW!

1d8 ⇒ 2

Dammit


Male Dwarf Cleric of Irori 5

Hey Rolg, want to take the Shield wall Teamwork feat this level? Or is it no good?


Dungeon Master

Bump bump? I know Rolg is a bit tied up. Logan? Aladdin?


Male Hobgoblin (Shielded) Fighter 4

1d10 ⇒ 8

Sorry Bolgrith, it is a fun feat, but there are better feats for Rolg out there. Besides, I can't risk my healer on the front lines :)


Male Dwarf Cleric of Irori 5

No worries! BACK TO THE DRAWING BOARD.


Male Hobgoblin (Shielded) Fighter 4

Ended up selling almost everything I don't wear and took improved shield bash. If I can borrow 55 gold from someone I can make my shield a bashing shield.

I'll be Captain America...


Male Dwarf Cleric of Irori 5

Yeah, Bolgrith has a surplus right now. Can borrow from him.


Male Hobgoblin (Shielded) Fighter 4

Thank you! :)


Male Dwarf Cleric of Irori 5

Hey Logan, do you want to take the lead here since technically you're the official envoy and we're just your "bodyguards?"


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Sure thing, it'll probably be closer to tomorrow night when I have something up.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

I've definitely chessed before, but it's been a while. I'm fine with playing if no one wants to.


Male Dwarf Cleric of Irori 5

Heh, Nether and I used to play chess pretty regularly. We're fairly evenly matched. But in terms of game, I think it might be best for Rolg to play. Might make Thunderhelm respect him more.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Agreed, plus I think Rolg is right in that it would create an interesting dynamic to have hobgoblin and dwarf playing chess.


Male Hobgoblin (Shielded) Fighter 4

Thank you gents. Though I doubt I am the chess mind that Netherfire is.


Male Human Sorcerer 5

OOOOO CHESS.


Male Human Sorcerer 5

The dragon has double move? Is that the implication?


Male Hobgoblin (Shielded) Fighter 4

That is my understanding.


Dungeon Master

Yes. Double move. Dragons can fly!


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Bump?


Male Hobgoblin (Shielded) Fighter 4

I have changed Rolg's alignment to NG. If he keeps going this way, I may have to take a level of paladin...


Dungeon Master

No, don't. He's already impossible to touch.


Male Hobgoblin (Shielded) Fighter 4

:)


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Bump


Male Hobgoblin (Shielded) Fighter 4

So. Rolg is leaving the group. Sad-face McGee.

BUT...

player two has entered the game so to speak.

I need votes!

Do we want:

A. Tolsbaer Stormcall, youngest nephew of High King Stormcall. This monk is a well spoken, humble, and very clean wrestler known for his signature move: THE DOUBLE FISTED PICARD! (Good Diplomacy, Sense Motive, and Perception. Pretty good fighter)

OR

B: Bilbin Rumblebonk, a gnome bard of unknown origin who's lighting fast with a sword in a pinch, knows a good bit about nearly everything, is OBSESSED with gears and cogs, and has a propensity for taking things that do not belong to him. (High knowledges, good party face, passable-decent fighter, utility spells.)

VOTES!


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

I personally lean toward Tolsbaer. Story wise, I feel like it would be easier to introduce him to the party and to aid to the flow of the story. I also feel like it would be good for fights and things.


Dungeon Master

Rumblebonk is the funniest last name I've heard in awhile.


Male Dwarf Cleric of Irori 5

I vote the Dwarf.


Male Hobgoblin (Shielded) Fighter 4

That's two for the dwarf which I did not expect. :)

Isaac? David?


Dungeon Master

If GMs get a vote, I say Rumblebonk.

Either could be worked into the story pretty easily.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Brump


Male Human Sorcerer 5

Bilbin!


Dungeon Master

I'll leave Rolg/DSP to decide the tie. I have introductions for either in place :)


Male Hobgoblin (Shielded) Fighter 4

A tie!?!? Oy vey.

I will consider overnight and make a choose tomorrow. :)


Male Hobgoblin (Shielded) Fighter 4

Tolsbaer Stats:

Tolsbaer
Dwarf monk (unchained) 5
LG Medium humanoid (dwarf)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 17 (+1 deflection, +2 Dex, +1 dodge, +6 Wis)
hp 54 (5d10+13)
Fort +6, Ref +7, Will +7; +2 vs. enchantments, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron dagger +9 (1d4+3/19-20) or
. . unarmed strike +8/+8 (1d8+3)
Special Attacks flurry of blows (unchained), hatred, stunning fist (7/day, DC 17), style strike
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 20, Cha 7
Base Atk +5; CMB +8 (+10 grapple); CMD 28 (32 vs. bull rush, 30 vs. grapple, 32 vs. trip)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Kraken Style, Kraken Throttle, Stunning Fist, Virtuous Creed (humility)
Traits ease of faith, grounded, indomitable faith
Skills Acrobatics +10 (+12 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +12, Knowledge (religion) +4, Perception +12 (+14 to notice unusual stonework), Sense Motive +10, Stealth +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement, hero points, ki pool (8 points magic), ki power (sudden speed), monk vow (vow of cleanliness), style strike (hammerblow)
Combat Gear acid (4); Other Gear mwk cold iron dagger, belt of incredible dexterity +2, headband of inspired wisdom +2, ring of protection +1, adventurer's sash, bedroll, belt pouch, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, hemp rope (50 ft.), hip flask, holy text, mirror, monk's outfit, mug/tankard, perfume/cologne, poncho, sack, shaving powder (one shave) (0.01 lb) (50), shinobi shozoku, signet ring, silver holy symbol of Torag, soap, straight razor (0.2 lb), twine (50'), waterproof bag, waterskin, whetstone, wrist sheath, spring loaded, 7 gp, 2 sp, 6 cp
--------------------
Tracked Resources
--------------------
Acid - 0/4
Ki Pool (8/day) (Su) - 0/8
Masterwork cold iron dagger - 0/1
Stunning Fist (7/day, DC 17) - 0/7
Style Strike (1/round) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grounded +2 trait bonus on balance-related Acrobatics checks.
Hammerblow On fist hit, roll base dam die an extra time (as vital strike).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kraken Style (+5 damage) Deal Wisdom modifier in bludgeoning damage with a grapple.
Kraken Throttle Increase damage from Kraken Style by +2 or choose to choke grappled opponent instead.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (7/day, DC 17) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sudden Speed (Su) As a swift action, use 1 ki to increase base speed by 30 ft for 1 min.
Vow of Cleanliness (+1 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint

Tolsbaer comparison:

Compared to Rolg, Tolsbaer offers similar, more straightforward damage potential at the cost of lower ac. He has superior saves and access to more combat maneuvers with the added versatility of things like stunning fist and grapple to deal better with casters.

His personality is less forward than Rolg's and he's more muted on top of that. Adding him may make the group stodgy with a flash of Aladdin. :)

While Tolsbaer doesn't have much in the way of skills, he does have more than Rolg and his diplomatic prowess would be a great help.

Bilbin Stats:

Bilbin Rumblebonk
Gnome bard 5
NG Small humanoid (gnome)
Hero Points 1
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 32 (5d8)
Fort +2, Ref +7, Will +5; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk longsword +4 (1d6+3/19-20) or
. . unarmed strike +7 (1d2-2 nonlethal)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate [DC 17], inspire competence +2, inspire courage +2), hatred
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bard Spells Known (CL 5th; concentration +10)
. . 2nd (3/day)—bladed dash, cure moderate wounds, pilfering hand[UC]
. . 1st (6/day)—expeditious retreat, grease, saving finale[APG] (DC 16), vanish[APG] (DC 17)
. . 0 (at will)—detect magic, ghost sound (DC 16), mage hand, message, read magic, summon instrument
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 10, Int 16, Wis 12, Cha 20
Base Atk +3; CMB +0; CMD 13
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (longsword)
Traits collector, resilient, theoretical magician
Skills Acrobatics +10 (+6 to jump), Bluff +9, Craft (alchemy) +7, Craft (clockwork) +12, Disable Device +10, Escape Artist +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +10, Perform (oratory) +13, Perform (sing) +9, Sleight of Hand +7, Spellcraft +12, Stealth +11; Racial Modifiers +2 Craft (clockwork), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ bardic knowledge +2, gnome magic, hero points, lore master 1/day, versatile performance (oratory)
Other Gear mithral shirt, mwk longsword, belt of incredible dexterity +2, handy haversack, headband of alluring charisma +2, artisan's tools, bedroll, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, hemp rope (50 ft.), hip flask, masterwork thieves' tools, mirror, mug/tankard, obsession log, sack, shaving powder (one shave) (0.01 lb) (50), soap, spell component pouch, straight razor (0.2 lb), twine (50'), waterskin, whetstone, winter blanket, 42 gp, 7 sp, 6 cp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 17 rounds/day) - 0/17
Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Lore Master (1/day) (Ex) - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 17 rounds/day) Your performances can create magical effects.
Collector (Craft [clockwork]) If have collection within 5 ft gain +2 trait bon to selected skill.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Versatile Performance (Oratory) +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Bilbin comparison:

Compared to Rolg, Bilbin falls horribly short. He would not fill the same role Rolg filled.

Bilbin is a utility character who excels outside of combat using his considerable skills and strong personality. He is highly logical with streaks of whimsy through the center. Bilbin relies heavily on his wit and charm to stay out of real trouble, but is capable with his sword, especially when using his magic.

Bilbin may step on Bolgrith's toes as he is an excellent party face and mostly uses his abilities to buff allies in combat.

With Bolgrith and Bilbin together, our party will become more defensive and diplomatic which will probably bore Aladdin and Logan too much.

There is too much crossover between Bilbin and Aladdin too.

But the clincher is that Bilbin has 20ish less health than Tolsbaer, 2 less AC, and lower saves.

Decision:

While I think Bilbin would be a nice, humorous counterpoint to Aladdin's crazy and Stonebit's seriousness, Tolsbaer has more of what the party needs overall.

Welcome Tolsbaer Stormcall!

Did I miss anything or do people disagree?


Dungeon Master

Seems like a fair decision to me.

Is the only difference between an original monk and unchained the full BAB for Flurry of Blows?

Also, please pm me a detailed description of Tolsbaer's appearance so I can properly introduce him when the time comes.


Defense:
AC 20, Touch 20, Flat-footed 17
Tracking:
HP=54
Dwarf Monk 5

Yeah, they simplified flurry so its not like two-weapon fighting. It's more like haste. One extra attack at full BAB on full round action.

Also, most monk class abilities are now ki powers so the monk is more customizable without stacking archetypes all over.

PM incoming.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Thump


Male Dwarf Cleric of Irori 5

I may have spotted a MASSIVE CONTINUITY ERROR!!!11!!!!1!

Logans character sheet says he only speaks Common, but we are on a Dwarven island. Would it not then stand to reason that the sign saying to hit the tuning fork against the nail would in fact be written in Dwarven? HOW WOULD LOGAN KNOW TO KNOT KNOCK?!?!?11?//1?

Bolgriths relex save to grab Logans hand as the bumbling fighter goes to knock on the door and doom them all and then read the sign to Logan in common so he can then proceed to utilize the signalling fork in the proper manner as set down by the proprietor of the communications facilty. 1d20 + 1 ⇒ (12) + 1 = 13

PHEW! CLOSE ONE.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

If that is the case, my apologies. However, on a game play stand point, if it's been written in English, the general assumption that I have carried is that it was written in common. If it were in a different language, it is usually written in a different language with a spoiler that shows the translation (e.g. The dungeon crawl with the goblin language).


Dungeon Master

2d100 ⇒ (27, 28) = 55


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Bump


Dungeon Master

Sorry Logan. Been waiting for BLOGRITH but I guess I can move things along. Might not be today, though.

401 to 450 of 477 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Secrets of the Sunderlands All Messageboards

Want to post a reply? Sign in.