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Azlain's page

308 posts. Alias of Doomed Hero.

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HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Anyone want my Agile Breastplate?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I forgot about the "counts as medium" part. Awesome.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain seems surprised when Seltyn mentions him, then slowly nods.

"I... thank you. And thank you, your majesty."

It'll slow me down a little, but in 2 more levels I'll get Armor Training 2 and be able to move normally in it. Mithril Full Plate is pretty amazing. I'd be a fool to pass it up.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

yeah, that's the source material. I was asking if something like it exists in this setting.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Sounds good. Potions added.

GM, do anything like Spring-loaded Wrist Sheaths exist in this world?

basically, is there any way to speed up the process of retrieving a potion from a pouch?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Wow. That was amazing. That guy is awesome.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain climbs back up the mast shortly after the ship left port. Somehow, being up there in the swaying and open air was the only way he could avoid sea sickness.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Not being able to do much was mostly my own fault. I decided to stay on the outside as Wil's second during the duel while the rest of you went looking around.

Azlain's habit of being quiet means I get in the habit of posting less often. It's bit me in the ass twice now. I need to not do that.

I did get to take down the two soldiers one after another though. That was fun.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Went with Mobility as my 5th level feat.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

1d10 ⇒ 8


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Fort: 1d20 + 6 ⇒ (16) + 6 = 22 Azlain barely notices the pain. It pales in comparison to what he lived with every day until just recently.

He sticks close to Wil, unsure of what to do regarding the cauldrons and rituals, but he takes the robes as ordered.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain runs after the blood trail with Wil, reversing his grip on his blade and leaning forward for as much speed as he can muster.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Flaming blade damn well should shed light.

In the section on magic weapons it says all of them have a chance of glowing when they are found. Seems like it's one of those GM calls. Does this fire behave like normal fire, or is the blade just really hot without flames?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Rules Question-

In the Overrun rules, it states that an Overrun can be done as a Standard action, or as part of a Charge.

Do you interpret that as "You may make an Overrun attempt against a target instead of an Attack while Charging" or as "You may attempt to Overrun a creature who is between you and the target of your Charge."

I ask because I have a Charge line to the Mastiff next to Eirel, but he is in the way. I'd like to be able to Overrun her and have him simply choose to get out of the way so I can end my movement where he's standing.

Since he hasn't moved this round, it might also be possible for Azlain just to yell "gang way" and have Eirel 5' adjust out of the way or something, but I figured the Overrun question was worth asking anyway. :)


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain followed Wil to the entryway of the building and looked around to assess the situation.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Thanks.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

At A20 on the map, where it says Fighter, is that the guy Wil was dueling that I took down earlier, or is that a new enemy?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain moved forward to the lieutenant, barely breaking stride after he'd cut down Wil's dueling partner, and swings again.

Power Attack: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
Damage: 1d10 + 8 + 6 ⇒ (9) + 8 + 6 = 23


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Hulk smash


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I see now.

Status: Bull Strength, Inspire Courage

Azlain eyes draws his blade, moving in to engage Wil's target. he was tired of all this fighting fair. It had served it's purpose. Now there was work to do.

5' adjust to B20

Power Attack: 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23
Damage: 1d10 + 8 + 6 ⇒ (8) + 8 + 6 = 22


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I am not on the map.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Sorry. Fridays are always busy for me.

I don't seem to be on the map. Where am I?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Thanks. :)


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Oh, I'm still around. I'm pretty much always around. I just haven't had a lot to add.

I really like my concept, but he doesn't get a lot of time to shine in this sort of game especially with Wil hogging all the duels :). Don't worry about me feeling left out though. I'm a pretty patient player.

At this point I've assumed I'm probably covering Wil from somewhere, just in case they turn out not to be very honorable.

GM, does that sound right to you, or would you rather have Azlain be somewhere else?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

They control the choke point. We should not just walk into it.

Azlain gives Wil a look full of dubiousness and apprehension, "This is a bad idea. Remind me again why this is necessary?"


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I'll stay on guard duty.

During the journey Azlain fashioned a sort of hammock-like seat for himself just above the sail. Strangely, it seemed that the only way he could avoid getting seasick was to put himself as high up as possible.

As the others made their way off the ship, he climbed up and set himself in his new favorite chair, his bow sitting across his knees and his wings flexing against the breeze as he kept watch over the ship.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain is always in a nasty mood. :)


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain doesn't know who he is. He just said he was the guy who tricked the elves into a lousy deal with humans.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Watching Wil leave, Azlain shrugged. "Wil likes to think we're all equals, or at least that no one aught to think of themselves as better than anyone else, even if they are. The thing is, I think a few of you might have things backwards. You speak of humans like they are dirt beneath your shoes, or at best, children in need of guidance, and yet somehow, they managed to convince the entire elven nation to agree to a situation that put them at an overwhelming disadvantage and has ended up with the near extinction of your civilization."

"According the the Natural Order you're all so keen on, that puts them clearly higher on the evolutionary chain. Survival of the fittest and all that."

"Maybe it's time to lose the superiority complexes and stop underestimating the folks that have been kicking your tails in for the last millennium."


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain can't help but let out a short, heartless laugh.

"So let me get this straight- Before now, you settled conflicts with your champion against theirs? Winner got their way?"

"Let's assume your champion won. What did the other side loose? Some kid with a sword and about twenty-five years under his belt? How long was it until someone else took power and came up with a new reason to try to take things from you? Another twenty years? Forty? Plenty of time for the next great champion of men to show up, right? Nice that we still have ours to face them."

"Now what if they win this time. What do we lose? How many centuries of wisdom and experience die at the end of the sword for some short-sighted conflict? How long until the next thing that needs championing? Who's our next champion? What if they die too?"

"Seems like whoever Wheatfield was, he definitely tricked the great revered idiot king who agreed to it into betting against his own people. The whole system is stacked in favor of whoever breeds fastest and has the shortest life span."

"You probably shouldn't keep playing their game."


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I'm fine with whatever you folks decide. Azlain would love to get back at the Black Citidel, but he's a patient fellow.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Whatever the GM thinks is best.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I'm fine with however you want to handle it. I was planning on having them be purely cosmetic and doing flight-themed things mechanically with magic items. (ring of feather fall, wings of flying, etc)

I understand that you want to keep it to a Core Rules game, so I hadn't planned on asking about flight related feats or abilities. I was just going to pay the gold and re-fluff the items as "his wings are getting stronger".


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I was thinking I'd lose damage, but I just realized I haven't been adding my 4th level power attack damage increase. I will have a higher damage average now.

I've been thinking about picking up a Reach weapon too. Which one...


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

If Wil's donating some of his share to the Arm Azlain fund (in return for the flaming bastard sword), that gives Azlain 4k, plus the 1k he was carrying around from the last reward.

I'll pick up a +1 Curve Blade and a Ring of Feather Fall for 4200.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Is that 10k each, or 10k split between the group? If it's split, how much is that per person?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain was disappointed by the anticlimax but he put it out of his head. He remained his usual quiet self, but lacked the brooding mood they had come to expect. His wings had begun to fluff out and look less scraggly. He hadn't worn a shirt in days and had been practicing flexing them. It seemed the scar tissue on his back had robbed them of the needed range of motion for flight. He exercised them as much as he could, but they were weak and his progress was just beginning.

He found himself staying near Wil, trying to observe what he did. His newfound reverence for the elven gods was full of heart, but completely lacking in knowledge. Will was the closest thing to a role model he had for how to follow the teachings of Labelas Enorath.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Is there any way we can come at them with the sun on the horizon behind us?

That was an old raider's trick. The other boat/harbor can't see you when you're against the sun because it's too bright to look at.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Is there any way we can come at them with the sun on the horizon behind us?

That was an old raider's trick. The other boat/harbor can't see you when you're against the sun because it's too bright to look at.

Edit, disregard. Wrong thread.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Sounds good. Glad we hashed that out.

We could still make the boat and all but two of us invisible, We just pick the two with the highest stealth scores to stay visible. With modifiers for distance and darkness they probably wouldn't be noticed.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

How tall do they sit out of the water, respectively?


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

The issue, for me, is a little metagame-y. I have yet to see any fight in this game where the situation was even remotely in our favor. I'm not sure we could prepare enough, under any circumstances, to get an ambush to go right. That's just the flavor of game this is.

The real problem is boarding. If we can get a foggy night we might be able to come up on the ship they are towing unseen, sneak aboard, and then shimmy across the tow line invisible.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I'd prefer to have everyone on board. Let's discuss Seltyn's concerns.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Hi folks, I'm back. :)

The wings are purely cosmetic, at least for now. Maybe later a Ring Of Featherfall or something can be 'fluffed' into the wings gaining functionality.

Also, Azlain just became rather devout.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain had been quieter than normal in the time since his rebirth. Frankly, he didn't understand it. Why would the god of his people bother rescuing him? He appreciated it. Hell was waiting for him and he definitely did not want to go back, but why would a god care about that?

He was so used to being in pain that the cramping discomfort in his back didn't register for quite a while. Eventually, he took off his tunic and unwound the thick network of bandages he'd become accustomed to wearing. He no longer bled constantly, so he might as well be rid of them.

That's when he discovered that his wings had regrown.

They were weak and atrophied, and many of the feathers were broken from being painfully confined beneath the bandages, but they were there.

Azlain's breath caught in his chest. He felt dizzy. He collapsed in shuddering tears.

He prayed.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Ouch. All of a sudden I feel like a much bigger target.

Hope things get easier for you Wil.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Azlain tends to run around a lot in fights. If you stick with him, I'll do my best to set you up for shanking.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

This party is so spellcasting deficient.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

Anyone have spider-climb and/or shrink object?

Suny or I (or both) could approach invisible (or be towed in below the surface by a summoned water creature), and take a hand-cranked drill or auger to their hull somewhere below the waterline. We'd need Spider Climb to stick to the ship while we work (pitons and ropes would work too, but not as easily)

The next part is a little weirder. We take two boat anchors that have been Shrunk, that are attached to both ends of a chain. One goes through the auger hole. The other is dropped.

The shrink is dismissed, one anchor is now in their bilge. The other is dragging the bottom.

Either they're immobile and slowly taking on water, or they try to charge us or something and rip a giant chunk out of the bottom of their ship.


HP 51/51, AC 26, CMD 21, Fort +6, Ref +5, Will +4

I am all for this plan.

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