Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Zokar Elkarid

Big OM's page

1,472 posts (2,661 including aliases). No reviews. No lists. No wishlists. 17 aliases.


1 to 50 of 1,472 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Post a list of what non magical equipment you would like, and I will have a look.

As I recall the others are somewhat below that. More so they have fever magic items, I think a cloak of resistance is all.

Please pick one trait below or feel free to suggest your own and we'll work on that.

“Asmodeus is with you.” Adrastus Thorn indoctrinate you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.

“Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.

“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.

“Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

“Let us perfect your favorite spell” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.

“Quiet as death” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.

“Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.

“You shall be my angel slayer.” Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

The training will be written out as a montage, feel free to suggest elements you would like to have included.

Adrastus sits in his study seeming almost as he has moved not an inch from where he gave you your orders at dusk yesterday. “You’ve returned.”

The high priest holds the trinket and pauses as if in deep contemplation. He watches the holy symbol glitter in the light. “A pretty enough thing, eh?” he muses. “This is a holy symbol of Mitra in particular the sort favoured by the Knights of the Alerion. Perhaps you already knew that."

“Remember this symbol. This is the mark of those who destroyed our faith and sought to banish all trace of the worship of our Father from these shores. These, my friends, are your enemies.”

He tosses the holy symbol to whomever gave it to him.

“Keep it. It may aid you in disguising yourself.”

He smiles. “You have done well. Escaping from Branderscar, slaughtering Sir Balin … yes, you are worthy. Now, let us complete your training…”

I think we are going to stop counting xp then. You have now reached level 3 and head to the discussion thread and pick a trait from the list or write me if you have an idea for a unique one.

I'll add more later, when I know what you have chosen.

You can keep it as a swim check or roll another and keep it as a climb, you decide.

With surprisingly ease Lyrysa keeps herself a float and quickly reach the ship. Using her legs to keep above water she trace the new patterns she has learned and arcane fire gushes forth evaporating what was left of the elemental before Erodin.

Lizzie welcome to the game.

We have to find a way to include you, I don't see an option for this before the current engagement has ended.

This has been a though choice and both the players and I were impressed with the submissions. Going over everything I end up with Lizzie finishing marginally ahead of the rest. So in conclusion thanks for the work and the interest. Lizzie please head to the discussion thread I will find some way to work you in, but it wont be until the current encounter is done.

The walk back is rather uneventful and when you reach the heavy doors you feel it was to easy, never the less Asmodeus favours his own and the heavy doors open when you lay your force into it.

I forgot are you close to leveling or is there something from last time you didn't get?

In regards to Lyrysa's action, please see what I wrote in the discussion thread.

Lyrysa quickly recognises the water elementals for what they are. She is however puzzled by the reforming as that is not a known feature of them.

Round 2

The AoO's from last turn:
When the small tidal wave crash against Erodin, he swings his blade and much of the water fails to reform when the elemental assumes its form after trying to wash him of the ship. Drogan fares a little better and his vicious bite prevents the water from ever raising after break upon his maw.

I was a bit unsure how to handle getting back in the boat. I studied the climbing skill and found the result a bit lacking for my taste. I want to include a climb check, but a simple moves action seems to little and to easy. I am currently considering adding a swim check first or requiring a full round action. Let me hear what you think.

I am leaning towards a swim check(move action) and a climb check (move action).

It is a cloak of resistance +1, no other magic items.

As soon as you finish the incantation you feel Robbie's excitement. It is almost as if he is tucking at the cloak on you shoulders. Feeling the fabric yourself you recognise the strains of magic weaved in between the cloth fibres. Roobie is uninterested in any and all of the remaining equipment.

An acceptable way to describe your spell? Let me know how we should handle it.

Nadine please roll an identify, I believe it is spellcraft.

And I forgot 240+120 xp each

Erodin it is Lyrysa's turn.

Once again Vank's swing is true and graces the unprotected head of Sir Balin. Blood gushes forth from the wound and the knight seems dizzy. Seeing his blade is on the ground the knight draws his dagger trying to stab Vank, even though his is partially blinded by blood he finds his mark and burries the dagger in Vank's left thigh. With his back to Thomas the rogue's options are open and a quick stab to the right kidney causes the good knight to tremble and fall to his knees unable to carry the weight of his armour. "Mitra cursh you," are the last words to leave his lips before he goes to meet his maker.

Dagger: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

A quick search of the room reveals nothing besides food, water and dirty bed cloths. The real treasure is the knight. Assessing his equipment you find a masterworked full plate. A dark blue cape of fine quality, a little to well kept compaired to the rest of the clothes. A longsword, a dagger, a heavy steel shield and on his neck is a silver chain holding an eight pointed blue sapphire star set in silver.

Even though Randu is roused from his sleep his blade findes the fluent form of one of the elementals and much water splashes on the deck diminishing the form. Erodin is not as lucky and his blade doesn't reduce the forms. Seeing his chance Drogan finishes what Randu started and the rest of the elemental evaporates.

The remaining four charges everyone of you trying to push you into the water and while the three of you stand fast against these small floods, Lyrysa is not as steadfast and she is washed over the side of the boat. Charging and bull rushing everyone of you. Lyrysa is pushed 10 ft the rest of you are not pushed at all. They provoke an AoO each
You notice that when Lyrysa falls in the water start stirring where you saw something earlier. A quick glance on the deck reveals that the water of the destroyed elemental is beginning to bind itself together.


Bullrush, Drogan: 1d20 + 3 - 4 + 2 ⇒ (16) + 3 - 4 + 2 = 17
Bullrush, Erodin: 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6
Bullrush, Randu: 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6
Bullrush, Lyrysa: 1d20 + 3 - 4 + 2 ⇒ (18) + 3 - 4 + 2 = 19

I like the applicants so far and feel there is enough applications so I am going to close recruitment once again and look them through. I or some of the players might have questions. I can't give you an exact date for when we are done but I expect some time in the week to come.

Would one of you bot Lyrysa?

I feel the replacements are shaping up nicely so head past recruitment and take a look.

All right ready to go, Vank what is your action?

"Never," the knight replies to Roberts temptations.

Yes I did :D

Yet again no one answers your questions, however the air on the boat begins to condense and the moist increases, at first like a fog, but quickly the fog gathers into water and 5 small water elementals raises.

I need someone to bot Lyrysa.
Who is fully awake, Erodin, Drogan, others?

Randu 20
Erodin 14
Drogan 8
Enemies 6
Lyrysa 5
Odenkirk and the sailors 4


Initiative,Drogan: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative,Erodin: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative,Randu: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative,Lyrysa: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative,Enemies: 1d20 ⇒ 6
Initiative, Odenkirk and the sailors: 1d20 ⇒ 4

While Vank and Stanislav managed to wound Sir Balin severely and disarm him, the night evaded both Thomas' blade and Nadine's curse.

Ending Round 1 and beginning round 2, We'll adjust for Roberts round 1 action later.

Round 2 begin.

Lets say the weapon drops in his square and trying to take it provides an AoO, we can get the right ruling later.

Robert Are you still using burning hands as your round 1 action?

Thomas you can flank with Vank with Stanislav remaining behind you.

Damage dealt 27

Wouldn't that depend on where the sword lands? Can you decide that as a player performing the disarm or do I roll random. My initiate thought would be that I roll random, leaving 8 or 9 possibilities depending on how much Vank fills in his square. Can you pick a weapon up that isn't in your square? Wouldn't it require reach, not form a weapon?

I know a combat map would improve things, but I do not have the skills or time to make that.

Ahh... You couldn't have know but it is gone as he succeed in his disarm and stepped forward and picked up the sword, thus filling the square. What do you want to do?

Erodin there is no boat only medium sized silhouettes. Does that change any of your actions?

I have a question in additional to the one I posted to Robert in the discussion.
Thomas how are you able to flank when Stanislav are flanking with Vank and you 3 are the only ones close enough?

Saving against Evil Eye: 1d20 + 6 ⇒ (18) + 6 = 24

Once I get my doubts cleared up I'll post for next round. BTW Stanislav you disarm him.

@Robert. I am lost by your posts and are not sure they are done correctly. In the post from Sat the 5th you cast Burning Hands as your surprise action doing 6 damages + an additional 2 damage in the next round i.e. round 1. In your post from Wednesday you cast burnings hands as your round 1 action doing 4 damage and 3 burn. In addition you roll another burn damage for 5, where do they come from. I have seen your link to alchemical fire, but I have not seen you throwing it, only drawing.

In Addition I can't see how you are able use a 15 ft. cone after Vank has moved in and Stanislav are 5 ft away.

Let me know if we need to change your action.

Erodin quietly moves to the starboard side and just peak above it, alas it there is to little light to make out anything on the water. Drogan soon follows him almost as discrete. Looking closer his enhanced vision identifies a small group of silhouettes on the water a rough 25 ft. away. He sees one of the raising its arm pointing them out.

Lots of dices:

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth, Drogan: 1d20 + 1 ⇒ (18) + 1 = 19

With this magnificent display of power you leave the Talingarde waters. The nature isn't much different north of the wall. You still cling the rocked coast as captain Odenkirk surely brings you closer to your destination.

One night when you man the first watch Erodin you hear a low chanting to the starboard side of the boat.

Who's one watch: 1d3 ⇒ 1
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Nice Vank, can you find some way to get and additional +1? His flat-footed AC is 21.

Robert why are you rolling for burn damage (1d6-> 5) when you rolled in the last post?

Vank's blade buries itself deeply between the knight shoulders blades piericing armour and flesh alike. Once again the poor man howls in pain. Slightly confused by the many enemies, he takes a quick decision spins around and strikes at Vank. The dark magic of Nadine does nothing to prevent the damage and the blade lacerates Vank's left arm.

Attacking Vank: 1d20 + 11 ⇒ (7) + 11 = 18
Ill Omen: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 7 ⇒ (2) + 7 = 9


First of all a fine writing sample. I don't have any comments atm for the background. Perhaps you could give a few pointers to how you see Lizzie before her community was murdered? How as her stand on the Mitran church, the community's? Basically I am looking to for what dogma she was raised under?

Just noticed your post Lizzie, I'll get back to it later.

Technicalitites like traits are something I'll go through with the one who is chosen but expect to be able to choose between 2 or 3 with the usual restriction of no more than 1 per. group.

Perhaps I should have stressed that crunch is not important at this point if you have done it fine, if not then you'll do it when chosen.

Darkness Rising:

Interesting concept. A few questions comments though. Has she ever been caught, not necessarily by the authorities? What were some of her prior jobs? I my opinion her for knowledge of the cardinal is rather limited as he a man who keeps his secrets close, but we'll work on that if you are chosen.


I haven't been through the crunch, I'll go through your background and writing sample once you submit it.


You are aware that choosing an aasimar significantly lowers your chances of getting pick as per my post from Saturday. Have you submitted a background/ writing sample?

Ignatius Potter:

A solid submission, no comments at this point.

I seem to have forgotten you.

Taken completely by surprise Sir Balin stand flat on his feet as the alchemical brew shatters on his armour and burning fluied finds it way through the metal plates. He howls in plain but keeps enough of his wits about him to parry of Stanislavs attempt to disarm him. The sound of his anger changes as he recognises the party for what it is and Nadine's foul magic.

Ref save: 1d20 + 3 ⇒ (5) + 3 = 8

Damage dealt 6+2

Robert You are up Round 1 begin

Vank 21
Sir Balin 21
Robert 19
Stanislav 15
Thomas 14
Nadine 4


Initiative, Sir Balin: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Nadine: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Stanislav: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Vank: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Robert: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative, Thomas: 1d20 + 4 ⇒ (10) + 4 = 14

Take a look at the submission for new arcane caster and let me know what you think.

I only thought about recruiting one and run this as the 4 person adventure. Why are you considering adding 2?

What we lost was an enchanter. I for one have no preferences in regards to type of caster, the party might have.

Once again I find my self in need of a replacement.

I need an arcane caster. Level 3.

Fluff wise you should be able to sign a contract with the cardinal. You have not been imprisoned in Branderscar.

Please include a background and a writing sample, the two may be combined if you wish so.

I have a preference for humans first, half-elfs second and dwarf a distant third for this adventure.

Robert I seem to have missed your post, I'll reply to it and Nadine's below.

"No footman, there is no redemption for the Undead save release from their unnatural toil." Taking the bait that Robert offers and swallowing hook, line and sinker, he lowers his blade but does sheath it. "Who has sent you? I must see your credentials?" he demands. Nadine's demand fares far worse. "I will not," he denies and counters: "If you truely come in peace, lower yours." When Vank moves into the room he takes a step back raising shield and weapon again. "What is this?" he asks.

Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7

I am away from stable internet until Tuesday and won't be able to post regularly."

Two things

One, replacement yes/no? I would suggest one. Do you want another arcane caster?

Two, I am away Saturday to Monday with questionable connection.

No problem Lyrysa, I have been there myself.

Sure, no problem, I misunderstood your assist. Please add an ooc comment the next time.

Would you like for me to wait with the reply to allow others to benefit from your assist?

"No," Sir Balin flatly refuses your kind offer. "Save us all and slay the Undead."

Vank the door is open and and no one blocks your way, but it is rather obvious that you move into the room. There is room to move in and past Sir Balin. Do you still want to do it?

I'll let it play out a little more, a bluff might be needed later on.

Most preoccupied with the undead Sir Balin bursts out: "You strike that foul abomination down, when you have the chance." ignoring your question of his pendant for the moment.

While Odenkirk was merely impressed, his men are more frightened and huddles together discussion in hushed voices what happened.

605 xp each

At first nothing happens, then suddenly a rope snap, then another and another until the sail falls from the mast covering part of the deck. The ship immediately begins to loose speed and you gain distance once again. Odenkirk looks impressed at Drogan, "Good work," he mumbles.

A little later Zull return, still laughing from its work. Discretely he seeks out Drogan. "I did good,Yes?" he states.

This is good Stanislav, I know there is no lies in what you say. I need something to indicated how well you hide your intentions, something to oppose a sense motive.

It is currently using sails, you can't see any oars.

Days turn to a week as The Frosthammer and its cargo makes its way unhindered along the east coast of Talingarde. You pass by one of the largest cities in this coast Daveryn without any problems.

As you approach the watchwall preparing to leave Talingarde behind you for a little time, Randu notices something on the coastal side of the ship. Approaching you fast is a small patrol boat. You are to heavy loaded to outrun it. It'll be within boarding range in 10 minutes.


Perception, Drogan: 1d20 + 11 ⇒ (14) + 11 = 25
Perception, Erodin: 1d20 + 3 ⇒ (12) + 3 = 15
Perception, Randu: 1d20 + 9 ⇒ (20) + 9 = 29
Perception, Lyrysa: 1d20 + 3 ⇒ (2) + 3 = 5
Perception, Kargeld: 1d20 + 5 ⇒ (4) + 5 = 9

"Which pendant?" he inquires before yelling: "Take care one of the living dead is behind you." He has noticed Nadine's new pet.

1 to 50 of 1,472 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.