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Zokar Elkarid

Big OM's page

1,678 posts (3,137 including aliases). No reviews. No lists. No wishlists. 18 aliases.


1 to 50 of 1,678 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

It has been quite some time since Thomas posted last and I am begining to give consideration to finding another player to replace him. Another option is to continue with the four of you. What are your opinions?

I am missing Robert's post this turn.

Once the Frosthammer passes within a suitable range Thomas raises from behind his cover and lets a knife fly towards the chanting enemy. It gracefully flies by merely gracing the throat causing a considerable amount of blood to mingle into the water. Stanila's arrow though aided flies well above and beyound its intended target.

When Thomas throws lets say you are. Are the 22 to hit including penalties for 2 range increments?

Seth in regards to racial traits which have you chosen?

How long can Thomas throw?

While everyone is hunkered down by the railing waiting for the sailors to take you closer no bolts fly but the chanting starts once again.

Next Round
"Unless you can conjure wind this is as fast as we go!" Odenkirk retorts to Nadine while the Frosthammer is gliding slowly closer on top the calm sea, she will properly be close enugh in a couple of seconds i.e. Next round

I need a little time to read up on the next part, but it is storming Balentyne. Also I hope to include the fourth member soon.

You are close now. Just a few miles from here sits the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.

Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Mitran sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?


I thought not. Come, my friends. We have work to do. We must burn Balentyne.

I have sent you the invite, thank you for showing interest.

I strongly dislike a kitsune and would avoid it. I could offer the spot if race was changed.

Strength: 4d6 ⇒ (3, 1, 2, 1) = 7 6
Dexterity: 4d6 ⇒ (5, 4, 6, 3) = 18 15
Constitution: 4d6 ⇒ (2, 5, 5, 3) = 15 13
Intelligence: 4d6 ⇒ (4, 5, 1, 4) = 14 13
Wisdom: 4d6 ⇒ (3, 3, 3, 2) = 11 9
Charisma: 4d6 ⇒ (6, 1, 5, 6) = 18 17

Certainly a pause for thoughts, properly considering a bard, sorcerer or warlock

Both Robert's and Stanislav's aims are true, striking just below the waterline both attacks dig into the chest of the chanter. The impact knows the air out of him disrupting what divine ritual he was performing.
With her back against the railing Nadine unleashes her powers on the elemental and the foul magic tears the fabric of this abomination. Vank's blade slices through it easily separating what was left and it is once again only water on the deck.

With only a single standing target the crossbow bolt all fly towards a single target, Vank. While the railing catches one and another flies over him, two slams into his back piercing armour and skin alike.

Vank 10 damage


17 damage dealt to caster.
Attacking Vank: 1d20 + 4 ⇒ (19) + 4 = 23
Attacking Vank: 1d20 + 4 ⇒ (16) + 4 = 20
Attacking Vank: 1d20 + 4 ⇒ (15) + 4 = 19
Attacking Vank: 1d20 + 4 ⇒ (20) + 4 = 24
Confirming crit: 1d20 + 4 ⇒ (2) + 4 = 6
Confirming crit: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d10 + 2 ⇒ (1, 7) + 2 = 10

Next Round
"Job's a good one," Odenkirk announces as the Frosthammer has front towards your ambushers.

Thanks for your patience, we are fast approaching we one of you are introduced to the story. Please finish of your submissions if needed.

There has been a few submissions, lets pick one as you are soon to meet.

The blood of the departed sailors soaks into the wood of the Frosthammer colouring the deck a dark red. Zull quickly takes flight searching the silent lake for any trace of witnesses, later returning having found none. Going over the corpses Erodin finds little of interest save a complex iron key. Once he continues to the rests of the crew he finds a heavy lock box. The fits perfectly and the lock springs open. Lifting the lid he finds a small fortune in gold. A little further away he discovers the seal skin stacked beneath a sheet of canvas. Among the food he finds a small crate labelled "Rations" in side is however six bottles of fine whiskey. Working to securing the treasures Erodin stacks them upon the rocky beach. Feeling comfortable Drogan lights the cursed ship and as an ancient Norse funeral pyre the ships silently rests on the dark lake, for a time piercing the night before sinking near the shore.

Loot: The rest of the seal skinns, 6000gp and 6 fine bottles of whiskey (6x10gp)

Like trees in a storm the sailors tumble. Randu deals a vicious wound to the last one in front of him, the man is barely standing. Drogan cracks several rips on his last opponent, he falls clutching his chest which moves disproportionally. Three quick steps and he comes up behind Erodin's engagement, Zull is however quicker and a well placed sting causes the sailor to bleed and shortly after move uneasily. This steals just enough of his attention for Erodin to sewer his head from his body. The blade continues its path and buries itself deeply into the lefter upper arm of the sailor remaining before him. Seeing the battle is lost the wounded sailor lets his sword fall to the deck and clutches his bleeding arm. "Mercy!" he pleads. The one in front of Randu glances over with disgust at his surrendering mate, he senses there are some truth to the decision and awaits what the result of the plead is.


Saving against Zull's poison: 1d20 ⇒ 4

Next Round

Erodin, Drogan?

Alas fortune does not favour Asmodeus chosen as Stanislav's arrow ends somewhat short of its mark while Robert's bolt is well beyond and Vank's blade is wide of the small elemental before him. The elemental retaliates and tries to push the hobgoblin, it is also however unsuccessful. Once again the bolts flie and a single one strike into Stanislav's exposed right shoulder as he tries to duck down below the railing after having targeted the chanting opponent, the rest buries themselves deeply into the wood of the Frosthamer.

Vank an AoO against the elemental please.
Stanislav 4 damage


Attacking Vank: 1d20 + 4 ⇒ (16) + 4 = 20 Soft cover
Attacking Vank: 1d20 + 4 ⇒ (1) + 4 = 5 Soft cover
Attacking Stanislav: 1d20 + 4 ⇒ (18) + 4 = 22 Soft cover
Attacking Stanislav: 1d20 + 4 ⇒ (13) + 4 = 17 Soft cover
Damage Stanislav: 1d10 + 1 ⇒ (3) + 1 = 4

Elemental bull rushing Vank: 1d20 - 1 ⇒ (1) - 1 = 0

Next Round
Having gained enough momentum to execute a turn Odenkirk bellows: "Aye boys turn her starboard!" while forcing the steering oar. The Frosthammer slowly but surely turns towards your attackers.

Still a rough 50ft. away, you will proberly be there in two or three rounds.

As their captain did the sailors begin to fall. One clutches his cut throat in front of Randu while another falls silently with a crushed skull to Drogan's mace. The teeth tears into another victim. Erodin is once again unfavoured by the gods and misses. Angered by his fallen comrade's demise the remaining sailor lands a vicious blow to Randu left arm. The other sailors are shaken by the rapidly turning combat.

Randu another 5 damage


Attacking Randu: 1d20 + 4 ⇒ (15) + 4 = 19
Attacking Drogan: 1d20 + 4 ⇒ (9) + 4 = 13
Attacking Erodin: 1d20 + 4 ⇒ (4) + 4 = 8
Attacking Erodin: 1d20 + 4 ⇒ (7) + 4 = 11
Damaging Randu: 1d6 + 2 ⇒ (3) + 2 = 5

Next round

All right that was Stanislav, Thomas(Stanislav), Nadine and Robert. As I recall Vank is away from stable internet so I'll advance this round.

Thomas, Nadine and Robert are safely tucked behind the hard wooden railing of the Frosthammer. The most grievous wound Nadine suffered from the crossbow bolt is mostly healed and she has the energy enhance Stanislav's formidable capabilities. It is however not enough as the arrow flies well above the chanting opponent. The chanting concludes and the water splashed across the deck once again gathers and an elemental raises.

Next Round
"Ready for the turn, on my count," Odenkirk instructs preparing to turn soon.

I have been going through some concepts in the past days and return to a human wizard with a drug problem. I am not sure if he is expelled yet or bordering on it. His fascination with the human body has pushed him from transmutation into necromancy, perhaps aided by his substance abuse, it is certainly a secret still.

Lets give the it a few more days and then I will pick.

Sounds interesting, do you have a deadline for submissions?

You can see it is a heavy crossbow, I think that is 1d10. You are currently moving parallel to the enemy, so a little away. You need more speed to turn towards them, which is the plan.

Would one of you control Thomas until he is back?

As the ship sets into motion Stanislav significantly decrease in size. His smaller stature allows a finer adjustment of his range attack and the arrow sails high into the air before digging it self deeply into the shoulder of the chanting creature, effectively interrupt what divine ritual it was trying to perform. With only enemies left in the water our villains prepare to close in. Although interrupted by the pain your opponent begins to chant anew. Without a clear target crossbow bolts flies against different targets and while mostly hitting the railing, a single finds itself lodged into Nadine's right lung, knocking the wind out of her and causing difficult breathing. (Nadine 13 damage)


Attacking Stanislav: 1d20 + 4 ⇒ (4) + 4 = 8
Attacking Nadine: 1d20 + 4 ⇒ (12) + 4 = 16
Attacking Vank: 1d20 + 4 ⇒ (15) + 4 = 19
Attacking Robert: 1d20 + 4 ⇒ (8) + 4 = 12
Damage Nadine: 1d10 + 4 ⇒ (9) + 4 = 13

Next Round
Having gained a little more speed the heavily laden Frosthammer continues to move straight ahead. "Aye boys, she is moving, give'er some more sails," Odenkirk shouts encouraging.

Yes one of the ones in front who are attacking you.
Randu and Erodin I need your attacks this round to complete it.

I was waiting to sum up the round. I haven't found Thomas' post. But yes your attack did hit. If Thomas hasn't posted tomorrow I will move this round along.

Randu you are in your own close combat and will provoke AoO, if you leave to attack the wound man in front of Erodin?

More metal is turned towards the Norsemen. Both Drogan's and Randu's weapons bite deeply into their intended victims while Erodin's blade is high above its mark. The two sailors in front of Randu seem to excel under pressure and both manage to wound the noble, two quick stabs pont to the right thigh and one to the left arm.

Going over last rounds dices I noticed a mistake. Rnaud you have not taken any damage last round.

Randu 9 damage


Attacking Randu: 1d20 + 4 ⇒ (18) + 4 = 22
Attacking Randu: 1d20 + 4 ⇒ (17) + 4 = 21
Attacking Drogan: 1d20 + 4 ⇒ (14) + 4 = 18
Attacking Drogan: 1d20 + 4 ⇒ (3) + 4 = 7
Attacking Erodin: 1d20 + 4 ⇒ (1) + 4 = 5
Attacking Erodin: 1d20 + 4 ⇒ (6) + 4 = 10
Attacking Randu: 1d20 + 4 ⇒ (6) + 4 = 10
Damage Randu: 1d6 + 2 ⇒ (3) + 2 = 5
Damage Randu: 1d6 + 2 ⇒ (2) + 2 = 4
3 Damaged sailors Randu 8, Drogan 6 and Erodin 12

Randu's sword finishes what was started not long ago as the captain lays impaled before him. Not swayed by the dead of their captain the Norsemen attack. Several warcries in Norspik pierce the night as two jump over the corpse of Odenkirk. The first impales Randu in his left thigh while the other stumbles and is far of his mark. Seeking a personal revenge the wounded sailor and his closest comrade make an honest attempt at wounding Erodin but fails. The last two hastily close in on Drogan but is unable to land a blow.

Randu 5 damage.


Save vs CDG: 1d20 + 8 ⇒ (13) + 8 = 21
Sailor attacking Randu: 1d20 + 4 ⇒ (3) + 4 = 7
Sailor attacking Randu: 1d20 + 4 ⇒ (3) + 4 = 7
Sailor attacking Drogan: 1d20 + 4 ⇒ (8) + 4 = 12
Sailor attacking Drogan: 1d20 + 4 ⇒ (1) + 4 = 5
Sailor attacking Erodin: 1d20 + 4 ⇒ (11) + 4 = 15
Sailor attacking Erodin: 1d20 + 4 ⇒ (11) + 4 = 15
Damage Randu: 1d6 + 2 ⇒ (3) + 2 = 5

Next Round

You can see them as Robert threw a flash with light on it and it is currently illuminating them.

Sure It was an answer to Nadine's question.

No they are still 50 ft. away

Only Randu left.
Stunned by the sudden and vicious attack from the imp and Randu the sailors are just a second to act and that becomes lethal to one as Erodin swings his blade in a flat arc and it bites deeply into his chest.

Sailors down as of yet.

He is still held

With all the elementals on the Frosthammer defeated and vanquished a fragile peace falls over the crew. Odenkrik commands: Sven, Grist man the sail, we need all the wind ye can gather." As a well drilled squad the norsemen spring into action the two largest of the crew begins to hoist the sail and by some miracle the Frosthammer begins moving slowly.

You have just set into motion and doesn't have enough speed to turn or outrun anything. Next Round.

While Zull tries his best to slay the captain, it only manages to scratch the skin of his neck causing a small bleeding. Randu is more proficient dealing a more serious wound to the captain's thigh.

This was the surprise round, now please start round 1.

Erodin 23
Randu 15
Drogan 15
Odenkirk and crew 15

Dices and other:

Save vs. CDG: 1d20 + 8 ⇒ (9) + 8 = 17
Save vs. poison: 1d20 + 8 ⇒ (12) + 8 = 20
Damage dealt to Odenkirk: 17
New save vs. Hold Person: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative, Drogan: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative, Randu: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Mercenaries: 1d20 ⇒ 15

A little wind, so he might, he is after all an excellent captain.

Stil same round. Missing Vank, Nadine and Thomas
Robert's glowing flask sails through the air and splashes into the water a good 30 ft away from the Frosthammer. It bubbles up and down in the moving sea illuminating 5 shapes in the water, they are tritons, busy trying to reload their crossbows safe the one, who is chanting.

Stanislav cuts through the water forming before him ending whatever hope it had of reaching a semi-solid state and harming the agents of Cardinal Thorn. Odenkrik curses under his breath and replies: "There is little wind and we have no oars. I can try both manoeuvres, what do you want?"

Your action illuminates most of the ship and the surrounding water, however even the dimly lit shadows does not reveal you attackers.

The next round is up for everyone.

Saving vs. Hold Person: 1d20 + 6 ⇒ (4) + 6 = 10 Please include save and DC when using spell or other abilities requiring a save.

What is Zull's CDG action?

The infernal magic grabs hold and suddenly Odenkrik freezes as if he was a statue.

Rand, Erodin your actions, this is the surprise round.

Drogan what is the DC for Hold Person?

As you make your way of the ship you can't help but noticing the relieve on the faces of the crew, the captain is more difficult to read. Drogan is by the railing when your plan unfolds, no one is focussed at you, they are looking to Erodin making his way towards the captain. Recognising your gesture Erodin the captain begins to take a step towards you raising his hand.

More will follow when I know the DC.

You are all more than welcome to submit, there is no rush as the party have reached a places where there will be pleanty of options to include you in the story.

Rikash, nice seeing you again. Those are some good rolls. There are suggestion on how to become a lich, which we can explore if you are chosen.

Christoph, There is no need to choose a trait if you don't want to, but if you see on you like feel free to pick it we will arrange something suitable in your story.
It would be easier if you had some ties to an Asmodean cult/organisation, but only a hatred towards the established Talingarde is required, that and being willing to sign a contract with the cardinal. A point though your characters knowledge of the cardinal and his dealing would properly be very sparse.
I am not sure what WBL mean but I think my current party is somewhat below the norm.

Just a quick recap. You are in the begining of a fight between some unknown enemies firing at an enlarged Stanislav with crossbowbolt from the water, while you are battling a few water elementals on the Frosthammer.

While Nadine's foul magic intertwine with the animated water, causing droplets to fall to the deck, the creature still stands. Alas Stanislav's strike is so far of its mark that he can't profit from the witchery, however Vank can and does, his blade cleaves what invisible threats holding the extraplanar in the mortal realm and more water crashes to the deck. Some of the water gathers however raising into another water elemental of small stature. A frightful silence hovers over the water only broken by the same monotone chanting as before.

Robert you are free to take an action this turn as Vank is before you in the initiative order.

The heroes are done, your turn.


Saving vs Evil Eye: 1d20 ⇒ 8

I can't tell you why but everytime I went and posted in the other games, I always found a reason not to post here.

A lot of the remaining adventure in book one and some part of the books to come contains interaction with humansociety. You will be provided with a magic disguise.

I personally have a strong preference for human>core>other

Arcane, the wishes last time were a support. The party is currently level 3.

Just a reminder the spot is still open.

Once the sun sailed below the horizon Odenkrik gave the order and the Frosthammer set for the shores near Aldencross. Under the cover of darkness the ship silently glide across the waters only illuminated by the light of a cresent moon. Expertly Odenkirk had the sails trimmed and with a deep thumb the Frosthammer stopped in the low waters 5 feet from the shore. The captain nodded indicating you had arrived.

You have arrieved and they expect you to leave, now it is up to you I will call for initiative if I feel combat has begun, feel free to take your actions and roll if you actively want to initiate combat.

I feel like I missed a queston somewhere?

I have a caster spot open and hope to have you join late this year or early 2015. The pace has been somewhat changing primary do to my changing workload, so be prepared if you choose to apply.

I was waiting for Robert's action in the second round. If he has posted it then I am sorry for the lack of posting. If he hasn't posted I'll move this along tomorrow.

Sorry about the delay, got ited up at worm. i am currently away from my books on a night shift.

They won't take you to Aldencross, they will drop you off on the coast perhaps an hours walk away from the city.

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