Grimhorn

Feral's page

Goblin Squad Member. ***** Pathfinder Society GM. 2,339 posts (59,670 including aliases). 4 reviews. 1 list. No wishlists. 37 Organized Play characters. 28 aliases.


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Gotcha, disregard then.

Tanith looks to his companions briefly and then kneels for a prayer.

"Mighty Kord, Lord of Strength and Conquest,
Let this place serve as a holy arena, in it I am your champion,
To face a titan who claims to have bested you in battle,
Yet in my heart, I know your prowess remains unmatched.

Bless my limbs with speed, my heart with valor,
Guide my maneuvers, Mighty Brawler, to never falter,
In this contest, my triumph shall be clear,
With your blessing, o' Kord, the Titan falls here.

Grant me victory, oh God of Battle's call,
For on this day, I wrestle on behalf of us all,
And when I do claim victory by skill and by might,
Kord's name will be praised and his glory shine bright."

Casting mighty strength and activating ki insight.


2 people marked this as a favorite.
Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith breaks away from the huddle to address the booming titan.

"We have enough trinkets to trade for your belt", the big man offers. "But the legends told of Krathanos the Conqueror not Krathanos the Trader. We propose a challenge instead - a contest of strength. If we win, you surrender the belt to us. It should be a simple task for the titan that claims to have out-wrestled Kord himself."

The Exchange

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M Ulfen Skald/Ranger 10 [ HP 93/93 | AC 21 (23 with buffs) Tch 13 FF 19 | Fort +13 Ref +9 Will +10* | CMD 29 | Init +1 | Perc +12 | Effects: none ]
Resources:
Inspire 28/28 | Spells 1st 5/5 | 2nd 3/5 | 3rd 2/2 | Wildshape 1/2

He's around. I can poke him on discord.


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Will (good hope): 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36

Tanith groans in pain as the wave of psychic pressure hits his mind. "I did not miss that guy."


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

The meaning behind that dream remains unclear but we should definitely head that way!

Saving the world is important and all but Tanith is due an epic wrestling match.


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

The Astraden insurance plan provides better coverage than mine does!

Tanith grunts as his wounds mend under Eben and Astraden's magic. "Thanks."

Liberty's Edge

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I've accepted that I'm just not the target audience for PF2. I'm disappointed but that's okay. Not every product is for every customer.

That said, having played multiple characters into the middle levels and having run an AP from beginning to end, I think I have enough experience with the system under my belt to give an informed opinion.

The big things that keep me from really embracing the system:

* Proficiency scaling is wonky and I'm not sure I entirely like it. With checks/rolls tying directly to critical success and critical failure it pushes players into a situation (even more than usual) where you only ever want the best person doing the thing. It's fun when everyone gets to participate. Creating gameplay where /only/ the bard ever rolls diplomacy checks is a bummer.

* Homogenized races and classes. I miss my partial caster bard. Pushing bards as full casters and gutting their capacity with weapons is another bummer. I liked my highly diverse races with wildly swinging stat arrays. Every time I see a goblin barbarian with 18 strength at level 1 my immersion checks out.

* The action system and class/feat system isn't as dynamic as it looks on paper. As you level you get lots of options for feats but you eventually fall into an optimal routine and the game plays like an MMO with dedicated rotations. Ironically, PF1's combat system feels more dynamic even though most martials didn't have class-based combat options beyond 'attack'.

* Lore changes. I liked the gritty pulpy Golarion that I was originally pitched. I realize that the term pulpy is kind of loaded but it has to be possible to move away from problematic themes of the past without abandoning the original tone of the setting. I like the fact that the story moved forward in PF2, I just disagree with the direction it took.

Unrelated:

I want to say, I appreciate you spinning up this thread KC. I think constructive feedback is super important if we want to build a better game and one that serves as many people as possible. I agree that it's important to remain respectful but, in my experience, this community is often guilty of pushing a culture of toxic positivity. We need to be able to have civil discourse on things we like and don't like without not liking things immediately being classified as toxic.


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

The dream!


1 person marked this as a favorite.
Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

@Cuetz and Eben: The rest of us are on discord which has helped quite a bit with coordination and just catching up. If you're down to join us shoot me a PM and I'll get you an invite.


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Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I will admit that I've become a 5e convert fairly recently.

PF1 is a much better semi-simulationist system but as far as actual gaming, 5e has grown on me.

Liberty's Edge

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All this talk of Master/Master for magus makes me really sad for all the martial bard fans out there.

Horizon Hunters

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M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

That infamy point is sounding real good right about now.

"Hold your tongue fool", Karsus growls under his breath. "Or all of this will have been for nothing."

Reluctant Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19

Liberty's Edge

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Mulling over these feats, I've been trying to get into the heads of the designers that worked on them.

  • It makes sense that reducing the action cost to apply a poison would reduce the life span of the poison. Maybe instead of carefully applying to the poison to the blade of your weapon you're haphazardly pouring it on?
  • How much of a reduction in the 'window' is appropriate? Is one attempt too harsh or is one full turn too generous?
  • If you compare Poison Weapon to similar 'spend an action and some resource to gain a temporary damage buff' feats available to other classes, how does Poison Weapon compare?

    Divine Weapon - Free Action wrote:
    You siphon residual spell energy into a weapon you’re wielding. Until the end of your turn, the weapon deals an additional 1d4 force damage. You can instead deal an additional 1d6 damage of an alignment type that matches one of your deity’s alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment.
    Bespell Weapon - Free Action wrote:
    You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
    Ki Strike - 1 Action wrote:
    You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.

    Looking at the current text and comparing Poison Weapon to its peers across other classes, it's my belief is that the intent is for the poison to last until the rogue hits, critically misses, or until the end of their next turn.

    That said, the text does not fully support that interpretation.

  • Grand Lodge

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    Were-Crocodile People's Champion 10
    Resources:
    Rage 22/22 | Spells 1st 2/2 2nd 2/2

    Not a problem. If that's the case, the Croc will take the TK charge.

    Propelled by unseen force, the Croc roars a battle cry. "Can you SSSSsssMMmmmeellll!"

    Charge: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
    Damage: 1d6 + 9 ⇒ (3) + 9 = 12


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    Male worg 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]
    Kalisuel wrote:
    "So, do wolves bicker like that among themselves," Kali quietly asks Na'shok once the argument between Peri and Thalasi dies down.

    Na'shok shrugs, an oddly human expression.

    "Yeah, they fight over simple things. Wolves are almost as dumb as men."


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    Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

    Maddok works to make himself as small as possible, a difficult feat, in hopes that the group won't look to him for guidance. Minotaurs were renowned as talented sailors across the face of Ansalon. Separation from his people at a young age had left him without the opportunity to learn those skills. The fact that he could hardly tell the difference between a bowline and clove hitch was a failing that the big bull was painfully self-conscious about.


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    Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]
    Peregrine Stoup wrote:
    "Iida'atan" she says with firm purpose, and light springs from the wick of a candle kept at the door for the purpose; magelight, pure and unwavering, lighting up the crowded room and casting monstrous shadows on the walls. "Try not to crush the furniture," she asks, working her way through the others towards her bedroom. "Let me get packed ..."

    **CRASH** goes an urn knocked off a shelf by Maddok's horns. "Sorry..."


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    Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

    I appreciate the comparison Bander! Green Mile is one of my favorite Stephen King movie adaptations.

    With Maddok I'm going for a MCU Ragnarok-timeline Hulk. Due to his very limited vocabulary he doesn't speak much and is largely motivated by his base desires. He's simple but high-functioning and that simplicity grants him a certain kind of innocence. He's nott a helpless idiot.

    Na'shok is the Rocket Raccoon to his Groot (in fact, I imagine him sounding like Bradley Cooper). He's cunning and maybe a little bit cruel if the situation called for it. He's willing to take advantage of people in the interest of himself and his buddy.


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    Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

    The huge bull pauses thoughtfully to consider Bander's series of run-on questions.

    "Nash is very smart warg. Warg talk good", he replies sagely with a nod at his lupine friend. His tone suggests that the answer was obvious.

    The kender apparently satisfied with his answer, Maddok goes back to his meal. He generally enjoyed spending time near kender. There was less yelling when they were around and he admired their courage. Quietly, he contemplates where their boundless courage comes from.


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    "Calm down big guy! If you smash the place too badly we don't get paid."


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    "Maddok is here to SMASH! We'll smash 'em up good!"

    Liberty's Edge

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    EltonJ wrote:

    Wow!

    4 pages already. Although I think minotaurs got the short end of the stick as far as stats go. Well, whats the summary again? Two minotaurs?

    My original workup was here. Your updates were here and here.

    Based on that feedback, this is what they look like.

    ***

    Blood Sea Minotaur (from Dragonlance Campaign Setting) - 14 RP

    Racial Qualities
    Medium Monstrous Humanoid (3)
    Greater Paragon (2)
    +4 strength
    -2 intelligence
    -2 dexterity
    Standard Languages (minotaur, common) (0)

    Racial Traits
    Natural Armor +2 (3)
    Gore Attack 1d6 (1)
    Scent (4)
    Skill Training - Intimidate, Swim (1)

    Thoradorian Minotaur (from Races of Ansalon) - 12 RP

    Racial Qualities
    Medium Monstrous Humanoid (3)
    Greater Weakness (-3)
    +2 strength
    -4 intelligence
    -2 charisma
    Advanced Strength (4) - This brings total strength up to +4.
    Standard Languages (minotaur, common) (0)

    Racial Traits
    Natural Armor +1 (2)
    Gore Attack 1d6 (1)
    +2 to perception (1)
    Natural Cunning (4)

    Liberty's Edge

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    Background:
    Long estranged from his kin for unspoken reasons, Maddok travels the land as an adventurer and mercenary. He rarely visits densely populated spaces except to seek out work between jobs and generally prefers the company of nature. Despite being dim, even for a minotaur, the bull is gifted with a feral cunning that easily picks up falsehoods and an animal magnetism that often draws good-natured hearts into his company.

    Description:
    Maddok is a huge bull minotaur of the variety often seen on the Blood Sea. His hide is naturally a glossy black but appears closer to the color of ashes when it's dirtied by the dust of the road. A pair of thick sharp bovine horns jut from his heavy brow. The massive slabs of muscle rippling beneath of the skin of the bull's neck and trunk promise a swift end to anyone caught on the end of them.

    Maddok:
    Maddok
    Blood sea minotaur ranger (wild hunter) 5 (Pathfinder RPG Advanced Class Guide 108, Ultimate Wilderness 188)
    N Medium monstrous humanoid
    Init +0; Senses darkvision 60 ft., scent; Perception +6
    --------------------
    Defense
    --------------------
    AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 natural)
    hp 63 (5d10+20)
    Fort +8, Ref +5, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee gore +11 (1d6+9)
    Special Attacks combat style (Kurgess)
    Ranger (Wild Hunter) Spells Prepared (CL 4th; concentration +6)
    . . 1st—longstrider, shield companion
    --------------------
    Statistics
    --------------------
    Str 22, Dex 10, Con 16, Int 3, Wis 14, Cha 13
    Base Atk +5; CMB +11 (+14 grapple); CMD 22 (24 vs. grapple)
    Feats Boon Companion[UW], Cunning, Endurance, Improved Grapple, Monstrous Mount
    Traits indomitable faith, magical knack
    Skills Acrobatics -2 (-6 to jump), Climb +8, Escape Artist -2 (-1 competence to break a grapple), Handle Animal +8, Intimidate +7, Perception +6, Ride +5, Survival +6, Swim +8
    Languages Common, Minotaur
    SQ animal focus (5 minutes/day), favored terrain (forest +2), hunter's bond (worg [precocious] named Animal Companion), track +2, wild empathy +6
    Combat Gear wand of cure light wounds; Other Gear powerhouse pelt, armbands of the brawler[UE], ring of protection +1, ring of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin
    --------------------
    Special Abilities
    --------------------
    Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
    Animal Focus (5 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
    Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Track +2 Add the listed bonus to Survival checks made to track.
    Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    Companion:
    Animal Companion CR –
    Worg (precocious) (Pathfinder Campaign Setting: Inner Sea Combat)
    Medium magical beast
    Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12
    --------------------
    Defense
    --------------------
    AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
    hp 38 (5d10+5)
    Fort +5, Ref +7, Will +5
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee bite +9 (1d8+6 plus trip)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 16, Con 13, Int 9, Wis 18, Cha 14
    Base Atk +5; CMB +9; CMD 22
    Feats Bodyguard[APG], Combat Reflexes, Cunning
    Skills Acrobatics +3 (+11 to jump), Climb +8, Diplomacy +4, Perception +12, Sense Motive +5, Swim +8
    Languages Common, Goblin
    SQ expanded tricks
    Other Gear +1 studded leather
    --------------------
    Special Abilities
    --------------------
    Bodyguard Use an AoO to use aid another to improve an ally's AC.
    Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Expanded Tricks (Ex) Learn twice as many bonus tricks as normal.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
    Trip: Bite (Ex) You can make a trip attempt on a successful attack.

    Maddok is your traditional huge speaks-in-the-third-person musclebound brute with a heart of gold. His doggo companion is the brains of the operation (Int 9!) and handles all the contract negotiations for the duo. Together they've wrecked taverns and broken hearts across the land.

    Liberty's Edge

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    Hrm. If you’re still taking applicants, I might throw my hat into the ring.

    4d6 ⇒ (5, 2, 5, 6) = 18
    4d6 ⇒ (1, 1, 1, 2) = 5
    4d6 ⇒ (2, 3, 6, 5) = 16
    4d6 ⇒ (5, 6, 2, 2) = 15
    4d6 ⇒ (4, 6, 4, 1) = 15
    4d6 ⇒ (5, 6, 3, 6) = 20

    16, 4, 14, 13, 14, 17

    I’m tempted to play a dumb-as-bricks brutish minotaur.


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    Updates:

    * I added Zalamandra as a 7th party member and cut her in accordingly.

    * Tagged the nightmares potion for Astraden which, of course, dropped her portion of the liquid funds dramatically.

    * Added a 15k rainy day fund to the books. This should cover getting some fresh CLW wands and a big pile of diamond dust for future resurrections, restorations, etc. Split seven ways this is a ~2100 gold tax on everyone. This has been included in the new totals.

    New Totals:

    Carina: 24,285
    Cuetzpalli: 31,955
    Farrukh: 31,955
    Eben: 15,805
    Astraden: 4,455 and an Elixir of Souls
    Tanith: 31,955
    Zalamandra: 28,405

    Anyone else have any input?


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    Thanks for doing the legwork Eben. That saved me quite a bit of time.

    From the last payout, Eben and Carina were in a bit of debt to the party.

    Carina: -4,220
    Eben: -12,600

    Taking that into account on this one, the Current Payouts are:

    Carina: 31,520
    Cuetzpalli: 39,190
    Farrukh: 39,190.00
    Eben: 23,040.00
    Astraden: 39,190.00
    Tanith: 39,190.00

    That assumes we're selling almost everything. I set aside the useful consumables. The less useful consumables were put in the sell pile.

    From what I could tell we had a couple items that were never successfully ID'd. Did Zalamandra ever give them a shot?

    Needs ID:

    Ilthane Elixir x1
    simple darkwood box with a fancy-looking mithral lock (radiate magic) x1

    Questions the team should weigh in on:

    1) Is everyone good with cutting in Zalamadra? In-character it's a must. Out of character, the payout splits are kind of a meta-thing anyway. If nothing else, she probably needs the basics to make her more resilient and that stuff costs monies.

    2) What should we do with the intelligent wands? The haste wand is useful enough to just keep around. The lightning bolt wand is less useful but Tanith isn't going to be happy with selling an intelligent being into an unknown fate.

    3) Double checking: Does anyone want any the special potions from Ilthane's lair? They are objectively really strong if you can get over the gross/weird side effects.

    4) Does anyone mind setting a bit of gold aside to cover costly restoratives (like restorations). It looks like we haven't done so in a while. I believe Astraden was managing that fund last time we collected to fill it back in Sodden Hold. What's the party rainy day coffer looking like?


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    Bluff: 1d20 + 1 ⇒ (3) + 1 = 4

    Tanith stares in plain disbelief at the disaster. Would Zeech murder all of his staff in front of the guests? He doubted he could look the other way if it came to that but what would that mean for their quest? The big man's thoughts race as the scenario unfolds in his mind.

    @Eben: That deserves a second bluff. Marzipan is never yummy.


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    I would make an excuse about my father and grandmother passing away last year but I know we're all dealing with our own real-life drama.

    I don't know if I was part of the perceived passive-aggressive complaints that have lead to you feeling discouraged, but I apologize if I was and I apologize for otherwise being a mediocre contributor in this chapter of the AP. I've got a bunch of feedback on this book but that probably isn't helpful right now. You're a great writer KC and I'm sure between your own insights and the points from others, you'll be able to parse what has been genuine in-character reaction, what's players chafing at this chapter's story, and things to generally avoid moving forward. If I'm wrong and you want me to get more specific, I'm happy to elaborate.

    In any case, I'm still really excited about this AP and playing with all of you. I won't be disappointed when this chapter is behind us but I've also always been a believer in the idea that not every character needs to be engaged with every bit of content. There's nothing wrong with some characters taking a backseat for a bit when the story calls for it. At a certain point, I gathered that Alhaster was going to be an Eben and Astradan-focused story. There's nothing wrong with that.

    TL;DR: I didn't love this chapter of the AP but that's ultimately fine. I'm excited about the AP still and excited to continuing playing with you.

    Grand Lodge

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    Male Shoanti Barbarian 10 HP: 102/102 l AC: 12 /T: 12/FF: 10 l Fort: +13, Ref: +6, W: +9 l Init: +2 l Per: +5 l Movement: 40

    A massive shoanti enters shortly after Zaarah. He has dusky sunburnt skin that is heavily tattooed with tribal designs and is shaved bald except for the shadow of dark growth across his chin. His powerful body hulks in a way that promises deadly power and tireless stamina. He is without weapons but the huge man's club-like fists suggest he's never truly unarmed.

    He picks up a glass of the fine wine and sniffs it loudly. His weathered features scrunch up in displeasure but he quaffs it all the same. "Not much better than piss..." he growls in lament.


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    With a bit of timely magical aid, Firiel skips past the blades of the drow and into position to work her spell. With Randall providing a distraction, she touches the side of one of the warriors and delivers a lethal shock. He screams in pain before crumbling to the ground between the halflings flanking him.

    Xiddik's imitation/recitation is undeniably skillful and minus the matron's cruel sneer perfectly captures the words and tone of the First Daughter. The kobold's tactic hits the mark causing Allevrah's anger to boil over into some mixture of blind rage and utter shock. Noting the reaction from their master, the remaining demons and drow similarly freeze as they watch the confrontation unfold.

    Fort: 1d20 + 17 ⇒ (2) + 17 = 19

    After a handful of tense seconds, she speaks. “Surface elf? THAT B@!#& WILL BURN WITH EVERYONE ELSE?! I have sacrificed everything to see justice done. That life is dead to me! And so are all of-”

    Allevrah's furious trembling suddenly stops and she lurches slightly almost toppling over. At her feet, Prickles' magic surges through her acid-scarred form. She stares down in confusion at the masked hedgehog. "You... pest..." she chokes before the life leaves her eyes and she falls to the ground alongside her slain minions.

    A heartbeat later, her remains are consumed by demonic green flames.

    Grand Lodge

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    Were-Crocodile People's Champion 10
    Resources:
    Rage 22/22 | Spells 1st 2/2 2nd 2/2

    The People's Champion steps forward, prepared to meet the challenge. "Let's give them a retirement match worth remembering."

    Does someone with a ranged attack/spell want to get an opening shot?


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    I'm not quite as inspired when it comes to fantasy fashion as the rest of you. If someone wants to fill in the remainder of Tanith's outfit I wouldn't complain. =)

    At some point on the carriage ride to the venue, Tanith recognized that it was the missing weight of his weapons that were adding to his general discomfort more than the formalwear and his styled hair. The party had bouts of downtime on occasion over the last several months battling the apocalypse but this was the first time the big man had been without his trusty poleaxe in dangerous territory and there was little doubt in the Kordite’s mind that Alhaster was dangerous territory. Not even Kord’s center of worship had been a respite from the feeling of wrongness Tanith experienced since stepping foot in the city.

    But understanding the discomfort gave the huge man some level of power over it. He adjusts the tight waistcoat one last time to relieve the pain from his pinched chest hair and takes Carina’s hand. ”Come on Red. We’ve got to put on a show, right? Let’s mingle.”

    Grand Lodge

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    M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

    Does going through the encounter again get the event points toward whatever overall goal we're targeting? If not, I say we chill for a few days and take a victory lap.

    Grand Lodge

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    M Aasimar (Shoanti) Brawler/Skald 11 - HP 123/123 - AC 20/T: 15/FF: 18 - Perception +4 - Fort: +16, Ref: +11, Will +11* - Init. +2

    Thunderhoof inspires his allies. "MoooooOOOOooooOOOOOO!"

    And then thunders forward to face down Mother Bloodleaf's champions.

    Move action to inspire rage. Move to move forward.

    If you accept the raging song into your heart you gain the following effects:

    Inspire Rage wrote:

    +4 strength (morale)

    +4 constitution (morale)
    +4 strength (enhancement)
    +3 will saves (morale)
    -1 armor class
    Access to savage dirty trick (DC 27)
    Access to lesser celestial blood
    no spellcasting

    Liberty's Edge

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    Apologies for derailing the OP's initial question. It irks me when people spread misinformation on the power levels for APs. With a few exceptions, they're all built to accommodate a party of four PCs built with 15 point buy. The iconics associated with those APs reflect this fact. The iconics linked by doomman47 are designed for PFS and are built for that specific campaign.

    To answer the original question, the limitation around point buy is mostly a problem at lower levels. By middling to higher levels, due to buffs, magic items, and class features coming online, the difference between a 15, 20, and 25 PB character is less painful.

    Characters that excel in low-mid point buy at early levels:

    * Any martially inclined character that can abuse dexterity as a primary stat.

    * Any dedicated spellcaster. By dedicated I mean spellcaster that's exclusively spellcasting - not one that's splitting his focus between spellcasting and martial stuff.

    * Any character with a fully scaling pet. This includes animal companions, eidolons, phantoms, etc.

    * Synthesist summoners.

    Grand Lodge

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    Were-Crocodile People's Champion 10
    Resources:
    Rage 22/22 | Spells 1st 2/2 2nd 2/2

    "Finally, the Croc has come back to Niswan", a huge reptilian humanoid says after a long dramatic pause.

    The reptilian pathfinder is a hulking brute formed from slabs of muscle and mottled green scales with a crocodile's head. His massive brawny form is on full display as he's naked save a pair of dark briefs, a thick highly decorated wrestling girdle, and a glossy red cape that's draped around his broad shoulders. A tiny plover periodically perches on his jaw long enough to pick at the big man's teeth.

    Leatherhead looks over the treats briefly before grabbing a fistful and shoving them into his toothy maw. Shards of cookie fly through the air haphazardly as he munches loudly.


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    Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
    Active Buffs:
    Resources:
    Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

    Tanith considers the delicate challenge.

    "Hrm. It seems to me that our best chance of getting to the party without mussing our fancy clothes is to travel to the venue in the buff first. If we clean up and put on our finery on-site, there's no danger of getting it dirty!" the huge brawler suggests proudly.

    "Or we could do something silly like take a carriage."


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    After Ensu leaves for Magnimar on a new errand for his uncaring god, of Varisia's heroes, only mighty Pirknok remains in Sandpoint.

    Pirknok's Epilogue

    In the interest of protecting the hard-fought peace he and his friends earned and content with the familial bonds he's made among the people of Sandpoint, Pirknok remains in the coastal city long after the others have moved on. The dwarf becomes a fixture within Sandpoint and time begins to pass him as a blur. Never truly forgetting his late wife, Jonathan Lowell does not remarry but with Uncle Pirknok there to help raise them, Sarah and Rodrick grow up happy and healthy.

    Several years later, he helps her father with planning for little Sarah's wedding when she falls in love with a humble blacksmith from Magnimar. Several more after that, he almost carries Jonathan home following a raucous night at the man's retirement celebration. And, decades later, he speaks a somber eulogy for Rodrick in front of his assembled children and grandchildren after he has passed peacefully in the night.

    With many of his friends and family gone, Pirknok considers his long years. As he mourns, he prays to all the spirits and gods that he knows. Most do not answer the middle-aged warrior. One does in a deep familiar voice.

    Do not mourn. His life was long and full of joy. His was a story most would hope for.

    Pirknok is not satisfied with the wisdom Nanuk shares. Age has not tempered his boldness.

    It angers you that I take them, good men and evil men. Your kind rarely understands the grace that comes with mortality. A thing is not beautiful because it lasts.

    Still, you question why. Very well. Come find me in the ancient peaks your people call the Calphiak Mountains. Find me and you will learn the answers to the questions that weigh on your heart.

    Confident in what he must do, Pirknok grabs his sword and prepares to leave Sandpoint.


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    With hopeful but heavy hearts, the remaining heroes go their separate ways. Not one to waste time, Siolad immediately departs - vanishing with a powerful arcane verse and a final parting glance. Krojun stays a few days longer. Eventually, a caravan bound for Varisia's heartland offers the mighty Thundercaller company on his sacred task to deliver the words in his heart that might avert a war.

    ***

    Siolad's Epilogue:

    Siolad quickly finds that the mages of the Cypher Lodge are talented but often misguided in their attempts to master the secrets of the mysterious Cyphergate. They are eager to expand their knowledge, sometimes dangerously so, in a way that reminds the elven mage of the dark corners of the Runeforge. Perhaps a bit frightened by the raw ambition of the lodge’s leadership, Siolad fulfills his contract quickly and prepares to leave Riddleport only to be intercepted by a shadowy agent from Kyonin’s capital.

    On behalf of Kyonin’s elite, the agent warns Siolad of another, potentially more dire, conflict to come. He begs the Andosana brother to remain in the City of Cyphers among the lodge’s mages as eyes and ears against the danger. Despite his misgivings, Siolad agrees and over the course of long years builds a life for himself among Riddleport’s scum and villainy. The elven agent maintains close communication during this time and eventually swears Siolad into his order – the Shin'Rakorath - elves sworn to guard the world against the drow and a Second Darkness.

    Krojun's Epilogue:

    For many, there is no bond stronger than blood. For the seven Quah, their shared ancestry seems all but forgotten as the moot proves fruitless and increasingly it appears that open war is inevitable. Some worry that this will spell the end of the Shoanti. Others compare it to the challenges they faced in the Age of Darkness after Ancient Thasillon’s fall.

    All seems lost until Krojun Speaks-With-Thunder arrives. He weaves a series of stories and songs that capture the imagination of even the most hot-blooded braves. Through his words, Krojun warns the seven Quahs of the dangers of hubris, the price of power, and the importance of unity in the face of hardship. The Thundercaller’s timely warning hits the mark and negotiations resume in good faith. Weeks later the moot ends with peace secured and the representatives from the seven Quahs return to their homes across Varisia.

    But man's memory is short and none understand that better than the keepers of history. Recognizing this, Krojun remains with his people on the Storval Plateau. Between handling the challenges that come with maintaining the peace, Krojun works to train the next generation of heroes should the likes of Karzoug ever return to Varisia.

    Grand Lodge

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    M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
    AC:
    Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
    Resources:
    LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
    CMD:
    39/41 vs Grapple

    I moved to a spot that should give you a flank Shel. You just need to 5-foot step SE.


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    Eventually, the hour grows late and the friends are forced to say their goodbyes. The party had parted ways before but something was different this time. Within each of their hearts, the heroes knew this time was for good.

    The following morning Jessamy Pierce departs Sandpoint for the ancient island nation of Iblydos.

    ***

    Jessamy's Epilogue

    Communications from the heroic rogue become sparse but word eventually reaches Sandpoint that Jessamy has founded some kind of academy for would-be heroic adventurers. Bolstered by her reputation within Varisia, the academy is a booming success and soon all manner of warriors, thieves, and spellcasters are applying for admittance or a seat teaching within the academy's halls. Deanship is lucrative and rewarding for a time but Jessamy Pierce still finds herself thirsting for adventure. A handful of years later she leaves her academy behind to join an expedition headed for the Silver Mount in distant Numeria. Mysteriously, her expedition never reaches the Land of Fallen Stars and is never heard from again. Many assume the group waylaid and slain by the sinister Technic League but anyone that has met her personally can attest that Jessamy Pierce would never allow something silly like death stop her when there's an adventure to be had!

    ***

    A month later, two missives arrive prompting the remaining heroes to convene a second time.

    One is an invitation for Siolad Andosana to lead a lecture at Riddleport's Cypher Lodge. It seems some of the senior mages there believe Sin Magic may be the key to unlocking the Cyphergate's hidden secrets and, having spent considerable time in the mythic Runeforge, Siolad has become a leading mind in the field.

    The other message is addressed to Krojun. Compared to the mage's letter, the words are sparse but dire. It seems some of the more warlike Quah have begun encroaching on lands held by their neighbours after generations of peace. Many believe war is on the horizon unless something is done. There is hope that Sandpoint's Thundercaller can avert this disaster.


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Flashback:
    Finding himself an unexpected guest in the elder Rhuuls' household, Vermundr does his best to be a gracious one. He bids Zelda wait outside and binds his weapon tightly in its harness as the group enters the cottage.

    "You have a lovely home," the big northerner offers humbly. "You honor us by sharing it with us."

    "At this point we have to assume the Way has agents everywhere. We should travel in pairs at a minimum at all times. If Vrood has a master, I dread to think what his magic must be capable of", Vermundr adds darkly.


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    I apologize for losing steam around book five but we did it guys. We are done with Rise of the Runelords. Thanks for playing with me and sticking with it through to the end.

    I'd like to get a good conclusion post up sometime tomorrow. I could use a hand with inspiration for epilogues for each of you.

    Grand Lodge

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    M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
    AC:
    Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
    Resources:
    LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
    CMD:
    39/41 vs Grapple

    Brutus barely acknowledges the cuts. It's clear from his exposed flesh that the Mountain wears his scars proudly.

    The big orc quickly resumes his punishing assault.

    Kick vs Blue (flank, inspire): 1d20 + 17 - 3 + 2 + 2 ⇒ (20) + 17 - 3 + 2 + 2 = 38
    Nonlethal Damage: 1d8 + 8 + 6 + 2 ⇒ (4) + 8 + 6 + 2 = 20
    Precise Strike: 1d6 ⇒ 2

    Confirming: 1d20 + 17 - 3 + 2 + 2 ⇒ (14) + 17 - 3 + 2 + 2 = 32
    Extra Nonlethal Damage: 1d8 + 8 + 6 + 2 ⇒ (2) + 8 + 6 + 2 = 18

    Flurry: 1d20 + 17 - 3 + 2 + 2 ⇒ (3) + 17 - 3 + 2 + 2 = 21
    Nonlethal Damage: 1d8 + 8 + 6 + 2 ⇒ (4) + 8 + 6 + 2 = 20
    Precise Strike: 1d6 ⇒ 6

    Iterative: 1d20 + 12 - 3 + 2 + 2 ⇒ (19) + 12 - 3 + 2 + 2 = 32
    Nonlethal Damage: 1d8 + 8 + 6 + 2 ⇒ (7) + 8 + 6 + 2 = 23
    Precise Strike: 1d6 ⇒ 5

    Second Iterative: 1d20 + 7 - 3 + 2 + 2 ⇒ (2) + 7 - 3 + 2 + 2 = 10
    Nonlethal Damage: 1d8 + 8 + 6 + 2 ⇒ (2) + 8 + 6 + 2 = 18
    Precise Strike: 1d6 ⇒ 2


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Finally recovering from the foul taste of the giant hand, Vermundr comes bounding around the corner again. He enters the scene in time to see Zed land a massive blow against their invisible opponent and the crumpled lifeless forms of Kaz and Hazel on the ground. Through the lens of his enhanced senses, Vermundr's Wolf can almost taste the coppery tang of their spilled blood. It's a sensation that fills him with white-hot rage.

    The wild does not share the trappings of man's rational thought and the existential fears that come with realizing ones' mortality. The threat of Vrood's entropy meant nothing to the Wolf. Like all wild things, the Wolf exists to hunt and breed. The purity of that purpose is what gave the Wolf his terrible strength. At this moment, seeing his fallen companions, Vermundr releases the threads of control that remain between him mind and the Wolf, setting that strength on the source of his anger.

    Spending a swift for a quickened true strike to negate the miss chance.

    The huge beast gives a blood-curdling roar before moving like a blur near to the spot Zed just struck the open air and smashing his blade into the wounded Vrood.

    True Strike will negate the miss chance from invisibility.

    Sword (bull's, heroism, enlarge, rage, haste, power attack): 1d20 + 13 + 2 + 2 + 3 + 1 - 3 + 20 ⇒ (6) + 13 + 2 + 2 + 3 + 1 - 3 + 20 = 44
    Damage: 2d8 + 8 + 3 + 6 + 9 ⇒ (7, 6) + 8 + 3 + 6 + 9 = 39


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Vermundr muscles his way up the ladder and lays into the Demon Wolves's leader with his oversized blade.

    "Allying with the Way has lead your pack to ruin. Your time as their leader is over!"

    Primary (greater magic weapon, haste, arcane strike, bull's strength): 1d20 + 12 + 1 + 1 + 2 ⇒ (18) + 12 + 1 + 1 + 2 = 34
    Damage: 2d8 + 7 + 2 + 1 + 3 ⇒ (3, 1) + 7 + 2 + 1 + 3 = 17


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Were-Vermundr plants a clawed foot on the fallen packlord's broken body and raises a howl of victory.

    That sword is pretty tempting. I like the idea that Vermundr carries around this huge sword that he can only comfortably wield when he’s in beast mode.


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Vermundr descends another step and releases the final thread of willpower that was holding his wolf at bay. In a flash the transformation rips through him causing the burly northerner’s form to swell to monstrous proportions that easily rival the Packlord harrying his companions. The audible snapping of his reshaping bones comes to a close as the transformed Vermundr gives a wordless bestial roar and breaks out from under the veil of invisibility to bring his blade to bear.

    Move action to transform. Swift action to arcane strike. Free to rage. Standard to attack.

    Attack: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
    Damage: 3d6 + 6 + 4 + 2 ⇒ (5, 5, 6) + 6 + 4 + 2 = 28

    Confirming: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
    Extra Damage: 3d6 + 6 + 4 + 2 ⇒ (2, 1, 6) + 6 + 4 + 2 = 21

    Vermundr's AC is currently 14. 16 with bodyguard against the first 3 attacks per turn. His Fort save is +4 higher.


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Strength: 1d20 + 4 ⇒ (16) + 4 = 20

    I assume that makes it.

    With his companions safely upstairs, Vermundr lets the length of rope slip from his fingers and plummet to the lower level.

    For the big northerner, completing the task was a great relief as it freed him to join the battle. The few scarce seconds he was out of the battle helping the others climb had set his heart pounding and his skin crawling with anticipation. His wolf howled in rage within his blood. It needed to prove its dominance over another alpha.

    Vermundr stands from his kneeling position, invisibly tearing the vines binding him to the earth. Swiftly, he marches across the length of writhing vegetation and moves to engage Malthus. Sensing her master’s bloodlust, Zelda’s buzzing becomes feverish.


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    Character Sheet

    It's what I've always wanted!

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