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Egzimora

Gm Razor's page

106 posts. Alias of Ravagwen Darksbane.

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Players to be, if you have not heard there is a big fire in black forest Colorado. myself and Nameless GM are possibly going to be evacuated from our house. So if we are, then we will have to put this game on hold until we are safe at home again.

You can still submit characters. The deadline is on suspension for now.


As an inquisitor you do get proficiency with the favored weapon of your deity I believe.

Yep found it
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

So you actually would not need to use your first Lvl feat on that.

As for the rest, I am gonna leave that to the Nameless GM for when he gets home because he has a lot of experience with the Inquisitor class than I do.


Guys we still going?


I am not looking to play, but if you need to run two games to fit everyone in, like I told you earlier today I would be more than happy to help you run another one.


Ok, if anyone is still intrested can you post here, I will message you guys after work tonight to see if you are...I FINALLY got a new lap top after two months.


I am game, the more the better.


I didn't have a second planned out, but I charged in like an idiot and got myself killed. Hopefully this new one will work out.

Oh, and she's taking Lilith's Pip-Boy. Just to keep things even.


Sure GM, also I have sent some questions on a possible Divine caster that was not in the allowed list, however I put some explanations on how to make them work in the world.


Vi looks over at the man and decides not to let him know that she knows, instead she fires two shots with her silenced revolver. No corrosive damage and it is rubber bullets so non lethal.

perception to see just how far he is: 1d20 + 15 ⇒ (1) + 15 = 16

shot 1: 1d20 + 13 ⇒ (6) + 13 = 19
shot 2: 1d20 + 6 ⇒ (3) + 6 = 9

damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13


Alright well recruitment is closed, everyone that applied made the cut...however bad news time

I am not sure when I will be able to GM this, my laptop is dead however the money I need to get one has to be used for my car, so it is gonna be on hiatus till then and i will message everyone when it is starting up.


There is still room for applications

Rasmus: I do not foresee that it would affect them that much.


Sean Posted some helpful links above that have some choices for gods, domains can be whatever due to the fact that all the elements are the same in Diablo.


Its fine, there are still 3 days and I might do a slight extension so that everyone can finish their characters. So far no divine healers so hopefully you stock up on potions.


I coulda sword I said Post Diablo 3, ah well. That would be an interesting build I was actually thinking of making one for a different PBP I am in.


Cains fate:
Well the only thing is that Deckard Cain dies in Diablo three Killed by the cultist Magna. She is of course killed by the player. That is the only thing that might clash.


Quick question Cole, how will the being Cains apprentice works since this is after Diablo 3.


The last two are from the old game but will be lowered accordingly.


Well so far it is everyone because there are only 4 people interested I was hoping for a party of 5-6 so hopefully some more people come.


If everyone can get stuff in by friday, we can start then


and a back story?


It is a dimension door pretty much, that is new for this, only Arcane and Divine users can use it without a UMD check, on the other hand, any other class would need to use a UMD check.


Both are equally important

Edit 1: I forgot to mention, 2 traits and make it fit in your backstory.


That sounds really good and that it will fit in perfectly can not wait to see how it plays out.


I would allow him to be True Neutral because Necromancer was a playable character in Diablo 2 and he was pretty much the same.


I am glad for anyone really to join, the last game honestly was more test play now that i looked at it and I will be slightly more picky to make sure that it is closer to to the lore. Also I really liked Rasmus he fit in perfectly with the lore. There were some moments that made me cringe a little so that is why I am pretty much a hard ass this time around. As for evil characters I am open to that it would be interesting to see how they mesh.


I would accept that, there should be very little delay as I am now done with school and my job has very normal hours, usually 6-2:30 unless I pull a night or graveyard shift.


I will need a character concept as soon as possible


Years after Diablo was defeated by the Nefelem once again in the heavens the world seemed at peace again. However that is about to change. A Necromancer that learned of the history was able to create a soul stone and embune it with the power of Diablo. He then planted it in himself creating the evil of Diablo again. The town of Tristrum which was all but back to normal has been plunged into evil again this time even more powerful and diabolical than the last time. Can the hero's save the town, or will they fail and the world fall to Diablos Evil?

Ok then, this is pretty simple, I am allowing all base classes, with the exception of the gunslinger or any archtype that allows guns.

You are starting at Level 1, a 25 point build. There will be the addition of Scrolls of Town portal which will teleport you back to town but can only be used outside of combat. Wands can have a total of 25 charges and staffs can have 50. The staffs can have any offensive spell.

I would like a backstory along with your character sheet by next Saturday so as to start this. Starting gold is 1000 gold. If you have any questions feel free to ask them here.

Edit: Races!!! You can ONLY and I mean ONLY be a human, however if you are to be another race it must be classifed in your character info as Human (elf) and so on. There are no other races sorry.


Hey, I'm here to make an executive decision.

I'm gonna close the campaign.

Before you fret, I have good reason.

School has been very hectic, and I've been online much less than I'd like. So for now, I'm gonna close the campaign.

But don't worry! I'm gonna keep everyone who is currently playing as well as everyone who was previously playing in the loop so that when I have more free time, I'll start it up again.

Thanks for your consideration and I hope you enjoyed the game.


Rasmus and Cole both see a crack in the wall before the tunnel blocks and turns left. There are clearly impish voices from behind the wall as well as water flowing.

The crack itself is a tight squeeze. It might need a little finessing to get through.

What you want to do with this information is up to you.


As you move on forward, you feel the ground beneath your feet start to get softer, and soon the sound of an underground spring reaches your ears, as well as a few demonic scratching and chattering.

Everyone down the south tunnel give me a perception.


Up ahead, the tunnel splits, one path heading to the north, one to the south. There seems to be no difference between the two tunnels. Looks like you're gonna have to make a choice.


The tiny little Lesser Imp is suddenly dwarfed as the slender female elf suddenly turns into a massive white bear, intently bearing down on it with magic claws, tearing the imp limb from limb. So yeah, you made the concentration. I checked the rules and you actually didn't need to roll. Sorry ^^;

Dorian doesn't feel closer to finding the source of the light.

Anyone with vision other than normal can make a Perception check to find the source of the light, but only in the dark. Other forms of light will hinder you.


Moments after Aylya starts her ritual (one round), the dazed imp regains his composure, taking a swing at her with its stinger again.

To Hit: 1d20 + 8 ⇒ (1) + 8 = 9

His stinger sinks into her armor, not hurting her, but somewhat interrupting her ritual. Concentration check or you'll have to start over. This is considered out of turn combat. Anyone in range can make an attack if they wish.

Ramus doesn't hear the laughter any more. It must have moved on from where he was.

Dorian, having keener sight than Ramus, notices that even though they are in the dark, he can still see, and not by the light of Emilio's rod. There must be another source of light around here. Perception to find it.


I'm gonna roll for Rasmus to keep things going.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

From deeper in the tunnel, a high pitched chuckle resonates. Everyone feels as though every action performed was watched.


As the imp becomes staggered from the swing can I get a perception check from everyone in the room.


The lesser imp Dorian(?) attacked was still standing when Rasmus pierced its tiny throat, so needless to say, it's dead now.

Crit confirmed, but the second attack missed. It's dead though.

L. Imp Will Save: 1d20 + 4 ⇒ (4) + 4 = 8

The imp that's huddled between Emilio and Aylya gets hit in the face with a bright ball of light, causing the Imp to lose all concentration on the fight. Successful dazing.


Rasmus' target (on the right in front of Dorian) sees him trying to stab and blocks with his shield. (You weren't flanking. Not yet.) In retaliation, he attempts to sting Rasmus with his stinger tail.

1d20 + 8 ⇒ (6) + 8 = 14

Rasmus barely avoids getting hurt, the poison from the stinger seeping into his armor.

Aylya's target (on the far left in front of Emilio) begins to look a little better than he did when Aylya hit him. It quickly hustles up to her (5ft step) and tries to sting her.

1d20 + 8 ⇒ (2) + 8 = 10

Again, the stinger is stopped short by her armor.

Rasmus:
You remember hearing that Lesser Imps don't have all the resistances a regular Imp does. A Lesser Imp has no DR, no energy resistance, but they are immune to poison and fire, and can heal from wounds fairly quickly, but not as fast as a regular Imp.

Lesser Imps also only gain the full power of an Imp by killing someone or something as large or larger than them under the eye of a commanding Imp, and never leave their lair unless they are commanded so.


Dorian's target lies in two pieces on the floor, it's black blood oozing out of the two halves of the body.

Cole's fire jet engulfs the imp in front of Emilio, none of the magic going through, only making it seem a little more menacing being on fire, quickly getting put out by Aylya's acid splash. It screams in pain, but manages to grit through it to press its attack.

Aylya, I forgot to say your initiative was a 17, and Rasmus, your initiative is a 10. Sorry I'm so forgetful.

Revised Initiative:
Dorian - 19+
Cole - 19
Aylya - 17
Rasmus - 10
Imps - 5+
Emilio - 5

Rasmus can still ask two questions about the Imps based on his Knowledge roll.

I'll update the map as you perform your actions. Hope this works for you. If not, let me know in the discussion thread.

Updated Map


Alright, sorry for the delay folks. The map wasn't working as planned, but it's working now!

The Map

The grey is simply walls, the dark grey is the light beyond, and you can see the areas that are currently visible, including the enemies.

Rasmus recalls hearing of imp like creatures that have yet to become full imps. They are called Lesser Imps, as they don't yet have the ability to fly, turn invisible but a few times a day, if at all, or shapeshift.

You can ask 2 questions about the imps besides what I've told you already.

Initiative:
Dorian-19+
Cole-19
Aylya-
Rasmus-
Imps-5+
Emilio-5

Assuming Infernal is the language of the Devils, Cole understands the shout in the evil language as "ATTACK!!!"


The passage beyond is just as dark and uninviting as the way in. (assuming you have light) The walls are a dark, carved stone with sarcophagi lining the walls again. These are still shut, cobwebs and mold telling you they've been here a long time.

As you head further down, you feel as though you're being watched...(Just so you know, even a nat 20 Perception won't help)

Mechanics:

Target: 1d5 ⇒ 3
To Hit: 1d20 + 6 ⇒ (3) + 6 = 9

Suddenly, a very small falchion swings in front of Cole's face, barely missing him. All at once, the tunnel has three very small red creatures appear in the hall behind the party next to Emilio, beside Cole, and in front of Dorian.

All three of them have different weapons. Cole's has a falchion, Dorian's has a scimitar and a small shield, and Emilio's has a shortsword and a small shield.

The one in front shouts something in a language none of you understand (Cole, you don't have your languages, so I can't say if you know or not), and all three of them start to attack.

Initiative if you wish to roll yourself. Otherwise, I'll roll for you. A Knowledge Arcana can tell you what these things are.


With another small click, the door is now unlocked.

Oh, the Perception was used. Don't worry.

To carry on, I'll need a marching order.


Emilio is able to tell that the magic on the lock is just a simple Clairvoyance spell that watches to see if the door is locked or not. When locked, the pressure plate engages, but that has been disarmed.

Cole can tell from looking at the business end of the trap that there is a simple hinge that keeps the muzzle hidden from firing too soon. A book rests on the hinge as camouflage.

Cole can also tell that the magic used is from a darker form of the Arcane Arts. He could tell who cast it by using the arcane residue from the spell like a fingerprint, but it's more than likely Lazarus that set this one up.

Rasmus still needs to unlock the door for you to proceed.


With an audible click, the pressure plate pops up and is no longer enabled. You can approach the locked door safely.

As Rasmus disables the trap, he finds himself in possession of a few mechanical trap parts: A spring, a few catches, a pressure detector, so on.

I will need a perception check from whoever is unlocking the door.


No one stops Aylya from wailing away at the door with acid. Sadly, the door is solid wood, and a simple spell like Acid Splash isn't going to do anything to it.

Aylya's Knowledge (Arcana) tell you that the spell was set up by a talented fire based spell caster, as the Fire Bolt that is the trap's weapon is almost exactly like one from an arcane or divine source instead of a mechanical one.

Rasmus's Craft check tells him that while the damaging part of the trap is indeed magical, the trigger is purely mechanical. If he needed to, he could disable it, but it would require a Disable Device higher than what he already did.

Fortunately, after failing to disable the trap sets it off again, the trap resets itself, letting him take another go at it.

Assuming you're on the floor next to the pressure plate, the fire bolts will sail over your head.


Just to be clear, he got shot before he reached the door, and the bolts came from the left and right of him. The door never opened.

There is magic on the door's lock and on the floor tile directly in front of the door. There must have been a trap of some sort. A Perception check would be needed to find it.


Rasmus' Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14

When Rasmus walks up to the door, two Fire Bolts fly at him from opposite sides.

To Hit (Touch): 1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (11) + 2 = 13

Both bolts strike him, dealing 2d6 + 2 ⇒ (2, 4) + 2 = 8 points of damage.


In the back of Father Bear's mind, he remembers something from a history lesson many years ago. Of course, when he was learning it, it was current history.

The poem is referring to the Hall of the Blind, an old wife's tale about a maze with an amazing reward at the end for any who could get through it. Supposedly, it was build right under the cathedral you're standing in now.

Another thing that comes to Father Bear is what the mural represents.

The mural, now that you can tell what's going on, is a depiction of the Sin Wars, a long and destructive battle to contain the very essence of Evil itself.

The mural depicts an Archangel striking down a large, horned beast. But not just any beast. This creature is Diablo, the Prime Evil. The source of all evil in the world, and the ruler of Hell.

From beyond the door below the mural, the sound of demonic screeching can be heard.

I had this written up before, but I think the Paizo forums ate my post during that last update.


As you look through the books, you find many normal bibles and texts that are in any church.

However, one book stands out among the rest. It has a golden binding and it is full of myths about the town. When you open it to a random page, a simple poem called Halls of the Blind is before you.

It reads:

"I can see what you see not.Vision milky then eyes rot.
When you look they will be gone, whispering their shallow song.
Then you see what can not be, shadows move where light should be.
Out of darkness out of mind, cast down the halls of the blind."

The strange and haunting poem seems to remind a few of you of something. Perhaps a knowledge check?


As Rasmus sneaks on ahead past the light of Emilio's rod, the tune from the dead bard seems to fade...

Up ahead, when he rounds the corner, he sees a lowlit room. The candles that adorn the walls don't shed much light, but what light they do shed is cast on books upon books upon books. Library shelves cover the walls, each filled with more books than the last.

The room's ceiling can't be seen from the ground (Rasmus can't see the ceiling with normal vision), but it must be there somewhere. Against the far wall is a large stained glass mural depicting...something. (Knowledge Religion) Light shines behind it, giving the room an almost ethereal glow.

Along side the walls are more sarcophagi, still closed and covered in dust.

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