Guard doesn't await any order and takes off even before the boat is landed, trying out his new sandals in the process, pushing himself to his fastest (40ft. fly, x3 running if possible), charging towards the chapel and the group of savages smashing windows and bashing the door, his warhammer held high.
AC24 (-2 if charge), DR 2/-, hp 93;
Essentia: 3 in Airstep Sandals, 3 in Incarnate Weapon
During the meal, where the warforged tries some more of the unusual food of the region, speaks up: "I think Finn's right. We need to get back to Farshore as soon as possible, if just to ensure that our ship isn't completely lost to the ocean. Once we reported to Lady Vanderborn, we have to come back here anyway, having given our word to the elders to return that statue to it's place.
We can befriend the locals thereafter."
Guard is happy to be the point of interest for some time. It doesn't bother him to answer questions about his nature, as good as he can.
Regarding the mummies 'living' in the village, the warforged is intrigued, but has to remark: "You have one strangely similar amongst yourself with me. I don't need to eat, drink or breathe just as well. I don't tire, and I guess I don't feel pain like you do.
By that definition, I am just as unnatural as they are."
Guard is a bit disappointed in the choice of words and resentment towards the obviously established relationship of the villagers and the mummies.
Even though he doesn't need to do it normally, Guard takes the time to rest in the night, like the others do. He found out that he is unable to reshape his soulmelds if he has no nights rest beforehand, and he has a feeling to be able to do some new tricks with them.
Unshaping his cerulean sandals in the morning, the warforged sits on the ground of the building the villagers prepared for them, like he did the whole night, while Snem, the little blue ball with tendrils, hovers above his shoulder, giving off a faint blue glow.
His mantle of flames swirls softly in some non-existing wind around him, while Incarnum forms in shape of the warhammer the others came to know already. The blue translucent smoke also settles around his feet, from the knees down to his toes, encasing them in some sort of sky-blue boots.
An hour goes by in which the Incarnum takes shape, then Guard gets up and out into the open, trying the effect of his newly shaped airstep sandals.
Leaving behind a faint trail of pale blue vapor he climbs to the sky, quickly pacing in the height of the walls walkways.
Coming back down he asks the falcons: "How's that for 'Sandals of levitation'?"
Seeker (and anyone interested):
Been thinking about the Soulmelds Guard has shaped for a few days now.
Due to the new level, Guard has some more options and can bind a second soulmeld to a chakra.
So I reworked the Charakter page to reflect that and came up with the following setup for most situations:
Guard can currently shape 4 soulmelds at a time, two of them can be bound to 3 select chakras (crown, feet, hands).
For the most time, I guess Guard to have shaped 'Airstep Sandals', 'Incarnate Weapon', 'Mantle of Flames' and his signature 'Soulspark Familiar'. The sandals and his familiar will be bound to their chakras.
The Airstep Sandals are a new Soulmeld Guard tries, so I'm going to copy the write-up here:
You shape incarnum into a pair of sky-blue sandals. They surround your feet without quite touching them, fitting over any boots or shoes you wear. When you use the flight ability of the sandals, you leave a faint trail of blue vapor behind you, which disperses after a few seconds.
Many creatures have the gift of flight, and with this soulmeld, you channel soul energy derived from such creatures to borrow that gift. The rilkan incarnate Davi the Trickster was rarely seen without this soulmeld shaped, and she claimed that she could communicate with the djinn whose soul energy she borrowed to form it.
While worn, the airstep sandals allow you to fly up to 10 feet (good maneuverability) as a move action once per round.
You must end the flight solidly supported or you fall.
Essentia: Every point of essentia you invest in your airstep sandals increases the distance you can fly by 10 feet.
Chakra Bind (Feet) Your airstep sandals merge into your feet, turning your legs sky blue from your knees down to your toes. You become capable of aerial acrobatics, turning on a dime in midair with a soft burst of pale blue mist.
You fly with perfect maneuverability. In practical terms, this means that you can reverse direction without paying a movement cost, you can turn freely without spending any extra movement, and you can ascend at full speed.
I will describe it ingame once the change takes effect. (Which will be about next day or so.)
"Well... Do we think that the crew is capable of going to Farshore without us holding their hands? They could inform Lady Vanderborn of our journey and tell her why we weren't able to come to her by ourselves." Guard suggests.
Guard follows the others, keeping close to Ardanto on the way.
Coming to the stone building and seeing the mummies move to watch them, the warforged watches them in return, briefly considering to try sensing if they would be evil, but quickly deciding against it, as it could be viewed as a threatening act.
So he simply stands to watch the others, while Daurros talks.
Guard is happy that the children don't seem to be afraid of his outlooks or presence at all. He answers any questions he is able to answer.
At the feast he tries any fruit and meal he doesn't know off, taking a liking to some.
He also keeps an eye on his companions during the feast, mostly Avner and (as before) Finn and Ardanto.
Ardanto still doesn't seem his former happy and boastful self, and Finn is as dark and brooding as he was since ... he changed.
Avner though, ...
He nods to himself as Karkalla tries to take care of that. That leaves Ardanto and Finn again.
Finn then stalks off, so Guard moves over to Ardanto, claping him on the shoulder as he sits besides the captain.
"Still alive, after that jungle, hu? The gods seem to have a liking to us.
What do you think Lady Vanderborn does right now? Wonder where we are, if we are alive?"
Hmm... So it needs a bunch of wilds afraid of you to get a praise from the people you travel with and share the dangers of adventuring? Interesting... the warforged thinks while watching Toxim bable about Guard and Finn.
"I could do with a rest. And a feast sounds all too nice too." Guard comments, not speaking of the 'Blessed Elder', though having a suspection that seems too close to be a coincident, but too far fetched at the same time.
Guard tries to be as unintimidating as he can be, his shield strapped to his back, his warhammer not present, the scimitar at his side but his hands away from it.
He keeps at the back of the group, ushering the crew through the gate before making the cross himself.
"Okay then. Let's hope they don't missunderstand us, if they understand us at all." Guard says, strapping his shield to his back and unshaping his warhammer just as well.
Yeah, I'm back. Have to catch up in the Game thread though, (reading what? 150 posts?).
Also, seems like I should level again... if Seeker still lets me in, that is.
Dax: I gained 'Secrets of the Forge (Ex)' two levels ago, which grants me craft magic arms and armor as a bonus feat. So, if I'm still in, I'm able to craft away, if a magic user provides spells as needed.
As long as noone tells him otherwise, Guard keeps up his detect evil, not concentrating on the source he knows of, but turning his senses every some seconds to cover the surroundings full circle, just to keep on the watch.
"Small scratch, but nothing serious here." Guard reports, his weapon still ready, his eyes wandering through the 'room' they are in, searching for signs of more apes.
Seeing none, he activates his ability to detect evil.
Guard steps up just as the demon-ape turns to climb up the wall again, bringing his warhammer around to strike at the monsters back:
incarnate warhammer 1d20 + 11 ⇒ (20) + 11 = 31 damage 1d8 + 6 ⇒ (1) + 6 = 7
critical confirm: 1d20 + 11 ⇒ (1) + 11 = 12 damage 2d8 + 12 ⇒ (7, 2) + 12 = 21 ... nice.
Drawing upon some inner reserve, he brings his warhammer around rapidly to strike a second time in quick succession use an action point for another attack:
incarnate warhammer 1d20 + 11 ⇒ (12) + 11 = 23 damage 1d8 + 6 ⇒ (5) + 6 = 11
Snem does what it does best, blasting at the fleeing ape again, floating a bit higher to get a better aim:
Soulblast 1d20 + 7 ⇒ (6) + 7 = 13 damage 1d4 + 3 ⇒ (1) + 3 = 4
Vitals and Essentia:
AC 26, hp 79/85, DR2/-, light fortification.
Diadem of purelight (bound to crown): 0 Essentia
least Soulspark: 2 Essentia
Mantle of Flame: 3 Essentia (4d6 fire damage)
Incarnate Weapon: 0 Essentia
"Why do you never leave some for me?" Guard asks, noone in particular, seeing the demon-ape in front of him fall to the ground.
He turns to look for a new target, but finds none close by or easy to reach, so he rearranges his essentia
Essentia:
Diadem of purelight (bound to crown): 0 Essentia
least Soulspark: 2 Essentia (+2)
Mantle of Flame: 3 Essentia (+1, now 4d6 fire damage)
Incarnate Weapon: 0 Essentia (-3)
and waits for a better time to act delay.
Snem has no problems to reach enemies though, blasting at the demon-ape that appeared near Daurros:
Soulblast (with penalty for firing into melee) 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 damage 1d4 + 3 ⇒ (4) + 3 = 7
I think you also missed Finn's mirror images, and couldn't I have stepped up and attack the ape?
Did I mention that Snem and Guards warhammer count as good alignet weapons?
Anyway:
Will: 1d20 + 6 ⇒ (12) + 6 = 18
Snem keeps blasting his only route of attack at the creature:
Soulblast 1d20 + 5 ⇒ (2) + 5 = 7 damage 1d4 + 1 ⇒ (1) + 1 = 2
I'm last in the round, so I'll wait for the resolution of the Will save and the reaction of others.
Things:
AC 26, hp 79/85, DR2/-, light fortification.
Diadem of purelight (bound to crown): 0 Essentia
least Soulspark: 0 Essentia
Mantle of Flame: 2 Essentia (3d6 fire damage)
Incarnate Weapon: 3 Essentia
Mantle of Flame? (2d6 fire damage to anyone hitting him) (I know it's been a while since I last used it)
Also, while Finn is right next to Guard and Guard is able to react, Finn gains a +1 unnamed and a +2 shield armor bonus.
"Yeah, that's why we came here..." Guard says, while Snem already blasts at one of the demonic apes:
Soul blast 1d20 + 6 ⇒ (14) + 6 = 20 damage 1d4 + 2 ⇒ (4) + 2 = 6
Raising his shield and hammer to meet the ape attacking him, Guard swiftly changes the amount of essentia in his gear,
Soulmelds:
Diadem of purelight (bound to crown): 0 Essentia (-3)
least Soulspark: 0 Essentia (-1)
Mantle of Flame: 2 Essentia (+1, now 3d6 fire damage)
Incarnate Weapon: 3 Essentia (+3)
while also activating his incarnum radiance (+2 AC for 7 rounds).
Vitals:
AC 26, hp 79/85, DR2/-, light fortification.
He then awaits the attack of the ape, before swinging his own warhammer at it:
Incarnate warhammer 1d20 + 14 ⇒ (19) + 14 = 33 damage 1d8 + 9 ⇒ (8) + 9 = 17
Unsure what to expect, Guard makes himself ready, warhammer and shield in hand, waiting for a sign to step up and (possibly) through one of the mirrors.
"I don't know about you, but I'd rather not light the candles.
And I don't think I want to try detecting evil in here. Pro'lly would be overwhelming, I guess.
But say so, and I will try." Guard speaks, following Finn into the 'throne room'.
Add +2 to the perception if within the range of my light
Guard looks around as nervous as many of the crew did two days ago. This place is clearly getting in on his nerves.
Waiting for Karkalla to check the statures, he fires up a detect evil hoping to not find any traces here or near them.
He grips his incarnate warhammer, his mouth shut smoothly, awaiting anything and hoping for nothing.
Ok, with those replacements, Olegs would about double your credit.
He's giving you a bit more than 50% for things he's confident to sell easily (for things like most common goods and the normal longbows), so for the things you brought on the cart (not counting the gems and silver-ore), he calculated a sum of 1100gp worth of store credit.
He has about 600gp in cash available, if someone wants hard coins.
With the fog being that dense, Guard thinks: At least most of them would find me again, with that diadem shining brightly...
Daurros Erdai wrote:
"The ability to detect evil, which I do not possess, might be useful. Other than that, I fear that most such spells are either beyond my power or I do not know them."
Guard speaks up: "I can detect evil at will, but I don't understand how you think that it helps against the fog."
Taking the rest of the night to rest and an hour in the morning to shape his new soulmelds, Guard is ready to pursuit the Demons.
His new diadem is illuminating the area, giving everyone close by an edge on finding tracks.
He also let's Toxim know that he now has his holy warhammer again.
As the 'Diadem of purelight' affects not only Guard but the area around him, I thought it would be good if you knew what it's effects are, so here's the relevant text:
Diadem of purelight:
A shimmering ring of incarnum energy wreathes your head, shedding a pure blue-white light. The light clearly outlines the shapes of creatures and objects it illuminates, enhancing your visual acuity.
The light of souls is pure, highlighting the nuances of physical forms. This soulmeld draws upon that power to shed light on the meldshaper’s surroundings.
You shape incarnum into a circlet that illuminates the area around you. Your diadem of purelight sheds light as a torch, illuminating a 20-foot radius with bright illumination (and out to a 40-foot radius of shadowy illumination). Creatures gain a +2 insight bonus on Spot checks when attempting to see anything within the radius of illumination (including within the shadowy illumination).
For the purpose of interacting with darkness spells, the diadem of purelight is treated as a light spell of a level equal to its invested essentia.
Essentia: Every point of essentia you invest in your diadem of purelight increases the radius of illumination by 10 feet. The radius of shadowy illumination is always double the radius of bright illumination. For example, a diadem of purelight with 2 points of invested essentia sheds bright light to a radius of 40 feet, and shadowy illumination to a radius of 80 feet.
Chakra Bind (Crown)
The light from the headband becomes steady and constant, amplifying the contrast between different creatures and objects.
The diadem of purelight negates any concealment less than total concealment within the radius of its bright light. This has no effect on invisibility or other forms of total concealment, but creatures protected by fog, blur spells, and the like gain no concealment from such effects.
Guard will have 3 points of Essentia in the diadem after it is shaped (unless circumstances change), so it is treated a s 3rd level light spell, and sheds bright light for 50ft. and shadowy illumination for 100ft.
"Demons, hu? Well, okay then. I can deal with that. I do need some hours to prepare though..." Guard adds, informing Daurros and Toxim that he will not be able to keep up his watch-duty if he wants to change his soulmelds to be able to better fight evil forces.
Change of soulmelds:
8 hours of rest +1 hour to shape new soulmelds.
Bluesteel bracers -> Incarnate weapon (good aligned warhammer)
Cerulean sandals -> Diadem of purelight (bound to crown chakra) (For the purpose of interacting with darkness spells, the diadem of purelight is treated as a light spell of a level equal to its invested essentia.)
lesser Soulspark familiar (bound) -> least Soulspark (good aligned soulblast)
Mantle of flame kept
I'm sorry, but I've gotten sick in the past days. I'm not going to be online much for the next days as well, for as long as this ache continues. (I hope i get past this fast)
Hmm, I haven't decided on which of my attribute points to raise... STR or CON seem the obvious choices, but maybe DEX or INT should be raised instead to offer more choices for feats... Hard...
I don't like this island. I really don't. Same as the others, I think, but they at least can be healed easily.
Well, easier than me at least, now that the strange elf is gone too.
I still think Finn is going to go on a darker road. I have no evidence, and he isn't acting all too evil, but his behaviour...
Ardanto is not that much smiling like he used to, too. Well, who can blame him, getting swallowed and all... Guard thinks, walking with the crew.
He decides to stay close (but not weird (too) close) to Avner though, him being a vital ressource of the expedition, and the warforged being sworn to Lady Vanderborn, feeling somehow somewhat responsible to protect him.
Food for thought:
Once the leveling is done, Guard is able to craft magic arms and armor like a 9th level caster, if someone provides the spells necessary.
My craft skills (armor and weapon) are at a +14, but right now I don't have equipment, so next downtime would be a good time for crafting.
Well, at least we didn't loose any more of the crew. Even though I couldn't help fight them. But yeah, no losses is a good thing. Guard thinks, then speaks:
"Toxim's right. The cave seems like a good spot for the night."
As the strange elf has acted stranger before, Guard just looks over to Finn, shrugging his shoulders.
He doesn't see the need to wake anyone, robbing them of their sleep.