Kassmak

Peet's page

Organized Play Member. 1,788 posts (13,693 including aliases). No reviews. 1 list. No wishlists. 9 Organized Play characters. 102 aliases.


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Revival of the Runelords Slideshow

Guys: I've been having internet connectivity issues the last few days. My connection has been going out for long periods. I'm hoping that the problem is over but I can't say for sure.

I'm going to try and get caught up but since my window for posting may be limited I will handle threads that require short posts first.

Second Seekers (Luwazi Elsebo)

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Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

No relevant skills there.

"Fantastic. We're going in via the garbage dump? Or is this the Sewer?"

"When I get back I'm buying an industrial size tub of disinfectant! Ugh. Let's keep moving. The faster I leave this lovely scent behind the better! I'll take a few dozen goblins any day."


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Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Shapeshifters

The site overall is NSFW, but that page is fine.


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Revival of the Runelords Slideshow

I am fast forwarding a bit here to expedite things... you may still make purchases and haven't left yet.

As the group prepares to set sail aboard the Feathermoth, a group of Town elders gathers to see them off.


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LG Angelkin Oracle 4 | HP: 41/44 Resist Neg. Energy 5 | Init: +1 | Perc: +4 (DV 60'), SM: +4 | AC: 17, Tch: 11, FF: 16, CMD: 18 AC: 16, Tch: 10, FF: 15, CMD: 17 | F: +5, R: +3, W: +5 | Move: 20' | Melee: +8 (1d10+6, 18-20), CMB: +7
resources:
Spells: 1st 7/7 2nd 2/4, SLA 1/1, Healer's Way 4/5, Channel 5/5, Wand (DF) 47/50
| Active Conditions: 1 CON damage.. | Current Buffs: none.

Clearly a huge advantage is gained by burning down doors instead of opening them. :P


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Dwarf Barbarian 2 | HP: 38/38 | AC: 14, TAC: 10, FFAC 14, CMD: 15 | Fort: +7, Reflex: +0, Will: +3 (+2 vs poison, spells) | Perception: +8, S.M.: +8 | Init.: +0

We all post with the wrong alias once in a while. No big deal.


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Revival of the Runelords Slideshow

BTW I also made up this map a while back that shows the area around Sandpoint (the hexes are 1 mile wide). Don't know why I didn't share it but it will be a bit more relevant soon.


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Revival of the Runelords Slideshow

Lost my net connection at work today, and I'm too tired to post now. Expect several NPC posts coming up, but not until tonight.


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Duergar Unchained Monk 2 | HP: 21/21 | AC: 16 T:16 F:10 CMD:17 AC: 19 T:18 F:11 CMD:19 | F: +5, R: +5, W: +3 (+2 vs spells) | Init: +2 | Perc: +7, S.M. +7 | Speed 20ft

Khavakra frowns, and looks at the others.

"Who is this 'Dafuq?'" she whispers. "And did Smeed mistake Nessa for this Dafuq? Or is that someone within the house that he is calling on?"

:P


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Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

MISSILE/TORPEDO RULES: For Everyone but especially Iolas & Dawn:

Under the normal rules, if you roll a miss with a missile, that missile has no more effect on the combat. It detonates harmlessly in the wrong spot, or whatever. It is just gone.

I don't think that's very much fun though. So I am leaving the missiles on the map if they miss. This creates a need for a couple new Gunner Actions.

But first, to clarify:

If the gunner hits with a missile attack but the missile does not reach the target in one round, the gunner may keep making gunnery checks to have the missile keep trying. This does not take an action, though it does mean that the further the missile has to go the more likely it will miss. The gunner gets to move the missile on the map towards the target. Missiles have perfect maneuverability (they may make two turns for every hex they move forward).

If the gunner misses with a missile attack, the missile will simply travel in a straight line its full move. It will be destroyed if it hits an obstacle (like an asteroid).

If there is a missile in space without a target, and the missile could either strike an enemy ship using a normal move (as in a FLY maneuver) or has an enemy ship in its forward arc beyond that distance, then the gunner may make a REACQUIRE action. The gunner rolls gunnery to have the missile attack again. This follows the normal rules for attacks.

If the missile could not strike an enemy and has no target in its forward arc (or if the gunner does not want the missile to attack those targets) the gunner may make a REMOTE OPERATE action. In this case the gunner moves the missile however he wishes. The missile moves as a ship and the gunner selects a pilot action which applies to the missile instead of the ship. This may include stunts. The piloting DCs use the same tier as the main ship. Missiles have no inherent piloting bonus or penalty.

If a missile could reach an enemy ship by using a stunt or pilot action but could not reach that ship using a normal move, the gunner may make both a REMOTE OPERATE and a REACQUIRE action. The gunner may also do this deliberately even if it is not needed if he wants the missile to have the benefit of a pilot action (such as the EVADE action). However, since the gunner is taking two actions in one turn, the -4 penalty for firing two weapons with the "fire at will" action applies, and he may take no other actions. No matter how many actions are used, a missile still may move only once per round. Only one gunner can control a missile on any given turn.

Note: Any weapon may be used to fire at a missile that is in space before the gunnery phase begins. However, it is worth mentioning that this will be difficult for weapons that do not have the Point property.

FYI the nuclear missiles move 5 hexes per turn. The light torpedoes move 8 hexes.


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Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

"Yeah, yeah. I had your mother," Zhor mutters, catching his spear.


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Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

A guy on another thread said "I will celebrate Columbus Day by wandering into my neighbour's house and declaring I live there." :)


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).


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Duergar Unchained Monk 2 | HP: 21/21 | AC: 16 T:16 F:10 CMD:17 AC: 19 T:18 F:11 CMD:19 | F: +5, R: +5, W: +3 (+2 vs spells) | Init: +2 | Perc: +7, S.M. +7 | Speed 20ft

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).

Grand Lodge

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Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Too tired to concetrate on posting right now. Maybe the afternoon.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

"So... they're ready for us? Want to go around the other way? Or push through here?"

Assuming we want to push ahead...

"Let's see if we can unnerve them a little at least before we go down."

Azul drags the three goblin bodies to the hole, and then dumps them in one by one. Then, in as deep and booming a voice as he can muster, Azul calls down the hole:

"GIVE... ME... MORE... GOBLINS!!! BWA-HA-HA-HAAAA!"

Intimidate (untrained): 1d20 + 4 ⇒ (17) + 4 = 21


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Cleric 1 | HP 14/14 | AC 14/8/14 CMD 11 (15 vs. Bull Rush & Trip) | F +6 R -1 W +5 | Init -2 Per +4 S.M. +3 | STR +2 DEX -2 CON +3 INT +0 WIS +3 CHA +0 | Diplomacy +4, Heal +9, ACP -5 | Melee +2, Rapier 1d6+2 (18-20), Warhammer/Battleaxe 1d8+2 (x3), CMB +2
GM RelicBlackOUT wrote:
“Well here you are, Oleg’s Trading Post.”

As the cart lurches to a stop, the snoring dwarf jolts awake. "WHA-" he shouts as he sits up suddenly. He reels and the motion of the cart combined with his lack of balance causes him to fall off the side of the cart, face first in the mud.

He lies there for a moment.

Then another.

Finally he rolls over, with a pained expression on his face. His eyes remain clenched shut, and he clutches his head. "Aaagghhh..." he moans. "Are we there yet? And does anyone else hear that drumming? Or is it just me?"

He gingerly gets up and then wheezes, putting his hands on his knees for support. "I'm all right lads, just give me a minute. There's a medicine for me condition, after all." He reaches under his coat and fishes out a tin flask. He unstoppers it and takes a couple of swigs. "Ahhh... that should clear me head. Be with you in a minute." He wipes his mouth with the back of his muddy sleeve and stands up straight, looking around. At Svetlana's invitation, he blinks a few times.

"Uh, yeah... I could eat. Thanks."

---------Once the situation has been explained over dinner...---------

Brother Belchfast eats mechanically but heartily, periodically mumbling compliments to Svetlana about the food. But as the description of the predations of the bandits continues, Belchfast begins to pay closer and closer attention, and his face darkens with anger.

Finally, he can take no more. "Enough!" he shouts, pounding the table with his tankard. "No decent dwarf can stand idly by while the innocent are oppressed by the wicked!"

He hips out his rapier (nearly taking Bertrand's ear off in the process and cutting the end off one of the candlesticks on the table), and holds it high. He jumps up on his chair pointing his rapier to the sky (or at least the chandelier).

"In Cayden's name we shall drive back the villains and let them see that they are no match for good people who take heart! When good men find their courage the wicked flee! For who can stand against..."

As Belchfast speaks, his chair begins to wobble, and shakes back and forth more and more until-

Acrobatics (to balance) Take 10: 10 - 2 = 8

CRASH!

Belchfast goes tumbling to the floor with a clatter, sending the chair flying. He lies on his back for a moment, the wind knocked out of him.

"And... thus I demonstrate how even mighty tyrants shall fall under the weight of their misdeeds. Ow."

He continues to lie on the floor. But he holds his tankard up in the air. "I'll... get up in a moment. In the meantime, could someone give me a refill?"


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Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none
Diedre Lhashi wrote:
"What's the punchline?" she whispers as she indicates the group with her eyes.

"It's a Shobhad ritual," Jehir nods knowingly. "A coming-of-age thing. The young Shobhad walks within arm's length in front of a line of elders, who punch him as he goes by. The young Shobhad may not flinch or cry out while walking the Punchline. If he does so, he becomes a warrior of the tribe."

Jehir nods, while sipping his drink. "It's not easy," Jehir adds. "A Shobhad can punch pretty hard."

"And no, I don't think it's an institution the Starfinders should adopt, if that's what you were thinking. This mission was initiation enough."

Jehir wips his mouth with the back of his hand as he finishes his drink. He places the glass on the counter.

"Another Meltdown," he says to the bartender.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

Okay, it's not too hard.

1. First you need to send an image to the Google Slide. When you first open the page, normally the little arrow is highlighted (and it says "Select" when you mouse over it). To the right of that is the button for adding a text box, and then to the right of that is the "Image" button. Click that.

2. You will get a menu of where the image comes from. If it is already on your computer you can select "upload from computer." Or if you are getting an image from a webpage, when you are at that webpage right-click on the image and select "open image in new tab" (or new window if you prefer). Once your browser has only the image on the screen, the address bar will have the URL of the image. You can copy that information and then paste it into the "By URL" option on the google slide image menu.

3. Once the image is on the screen you probably want to resize it. You probably know how to do that. It's best to use the resizers on the corners (rather than the sides) because they don't distort the image.

4. When you have the image selected, a bunch of icons on the toolbar will be visible that weren't there before. One of them, just right of the section you were using to upload the image, has a little pencil and that one allows you to choose a color as a border. The three little lines next to that allow you to decide how thick the border is.

5. A little further to the right is an icon that looks like a capital L with another L upside down and behind it. When you mouse over that it says "Crop Image." You can use that if you don't want to use the entire image you uploaded. It puts little black bars on the sides of the image and you can move them around.

6. Finally, beside the Crop Image icon there is a little down arrow. If you mouse over that it says "Mask Image." You can use that if you don't want the picture to be a square or rectangle. When you click it you get a menu of shapes you caan choose from. That's how I made the icons round.

That should be it. Feel free to hit me with questions.


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Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

"500?" shouts Zhor in disbelief. "THAT'S IT? A MEASLY 500 CREDITS? MY TICKET TO THIS BLOODY DUST BALL COST MORE THAN THAT!"

Zhor kicks a pile of junk, sending bits of old computers flying.

"I'm worth 5,000, at least!" Zhor grumbles. "No serious assassin is going to bother for 500 credits. We'll get all the cheap gutter punks taking shots at us though."

Grand Lodge

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Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

A charcter optimized for Bull Rush would be a fantastic point man in a dungeon like this.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

If there is space to easily maneuver then we could leave gaps. But if the conditions are cramped then we don't want spread out too much if we can't move easily. Let's leave a 5' gap behind Ryker so if necessary you can 5' step backwards and then someone else (like Andreas) can move up to the front.


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Revival of the Runelords Slideshow

A Replacement Wizard:

Okay guys, I have tapped the GM of another game I am in and he is coming up with a character to replace Laurana.

This character won't be introduced until after the Chopper's Island thing is done (which is fairly quick compared to other things in the campaign). We are discussing the character now.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

Earlier at the bridge...

Vicon wrote:
The bridge looks to be of questionable repair, and is missing some boards in the middle.
Sir Andreas der Eisfalke wrote:

Andreas watches from his horse as the troll shows disinterest.

I do not know trolls ...Perhaps it can not fit on the bridge?

"That bridge doesn't look too sturdy. It might not bear the weight, of just one of us, and that troll looks like he weighs as much as all of us combined. So perhaps it is good that the bridge is not in better repair."

Now, in the Kobold caverns...

When the other mention the "Shiny One," Azul bows.

"Yes, it is me they speak of, Lords, and I realized that we must help your people against the goblins."

"Everyone knows that kobolds are descended from Dragons, creatures of great might, but also great wisdom and knowledge. This proves the nobility of the kobold race as compared to goblins.

"Furthermore," Azul says as he looks around the room, "We were sent by the Kingdom to the north. Did you know that the symbol on the flag of that nation is also a mighty dragon? I took this to be a sign, indicating that it was destiny that our two peoples would ally against a common enemy."

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


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Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

"More underground hidey holes. Hmmm. I wonder if this planet is riddled with 'em?" Zhor says as he follows the robot.

"Frankly though, if Aspis wanted me to keep my mouth shut about that, they could probably have paid me a lot less than their bounty hunters are charging."

Grand Lodge

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Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak drags Karlos clear of the fight. Once KArlos is out of danger he steps forward again, looking to assist against the remaining skeletons.

Standard Action to Drag Karlos (as you mentioned), then move action to move back to where I was. I'm not sure how far I could drag Karlos but I moved his icon 10 feet.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon
Sir Andreas der Eisfalke wrote:
I think we have already left a message...

"An implicit message to be sure, but not an explicit one. The Stag Lord will know soon that he has an enemy, but not who or why. He may just assume that a rival bandit group is responsible."

"But the thing about Law is that one does not act in secret when carrying it out. One must do so openly."

Azul begins scraping a section of bark off one of the larger trees, and as he does so he leaves some metal implements with their ends in the campfire. When he is finished clearing a decent sized space, he takes one of the implements and begins burning letters into the tree.

On this day, ... I don't actually know the in-game date but I will include it here.
at this place,
eight bandits were killed, ... I recall eight but if that's the wrong number then I will put however many there were.
in accordance with the law,
and by the order of
the Swordlords of Restov.
By their decree,
the punishment for banditry
is death by sword or rope.
Those bandits who wish
to escape this fate
must give up their lawlessness now,
or flee these lands forever.

Azul stands back and looks over his work. He nods.

"I think that's explicit enough, don't you?"


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon
Ilamin Medvyed wrote:
Ooo, that potential kill shot on the Bandit leader.

Yeah, good timing for a critical. :)


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

Azul plows through the brush behind the bandits to get into position and strikes at the leader of the bandits.

I will provoke an AoO from the north bandit. But if he hits me I will use Healer's Way to heal myself as a swift action.

Healer's Way (if necessary): 1d6 ⇒ 6

"Your judgement is at hand!" he shouts.

Falcata +1 bard +1 magic: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 ...Woot!
Falcata Confirm?: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 ...probably...

Falcata Damage +1 bard +1 magic: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Crit Bonus Damage +1 bard +1 magic x2: 2d8 + 4 + 4 ⇒ (5, 6) + 4 + 4 = 19

24 damage if that confirms... :)


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The Commencement Table 1 Slides | Pre-Race Rules | Laboni's racer
Navasi - Pregen wrote:

CORRECTION

I realized that I can't apply a chronicle to a character currently playing in a scenario, so please prep chronicle for;

I think you can "hold" a chronicle you played as a pre-gen for a character that is not yet ready for some reason. Which means you don't have to decide right away I think.

I will double check that if you want.


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Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Zhor, satisfied that he has staved off the worst of Glitch's wounds, looks aghast at Jink as he takes a supercharged blaster bolt.

"Dammit you idiots! Keep your heads down!"

He goes over to Jink and presses his hand on Jink's wound. There is a sizzling sound and the smell of cauterizing flesh.

Mystic Cure: 1d8 + 2 ⇒ (2) + 2 = 4


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Revival of the Runelords Slideshow
Kargas Stormscar wrote:
"Let's get the Hells out of here, I want to make sure Ameiko's doing okay, and I want to know how all these monsters got in here. These halls don't go any further out, so this place doesn't work for sneaking into town...what gives?"

Kargas thinks and recalls that this complex was only one branch of the tunnel leading out of the glassworks, and one of the others led to the beach below the cliffs north of town. Goblins sneaking along the beach at night could have used that as an entrance to get into the glassworks without going through the town.

Cade Goodbarrel wrote:

So several questions are not answered yet...

What was this place used for? Where do these tunnels go to and who else knows about them? How involved in these tunnels was the late Lord Kaijistu and his son?

Cade recalls that the entrance to this group of catacombs had been sealed by a brick wall which was only recently reopened.

However, the fact that a secret tunnel beneath the glassworks leads to a beach out of sight of the town proper suggests that it make have been used for smuggling, though the part of the glassworks that led to the secret tunnel had also been bricked over, and recently reopened.


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Revival of the Runelords Slideshow
Floredana Mandulescu wrote:
While the others catch their breath, Flo collects the tiny dress off of the quasit. I could probably find a simple doll to put this on to remember our first major struggle by... Might help us remember to bring something to counter invisibility!

Now I'm envisioning Floredana's new line of Quasit plush dolls... :)

Floredana Mandulescu wrote:
Flo thinks hard for a moment before responding. "I think we did Cade, unless you count all the rubble that theoretically could be moved to delve further."

There remains only one passage the group has yet investigated.

The short side passage goes only five feet before ending at a door. Beyond is a 10' x 20' chamber in a state of disarray. Weapon racks line the walls of the northern half, but rusted weapons are strewn all over the floor, while armor racks line the walls of the southern half.

Most of the weapons are useless but six ranseurs remain standing in a rack that could hold twelve of them. There is also a masterwork meteor hammer and a masterwork falchion. Each of the masterwork weapons bears a strange mark.

Knowledge (religion or planes) DC 10:
The mark on the falchion is a rune representing Lamashtu.

Knowledge (religion or planes) DC 15:
The mark on the meteor hammer is a rune representing the demon lord Kostchtchie.

Most of the armor is useless, but there is a shield that is unmarked and good as new. It bears the same seven-pointed star symbol you have seen elsewhere in the dungeon, and at each of the points of the star is a large steel spike.

Detect Magic & Spellcraft DC 18:
The shield is a +1 spiked heavy steel shield.

DUNGEON MAP UPDATED


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

As they get close, Azul once again casts a spell on his sword, making it to glow faintly blue and gold.

He watches the others, and when they give him the nod, he rushes in with the others.

I'm guessing we will get a surprise round. I will wait until just after all the archers shoot and the kobolds throw their spears, and then rush in. My move is 20'. If I can charge I will do that; otherwise just a single move.

Falcata +2 Charge (if allowed): 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Falcata Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Meh... kind of hoping I won't be in charge range to save myself the embarrassment. :)


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

The "shiniest one" thing reminds me of THIS.


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Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Xera gently pushes herself to the airlock and enters.

"Your suits should give you air for a while. Perhaps we should sweep the ship first, and then restore the atmosphere when it's all clear?"

"If the crew didn't make it to safety yet then they'll be dead by now. But if there's something else that's waiting for air before emerging from somewhere... well, not having cabin pressure could give us an advantage."


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Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

Don't like the idea that the guys wants to get Deirdre alone. Don't like that at all.

"I am not your son," Jehir says with a glare. He reaches up over his shoulder and grasps the black smouldering mote that floats there, and black smoke seems to run down his arm and cover his body.

Activating my solar armor, which is dark.

As the smoky wisps cover and trail away from his body, he continues. "And if you are connected with the Level 21 crew as you say, you know that their people survived the shootout and have no doubt returned with a tale of bystanders who intervened, and how three of the Downside Kings died..." Jehir slowly takes out his spear and with a flick of the wrist extends his spear to its full length. "...On the point of this."

He places the butt of the spear on the floor and looks at the drunken man, and then at the other gangsters.

"We are not here for entertainment. I am here as her bodyguard, and she is here looking for answers. Do you have them?"

intimidate (untrained) +2 bonus: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21


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Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

New Houserule Alert!

Guys, I am getting sick of looking up the ranges for space weapons all the time. I'm sure I would eventually memorize them but part of the problem is that the weapon ranges are completely arbitrary.

So we are going to go with a simple fix:

All projectile weapons which fire matter at less than the speed of light (including coilguns, railguns, flak throwers, plasma cannons) have short range.

All energy weapons that fire a beam at the speed of light (including lasers, particle beams, EMP cannons, gravity guns) have medium range.

All tracking weapons that home in on an enemy vessel (including missiles and torpedoes) have long range.

These changes will go into effect in the next space battle. We'll finish the current one as-is.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon
Vicon wrote:
Azul, Andreas and Ryker are all attacked by goblins, but luckily evade their assault.

"Get back! Back you spawn of anarchy!" Azul shouts, as he takes another swing with his Falcata.

Falcata +1 Magic +1 Bard: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Falcata Confirm?: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 ...woot! Kinda wasted on a goblin though. :)

Falcata damage +1 Magic +1 Bard: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Crit Bonus damage: 2d8 + 4 + 4 ⇒ (4, 7) + 4 + 4 = 19

"Ha! Take that you fiend!" Azul cheers as he strikes down the goblin.

I am still next to a goblin so I will attack that one. Assuming he goes down I will move towards the next closest one.


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Harakani wrote:
@Peet: Not trying to convince you, but... have you considered Abadar?...

I hadn't considered Abadar, because the religion isn't "spooky" at all, and it seemed weird to play a necromancer cleric of a deity that doesn't have death or darkness or any domains like that. The most recent iteration of the character was going to have the Darkness/Void domains.

But I could see a cleric with the Separatist archetype who belonged to a sect that reveres the Ghost of Malthus as a kind of patron saint. I'll start working on that.


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Navasibot fires her energy weapon at Orsis, but the shot goes wide.

Navasibot: 1d20 + 1 ⇒ (6) + 1 = 7


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Hi, guys.

Elena is one of the characters currently in the game. She is a cleric of Erastil with an archery focus. So let me tell you a bit about what the party is like and what we could use.

OUR PARTY:

Firstly, basically all the characters that engage in normal weapon combat are DEX-based. Some more than others. The one STR-based fighter we currently have uses an Aldori sword and will probably be getting Weapon Finesse eventually. Most of our front-liners are also switch-hitters, so we've got ranged combat fairly well covered, even though no single character is really great at it.

We only have two casters, myself (a cleric) and an arcanist. Combats tend to be dominated by regular combat with a few spells here and there.

We have a fair bit of skills covered, but only one skill monkey (a rogue). The rest of us mostly get 2+INT skills per level.

WHAT COULD FIT:

I would prefer a new character not be trying to outdo an existing character in some kind of area so here are things that I'd like to see:

1. A tanky STR-based fighter. While we're pretty good overall, we don't have a high-STR two-hander around. None of us does that much damage on a hit, and none of us uses heavy armor.

2. A nature guy. Elena has some nature-y skills but isn't that great at them (thanks to low skill ranks). Some of the other characters do too but we could use more.

3. Party buffing. Elena casts bless now and then but that's the only real party buff we have right now. A Bard's Inspire Courage would be very popular with this party. A Cavalier's Teamwork Feats might also work in this regard. Note that a Skald's Raging Song doesn't really help guys with DEX builds and that's most of the party.

4. More Spells. With only two prepared casters out of five characters we don't cast too often before we run out of spells. Another caster could be useful, especially if he uses a different spell list.

I know it's hard to cover all of these bases in one character (though I would like to see someone try!). But they should give you some ideas.


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"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"Looks like Talbot's been contributing to the delinquency of some miners! *snork* *snork* *snork!*" Obozaya laughs.


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"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

"I thought a boom was a long pole with a microphone on the end."


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

"Ah! Yes, it seems that we have the same charter. I suppose you missed the stagecoach that brought us."

Golwen Unduval wrote:
Golwen pauses for a second, replaying Ilamin's words in his head."Bodies out back? I assume there is a good reason for those bodies?"

"Of course! You see, a body is left behind when the spirit of a person departs, since a new body is created for them in the afterlife. Each plane does this in a different way. For example, in Axis-"

Azul blinks for a moment.

"Oh! I see what you mean. The bodies were men who were executed for being bandits."


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon
Vicon wrote:
Just asking here because it does seem we're moving at a relatively slow pace -- is everyone still having fun? Is there anything I can do to get things rolling? Just asking and no pressure, I am just hoping we can get into the exploration phases!

There is no problem with the pace. People are still roleplaying introductions to one another and you can't really rush that... or at least you don't want to.

Second Seekers (Luwazi Elsebo)

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Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none
Kultha Cleft-Tail wrote:

After the Combat

As the Lawblight explodes Kultha bellows triumphantly over the comms;

"Po Shkalam Zavoyevatelya! (By the Conqueror's Scales!) Vell done boys!"

"Huzzah! Yes, indeed, well done. Those pirates won't trouble the spaceways any longer, and our comrades are avenged."

Venture Captain Arvin wrote:

"You can undergo the tedium of a complete debrief later. First, I've arranged for you all to enjoy a few days' downtime in Kemanis, at the high-end clubs, theaters, and VR parlors. You've earned it. But,"

he warns, with a twinkle in his eye,

"after that, it'll be time to put you back to work."

"Indeed! Thank you, sir. I must off to the theatre! I have a friend who is doing Hamlet in the original Klingon! I must see his show before it closes!"

Aazanar turns to head off, but he turns back for a moment. "I do, of course, look forward to my next assignment," he winks.


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Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Okay guys, I've been thinking about the rules of starship combat and I'm going to make a few changes.

The most significant one is that I am going to cut the speed of all starships by half.

My experience so far is that the current rules require a very large hex grid, most of which is unused, to provide enough space to play out a space combat. Furthermore, even a ship with turn 2 maneuverability still has the movement to come virtually full circle each round and always point its nose at the enemy, which ends up meaning that whoever wins initiative has a huge advantage over the enemy. Having only half the movement means that each combat round will allow more limited positioning, which makes the various pilot stunts worth doing.

This also means ranges need to be shortened. Short range will be 3 hexes, medium 6 hexes, and long range will be 12 hexes.

I am also going to assign damage types to weapons (Fire, Piercing, and Radiation) and add a science action to optimize shields against a particular type of weapon.

If a missile has not reached its target in a single round then it gets placed on the map like a ship. Any weapon will be able to target the missile, though they are hard to hit and weapons with the Point property get a bonus to hit missiles.


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Shabti Oracle 2 | HP 18/18 | AC: 16 TAC: 8 FAC: 16 CMD: 14 AC: 20 TAC: 12 FAC: 16 CMD: 18 | F: +3 R: -1 W: +4 | Move: 20' Init: +4 Perception: +7 (darkvision 60') | STR +2 DEX -2 CON +3 INT +2 WIS +1 CHA +4 | Diplomacy* +8, Heal +5, Knowledge (arcana*, history*, local*, nature, planes*, religion*) +6, Spellcraft +6, Knowledge (nobility*) +8, Linguistics +3, Profession (herbalist) +9, Sense Motive +5* | Falcata +4, 1d8+2
Resources:
Healer's Way 5/5, Spells (1st) 3/5, Inspiration 4/5
CONDITIONS: none BUFFS: magic weapon

When greeted by Oleg and Svetlana, Azul bows deeply.

"May peace and tranquility rest in your house. If not today, then very soon. I thank you for your most gracious hospitality."

He looks around the compound with the others.

"I agree that some sort of ambush would be in order... they say that surprise is worth an army."

"My magic is mostly limited to healing, but I can enchant a weapon for a short time. I can also fight; my..." he looks towards Oleg and Svetlana. "...father was a master of Rondelero, the Taldan sword-and-buckler fighting style, and I picked up some of it from him."

Dataphiles

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Android Technomancer (Roboticist) 1 | SP 10/10 : HP 14/14 : RP 6/6 | EAC 15 : KAC 16 EAC 14 : KAC 15 | Fort +0 : Reflex +3 : Will +3 | Perc. +5, S.M. -2, Darkvision 60', Low-Light, Init +3 | Move 30' : Tac Auto Pistol +3, 1d6P, 30'
Resources:
Spells: 1st 5/5, Ammo 9/9 +30
STR +0, DEX +3, CON +0, INT +5, WIS +0, CHA -1, Acrobatics +4, Athletics +4, Computers +11, Engineering +10, Life Science +10, Mysticism +5, Physical Science +10, Profession +14, S.O.H. +7, Stealth +5 | CONDITIONS: none

"The leader Zigivigix asked us to deliver something to you. It is a copy of the latest album by the group of musicians calling themselves Strawberry Machine Cake."

She presents Historia-7 with the album. "Apparently it has some therapeutic value for those suffering from emotional trauma due to grief. Zigvigix thought you were suffering from such a trauma and were in need of assistance."

"I am not a psychiatrist, but an album that can do that seemed useful, so I bought one for myself in case I ever suffer through such an incident."

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