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Samnell's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 3,582 posts (3,857 including aliases). No reviews. 2 lists. No wishlists. 9 aliases.


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Gay Male Inhuman

Others are in the way of where you'd have to stop for a charge, but Saito can still move up and do the smackdown. He hits either way. No AoO to get there since Wenduag is unarmed right now.
Wenduag AC: 19, T13, F16.

Saito surged forward again, rushing past Abelard and slashing across Wenduag's shoulder. The limb nearly comes free and the blue mongrel howls in agony as blood sprays out, but somehow remains standing.

1 hp left. Try not to sneeze too hard or you'll do overkill. :)

Theran's next. Order is Mongrels, Wenduag, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

Always ok to declare in advance if you so wish.
Wenduag AC: 19, T13, F16.

Round 6

Yridhrennor steps forward and wards Abelard before vanishing back to his original position in a twinkling.

Steave aims a balled-up fist at Wenduag, but the disarmed mongrel feints forward and he misjudges the blow. Abelard has better luck, slicing into the blue mongrel's side with a practiced blow.

Rules Stuff:

Abelard has [url= From Evil.[/url] +2 deflection to AC and resistance to saves. Since the foes are all evil, it applies to the lot.

Saito's next. Order is Mongrels, Wenduag, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

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Pathfinder Adventure Path Subscriber

Having read a few novels and good sections of a few other history books in the interim, I finally finished The Half Has Never Been Told. I have really got to figure out a way to do my not-immediately-blog-related history reading without it feeling like it's piling up on top of the research.

Gay Male Inhuman

Just realized that I accidentally skipped Yridhrennor. Sorry. He's next, then the rest of the order.

Gay Male Inhuman

Galin's slice was enough to fell the mongrel caught between himself and Steave. It made a strangled cri as it slumped unconscious to the ground.

Steave's next. Order is Mongrels, Wenduag, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

Got in touch with Yridhrennor's player on the grease targeting. Mongrel AC: 13 T11, F12. Wenduag: 19, T13, F16.

Yridhrennor incanted and slippery grease materialized all across Wenduag's bow. It slid from his hands to the ground and the blue mongrelman cursed.

Steave taunted Wenduag and punched the one before him in the face, staggering the deformed cultist. Next to him, Saito dispatched the other mongrel pressing the crusaders with a sweeping blow that carried off an arm and reached the heart.

Abelard retrieved his falchion and started for Wenduag, declaring in a friendly tone, "Lord of Beasts, huh? Well, lemme see. Here's what I'm gonna do. I'm gonna gather up all your altars, and statues, and icons; and I'm gonna smash 'em into splinters with this here axe. Then I'm gonna burn the splinters with the purifyin' fires of righteousness. Then I'm gonna wash the ashes in the cleansin' waters of holiness. And if I have to kill you as you try to stop me, well, that's just an added bonus, I guess."

"Never! I shall walk the labyrinth eternal!" Wenduag, now empty-handed, shot back.

Theran resolved to beat Abelard to the kill, swinging with all his might at the blue mongrel. Wenduag ducked the blow.

"I walk the labyrinth where none may follow. You twist blindly within!" the mongrel gloated, eyes shining with fanaticism.

Rules Stuff:

Wenduag's Ref Save: 1d20 + 8 ⇒ (1) + 8 = 9 and that's a dropped bow.

Galin's next. Order is Mongrels, Wenduag, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Kirth Gersen wrote:
Doodlebug Anklebiter wrote:
She's wicked into intersectionality so it was only a matter of time before the subject of black sci-fi/fantasy authors came up.
Check out some of W.E.B. DuBois' more speculative stuff, as well. And as a plus for the Doodle & fellow travelers, Wikipedia tells me "Du Bois believed that capitalism was a primary cause of racism, and he was generally sympathetic to socialist causes throughout his life."

He's not really wrong, exactly. It's one of those things that depends on your definition of capitalism*. The profit motive absolutely created slavery, which then required a justification. So we invented race to do the job. There's a pretty clear transition going on in the Chesapeake over the late 1600s from a world where at least some black men could own property, sue whites in court and win, and so forth. That kind of thing would be unthinkable in the Virginia of 1750 or 1900. The punchy summary is that racism (read as exploitation) created race (a fixed class of people imagined as destined for and requiring exploitation).

Those definitions are all a bit technical and not quite what people ordinarily mean, but I think they're a bit truer to how the systems have generally worked.

*The new hotness in the field right now is slavery & capitalism studies which generally cut against the grain of various Marxist interpretations that understood slavery as pre-capitalist.

Gay Male Inhuman

Saito surged forward, the momentum of his blow nearly carrying his blade clear through the nearest mongrel.

The spirits of Theran's clan healed Abelard as Galin called on Arqueros to bless his slim blade. The mongrels pressed Saito, one hitting him painfully on the shoulder with a club. Wenduag fired another arrow, but there Saito's warding flared and the shaft shattered against it.

Rules Stuff:

Mongrel vs. Saito: 1d20 + 4 ⇒ (5) + 4 = 9
Mongrel vs. Saito: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Wenduag vs. Saito: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13 miss

Yridhrennor's home and next. Order is Mongrels, Wenduag, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

What the- Dammit. I think what happened is that I cut and pasted the rolls about the post a few times because I'd done some things out of order and didn't notice that reset the dice. I remember seeing a miss at one point, and a max damage roll. Oy. Sorry. :( So ok: Abelard is still standing at 1 hp. Saito gets his hit.

Saito's hit: 2d6 + 9 ⇒ (2, 6) + 9 = 17

Lesson learned: Don't try to redo a complicated fight post immediately after mistakenly deleting it.

Abelard slammed his handaxe into the lizard's head, piercing cleaving bone and brain. The reptile released his leg as it collapsed.

Saito's next. Order is Mongrels, Wenduag, Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

My mistake. I misread the roll and wrote a hit, did damage, then realized it was actually a miss later. Looks like I undid the damage but forgot to update the flavor text. Or I wrote flavor text for a roll that I lost when I mistakenly closed the tab with the 80% done post on it. Steave is unharmed.

Steave slammed his fist into the asymmetrical face of one of the new mongrels. The cultist staggered under the impact.

Gave the mongrel a second bar like the last guy to count up his nonlethal damage.

Saito's next as Abelard is unconscious. Order is Mongrels, Wenduag, Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

And when I had this post nearly done, I mistakenly closed the wrong tab. I'm proud of myself. Lizard's AC with the grappled condition is 13, T10, F13. Mongrel AC: 13 T11, F12. Wenduag: 19, T13, F16.

Steave swung in vain against the lizard, which proved nimble enough to evade his blow even while locked to Abelard's leg. Abelard pounded at its snout to no avail.

With the ground now clear, Saito rushed to Abelard's aid. His huge blade swung with all his weight behind it and struck sparks against the floor inches from the lizard's tail as it thrashed clear.

Theran also came to Abelard's relief, but like Saito he found the lizard remarkably quick for such a heavy and encumbered creature. Too quick to land a solid blow. Galin's shot from afar streaked past just above the lizard's head.

Round 5

The door to the south burst open and two mongrels rushed through, one literally stepping on the unconscious mongrel on the ground in his haste. Steave easily blocked a rushed attack with his shield as a third mongrel, blue-skinned, hooded, and bearing a bow, rushed into the room. Sticking to the far end of the chamber, the blue mongrel grinned and spoke as he nocked an arrow.

"Manflesh for Wenduag Manslayer! Come give your lives to the Lord of Beasts!"

With that he released his arrow. Steave raised his shield an instant too slow and the arrow went through his chest. Almost at once he felt blood rushing into his lungs.

The lizard's teeth it deeper into his flesh, despite the crusader's pounding upon the reptile's snout. Blood flowed freely and the Abelard felt the world spinning about as he collapsed.

Seeing that the crusaders couldn't afford the time spent on new foes, Yridhrennor spoke the words of another spell and a cone of brilliant color rushed from his hand across the new arrivals...but both mongrels resisted the magic and Wenduag stood just past its reach.

Rules stuff:

Saito's charge+PA: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 miss

New arrivals: 2 mongrels and Wenduag. One mongrel used up a move opening the door, so no attack for him this round.

Mongrel vs. Steave: 1d20 + 4 ⇒ (4) + 4 = 8
Wenduag vs. Steave: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18 miss

Liz grapple: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Yridrennor's color spray hits the two mongrels, DC 16
M1: 1d20 + 4 ⇒ (18) + 4 = 22
M2: 1d20 + 4 ⇒ (13) + 4 = 17

Abelard is at -6 due to the lizard rolling max damage.
Steave's next. Order is Mongrels, Wenduag, Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin

Gay Male Inhuman
Saito Samson wrote:
hmmm since the oil slick is gone can I change my action to a charge for when my turn comes up?


Gay Male Inhuman

Galin retrieved his bow as the lizard snapped at Abelard once more. Teeth sink into the crusader's leg. The lizard's jaws lock around his leg, nearly immobilizing the knee. They show no signs of letting go.

Seeing that his spell has become an obstruction, Yridhrennor speaks a mystical word and the oil slick vanishes.

Rules Stuff:

Biting Abelard: 1d20 + 5 ⇒ (18) + 5 = 23 hit
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Fort DC 14: 1d20 + 2 ⇒ (20) + 2 = 22 nevermind that
Grab: 1d20 + 9 ⇒ (13) + 9 = 22 it's a grapple!

Grapple wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Lizard and Abelard both have the condition now. Enjoy!

Steave's next. Order is Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

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Gay Male Inhuman
Saito Samson wrote:
Samnell wrote:

So much paranoia! It's like you have reason to suspect foes lurking about.

Wha?! What a weird, untrue, accusation...




*whistles innocently*

Gay Male Inhuman

Theran also set himself against the arrival of new foes.

So much paranoia! It's like you have reason to suspect foes lurking about. Up to Galin now.

Gay Male Inhuman

That is entirely my fault. I will take two spankings and up to thirty seconds out back of the woodshed. :)

Steave bared his steel and waited on the lizard's advance. Abelard, already within a blade's reach of the lizard, opened a wide gash across its side.

Saito drew carefully back, clear of the oil slick, and chose his path to rush the lizard.

Rules Stuff:

...there is no rules stuff this time.

Saito will have to go back through the slick to charge. I'll let him do it, provided he makes an acro check when he tries, but there's no way to both avoid the spell and charge due to how the lizard is boxed in at present.

Theran's next. Order is Lizard, Yridhrennor, Steave, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

All the bad guys save the lizard are dead or unconscious. It's already gone, so Steave's not waiting on anybody unless you want to delay through to the next round.

Gay Male Inhuman

Just noticed that the prone mongrels should be flat-footed. Difference didn't matter until now, so no harm done.

Galin dispatched the last mongrel, leaving only the lizard standing against the crusaders. It lunged at Abelard, but slipped in Yridhrennor's oil slick at just the wrong moment and its jaws closed on empty air to the side of the crusader's leg.

Yridhrennor stepped into the room, saw his handiwork, and fired his crossbow at the lizard. His cautious aim did him credit in sparing his companions, but his bolt flew too high and shattered against the far wall of the chamber.

Rules stuff:

Liz attack: 1d20 + 5 ⇒ (7) + 5 = 12 miss.

elfxbow: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 also a miss

Order is Lizard, Yridhrennor, Steave, Badguys, Abelard, Saito, Theran, Galin.

Gay Male Inhuman

AC for the lizard is 15, F12, T 13.

Abelard rounded the grease and saluted the lizard before slashing. Despite the slippery ground, the reptile ducked under his blade.

Saito stepped carefully into the slick and hacked down on a prone mongrel, leaving him near death. Meanwhile, Theran stood ready, eyes on the lizard.

Rules stuff:

Saito needs acro
1d20 + 0 ⇒ (14) + 0 = 14 good

Galin, then back up top for Lizard.

Gay Male Inhuman

Steave swings around the edge of Yridhrennor's spell again and delivers a sound punch to the same mongrelman that Theran bludgeoned. It comes just in time to send the mongrel face down into the oil once more.

That guy has no luck. :)

The surviving mongrels scramble to regain their footing. The one beset by Steave and Theran prevails. As he rises, he dodges the arc of Theran's earthbreaker...and directly into Steave's fist. The mongrel falls back to the ground, unconscious.

Rules stuff:

Mongrels try to rise
Acro DC 10: 1d20 + 1 ⇒ (8) + 1 = 9
Acro DC 10: 1d20 + 1 ⇒ (9) + 1 = 10 he gets up!

Rising from prone provokes off Theran and Steave
Theran: 1d20 + 3 ⇒ (9) + 3 = 12 miss
Steave: 1d20 + 5 ⇒ (13) + 5 = 18 hit
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 and he's knocked out.

Abelard, Saito, Theran, and then Galin

Gay Male Inhuman

I'm cool with declaring delays until a spot opens up, something else happens, etc. Simultaneous is convenient, but not mandatory for it. I'll assume Saito does so. Also I'll leave one alive for questioning this fight. :)

Abelard strode forward and dispatched the mongrel Steave had kicked with a single, spectacular blow.

Theran pressed his own attack, moving around Yridhrennor's oil slick and smashing into the back of the first mongrel to fall prey to it. The blow drove the creature face-down into the oil and foiled another attempt to rise.

Saito joined the fray, moving past Steave and Abelard to strike the one mongrel free of Yridhrennor's spell.

Galin draws his thin blade and follows the others forward, picking his way through the edge of the oil slick and slashing the leg of one of the struggling mongrels.

Round 2
The pony-sized lizard rushes forward and falls prey to Yridhrennor's magic. The slippery oil completely arrests the animal's charge.

The elf joined the general advance. Seeing matters generally in hand and short on spells which would not also imperil his fellow crusaders, he loaded his crossbow.

Rules stuff:

Saito's attack:
Greatsword, power attack, bless: 1d20 + 5 ⇒ (14) + 5 = 19
Crit?: 1d20 + 5 ⇒ (11) + 5 = 16 yes
damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16
crit damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14

Galin will have to step into the grease to get into melee with the nearest mongrel.
Acro, DC 10: 1d20 + 3 ⇒ (20) + 3 = 23 and he's fine.

Acro, DC 10: 1d20 + 2 ⇒ (6) + 2 = 8. Nope.
Ref DC 16: 1d20 + 5 ⇒ (17) + 5 = 22 Stuck in place, but not prone.

Steave, Badguys, Abelard, Saito, Theran, and then Galin

Gay Male Inhuman

Mongrel ACs are same as before: 13, T11, F12

Yridhrennor stepped up to get a better view and then spoke the words of a new spell. A thick oil appeared on the floor beneath the feet of three of the mongrels. Two kept their feet on the uncertain surface, but one's misshapen legs flew out from under it.

Steave followed Theran in and applied generous crusader boot leather to the nearer mongrel. In retaliation the creature made a wild swing that the crusader caught on his shield. Further back, one tries to step out of Yridhrennor's spell and ends up flat on his back. The third throws open a door to reveal a small chamber beyond and a lizard the size of a pony, which hisses angrily. The mongrel turns and picks his way clear of the oil slick. The final cultist, on the ground from the moment Yridhrennor's magic took hold, tries to rise but finds hands and legs alike slipping uselessly on the floor.

Rules stuff:

M1: 1d20 + 4 ⇒ (16) + 4 = 20
M2: 1d20 + 4 ⇒ (16) + 4 = 20
M3: 1d20 + 4 ⇒ (4) + 4 = 8 The lone failure gets an icon to mark him as prone.

I gave the mongrel Steave kicked a second, blue bar that's counting up its nonlethal damage.

Clubbing Steave
1d20 + 4 ⇒ (11) + 4 = 15 miss and prone

Mongrel tries to move, Acro DC 10
1d20 + 1 ⇒ (2) + 1 = 3

Mongrel opens door, which takes no movement. This reveals a new friend and new room. Then tries to move
1d20 + 1 ⇒ (14) + 1 = 15 he gets clear

Last one tries to stand
1d20 + 1 ⇒ (1) + 1 = 2 no love there

Abelard, then Saito, Theran, Galin, and back up top for our newcomer lizard.

Gay Male Inhuman
Steave Rojerz wrote:
Are the two first mongrelmen dead? Did Steave find any keys to go with the moral judgment?

They're dead. If you want to preserve one of the next group let me know and I'll make it happen. I don't normally track stabilization and so forth on foes because they're usually there to die anyway and I'm used to players who never ask. :) Asking is fine, of course. I just didn't anticipate it.

Steave only found their clothes and clubs.

Gay Male Inhuman

Steave finds the mongrels have only filthy clothes and stout cudgels on their persons.

Theran, Clan Silverlight wrote:

"What are you doing? There's more of these damned bastards out there. We swore to help." With that he'll burst through the screen.

Yeah, the barbarian calling out the paladin. Good times!

I don't think that's ever happened in a game I've run before. :)

Theran bursts through the wooden screen and into a chamber smelling of cooked meat and rank bodies. More than a dozen bedrolls, each piled with coarse blankets and animal furs surround a fire pit filled with glowing coals. Tanned hides hang from the walls, each stretched over a rough frame and painted with crude scenes of deformed humanoids hunting giant vermin in caves.

The last of Clan Silverlight very nearly falls over a pair of mongrelfolk near the screen, just rousing themselves from slumber, and two others rushing for heavy wooden doors.


Abelard: 1d20 + 2 ⇒ (16) + 2 = 18
Galin: 1d20 + 4 ⇒ (5) + 4 = 9
Saito: 1d20 + 6 ⇒ (11) + 6 = 17
Steave: 1d20 + 2 ⇒ (18) + 2 = 20
Theran: 1d20 + 0 ⇒ (17) + 0 = 17
Yridhrennor: 1d20 + 10 ⇒ (14) + 10 = 24 always acts in surprise
mongrelbadguys: 1d20 + 1 ⇒ (17) + 1 = 18

Aaaaand combat's back. Order is Yridhrennor, Steave, Badguys, Abelard, Saito, Theran, Galin. I took the liberty of moving the back rank up a little bit. I know Yridhrennor's player is away starting tonight, and it's tonight my time, but still afternoon his. So I'll give him a chance to declare.

Gay Male Inhuman

Abelard dispatched the second, and last, traitor mongrelfolk with a powerful but skillful blow that cut the creature from shoulder to heart.

Even as the mongrel fell, shouts of alarm rang out from the chamber beyond the barricades and the wooden screen thereafter.

And we're out of rounds at least for the moment. Might be back in soon, but I don't want to get us locked into a permanent state of battle once the map comes out just because. The screen is represented by a door icon on the map.

Gay Male Inhuman
Saito Samson wrote:
Not to sure about how to use Roll20 beyond the basics but I'm Semje if that helps.

It does :) All you really need to know is that once I have it set up (which I did before submitting this post :) ) when you pop open the combat maps you can move your own token around for your actions. Moving the token is as simple as dragging and dropping. The technical stuff is on my end.

You don't have to do the movements if you don't want to, but it's an option.

Pathfinder Adventure Path Subscriber

May I have the honor to present Gnaeus Lorrisant, scholar and gentleman. Sorry all the formatting isn't done yet, but I'm a bit fried from getting the stats and backstory in order. I'll fix him up in a proper alias if accepted.


Gnaeus Lorissant
Human Wizard (Diviner) 1
NG Medium humanoid (human)
Init +7; Senses ; Perception +6, Always acts in surprise


AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +5


Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged light crossbow +2 (1d8)
Special Attacks Spells
Wizard Spells Prepared (CL 1; touch +0, ranged touch +2; concentration +10):
1st (5/day)--
0th (at will)--
Specialty: Divination


Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 14 (+2), Cha 16 (+3)
Base Atk +0; CMB +0; CMD 12
Feats Cosmopolitan (Diplomacy, Perception) (B), Eschew Materials, Improved Initiative, Scribe Scroll (B)
Traits Arcane Student, Trustworthy
Skills Diplomacy +8, Knowledge (arcana) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +6, Spellcraft +10; Racial Modifiers None
Languages Ancient Baklunish, Ancient Suloise, Aquan, Auran, Celestial, Common (native), Draconic, Ignan, Infernal
SQ Scribe Scroll, Arcane Bond,
Gear bedroll, belt pouch,bolts (10), everburning torch, flint & steel, horse (light riding), ink (1 vial), inpken, journal, jewelry (assorted, 100gp worth), light crossbow, masterwork backpack, medium tent, mess kit, nobles’ outfit, quarterstaff, rations (5 days), signet ring, scholar’s outfit, spellbook, saddlebags, soap, spell component pouch, waterskin; weight of gear 32 lbs; 118.09gp (extra clothes and camping gear are left on horse)

Special Abilities

Arcane Bond (Ex or Sp) An amulet
Specialist powers (Divination)
Forewarned (Su): Always act in surprise rounds. Half level, min 1, as bonus to initiative.
Diviner’s Fortune (Sp): Standard action to touch any creature and give it an inslight bonus on all attack rolls, skill checks, ability checks, and saves equal to half wizard level, minimum +1. 3+int mod/day
Opposed schools ( Enchantment, Necromancy )
Spellbook: Spells marked * were bought with starting gold
1st: Alarm*, Color Spray*, Comprehend Languages, Detect Secret Doors, Detect Undead*, Endure Elements*, Enlarge Person*, Expeditious Retreat*, Feather Fall*, Floating Disk*, Grease, Identify, Mage Armor, Magic Missile, Mount*, Obscuring Mist*, Protection from Evil, True Strike
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance

From the Journal of Gnaeus Lorrisant, scholar of diverse subjects, late of the Free City of Greyhawk:

I do not suppose that the events of my life will draw the eye of many historians, but as one indebted to the writings of those long gone I feel a keen obligation as a man of learning to record my cogitations and the circumstances of my life for what use posterity might elect.

Five generations of Lorrisant have lived in the Free City’s walls, with various sojourns abroad, all of them scholars of various arts and sciences. My upbringing differed little materially from their own. I had every expectation of completing my apprenticeship and taking my place in the city’s guild and libraries. Like my ancestors, I expected to support my scholarship through interests inherited and of my own invention in various commercial ventures.

No great calamity shook me from my expected path. I sacrificed it on the altar of principle. Men of my class in the Free City take their pleasures in many forms. I did much as my peers, though never to the excesses of some. In taking partaking the amusements one night, I witnessed the misdeeds of a young man of somewhat more exalted birth than my own. He disputed with a young scholar very much beneath both of us, the son of no more than a successful brewer. In a rage, he came uninvited to our club and cast himself into disrepute by crudely hurling base invective at the object of his wrath.

I thought him a boor and wished him soon gone, but to my astonishment my exalted peer admitted with great relish that he had, in fact, stolen this young scholar’s work and presented it as his own. He dared any about to stand and denounce him with this plebeian. Principle required me to stand, but I allowed fear of his armed friends to shame me into silence. Though I by no means counted him among my intimates, all knew that he had a temper best left slumber. No other rose for the same cause.

Then the thief posing as a man of letters declared that he would seize his victim and demonstrate in a most thoroughly repulsive and violent manner the degree of impunity men of his birth enjoyed with regard to the lowborn. I turned then to leave, as I do not care to hear inquiries into anatomy of the nature he proposed. It did not cross my mind until he moved to realize his ambitions that he meant more than hateful rhetoric with his words.

I rose and denounced him most thoroughly, before many witnesses, and shamed him with the memory of his distinguished lineage. I made utterances not of my station to speak, but which principle demanded. This brought his wrath upon me, but I did not fear him as the lowly might. Gentlemen do not treat gentlemen in such a fashion.

The scholar took his leave, in haste, when attention fled from him. After a tense moment, my opposite said no more. I believed the matter closed and that the affair would soon be rectified. I learned otherwise the next day when summoned before the elder scholars of my house and presented with accusations, sworn under oath by gentlemen of standing present with us the night prior, that I had made vile insinuations as to the malefactor’s character for which I had no evidence save the envy in my heart at his greater wealth.

The truth did not matter. Defending my reputation would make me the enemy of all the Free City’s learned society. Doors would close not simply to me, but to all who shared my blood. Honor and obligation left me with no choice. I could defend myself and ruin all, or make myself a liar and the malefactor’s thrall with a craven apology, or I could quit the city. My silence served to preserve my family in their position. They named me a rogue and disowned me, but supplied me with a generous purse and advised me to lose myself somewhere my talents would bring me a life of comfort.

I undertook my travels, but found doors closed against me in learned cities. My prospects dwindling, I found myself in Diamond Lake. Here I have lived for three years, but many inquiries to the far corners of the civilized world have brought only silence. As I waited on word that never came, my small fortune has quickly waned. I fear that I may soon be reduced to the rude station of adventurer.


Gnaeus is a scholar and a gentleman. Magic is simply a particularly useful one of his fields of study. He’s desperately class-conscious, but always polite and keenly aware of his own humbled status. He no longer holds his birth over anyone and, truth be told, is quite anxious to find new friends after so long isolated and unwanted.

Gay Male Inhuman

More Roll20 natter: I've got the tokens bound to sheets that have your current/max hp totals on them. Where I know what Roll 20 account belongs to which player, I've given you control of your PC. And I think I've got it set up so that this will all persist through different maps. That last bit changes very little on your end, but is much more convenient for me. :)

Also not sure why Abelard's hp bar is hidden when everyone else's shows.

Gay Male Inhuman

Theran's blow staggers the last mongrel, smashing into its shoulder and missing the creature's head by inches. In desperation, the mongrel whirled and swung its club at the Clan. The spirits of the clan warned Theran just in time to turn a painful blow into a glancing one with a quick step.

M2 attack: 1d20 + 4 ⇒ (16) + 4 = 20 hit even with shield of faith
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Abelard's next.

Pathfinder Adventure Path Subscriber

Can't seem to get together an idea I'm excited about, so I'm going to take myself out of the running.

Have fun, everyone.

Gay Male Inhuman

Galin opened fire once more, this time planting an arrow in the same mongrel's side as Yridhrennor begins a lengthy spell.

Eschewing battle cries, Saito lunged forward. His blade swung up and came down on the misshapen creature's head, splitting it in twain.

Steave's sling bullet flew wild and he advanced, pleading for peace.

Rules stuff:

Shooty: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 ⇒ 4

Sleep takes a whole round to cast. It'll go off on his initiative next round.

Saito: eesh. That greatsword is a killer. :)

Up to Theran now. Then bad guys, then Abelard, then we loop back.

Gay Male Inhuman

Rolld20 stuffs:

Steave Rojerz wrote:

I think there's a way to assign tokens to player's on Roll20, so we can move ourselves.

There is. Just set that up for the accounts I could guess, which left me two I couldn't. Don't know who Galin and Saito belong to over there. :)

Looks like I'd have to reset it for every new map, but that's unlikely to be a big hardship.

Resolution in the evening. Forgot about Galin's leave to bot until I saw it again just now.

Gay Male Inhuman

Abelard advanced, coming up to the nearer breastwork. The mongrels howled the alarm and pressed up on the other side, swinging their clubs. Abelard dodged the first blow and took the second with the best-padded section of his chain, ensuring it did no lasting harm.

M1: 1d20 + 4 ⇒ (10) + 4 = 14
M2: 1d20 + 4 ⇒ (11) + 4 = 15

Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Map is linked up top.

Gay Male Inhuman
Yridhrennor Arahaelon wrote:
Yridhrennor slips forward down the tunnel. His hands already begin to glow with arcane energy.

Yridhrennor strode forward, seeking the line of sight his spells required.

Abelard next, then bad guys, then normal rounds.

Pathfinder Adventure Path Subscriber

Reckless, would you allow the "alternate" as default, solid form is sustained duration option from Insubstantial? Thinking about a living water kind of character. His resting state would be the watery form, person-shaped but made out of regular dihydrogen monoxide. You could stick your hand in him and get wet. But he can consciously make himself look and feel more or less human...if possibly always well-moisturized.

Gay Male Inhuman

Realized I forgot to share ACs. The mongrels have 13, touch 11, flat 12. Plus two points from cover behind the barricade.

Galin Solatar wrote:

Galin raises his bow and fires at the nearest mongrelman that he can see,


Galin aims true, but the mongrel ducks at the last moment and turns a clean kill into a grazed shoulder. He makes a bestial howl of pain and hate.

Next up is Yridhrennor, then Abelard. Then bad guys and normal rounds.

Gay Male Inhuman

Making sure I've got it all:

Pre-fight Spelling:

Abelard: divine favor
Galin: bless
Saito: mage armor
Steave: detect evil
Theran: shield of faith
Yridhrennor: mage armor

Six PCs. Six buffs. :)

The crusaders make their wardings and advance through the tunnel, working past numerous small bends where rock resisted the blandishments of chisel and pick. Steave's divine sense reached out into the night ahead again and again, but found no hearts lost to darkness.

After some time, the tunnel widened into a cavern. Barracades made of loose rocks and boards cut the rough chamber in half. Past them, a wooden screen covered the lower half of a tunnel mouth.

As the crusaders draw near, a misshapen mongrelman appears at the edge of Abelard's hazy vision, skulking behind one of the barricades. Galin spots the same one, and another behind the other breastwork. At the same moment, Yridhrennor sees both skulkers in a flash of prescience.

Abelard, Galin, and Yridhrennor get their move or attack for the surprise. As do the mongrels, who heard you coming. Initiative order is Galin, Yridhrennor, Saito, Steave, Theran, Mongrelbadguys, Abelard. Map is linked up top.


Abelard: 1d20 + 2 ⇒ (1) + 2 = 3
Galin: 1d20 + 4 ⇒ (19) + 4 = 23
Saito: 1d20 + 6 ⇒ (4) + 6 = 10
Steave: 1d20 + 2 ⇒ (5) + 2 = 7
Theran: 1d20 + 0 ⇒ (6) + 0 = 6
Yridhrennor: 1d20 + 10 ⇒ (1) + 10 = 11 always acts in surprise
Mongrelbaddies: 1d20 + 1 ⇒ (4) + 1 = 5

More rules stuff:

Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Abelard: 1d20 + 4 ⇒ (6) + 4 = 10 (vision/darkvision to 30 ft only)
Galin: 1d20 + 11 ⇒ (2) + 11 = 13
Saito: 1d20 + 1 ⇒ (19) + 1 = 20
Steave: 1d20 + 4 ⇒ (4) + 4 = 8 darkvision 60ft.
Theran: 1d20 + 4 ⇒ (18) + 4 = 22
Yridhrennor: 1d20 + 8 ⇒ (17) + 8 = 25 low-light vision

Abelard is just barely in range to see the nearer of the two. Galin is the only other one who spots them hiding behind the barricades. So they and the mongrels, plus Yridhrennor with his school power, get surprise actions.

Pathfinder Adventure Path Subscriber

I think I'm going to reconsider on the Doug Ramsey/Cassandra Cain amalgam. Not sure I want to play a vanilla martial artist, even if he's flavored a bit otherwise. Also afraid he might play a bit too much like my ranged/evasion oriented blaster from the other game. And when I tried to distinguish him, I kept coming up with "shadow ninja guy", which someone else is already on top of. :)

Back to the drawing board.

Gay Male Inhuman

Yes, I did not realize until I asked again that most everyone had already told me you were set to move on. :)

The crusaders get some much-needed rest. Neathholm doesn't have a day or night that they can see, but at one point the town does become rather quieter and most of the mongrelfolk vanish into their homes. What passed for morning came about the same way, with activity slowly resuming.

Eventually all the spells are prepared, weapons readied, and provisions sorted. The crusaders move out into the tunnels again. They travel at the pace of Anevia's limp and Teofil's stumbling, though both seen get help from the narrowing of the tunnel. Here the walls cease their natural curving and instead bear the marks of chisel and pick.

After perhaps half an hour's travel, about half of which came through the narrowing passage, Galin and Yridhrennor hear startled voices hissing in the darkness ahead.


"Belt up, someone's coming!"
"Let 'em come! Got a new club to break in."

Let's call this semi-narrative combat time. There are 120 feet between the crusaders and the opposition. Nobody has seen a hostile and that's too much space to conveniently map. You can charge on in, make preparations, whatever you like. It just seems like a waste to stand on initiative and strict rounds when the first few might be all movement. At least until someone gets into visual range of the enemy, I'm playing it a bit loose.

Approach Rules Stuff:

Anevia: 1d20 + 5 ⇒ (3) + 5 = 8
Horgus: 1d20 - 1 ⇒ (6) - 1 = 5
Teofil: 1d20 + 2 ⇒ (13) + 2 = 15

Abelard: 1d20 - 3 ⇒ (1) - 3 = -2
Galin: 1d20 + 4 ⇒ (17) + 4 = 21
Steave: 1d20 - 4 ⇒ (3) - 4 = -1
Saito: 1d20 + 0 ⇒ (2) + 0 = 2
Theran: 1d20 + 4 ⇒ (9) + 4 = 13
Yridhrennor: 1d20 + 3 ⇒ (6) + 3 = 9

Looks like Abelard is the noisiest. Armor check penalties and all. :)

Bad Guy Perc: 1d20 + 6 ⇒ (4) + 6 = 10

Wow, they hear you coming a long ways off. Before they can even see the light. Ok. Do they give any hint to you at that distance? Let's call it...120 feet away. DC 25 to hear them, since the caves are pretty good for echoes and all.

Abelard: 1d20 + 4 ⇒ (6) + 4 = 10 (vision/darkvision to 30 ft only)
Galin: 1d20 + 11 ⇒ (17) + 11 = 28
Saito: 1d20 + 1 ⇒ (4) + 1 = 5
Steave: 1d20 + 4 ⇒ (8) + 4 = 12 darkvision 60ft.
Theran: 1d20 + 4 ⇒ (6) + 4 = 10
Yridhrennor: 1d20 + 8 ⇒ (20) + 8 = 28 low-light vision

So Galin and Yridhrennor pick up the noise. Flavor text time!

Gay Male Inhuman

Abelard made the acquaintance of the sister-smiths Riis and Siir, and their apprentice Lurt. Once he proved himself capable, the sisters happily put him to work.

The sisters were friendly, but businesslike women devoted to their craft despite the poor metal scrap they often had to work and rework. Lurt, a rather simple boy of sunny disposition, required a close watch to keep at his tasks instead of wandering off. The smithy stank of the pressed fungus logs that fed it, but did well enough for Neathholm's modest means.

Everyone set to move out?

Pathfinder Adventure Path Subscriber


Thinking of a gentleman & scholar sort of wizard, probably a diviner from a good family in the Free City who refused to look the other way on a matter of principle and so was encouraged to depart a year or so ago.

Pathfinder Adventure Path Subscriber

I think I'm going with... Casey Ramsey, master of martial arts.

Rough background:

Adopted child of two lawyers, when his gifts manifested Casey was abducted by his birth parents, who served the immortal Demon's Hand in his Guild of Assassins. Through drugs and mystical rituals, they slew his former self and restored him to life with his powers increased and voice and hearing stolen. Under their cruel tutelage, he learned to read the motion of bodies as easily as words on a page and soon became just the peerless martial artist they had bred him to be.

Everything went to plan until Casey, recrhistened Kayvan, reached his first victim. His mind lit up with dozens of ways to murder the businessman, but also with all of his human infirmities. In his footsteps, Kayvan saw the cares of a man unburdened by the hard training of the Guild. He had a son, a wife. Long-ignored memory stirred in Kayvan and he refused to complete his mission.

The Guild accepted no excuses and tolerated no failure. Kayvan made himself into a traitor and so must die. But when the Guild's justice came to him, he found it easy to defend himself. Armed by his training, Kayvan fled. Free from them, Kayvan slowly regained his speech and hearing. Many times he battled the Guild, always winning but fleeing thereafter.

It might have gone on like that forever. Casey, as he had come to think of himself again, feared for his family too much to bring the Guild to their doorstep. The Hive invasion changed all of that. Seeing a danger far greater than the Guild, Casey identified officers and key figures in the Hive forces and put his gifts to use. He could not end the war, but he made enough of a nuisance of himself to bring the wrath of the Hive down on his head. With it came the notice of the heroes then banding together to put an end to the threat and he joined their number.

Amalgam sources:

Casey is about half Doug Ramsey and half Cassandra Cain With maybe a little Karate Kid thrown in. But he's an adult. He was kidnapped and trained by a mix of the Hand and the League of Assassins. Basic high-end martial artist, possibly with a few vague shadow ninja style powers.

Gay Male Inhuman
Saito Samson wrote:
Saito explores the city to get an idea of the area then gets some rest, ready to join the others at a moment's notice when the expedition sets out.

Saito found little to remark on in Neathholm. The mongrelfolk got most of their food from the lake, pulling up pale fish and supplementing them with a variety of mushrooms. He didn't find a single beast of burden. He did, however, see that while they clearly scavenged all their building materials the people took pride in their town. They kept the paths swept, disposed of their trash in an ordered manner, and maintained a small shrine dedicated to their ancestors and the gods of the crusade. Many gave him speculative looks as he went about, but nobody interfered with his exploration.

Pathfinder Adventure Path Subscriber

Two supers games in as many weeks. Handy.

1) Ice guy with some side effects that make normal life difficult for him. Like his body constantly condenses water vapor around him so he's always wet. Very inconvenient, but he's sort of used to it. Could be water and hard water constructs instead of ice.
2) Shadow controller, probably with combat tentacles of some kind. Possibly the power itself is kind of evil, or amoral, but he's got firm control of himself and uses it for good. Or he thinks it's evil because it feels and looks creepy, and worries for no good reason.
3) A robot. I don't know powers. Just a robot. Robots are cool. He'd like being a robot and find the whole wanting to be human trope an amusing case of human egotism.
4) An artificial human originally built to replace a dead loved one (and imprinted with loved one's neural patterns) or as a backup for a supervillain, but promptly became a good guy. Some issues arising from how he isn't who he's "supposed" to be.

Gay Male Inhuman

The mongelfolk don't have much room to spare, but they find a place with a roof and walls, if not much else, for the Crusaders. They're quite happy to have the custom as well.

Assume you can buy anything that costs less than 50gp and isn't magical.

Steave Rojerz wrote:

Steave suggests that the group rest and spend the evening in safety. He hopes that their walking wounded can get fully healed or at least improved bandages.

Steave will look to replace his two pints of oil and sling bullets for less than a gold piece of expenditure. While out and about, he will attempt to gather information about Neatholme and the traitors.
[dice=Diplomacy (gather info)]1d20+7

Despite Yridhrennor's off-putting "help", the residents of Neathholm are quite open with Steave. Many had their own questions about the surface, mostly about mundane details like the sky, rain, and castles. They're not eager to talk about the traitors, but Steave wins them over.

It seems that about a decade ago, at the last election for chief, Sull won handily over a childhood rival of his named Wenduag the Blue. Wenduag took the loss very poorly, supported by a small group of friends. From then on, he spent much time away from Neathholm. Everyone thought this for the best, as he and Sull clearly loathed one another. If many of his friends went with him, so much the better.

But the spirits brought a vision to the last Spirit-Teller, Pitran. They warned him that Wenduag's bitterness had turned to evil and he led many astray with him. Pitran took this news to Sull and the chief grew concerned, but the Children of the First Crusade are a people of laws. Though Sull honored the Spirit-Teller's visions, he did not consider them proof. Like the rest of them, Wenduag and his friends had passed the trials. They had rights, which the spirits had blessed. Sull would only order a watch kept when Wenduag's group came in from the wilds.

Pitran accepted Sull's judgment, but set about looking for proof. He used the gifts of the spirits to follow Pitran unseen and observed him and the others, including a few who normally did not leave Neathholm with them and none had previously realized were involved, speaking to a mad dwarf, Millorn, and men and women who spoke of helping Wenduag in the name of their demonic masters.

Armed with that news, Sull ordered searches of the homes of those who had secretly consorted with Wenduag and found demonic writings on the futility of the crusades, the omnipotence of the Abyss, and the supremacy of those touched by its power. To the traitors, that included the mongrelfolk and they need only accept their proper masters and they would be greatly rewarded.

Sull ordered Wenduag and the others arrested when next they came to Neathholm, something that should have been easy enough to do. But Wenduag's allies armed them with magic and weapons that made for a hard fight. Pitran and several of Neathholm's best warriors died in the battle. Wenduag and several others escaped, but the few who were captured refused to renounce their ways and so were cast out with the rest. They took up residence just far enough away that they didn't pose a constant threat to Neathholm, and Sull did not want to risk lives on a fruitless pursuit, so he set watchers on the tunnels that would bring them near and let things be.

Steave Rojerz wrote:

Also, did anyone there recognize the silver holy gauntlet and briars token of Arqueros that looks to have been through a fire, half-melted and blackened that Steave offered the chief?

None of the residents recognized the item in particular, though a few knew Arqueros' sign as one that some crusaders carried.

Pathfinder Adventure Path Subscriber

I'm interested. Didn't quite get a PC together for the last Savage Tide recruitment. My preferences would be Age of Worms, then Savage Tide.

Not really interested in Shackled City.

Gay Male Inhuman

You're free to rest, shop (not that there's much here, but you could load up on caving supplies, etc if you'd like. Or we can press on to the traitors.

Pathfinder Adventure Path Subscriber

Here's T.I.G.H.T.S., as final as I can make him. :)

Name: Isaac Charles Cooper, PhD*3
Age: 24
Height: 5'9"
Weight: 120 lbs.
Hair: red
Eyes: blue
Occupation: Scientist at Savage Solutions and freelance hero
Power Source: Natural mutation and technological suit


Isaac is generally happy and relatively outgoing, with a manic edge. He likes to introduce himself as a mad scientist and plays up the part for his own amusement. He has a somewhat overactive sense of humor. All of this vanishes when he's working out or in the lab, replaced by fierce intensity punctuated by giggles and triumphant outbursts.

He can come off very badly but ultimately Isaac means well and has a strong interest in helping others, most especially through the wonders of science. Seeing it misused to do harm infuriates him.

Isaac strongly prefers not to talk about his past. When he does, the guilt exerts a very strong hold over him. That he still feels some residual fondness for his captors and his time with them just makes it worse.


Isaac Charles Cooper was born brilliant. He said his first word within days of birth. He was disassembling electronics before most kids knew how to use the toilet...which he had also disassembled and put back together with a few improvements. He burned through every gifted and talented program Freedom City had to offer and entered HIT at the ripe old age of six. He had his first two doctorates (physics and biology) before he hit puberty and was hard at work on a third. His mind burned with countless brilliant ideas, each one screaming to be realized, and Isaac fully expected to be one of the great scientists of the century before he could legally drink.

But Isaac’s mind came with a dark side. The ideas never stopped and could not be denied. Only giving his brain the stimulation it craved would satisfy the urge enough for him to live a normal life. As long as he had an outlet, he could manage it. When circumstances denied him one, the ideas came harder and faster and it soon became impossible for Isaac to tell the difference between a good and bad, safe and dangerous.

Isaac learned this early on, when his parents insisted on summer camp and refused to permit him books or electronics. The thermite warranted a call home. The explosion didn’t hurt anyone but Isaac definitely was not welcome to stay. Neither drugs nor therapy worked. Isaac had to create. Trying to suppress the urge just made it worse.

HIT did admirably in keeping Isaac’s good judgment in play, though he had periods of intense supervision and occasional generous allowances made for extra-curricular inventing, right up until the day the Foundry caught up with him. They did their homework, reading his medical records and learning just how to exploit his mind. They seized him coming out of the lab near to four in the morning, drugged him, and imprisoned him in a blank white room with nothing but the four walls for company.

Then Isaac’s captors waited. Isaac doesn’t know how long it was, and prefers not to think about it, but it felt like decades. He bit his lips and used the blood to draw schematics, but that only gave him so much breathing space. He had collapsed and lay twitching on the floor when they finally opened the room and offered to let him go. He just had to pass through a pristine lab full of every bit of equipment he could ever want and Isaac would be a free teenager.

Isaac wanted to go. He knew exactly what they were doing to him. But the mere sight of the lab brought tears to his eyes. He made it no farther than the first table before his mind kicked into gear. Invention normally felt incredible to him, but the deprivation heightened it into a nigh-religious experience. Nothing mattered except the pure, perfect bliss of creation. He loved the lab. He loved his captors. He’d do anything for them, just to keep going.

Isaac’s teenage years vanished in that lab. He barely ate and barely slept. His body wasted away as he leaped from one idea to the next, often with helpful suggestions from his new friends. Life before the lab seemed drab, entirely unimportant.

But it could not last forever. The Freedom League traced Isaac’s work through the underworld and descended upon his lab. Isaac fought as best he could, but he proved no challenge at all to the city’s greatest heroes. They had him slated for prison, but soon realized that in Isaac they had as much a victim as a perpetrator and arranged a tailored rehabilitation for him.

It was hard. Tremendous amounts of potent drugs ran through Isaac’s body. Therapy sessions went on for hours with him in a near-stupor. It took more than a year before he accepted that it even mattered that his inventions had been used for evil. They experimented with dozens of ways to provide alternate stimulus to his brain, before Isaac began to respond to an intensive physical fitness regime. His brain could barely help him at all with it, which kept the gray matter far busier than it would otherwise have been, and physical exhaustion helped take the edge off his inventing needs.

Slowly, Isaac’s life began to come back together. Heavily-supervised times in the lab at Savage Solutions mixed with demanding exercise, special pharmaceuticals, and a great deal of strong guidance from his trainers restored his humanity bit by bit. Then he got mad. The Foundry had used him and made him an accomplice to countless crimes. They turned him into a remote-control supervillain. He couldn’t undo that, but Isaac could turn his technology to better ends. If they made him a supervillain, then he just had to become a superhero.

Thus T.I.G.H.T.S. was born, a skintight suit of armor keyed to Isaac’s unique mental patterns and controlled by his thoughts. The field tests brought together invention and exercise into a new overwhelming high every bit as potent as the one Isaac felt through his teen years. His rehab leaped forward from there, to the point where his minders have lately decided he can be trusted to move free again. Isaac was happy to hear it, but the lessons of his rehab are part of him now and he intends to conduct his life much as he did before: lots of inventing, but also lots of exercise mixed in with heroing.


Str 10
Dex 14
Con 10
Int 25
Wis 12
Cha 10

21 abilities

Concentration 4 (+5) Computers 7 (+14), Craft (chemical) 7 (+14), Craft (electronic) 7 (+14), Craft (mechanical) 7 (+14), Disable Device 7 (+14), Investigate 3 (+10), Knowledge (business) 3 (+10), Knowledge (current events) 2 (+9), Knowledge (earth sciences) 7 (+14), Knowledge (life sciences) 7 (+14), Knowledge (physical sciences) 7 (+14), Knowledge (popular culture) 7 (+14), Knowledge (technology) 7 (+14), Medicine 2 (+9), Notice 4 (+5), Pilot 1 (+3), Profession (engineer) 5 (+6), Sense Motive 4 (+5), Sleight of Hand 4 (+6), Swim 2 (+2)

104 ranks, 26 skills

Accurate Attack, Attack Focus (ranged) 3, Eidetic Memory, Inventor, Skill Mastery (Craft chemical, electronic, mechanical, Knowledge physical sciences), Well-informed; Improved Initiative 2, Uncanny Dodge (visual)
8 feats

Mad Science Genius
Enhanced Feats: Improved Initiative 2, Uncanny Dodge (visual); 3pp
Quickness 6 (Flaw: Only mental tasks, 10x normal speed); 6pp

T.I.G.H.T.S. (Total Integrated General Hero Tactical System)
Device 19 (Hard to Lose) Power Feat: “Synaptic Interlock” Restricted 2, 78pp
“Plasma Beams” Blast 11 (Power Feats:”Targeting System” Accurate 2, Precise, Split Attack); 26pp
AP: Blast 8 (Extra: Line Area, Power Feat: Accurate 2); 1pp
AP: “Memetic Induction” Dazzle (Visual) 11 (Power Feat: Accurate 2); 1pp
“Antigraviton Generator” Flight 7; 14pp
“Kinetic Absorption Field” Force Field 7 (Extra: Impervious 5, Power Feat: Selective); 13pp
“Sealed Environment” Immunity 9 (Life Support); 9pp
“Autonomous Evasive Protocols” Shield 11, Enhanced Save (reflex) 10; 21pp
“Hyper-Sensory Suite” Super-Senses (Extended Sight, Accurate Hearing, Direction Sense, Infravision, Radio, Ultra-Hearing, Ultravision); 8pp

87 powers

Attack +0 / +2 ranged / +6
Grapple +0
Damage +0 unarmed
Defense 10 / 21 with T.I.G.H.T.S.
Initiative +10
0 combat

Tough +0 / +7 (Impervious 5) with T.I.G.H.T.S.
Fort +4
Ref +2 / +12 with T.I.G.H.T.S.
Will +5
8 saves

Abilities 21 + Skills 26 (104 ranks) + Feats 8 + Powers 87 + Combat 0 + Saves 8 = 150pp


Obsession: Isaac still needs to invent. His rehabilitation is a treatment, not a cure. It's mostly managed, but any serious disruption to his routines could bring it roaring back.
Responsibility: Isaac is very keen on atoning for his past. He's made himself study all the known crimes committed with his inventions and pays careful attention to any sign that his stuff is still out there. He feels a strong obligation to do right by those who his work harmed, but goes out of his way to be an invisible benefactor in their lives rather than upset them with his presence.


Isaac is no longer close to his parents, but he does care about them. These people are much larger parts of his life:

"Coach" He's always just Coach. Isaac tries not to think about his name. Coach is a tough middle-aged man that took major charge of the physical side of Isaac's rehabilitation. Along the way he became a kind of father figure to Isaac. Coach's opinion matters a great deal to him.

Jared Spender is a current student at HIT. He inherited Isaac's lab space and found a few things there that he ought not have. He got in contact with Isaac as a result and the two soon became friends. Lately they've edged closer to being something more, but neither is quite sure where things are going. They're only four years apart, but things started with Isaac as something more like a cool older brother/mentor to Jared.

Dr. Alvarez was Isaac's chief handler during his time in the Foundry lab. Isaac loathes him intensely, but it's mixed in with too-intense happy memories of the lab. It would be very hard for him to actively oppose Alvarez, and the man knows all the ins and outs of Isaac's psyche. He's currently at large. Deep down, Isaac is afraid that if they meet again, none of his rehabilitation would matter and he'd willingly follow Alvarez to another lab.

Gay Male Inhuman
Yridhrennor Arahaelon wrote:

Yridhrennor ponders a moment. "Baphomet?

is Yridhrennor correct?

Yridhrennor recognizes the Ivory Labyrinth as Baphomet's domain in the Abyss, so he's quite confident that the cultists would be Baphometite.

Galin Solatar wrote:
Galen shrugs, I never made excuses for them, I just intended to make sure that they were our foes, as well as yours. Based on what you said, it sounds like we have a pretty good reason to dislike them.

Opoli made a satisfied face and said nothing.

"I say these things only to show we do not propose to use you as assassins," Sull said. "But you do yourselves credit to ask."

Gay Male Inhuman
Galin Solatar wrote:
Galin nods in agreement, If your path is as ours, then you will gladly have my help. But if not, and you seek our assistance for other reasons, you will likely be disappointed.

"The traitors made congress with the Abyss, wrote their names in the black book, sold their breath, and slew five of our own before they were cast from us," the Spirit-Teller said. "They drank the life of my own father. You would make excuses for them?"

"Opoli speaks the truth," Sull said when she finished. "We found demonic writings, word of their dealings with cultists from the Above, Those Who Walk the Labyrinth."

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