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Forest Drake

stormcrow27's page

851 posts (882 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Varisia James wrote:

Seeing an opening, Varisia attempts to bring down the rushing dog. His whip flashes again at the legs of the animal.

[dice=Whip Trip]1d20+5

Unfortunately the dog deftly dodges your whip with amazing agility.

(I see improved trip in Varisia's future).

Jandar-Ki Naïlo wrote:
I was having problems with the link still; I assumed that everyone else might have the same problem so I went ahead and created a new MAP. I copied over the player avatars as tokens.

Thanks, Jandar. I'm not sure why the sharing was having so many problems via google docs.

Varisia James wrote:

Varisia steels his will as the pair of fierce creatures begin to barrel down on him. Quickly, his whip is in his hand and cracking towards the closer of the two canid creatures.

He then paces backwards a step.

move to draw, standard to attempt to trip, free to 5-foot back towards the group

The dog deftly leaps over your whip attack (CMD 21 vs trip. 4 feet helps with stability). Its companion moves forward 10 feet (large size, but normal 5 ft reach) and bites once at you. Roll for attack of opportunity, Varisia.

Da Bite of DOOM!: 1d20 + 4 ⇒ (15) + 4 = 19

The dog's snapping jaws barely miss you. EAGU/edit?usp=sharing

Derro Oracle of the Dark Tapestry Level 6
HP 45 AL CN with insane tendencies Sex Male Hair White Eyes White Skin Blue
AC without armor or da stuff Touch 14, Flat-Footed 12, Normal 14 (+3 Dex, +1 Size)
CMB +4
CMD 17
Base Attack +4 Melee +5 Ranged +7
Saves Fort +4 Reflex +5 Will +8
Str 12 Dex 16 Con 14 Int 12 Wis 9 Cha 16
Age 25 Speed 20 ft Size Small
Height 3’7
Weight 43 lbs
Skills (Favored Class +1 skill point per level) 30 pts total
Class skills
Disguise 6+3+3=12
Knowledge Arcana 6+3+3=12
Stealth 6+3+3+4
Craft Poison 1+3+1=5
Diplomacy 1
Heal 1+3-1=3
Knowledge Religion 3+3+1=7
Sense Motive 3+3-1=5
Spellcraft 3+3+1=7
Perception 2+2-1=3
Derro Abilities
Darkvision 60 ft
Light Sensitivity
+2 racial Perception Bonus
Ghost Sound 3PD
Poison Use
Weapon Familiarity Light Repeating Crossbows, Akyls, and Fauchards
Madness Immune to confusion and insanity effects
Minor Insanity Obsessed with Bats
Languages Aklo, Common, Duergar
Oracle abilities
Weapon Prof Simple
Armor Prof Light, Medium Armor and shields
Spells Known All cure spells
Mystery spells Entropic Shield, Dust of Twilight, Tongues
Curse Spells Mage Hand, Ghost Sound, Levitate, Minor Image
Chosen Spells
Orisons 7 + Curse Spell
Mage Hand, Detect Magic, Detect Poison, Guidance, Light, Read Magic, Create Water, Mending
1st level 4 1st + Curse and Mystery Spells Entropic Shield, Ghost Sound, Minor Image, Cure Light Wounds, Burning Disarm, Embrace Destiny, Touch of Blindness, Protection from Law
2nd 2 2nd Curse and Mystery Spells, Dust of Twilight, Levitate, Cure Moderate Wounds, Summon Monster II, Protective Penumbra
3rd Curse and Mystery Spells 1 3rd Tongues, Cure Serious Wounds, Stunning Barrier (Greater)
Mystery Dark Tapestry Curse Haunted
Spells Per Day 4 Orisons 7 1st 6 2nd 4 3rd
Feats Improved Initiative, Extra Revelation, Extra Revelation
Cloak of Darkness +4 armor bonus to AC, +2 to stealth checks, 6 hours
Gift of Madness 30 feet, confusion for one round, 6 PD, Will save 16
Interstellar Void 30 ft range, 6d6 damage, Fort save DC 16 for half 1 PD
Touch of the Void Touch range, melee touch does 1d6+3 cold damage, 6 PD

Equipment SAK (Standard Adventurer’s Kit) 30 gp
Chain Shirt +1
Fauchard +1 Melee +6 damage 1d8+3
Light Repeating Crossbow +1 Ranged +8
30 bolts
Two potions of lesser restoration, 1 potion of cure serious wounds
Handy Haversack
Gloves of Reconnaissance
650 gp left

Background. Simply put, the Derro is known as Your Trainer Of Night In the Neverending Gaze of the Blind One. He is a madman who believes the ascension of the Mad God Azatoth and the Elder Gods is night, so he has set out to train all of the denizens of the Darklands that is time for them to put aside their differences and march on the surface world, where the sun will finally be thwarted in eternal night by the Mad One’s blessing. More to come…. Your Trainer has a fondness for bats, but has yet to acquire a riding one due to the misfortune of the duergar’s silly imprisonment. ng


maps opened for editing

The map is open.

From where you are at Fionnid, there is a 10 ft wall blocking your line of site. If you move southeast near the now open door and then go east another 10 with a double move of 50, you'll be able to see the two death dogs and Varisia staring them down with his steely eyed gaze and Harrison Ford stubble.

By all means. Things have been a bit hectic so I haven't had time to copy the avatar images and get things more organized. I apologize for that.

1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (6) + 7 = 13

Two two-headed dogs sit in an array of broken furniture and the diseased drool of the ages. Each of them is the size of a tiger, and one's slavering two-headed gaze turns to Varisia and snarls, its jaws opening as it charges to the attack, followed by its companion...

Init Death Dog 1: 1d20 + 2 ⇒ (4) + 2 = 6
Init Death Dog 2: 1d20 + 2 ⇒ (20) + 2 = 22

Party init

Varisia: 1d20 + 5 ⇒ (18) + 5 = 23
Nenet: 1d20 + 6 ⇒ (1) + 6 = 7
Zohreh: 1d20 + 2 ⇒ (5) + 2 = 7
Zariya: 1d20 + 7 ⇒ (14) + 7 = 21
Jandar-Ki: 1d20 + 2 ⇒ (18) + 2 = 20
Fionid: 1d20 + 6 ⇒ (19) + 6 = 25
Bark Bark Chulain: 1d20 + 2 ⇒ (18) + 2 = 20

Nenet Katenaten wrote:

Nenet stands in front of the nearest outbuilding and focuses.

Detect Magic and Spellcraft.

[dice=Spellcraft]1d20 + 9

The building looks back at you, weary with the passage of over two and half millennia. In other news, grappling hook companies stock has gone up by 5% in Wati.

Map of the mansion.

Map is online. Thanks for the help.

Yah I found a blank one in the map collection. Still trying to figure out how to cut it out of the multi-page PDF though without access to Adobe Illustrator.

Hah! I've had one player be an intelligent sword, and another got a 10th level bard cohort built into his revolver. It's fantasy. Go crazy!

Derro oracle of the dark tapestry coming online next week.

Thw well isn't in the main courtyard you're facing that Fionnid went up to, btw. It's off to the east and there is another courtyard off to the west. The one the party ran from is in front of the courtyard. Still working on maps.

Fionnid sees no tracks or anything abnormal about the front door.

Nice to see someone got this far. The last group I ran this for died before they even got out of Brandescar.

Bahbrahb wrote:
Empty except for my group or totally empty?

Empty except for your group.

Nenet Katenaten wrote:
I'm sorry, guys, I'm in the last days of escrow and I have an injured hand (possibly broken?), so I will be slow to post.

Ouch, Nenet. I hope you feel better soon.

Varisia sees nothing but an empty courtyard. As Jandar-Kai moves back over, he sees what appears to be another courtyard that looks like this

A spacious yard fills the compound east of the house. To the
east, several small stone outbuildings have been built right
into the compound's outer wall. A well stands between two
of these outbuildings, opposite a stone table and benches
that sit in the shadow of the house. To the west, two sets of
steps, both flanked by columns, lead up to doors into the
main house. To the northwest, an open doorway leads into
an extension of the house, next to a small structure with a
domed roof.

It's too late to channel energy now. Perhaps blessing the site?

There are three ways you know to get rid of haunts.

1) Like a ghost, a haunt exists because of a specific event. If you find out how to appease the haunt, then it is permanently destroyed.

2.)Haunts can be disrupted when they first manifest by channeling positive energy (cure spells, etc), or by holy water, but it has to be done during that round of first manifestation. This will only disrupt the haunt until it manifests after a specific length of time. They can also be disrupted by haunt siphons, which act as a 3d6 positive energy attack when thrown at the haunt (400 gp, 1 use), and then act as 1d6 negative energy grenades after absorbing the haunt.

3) Don't come near one and it doesn't hurt you.

Zariya has heard legends of past trauma causing spirits to stay in an area and affect people based on the nature of the trauma. The phenomenon is known as a haunt.

Something about this flickers in the back of Zohreh's mind, but she's not sure what.

Zohreh, roll a Knowledge Religion check

Zohreh's hand flashes through the mob, and she is chilled with the fear and recognition of death. If they are real, they're not on this plane of existence. Jandar see a mob of panicked Osiriani running out from the courtyard screaming about a plague, but they start to vanish once they leave the building grounds, they disappear with a scream and a sigh.

I need to look at both rules set to make a difference. Is there a basic download of Only War playtest somewhere?

No enemies whatsoever.

In Mekton Zeta Plus, there are 4 scales of combat. HP or life points, Kills, Corvette Kills, and Starship kills. Each one = 10 of the last. So a 4K cannon does 40 pts of damage to a person, who at the highest end has 10 Hp before things like body armor. Atlas's scale is a good start. I would need to see the system FFG is using to come up with a decent conversion. A high end mecha weapon would do 10K, not counting special abilities like armor-piercing, shock, yada, yada.

3 ideas come to mind.

1. Derro oracle of Azatoth the Blind Mad Elder God using the derro race from Kobold Press.
2. Derro sorcerer using either the Aberrant or Derro Savant bloodline from Kobold Press
3. Duergar cavalier riding a spider or lizard or giant worm.

1 kill of damage in terms of only war is equal to 10 points of damage in the Mekton rules. Humans usually have 1 to 10 hp of damage in a mekton game they can survive, with things like power armor adding HP and then anti-personnel weapons doing damage in hits, then kills with heavier weapons. 1 kill weapons are things like light machine guns, or light laser weapons, or small rockets.

If you rolled your init above the effect in the surprise round, you did get an action. If you didn't, you were surprised.

Effects. Those who failed the save are frightened for 1d4 melee rounds. Those that made the save are shaken for 1 round.
Nenet Will save: 1d20 + 6 ⇒ (6) + 6 = 12

Varisia frightened duration: 1d4 ⇒ 2
Nenet frightened duration: 1d4 ⇒ 1

Varisia and Nenet, you begin to run away from the courtyard as fast as you can. The rest, other then Jandar-Ki are all shaken for 1 round.

Well based on the setup of 40K, Imperial Knights are the size of tanks, and not considered war machine scale or Titan scale. A standard battle cannon is a 120 mm smoothbore, which equals out based on the old Mekton Zeta rules around 4K of damage, with the properties Ammo dependent and Armor Piercing. So you're probably looking at weapon ranges in the Kill scale, along with the Warhound Titan probably having Corvette Scale (tens of kills) with units like the the Tyranid's Bio Titan and the Stormsword/Blade/Hammer/Super Heavy Tank with an awesome but cheesy name being on that same scale. Or, if you want to avoid that, make the Knights middle of the scale with 6 to 8 K weapons and armor, with the Titans having 10 to 12 K and the big ones corvette scale.

As the screaming people run by you, a wave of fear spreads out from them. Please roll will saves vs DC 15. Add any save bonus you have vs fear.

Mekton Z with the advanced guide, or Mekton Zeta Plus?

Mostly waiting on Fionn and Nenet.

I wonder if the Knight's power supply is capable enough of running a Graviton Cannon...

I also suggest the Kane series by Karl Edward Wagner. It's about an immortal trying to become a god and usually failing spectacularly.

Do we need the Only War RPG book to play? I'm not familiar with the newer FFG system, so I just wanted to confirm. I can get it without issue.

So color me interested.

Both sets of the normal knight titans and customization rock. They're the right size for Battletech style play without the 200 foot tall Imperium Castle titans crushing buildings as they walk.

Corsario wrote:

A cleric without a god? How does that works?

About the undine arcanist... sorry. No undines, and no arcanists.

Well so much for this game. Have fun.

Hmm. An undine arcanist comes to mind...

Zariya and Zohreh hear what sounds like the stomping and yelling of many people running towards you. Varisia hears nothing. As you turn to face the source of the yelling, you see a large group of people running in terror and screaming, "the heads of the plague are here, run, run!

Roll for init Zariya, and Zohreh for a surprise round. Varisia doesn't get a roll.

Event: 1d20 + 1 ⇒ (8) + 1 = 9

For Jandar and anyone else not entering:

The western side of the estate forms an L-shaped yard mostly
given to sand, sun-dried earth, and the ancient husks of dead
trees. Stone benches line the walls of the yard, and a large tiled
pool sits in the southwest corner, dried and partially filled with
sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.

For those entering the small courtyard:

Dust and sand cover the ground of this small courtyard. To the
east and west stand pairs of columns, once brightly painted
and now bleached from the sun, which support stone archways
leading to other section ofthe property. Tarnished bronze gates
hang open under both arches. To the north, a small flight of
steps leads up to a pair of ornate doors in the south wall of the
house between another set of columns.

Those approaching the small courtyard need to make perception checks..

Wicht wrote:
stormcrow27 wrote:

Now, if you just commit to buying that many copies, I would start work on it tomorrow. :D

If there were to be adventures focused on just one race at a time, which one(s) would you like to see given priority? My brain is naturally full of treants at the moment, but there's quite a collection of races to choose from at this point.

Angels. One of the great tragedies of celestials is that they hang out without being proactive, and a group of angels on a quest to advance themselves up the celestial ladder to fight evil across the planes would be an awesome story.

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Please let there be bulettes. Please let there be bulettes. I so want to have a roleplaying reason to eat evil halfing villages....

The dogs are a pain in the but, but we managed to drive them off using the guardian daemons. Suckering them up to the top levels worked better. They did kill the torturer, but we had a vivisectionist alchemist that took care of that issue.

Maxing your stats is not necessary unless you are truly focusing on one special role (spell DCs, melee damage, etc). Otherwise, lesser stats will work fine via point buy, especially for a group of APs (Kingmaker and Rise of the Runelords being two of the exceptions). The key is that APs (and really almost all canned adventures) assume you will have equivalents of the four man band (arcane, divine, rogue, and martial), so when you get a group of hybrid characters running in a game with a variety of stats, things become harder.

Like many have stated before, it also depends on how your game generates stats, and how your GM views characters. I prefer to view PCs as the heroes, who are or will become top members of their professions. Hence, I use 4d6 rolls, take the best three, reroll 1s or 2s until you have none, so a 9 becomes the minimum stat that can be generated. This creates powerful characters via stats, but then my campaigns have a tendency to be more powerful due to that. Others modify stuff for point buy, and so on.

Especially since via those rules, firearms don't ignore non-tech armor, so you get your full AC vs everything from rocket launchers to railguns.

I have both. I would be interested as well, but the gun damages need some massive work. When I can do more damage with a compound bow then a heavy revolver, there is something wrong.

Jandar can take a 10.

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