Congratulations to all selected...Let's have fun. Please finalize your characters for my review and format them for with vitals stats in the Race/Class tabs.
Half-elf Rogue 4. AC 21, T 17, FF 14, HP: 24/34, Fort +3, Ref +10, Will +3, Init +6; Perception +10, Shield spell: 3/3
Thanks for the selection!
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Yay! I had done a version of this character a long time ago as a PFS character on the boards and was rereading the old campaigns reminding myself how much I enjoy him, so I'm really glad to be picked. And that was before unchained, and I've really been wanting to try an unchained rogue.
I think Tippy is done for review.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
How does the game start? From what little bit I know of the AP, I think it starts with some kind of public gathering. Do we all know each other or do we just happen to be together?
Tippy is on the path of redemption, but given how little money he has left after purchases, he might be there to do a bit of pick-pocketing.
Or, since he's trying to redeem himself, he might have attached himself to a paladin, like Windi. Of course, he might be there for both, if Windi didn't keep a close eye on him.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
Thanks for the selection! I'll admit, I didn't think I was going to make it in. I think I have everything in Sarela's Profile ready for review. Let me know if I"m missing anything!
Tippy Fullbottle wrote: How does the game start? From what little bit I know of the AP, I think it starts with some kind of public gathering. Do we all know each other or do we just happen to be together? I have an alternate start to the AP in mind. Would your character have joined the Crusade to fight against the demons? I am thinking you are all selected to be part of a military-type squad. Works for you all?
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
If he attached himself to one of the other uber good PCs as a mentor for his road to redemption, he would have joined their unit. Either Windi or Sarela would be good choices.
Tippy is angling for NG, but he isn't there yet. Hopefully some LG folks would be willing to help him get there.
Edit: for that matter, Jericho has traveled to Kenabres from the south like Tippy, and he's semi-sneaky, so he might be the best fit as mentor.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
Windi is reporting in. I ended up choosing Touched by divinity for my trait and Still have to grab another feat. Windi is of the mindset that as long as you want to kill demons it's okay if you aren't good. She would chastise Tippy for doing something bad, such as pick pocketing, but wouldn't necessarily force him not to. Does that makes sense? Windi was originally built for a group that had some evil PC's in it and thus isn't you typical holier than thou paladin.
Half-elf Rogue 4. AC 21, T 17, FF 14, HP: 24/34, Fort +3, Ref +10, Will +3, Init +6; Perception +10, Shield spell: 3/3
Tippy Fullbottle wrote: Edit: for that matter, Jericho has traveled to Kenabres from the south like Tippy, and he's semi-sneaky, so he might be the best fit as mentor. I have no problem with that...Tippy and Jericho could have met on the boat ride.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
So I took Quick Draw for my last Feat. I guess she is done.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Tip y'all boat ride north is when he got on the wrong side of the border (boat crash) and had to be rescued by the mysterious archer (Chance Encounter trait). Is there some way to include Jericho in that? Maybe they all had to abandon the riverboat in two life boats and they got separated. Jericho's boat made it to Mendev while Tippy's boat washed ashore on the western bank.
Then they met up again after Tippy's rescue.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
Before we really get into the thick of it can I change my scimitar to a cold iron one? Tippy's gameplay post reminded me that I meant to do that.
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Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
Hmm...Sarela isn't precisely the more militant kind of cleric, but she would be okay with it. It would be a learning and growth experience for her.
Windi, which deity do you worship?
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
Sarenrae
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AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Tippy still has another bonus language. He has Common, Halfling, and Hallit (a language spoken in the River Kingdoms). Anybody have any suggestions? I'm thinking Elven.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
Hallit's the language of all the Kellid tribesmen - comes in handy when dealing with refugees from Sarkoris as well. If Elven makes sense for Tippy's background, go for it.
Windi - Okay. If it was Iomedae, I would have asked if we wanted to tie our backstories together.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Halflings don't have a lot of options for bonus languages. I'm sure at some point he'll spare a skill point to learn Abyssal, but not yet.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
Any word on this game?
-Posted with Wayfinder
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
I think we're waiting to see the results of my prayer to Iomedae.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
I figured that was just a big bluff. We know she doesn't have any power in that way, but the bandit didn't, so it might make him think twice about robbing anybody else.
I'm good to keep moving towards the dwarves/scouts.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
Oh, it was. I just want to know if he believed it or not.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Question: half-elves are treated like humans to qualify for feats, etc., but does Jericho count as human for Tippy’s human shadow racial ability?
Tippy Fullbottle wrote: Question: half-elves are treated like humans to qualify for feats, etc., but does Jericho count as human for Tippy’s human shadow racial ability? I would rule that you only get +1 bonus as he is half human. :)
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
So whats our next move? I feel like we've all the information we can get from these women. Do we want to go to our respective rooms? Are we going to try and calm the horse in the night? Or just sleep ubtil morning. Or other ideas.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
Sarela is not built for stealth, if people are thinking of going to calm the horse in the night? Perhaps it would be best if she stayed in the room - it doesn't make sense if everyone goes down to the stables in the night.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
Windi isn't either, but I believe she is the only one with handle animal.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
The stables need to be explored secretly. Somethings going on. It must get be a red herring, but still needs to be checked out.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
I will be traveling this weekend, and only on mobile. I will try to post, but you may need to bot me.
Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3
I know the holidays have been crazy, but is it safe to say that thisbgame is over?
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. | | | Active effects:
I don't know. I'm still here.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Hey all, sorry for my absence. Work and baby and New Year had me very busy but I am back now. Hope you all still want to continue.
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