Aardvark's "Nothing Venture Captained, Nothing Gained" Shattered Star Campaign (Inactive)

Game Master Troy Malovich

Newly joined Pathfinders are sent on their first foray into the history of Varisia.


1,151 to 1,200 of 1,544 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

My characters are generally good-aligned, and tend to think that dispatching the helpless or those who surrender is wrong. They tend to think that the hassle of tying enemies up and getting them to the authorities is less hassle than giving up their self-image of being a good person. I always imagine my characters having to see the faces, smell the blood and loosed bowels, and hear the cries of pain and despair. I tend to play characters for whom that experience evokes compassion and pity.

As a player, the hassle of tying enemies up and getting them to the authorities can have too much impact on gameplay. I don't want to spend 5-10 posts going back and forth to the Arvensoar if that would bore the crap out of my fellow players. So, I often just let the CDGs happen and role-play revulsion.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Oz will likely just change his tactics, but the next time someone starts to Coup de grace after combat of a regular LE or NE human being, he'll likely entangle them with his daily shadow spells. Also I just wanna point out that if the boots that the lady back at home has end up being boots of elvenkind?

Dibs.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

I think they're boots of striding and springing.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Tough day and busy weekend coming up, so I'll likely not be around until Tuesday. Maybe.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

http://paizo.com/prd/skills/appraise.html

I was just trying to find out what was the most valuable thing in the room using the full-round action. Although this doesn't particularly qualify as a "Horde" I guess.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

I may turn insulting Uriah into a brick joke, seeing as how he's deaf and he can't read my lips.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, I wasn't tracking the other use of appraise. All the same, I would say 2 items doesn't exactly warrant a hoard. More like 10-20 like say a burglar looking to grab something from a decorated room and dash. A dragon's hoard would be the DC 30 one.


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

My reading for the second use is that it only tells you which item is the most valuable without actually imparting its value. Such an understanding voids the need to define what constitutes a hoard. If there are two items in question, a successful appraisal would tell you which of the two is more valuable. A second appraisal would be needed to figure out how much the more valuable item is worth.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Note to self: Never play Dmitri in a Shattered Star Campaign.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Are Uriah and I the only ones who are hurt? Me for 1hp and Uriah for 6hp?


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

I went back through the posts to find when/where Uriah got hit for 6. I don't see it.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Right here! *stabs*

But no seriously Oz pretty much despises you for your person-mowing skills, but that's primarily character based alignment kicking in.


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

That works for Uri, since Oz's sentiments are as muted as a blank canvas. Being deaf has its advantages. You don't have to listen to the diarrhea that spews from some. :)

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

I have that sinking feeling I'm about to put on my diving goggles...

In other news, this illusion seems a bit out-of-place, and seeing as how Dareon has the shard related to it, that means they probably have a somewhat decent wizard or sorcerer somewhere. Color me concerned.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

As rude and awful as the thought was, I literally just thought to myself; "If Dareon falls to his death into the sea, getting that shard back is going to be a b~#*$."


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Rude! You jinxed it!

As for getting the shard back...as it's important, and Dareon's PROBABLY dead (being below 0 and underwater and all, he's got 1 round to live) I think I can character-concept my way back to both having the shard (although someone else might have to grab it) and being in the game again.

Assuming I'm still invited.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Just a bit of pleading here, but seeing as Oz is Right Beside of Dareon, wouldn't I potentially be able to give him a +2 as well? Especially since it's my favored school of magic? (Sort of)

I'm grasping at straws here.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

I'm guessing the hole goes to the outside, so he's drowning in the bay?

Such an old school way to die. And with the McGuffin. Wow.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

What is the DC to dive 120 feet without getting hurt, and will a running start give me a bonus?


retired

This suddenly looks like a tragic game of lemmings. =\

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

If you think for 12 seconds we're going to let him die that easily, you're mistaken. Oz didn't want to kill anyone prior, and he's damn well sure too nice of a fellow to let one of his own teammates kick the bucket due to some silly thing like gravity.

Tanj will have to fall for a while, and Oz would make a dive check, but I'm not doing a dive check unless I've got a running jump. It would give me a +11 Acrobatics on the check, or a +13 if it's a +4 bonus from running...

I could dive in, grab his unconscious body, and swim back up so he would avoid the drowning part.


retired

Provided he stabilizes and doesn't bleed out underwater, sure. But Tanj doesn't slowly fall right away either. Feather fall kicks in just a short distance above impact, if I recall.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Oz, you'll still take damage from falling. The most you could hope to ignore is 10 feet of a fall from falling purposefully and making an Acrobatics check.

That still counts as 7d6 lethal damage and 2d3 nonlethal damage. Or something like that, yeah? If Tanjvats can save Dareon (and he might be able to, certainly) then that's great, but it's far too dangerous for any of the rest of you to leap out of the wall.

A third thing. Feather falling is 60ft. per round, which means it'll take more than one round for Tanjvats to fall to me.
Being unconscious and underwater subjects me to the drowning rules. If I fail a Fortitude save, I progress to the next stage. The stages are: Full health, 0 health, -1 health, and death. I'm already at -1 health from the fall damage (not to mention the nonlethal damage) so the next stage for me is death. That means a single failed Fortitude save means instant death for me.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

ring of feather falling kicks in as soon as I've fallen 5 ft, and then I fall at 60-ft a round.

As for the dive, maybe the acro makes the fall significantly less dangerous since Oz'll be intentionally jumping onto water rather than onto the ground, but yeah, the fall would likely hurt bad, even if the water is deep enough.

So, once I'm above the water, I'll cast clw and hold the charge. Then I have to swim and find Dareon. The water needs to be shallow enough to find him and drag him to safety, but deep enough that he didn't splat onto the bottom when he fell.

Glad I don't have to adjudicate this stuff, Aard.


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

With a peculiar hand motion...h'bye h'for h'now!

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Last I checked on the PFSRD, if you MAKE the dive check you take no falling damage from the dive... unless you fail it. So in a way it's a do or die thing, and I'm probably about to risk my bacon as I'm the ONLY one who can make that acrobatics check, and it's not even a sure thing.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, first, diving into water in this situation would be a DC 25 (120' dive), and the water would have to be 40' deep (10' per 30' of distance). Meaning you would have to roll a 16 or higher.... if the water's deep enough.

Dareon lucked out for the fact I rolled like 3 1's and 2 2's for his 8d6 damage. 20 damage (avg 2.5 per die) out of a range of 8-48 (avg 28) isn't bad.

Dareon, you can still lose 1 hp if you are at - hp when drowning. So it would be a Con check DC 10, or lose 1 more HP. You will have to make at least one check (just make checks until you fail one, and the round after that you are dead).

Tanj, I will allow a fast descent by removing the ring and replacing it before you land. Basically, you pull the ring and jump, and ready to replace it at near impact to float safely down the last 5-20ish feet.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Con Check: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13
Con Check: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3 So that's a failure on round 2.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

DC 16 you say?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

No, DC 25, you would have to roll a 16.

Again, that's if the water is deep enough.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

Wait, hold on, does that get affected by a running start? This game got intense quick.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

So as this sense of dread falls in, what CR do you guys think gravity is?


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Stop lemming-ing after me! Oz just killed himself too XD

Like, gah.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

A running start would do nothing for diving, it doesn't affect how you angle in the water, only if anything how far out you jump before the fall.

I can't think of any possible way someone could assist with a dive. They can't correct your form mid-air, or bump you to change your angle.

EDIT: if you can somehow sell me a way to assist a dive, I may consider it, but it doesn't seem possible to me.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3
Aardvark DM wrote:

I can't think of any possible way someone could assist with a dive. They can't correct your form mid-air, or bump you to change your angle.

EDIT: if you can somehow sell me a way to assist a dive, I may consider it, but it doesn't seem possible to me.

If another person jumped WITH you, and you were synchronous in terms of your altitude, I could see two people Aiding one another - I also can't see anyone else jumping out with both Tanj and Oz.

By the way, would Fade and Uriah be kind enough to maybe...trek down the tower, back to the docks area? Maybe they can pick up bodies/surviving party members.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Maybe, but doing it that way, one would assist and take the full damage while the other got the assist. Even still I could see it better to assist an acrobatics for avoiding damage on a solid surface (ala skydiver formations or trapeze artist styles), but think cliff divers. The way they do it, how does one assist the other? The trick is how they arch and swim after they hit the water.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

The only person who can assist me on this would possibly be Tanj, who might be able to see a fault in my falling as he falls with me and adjust it accordingly before swiftly putting his ring on.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Yeah, I just don't see that. Trying to adjust someone as they fall seems like it would have a greater chance of totally messing up their form over making any minor corrections. Like Dareon said, if they coordinated to both jump simultaneously, then they might be able to synchronize, but I think that wouldn't give the other the time they need to focus on putting the ring on. It would have to be synchronized for almost the entire fall.


retired

I can't imagine Faedrin would continue adventuring after witnessing what just transpired in the gameplay thread.

I don't even know what to say.


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

I guess I'm tired enough for the humor of this to finally get the best of me. I am LMFAO.

I hope no Tower Girls were watching this from below.

"What the hell are those guys doing? Is it some Thassilonian-inspired suicide cult?"


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.
Faedrin Lantherion wrote:

I can't imagine Faedrin would continue adventuring after witnessing what just transpired in the gameplay thread.

I don't even know what to say.

I am deeply concerned by this statement. Oz will likely be the only death from this.

Does this suggest that Fade is done, and someone will take his place, or are you done and intend to leave the game?

Also, Oz, are you planning on using this timing of events to leave, or will you be making a new PC and jumping back into the swing of things?


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

Not to speak for Fade, but I took his statement to mean that Fade would likely need a little down time before heading back into the tower. Maybe a day or two to collect his thoughts.


Male Human (Varisian) Oracle/2 (AC: 17/18 [T: 13 FF: 14/15] | HP: 17 | F:2, R:3, W:4 | Init: +3 |Perc: +5)

This is what you call evolution in action. Was there some kind of love triangle at play?

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

I wanna say I'm not upset about the turn of events, but at my core I'm a little miffed that I just killed myself, instantly, trying to save a teammate that just fell off by only 1 point.

If I'd been Phantasmaled I'd be okay with it, but I still feel as though something could have been said.

Dareon got a +2 because Tanj yelled at him *after* he went through the thing already. I know I didn't particularly jump with Tanj at the same time, but still this is a bit brutal, don't you think?

I'm okay with making a new character, but man...


Cleric 2 (AC: 14 [T: 10 /FF: 14] HP: 13/17; F+4, R+0, W+6 ; Init: +0; Perc: +3; Stealth: -3)

Well, I certainly appreciated the cinematic aspect of that move, Oz, if that's any comfort. "I dive down 120ft to try to reach my unconscious teammate" is about as glorious a final action as most characters will ever have.

But the odds just weren't in your favor. "Roll 16 or higher" is high bar to meet. It hurts especially bad when one then rolls a 15, as you did.

But, cool way to go nonetheless.

I once DM'd a group where an assassin struck at my friend's fighter. He needed an 11 or better, or death. He rolled a 10. He still mentions that with disgust. And that PC even got rez'd.

I'm a bit miffed Aard said, basically, "Don't roll a 1". Dareon, it's his fault!


retired
Aardvark DM wrote:
Does this suggest that Fade is done, and someone will take his place, or are you done and intend to leave the game?

Man, at the moment I'm not sure, to be honest. Faedrin would aboslutely retire though, at the very least. From his perspective, he just watched three people run through a wall and plummet into darkness to their virtually certain deaths.

Faedrin was already really struggling just from a moral-standpoint. But if I brought in anyone new, I don't know that I'd want them to be different in that respect. I don't know.

---

As for trotting down to the boats, I'm not sure if Uriah and I could climb back up the way we came in. If we could, we'd have to traipse across that tightrope without the safety net of the ring of featherfall, which, in light of recent events, I'm a little nervous about.

The other option would be for the pair of us to try and get through the rest of the complex, which seems even riskier but might be the only choice if we can't get back up through the hole in the ceiling we all dropped through anyhow.

Oi.

TLDR; I'm positive that Faedrin would retire immediately should he be able to get out of this place. As for how I, as a player, feel about continuing - I need to think on it.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.
"Oz" wrote:

I wanna say I'm not upset about the turn of events, but at my core I'm a little miffed that I just killed myself, instantly, trying to save a teammate that just fell off by only 1 point.

If I'd been Phantasmaled I'd be okay with it, but I still feel as though something could have been said.

Dareon got a +2 because Tanj yelled at him *after* he went through the thing already. I know I didn't particularly jump with Tanj at the same time, but still this is a bit brutal, don't you think?

I'm okay with making a new character, but man...

Oz:

I'm not sure what you mean by the part I bolded. I feel like you were told by a few people not to do it, and I put up the numbers to show you what you were dealing with, and the threat of the unknown. You had a 25% chance of getting the number you needed to survive a fall into water you were uncertain of the depth of. I the GM will not say 'don't do that, there's a good chance you will die' that is for the players to decide for themselves. I did what I could just shy of that by telling you the numbers and the risk involved.

You decided to jump, even after the person with the ring to fall safely decided to do so. I don't know why, but it was your decision to make as a player, not mine as a GM, otherwise I'm telling your character what to do.

I gave Dareon the +2 because the action to warn him happened before he had to make the save, and I only offered it because the Reflex to avoid a fall is catching yourself at the edge before going over it. Tanj's action gave him a reason to pause, but it just didn't come soon enough.

I actually treated the whole thing like a hidden pit trap, because that's basically what it was. He walked right into an open hole hidden by an illusion.

Had he tried to disbelieve and succeeded, he could have seen the other side had no floor, and not walked through. I rolled the disbelief for you and Uriah when you interacted with the wall, and you both didn't make it. He chose instead to walk right through it. The very act that could have allowed him to disbelieve was what landed him at the bottom of the shaft.

----------------
Dareon and Tanjvats:

Sadly Dareon, because you took NL and Tanj healed you for 3 hp, you have 2 HP and 3 NL damage. That means you are still unconscious (that's why I said it was the only roll that would not awaken you. Sorry for that by the way Tanj, I debated rolling the heal for you, and should have realized that if I said 'don't get a 1' that's exactly what happen in RPG's

Tanj you are swimming with Dareon in tow. Treat yourself as having a medium load.
You can get Dareon into a boat with a DC 10 Swim or Climb check,
or out of the water with 2 DC 10 swim checks.
Dareon, you can treat the roll you just made as your check to stabilize.

-----------------
Fade:

I hate to hear the concerns with the character. Did he just evolve that way? I know you said his personality changed from what you had thought when you made him. Because, if these things are hard for him to bear he may indeed not be ready to be an adventurer.

That said, I would hate for it to cause you to decide to leave, as I really enjoy the way you play and your characters (Andrin, Fade, Bel'Tanis, and Raliscar are the ones I've been privy to). If there are other issues with the game or my style, please let me know so we can discuss/address them as a group. I'm always ready for feedback. In fact Dareon and I had a talk via PM about each other's GM styles a couple months ago.

-------------------
To all:

Currently only Oz has perished (sorry Oz, if you want I can try to get together and repost the Char-gen rules). Fade and Uriah can easily get back to the platform, and by the time they do Tanj should be on shore. The ring could easily be tied to the end of one of the ropes up top if lowered, and you guys can feather fall your way down.

The other option is Tanj and Dareon can try to go in the door at their level and see if they can get to you guys. But that's possibly just as dangerous as Uriah and Fade continuing deeper by themselves.


male human fighter 1/alchemist 1 | hp 15/19 | AC 22, touch 14, FF 18, CMD 17 | Fort +6, Ref +5, Will -1 | Perception -1, Init +3

Oh right, sorry, I forgot about the nonlethal damage. Didn't realize I was still unconscious.

Remember, Dareon weighs something like 190 lbs, and he's carrying about 90 lbs. worth of equipment. Even in the water, Tanjvats with his ~12 Str might be overburdened.

And Oz, yeah, I kind of agree with Aardvark here. I wasn't going to say anything cause I couldn't say it IC. Aardvark said what he could, and you made the decision anyway. Some decisions have inherent risks, and the risk inherent in this one was just death.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Right, but since it's in water it's not the full weight. Basically, he can take about 45 more lbs before he's in heavy load, and sadly they don't have buoyancy rules. I'm trying to err on the side of reasonable penalty.

I meant to say, initially I had the water figured for 30' deep, which would have killed you regardless of skill check, but I dug through the book to be certain and remembered that based on their numbers I had figured out that there was 60' between floors.

Shadow Lodge

Male Human Rogue 1 Wizard 2
Spoiler:
Base HP: 12/12 AC: 15. T15, CMD 16, F+0 R+7 W+4 Ini+5 Stealth+13 Perception+6 (7 for traps) Sense Motive+6 Spellcraft+7 Sleight of hand+9 Disable Device+13

I only have one request, if any, for my next character, and that's that he be allowed to be Lawful evil, in a manner similar to Dmitri. He would, however, be from the house of Pride instead of the House of Lust from Cheliax.

Life before, in Cheliax:

In the Southern-most reaches of Cheliax lies the exceptionally quaint, lucrative, and auspicious House of Mavis, Venerators of the Fallen Angel, Lilith. Out of these seven houses, Alexander belongs first and foremost, quite proudly, to the 2nd House of Pride. Prior to the establishment of the House of Mavis as a minor faction, Alexander merely sought out enemies of the house and subjugated them, and if possible, outright killed them. He became quite the headhunter, seeking out local holy clerics, his blade cleaving through their necks as well as their faith.
While he truly enjoyed this, and frankly kept to himself, his habits and shortcomings were still rather well-known. Alexander sought those that were of good fortitude, and worthy of being talked about. Truly, nothing stained his blade worse than the blood of the unworthy of such skill as his.

With the installation of the Mavis house as a faction, he has had to peel back on the murders, and finds himself walking back to local lodges with half-dead, greasy fools over his shoulder more than just the heads, now. While he doesn't particularly enjoy such a thing, the man frequently finds conflict now, something he is quite fond of.

Before long, Cheliax found itself in a rare moment of peace and low-key political fighting. Given the present circumstances, Alexander found himself rather restless... Sensing this fact, the House was gracious enough to send him elsewhere, to the far away city of Magnimar.

Learning this, he took to the books, learning Thassilonian hoping to find something interesting enough to bring back to the House to add to the treasury and further his renown within the house. While he enjoyed learning Thassilonian, he still prefers the wonderful language of Infernal, or Abyssal, both of which go over quite well in the Locale of Cheliax. Taking up his scythe, he finds himself off to Magnimar, ready to expand the renown of the great House of Mavis, as well as his own. His blade is steeled, and he sharpens it, even now, as he moves slowly towards his destination, a wide, eerie smile across his lips.

While it is a qwerk, Alexander has developed the somewhat strange habit of speaking directly to his weapon. He has named it "Isis for reasons that people aren't quite sure of.

"I do pray there is someone of merit in this godforsaken place..." he said, looking deep into the reflection upon his blade. [b]"You'll get your turn, lovely...[b] he said as the monuments of Magnimar came into view.

Motivation:
First and foremost, Alexander is in Magnimar for only 3 reasons. To further his martial prowess against strong enemies, complete the tasks that are assigned to him in the name of the House of Pride, and potentially return to Cheliax with a powerful knowledge, if the situation presents itself.

Personality:
Alexander is aloof, alien, and altogether strange. He projects, upon first impressions, an aura of Arrogance and pride. Later people will learn that he never stops doing this, and frankly doesn't much care about his somewhat refined, cocky demeanor.
While he may be arrogant, he rarely blends that with insubordination. Alexander is reasonable, for certain, and doesn't doubt himself in his actions. He does, however, have quite the issue with taking orders from un-proven equals.

Moral Line:
Out of all the things Alexander will not do, it merely depends on the martial prowess of the other party. Those of magical aptitude fall into this as well, and I need not mention the divine. More than anything, Alexander enjoys slaying worthy opponents. It doesn't matter if that person is 13 years old. If they prove themselves worthy, he will cut them. Not otherwise. The Innocent and defenseless he will not cut down. Every fight must be worthy. Memories are golden.

Alexander Mavis (lvl 1):

Alexander Mavis
Male Human (Chelaxian) Fighter (Two-Handed Fighter) 1
LE Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scythe +6 (2d4+6/x4)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2, Weapon Focus (Scythe)
Traits Exchange Agent (Linguistics), Killer
Skills Acrobatics -3 (-7 jump), Climb +4, Escape Artist -3, Fly -3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +6, Ride -3, Stealth -3, Swim +4
Languages Abyssal, Common, Infernal, Thassilonian
Combat Gear Potion of cure light wounds; Other Gear Scale mail, Scythe, Belt pouch (6 @ 3.62 lbs), Chalk (3), Fighter's kit, Piton (2), Rope, Whetstone (2), 20 GP, 8 SP, 3 CP
--------------------
Special Abilities
--------------------
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

He would, of course, need to make adjustments based on this game's creation rules.

1,151 to 1,200 of 1,544 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Aardvark's Dream Team Discussion page All Messageboards

Want to post a reply? Sign in.