DM Feral's Player's Choice (Inactive)

Game Master Feral

Current Combat Map


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HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

HP 58/140

Reflex: 1d20 + 9 ⇒ (11) + 9 = 20

Krojun cries out, more with shock than pain, as his armor is torn by the fiend's bite! Armor HP: 13/25

Krojun continues to chant his inspiration and attacks twice!

Attack: 1d20 + 14 - 2 + 3 + 1 ⇒ (2) + 14 - 2 + 3 + 1 = 18 for 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8 plus 1d6 ⇒ 6 electricity damage!
Attack: 1d20 + 9 - 2 + 3 + 1 ⇒ (20) + 9 - 2 + 3 + 1 = 31 for 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13 plus 1d6 ⇒ 3 electricity damage!

Possible Crit: 1d20 + 9 - 2 + 3 + 1 ⇒ (7) + 9 - 2 + 3 + 1 = 18 for 2d6 + 8 + 3 ⇒ (2, 6) + 8 + 3 = 19 damage!


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Status:

AC 26 (currently 33), touch 17, flat-footed 26
Fort +6, Ref +13 (+3 vs. traps), Will +5
CMD 20
HP 59/85
Effects: Stoneskin 60/110, cat's grace (+2 to hit, AC, Reflex), combat expertise (-3 to hit, +3 AC), courageously inspired +2 to hit, damage, saves vs. charm and fear), blessing of fervor (+2 to hit, +2 dodge bonus to AC and Reflex saves) -- +3 to hit, +2 damage, +7 AC

Jessamy winces as the claws burn her, though Siolad's spell prevents them from cutting her, and ducks away from the creature's jaws.

Continuing to edge further around the creature, she stabs again and again with her swords, the blades finding weak spots in its metallic hide.

5-ft. step to AY-43 (last round's move wasn't noted on the map). She's considered flanking because of the Gang Up feat. I'm not giving her the additional +2 she would have for flanking with Pirknok -- even though he's one of the two threatening allies that let her get flanking -- since she's not directly opposit him. If you think he should, it's +2 to all these rolls.

+1 mithril short sword (TWF): 1d20 + 12 + 3 + 2 ⇒ (16) + 12 + 3 + 2 = 33
Damage: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12
Sneak attack (+2 Str damage): 6d4 ⇒ (2, 2, 1, 2, 4, 3) = 14

+1 mithril short sword (TWF): 1d20 + 12 + 3 + 2 ⇒ (17) + 12 + 3 + 2 = 34
Damage: 1d6 + 2 + 6 ⇒ (1) + 2 + 6 = 9
Sneak attack (+2 Str damage): 6d4 ⇒ (3, 4, 4, 3, 1, 4) = 19

+1 mithril short sword (TWF): 1d20 + 7 + 3 + 2 ⇒ (12) + 7 + 3 + 2 = 24
Damage: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12
Sneak attack (+2 Str damage): 6d4 ⇒ (1, 4, 1, 3, 2, 2) = 13

+1 mithril short sword (TWF): 1d20 + 7 + 3 + 2 ⇒ (16) + 7 + 3 + 2 = 28
Damage: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12
Sneak attack (+2 Str damage): 6d4 ⇒ (3, 2, 4, 4, 2, 4) = 19


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Pirknok growls softly and swings his sword at the thing!

Boop (PA, BoF, inspire): 1d20 + 18 - 3 + 2 + 2 ⇒ (11) + 18 - 3 + 2 + 2 = 30
Adamantine Damage: 1d8 + 18 + 4 + 2 ⇒ (2) + 18 + 4 + 2 = 26

Boop (PA, BoF, inspire): 1d20 + 13 - 3 + 2 + 2 ⇒ (2) + 13 - 3 + 2 + 2 = 16

Boop (PA, BoF, inspire): 1d20 + 8 - 3 + 2 + 2 ⇒ (10) + 8 - 3 + 2 + 2 = 19


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Round 3: Actions
Siolad Standard Action: Telekinetic punch!
Lillend Full-Round Action: Full-Attack!

Another blast of force flies from the elf's hands while his celestial ally keeps swinging!

Ranged Touch Attack *Inspired*: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage? *Inspired*: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Lillend Sword 1 *Inspired*: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage *Inspired*: 2d6 + 8 + 2 ⇒ (1, 3) + 8 + 2 = 14

Lillend Sword 2 *Inspired*: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage? *Inspired*: 2d6 + 8 + 2 ⇒ (3, 5) + 8 + 2 = 18

Tail Slap! *Inspired*: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Ensu uses the burst of speed from his blessing to allow him to run around the outside of the room and to get close to Krojun. Chanting a divine command he touches Krojun and he is bathed in a brief flash of light.

Cure Moderate: 2d8 + 12 + 1 ⇒ (1, 8) + 12 + 1 = 22


The celestial's sword is unable to overcome the monster's metallic hide but the other members of the party each land at least one blow. Jessamy's continued efforts to hobble the forge fiend pay off as its blows become weaker and weaker under the weight of its injuries.

Refusing to surrender the forge fiend strikes back!

Claw vs Jessamy: 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
Damage: 1d6 + 9 - 3 ⇒ (4) + 9 - 3 = 10
Fire Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Claw vs Krojun: 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27
Damage: 1d6 + 9 - 3 ⇒ (3) + 9 - 3 = 9
Fire Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Head-Bite vs Jessamy: 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36
Damage (adamantine): 1d6 + 9 - 3 ⇒ (1) + 9 - 3 = 7
Fire Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Confirming: 1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34
Extra Damage (adamantine): 1d6 + 9 - 3 ⇒ (5) + 9 - 3 = 11

If that hits, reflex save:

If you get less than a 24 the monster's jaws tear apart your armor.

Sunder: 1d20 + 25 - 3 ⇒ (18) + 25 - 3 = 40
Damage (adamantine): 1d6 + 9 - 3 ⇒ (5) + 9 - 3 = 11

Belly-Bite vs Krojun: 1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31
Damage (adamantine): 2d6 + 9 - 3 ⇒ (5, 4) + 9 - 3 = 15
Fire Damage: 1d6 + 5 ⇒ (5) + 5 = 10

If that hits, reflex save:

If you get less than a 24 the monster's jaws tear apart your armor.

Sunder: 1d20 + 25 - 3 ⇒ (14) + 25 - 3 = 36
Damage (adamantine): 2d6 + 9 - 3 ⇒ (2, 5) + 9 - 3 = 13

The party is up.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Reflex save (+3 vs. traps): 1d20 + 13 ⇒ (14) + 13 = 27 Phew!

Status:

AC 26 (currently 33), touch 17, flat-footed 26
Fort +6, Ref +13 (+3 vs. traps), Will +5
CMD 20
HP 31/85
Effects: Stoneskin 60/110, cat's grace (+2 to hit, AC, Reflex), combat expertise (-3 to hit, +3 AC), courageously inspired +2 to hit, damage, saves vs. charm and fear), blessing of fervor (+2 to hit, +2 dodge bonus to AC and Reflex saves) -- +3 to hit, +2 damage, +7 AC

Wrenching herself away from it in a spray of blood as she avoids the thing's teeth ripping apart her armor, Jessamy drives her blades deep into the creature, hoping to put it down before it can do any more damage.

+1 mithril short sword (TWF): 1d20 + 12 + 3 + 2 ⇒ (18) + 12 + 3 + 2 = 35
Damage: 1d6 + 2 + 6 ⇒ (5) + 2 + 6 = 13
Sneak attack (+2 Str damage): 6d4 ⇒ (1, 4, 3, 3, 2, 2) = 15

+1 mithril short sword (TWF): 1d20 + 12 + 3 + 2 ⇒ (16) + 12 + 3 + 2 = 33
Damage: 1d6 + 2 + 6 ⇒ (1) + 2 + 6 = 9
Sneak attack (+2 Str damage): 6d4 ⇒ (2, 3, 4, 4, 4, 2) = 19

+1 mithril short sword (TWF): 1d20 + 7 + 3 + 2 ⇒ (20) + 7 + 3 + 2 = 32
Damage: 1d6 + 2 + 6 ⇒ (3) + 2 + 6 = 11
Sneak attack (+2 Str damage): 6d4 ⇒ (1, 3, 2, 4, 1, 1) = 12

+1 mithril short sword (TWF): 1d20 + 7 + 3 + 2 ⇒ (18) + 7 + 3 + 2 = 30
Damage: 1d6 + 2 + 6 ⇒ (2) + 2 + 6 = 10
Sneak attack (+2 Str damage): 6d4 ⇒ (3, 1, 2, 4, 4, 1) = 15

crit?: 1d20 + 7 + 3 + 2 ⇒ (11) + 7 + 3 + 2 = 23
Damage: 1d6 + 2 + 6 ⇒ (6) + 2 + 6 = 14


With a series of precision strikes Jessamy cuts down the bloodied forge fiend. It slumps to the ground where a pool of rapidly cooling slag forms around its corpse.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"Ha," Jessamy cries, "you thought you could beat us!"

The young hero, wounded and burned, looks around the area.

"Could use some healing from the lillend before it disappears. I think it should still have its CSW.


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Siolad is trembling as the demon falls. He turns to his celestial ally and speaks again, occasionally nodding at Jess.

Celestial:
"Thank you for your assistance. My friend there is wounded--could you please heal her?"

The azata merely smiles and pats Siolad on the head before she alights near Jess and rests a hand on her head. A sonorous hum fills her ears as she feels her wounds knit.

CSW: 3d8 + 7 ⇒ (8, 6, 6) + 7 = 27


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

58/85; probably can use the wand for the rest. I think that's its first 3rd-level spell so it can probably use the other CWS on someone else.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Dorf's down 12.

CLW: 2d8 + 2 ⇒ (6, 3) + 2 = 11
Two charges used.


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Let it heal anyone with big wounds, like Krojun, don't think the dorf got hit.


Grisly as it might be, the fiend's armored skin might hold some value but otherwise Jessamy's search turns up nothing of interest.


Poke.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

HP 38/140

Krojun Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 Krojun's armor is ripped violently apart, shredded by the creature's metal jaws! He sags as the armor is destroyed and sighs deeply. "It served me well."


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Pirknok frowns worriedly. "I don't spose you got a spare suit lyin' around, huh."


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

"I do not. But given how much I seem to be hit recently, perhaps it is better to eschew armor altogether."

Has the reduce person effect worn off yet?


No but it feels like it's getting there. If you guys stall for a couple extra minutes in here it'll lapse.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Krojun flexes his hands and rubs his now bare unarmored shoulders. "I would feel better if I grew back to my normal stature before I went onward to battle again. My axe feels... shrunken."


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

The dwarf nods. "Um... how long do ya think that'll be? Maybe it's permanent..."


We'll assume the two minutes pass while you guys heal. Make with the wanding!


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Siolad paces impatiently while the others heal.

"We're wasting time--we need to get going."


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Curing Of Light Wounds: 5d8 + 5 ⇒ (8, 7, 6, 1, 4) + 5 = 31

HP 69/140

Curing Of Light Wounds: 5d8 + 5 ⇒ (3, 3, 2, 1, 2) + 5 = 16

HP 85/140

Curing Of Moderate Wounds: 6d8 + 9 ⇒ (6, 3, 8, 2, 7, 6) + 9 = 41

HP 126/140

Used 10 charges of CLW wand and 3 charges of CMW wand.

Krojun exhales, his wounds still pale and pink, but closed and no longer bleeding. "I am well enough. Let's go." He takes a couple steps, then suddenly enlarges again. He unslings his axe, hefts it in two hands and smiles. "Now I am very well, indeed."


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Let's go go go!


Moving forward from the forgefiend's lair, the party steps into a long hallway with a looming ceiling forty feet above that's decorated with an intricate display of stone supports and beams. The walls are carved in long swaths of densely scribed runes - the seven-pointed star is repeated often. To the east, the hallway has caved in entirely — a battered door protrudes from the rubble, but the hall beyond is completely filled with detritus. To the west, the hall ends at an immense bronze double door that bears a huge mirrorlike silver inlay of the ubiquitous sevenpointed star. This set of doors has no obvious hinges, handles, or locks, save for a single tiny star-shaped indention at the center of the larger mirrored star.

Which way?


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Does the eastern battered door look like it's passable? Or is the debris blocking it too?


There's a door to the east that looks to be operable. I'll update the map.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

3d8 + 3 ⇒ (6, 8, 6) + 3 = 23

81/85 hp; 3 uses of CLW wand

Jessamy inspects the doors to see if there's any less obvious way past it, or traps, for that matter.

Perception (+3 vs. traps): 1d20 + 15 ⇒ (20) + 15 = 35


Jessamy's careful search uncovers that the door is secured with an arcane lock and that it's warded with a trap that will summon a deadly guardian is it's tampered with.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"We may want to avoid this if we can make our way through the other door. Let me check that one too."

Perception (+3 vs. traps): 1d20 + 15 ⇒ (7) + 15 = 22


Jessamy believes the eastern doors are not trapped.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

"These doors look safe," Jessamy says. "Maybe Mokmurian will finally be on the other side?"

Unless anyone has anything else they want to do, Jessamy opens the door. By which I mean, Jessamy opens the door, but makes allowance for any retconning anyone wants to do in their next post. :)


This strange, empty room has been smoothed over to an even greater extent than the other chambers in this complex and every angle of the walls has been modified into a gentle arc, removing any element of harsh regular lines entirely from view. Patches of what appear to be scorch marks stain the walls and floors here and there, especially to the south, where part of the wall has fallen away. An unnerving growl echos through the space.

A pair of huge double doors block the way further west.


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Jessamy will look for the source of the growl before examining the floor -- especially near the scorch marks -- as she edges carefully into the room.

Perception (+3 vs. traps): 1d20 + 15 ⇒ (10) + 15 = 25
Perception (+3 vs. traps): 1d20 + 15 ⇒ (16) + 15 = 31

Two rolls in case you wanted separate checks...


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Siolad cringes and begins to ready another spell.

Of course. Of course. Mokmurian's still got more things to throw at us. Bloody brilliant--and I still need to conserve spells.


With Jessamy at the lead the party inches forward investigating the room. Suddenly a gaunt, long-limbed quadruped with huge soulless eyes and a toothy maw appears and lunges at her. Another appears and lunges at Siolad while a third howls filling the party with piercing dread.

Bite vs Jessamy (flatfooted): 1d20 + 17 + 1 + 2 ⇒ (18) + 17 + 1 + 2 = 38
Damage: 4d6 + 6 ⇒ (3, 5, 6, 6) + 6 = 26

Bite vs Siolad (flatfooted): 1d20 + 17 + 1 + 2 ⇒ (12) + 17 + 1 + 2 = 32
Damage: 4d6 + 6 ⇒ (4, 3, 2, 5) + 6 = 20

Everyone needs to make a will save DC 18 vs slow.

Krojun: 1d20 ⇒ 16
Ensu: 1d20 + 4 ⇒ (2) + 4 = 6
Jess: 1d20 + 7 ⇒ (11) + 7 = 18
Pirknok: 1d20 + 2 ⇒ (20) + 2 = 22
Siolad: 1d20 + 5 ⇒ (3) + 5 = 8
Badguys: 1d20 + 9 ⇒ (9) + 9 = 18

The gaze of the otherworldly beasts fills the heroes with terrible ripping pain.

During your turn determine if you're acting normally, averting your gaze, or closing your eyes. Currently only two of the hounds are in range to affect the party with their gaze. If you're affected roll a fort save for each hound (dc 20). For each that you fail take Hound #1: 5d6 ⇒ (4, 5, 3, 5, 4) = 21 or Hound #2: 5d6 ⇒ (6, 2, 3, 1, 2) = 14. Once you succeed on a save for a given hound you're immune to that hound's gaze.

Pirknok is up.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Will: 1d20 + 9 ⇒ (16) + 9 = 25 Krojun manages to throw the slowing effect off!


It occurs to me that Pirknok will be out ‘camping’ for a few days still so I’m going to NPC him.

Pirknok leaps to Siolad’s aid with his mighty katana going *snicker-snack*. He squints as he tries to resist the hound’s deadly gaze attack.

Fort vs #1: 1d20 ⇒ 19
Fort vs #2: 1d20 ⇒ 6

Boop (PA): 1d20 + 18 - 3 ⇒ (7) + 18 - 3 = 22
Adamantine Damage: 1d8 + 18 + 4 ⇒ (6) + 18 + 4 = 28

Iterative: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18
Adamantine Damage: 1d8 + 18 + 4 ⇒ (4) + 18 + 4 = 26

Secondary Iterative: 1d20 + 8 - 3 ⇒ (7) + 8 - 3 = 12
Adamantine Damage: 1d8 + 18 + 4 ⇒ (7) + 18 + 4 = 29

The agile beasts leap away from Pirknok’s attacks and snarl in defiance. Two of them savage the party while the third continues to howl.

Bite vs Jessamy (flatfooted): 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30
Damage: 4d6 + 6 ⇒ (1, 6, 5, 4) + 6 = 22
Claw: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Claw: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Hasted Bite: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
Damage: 4d6 + 6 ⇒ (6, 3, 5, 6) + 6 = 26

Bite vs Pirknok: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Damage: 4d6 + 6 ⇒ (4, 3, 1, 2) + 6 = 16
Claw: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Hasted Bite: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Damage: 4d6 + 6 ⇒ (1, 4, 1, 1) + 6 = 13

Everyone needs to make a will save DC 18 vs slow (again). If you failed the first one you don’t have to worry about this one!

During your turn determine if you're acting normally, averting your gaze, or closing your eyes. Currently only two of the hounds are in range to affect the party with their gaze. If you're affected roll a fort save for each hound (dc 20). For each that you fail take Hound #1: 5d6 ⇒ (2, 5, 2, 5, 4) = 18 or Hound #2: 5d6 ⇒ (5, 3, 1, 4, 1) = 14. Once you succeed on a save for a given hound you're immune to that hound's gaze.

The party is up.


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

Fort 1: 1d20 + 12 ⇒ (3) + 12 = 15 and Fort 2: 1d20 + 12 ⇒ (14) + 12 = 26

HP 105/140

Krojun feels the first hound's eyes rip into him, but resists the second hound. Krojun moves to the north and west to flank H1 with Jess, avoiding the attacks of opportunity.

Will vs Slow: 1d20 + 9 ⇒ (17) + 9 = 26 and Fort vs H1: 1d20 + 12 ⇒ (4) + 12 = 16

HP 87/140

Krojun begins to chant, inspiring everyone with tales of the heroes of the Shoanti!

Inspiring Courage +2!


Telekinetic Fist: 8/8|Male Elf Wizard (Transmuter) 12|HP: 50/55|AC: 13/13/10|Saves: Fort +5, Ref +7, Will +8|Init: +5|Perc: +2

Will Save vs. Slow 1: 1d20 + 7 ⇒ (4) + 7 = 11 Why not. Of course.

Round 1: Actions
Move Action: Withdraw from battle to BN-18

Siolad squeezes his eyes shut as the slow effect kicks in, and staggers away from the monster's blow!


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Don't think it really matters, but Jessamy can't be caught flat-footed.

Status:

AC 26 (currently 31), touch 17, flat-footed 26
Fort +6, Ref +13 (+3 vs. traps), Will +5
CMD 20
HP 34/85
Effects: Stoneskin 20/110, cat's grace (+2 to hit, AC, Reflex), combat expertise (-3 to hit, +3 AC), courageously inspired +2 to hit, damage, saves vs. charm and fear), slow

Siolad's spell keeps Jessamy alive, but she can feel its magic fading as the hound savages her, and her limbs seem to slow to a molasses-like crawl. Fear blossoms in her breast as she realizes she may not survive these creatures.

Averting her eyes and trying to judge her aim by the creature's feet placement and shadow, she slashes with her dagger, feeling the meaty thunk of impact as she drives the point home.

Will save: 1d20 + 5 ⇒ (7) + 5 = 12
+2 giant-bane dagger: 1d20 + 14 + 2 - 3 + 2 ⇒ (20) + 14 + 2 - 3 + 2 = 35
Damage: 1d4 + 3 + 6 + 2 ⇒ (2) + 3 + 6 + 2 = 13
Crit?: 1d20 + 14 + 2 - 3 + 2 ⇒ (8) + 14 + 2 - 3 + 2 = 23
Damage: 1d4 + 3 + 6 + 2 ⇒ (4) + 3 + 6 + 2 = 15

Miss chance? (High is good): 1d100 ⇒ 69

What do we know about these Lovecraftian horrors?
Knowledge (dungeoneering): 1d20 + 17 ⇒ (19) + 17 = 36
Weaknesses? DR? Resistances? Special attacks?


Krojun you only need one set of fort saves for the gaze so far. It triggers on your turn so the only one that needed to roll during that first part is Pirknok.

Jessamy feels her blade scrape against spongy unnatural flesh making the beast hiss in pain.

She recalls fanciful tales told by Broderick Quint back in Sandpoint of alien 'Hounds of Tindalos' believed to exist on another world but on occasion summoned to Golarion by insane spellcasters desperate for power. It's believed that their otherworldly nature allows them to 'dwell between the spaces of the worlds' and teleport between any sharp angles. It's possible that's how Mokmurian trapped them here.

DR/magic, immunity to mind-affecting and poison, and no energy resistances. In addition to their gaze attack, they can teleport between right angles (which is currently negated due to the way the room is designed) and can cause horrific pain to those that attempt to read their thoughts.

Ensu and Pirknok is up.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Will: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Fort vs #2: 1d20 + 13 ⇒ (1) + 13 = 14

Dorf takes 24, Ensu takes 24. HP: 110/135

Pirknok calls on his gift from Eli, knowing that he must remove the threat these creatures represent! Haste 1/10.

Boop (PA, inspire): 1d20 + 18 - 3 + 2 ⇒ (3) + 18 - 3 + 2 = 20
Damage: 1d8 + 18 + 4 + 2 ⇒ (1) + 18 + 4 + 2 = 25

Boop (PA, inspire): 1d20 + 13 - 3 + 2 ⇒ (20) + 13 - 3 + 2 = 32
Confirm: 1d20 + 13 - 3 + 2 ⇒ (14) + 13 - 3 + 2 = 26
Damage: 2d8 + 36 + 8 + 4 ⇒ (5, 1) + 36 + 8 + 4 = 54

Boop (PA, inspire): 1d20 + 8 - 3 + 2 ⇒ (6) + 8 - 3 + 2 = 13


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Ensu averts his gaze and taps himself with his wand.

Will Save: 1d20 + 16 ⇒ (14) + 16 = 30

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

HP 64/79

Question, I have Anti-Magic Field as one of my domain spells, could I cast it, and then move to one of the hounds and cause it to wink out, since it's summoned? I suspect that would be a dangerous idea, but I feel like I don't have much to do, except keep the murder-hobos alive. Plus it gives me something to do with my domain spells...


Ensu is aware that anti-magic shell will only wink out summoned creatures - not called ones like what these likely are. It would suppress their gaze attack but it'd also suppress the party's magic items.

Only one of Pirknok's blows connect but it's a mighty one that leaves the hound reeling and badly bloodied. Despite the grievous injury the alien beast remains on its feet.

The hounds of Tindalos continue attacking the party. The further one lopes forward to snap at Ensu.

Bite vs Jessamy: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
Damage: 4d6 + 6 ⇒ (1, 5, 4, 3) + 6 = 19
Claw: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Hasted Bite: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30
Damage: 4d6 + 6 ⇒ (1, 6, 1, 1) + 6 = 15

Bite vs Pirknok: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
Damage: 4d6 + 6 ⇒ (4, 4, 2, 2) + 6 = 18
Claw: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Claw: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Hasted Bite: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
Damage: 4d6 + 6 ⇒ (4, 4, 3, 2) + 6 = 19

Bite vs Ensu (flatfooted): 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20
Damage: 4d6 + 6 ⇒ (6, 2, 2, 6) + 6 = 22

During your turn determine if you're acting normally, averting your gaze, or closing your eyes. Currently only two of the hounds are in range to affect the party with their gaze. If you're affected roll a fort save for each hound (dc 20). For each that you fail take Hound #1: 5d6 ⇒ (5, 3, 1, 4, 6) = 19, Hound #2: 5d6 ⇒ (2, 3, 3, 3, 5) = 16, or Hound #3: 5d6 ⇒ (6, 3, 1, 6, 6) = 22. Once you succeed on a save for a given hound you're immune to that hound's gaze.

The party is up.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Fortidorf vs #2: 1d20 + 13 ⇒ (1) + 13 = 14
Fortidorf vs #3: 1d20 + 13 ⇒ (16) + 13 = 29

Dorf takes 28, Ensu takes 28. HP: 82/135

Pirknok hacks back at the creature once again. Haste 2/10.

Boop (PA, haste, inspire): 1d20 + 18 - 3 + 1 + 2 ⇒ (7) + 18 - 3 + 1 + 2 = 25
Damage: 1d8 + 18 + 4 + 2 ⇒ (6) + 18 + 4 + 2 = 30

Hasted Boop (PA, haste, inspire): 1d20 + 18 - 3 + 1 + 2 ⇒ (3) + 18 - 3 + 1 + 2 = 21
Damage: 1d8 + 18 + 4 + 2 ⇒ (3) + 18 + 4 + 2 = 27

Boop (PA, haste, inspire): 1d20 + 13 - 3 + 1 + 2 ⇒ (8) + 13 - 3 + 1 + 2 = 21
Damage: 1d8 + 18 + 4 + 2 ⇒ (8) + 18 + 4 + 2 = 32

Boop (PA, haste, inspire): 1d20 + 8 - 3 + 1 + 2 ⇒ (8) + 8 - 3 + 1 + 2 = 16


HP 25/150; Init +0; AC 21, T 10, FF 21; CMD 25; F+132, R+9, W+9; Perc +9

HP 105/140

Krojun continues to inspire and fights onward! Fort H1: 1d20 + 12 ⇒ (16) + 12 = 28 and Fort H3: 1d20 + 12 ⇒ (10) + 12 = 22 Je suis immune, doggies!

Krojun, flanking H1 with Jess, full attacks! Axe!: 1d20 + 14 + 2 + 2 ⇒ (20) + 14 + 2 + 2 = 38 for 1d8 + 7 ⇒ (8) + 7 = 15 plus 1d6 ⇒ 4 electrical damage! Axe again!: 1d20 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21 for 1d8 + 7 ⇒ (1) + 7 = 8 plus 1d6 ⇒ 1 electrical damage!

Confirm Crit?: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36 for an additional 2d8 + 14 ⇒ (4, 7) + 14 = 25 damage!


HP 93/93, AC 26/17/26, F +6, R +13 (+3 vs. traps), W +5, Init +9, Per +15 Feral Rogue 12

Status:

AC 26 (currently 31), touch 17, flat-footed 26
Fort +6, Ref +13 (+3 vs. traps), Will +5
CMD 20
HP 25/85
Effects: Stoneskin 10/110, cat's grace (+2 to hit, AC, Reflex), combat expertise (-3 to hit, +3 AC), courageously inspired +2 to hit, damage, saves vs. charm and fear), slow

Bleeding even more after the creature's bite, Jessamy desperately hacks at the creature, still doing her best to avoid its gaze.

+1 mithril short sword: 1d20 + 14 + 2 + 2 + 2 - 3 ⇒ (14) + 14 + 2 + 2 + 2 - 3 = 31
Damage: 1d6 + 2 + 6 + 2 ⇒ (6) + 2 + 6 + 2 = 16
Sneak attack (+2 Str damage): 6d4 ⇒ (3, 1, 4, 3, 1, 2) = 14
Miss change (high is good): 1d100 ⇒ 56


Male Gnome Cleric 12 | HP 86/86 | AC 19 | T 11 | FF 19 | CMD 16 | Fort +12 | Ref +7 | Will +17 | Init +4 | Perc +6 | Sense Motive +20

Ensu steps backward away from the hound and casts a spell. Barkskin AC 23

Fort, H3: 1d20 + 11 ⇒ (17) + 11 = 28

HP 14/79 This is gonna suck

Move me to BN 16

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Male Human (Chelaxian) Inquisitor 3

Okay!

Should we spoiler up our responses and such?


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Checking in.

Feral wrote:

Pirknok Stonemight

** spoiler omitted **...

GM:

All true. Not having played a barbarian before, I didn't want to make anything too "out there"; he's meant to be fairly down-to-earth, mechanics-wise. I'm certainly open to changing his weapon of choice, or other things about him, based on your feedback... with that said, I don't think a somewhat plain character (mechanically speaking) is necessarily a bad thing.

I enjoy writing, and I enjoy fleshing out characters that I build, even if much of what I find out about them never comes to light in-game; I don't build throwaway characters, and while I'm not completely sure how Pirknok will develop in the course of an adventure, I'm sure he will develop, and I'll learn things about him as we go.


Feel free to post sans spoiler blocks.

I just did it in the recruitment thread for ease of reading.


Pirknok Stonemight wrote:
All true. Not having played a barbarian before, I didn't want to make anything too "out there"; he's meant to be fairly down-to-earth, mechanics-wise. I'm certainly open to changing his weapon of choice, or other things about him, based on your feedback... with that said, I don't think a somewhat plain character (mechanically speaking) is necessarily a bad thing.

There's certainly nothing wrong with a somewhat plain character but an unplain character will help push you ahead of the pack. It's just something to keep in mind.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
DM Feral wrote:
Pirknok Stonemight wrote:
All true. Not having played a barbarian before, I didn't want to make anything too "out there"; he's meant to be fairly down-to-earth, mechanics-wise. I'm certainly open to changing his weapon of choice, or other things about him, based on your feedback... with that said, I don't think a somewhat plain character (mechanically speaking) is necessarily a bad thing.
There's certainly nothing wrong with a somewhat plain character but an unplain character will help push you ahead of the pack. It's just something to keep in mind.

Fair enough. It's probably not coincidental that the PbPs I've gotten into with the least amount of trouble were those for which I had pretty unusual character concepts (my half-orc cleric of Iomedae certainly comes to mind).


Male Human (Chelaxian) Inquisitor 3

Guess that answers my question! :)

Feral wrote:

Doran Quickstep

** spoiler omitted **

DM:
Doran is really set up that while he is very much a lawman, he understands that not everyone is as dedicated to the law as he is. He, for example, can let very minor offenses go with just a dark look, and he understands that sometimes the law must be bent for the greater good. He is not particularly happy about this, but he knows that when life and limb is at stake, sometimes you have to just do what is best for everyone.

Really, he's going to end up sort of being the Team Mom, of sorts. He will be personally invested in the health and well-being of his companions, and while he may berate or scold them for their chaotic actions, he has every intention of keeping them alive and well.

TO SERVE AND PROTECT.

I can go on if you'd like some more info, Feral. I'm still working on his overall personality, and he's going to grow into a more solid one as the game goes on, but for now, I think he'll be a really fun character to play.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

Ceru Cloakchaser, reporting in!

She is of course at the moment designed for Jade Regent so I will have to tweak her if we do another AP (which is fine, Ceru could be adapted pretty well to a few other stories).

I am not sure if we are to respond now, but here we go.

Spoiler:
To me, Ceru's curiosity is her driving force, although curiosity about magical things will certainly be part of that. While magic is also a major source of her backstory, but that part of it is deeply tied with her father--it's more that her father is a wizard and wanted her to be one, more than the existence of wizardry itself. Cool pretty sparkly unpredictability of magic aside, magic is to an extent important/interesting to her because her father drilled into her that it was. It is her connection to him, and is both a source of fascination--because it is part of her family life and it *is* interesting--and a source of pain, because she knows she will never be the wizard or alchemist her father wants her to be. She also feels--although it's only implied in the backstory I wrote--that she can't go home again for this reason, because she does not want to live somewhere where she will be a disappointment.

She could develop a further interest in magic given the opportunity, and one thing I do see is her getting more and more interested in is the functioning and creation of magic items. She understands them to a degree (Use Magic Device) and they are a way she can access magic (and prove her worth) without being an actual spellcaster. Depending, she might eventually learn how to fabricate such items with her unusual skills (taking Mastercrafter feat, if the story developed in such a way that seemed appropriate).

She would otherwise rather hone the talents she does have, which includes her prodigious skills at getting into places she doesn't belong, gambling (entirely for fun and less for profit), and of course, her cooking (as an aside, I need to add to her equipment list her pack of recipe cards. These sometimes get mixed up with her playing cards...).

Otherwise, how her relationship with magic and spellcasting develops is something I see as dependent upon the plot and characters she meets, especially because she does have some conflicted feelings over the matter ("magic is neat! but my father will never truly love me because I am not a wizard"). If she meets a spellcaster who is disdainful and judgmental of her, she might back away from an interest in magic. If she meets a parental-figure type who encourages her interest in magic, however different it may be from a person who traditionally studies magic, she may well focus on that a great deal more. And so on. It is in truth something I very much wish to explore as well, but I am the kind of person who wants to see what's going to happen first before I determine the path the character is going to take. I want my PCs to react organically to what happens to them, not develop rigidly in a path I determined well ahead of time with no room for deviation. Sure, I think ahead to how, mechanically speaking, the character might grow, but I want to be flexible with my plans in case circumstances call for a different path of development (narratively and mechanically speaking) than I first anticipated.

Perhaps in short, it is a little ambiguous in her identity at the moment because Ceru has mixed feelings on the matter, and clarity can only come with time and experience.


Male Human Male Human (Chelaxian) Alchemist (Chirurgeon) 9 [HP 71/71 | AC: 17 (25) T: 13 FF: 16 | F: +10 R: +10 W: +6 (+2 vs Poison) | Init +4 | Perc +6 | Effects: Mutagen (+4 Dex, -2 Wis, +2 Nat), 6 Wis dmg]

Checking in!

As to AP choice, I an see Eli moving with his wife to a small town (Sandpoint) or even into the wilderness to escape retribution from criminals or to simply start a new life, if the comment about Kingmaker or Rise of the Runelords ends up being the case. This can work for most APs, really.


Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'

A diminutive, alabaster hand raises. "Heah!"

Oh gods! I just realized I've made up another character with a noticeable colloquial accent. Dammit!


Male Human (Chelaxian) Inquisitor 3

Doran has a VERY noticeable accent, based on my interpretation of a London accent. I will be willing to translate if necessary. ;)

"'n' what I mean by 'at is 'at I 'ave a tendency t' cut 'ole syllables offa words, ya see."


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Doran:
Those aren't syllables! ;)


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

Here!

In response to your earlier comments about using some character flaws:
The personality I had written down was pretty basic but playing off the role he had in the aborted RotR campaign (Only got to the first encounter), he'll spend a lot of time trying to balance alturism with self-interest but at the same time would be the first to charge into a hopeless situation. He would end up 'hot-headed' but not due to an over active temper so much as willfully ignoring his survival instinct when the chips are down.


Male Human (Chelaxian) Inquisitor 3

Pirknok:
He has 7 Int, he doesn't know any better!


I'm going to give everyone a few more hours to check in and then post a few more questions. The comments/questions I made in my final recruitment thread post weren't the sort of thing that needs answering, they're just suggestions for you going forward.

Everyone will have a couple days to answer this next series of questions and make any adjustments to their character and/or backstory. Sunday evening, I'll be making the final cuts and choosing the party.

But first, we need to determine which AP we're playing.

Please post (or repost) your preference. Keep it brief.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

I vote for RotRL.


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

RotRL


Male Human (Chelaxian) Inquisitor 3

I'm also voting for RotRL. I'm already in a Kingmaker game, and after running RotRL's first bit last night for my friends, I really want to give it a shot. We all had a blast, and I'd love to get a chance to run through it myself.

As I said before, I am completely and totally capable of keeping my previous experience away from this. I have no intention to metagame or do things that my character couldn't possibly know how/when/why to do. That's no fun, after all. :)


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Doran Quickstep wrote:
** spoiler omitted **

Doran:
Ha! Nice dodge, ya quickstepper you.

Male Human (Chelaxian) Inquisitor 3
Pirknok Stonemight wrote:
Doran Quickstep wrote:
** spoiler omitted **
** spoiler omitted **

I do what I can, when I must, because I can. Or something.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

We do what we must, because we can? For the good of all of us (except the ones who are dead)?


Male Human (Chelaxian) Inquisitor 3

Yes. Yes, indeed.


Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'

Carrion Crown?

If the only choices are Kingmaker or Rise of the Rune Lords, very much Rise over Kingmaker.
I'm a little burned out on Kingmaker at the moment. Also the fact that this character pretty much grew up in Pitax.


Male Human Male Human (Chelaxian) Alchemist (Chirurgeon) 9 [HP 71/71 | AC: 17 (25) T: 13 FF: 16 | F: +10 R: +10 W: +6 (+2 vs Poison) | Init +4 | Perc +6 | Effects: Mutagen (+4 Dex, -2 Wis, +2 Nat), 6 Wis dmg]

I vote Rise over Kingmaker, but Council of Thieves is my other preference. I love Carrion Crown but am running it in my home game an playing in a PbP.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Since Doran brought it up, I'll mention that I'm in a live RotRL, but didn't come into the campaign until after the entire first book and about half the second... so no worries about spoilers or metagaming from me. Even if we make it to the point that I joined the live game, APs are totally different from telling to telling, and this character is very different from the one I'm playing in the live game, so I'm honestly looking forward to it.


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

In order of preference

RotRL
Jade Regent
Carrion Crown
Council of Thieves
Serpent's Skull

NO to:
Kingmaker (I'd want to play a different character)
Skull and Shackles (likewise--Ceru's definitely not interested in enslaving anyone or pillaging)


Male Human (Chelaxian) Inquisitor 3

Actually, yeah. This is my updated vote. In order of preference:

  • Rise of the Runelords
  • Jade Regent
  • Council of Thieves

But I'm still gravitating mostly towards RotRL, should everyone else be okay with that.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Jade Regent would also be my second choice.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Checking in. Order of preference would be RotR, Jade Regent, as far as this character is concerned., though I could work him into Kingmaker easily enough if need be.


Rise of the Runelords it is!

Please answer these additional questions in addition to getting your character sheet and backstory together for a final review.

A) What timezone are you in and what times are you available to post?

B) Briefly describe how you foresee your character reacting to another finalist and how the relationship between the two of you would develop. There are assignments for this one. You're responsible for the character after you in the list I posted in the recruitment thread.

Thus:

Aran -> Amoonrann
Ceru -> Ysmerelda, Dawn's Rose
Eli -> Pirknok Stonemight

Etc.

People have varying amounts of information in their profiles currently so some of you will have more information to work with than others.

C) I've posted some information in the Campaign Info tab about Sandpoint and its residents. Choose a person/location from the list (it's pretty big) and describe your character's first time meeting that person/visiting that location. Make up whatever details you need to. Feel free to do this in whatever way works for you. It can be a detailed face to face dialogue or just a brief narrative summary.

***

The purpose of B and C is similar to the probing questions I asked before. I want to see how much you've thought about your character and give you a chance to make him/her interesting for me (and also you). I've told most of you what I believe the strengths and weakness of your apps are. I suggest you keep those things in mind.

You have until Sunday afternoonish PST. At that point I'll be going over these answers and doing a final review of your character sheets.

One late thing:

Ysmerelda, please change your avatar. That picture creeps me out. =P


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

Eli:
You may find it helpful to read my spoiler to the GM in the original recruitment thread here; there's more in there about his personality/emotions than in the sheet backstory. Feel free. :)

Edit:

Doran:
May I read your spoilers, to assist me in formulating our characters' expected interactions and development?


CG Gnome Investigator 1 | Temp: +1 hp 9/9 | AC 15 Touch 13 FF 13 | CMB -1 CMD 11 | Init +2; Perc +7 LLVision | Fort +2 Ref +4 Will +2, +2 vs despair, fear, language-dependent glyphs/runes | Inspiration 3/4

I will update my character for Rise of the Runelords (which means Ceru arrived in Sandpoint earlier) and swap out the JR campaign trait for another. I'll respond to B and C after I've had some time to think.

I am in Eastern time and can usually post around lunchtime and/or in the evenings. On weekends I may be more sporadic but usually check threads at least in the morning. I will note if I am on any breaks. (I am off Christmas week though I don't expect that will disrupt any posting except on Christmas Eve and Christmas Day.)


Male Human (Chelaxian) Inquisitor 3

Sure thing, man. I don't really have any problem with people knowing how I intend to play Doran.

On that note, are we going to do 2 traits, with one of them being a RotRL campaign trait?


Correct.


HP: 9/9 | IN: 2 | F: 3 | R: 2 | W: 6 | P: 9 | Vanaras Storm Druid 1

Apologies on the delayed reply. I have been entertaining a friend for most of the day and then I had some personal drama to deal with.

First of all:

Why Vanaras:
There isn't really any devout 'character inspired' reason why save my sentiment that the core races make less than appealing candidates for this character.

Consider this: the character concept, mechanically, is to do everything off of WIS. Thus, mechanically, the racial choices are severely limited as only the Humans, Half-Elves, and Half-Orcs have the ability to put the +2 into WIS. I am loathe to play a Human because, in general, I find them to be conceptually boring. I face a similar problem with Half-Orcs; speaking generally, I find them uninspiring as characters. This leaves Half-Elves; but they don't ring true as a 'Druidic' race for me. They strike me as survivors, rogues, and general 'free spirit' types because they don't fit into the label of either Elf or Human. I envision Druids as being necessarily rigid -- Moony especially (just because of how I envision the character).

If I were to envision any of the core races as being 'Druidic' it would be the Elves. However, their stats are pretty much useless for a mechanical concept that does everything off WIS. Logistically speaking, my character would be largely gimped if I picked the race I'd like to pick for 'flavour' reasons. Compare these two 20 point builds:

Vanaras:
STR 10
DEX 14
CON 12
INT 12
WIS 19
CHA 09

ELF:
STR 10
DEX 12
CON 12
INT 12
WIS 18
CHA 08

The Vanaras makes sense to me as a 'Druidic' race. Living off in the forested regions of some fantastical land; they seem to embody the kind of spiritual awareness that I'd expect of a Druid. The Vanaras carry the presence a Druid should carry. Moony is going to be such a dignified character -- rigid, commanding. She'll have a strict sense of justice and will enforce the will of the natural order above all else. A Vanaras is the only race available that works both mechanically, and conceptually for Moony as a character without seriously rethinking how I envision the character either mechanically, or in terms of flavour.

I'll post Moony's sentiments on Ceru later tonight or before I head out tomorrow.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

A: Central Time Zone, at least once a day, most likely early morning or late night

B:spoiler used for space and ease of reading concerns, not a particular desperate need for secrecy

Aran Innatven:
Ensu would be perfectly happy to have someone like Aran as a companion as they complement each other pretty well abilities wise, and Ensu basically sharing stories of his many, many travels in exchange for protection and support in the wilderness, where he finds himself quite frequently despite not having much in the way of wilderness skills. Temperment and background wise, I could see them getting along fine, with Aran's own troubled past causing Ensu to explore his own past that he has largely ignored up to this point, choosing to live in the present. I could see them becoming battle brothers very quickly because of the complementing ability sets, and both of them being content to not talk about the past or personal matters (at least that's the impression I'm getting from his profile).

C:There are really two locations that would define Ensu's arrival in Sandpoint, and highlight the duality of Ensu's personality and calling.

The Cathedral:
Out of his priestly obligations, he would make the cathedral his first stop after getting settled into the inn, but it would be a brief visit, mostly to fulfill the expected courtesies and greetings, and an offer put forth that he would be available to help with the ceremony should they desire it (an offer he privately hopes they don't take him up on). Once the initial meet and greet was finished, however, he would spend very little time in the cathedral that wasn't spent studying the stone circle in the courtyard. He may be a cleric, but he would not feel bored being around so many other clerics of other faiths that might be inclined to question him deeply about matters of his own faith and formal religion that he had no particular interest in, and had only learned to keep the regular clergy happy.

The Curious Goblin:
This is where he would spend most of his time once he discovered it. The kind of scholarly debates that he would have here would be of far more interest to him than talking with other priests. Brodert Quint, especially, would get his attention, and Ensu would seek to share and learn with this scholar as much as possible about the ancient empire his church has asked him to learn about. In fact, most people who first meet him would probably assume him to simply be a visiting scholar who happens to venerate Nethys between the way he carried himself and the places he choose to hang out.


Male Human (Chelaxian) Inquisitor 3

So I'm looking at the RotRL campaign traits, and Giant Slayer says it gives a +1 to Perception, Bluff AND Sense Motive? I imagine that's just against Giants, right?

Also, I am probably going to spend a couple hours writing up answers to your questions, because I am bored and need to keep myself entertained!


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

I was actually going to ask for a ruling on that trait as well. I've got it as just versus giants for now, but can definitely see a wording-based argument for the other way.

Doran:
I think in your physical description and personality spoilers, you mean Doran instead of Terath?


Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'

First: Does this avatar make you less queasy Feral?

Second; I live in the Midwest United States of America, Central Time Zone. I am highly unlikely to post between Midnight Central Time & Eight am. Other than that, I generally check the boards quite frequently as my job is largely just being a visible presence & I have internet access.

I will have a post regarding Ysmerelda's feelings regarding Eli & the locale tomorrow.

One question. 'Varisia, Birthplace of Legend' has two additional Campaign traits for RotL. One of them, Sandpoint Faithful, fits Ysmerelda better than the traits in the RotRL AE Player's Guide I feel. May I take it instead?

'Varisia, Birthplace of Legends, pg. 28 wrote:
Sandpoint Faithful: As a faithful adherent of Abadar, Desna, Erostil, Gazreh, Sarenrae, or Shelyn, you've come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.

@Doran & Piknok: Nope, in general I'm pretty sure. Campaign traits tend to be a bit more powerful than standard traits. The limiting factor is that you are only supposed to use them in that Campaign. Technically, the most potent of these Campaign traits is arguably the most boring: Merchant Family, you are literally bending the game economy by a fair margin.


Male Human (Chelaxian) Inquisitor 3

...Whoops. Yeah. It's fixed, now.

Terath is Doran's father, though the original version of this character was named Terath. It's something like pushing it forward a generation. :)


Male Human (Chelaxian roots) Ranger 11 [ HP: 28/91 | AC: 25 T: 14 FF: 22 CMD: 26 | F: +11 R: +16 W: +8 | Init: +5 Perc: +14 (G: +16) (U: +18) (Giants: +18) | Hunter's Tricks: 5/5 |]

A) Eastern Standard Time, Usually I can post at most points during the day. My class and work schedules are very flexible and changing. I'll update this availability as needed but you should expect at least one post a day from me.

B) Ventus does not understand much about magic, or the holy gifts of the gods. Put the two together in the form of a gnome and you have something almost entirely alien to him. Of course, what he does appreciate is someone who puts forth an effort and gets things done. Ensu, in his element, would be invaluable but out of his element .. well...

Ventus and Ensu could have a strong working relationship, warriors need healers and healers need warriors. However, outside of combat they would probably have a hard time relating to each other. One is an eccentric academic and the other is a bit of a brute. That is not to say if they end up in the same bar he wouldn't buy the gnome a drink or stand up for the him but it would take a little work for them to get to know each other beyond that.

Of course, numerous life-or-death situations and likely saving each other's skins a few time can do wonders for a burgeoning friendship.

C)

The Garrison:
"Why'd you rearrange Mr. Rusk's face, stranger?" The deputy asked. Ventus had not bothered to get a good look at the woman yet. So far, he had spent the interrogation looking at the manacles clapped around his wrists and occasionally snorting half-dry blood through what he was certain was a broken nose.

"Do you really need to know? My head is killin' me and I did him a favor by improvin' his looks." Ventus was sober now, the Oldlaw throughly drained from his system by adrenaline and pain. He finally looked up at the deputy, only really seeing her through one eye, the other was swollen shut. Behind the deputy was a tall, dark skinned man. His gear was better maintained and he wore what Ventus assumed was a badge of office. It seemed he was the sheriff here.

"Paper work, you know how it is," the deputy continued.

"The man needed it," Ventus looking around the room some more.

"Doesn't matter if he needed it or not. We've got rules in Sandpoint. One of them is no coldcocking upstanding members of society in barroom brawls." Ventus checked his nose while she said this, it was definitely broken.

"He was interruptin' my relaxin' evenin'. Whiskey is best consumed with music." The man, Rusk, had been giving a local minstrel a hard time. Ventus had decided he did not much care for that.

"And who are you to have the freedom to pummel man for interrupting your evening?"

"Just a lover of fine music, ma'am," Ventus said with a smile. The deputy, finally satisfied or exasperated heaved a sigh and left. The Sheriff approached and unlocked Ventus's manicles.

"You're free to go stranger and do me a favor while you're in Sandpoint, lay off the whiskey. It doesn't do much for your attitude or judgement and next time, at least wait until his three friends are too drunk to return the favor."


Amoonrann Stormheart wrote:

There isn't really any devout 'character inspired' reason why save my sentiment that the core races make less than appealing candidates for this character.

I fully appreciate your honesty here but your answer was literally the worst answer you could have given. Efficiency and/or optimization are not valid reasons for me to allow an outside race in. I'm sorry, vanaras is out.

I think that elf stat array looks fine for your purposes. The Vanaras is only slightly more powerful.

Remember guys, I don't give a crap about strong characters.

I want to see strong characters.

Amoonrann Stormheart wrote:
I'll post Moony's sentiments on Ceru later tonight or before I head out tomorrow.

Sounds good. I look forward to it.


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]

GM:
The Junker's Edge description seems to be incomplete. Is that intentional?


Pirknok Stonemight wrote:

I was actually going to ask for a ruling on that trait as well. I've got it as just versus giants for now, but can definitely see a wording-based argument for the other way.

** spoiler omitted **

All of the benefits of Giant Slayer only apply to giants.


Ysmerelda, Dawn's Rose wrote:
First: Does this avatar make you less queasy Feral?

The previous one wasn't making me queasy. If anything, it was scaring me!

Ysmerelda, Dawn's Rose wrote:
One question. 'Varisia, Birthplace of Legend' has two additional Campaign traits for RotL. One of them, Sandpoint Faithful, fits Ysmerelda better than the traits in the RotRL AE Player's Guide I feel. May I take it instead?

That's fine but keep in mind that you need to be a paladin of one of those deities (of those that allow for paladins).


Pirknok Stonemight wrote:
The Junker's Edge description seems to be incomplete. Is that intentional?

Not at all. That's just me stealing someone else's copy/pasting and doing a poor job of it. It should be fixed now.


Male Human (Chelaxian) Inquisitor 3

Figured, but it's still one of the better-sounding options. Hmmm, I need to do a bit of thinking.


Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'

Scary, really? I was going for... Well, kind of off, is the best way I can describe it right at the moment, not scary.

I read the description of the Sandpoint Cathedral & didn't see anyone mentioned. Did I miss the name of the resident priest? I checked in the description of Sandpoint in the Player's Guide, but didn't see any mention there either. Given her primary reason for coming here is the Festival & the Cathedral's consecration, that is likely the first place she would visit.

Shelyn is on the list, which is why I wanted that one. Shelyn does have an order of Paladins, she even has her Paladin's specific Code in Faiths of Purity. In fact Shelyn's shrine is specifically mentioned in the description of the Cathedral. All I have to do now is figure out which of the two there is Shelyn's & I can give you an almost pin-point description of where Ysmerelda spends a notable amount of her time...


Male Dwarf Barbarian 12 [ HP 62/185* (0 NL) | AC 28 Tch 13 FF N/A (23) | Fort +18* Ref +10* Will +10* | CMD 33* | Init +4 Perc +15 | Effects: rage, 2 negative levels ]
Ysmerelda, Dawn's Rose wrote:
I read the description of the Sandpoint Cathedral & didn't see anyone mentioned. Did I miss the name of the resident priest? I checked in the description of Sandpoint in the Player's Guide, but didn't see any mention there either. Given her primary reason for coming here is the Festival & the Cathedral's consecration, that is likely the first place she would visit.

Father Zantus would be the one -- he's mentioned briefly in #45.


Outsider Phantom 2, HP: 18/18, AC 15 /t 11 /f 14, F 4, R 5, W 0, Init +2, PasPer 15, Darkvision 60'

Thanks Piknok!

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