Dark Sun, Pathfinder Edition (Inactive)

Game Master tribeof1


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Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok, seeing that everyone is getting free, goes to the bottom of the stairs and gets ready to taunt the guards as they come down. Perhaps he can buy them some time to make whatever preparations they need to on the way down. He grips his makeshift sword and bellows at the first guard he sees. "No cage can hold Zok the Butcher! You should have killed me when you had the chance!"

Zok will move to the square at the corner of the cages (the one where the word "Bay" starts) and bottleneck the guards coming down. He will ready an action to intimidate the first guard that comes against him. 1d20 + 8 ⇒ (5) + 8 = 13


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Once the cage is open, Gorkhan swiftly makes for the cache of weapons pointed out earlier and grabs one of the tembo swords. He then concentrates and is covered by a shimmering glow which then fades to nothingness before he slides behind the boxes and into the shadows.

Round -2: Move action to get to weapons. Move action to pick up sword.
Round -1: Standard action to activate Inertial Armor. Move action to find a position in stealth but close enough he can move/attack (or charge if it's a surprise round) when the guards arrive.

Stealth: 1d20 + 9 ⇒ (20) + 9 = 29


The wood creaks as several pairs of feet appear at the top of the stairs.
"Krett, look - the little man's got out of his cage and found his-self a blade."
"Lion's balls! The whole cage is empty. You, go tell the captain. The rest of you, help me subdue them without cutting them up too badly."

The lead guard, a bald human, descends into the hold brandishing a heavy leather sap. Behind him, a crooked-nosed man carrying a bone trident - one of the mindbenders - glares at Zok. A third man, a half-elf with an ugly scar across his brow, carries a loaded crossbow.
Combat Round 1

Initiative Rolls:

Zok: 1d20 + 9 ⇒ (16) + 9 = 25
Gorkhal: 1d20 + 7 ⇒ (4) + 7 = 11
Safia: 1d20 + 2 ⇒ (9) + 2 = 11
Raun: 1d20 + 3 ⇒ (12) + 3 = 15
Grit: 1d20 + 3 ⇒ (15) + 3 = 18
Nnn'tkklik'l: 1d20 + 3 ⇒ (16) + 3 = 19
Guards: 1d20 + 2 ⇒ (16) + 2 = 18

Initiative Group 1 (Post now, in any order): Zok, Nnn'tkklik'l, Grit
Initiative Group 2: Guards
Initiative Group 3 (Post after 1 and 2 are done): Gorkhal, Safia, Raun

Positions:

Map
The guards and mindbender are in a line coming down the stairs
Zok: At the base of the stairs between the cages at A and B, waving his knife
Gorkhal: Hidden behind a stack of crates in the SE part of the cargo hold (Stealth 29, Guards' Perception: 1d20 + 10 ⇒ (11) + 10 = 21 They don't see him)
Safia: Among the goods in the center of the cargo hold, holding a spear and bottle of wine
Raun: In the cage at B
Grit: In cover behind crates in the SW part of the hold, with a spear and quarterstaff
Nnn'tkklik'l: In the cage at B


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit will throw his spear at the mindbender hoping to catch him off guard. and maintains his position behind partial cover.

1d20 + 4 ⇒ (11) + 4 = 151d8 + 5 ⇒ (2) + 5 = 7


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l will move through the bars and towards the tembo swords and grab one.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok will use his Precognition power, giving him a +2 to something anytime in the next few minutes and stand his ground.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia smiles at the front guard and as she does grey smoke can be seen seeping into his nostrils. She then drops the wine bottle and moves out of the way, getting any cover she can.

Standard: Use Touch of Madness on the front guard, DC: 16 will save or confused for 1 round.
Free: Drop wine bottle, which means it lands 10 feet away in a random direction due to Haunted curse.
Move: Move to cover if possible, otherwise out of line of sight from the stairs.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
Nnn'tkklik'l wrote:
Nnn'tkklik'l will move through the bars and towards the tembo swords and grab one.

actually, just realized i am not even proficient with that weapon. if i could, i'd like to change my action to picking up the dagger that the half giant dropped. if not, my character will keep the tembo sword as an object of value rather than as a weapon.


The lead guard, Baldy, snorts and shakes his head as he fights off Safia's spell.1d20 + 2 ⇒ (17) + 2 = 19
He then lunges forward, swinging his sap at Zok's head. 1d20 + 4 ⇒ (9) + 4 = 13 The halfling easily ducks beneath the blow.
The mindbender brings his trident up, barely deflecting Grit's spear. His eyes become unfocused as the launches an attack with the Way.

Zok:
You feel the slaver force himself into your mind. Will save: 1d20 + 2 ⇒ (19) + 2 = 21 Imagining yourself as a sleek, six-limbed jungle cat, you fight off the intrusion.

Grit:
You feel the slaver force himself into your mind. Will save: 1d20 + 6 ⇒ (5) + 6 = 11 He does ... something ... and you slump to the ground. You are disabled.

Safia:
You feel the slaver force himself into your mind. Will save: 1d20 + 3 ⇒ (7) + 3 = 10 He does ... something ... and you slump to the ground. You are disabled.

Safia and Grit slump to the ground, apparently overcome by the slaver's mental assault.

The scar-faced half-elf remains on the stairs, takes aim and fires his crossbow at Nnn'tkklik'l. 1d20 + 3 ⇒ (1) + 3 = 4 He drops the weapon with a yelp as the obsidian-tipped bolt catches on the bow and shatters.


@Nnn'tkklik'l: Dagger is fine, or you could have gone for a spear.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

GM:

Is there something I can do to determine what it is that has befallen Safia and Grit? if it is dazed, dazzled, shaken, or staggered I can do something about it on my turn.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun struggles to squeeze her way through the hole the bug-man opened. Once she gets through she takes the time to wrench one of the loosened bones free the cage before turning her attention towards the guard. When the one with the trident makes two of the others fall asleep her eyes narrow and she feels her blood start to boil.

Moving out of the cage and grabbing a bone to use as an improvised weapon as previously stated. She will get in amidst the guards if possible, or else loom over (stand behind) Zok and use her superior reach. Not raging yet.


Anyone, Know (psionics) or Spellcraft DC 16:
The mindbender appears to have used a power to convince Safia and Grit that they are disabled, even though they are physically unharmed.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Attack:1d20 + 10 - 3 ⇒ (15) + 10 - 3 = 22
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Zok smiles at the bumbling guard and licks his pointed teeth. He cackles with the thrill of combat, but gets a bit distempered by the attack on his mind. He shook it off with the vision quest he received and as a predator he fell upon his prey in front of him. As the awkward blade in his hand bit deep, Zok licked the blood with his thirsty mouth and his eyes gained a victorious gleam. "Tonight I will dine well!"


To keep things moving, I'm going to treat Gorkhan as if he had delayed his Round 1 action - he'll be able to act twice in Round 2.

Baldy staggers back, clutching the bloody wound across his stomach left by Zok's blade. It looks like his guts could slip out at any moment, but he acts like he may take another swing with the sap. Behind him, the mindbender draws in a breath before launching another mental attack, while Scar-Face draws an obsidian hatchet from his belt.

Combat Round 2
Initiative Group 1: Zok (just attacked), Nnn'tkklik'l, Grit, Gorkhal (delayed action)
Initiative Group 2: Guards
Initiative Group 3: Gorkhal (again), Safia, Raun

Positions:

Map
The guards and mindbender remain in a line coming down the stairs
Zok: At the base of the stairs between the cages at A and B, waving his knife
Gorkhal: Hidden behind a stack of crates in the SE part of the cargo hold (Stealth 29, Guards' Perception: 1d20 + 10 ⇒ (11) + 10 = 21 They don't see him)
Safia: Slumped on the ground the goods in the center of the cargo hold
Raun: Looming over Zok, wielding a makeshift bone club
Grit: Slumped among the crates in the SW part of the hold
Nnn'tkklik'l: Out in cargo hold, wielding either a spear or a dagger


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l will throw a spear at the mindbender, hoping to delay any further unseen way attacks.

attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d8 + 3 ⇒ (1) + 3 = 4

If available, he will grab another spear.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I see nothing about the disable condition that would make me slump to the ground. Is that a secondary effect of the spell? If disabled I can take move or standard actions and would like to still act. I would believe that a standard action would cause me to go unconscious and begin to bleed but I could still move and might choose to cast Cure Light wounds to remove the condition.


Grit: "Slumping to the ground" was just my attempt to describe "almost (but not quite) unconscious." You have the disabled condition and may take a move action or standard action, with the same potential consequences.


The mindbender ducks Nnn'tkklik'l's spear even as the thri-kreen grabs another from a nearby barrel.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

If Grit truly thinks he is disabled he would believe himself to be at Zero hit points and would cast his Cure Light Wounds spell on himself on his turn. He would then take his move action, if he now thinks the disabled condition is removed, to close with the enemy.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Round 2. Pre-guards.

How easy is it to move into/out of the cages? Specifically cage B. Is it considered difficult terrain? If so, Gorkhan will charge through (traceur ability) it to attack the mindbender. He has a 45 move, so even the extra movement required to get across difficult terrain should be fine. If not, change the text to be an attack on the front guard.

Gorkhan, with surreal speed, flashes across the room and into the cage, slashing the tembo sword two-handed through the bars against the mindbender.

Charge: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Round 2. After guards.

Gorkhan swings his weapon again.

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Status:

HP: 24/24
AC: 17 (due to charge), +4 Mobility
PP: 6/7

Inertial Armor
Psionic Focus


Behaving as if mortally wounded, Grit presses a hand to his chest and whispers the words of a prayer. Appearing suddenly energized and free of the mindbenders' influence, he dashes toward the guards.

On the opposite end of the cargo hold, Gorkhan darts from hiding into the cage from which Raun and the thri-kreen just escaped. A gout of blood spatters the stairwell as he attacks the mindbender through the bars of the cage, slashing deep into the man's thigh with his obsidian-edged blade.

Eyes wide with fear, the slaver screams something unintelligible. An almost invisible field shimmers into being between him and the cage, but it isn't enough - Gorkhan's blade falls again, hacking all the way through his opponent's leg. The mindbender falls to the floor, his life gushing out in a crimson rush over the stairs.

Oblivious to the carnage behind him, Baldy attacks Zok, one hand holding in his guts as he flails at the halfling with his sap. 1d20 + 4 ⇒ (4) + 4 = 8. Zok evades the attack easily.

Grabbing the slavemaster's dropped trident, Scar-Face thrusts it between the bars of the cage toward Gorkhan 1d20 + 4 ⇒ (10) + 4 = 14 but the half-elf's attack misses the nimble human.

Combat Round 2 (continued)

Initiative Group 1: Zok (slashed Baldy), Nnn'tkklik'l (threw a spear and missed), Grit (recovered and moved up), Gorkhal (wounded mindbender)

Initiative Group 2: Guards (acted)

Initiative Group 3: Gorkhal (killed the mindbender), Safia, Raun

Positions:

Map

The scar-faced guard is at the top of the stairs with a trident, the bald guard is at the base of the stairs facing off with Zok. The mindbender is crumpled in the middle of the stairway, although his blood is all over the place ...

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: In the cage at B, in position to attack the guard on the stairs

Safia: Slumped among the goods in the center of the cargo hold, disabled

Raun: Looming over Zok, wielding a makeshift bone club

Grit: Left of Zok, in a position to threaten the bald guard

Nnn'tkklik'l: Out in cargo hold, wielding a spear


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Her current predicament was a strange one, but not one she was unfamiliar with. In a sense it was similar to the waking dreams she had had when the Grey invaded her mind.

Seeing Grit recover after healing himself a smile appeared on her face and soon after she too rises from the floor. Though instead of rushing in she stands her ground, secure in seeing the mindbender has perished.

Cast CLW on self


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit will move if needed to gain better position and attack the bald guard with his now enchanted staff. If he can move into a flank he will do so.

Staff: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 142d6 + 7 ⇒ (1, 4) + 7 = 12


I'm going to go ahead and set up Round 3, rather than waiting on Raun - I'll just have her delay.

Safia straightens as she mimics Grit and shakes off the mindbender's power. The mul rushes forward, bringing his staff down toward Baldy's head. The guard ducks and catches the strike on his armored shoulder, where the thick erdlu hide cushions the blow.

Combat Round 3
(Those up next are in bold)

Initiative Group 1: Grit (swung and missed), Raun (delayed action), Zok, Nnn'tkklik'l

Initiative Group 2: Guards

Initiative Group 3: Gorkhal, Safia, Raun (again)

Positions:

Map

The scar-faced guard is at the top of the stairs with a trident, the bald guard is at the base of the stairs facing off with Zok. The mindbender is crumpled in the middle of the stairway, although his blood is all over the place ...

Zok: At the base of the stairs between the cages at A and B, waving his knife

Gorkhal: In the cage at B, in position to attack the guard on the stairs

Safia: Back on her feet among the goods in the center of the cargo hold

Raun: Looming over Zok, wielding a makeshift bone club

Grit: Left of Zok, in a position to threaten the bald guard

Nnn'tkklik'l: Out in cargo hold, wielding a spear


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Seeing his attacks are ineffective and really not understanding the placement of combatants Nnn'tkklikl will delay until after the guards go. initiative group 3


Map with positions


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

ah that is very helpful


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Seeing the one who played with her new friends minds fall, Raun's simmering blood cools again. Instead she simply grips her bone club with both hands and attempts to bring it down over Zok's head onto the skull of the guard.

Club: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

"Guards should let Raun and Zok escape!" she bellows at them.

A note for those wondering why I'm not raging, I'm trying to approach this from a more RP heavy stand point, and she's kind of new to this whole raging thing, so she's going to need some more provocation before she loses it :)


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok takes his stab at the guard in front of him, feinting to the left and hitting him in the gut from the other side. After another gout of blood he shouted, "You should have brought more men, It took more than a dozen to capture me last time."

Attack: 1d20 + 10 - 3 ⇒ (15) + 10 - 3 = 22
Damage: 1d4 + 7 ⇒ (2) + 7 = 9


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l moves to cell A and stabs at the guard two-handedly through the bars with the spear he has.

1d20 + 4 ⇒ (14) + 4 = 18
1d10 + 4 ⇒ (1) + 4 = 5


Baldy's head appears to disappear between his shoulders as the force of Raun's blow drives his skull into his chest cavity. Zok leaps over the body to drive his dagger into Scar-Face's groin. Before the man can fall, Nnn'tkklik'l shoves his spear through the bars of the west cell and into his chest.

You can hear shouting and screams of pain from above, but no one else seems to be coming to check on the men you just dispatched.

Let me know what you want to do now. In addition to the weapons available in the cargo hold, the guards' weapons include a pair of obsidian handaxes (-1; 1d6), a heavy crossbow and 19 obsidian bolts, and a masterwork bone trident (no penalty, 1d8). All three wore erdlu hide shirts as well as cloth pants and sandals, although Baldy's armor is too damaged to be of much use. Each man also carried a small leather coin pouch with a dozen ceramic coins; the mindbender's purse also holds 6 sp, as well as a polished crystal commonly used to aid in the harnessing of the Way (grants +2 to Autohypnosis as a masterwork tool.)


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

"I would like crystal, maybe some coins and leather pouch. If no one use crossbow, Nnn'tkklik'l will. I have extra spear if someone wants."

not trying to claim everything, just listing things he might want/use. he would like the pants too but figures the more modest human folks might want those.


FYI, thri-kreen generally don't wear clothes, other than belts and harnesses for carrying things. Physically, you can't wear most clothing made for humans. Definitely not pants.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

ah, i thought they could wear pants. i also thought it was common among them to wear what clothes they could from the local culture in order to sort of "blend in", that is make people less put off by their presence.


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Within reason.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Raun leaves the others to squabble over the guards equipment. She would like some armor, but obviously none of that worn by the guards would fit her. Instead she turned her attention to the other equipment in the hold. Except for the morningstar and shield none of that was the right size either, but the spears and the like could be used anyway. As to the other trade goods if they were in the middle of the desert as the guards had seemed to indicate then they would need to gather as many supplies as they could carry. Kjarros' seemingly useless lessons about how to survive if they were ambushed outside the city came back to her now. Food, water, tools, materials to construct a shelter perhaps. She couldn't take too much or she would just overburden herself and tire too quickly...

We totally need to get Raun a Heavy Load belt. Permanent Ant Haul :p

"Maybe make sledge out of shields..." she mutters to herself as she pores through the cargo, looking for a material more suitable than silk to make a bundle out of, selecting the fur if she finds nothing more sturdy. She lays it out then and starts piling weapons and other items on top of it; a Tembo, a Battle-axe, a half dozen of the spears since she's not sure how to make a more sturdy 'quiver' for them. Her bone club she sticks over her shoulder, tucking it through the back of her harness to keep it in place and ready to be drawn, and then retrieves two of the morningstars, and two shields, one of the weapons joining the others while she sets the rest aside. The weapons she bundles up roughly in a fur, lashing it down with leather salvaged from the cages or elsewhere in the hold, and tries to craft a sling so she can carry it over her shoulder. If that fails she sets them on the spare shield instead, grabbing another fur and bundling up the nuts and anything else that looks like it might help them survive.

If anyone wants to help Raun out that would be good, as the only real applicable skill she has is Survival.

"Need to find where they keep water..." she observes, pondering how to carry it. Hopefully it was in barrels or something...

I take it if I go over light encumbrance that I will be taking penalties to fatigue/con checks right? If all the obsidian equipment here weighs 3/4 of the weight listed on your equipment tables. Then I calculate 115.3lbs for all those weapons and two shields (one to weild, one to drag). Hero Labs says her carry capacity is 266/532/800, so can load up the shield with roughly 150lbs of nuts and water (and possibly whatever's in the crates and things with funny symbols, having some weights for those would be good).


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia already started removing the armor from the mind bender before she looked at her companions, "I'd like some armor. If you guys want it though, I'm sure there are more slavers aching to get rid of theirs on the other side of the door. I can wait. I do really want some pants though." With that she pulled the pants from one of the guards and put them on. "Hmm, seems I will need some fabric to hold it up."

With that she stepped away and joined Raun in the back. Once there she turned around, "Keep the coins together, maybe we need to bargain with the Elves when we reach the top." Then she turned back to the supplies, "If we can bring those amphora of the caustic stuff, they could be worth some coin. Anyone know what these powders are?" She pointed at the amphorae with the diamond and the leaf, "If they are worth something it might be good to get us all more coin."


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Grit will claim a shield, with the plan to cut it down when he has the time, his already modified staff, and a brace of javelins. Is there something that can be used a club? Maybe a large morning star handle? We should carry the food over the weapons, except the exceptional ones. [b]He recommends. [b]Can't eat weapons. We can bring some wine if no water is to be found.


Closer inspection shows the sacks of powder marked by a white diamond contain salt; those marked with a leaf contain sugar. Each sack weighs about 30 lbs. The casks of wine will be difficult for anyone other than Raun to move around with - even the half-giant would find it awkward to fight while carrying one of the keg-sized barrels.

Unless you plan on living on wine and raw sugar, there's little in the way of food available in the hold. The nuts, harvested from the Forest Ridge, are protected by exceptionally hard shells. They typically are pried open with a metal blade, or soaked in liquid for several days until their shells grow soft enough to open - the extravagant methods required to reach the succulent meat is one reason they are considered such a delicacy among the nobility.

In the days you have been aboard the argosy, the guards always brought bread and gruel from the floor above, (down the stairs between the cages at A and B on the map). While you ate, they would pass through the door in the northwest corner of the cargo hold and return with ceramic mugs of water, which they took back once you gulped down the contents.

@Raun: You are able to find a large fur and a loop of rope with which to make a sling to carry the weapons you described above, as well as a sling to hold your bone "club." I'll assume you are carrying one of the morningstars and a shield?

@Safia: I think you and Grit are the only candidates for the armor - it won't fit the thri-kreen, halfling or half-giant, and Gorkhan isn't proficient.

@Grit: The tower shield will be difficult to cut down without tools, and awkward to drag around since you are not proficient. You might want to claim one of the hide shirts. You can easily find a club among the loading tools in the cargo hold.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Ok. Grit does have some crafting skills (Craft Weapons) and a few shields to practice on, if time allows - not proper tools but a slew of weapons. In the mean time the hide shirt would be wonderful.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Correct, she will be carrying the morningstar around with her, but will wait until she plans to head upstairs to take the two shields (one to use as sledge, the other as an actual shield).

After examining the nuts more closely, bruising her teeth on them, and dulling the sharp edge of an axe just to open one of the nuts Raun reconsiders their viability in aiding their long-term survival. She dumps them back where she found them and examines the other items. Salt was important, she knew that much, useful in preserving food, and a certain amount required to survive. Sugar less so.

She adds a sack with a diamond to her shield and then looks around for more. "Should get water now." she observes taking note of what the others are up to now that she's done with her immediate preparations. She seems in no particular hurry to leave, but if no one else volunteers to explore in search of water she will head off by herself, squeezing through the northwest door.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

After determining what is to be done with that crystal and the crossbow, Nnn'tkklik'l will see about getting some bread and water.


Male Halfling Mesmerist/Sorcerer 6 | AC 22 T 17 FF 14 | HP 54/54 | F +7 R +13 W +17 (19vs MA) | Init +8 | Perc +13

Zok set about cutting up the corpses and taking some meat for himself. He knew the others might be more picky, and so he didn't bother asking them but just set about his work. Too much blood would make him sick to his stomach, it only did in a pinch if there were no water available. He didn't think they would have good opportunity for a fire, so he cut the meat into strips that he could dry in the sun for jerky. After he finished he was spattered in blood, which a good dust bath could take care of without too much fuss.

After he stowed the meat in his makeshift sack, he stuck another dagger in his loincloth, thinking a spare would be good if the first one broke. He also grabbed a few handfuls of salt and got ready to go.

Survival check for providing food (foraging), is that needed? How do you want to run this?


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

"Perhaps we might check the rest of the cargo on this level," Gorkhan says, ignoring Zok's grizzly actions. "I recall water from over here," he finishes as he approaches and tries the northwestern door.


The sounds of battle above and outside the cargo hold punctuate the methodical ripping and stabbing of Zok's butchery. As he and Raun see to collecting "provisions," others go in search of water.

Below are descriptions of other rooms on the level and what searchers may find by succeeding at various skill checks. For simplicity's sake, I'll assume that each skill check (whether for gaining access to a room or searching it) requires one round. Each character should describe what they intend to do for the next six rounds or so. Actions described above may have used a portion of that time already:
Safia, Raun and Grit: gathering equipment and donning armor requires 4 rounds
Nnn'tkklik'l: Dividing loot takes 2 rounds
Zok: Finding a piece of hide to carry the meat takes 1 round, plus 1 round for each day's worth of flesh you want to harvest
Gorkhan: Nothing specific described so far

Passing through the northwest door:]You enter a narrow hallway framed in wood and bone. Immediately to the left is an exit hatch through which you can hear the sounds of battle - peering through a cloth-covered window slit you can see dozens of tall, lean figures firing bows at the argosy's upper deck. The bodies of half a dozen outriders and their crodlu mounts lie dead, riddled with arrows.

Area C: A complex lock of bone and giant hair secures the heavy wooden door

Disable Device DC 20 or Strength check DC 18:
The room contains a 500-gallon tank of tepid water. Shelves along the wall contain several dozen quart-sized ceramic mugs with handles - you can carry up to three in each hand, although you run the risk of breaking or spilling them if you engage in combat.
Hanging on pegs on the wall are three two-gallon leather waterskins. One appears to have a split seam - it will leak when more than half full.

Area D: A simpler lock secures this door.
Disable Device DC 15 or Strength check DC 18:
The room contains several shelves with provisions, including dried meat, roots and flat bread made from faro flour. A few moldy sacks - they smell as if they once held aprig-milk cheese - lie empty on the floor.

Area E: The unlocked door opens on a small barracks room - likely one used by the wagon's mekillot handlers, judging by the tack and harnesses hanging from the walls. A pair of light cotton cloaks hang near the door and light blankets cover the two cots extending out from the wall. A small chest built into one end of the room contains a few sleeveless tunics and a worn pair of sandals.
Perception DC 25:
A fold of canvas stitched underneath one of the cots conceals a masterwork bone dagger (no penalty to hit; 1d4 damage), a pair of jade dice (worth 20 cp) and a pouch with 30 ceramic coins.

Area F: This chamber contains additional tack for the mekillots as well as several large bins containing treats - mostly dried lizards, snakes and rodents - for the beasts. A barred door allows passage in and out of the argosy.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Struggling into the hide shirt and arming himself Grit is ready to move. Are we helping the attackers, or hoping both sides kill each other? He moves down the hall to the first door and calls out to Raun. Help me break this door.

Round 5

Strength Check to Assist Raun or someone: 1d20 + 5 ⇒ (11) + 5 = 16

If it does not break he tries again.

Round 6

Strength Check to Assist Raun or someone: 1d20 + 5 ⇒ (1) + 5 = 6

Does someone have the Disable Device skill?

If the door is broken when he gets there he will assist with gathering water. When able he can cast mending on the split water skin, filling it and claiming it for his own.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Nnn'tkklik'l goes after the water.

str check: 1d20 + 3 ⇒ (18) + 3 = 21 vs DC 18

Nnn'tkklik'l busts the lock off the door by grabbing the edges with his hands and kicking with one powerful jumping leg. Once inside, he grabs the waterskins and begins filling two of them in the tank of tepid water. He also grabs a mug and dips it in the water, filling it before guzzling that down and filling it again.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia puts on one of the armored shirts when it becomes clear only Grit and she are interested. Just like with the pants, the armor is too wide for her, but it's doable.

Once that is done she joins the rest in exploring the vehicle. When she finds the others at the locks she gives the things a quick look, "Would that powdery stuff work? It ate through giant hair so maybe it could open these locks?"


Safia wrote:
"Would that powdery stuff work? It ate through giant hair so maybe it could open these locks?"

Most definitely - and with no vulnerable skin underneath the rope, little risk of accidental damage.

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Will do.


I'm going to give Raun and Nnn'tkklik'l a little longer to post before moving on.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Err whoops. Sorry, somehow missed that it was a new round. Will post soon.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

I am going to be away for a week starting tomorrow (back on the 9th). I might be near some wifi at times, but I can't guarantee I'll be able to post. Bot me as appropriate.


Folks, it's a holiday weekend, players are at cons and I'm in the wilderness with spotty internet access. I'm going to give Safia and Grit until Tuesday to post, then move things along.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

sounds good to me. all of my games are super slow.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Hi all. I am back from the con. I played nine 5 hour slots of PFS and averaged maybe 5 hours of sleep a night for four nights. I'll be doing my best to catch up on everything and post tomorrow. Its good to be back home, and back with the game. :)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

heh, sounds like fun :)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

As a heads up I am working 34 hours over the next three nights, so my posting ability is likely to be limited until Mondayish. Feel free to bot Raun as necessary


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

What do you do in real life Raun?


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Security Monitoring AKA sitting in a concrete room watching a computer monitor :p


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

dang i would imagine that having you work so many hours would be detrimental to your situational awareness


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

One friend that did that could also read novels while he "watched". Another could not. Sounds pretty dedious. Is it ?


Well, it looks like the the hallway isn't sparking anyone's interest. I'll be out of town without computer access until Wednesday. Please post and we will move on then.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

we may wanna smash that stone now


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

well thankfully we don't have to watch cameras or anything, and the system makes a hell of a racket when an alarm comes in, or every five minutes if it doesn't sense movement (a so called 'deadman' alarm). We can watch movies and tv when it's quiet so it isn't too bad, but the 12 hour shifts really take it out of you. I normally work 10 hour shifts and those aren't nearly as bad. Still pretty tedious at times yeah.

Anyway, I'll start catching up now :)


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)
Nnn'tkklik'l wrote:
i think we hold the egg when using it so the silence comes with us...?
DM Under a Dark Sun wrote:
Chech-Ka looks at you apologetically. "The warriors tell me some of you may have ... difficulty moving quietly. This may help," he says, handing you a fist-sized lizard's egg. "Break it and all sound will be stopped, but only in the immediate area. It may help cover your approach as you move through the trapped hall."

Sounds like the egg is a single use only to me, otherwise we wouldn't have been able to hear what he was saying when he explained the above :p


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

I was thinking single use but the effect emanates from the egg and is mobile


It can be mobile, if you crush it in your fist or smash it on someone's back, for example. It is stationary if you smash it on the ground or throw it against the wall.


And it is single use.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Soooo smash it on Raun! Yeeaahhh


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Sure thing :p


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Accepting the cat in the collective? My scorpion feels insulted for being left out :P


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Well I try to keep it freed up for enemies. I pulled the tigone in because it's being used in combat a lot. I have 3 free slots now, so I can pull in the scorpion if you want.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Was just kidding, I doubt he'll need any healing.


I've PMed our AWOL players in hopes it will spark some posting. If not we may have to re-evaluate or look at recruiting some additional players.


M Humanborn

oh jeez i wasnt getting my dot. I am definitely still interested in this game, i dont quit pbps. sorry for the wait.


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

I'm sorry for my silence and relative spottiness recently. Been feeling rather crappy and it turned full-blown sick at the end of last week. Improving now.


Leveling Up:

As before, please post Hit Die rolls (remember, after rolling you may default to avg. roll rounded up, so 1d8=5; 1d10=6; 1d12=7).

Other things to post:

* Which ability score gets a +1
* New abilities, spells known, etc.
* Feat and skill choices


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Leveling Up

Hit Points: 1d8 + 3 ⇒ (8) + 3 = 11 That helps.

His ability point goes into Strength, bringing his strength from 21 to 22.

Grit will take the skill point for his favored class bonus., giving him 6 skill points to spend.

He will put points into

Fly - 1
Handle Animal -1
Perception - 1
Spellcraft - 1
Survival - 1
Swim -1

New spells he will pack are Longstrider and Barkskin

And the big news is that he gains Wldshape once a day, but as long as he shifts into a small or medium animal it lasts for 2 hours per level = 8 hours.

His Tigone gains an additional hit die and 6 hit points. His con goes up to 14, yielding him further hit points. And his skill point goes into climb.

On another note, I need a good name for the Tigone. Ideas?


Grit wrote:

On another note, I need a good name for the Tigone. Ideas?

Cringer?


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

LOL - I like it. Might want to go a little more Dark Sunish though.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Hit Points: 1d12 + 2 ⇒ (4) + 2 = 6
booo, so taking the average = 7+2 = 9

Wisdom +1
-Perception, Sense Motive, Survival +1

Rage Power - No Escape
I picked the above, but am tempted to start down the path of one of the totems. Would any be thematically appropriate for Raun to gain in this area?
DR increases to 2/--, 4/lethal

Skills
- Acrobatics +2
- Perception +1

She’ll take one length of the rope and half the pitons. She can carry one of the light stones if people would like, and the potions of invisibility would have maximum effect on her, but she doesn’t really need to carry them if someone else wants em. She’s got the amulet so pass on the cloak, and pass on scimitar.


Raun wrote:

Rage Power - No Escape

I picked the above, but am tempted to start down the path of one of the totems. Would any be thematically appropriate for Raun to gain in this area?

The celestial/fiend/dragon/world serpent stuff all has thematic issues, but if there's one you're interested in mechanically let me know and we may be able to re-fluff it. I've always like the idea of the spirit totem chain, which could be actual spirits - Safia rubbing off on you - or refluffed as psionic static generated by your rage. That would be especially fun given you rolled psionic resistant for your talent. I'd even be cool with modifying lesser spirit totem to drain power points rather than HP, while the next tier might offer a miss chance against psionic attacks, etc.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

Yeah the spirit totems are pretty cool and don't involve her growing weapons whenever she rages. If you want to go that way then I'll probably go spirit totem. Don't suppose I could convince you to let me use Wisdom instead of Charisma for the attack roll? :p


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

1d8 + 2 ⇒ (7) + 2 = 9

I'll take that

Skill go up: Diplomacy, Intimidate, Know: Planes, Perception, Sense Motive, Survival & UMD, all +1

Not sure on the ability bonus yet, I guess it depends: How likely are we to reach 8th level? I'm asking because that would make a +1 to Charisma (so 21) worth it, otherwise I'll bring Strength to an 18.

Now just to pick 1 lvl 2 spell that is worth casting 4 times per day.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)
DM Under a Dark Sun wrote:

Leveling Up:

As before, please post Hit Die rolls (remember, after rolling you may default to avg. roll rounded up, so 1d8=5; 1d10=6; 1d12=7).

Other things to post:

* Which ability score gets a +1
* New abilities, spells known, etc.
* Feat and skill choices

HP: 1d6 ⇒ 1 +3 CON (DEFAULT IT IS, 4+3 HP)

+1 point to CON (increases my modifier to give 4 more HP (1 per HD))

+1 DC to paralytic venom racial ability (+1 more from CON increase)

+1 to Unwilling Participant and Drain Health save DCs

+2 damage on Drain Health

+1 BAB

+1 Fort and Will saves (+1 more to fort saves due to CON bump)

+0.5 collective member for favored class (rounding me up to the next number)

+3 skill points: Heal, Perception, Know: Psionics

At 4th level, the life leech can transfer the blind, deafened, fatigued, frightened, or sickened condition.

+6 base PP, plus 10 bonus PP from ability score (up from 7.5 bonus from ability score)

No new powers known and no new levels of powers.


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

HP: 1d8 ⇒ 7 +3 CON

+1 point to Dex
New ability: Acrobatic Movements (not flat-footed when using Acro to cross narrow surfaces)
+1 bab
Acrobatics 4, Autohypnosis 4, Disable Device 4, Perception 4, Sleight of Hand 4, Stealth 4


Raun wrote:
Yeah the spirit totems are pretty cool and don't involve her growing weapons whenever she rages. If you want to go that way then I'll probably go spirit totem. Don't suppose I could convince you to let me use Wisdom instead of Charisma for the attack roll? :p

I'm on the fence - I can see a logical argument for either side. Since it's not really a power issue, I'm inclined to allow Wisdom. Would you rather stick with the HP damage in the current power, or change it to drain power points?


Safia wrote:

Not sure on the ability bonus yet, I guess it depends: How likely are we to reach 8th level? I'm asking because that would make a +1 to Charisma (so 21) worth it, otherwise I'll bring Strength to an 18.

That will be up to the group to an extent. I expect you will reach 5th level at the end of the current arc. If you decide to continue after that, I'd expect to follow a similar pace, which would put you at 8th level at the end of the next 3-level, 5-month arc. But you'd likely only get a chance to reap the benefits during the third arc, if there is one.


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

I'm digging this campaign. Raun is well suited to dungeon-crawling (2d8+16 damage now!), but I wouldn't mind having a chance to explore her personality in other circumstances as well. So yeah, I'm definitely up for more :)

DM Under a Dark Sun wrote:
Raun wrote:
Yeah the spirit totems are pretty cool and don't involve her growing weapons whenever she rages. If you want to go that way then I'll probably go spirit totem. Don't suppose I could convince you to let me use Wisdom instead of Charisma for the attack roll? :p
I'm on the fence - I can see a logical argument for either side. Since it's not really a power issue, I'm inclined to allow Wisdom. Would you rather stick with the HP damage in the current power, or change it to drain power points?

Well in Raun's case it's the difference between BAB+0 and BAB+2. I'm assuming they wouldn't take her -1 from size, the PFSRD seems to indicate that the spirits are separate since they don't get bonuses or penalties from spells like bless and bane.

Given her hatred for Psionics, I'll go with PP. So would it be 1d4 power points drained or 1d4 + Wisdom or Charisma?


It would be power points drained. And I'm cool with using Wisdom, so it would be 1d4+2. Certainly enough to keep someone from using a wild talent and, after a couple of good rounds, enough to cause issues for a dedicated psion.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Im updated and ready to proceed. Id take the cloak of no one wants it but I think it would be better used on others as I rarely have to make saves since I stay in the back.


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

I hate to sound greedy, but I could use the scimitar, cloak and mw shield. I am happy to give up the cloak to someone else who needs it more though. And I can put the bone scimitar into the common loot, up for grabs, or to be traded/sold later. I gave up the chance for a MW shield back when we were trading so its nice to pick one up now. Am I the only one who uses a shield?


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

*shrug* if that's the way the loot falls then go for it. Doesn't seem like competition is high for any of it, and I believe so as far as the shield goes :p


Female Human Oracle 5 | AC 16 Touch 12 FF 14 | HP 38/43 | F +3 R +3 W +5 | Init +6 | Perc +9

Safia is interested in the cloak as well as the steel scimitar (no so much the bone one as it's actually worse than the spear she has)


M Mul - Dwarf and Human, raised by dwarves Druid 10 | AC 26, Touch 15, FF 24 | HP 110/110+0 temp | F +14, R +9, W +15, +2 vs. disease, Immune to poison | Init +3 | Perception +17, Darkvision

Safia,

you take your pick, and Grit will take the other, if that is ok with everyone else. ???


Male Human Psychic Warrior (traceur) 3 / Slayer 3 / Elocater 4 | HP 98/98 | PP (3/3) 24/26 AC 25 Touch 18 Flat-Footed 18 | F +10, R +12, W +9 | Init +11 | Perc +19 {psicrystal +10, sighted 40'}
Active powers/abilities:
conceal thoughts, chameleon, darkvision, deathwatch, fly (75'), inertial armor, see invisibility

Works for me.


ThriKreen Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Cool with me


F Half-Giant Bloodrager (Invulnerable Rager) 10 | HP 108/108 | Init +3 | Perc +13
Normal:
AC 21, Tch 15, Flat 18 | F +13 R +9 W +8 (+4 vs. psionics, +2 vs. friendly fire)
Raging:
+20 HP | AC 19, Tch 15, Flat 16 | F +15 R +9 W +10 (+4 v psionic, +2 v friendly)

sure thing

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