GM Kate's Ruins of Azlant (closed)
(Inactive)
Game Master
Kate Baker
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
I think that’s a great idea. And I think it’s what the story would demand.
Cedar is not entirely uninterested. Although he’s into history and lore more so than religion. He would like to learn Azlanti too. And the telescope is interesting to him, so I could see him coming back too, although maybe not as much as Purpose lol.
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Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Toby is not particularly anxious to go to summer school.
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Should we roll off for the cloak of resist or some other way? Who has the weakest saves?
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
I'm already using the shield cloak, so I'll abstain on shoulderwear for now!
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Oh, I think you’re right.
Silt doesn't need it anymore than someone else. Cedar should take it if he hasn't already.
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Cedar will take the cloak with gratitude! Hopefully we’ll all have one at some point.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Not sure I'll take an abjuration implement (potential cloak of resistance analog), but I do like that the occultist's resonant powers emulate Big 6 items in a way that frees up traditionally "claimed" spots. For instance, my mom's eyes give me an enhancement bonus to Dex, so I could conceivably have a belt that doesn't something else without falling behind the math curve!
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Yeah, that's one of the neat things with Occultists, though I've found with mine that I quickly stop having enough mental focus to emulate all those things at once, so I ended up buying some of them so that I could concentrate my MF where it was useful.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Added the stuff from the celedons' chest to the loot sheet:
stone tablet w/ image of strange tower on island
prismatic crystal
telescope w/ broken lens—Kate,
is this the correct item entry?
cloak of resistance +1—Cedar
Also, in case the rolypoly land-shrimp are nasty, what can we do to hurt swarms? I know Toby's blasts can, and we've got the two alchemist fire. I don't have any AoE stuff yet, does anyone else?
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Joli is not well prepped for swarms. Though he can climb and jump away from them. :-p
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Hmm, I’ll check my summons but I don’t think Cedar has anything that can do AOE damage yet either, aside from the alchemist fire.
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Perhaps air elemental whirlwind?
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Toby is pretty well set up to deal with swarms, as his blasts do full damage (though not the AoE bonus damage, I think).
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Tobias "Toby" Hawthorn wrote: (though not the AoE bonus damage, I think). Correct.
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Air elemental whirlwind is a good idea and magma elementals get a lava puddle that might work too.

N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Whirlwind wrote: Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds... Given the first sentence about size categories, I'm not sure if a small air elemental can even hurt this swarm, as it's technically Large. But it is composed of smaller critters, so maybe damage but no picking it up?
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Yeah, I don’t know. The elemental can move through all of the swarm’s squares. And it’s probably fine or tiny. It’s a try.
We had a bunch more Alchemist fires. Who took the rest?
If you Silt some and he will cast true strike and then throw them.
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Shadow of the Vault Lord || Extinction Curse
The critters that make up the swarm are fine, so it should work. The space is large, but the size is listed as Fine in the stat block. I think it works!
Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Joli can try some alchemy too. Happy to join the Iggi people in a tree.
Silt, I think you could just climb a tree and be safe...?
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
I’ll check the sheet once I get home, but I only saw the two... Silt could also take the wand of flaming sphere, he could use it without UMD. Maybe I could toss it down to him.
I’ll go through old posts and look for alchemist fire later. I think we only had the ones from the store room where we found the roaches or something?
Prince Joli Toli wrote:
Silt, I think you could just climb a tree and be safe...?
Have we established they can't climb trees? I might have missed that, which is why having some bait would be nice. Or, without a target they might just roam away to be dealt with again later.
I'll take the wand, Purpose, sure. Maybe you an target a sure to throw it!
Shadow of the Vault Lord || Extinction Curse
I did not wake up to the earthquake. Looks like it was centered in Berkeley?
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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
Also my phone autocorrect now replaces typos with Iggi.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Looking through things, Doug'tchaak, looks like you were sensible and had some alchemist's fire as starting loot. Other than that, I'm pretty sure we only two more from the roach room.
We do have store credit with our local alchemist, so we could certainly get more. There's also Artokus's fire, should we want something a little beefier!
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Putting a pin in things, so I remember what to investigate once we stop getting shot:
check out the dude statue
figure out what's up with those circles
check out the mural
translate the words over the door for errbody
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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
GM Kate wrote: It's transmutation, but you can't quite make out the spell. You do see the faint tracks from long ago going into and out of the circle. They all appear to be constructs. !!!!!
is this a wyrwood factory...
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Maybe there’s a wyrwood still in here?!
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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Sil'tchaak wrote: Silt charges the last Skum, drawing his straightforward spear and power attacking.
[dice=TUUUUUUUUBERSSSSS!!!]1d20+7-1+2
[dice=piercing, descructive smite]1d8+11
You're actually hitting things! I'm so proud!
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Just to give some context, Purpose Creche is rushing/acting more rash because he thinks the stuff in here is reasonably benign, and that there's a good chance the tower houses something related to wyrwood creation. Aka 99% of the reason he came to the island in the first place! So he's not really putting any mental effort into language or social considerations like he normally does.
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CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Purpose Creche wrote: Just to give some context, Purpose Creche is rushing/acting more rash because he thinks the stuff in here is reasonably benign, and that there's a good chance the tower houses something related to wyrwood creation. Aka 99% of the reason he came to the island in the first place! So he's not really putting any mental effort into language or social considerations like he normally does. Cool, I'm totally onboard with this!
Shadow of the Vault Lord || Extinction Curse
We haven't done a safety check-in since the start of the game, so now is a good time! I suspect I'm the most squeamish one here anyway, but if anything is getting to be too much, please use the X card or call for a line or veil.
I can easily put stuff behind spoiler tags if needed; just let me know what people's comfort level is.
CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Cool, thanks for the check-in Kate! I’m fine. I’m not a fan of gore necessarily but I like suspense and horror and scary things. The Ring and Blair Witch are two of my favorite movies!
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Good idea to check in. I'm good where we're at now, and will use our tools if things get uncomfortable!
I'm fine. Thank you for checking!
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Toby would gladly take that cloak the skum had to boost his will save, though his other saves are pretty good and I'm fine if someone else needs it more.
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Silt's super happy about that greatsword (until now he basically had a dead feat), so he won't worry about the cloak.
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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
I support keeping the kineticist from being mind controlled and murdering the party.
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
A wyrwood kineticist with that archetype that removes burn could be interesting...
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
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CG Changeling Synthesist Summoner 6 | HP 38/38 | AC 19 T 13 FF 16 SR:12 | CMB +4, CMD 17 | F: +3, R: +6, W: +7 | Init: +3 | Perc: +7, SM: +4 | Speed 30ft | Ranged:Underwater crossbow +7 1d8, Melee: Rapier +4 1d6+0, Claws +5 1d6+4 | Spells: 0 5, 1st 5/5 , 2nd 3/4 | SLA Summon Monster 3 7/8 | Ill Omen 1/1 | Active conditions: Barkskin
Go Toby! That was awesome timing for a nat 20!
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Yeah! I was a bit worried. I feel like it would have been pretty in-character for him to completely mangle the thing trying to get the gem out.
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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
pranked by a dang robbit!
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N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
Our elemental washing plan may have failed, but I think it was the right character choice!
N wyrwood occultist 9 | HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 | Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)
The idea of an ioun matrix incorporated into a building is extremely cool!
I worry these Ioun Imperative guys are on a eugenics/coercion track, though...
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Male Grippli | Stats Shaman 8 / Unc. Rogue 1 | HP 70/70 | AC 23 T 16 FF 19 | CMB +4, CMD 19 | F: +6, R: +9, W: +11 | Init: +4 | Perc: +23, SM: +18 | Ranged: Underwater crossbow +11, Melee: Shortsword +12 or +11 touch
"Alexa, activate Guards and Wards."
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