GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts
GM Lareg wrote:

[dice=Concentration check for Madhi to cast (DC 25)]1d20+15

Mahdi seems to struggle a bit as he attempts to do something, but nothing seems to happen.

Mahdi is using his (Su) ability again, just like in the previous round. No concentration check is required for it, because it's not spellcasting.


Maps: Travel * Hut and more

Thank you for the correction. Always confuses me as the name of the Su is the same as the spell.

Though the flame burns into the tentacle, it is Otah's attacks that finally cut it from the creature. In retaliation the creature lashes out at those nearby.

#1 tentacle @ Aldebert: 1d20 + 7 ⇒ (5) + 7 = 12, (miss)
#2 tentacle @ Aldebert: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#3 tentacle @ Aldebert: 1d20 + 7 ⇒ (6) + 7 = 13, (miss)
#4 tentacle @ Mahdi: 1d20 + 7 ⇒ (4) + 7 = 11, (miss)
#5 tentacle @ Mahdi: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#6 tentacle @ Mahdi: 1d20 + 7 ⇒ (19) + 7 = 26, dmg: 1d6 + 2 ⇒ (5) + 2 = 7, plus grab, vs Mahdi's CMD: 1d20 + 15 ⇒ (11) + 15 = 26 (7 dmg & Madhi is grappled.)
#7 tentacle @ Otah: 1d20 + 7 ⇒ (5) + 7 = 12, (miss)
#8 tentacle @ Otah: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#9 tentacle @ Otah: 1d20 + 7 ⇒ (11) + 7 = 18, (miss)

Round Three: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (53/92) (9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert watches as Mahdi is freed, ”Well done!” and suppresses a chuckle when only Mahdi is hit by the thrashing creature. It’s got my luck!

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 7 ⇒ (6) + 7 = 13
Hammer (magic): 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d6 + 7 ⇒ (6) + 7 = 13

Aldebert shakes his head as his blows miss VERY wide of the mark.

Crit Threat Gretiem Bite: 1d20 + 6 ⇒ (7) + 6 = 13 damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

He's at least gladdened that Gretiem did something to the thing at least.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 3, Init 6

Ami, tossing caution to the wind, casts Divine Favor, then moves up to touch Yeen, using Yeen and others for cover as he moves.

Yeen tears into the beast.

1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10 damage.

1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19 Ami; 20 Yeen.
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


Maps: Travel * Hut and more

As Aldebert swings wide, Greteim tears a large hung from one of the tentacles. Yeen follows suit, biting and clawing at the creature, only one claw missing its mark.

Round Three: Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (35/92) (5/15 hp; 9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 3, Init 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Lt Crossbow
Condition(s) = Blessed
Sarah's Gifts Available = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

The lantern archon continues to illuminate the tentacled sandwhacker.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (12) + 3 - 4 + 1 = 12 for 1d6 ⇒ 5 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (17) + 3 - 4 + 1 = 17 for 1d6 ⇒ 4 damage, overcomes all DR

Totally dropped the -4 on last assault- feel free to wipe the damage...

Celestial:

"A beautiful LASS you are!! Drive the light between its eyes, should it have them!! Strive to fight with the sheen of the skies!!"

Feeling somewhat secure in his company's decent position, Pent moves up and smacks Mahdi quickly, for the pain he's enduring.

CMW: 2d8 + 6 ⇒ (4, 7) + 6 = 17

"Alright, Maddie, not much longer here, I hope!! Keep breathing, and keep seething!! We need your fffff-ire here!!"


Maps: Travel * Hut and more

The rays burn into the creature, it's tentacles seem to quiver.

Round Four: Mahdi and Otah now acting.

GM:
Init Track: Mahdi, Otah, TWB (28/92) (5/15 hp; 9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Round 4

Mahdi is, for one moment, free-- he sucks in a breath of air, only to get slapped in the face by another tentacle. "Gnmff!"

Again the tentacle wraps around him. Mahdi looks blearily unhappily with life. Pent's healing brings back some color to his cheeks, at least.

He lets forth with his last remaining burst of fire, wishing he had not used the others in burning away paths in the acidic slime.

(Su) fire jet again. DC 17 Reflex needed: 1d6 + 3 ⇒ (3) + 3 = 6

Save for half; fail for full damage and on fire next round.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"Really Mahdi?" Otah taunts the mage of wanting to be a monster plaything.

5-foot step, attacking Mahdi's new tentacle friend.
+1 Cold Iron Horsechopper, full attack, moved: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30for: 1d10 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Horsechopper, Iterative, moved: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 for: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11
+1 att/dam for moving!


Maps: Travel * Hut and more

Ref: 1d20 + 4 ⇒ (6) + 4 = 10
The fire catches the tentacle with its full force. As it burns, Otah strike into it slicing it nearly clear of the beast. The tentacle dangles and then is ripped from the creature by its own weight. The creature responds by lashing out wildly at all those nearby. Mahdi is no longer grappled.

#1 tentacle @Madhi: 1d20 + 7 ⇒ (20) + 7 = 27, Crit?: 1d20 + 7 ⇒ (14) + 7 = 21 dmg: 2d6 + 2 ⇒ (4, 5) + 2 = 11, plus grab, vs Mahdi's CMD: 1d20 + 15 ⇒ (3) + 15 = 18
#2 tentacle @Mahdi: 1d20 + 7 ⇒ (14) + 7 = 21, dmg: 1d6 + 2 ⇒ (3) + 2 = 5 (16 dmg & Madhi is grappled.)
#3 tentacle @Otah: 1d20 + 7 ⇒ (20) + 7 = 27, dmg: 1d6 + 2 ⇒ (4) + 2 = 6, plus grab, vs Otah's CMD: 1d20 + 15 ⇒ (8) + 15 = 23 (6 dmg to Otah, Otah is grappled.)
#4 tentacle @Otah: 1d20 + 7 ⇒ (10) + 7 = 17, (miss)
#5 tentacle @Aldebert: 1d20 + 7 ⇒ (14) + 7 = 21, dmg: 1d6 + 2 ⇒ (4) + 2 = 6, plus grab, vs Aldebert CMD: 1d20 + 15 ⇒ (17) + 15 = 32 (6 dmg to Aldebert, Aldebert is grappled)
#6 tentacle @Aldebert: 1d20 + 7 ⇒ (7) + 7 = 14, (miss)
#7 tentacle @Yeen: 1d20 + 7 ⇒ (8) + 7 = 15, (miss)
#8 tentacle @Yeen: 1d20 + 7 ⇒ (3) + 7 = 10, (miss)

Round Four: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (28/92) (8 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 4, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m), Blessed
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Current AC is 22 per my status (above) thanks to the Barkskin from my brother. So I think I’m missed. It’s like I’m not here - can’t hit, can’t be hit. Sorry Mahdi!!

Aldebert chews on his tongue, worrying about Mahdi and his own inability to hit the creature. He considers smiting, but decides he simply needs to focus… FOCUS!

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (bless) damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 (bless) damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hammer (magic): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 (bless) damage: 1d6 + 7 ⇒ (5) + 7 = 12

Sigh... Maybe on the backswing?


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 4, Init 6

Yeen tears into the beast. Ami takes total defense behind Yeen.

1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage.

1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage.

1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19+4=23 Ami; 27 Yeen. (+3 Barkskin, +4 Mage Armor)
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 4, Init 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Lt Crossbow
Condition(s) = Blessed
Sarah's Gifts Available = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

Celestial:

"Almost done! Thank you ever so much for sticking around, and sticking it to the critter!! The last LASS I brought in was done in no time, sadly. You've gotten to visit much, much longer, and I can not be more grateful!"

The LASS keeps up its firing, although it seems to sputter, quite a lot.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (19) + 3 - 4 + 1 = 19 for 1d6 ⇒ 1 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (5) + 3 - 4 + 1 = 5 for 1d6 ⇒ 1 damage, overcomes all DR

"Ah, poot, it's starting to lose strength. Looks like it's not long for this world before it returns to its own... ah, well..."

Pent smacks Otah with a touch of Sarah's Spark. Cast Guidance on Otah- +1 competence bonus on a single attack roll, saving throw, or skill check.


Maps: Travel * Hut and more

Thank you Aldebert. Please disregard the damage and grapple.

As the beast's tentacles miss Aldebert, he weaves trying to smack the monstrosity, Gretiem following suit. Both are unable to hit as the tentacles interfere. Yeen's aggression is only slightly more focused, taking one solid bite out of the thing. As if to punctuate the string of luck, the archon seems to be putting on a light show - only lightly impacting the creature.

Round Five: Mahdi and Otah now acting.

GM:
Init Track: Mahdi, Otah, TWB (19/92) (8 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah releases his grip on his horsechopper, and pulls out the light warhammer at his waist.

Reaching over, he still attempts to smash the tentacle holding onto the mage.

"Umf!"

1 handed for the grappled
Warhammer: 1d20 + 9 ⇒ (12) + 9 = 21
for: 1d8 + 3 ⇒ (4) + 3 = 7


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Round 5 - Mahdi

Mahdi has a great retort for Otah.... it's just that the breath is being crushed from him right now. He struggles to reach his belt pouch and get out a potion of healing, using only one hand....

Standard action to draw a potion. Would normally provoke, but grappled condition on monster means no attacks of opportunity.


Maps: Travel * Hut and more

The warhammer solidly strikes the tentacle, which quivers but holds firm. Moments later the tentacle releases Otah. Mahdi is held firm by a tentacle, which constricts around him tightly while it holds firm.

Standard, maintain grapple on Mahdi: 1d20 + 15 ⇒ (3) + 15 = 18, Grapple, dmg: 1d6 + 2 ⇒ (2) + 2 = 4, Constrict: 1d6 + 2 ⇒ (3) + 2 = 5. (9 dmg to Mahdi, Mahdi remains grappled.)

Round Five: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (19/92) (8 of 10 tentacles; 8/15 tenacle), Ami (w/Yeen), Aldebert, and Pent.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

(Mahdi passes out. By rules, I'm fairly sure that means the monster is no longer under the 'grappled' condition-- relevant in terms of, it gets attacks of opportunity now.)

Mahdi gurgles weakly as another few ribs snap. The young wizard passes out in the tentacle's grasp, his face gray beneath his tan.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 5, Init 6

Yeen tears into the beast.

1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 damage.

1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10 damage.

1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19 Ami; 20 Yeen.
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 5, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m), Blessed
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert looks to Pent as Mahdi grows limp, ”Got ‘im?” He then tries to do his own job… for a change.

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 (bless) damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 (bless) damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hammer (magic): 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 (bless) damage: 1d6 + 7 ⇒ (6) + 7 = 13

Aldebert celebrates his first hit in the fight...


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 5, Init 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Blessed
Sarah's Gifts Available Today = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

Pent turns to Aldebert, raising his tattooed forearm in a middle finger gesture, before he realizes his faux pas, and changes from middle finger to thumb, and smiles at the halfling. "Got 'im."

Celestial:

"Almost done, again grateful for your time with us! Could you burn it a couple more times??"

The Lantern Archon zots the sand squid a couple more times.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (18) + 3 - 4 + 1 = 18 for 1d6 ⇒ 6 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (13) + 3 - 4 + 1 = 13 for 1d6 ⇒ 1 damage, overcomes all DR

Pent stays close by his boys, and clenches to restore Mahdi to better health.

Selective Channel Energy, no no Squidward: 3d6 ⇒ (4, 1, 6) = 11
Chance of Emissions, Low's a go...: 1d10 ⇒ 2

"Better to crack wise, than to crack ribs, Maddie..."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

(Reaction, not a round)

Mahdi wheezes as he's returned to a horrific state of consciousness, more than likely with a tentacle still wrapped around him. "Glurg!"


Maps: Travel * Hut and more

As Yeen's claws tear into the creature its tentacles begin to waver. The second set of claw attacks render the beast motionless as its lifeless appendages flop to the ground. The attacks that follow simply insure that the beast is indeed dead.

Combat over.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Yeen does, indeed, attack a few more times to make sure the beast is done. For good measure, Ami remounts and adds his own blows, striking at tentacle and mass until both are sure the beast is dead.

Only when sure, does Ami turn to the health of others, especially Mahdi.

If Mahdi is not moving, he will cast Stabilize.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent waits as Mahdi wriggles free from the tentacle, before running up and poking him in the thigh. "That looked horrible, sounded horrible, smelled horrible..." The gnome pats the listless tentacle, then leans over and licks it, out of obligation. "...feels horrible, and tastes horrible. That's all of them, alright, perhaps you don't need to verify that, but trust that it likely tastes horrible since the first four got the classification almost by association..." The gnome seems to have begun talking to himself, instead of Mahdi.

Cure Moderate Wounds: 2d8 + 6 ⇒ (6, 6) + 6 = 18

Status:

Sarah's Gifts Available Today = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), Fly(D), Summon III

Pent moves to the opened double doors behind the monster, and begins to look around for signs of trouble.

Perception: 1d20 + 14 ⇒ (6) + 14 = 20


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

(Nice heals, Pent!)

Mahdi gets to his feet in a wobbly fashion, still looking rather gray. When Pent's second touch of healing flows through his body, he coughs out something that might be a 'thank you', rubbing at his aching ribs.

"That... was something... I never wish to repeat again," he says with a groan. "Ugh."

Looking mostly better after the prayers to Sarah, Mahdi picks up his dropped potion bottle, re-fastens it at his belt, and grimaces around at the room. "I'm very glad you all killed that brute. In hindsight, perhaps babbling some pro-Rovagug nonsense might have been better than having been crushed to within an inch of my life. Is there anything else in this chamber we ought to consider, before moving on?"

Just checking to see if there was anything around the beast's pedestal base area or the like. Will use a detect magic as well as an actual Perception check:

Per: 1d20 + 3 ⇒ (1) + 3 = 4

Mahdi's scorpion crawls out of his desert robes and rests its curved, barbed tail against his face as if seeking reassurance, conveniently blocking his vision of anything.

"I'm fine," Mahdi tsks at it. "Get back inside your pocket, you ninny."


Maps: Travel * Hut and more

K3
This large crypt contains three vaulted alcoves that form a clover-shaped room centered upon a dais. Atop the dais rests a single massive block of deep black stone. Carvings in each alcove and on the sarcophagus itself depict the terrifying image of a nine-legged spider with a gaping maw.

Nothing of interest now that the spell holding the creature has broken.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami, now mounted on Yeen, paws up to the next area to sniff around. He looks for tracks while Yeen looks for tracks. Both will remark on things of note.

1d20 + 12 ⇒ (11) + 12 = 23 Perception - Ami
1d20 + 6 ⇒ (5) + 6 = 11 Perception - Yeen (w/scent!)
1d20 + 9 ⇒ (10) + 9 = 19 Survival

Ami looks over his shoulder to see how his brother and Mahdi are doing while he keeps an eye out.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert moves to the crypt and guards by it as his brother searches for loot and other things. He does let his eye wander around the room however.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

As he sits on Gretiem, he looks unsettled, and in fact worries about his abilities - having not hit a single time the entire fight against the tentacled thing.


Maps: Travel * Hut and more

Perception>20:
The block of stone looks to have a heavy lid. It would take quite a feet of strength to move it. Further, who or whatever was buried here must have been of some importance.

Ami:
Something deep within you calls. Or is it a voice within Yeen. The feeling is so strong you aren't sure. Wherever it comes from the feeling is unmistakable. The cover must be lifted. You must do it. For anyone else to remove the stone would be great danger to them. For you - for the voice protecting you - there is only excitement.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

halfling@Aldebert:
"Brother! Yeen...uh...Vardishal tells me that I must take what is within that stone. He speaks to me like the sun rises. I must do this alone. Keep them back," Ami says, pointing at the others.

Ami jumps off Yeen, approaching the stone lid carefully. He calls upon Vardishal to aid him. +2 to str for 1 hour. 1/1 used this day.

1d20 + 2 ⇒ (19) + 2 = 21 Strength

Ami strains will all his might.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi brushes himself the rest of the way off-- checks that his ribs are intact-- then follows along after Ami, muttering dark words about Rovagug as he goes.

His brows rise as he watches the halfling get off his cat and go to the stone lid. Mahdi barks a short laugh.

"You won't possibly be able to move that by yourse...."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert, politely, gets in the way of Mahdi, and anyone else who closes into the small chamber.

"Ami must do this by himself. I don't know what's going to happen though, so let's be ready for anything."

He grips his hammer, wishing it was something larger, and holds his position.


Maps: Travel * Hut and more

Ami manages to move aside the stone slab, clearly with the assistance of some otherworldly power. Within the sarcophagus lie the bones of an ancient gnoll. The gnoll wears a glistening suit of chainmail, a periapt, and grasps the shaft of an immense greataxe, its wide and serrated blades covering skeletal feet.

Ami:
The voice within and without knows this ancient gnoll priestess as Shirak. You are instinctively that despite the various items within, only one is of any real value—the Scroll of Kakishon. This ancient relic is within the plain-looking bone scroll tube hidden under the wide blade of the greataxe between Shirak’s ankles.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent watches as the halflings begin to cordon off the room and loot the sarcophagus. Keep them back, he says!! Knows something we don't, and he's getting greedy all of a sudden, isn't that interesting?! Funny how Vardishal all of a sudden orders him to claim all that's within...

Pent watches with enough interest to stick around and wait for the outcome. "What's in the box?" The gnome waits for Aldebert to speak to Ami, then for Ami to speak to Aldebert, and then for Aldebert to speak to the rest. Halflings...

The gnome turns to the dwarf. "Nice choppin', Odie."

The gnome turns to the mage. "Nice crackin', Maddie."

He looks down on himself, still attired like a Rovaguy, and immediately switches his appearance to something more dashing. His clothes become the mirror image of Mahdi's own attire.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Paizo was down for me all day yesterday.

Otah releases himself from the grips of the now dead creature and watches the party decompress from the fight.

Pulling out a quill and journal, he writes some small notes in his manual. Make sure unarmored in party are not in range of being grabbed by giant monsters.

Putting the book away, he watches Ami go to work on the slab, and examines the contents of sarcophagus.

"I believe the halfling and his cat take credit for the slicin', Pent."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

"That's why I praised you on the choppin', Odie. You're too humble by half if you don't want your share of the praise." Pent slaps Otah on the back, and starts to look down unwandered corridors, pushing past Aldebert if he must.

Perception: 1d20 + 14 ⇒ (9) + 14 = 23


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami reaches into the slab, pulling out a plain-looking bone scroll tube.

"This is the tomb of the gnoll priestess Shirak...and this here is the thing that Sarenrae wants us to have," Ami explains without saying how he knows what he knows. "There might be other treasures in here...like that axe, but this tube is meant for something. Something..."

Ami dreams off before stuffing the tube safely upon himself. He reaches in to hand off things that might be of value to Mahdi and Pent for explanation.

"We can go now, I think. This is what we wanted."


Maps: Travel * Hut and more

The sound of Ami's voice echoes only slightly amidst the nearby caverns. It seems there is no stirring, though vague shapes can be seen in the little light that reaches into the narrow tunnels to the north and south.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent looks over the chainmail, periapt, greataxe, and the tube. Casts Detect Magic

For the items that radiate, he gets closer, for lookin'.

Spellcraft #1: 1d20 + 5 ⇒ (2) + 5 = 7
Spellcraft #2: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft #3: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft #4: 1d20 + 5 ⇒ (8) + 5 = 13 Not sure how many are needed...

He looks at Mahdi, and shrugs. "Here's hoping you can make better sense of the tomb loot here."

Pent turns back to Ami. "You check what's in the tube yet, Ami? If it's meant for something, what's to say there's not already something tucked in it?"


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi trails off as Ami does, in fact, open the blasted thing on his own. He scowls, momentarily piqued at having his declaration so summarily disproved, but that quickly fades in the favor of investigating the items of interest. "Hmn! What have we here..."

Much like Pent, if any of the items (axe, etc) detect as magical:

Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21

He does a slight double-take at noticing Pent is decked out in imitations of his own brightly-colored now-a-little-drab-and-sun-faded orange-and-red robes.

"...hmn. Good look on you."


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah shakes his head as the casters do their castery thing.

"You two make an interesting pair." he quips at the mage and his mini-mage. "Anything any good?"

"Ami, is the tube part of some divine quest? It seems like your hatred of the gnolls would prevent you from wanting things used by one of their priestesses?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Otah Cragsmith wrote:
"Ami, is the tube part of some divine quest? It seems like your hatred of the gnolls would prevent you from wanting things used by one of their priestesses?"

"I don't hate gnolls any more than I hate mosquitos or flies. They are to be pitied and killed whenever you can. Because that's what Sarenrae wants...because they serve the Rough Beast," Ami opens the tube, his eyes clearly expecting Sarenrae herself to emerge.

"We're just supposed to have this. It's important."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Mahdi wrote:
"...hmn. Good look on you."

Pent almost forgets that he's changed his clothes, now that they're hovering over the sarcophagus items. He beams, as he compares the magic of the Sleeves to Mahdi's garb. "First thing that came to mind in contrast to the Rovathugs..." He smiles and returns to the study at hand.

Ami wrote:
"I don't hate gnolls any more than I hate mosquitos or flies. They are to be pitied and killed whenever you can. Because that's what Sarenrae wants...because they serve the Rough Beast."

Pent raises an eyebrow at the halfling, then decides better than to speak directly at him. He turns to Otah instead, patting him on the side of the leg. "Whatever you do, don't ask Ami to show you his mosquito ear necklace. You might need a jeweler's loupe to see the stitching."

Pent wanders a little further to investigate the tunnels. "Do we want to proceed further here? Seems odd that we didn't need to wander very far past the sand squid..." The gnome goes twitchy, and keeps both ears out to remain vigilant.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


Maps: Travel * Hut and more

Pent:
You identify the armor as +3 mithral chainmail and the periapt of Wisdom +4. The weapon you know is magical, but you're not sure its nature. The nearest stretch of tunnel is lined with burial niches, some of which contain strange bodies that seem something more than human.

Mahdi:
You identify the armor as +3 mithral chainmail and the periapt of Wisdom +4. The immense greataxe you identify as a life stealing weapon (identical to a sword of life stealing).


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

"Whoa, Maddie, whoa. Those are some serious magics there. I'm not detecting anything close to curse here, but we're looking at gnoll possessions here, after all. Gnoll possessions that furthered the efforts of a worshipper of Rovagug, no less."

Pent points out the armor to be magicked Mithral Chainmail +3 Mithral Chainmail, and the periapt to be magicked to increase one's Wisdom +4.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Amiamble Piddlespot wrote:
Ami opens the tube, his eyes clearly expecting Sarenrae herself to emerge.

Ami looks in the tube to see what is inside.


Maps: Travel * Hut and more

Ami:
There appears to be a scroll of some kind inside the tube. The voice - you can hear nothing else. There is great power. It must be guarded. Many have sought and fought for this scroll.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert watches as the items are removed and identified. He is most interested in the scroll tube - and wonders what it contains.

"What'cha got there Ami?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami removes a scroll from the tube, his small hands holding it as delicately as he can. It is clear that Ami prizes what is within almost as much as he prizes himself...or Yeen...or his brother.

"A scroll. It is important. We must keep it!" Ami unrolls the scroll to see what is thereon.

Ami turns to his brother.

"Brother, this is important. You must help me keep it away from those who are evil. You must!" Ami asks with big eyes full of worry. "Promise, brother. Promise."

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Hey gang!

I wanted to get the discussion thread up, so people could start chatting and bouncing ideas off of each other for character creation. I will repost the creation outline again later tonight, in case you need it again.

RPG Superstar 2015 Top 16

That is a fine and fancy skelly you got there. All blinged out, brother.


A Horseman of the Apocalypse needs to look fabulous while destroying worlds!

RPG Superstar 2015 Top 16

I'm reminded of Captain Barbossa and his love for really big hats.

Anyhoo. I'll be playing a Keleshite wizard, going with the elemental focus whatsit rather than traditional specialization. So, favored spells fire, opposed spells water, etc.

Cue all sorts of puns about being hot-headed, having a fiery temper, and so forth and so forht.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

***RAWR!!!***

Fabric rips between sight, mind, and screen as Amiamble enters the thread through explosions of light and ripped fabric.

"I summon myself from the aether and into this thread! Let the circuits tremble and the pixels quake at my coming!"

Amiamble dusts himself off from the bits of alternate reality and unformed chaos from his naked body. He then slices through he silver cord attached at the waist.

"Legacy of Fire, eh? I shall ponder the depths of my black soul and darkest intents for a character worthy of this group."

Ami draws a large stone from the aether and places it near him. Ami dusts off the rock, has a sit, and begins to ponder. His chin rests upon this clenched fist and that upon a bowed elbow upon knee.

The build I have, the character/personality is still forming. I know it will be a creation of blood and suffering, but his voice is not yet fully known to me.

RPG Superstar 2015 Top 16

Doomy doomerson mcDoom-dooms?


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Gentleman and ladies, may I introduce Aldebert Piddlespot a merchant turned adventurer. He's a short tempered halfling who adores his brother Amiamble. He had a somewhat successful mercantile business importing items out of Solku until it had a little setback - Gnolls. He and his brother escaped with their lives and were going to meet with Haleen until she disappeared.

Aldebert is wearing Scale Armor (I think) and is clearly uncomfortable in the heat. He bears a Cold Iron Guisarme and a nicely inscribed wooden holy symbol to Abadar.

I look forward to playing with you all! :)

GM Sloth, my brother and I are taking the Haleen trait as it fits thematically with what we're going to do. As of yet, we've taken no benefit from the trait. Did you have some ideas on how you'd want to change it? As written it provides a +1 hitpoint and +1 skillpoint at every level for a favored class (obviously too much).

RPG Superstar 2015 Top 16

Haha, this'll be great! Two teams of brothers. :P

Nice to meetcha, Aldebert. Gnolls appear to be a common element in the backstories for James's character and myself as well... there could be some considerable overlap, actually, given the mercantile thing. I'll have to post what we've got in a bit.


Once Rand sends me his build, I will shoot you both some ideas for the trait.

Also...

Aldebert:
I'm seeing 30ft movement listed in your character information. I'm assuming you're using the Halfling racial substitution for that, correct? I might've missed it. But, you're also under a medium load, which would also reduce your movement (unless there's another thing I'm overlooking.)

I'm a little surprised that no one went with anything too crazy. I really like what I see though. No complaints there! I just expected maybe an advanced race or two instead of two humans and two halflings. :P


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
GM Sloth wrote:

Once Rand sends me his build, I will shoot you both some ideas for the trait.

Also...

** spoiler omitted **

Thanks.

GM Sloth:
Yes, I did take the racial trait for the move - I thought I noted it somewhere, but if not I'll correct that. And yes, my current move is 20'. I didn't note it there as it may be 30' depending on where my pack is. ;)


Gotcha! Thanks for clarifying. :D


Hi all! Nice to make your acquaintance.

I just had a crazy bit of drama in the past few days, so a bit behind the curve in thinking of a character. Appreciate your patience as I gradually pull my head out of the sand.


Yay! Sorry about the last couple of days. But I'm glad you're still here with us.

RPG Superstar 2015 Top 16

No problemo! No rush!


Half Orc Cleric3/Rogue3/Monk3/Wizard3/Barbarian3

Hey everyone. Sorry for not posting soon, I am on vacation. I have settled on playing Hazim Al-Jabira, the elder of the Al-Jabira brothers.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

And here is his occasionally pain-in-the-butt younger brother, Mahdi. Stats comin' soon.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Amiamble shifts on his rock, barely moving his head to nod to both Aldebert and Mahdi (ignoring St. B and Scarecrow as they have no discernible form) a modest gesture of acknowledgement, but it is clear that he is lost in dark thoughts of creation.

On occasion, he simultaneously pull an idea out of his head with his left hand while opening up a rift in the thread's fabric to cast the idea into the pits of null creation.

That concept was unworthy. And Furion is a silly name.

Amiable continues to think.


That's interesting you say that, Amiamble...

Amiamble:
EXPLOOOOOOOOSIVE RUNES!

In the face! Suck it!


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Testing, testing. Here's Hazim Al-Jabira. Character is mostly done, just selecting a drawback (thinking over protective) and then traits, and I'm done.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Amiamble raises his head, still smoking and charred from a recent and *totally* unexpected and random explosion to nod and welcome Hazim.

I hope that one is useful.

Ami conjures a rag from the aether and wipes away the char from his face. He quickly goes back to thinking.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Here's the wall of tl;dr that James (Hazim) and I collaborated on for our characters' backstory:

Ahhh words:
Ahmad Al-Jabira and his wife, Ziya Al-Jabira, were the owners of a small but profitable merchant caravan that made the trip seasonally from Ipeq, in Osirion, to mighty Katapesh. They were veterans of the road, and Ahmad and Ziya were both as skilled with a crossbow as the handful of loyal guards that accompanied them on these trips. Ahmad managed the finances and the merchandise; Ziya, who had grown up in the rough streets of Katapesh, kept an eye out for swindlers and cheats.

Their two sons also rode with them, Hazim and Mahdi. Hazim learned from his mother all the tricks merchants might use to disguise everything from a sick camel to a broken vase... as well as how to move quietly in the dunes, or how to throw a knife at twenty paces.

Mahdi, five years younger than his brother, was more indulged by their parents. He had a quick wit and took well to the tallying of profits and loss, but he was only ten years old when the caravan made its last trip.

For all Ziya and Ahmad's experience, sometimes the desert is a foe that cannot be outsmarted, and its dangers are many-- including the rapacious gnoll slavers that roam the highlands and occasionally dare to attack choice prizes moving across the desert.

One such pack of gnolls descended on the Al-Jabira caravan in the night. A gnoll spear took Ziya as she stood the night watch, and her dying scream roused her husband, the boys, and the rest of the guards, but it was too little, too late: the caravan was overwhelmed.

Ahmad was cut down as he attempted to shield his children with is life, and though Hazim tried to fight, he was still a youth, and no match for gnoll raiders. Both of the brothers were dragged off from the ruins of the caravan, kicking and screaming.

The gnolls marched them through the night back towards the hills. As dawn approached, the gnolls claimed a small sandstone cave as shelter from Katapesh's burning sunlight, shoving the loot they had taken-- both the brothers, and the material goods-- into the hole and climbing in after them.

But Hazim had learned many things from his mother, and one of those lessons had been how to twist free of ropes around the wrists. While the gnolls slept, Hazim freed himself and his brother. They crept back out of the cave and fled, braving the lethal heat of Katapeshi day as they followed the gnoll tracks back towards the caravan.

Somehow-- using every trick of the desert their parents had taught them-- both brothers survived the trek. A troop of Katapeshi guardsmen, investigating the smoke rising from the torched caravan, found the brothers taking shelter in the wreckage. They were brought back to Katapesh, where the captain of the guard suggested to Hazim that the brothers place themselves in the care of one of the orphanages of Abadar.

Hazim refused. He had saved his brother and himself from gnoll slavers; he would take care of them both now. He vowed to provide for Mahdi however he had to.

Ten years later, Hazim has stuck by his youthful promise, even when the road has led him into the crime-ridden pits of Katapesh, the twisting corridors of the Nightstalls and other dens of iniquity. While he has bloodied his hands with theft and darker deeds, Hazim has tried to shield Mahdi from the realities of life. Much of the money that Hazim has made has gone into seeing that his brother had a good education-- first in his letters and figures, but as Mahdi has grown older, in magic as well.

Madhi has studied at several of the schools of the arcane in Katapesh. He shows promise, but like many young wizards, he has an over-inflated sense of his own power. He is proud and hot-tempered, quick to imagine offense from his fellow pupils, and quick to boast of efreet blood in his past, which may or may not even be true.

He loves his older brother but also considers him over-protective and has reached the age where he perceives Hazim's guidance as interfering and bossy. He also has little idea of how much his education has cost, and takes Hazim for granted in some respects.

That said, the two of them always have each other's backs. Ten years of being the only ally the other could depend on has made them into a solid team, indisputably loyal to each other, presenting a unified face to the world however they may bicker in private.

Also, Mahdi's stats are now in his profile.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Nice background! Those damn Gnolls - always getting in the way of success and an easy life.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Thanks! And yes, gnolls are a clear threat to the way of life of our entire party. LET'S LIGHT THEM ON FIRE!


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Character is done, sent to DM, and posted in my profile for those just in case moments. Hazim al'Jabira is ready.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

*brofist* *of brothers*


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

I am almost done, with some skills, abilities, spells and back story still do complete. I present to you:

Malkia Zedek. Daughter of Arshea, mother of the clan


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

*Mahdi bows to Malkia.*

Lady, an honor to have you with us. I am pleased to have the gods on our side as well. edit derp

I rarely meet one who worships the so-called Empyreal Lords. Please, tell me more of... Arshea.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Amiamble lifts his head to nod at Malkia as well, but returns to his furious thinking, mixing ideas and concepts in strange combinations...no recipe too dark, nor any taboo honored.

A half-undead who worships at the celestial bodies? No that is an awful concept...that should be banned from all thought.

Ami puts his head back down on his fist, a picturesque state of maniacal creation.


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

The tall, dark complected woman smiles as Mahdi bows. "Arshea teaches simple, practical truths. People love freedom, but need each other too. Give your enemy mercy, but don't hesitate to protect your own life, because people rely on you. There's beauty and good in almost everything, even the jackal men. Look for it and make it grow. If it won't grow, then let it go. Above all, let men and women choose their path. No one should own another's fate."

She gets a bit of a frustrated look on her face. Dammit girl, watch where you say that. There'll be slavers guiding you there. Don't scare them if you don't need to.

And don't tell them about the Star Oasis. It's too early.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi has a seat, cross-legged, on one of the tasseled cushions, gesturing with a hand for Malkia to do the same if she will. He briefly eyes the hunched, thinking figure nearby before returning his attention to Malkia.

"It seems a sensible enough set of beliefs. Few could find anything to take offense to, there, could they? Be merciful-- within reason. Be free-- within reason. Be charitable-- within reason."

Mahdi enjoys arguing for argument's sake; his tone is lightly teasing. "A thoroughly reasonable goddess. So no holy wars or persecution?"


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

Malkia looks intently at Mahdi, taking his love of debate for sincerity. "What use is there in those things? Faith is for the greater, common good. Holy war and persecution are the stuff of men and gods who do not deserve my devotion. They'll lead us all to ill ends. Vengeance. Retribution. They have no place in the realm of Arshea."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"No use at all, as I reckon them," Mahdi says with a white smile. "This is why I am a student of the arcane, and not the divine. Although like any sensible fellow I do offer prayers to Nethys.

"But Arshea sounds most tolerant. How long have you served her?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

All this talk of gods sparks an interest in Amiamble.

Ami summons a few gods from the Aether...good Gods, evil Gods, animal Gods, demon Gods, and various demigods. He holds them in his hands, staring at them, judging and weighing each. Some he discards, casting some into the Void, others he tears off their heads and tosses them to the ground. A forge god is cracked in twain, his back broken. A pretty arty goddess's head is bitten off and gobbled whole. Soon, the large pantheon of gods is reduced to a small handful.

I don't want those Gods...these I consider.

In his hands are a spattering of Gods: a green peacock, a small sun, a full tankard, a gilded coin, a paragon human, a signed contract, a beastial visage, and a painted whore.

He takes the whore in his hands, looking at her figure and smirking. Still looking for what he seeks, he sets the Gods before him, staring upon them, thinking.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

In a burst of furious creation, Amiamble steps off his rock and kicks it into the Aether, it's form unmade in nano seconds.

Drawing his will and form unto him, Ami screams of primal force.

"I AM AMIAMBLE PIDDLESPOT AND THIS IS MY FORM!!!"

Amiamble wills a brightly colored cloud of mystic change to exist before him, he steps in, but a shadow backlit by the lights of creation.

The shadow morphs and changes, first to giant, then to a titan, then to a mouse, then to a halfling, finally finding form that fits function.

He emerges tentatively, one hairy barefoot then the next, his face clad in a scarf that hides his forehead and from his nose down.

He looks upon the arrayed strangers with trepidation, only to settle upon Aldebert's face and find calm.

His forehead almost seems to pulse with wasted runes or melt skin, but is hidden by white cloth and sunburn.

A strange medium sized savannah cat emerges from the light swirls behind him, taking an aggressively defensive posture behind the halfling, a warning of gnashing teeth. A green cowl hides much of the cat's head, and the sharpness of it's teeth unleashes a deep growl at the assembled menagerie.

"Down, Yeenoghu. I'm sure these are friends. If they huddle with Aldebert, they must be." Ame stroked the cat's strange features with his hand, trying to calm the beast but also hide his own uneasiness.

"Are they friendly, Aldebert?"


Excellent. It looks like just about everything has all come together. There's just a few little tidbits of information I need to know before we begin. I am working on the opening posts as we speak.

Mahdi:
Is there a specific weapon that Mahdi will favor more than others? Quarterstaff, dagger, etc? Or is he going to be flexible with whatever comes his way?

Malkia:
Has Malkia always lived in Katapesh? You may have told me some of this in the chat, but I can't find a record of it. Also, is she one of those types that isn't actually aware of her "heritage", or does she know exactly what she is?

If everyone could please post your three saves, your perception (with vision type) and spellcraft modifiers (if applicable) in the Race field of your profile... That would be very helpful. I like to use people's base perception modifiers as a passive perception, so I don't have to make you roll all the time. Same for Spellcraft checks.

RPG Superstar 2015 Top 16

Mahdi currently has no dagger. :P Primarily he will use his quarterstaff if forced into melee, I suppose, unless I change my mind. Although I should probably buy a dagger for him. Everyone needs to cut up their dinner meat sometime...


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Amiamble Piddlespot wrote:
"Are they friendly, Aldebert?"

"Quite friendly my brother. These two here, they are brothers as well - and they too have recently been beset by the scourge of Gnolls. A holy POX upon them! What we need is a good war to go and wipe those beasts off the face of Katapesh!" He calms down a little as his quickly reddening face pales a bit and he continues, "...and here we have a lady among us - so behave yourself and mind your manners."

Aldebert makes introductions.


Question for each of you that I didn't think of asking before, in case you're not terribly familiar with the region of Katapesh.

How would your characters feel about:

1. Pesh
2. Slavery

While they won't play big, prominent roles in the AP, both of these things happen to be two of the largest industries in Katapesh. Many people make their livings via either market, and not all dealers of drugs or slaves are "evil-aligned" (though they probably aren't necessarily "good" either.) But, if you have lived in Katapesh (the city or country) most or all of your life, you would certainly have an opinion on these matters.

There's a good article on pesh in one of the Curse of the Crimson Throne AP books, if you want to read more about it.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

GM Sloth - I sent you a PM with my characters views.

I'd also appreciate it if others would at least 'spoiler' their views. I'd rather discover your character over time and in-character rather than in a sound-byte OOC post. Thanks, and sorry for being twitchy. :)


Hey all. I was just having a conversation with GM Sloth and Aldebert, and wanted to discuss with the broader group:

Although this is a setting where slavery is common and legal, I realize I'm not going to be comfortable playing in a game with PCs who unambiguously favor slavery, own slaves, twirl their waxed mustachio at the prospect of buying them, etc.

Knowing that some players enjoy making a comedy out of things like this (and perhaps might enjoy playing a flamboyantly nasty slaver), I wanted to discuss before jumping into the campaign. I'm not judging folks who enjoy that, but I don't think I'll enjoy dealing with it over the course of a long campaign.

Aldebert and I talked, and it sounds like he as a PC will likely have a complex relationship with slavery. This wouldn't necessarily kill my enjoyment of the game. There are some themes that could be maturely explored (e.g., is temporary, indentured-servitude-like slavery different from U.S. chattel slavery? could it ever truly be practiced in a way that's not corrupt?). But for me it's too fraught a topic for PCs to lampoon offhand.

If I understand GM Sloth correctly, he and I agree that even in Golarion slavery as a practice is an 'Evil' act, though Neutral characters may engage and perhaps even Good characters might have a complicated relationship with it.

Anyway, let me know if this is going to crimp on your style. I will likely bow out of this game. If your character is going to explore some of that Neutral gray area around slavery, I may change my character, but in any case you can count on me getting pretty *intense* with some of the roleplay.

Thanks for reading!


Hi again everyone. Josh has reassured me about my concerns. I do think I will be adjusting the character tonight, to go with a bit more light-hearted theme. Looking forward to beginning.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi's views on pesh:
Mahdi has grown up around the pesh trade and sees nothing 'wrong' with it per se, anymore than the sale of alcohol. He is fully aware that pesh is more addictive than alcohol, and that people do become wholly addicted to it, but in his mind that is the responsibility of the person who chooses to use pesh to know their tolerances, and is not the 'fault' of the dealers.

He has probably used pesh at least a few times recreationally, likely in a mild distillation, and since HE experienced no serious addictive urges, he therefore has a bit of unconscious arrogance and little empathy for those who find pesh a much harder habit to kick.

Mahdi's views on slavery:
Slavery is another part of Katapesh's economy, and as such, Mahdi accepts it as a fact of life... sort of.

His acceptance of it as a mercantile reality and his own personal experiences have been somewhat at odds, changed by he and his brother's experience at the hands of gnoll slavers while young. He would be definitely opposed to 'slavery' as the gnolls practiced it-- aka, kidnapping people with violence and then selling them as chattel. Mahdi values personal will and individuality, so this sort of slavery is distasteful to him both philosophically and personally.

(This distaste does not mean he's going to go trying to free every slave he runs across; economic and legal realities remain economic and legal realities. Mahdi would not try and incite a slave revolt if it meant he was going to wind up imprisoned himself, for instance, nor would he bankrupt himself trying to buy up slaves.)

However, as Bernie points out, chattel-slavery is not the only type of slavery in existence in Golarion and in Katapesh. Selling one's self to alleviate a debt, or entering into indentured service for a set period of years, are also common forms of slavery. Mahdi likely finds these less offensive than the idea that someone could literally be forced into slavery-- he no doubt still thinks they are distasteful situations to find yourself in, but he would acknowledge there's a big difference between racking up enough debts that your own freedom is forfeit, and being snatched off the street and thrown into irons.

On the whole, Mahdi regards slavery somewhat negatively, but also does not think it is the sort of thing that can be eradicated just because he finds it distasteful. It's maybe like pollution would be to most modern people-- we know it's bad, but it's there in our atmosphere; we can take steps to recycle and to reduce our personal waste, but very few of us are willing to go picket outside a mass polluter's factory. "It's A Shame, and Somebody Else's Problem."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Bernie, thanks for stating your concerns. I appreciate you are willing to lay that sort of stuff down before we start! It's good to be among adults.


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

I have changed my character somewhat. Still feel the same way about slavery in the game, and satisfied that as a group we'll be all good. But wanted to make the character a bit more light-hearted while keeping the same basic abilities and name. A gender change, though. I present to you....

The shepherd drives a small flock of sheep into the market square. His eyes alight on the brothers al-Jabira. "I recognize you. You're... You know Haleen, do you not? I hoped to see her and ask her of her travels." He looks young, attractive under his light stubble and trail grime. His breath smells sweet like sheep's milk. "They call me Malki."

Regarding pesh and slavery:

Malki finds them both distasteful, but is not fervent about starting a drug war or drive for abolition.

He would have a harder view of chattal slavery, or abuse of those who have forever reason been forced into slavery on a temporary or long-term basis (especially if they're slaves due to crimes of poverty).


2,000 words, and still going!

*gulp!*

The gameplay thread will (finally) be opened either tonight or tomorrow afternoon by the latest. Woot!


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Wow. It does seem like it's taking a long time, but it's my fault for expecting a fast Sloth, huh? ;)

Looking forward to it.


Well, considering someone only just got their character to me on SUNDAY. After they revised it 500 times...


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

500 times? Geez, I feel much better now for only revising once...

Paizo really needs to step up its creation of non-white messageboard avatars. Finding an Arabic shepherd boy should not be this difficult... Kyra, you'll have to do for now...


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts
Malki Zedek wrote:

500 times? Geez, I feel much better now for only revising once...

Paizo really needs to step up its creation of non-white messageboard avatars. Finding an Arabic shepherd boy should not be this difficult... Kyra, you'll have to do for now...

Agreed. There were very few Arabic/Middle Eastern options when I looked through-- I think I was lucky to snag Mahdi's face before anyone else could. ;)


Aaaaaaand we're live! :D

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