GM Rednal's Legendary Planet AP (Inactive)

Game Master Rednal

Unused
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Trebelbet
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Current Goal: Find the Opus Aeterna and learn how to repair Gates


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HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

Isen, Vincent? I think that one is up to you two...either of you should provide that bluff, it seems. Maybe make it count while at it, with something like "the animals should go free since they transport goods for your boss"...then having 2 of us fly over rather than pay for bridge usage-

Sorry for messing up there. If we end up paying extra to avoid hostilities, we will deduct it from my share.

Also, Vincent, maybe you want to follow this Alias to it's campaign and provide a submission for there?


Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Isen, want to give this one a go? Vincent's not really trying to deceive them, more make friends and convince them to let us pass for less/nothing.

    Looking to replace a divine caster/skill character? Let me see if I can come up with a fun character idea to fit the bill. Is it healing specifically, or just divine magic in general? Any specific skills? Traps?

    Did you guys all go variant multiclass because of the bonus feats at even levels? Is there anything important to know other than what's in the first recruitment post?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    I'm also not trying to deceive them.
    I simply messed up as player -_-

    @VMC: I did, yes.
    @Healing, we got Paladin and Warpriest, we shouldn't depend on it...but more healing never hurts. Just saying it's a plus but definitely not a hard requisite.


    Yeah, that's why I decided to softball it and let it be a potential Aid Another. ^^ Accidental bluffs are still bluffs, after all.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I've got an outline of an idea for a tengu shingenjo oracle/scout unchained rogue, but I got home from work really late tonight, so it will have to wait until tomorrow to get more fleshed out.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "Och, a wyrd bridie-folk shall be joining me saga, shall it? Well, so long as ye can help, ye shall feast on the finest of breakfasts."


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    @Rednal: I know. I just felt I needed to point it out again when Vincent refused to make the check on basis of not wanting to deceive them. Then again, he's a Paladin, so...


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • I wasn't going to leave you twisting in the wind, just wanted to give Isen a chance to jump in there since lying/smoothing things over seems more in his skill set.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Umbriak wrote:
    "Och, a wyrd bridie-folk shall be joining me saga, shall it? Well, so long as ye can help, ye shall feast on the finest of breakfasts."

    Looks like you guys are level 4? Should I start with half WBL for 4 then? Anything else special outside the main recruitment post? Any changes since the game started?


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Yeah, we're level four. Not sure about wealth by level - we've not gotten a huge amount of shinies, but I have no idea how close to level they are, so Rednal will need to answer that. Everything is the same as the recruitment post (unless it doesn't mention you can use Spheres, because you can).


    I feel like you're probably around half your WBL right now, give or take... best to use that as a basis. Fear not, more shinies will happen. XD I mean, y'know. Eventually. Some areas are DEFINITELY more treasure-rich than others.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • So half, or quarter (half for ABP, half for progress)?

    Also looking to be another late night... I'm still at work right now.


    Normal half. ^^


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • ...and I'm working the weekend instead of playing Starfinder... yaaaay.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Man, you need a better job. My manager encourages me to roleplay here. I'm doing it right now!


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • It's "not normally" like this, but it's been like this a lot lately.


    That does tend to be the sign of a new normal... well, the advice I can offer is limited, but you're still welcome here to relax. ^^


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • How does blood crow strike work for an oracle? Is it a 1 round cast that releases a full attack worth of unarmed strikes at the end? Something else? The attacks are melee attacks, despite being at range, do they do sneak attack damage within 30 ft? Within the spells range?

    Hoping to finally sit down and put together my tengu tonight, and just brainstorming ideas for down the road.


    Quote:
    A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

    So, cast it on yourself one turn, get the benefit on the next.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Sorry I wasn't very specific. For this particular spell:

    Blood Crow Strike wrote:
    Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.

    The spell has a 1 round cast time, but a duration of instantaneous, so my question is it cast the spell and the effect is 1 full-attack's worth of attacks made with boiling blood crows?


    The explanation about Flurry of Blows is the clearest answer there - you can get one round of unarmed strike or flurry of blows attacks, basically, however many that might be for you.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Cool. That was my interpretation as well, but it's worded a bit strangely.

    Blood Crow Strike is just too perfect a thematic spell to pass up for an unarmed focused tengu oracle blighted with a wasting disease.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • After a whirlwind of late night work, I finally had time to sit down and read through the player's guide. I haven't read through the 1000+ posts in the gameplay thread, so I'm not up to speed on the current game, but I figured we could work that in after I know what I'm working with. I'm open to other ideas or suggestions and whatnot, but for now, meet Tchakar:

    Stats:
    Tchakar
    Male tengu oracle (shigenjo) 4/unchained rogue 4/gestalt 4 (Pathfinder RPG Advanced Player's Guide 42, 134, Pathfinder RPG Advanced Race Guide 164, Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
    NG Medium humanoid (tengu)
    Init +4; Senses low-light vision; Perception +10
    --------------------
    Defense
    --------------------
    AC 15, touch 15, flat-footed 11 (+4 Dex, +1 enhancement)
    hp 40 (4d8+8)
    Fort +4, Ref +9, Will +6; +4 Competence bonus vs. disease
    Defensive Abilities danger sense +1, evasion; Immune sickened
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike +10 (1d8+6) or
    . . dagger +7 (1d4-1/19-20) or
    . . quarterstaff +2 (1d6-1) or
    . . bite +2 (1d3-1)
    Special Attacks scout's charge, sneak attack (unchained) +2d6
    Oracle (Shigenjo) Spells Known (CL 4th; concentration +7)
    . . 2nd (4/day)—alter self, bone fists, cure moderate wounds
    . . 1st (7/day)—comprehend languages, cure light wounds, liberating command[UC], remove sickness[UM] (DC 14), true strike
    . . 0 (at will)—create water, detect magic, guidance, mending, read magic, stabilize
    . . Mystery Ascetic
    --------------------
    Statistics
    --------------------
    Str 8, Dex 18, Con 12, Int 12, Wis 12, Cha 17
    Base Atk +3; CMB +2; CMD 16
    Feats Improved Unarmed Strike, Knockout Artist[UC], Possessed Hand, Sap Adept[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (unarmed strike)
    Traits focused mind, resilient
    Skills Acrobatics +11, Appraise +6, Bluff -1, Climb +4, Craft (gemcutting) +8, Diplomacy +3, Disable Device +16, Disguise -1, Escape Artist +8, Heal +6, Intimidate +10, Knowledge (dungeoneering) +5, Knowledge (history) +7, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +10, Perception +10, Profession (herbalist) +8, Sense Motive +5, Sleight of Hand +9, Spellcraft +5, Stealth +13, Survival +5, Swim +4, Use Magic Device +3; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
    Languages Auran, Common, Draconic, Elven, Ignan, Orc, Tengu
    SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, gifted linguist, oracle's curse (wasting), revelations (ascetic armor, martial disciple), rogue talents (emboldening strike +1, weapon training), swordtrained, trapfinding +2
    Combat Gear potion of jump, potion of mage armor (2), potion of touch of the sea, scroll of comprehend languages, scroll of remove fear, scroll of sanctify corpse, acid (2), alchemist's fire (2), holy water (2), wing oil[ARG] (3); Other Gear dagger, quarterstaff, handy haversack, backpack, bedroll, belt pouch, flint and steel, gemcutting tools, grappling hook, hemp rope (50 ft.), ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), travelling spellbook[APG], waterskin, 472 gp
    --------------------
    Special Abilities
    --------------------
    Ascetic Armor +4 (4 hours/day) (Su) Gain a temporary armor bonus to AC
    Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
    Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
    Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
    Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
    Emboldening Strike +1 (Ex) Sneak attack grants listed bonus to saves for 1 rd.
    Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
    Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.
    Immunity to Sickened You are immune to the sickened condition.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Knockout Artist (+2) Gain +2 damage per sneak attack when dealing nonlethal sneak damage
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
    Sap Adept Gain bonus damage on nonlethal attacks,
    Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
    Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
    Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
    Wasting +4 competence bonus to save vs. Disease
    --------------------
    Campaign Feat:
    Blade of the Resistance [Gate Pass]
    Fed up with the oppression of the Ragesians and
    Shahalesti, you wage a discreet war against them.
    Benefit: You gain Sense Motive as a bonus class
    skill. Additionally, once per encounter you can select
    an intelligent creature who has dealt damage to you
    or your allies as your preferred foe. That creature
    need not have dealt damage to your or your allies
    during the current encounter; a previous encounter
    will suffice. Until the end of the encounter, you gain
    a +2 bonus to weapon or ray damage rolls against
    your preferred foe.
    Special:You gain this feat as a bonus feat if your
    character begins at 1st level affiliated with the Gate
    Pass resistance.

    Future feats: Sap Master (5), Hand's Autonomy, Hand's Sight
    Maybe: Frightening Ambush, Shatter Defenses, Tengu Wings, Tengu Raven Form
    Other notes for future: Get a cool magic staff. Staves are cool D:<

    Backstory:
    Tchakar's early life was fraught with peril. As a hatchling left abandoned in Ragesia, Tchakar was forced to scavenge what he could for survival. This often left him fleeing from a furious orc after the young tengu had helped himself to a scrap of meat left unguarded. By the time Tchakar was 10, he had zigzagged his way across most of the eastern expanses of Ragesia, before finally finding refuge in Gate Pass.

    The next five years were a blur for Tchakar, as he befriended several of the more prominent thieves operating in the city and quickly became wrapped up in their schemes and heists. No longer stealing for mere survival, Tchakar became fascinated with collecting shiny baubles and small pieces of jewelry from his ever more daring capers. One night, something went wrong while Tchakar was almost finished disarming the second trap on a particularly nasty lockbox, sure to be filled with an array of sparkly items. His lookout, Blind Mo, gave the signal to abort and run away, but Tchakar was nearly finished. Just… one… more… Suddenly, the room was blazingly bright and an imposing figure barely visible against the harsh light and to Tchakar’s shock and horror, he couldn’t move a single muscle.

    Tchakar’s punishment was not uncommon among Gate Pass, but that didn’t make it any easier to live with the consequences. Tchakar’s days as an expert lockpick had ended. How could he go on with just one hand? No longer able to aid his companions, and severely depressed, Tchakar finally decided to leave Gate Pass.

    He wandered aimlessly through the mountains for days. Scavenging what he could from the wilderness, he lived not unlike the crows that beared such a close resemblance to his people. Unfortunately, he lacked the range and mobility of an airborne crow, and required significantly more food, so Tchakar soon found himself starving out on some desolate mountain peak. It was there that he heard a voice, whispering on the wind blowing in from the west.

    Tchakar didn’t understand how, but he managed to find the strength to press on, though he didn’t know where he was going or why it was important that he get there. The last thing he remembered from that night was reaching a great gateway with a howling wind tearing through. In time, Tchakar learned to find peace with the monks at the Monastery of Two Winds, training with them to the best of his ability. Despite his lack of magical ability, Tchakar threw himself into his new life.

    After several years at the monastery, one of the monks, a fiery human woman named Aveline, approached Tchakar with an idea. She had a theory that the power of the east wind, and the gentle grace of the west wind might be combined for a greater purpose, though not without danger due to the fickle nature of the wind. She hoped that by binding an air elemental to aid her she might be able to channel enough power to expand her magical abilities beyond their ordinary limits. To test her idea, she wanted Tchakar’s help by allowing her to attempt to restore his lost hand.

    Tchakar leapt at the opportunity. The next few weeks were nearly intolerable, waiting for the winds to shift such that both east and west might converge at the monastery. Finally, a shifting southern storm provided an opportunity. At first, everything seemed to go well. Aveline called a friendly air elemental willing to help with the experiment and began the ritual. The air whirled and spun about him, and to his delight, a faint glowing outline of a hand began to trace itself out from his stump. The winds picked up and Tchakar soon found himself being lifted off the ground, but his attention was transfixed on the glowing light of feathers being drawn before his eyes. Suddenly, he felt a lurch and the world spun. The last thing he saw before losing consciousness was Aveline’s look of horror as the wind spun him towards the stone floor.

    When he awoke, two days later, he reached up to touch the prominent lump on his head, but stopped halfway. Where once there had been a hand, and then later a stump, he now had a hand once more. But it was not his hand. The structure was the same, he could bend and flex it the same, but the feathers were stark white against the rest of his black plumage. As he lay in bed staring at this strange miracle, his hand suddenly twitched and contorted of its own accord.

    Aveline apologized repeatedly over the following months, especially after his many of his feathers began to rot and the hand began to absently pluck the affected feathers from his body. The monks’ best guess at what had happened was that the wind had shifted and instead of binding the elemental to help channel the spell, the ritual had literally bound the outsider to the freshly formed flesh, and the two entities now shared control of the magically restored hand. The monks also suggested that the confluence of elemental and tengu was putting extreme stress on Tchakar’s body, leading to the rotting sickness. Tchakar took it stoicly, repeatedly telling Aveline that having the hand returned more than made up for the other inconveniences, and even then she had tried to help him, despite personal risk.

    With his hand restored, Tchakar began helping in other roles around the monastery, finding that the careful work of herbalism helped to calm the hand and his own spirit. He spent the next few years learning uses for many of the common plants that grew among the mountains, as well as rarer herbs purchased from traveling merchants. In his spare time, Tchakar continued his training with the monastery’s expert martial artists. One day, during an especially rigorous training exercise, Tchakar accidentally threw his opponent into an equipment hook. Tchakar rushed to provide what aid he could, but they were both surprised when the tengu’s bound hand suddenly began to glow and yanked Tchakar forward to slam into the wound. A moment later when Tchakar managed to pull the hand away, the wound was gone.

    Tchakar spent his last two years in the Monastery of Two Winds in focused study, learning to perform a variety of magic. Eventually, he decided that he had to leave. His time with the monks had afforded him an opportunity to aid those in need, and he hoped by doing so he might be able to atone for his past actions in some way. He now lives in a small cottage in the mountains south of Gate Pass proper where he offers his help to those he meets. Despite his gaunt appearance, drab robe and patchy feathers, those who get to know him know Tchakar as a kind and capable healer and herbalist. Lately, some of his old companions have reached out to him. Tchakar was quick to mention that his days of thievery were behind him, but they just laughed his accusations away. They claimed to have given up their thieving ways in light of recent dangers, and were instead part of the resistance. They encouraged Tchakar to stand ready, in case the city ever needed either his healing skills or his more clandestine abilities.


    Looks reasonable enough, though I feel like your AC is probably a bit low... might come back to bite you, that. XD


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Yeah. His "adventuring AC" is 19 right now, with his armor revelation, with some back up potions of mage armor in case he runs out of armor time. It is a little rough though, since he's very monk like, but without the monk's AC bonus and easy access to barkskin.

    I don't suppose anyone knows of a good way to get to add CHA to AC, like a monk adds his WIS?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Hm. Dunno what you are going for here, since you have two-weapon fighting, but unarmed stuff and a quarterstaff.
    Just wanted to mention unhindering Shield Feat.
    +1 AC for the buckler, +1 for Shield Focus Prereq, and whatever enchantment you slam on it. Works for Monks, and lets you dual-wield(while still giving you the AC Bonus).
    If you can fit it in there, that's some extra AC.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • The staff is just there as a walking stick and I can't afford a magic staff at this level. My attacks will be unarmed, punches and kicks when two weapon fighting, but often I'll probably be using 1 attack with a charge or 10 ft of movement at level 8+.

    The shield idea is good, but doesn't really work with the theme I was going for. Maybe I'll pick up crane style to go with the whole bird theme.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Actually, having just reread the ascetic mystery, it looks like there's nothing about not using a shield, just no armor or medium or heavy load, so maybe I'll just pick up a dark wood light shield and hold my staff in that hand and punch with my possessed hand and kick.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Even if there was, since the ascetic theme is pretty much based on monk, it would probably still work due to the (Special: A monk with this feat is not considered to be using a shield for the purposes of his AC bonus, fast movement, or flurry of blows.) section.

    Plus, Rednal is very accepting in reflavors, as long as mechanically everything is sound.
    Maybe you can use your 'walking stick' to deflect blows, that is, have the buckler be a mechanic item for your off-hand that is, flavorwise, overrided by the Staff used in the "Cosmetic" slot of said off-hand.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • That'd be cool. Let's see what Rednal thinks of a shield-staff. If everything checks out and everyone's happy with Tchakar, I'll post over in the other discussion.

    As for this game... I'm a little confused about how everything is laid out. Did we just get hustled?

    We're trying to cross some water, and paid a toll to get across, but then they suggested we try a different crossing? Or is it another crossing after this one, on our way?


    Basically, the place you arrived at is an island of sorts. You need this bridge to get over to the mainland, and following the river inland, there's another bridge that takes you across said river properly, and that's where your goal is.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Ok, cool, wasn't quite following, that clears it up.

    How much is everyone paying so I can mark off the correct amount? I'm ok with paying for everyone.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I'll pay a third.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Is everyone happy with Tchakar? And Rednal, would a staff that acts (and costs) like a light wooden shield that is later combined with a magic staff be acceptable?

    I'm imagining Tchakar looks something like this but with patchier feathers and carrying a staff that he uses to walk with and deflect attacks.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    Not to be a spoilsport, but unhindering shield demands bucklering. So if you meant to go with that to keep the hand 'available' then light shield is not mechanically viable. If you simply want your light wooden shield to have the form of a staff but work like a shield for all intents and purposes? Probably something else. If you mean to carry a Magic staff in that hand, however, that would be double-booking the slot unless you go with unhindering shield, which brings us full circle.
    Not my call to make, of course, but I feel you have the best chance to get things accepted if you clearly explain the mechanical workings, then the reflavoring done.('I am using a buckler with unhindering shield Feat allowing me to wield a staff in that hand without losing the AC. Mechanically the shield provides the armor bonus, but I would like to reflavor that into deflecting attacks with the staff I wield(and the buckler only existing mechanically, not on my hand), and I will later upgrade that staff into a magic staff(and separately upgrade the buckler to increase the AC or add special qualities to it. The items are mechanically separate and capable of functioning simultaneously, but flavorwise, I would like them fused into one staff I use for defensive purposes.)')


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Eh, having thought on it a bit more, I think I'll table the staff idea for now and focus that on a different character in the future. Magic staves are a cool trope that are unfortunately hard to make work in Pathfinder.

    For Tchakar how does this sound? After getting hit in the head a few too many times, Tchakar went shopping for some extra protection and the merchant convinced him to purchase a finely crafted darkwood kite shield, and Tchakar didn't realize that it wasn't an actual kite until after he had purchased it. Too proud to admit his mistake, he kept the heavy wooden shield and has managed to incorporate it into his martial training with some substantial effort. I still have a hand free for casting and fighting can combo up the white-feather fist with a barrage of kicks. Sound ok?


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    Have you read the third party supplement, the Spellstaff? It's an interesting little idea. I can share if you think it'll be useful.


    I have a character who does make the magic staff work, but they're kind of a wonky tristalt with a heavy dose of story and mythic crafting on top of it. XD Neat staff, though.

    What exact rules are you trying to use there, Vincent?


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    It kind of reads as if he's using a heavy shield + no weapon...using his main hand as free hand for casting and mixing up combat with kicking like a good monk would?
    Or did I misread that?
    I don't think the archetype forbids a heavy shield, the only question then is proficiency. Since Oracle grants it and ascetic does not seem to change it? Seems no worries there. Unless things change.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Never heard of the Spellstaff. Perhaps it could be useful for a future game, I'll have to look at it some time. Is it an item/class/feat?

    Yeah, that's pretty much it, Phai. I was thinking about a staff-as-a-shield, but there will be better opportunities for a staff wielder in another game I think. Maybe I'll finally figure out a way to make Gandalf's style work some day.

    For now I'm thinking just using a heavy wooden shield (cause kite shields look cool, and I like the idea that Tchakar mixed up the meaning of "kite") and focus on unarmed combat. The shield is just there for blocking attacks. It's got ravens carved into the face of it though, so at least it looks kind of cool and fits the bird/wind theme.

    Most of the time I'll be attacking with the possessed hand, and on the occasional full attack I'll use possessed hand + kicks for two-weapon unarmed combat. I get monk unarmed damage, but no flurry, so I have to drop feats. Depending on how hard of a time I have hitting I may use two-weapon fighting more or less, but I expect it will be a bit easier once I get Invisible Blade at 10.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    The Spellstaff is an item, but the PDF has feat and archetype support.


    I think the Staff Magus gets a shield bonus at Level 10-ish... but yeah, some ideas need gestalt, or at least a decent bit of homebrewing.


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • Yeah, the staff magus seems cool, but I haven't found any good way to use both a longsword and staff together. Two weapon fighting in general can be pretty tough to make work, especially if you also want to be a caster.

    Anyways, should I post in the other thread with Tchakar? Any further questions/problems/changes?


    Go ahead and post with him now. ^^


    Releases update:

    I now have Part 6 (of 7) of this Adventure Path. You are in Part 2, not counting the prologue.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    OK...what have we got that we can use? We have that vicious longspear, but I think that we should avoid risking that unless we have to. Isen can donate his sword, in a pinch. What else have we got that we can use? Any spare weapons, metals and poles?


    I suppose there's always taking Vincent's arm of- I-I mean, that's a good question, Isen.


    HP: 37/40 | AC: 20 | Fort: +8, Ref: +8, Will: +8 | Hero Points: 3/3 | 25 feet speed | Perception: +6 Active Effects: none

    We have the Syandi spears, do we not?
    If not, we do have my Glaive(if I stick to the vicious longspear).
    Even if the Anvil is gone, I think Vincent had some raw materials left to work on his shield?
    And there's always coinage...I think Isen has a lot in small denominations as material components? (obviously not using the full set, just pointing out if we need some metal we should have it...)

    Not much else to think about. We DO also have an extra camel. We could...um...cook dinner, by strapping the lightning rod spear/glaive on it's back while the others of us lay down flat.

    Or we remain standing and try to dodge when the air gets all prickly/crawley on your skin indicating a bolt will hit.
    Hey, it worked in FF-X on the Thunder Plains...


    Pld6/Src6/Grd1 | HP:83/83 | AC: 25 / T: 13 / FF: 23 | Fort: +13, Ref: +10, Will: +10; +2 vs. mind-affecting, poison and effects causing exhaustion or fatigue | Immune: disease, fear | CMB: +9, CMD: 22 | Init: +2, Perc: +1
    Daily Abilities:
  • MP 5/5
  • Cure Light Wand 33/50
  • Smite 1/2
  • LoH 8/8
  • Sorc Spells 1st: 3/8, 2nd: 6/6, 3rd: 3/4
  • Pld Spells: Hero's Defiance,Lesser Restoration, Grace
  • Status Effects:
  • Spell Storing Armor: Frigid Touch
  • Ant Haul (12 hours)
  • 200 lightning bolts later and we get a creepy little doll!

    And I'd rather keep all three of my arms if at all possible. Both of the ones attached to my chest, and the third which is part of the shield construction.

    I've got a warhammer and potentially my sword as well if needed.


    Male Elf Rogue 5/Sorcerer 1 - Witch 4 - Trickster 1 | HP: 46/50 | AC: 22 / T: 17 / FF: 16 | Fort: +4-1, Ref: +8, Will: +7; +2 Vs Enchantment | CMB: +4, CMD: 19 | Init: +4, Perception: +10 | Immune (Sleep) | Spell Points: 13/16

    I do look good in a dress made of belts...

    Assuming we do have the Syundi spears, they'll do. If not we can use the Glaive and Isen's Sword first, then the other stuff as needed. Isen's silver coins can be used to form chains to the water, in a pinch - it doesn't matter what state they're in, so long as it's a silver piece's worth of silver left.

    Sound good?

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