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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One of the creatures answered.

Auran:
<"No interest... in food. Want metal. Enough metal... reaction from structure. We can go home.">


M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

"Uh... are some metals better than others?" Child asked, unsure of where this was going.

- - -

And, to the others, "They want to do something with metal. I think it's some sort of planar thing, these elementals seem to be trapped here and want to leave the plane..."


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

"Depends on the metal," Isen agreed as he considered. They didn't exactly have a huge stock of iron, since most of them preferred lighter armours.


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)
  • "They need metal to get home? I think we can help with that, especially after the last one we met helped us escape."

    Vincent walked back over to his camel and unlaced the leather straps holding his anvil, then carried it over to the elementals. "Tell them they can have this if it helps them get home."

    A 100 lb. anvil should help I think?


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Child waved at the anvil as Vincent grabbed it.

    "Great. We can buy a new one in the next town with a smithy, no problem."


    As Vincent brought the anvil over, arcs of plasma erupted out of the pillars and surged through it, linking two of the pillars. Fortunately, the metal was durable enough to not fall apart so easily, though that might not hold up if it was exposed to the energies for too long. More metal was definitely needed, though.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    "Can you find more metal below the ground, brothers?" Child asked the elementals, again in Auran. "If you can sense it, I can burrow for it."


    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

    Isen hung back. He needed the sword.


    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)
  • "Hmmm," Vincent thought for a moment, then reached around to various sheathes and belt loops. In the end, he came back with a pair of cold iron daggers and a hefty steel warhammer. "Is this enough? Do you need pieces of metal to link each of the pillars?"

    How many pillars are there?


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Child frowned. "What about crafting supplies, Vincent? Any raw metal for making weapons? They haven't said whether they care about they type or quality of metal, rather than just the weight."


    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 have a mostly finished mithral arm and shield project. We could use it if needed, but it's much more expensive to replace and it'd take over a week to make up the work, so I'd rather avoid that if possible. If we don't have enough, I'd sooner add my current shield."

    If we really need it, I could toss in my falcata as well and I could search around for a club or something to make do until we get to town and I can make a new one (~3 days to craft).


    There were some fourteen pillars surrounding the road - in total, they covered a part of the path about seventy-five feet long, and a fair bit wider. It didn't seem like arcs of plasma would need to run through all of them, though... just enough to get it operable long enough for the elementals to do whatever it was they were attempting.

    Auran:
    <"No metal... in ground. Would have retrieved. Cannot leave circle - summoning pillars do not allow it.">

    Yes, I am counting and keeping track of the damage objects take. Those aren't weak plasma blasts.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    "The elementals are trapped in the circle," Child informs the others. "Just stay back and we'll all be in no danger. But how badly do we want to free them? I could head back to town for supplies, just buy all their scrap metal, broken tools, and maybe a few crates to carry them in."

    How far are we out of town? Child gets +17 to any exercise-related checks, which along with cure spells means I can easily run a three-minute mile, or continuously hustle at around 11 miles/hour, which means if the party's less than two hours out I can be there and back in under an hour.


    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

    It was a long shot, but Isen tried creating an illusion of metal to see if it worked. In theory, his abilities meant it would act like real metal, at least until it was no longer believed in...but magic rarely worked by what it was supposed to do in theory.

    If not, a supply run would have to be the answer.


    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 much metal is enough to link the pillars?" Vincent reached into a pocket a pulled out a gold coin and tossed it between one of the active pillars and an inactive one to test.


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

    "I agree that we should help them. One of their kind helped us escape when we were unjustly imprisoned. But I do wish to learn why they are held here, and by whom. Simply to be prepared if there's repercussions of any sort that come to haunt us, later - other than that, a supply run for metal seems fine. Or we could try to cut up the Anvil...if Isens magic is up to the task?"
    Specifically, could we use his destructive blast/energy blade to make ~10-pound metal chunks out of the anvil?


    The illusion of metal garnered no reaction at all from the arcs of plasma - the coin got a spark, but not enough for a real surge. It seemed it would take a decent hunk of material - enough for a weapon, at the very least - to trigger the charges.


    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

    Isen shrugged and let the image vanish. It had been worth a try. "I fear we'll need more than we have with us."


    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)
  • "Well, if we're going to have to go back to town anyways, I can at least give it a shot with what I've got on me now so we can figure out how much we'll need."

    Going to toss the following out to connect up the pillars in this order, until something interesting happens or I run out of stuff:
    1. 8 inch iron pot (4 lbs)
    2. Cold iron dagger
    3. Another cold iron dagger
    4. Bolas
    5. Warhammer

    If it looks like it's very close to activating, I have a few more items, but they're more important, so I'll check what happens after that stuff first.


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

    I only really have my iron pot and mess kit that I could offer for this purpose. And I think the Arcs are too strong for small stuff to withstand them for long. Maybe Child should go to the town, and exchange gold into as many copper pieces as he can gather in the village. Copper should work great, and while single coins only get a spark, a whole set of them should operate like a single lump of (nicely conductive) metal.


    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)
  • If what I have doesn't work we can return to town and buy up things like 4 lb. iron pots for 8sp and such. Simple metal items don't cost that much. The 100 lb. anvil only cost 5gp.


    Thank goodness for high strength scores so you can carry heavy things, yeah? 8D

    More plasma flickered out as the iron pot landed, then the two daggers, and then the bolas. As that item landed, every pillar abruptly lit up for just a moment, and the space between them flashed as the space between was momentarily elsewhere. The entire system died down a moment later, and the arcs of plasma ceased... though without the plasma distracting you any longer (and who knew how long it would be before that started up again?), you could see a few piles where other travelers appeared to have wandered into the system... with unfortunate results for them.

    You don't find much metal there, but you do find a crystalline ring and an unusual leather helmet, apparently designed to help block light. The former has an aura of faint evocation.


    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)
  • "Excellent, I'm glad to be able to help others as we were once helped. Anyone have any clue where that led?" When he noticed the leftover bits, Vincent picked up the items for a closer inspection.

    Spell Failure (5%): 1d100 ⇒ 89

    Spellcraft (Identify): 1d20 + 9 + 10 ⇒ (5) + 9 + 10 = 24

    Is the helmet nonmagical? Is it like snowboarding goggles to cut glare... or.... blinders?

    And I should probably heal myself up before I wander into a fight somewhere.

    Lay on Hands: 3d6 ⇒ (1, 3, 3) = 7
    Lay on Hands: 3d6 ⇒ (1, 1, 4) = 6
    Lay on Hands: 3d6 ⇒ (5, 6, 1) = 12

    >.>


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

    "More interesting to me is the fact that it led SOMEWHERE. Considering the local people believe this world to be dead and without a way off, assuming to be trapped here, that is rather good news. And an emergency exit if we ever need one. Don't dwell in the area too long - the plasma might come back.", Phai states, scanning the perimeter and the travellers remains - from a safe distance.
    Perception: 1d20 + 14 ⇒ (1) + 14 = 15 - from a WAY safe distance.
    Spellcraft Assist Take 10: 10 + 7 = 17

    Matter of fact, I would wait around for a bit, at least 15 minutes, see if the plasma comes back by leaving an iron pot there and try to roughly time it - @Vincent: My guess would be that it's a welding helmet.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    "Well... At least we technically freed some prisoners?" Child shrugged. "I'm not too fond on this as an 'emergency exit,' but it does beat spending the rest of my life around camels. Maybe we should move on, if the plasma's coming back."


    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 suppose it depends on if it goes back to where they came from," Isen reasoned, "And how survivable that will be especially given our usual gifts seem to have taken there leave." Without those abilities travel was going to be a risk. Hopefully this area was what supressed such powers, and not the whole world.


    If the helm was magical, I would've given an aura for it. ^^ ...An Appraise check would be good to identify said helm, though.

    The ring of crystal appears to be what's often known as an Assassin's Band. The ring of pillars... still shut down, but hey, there is a path around it if you want to be safe.

    Assassin's Ring: This intricate, crystalline bracelet portrays excellent craftsmanship with a hinge and clasp to snap over the wrist. Upon command, it may form either a light melee weapon of the wearer’s choice, or light shield, crafted of force. The latter provides a +1 shield bonus and has no armor check penalty or arcane spell failure chance, while the former functions as a masterwork weapon of the type chosen. Neither the shield nor the weapon may be disarmed, stolen, or sundered, but they are vulnerable to spells and effects which affect force, such as dispel magic and disintegrate. Once created, the object remains in its chosen form and cannot be changed, though the wearer may deactivate the assassin’s band and reactivate it the following round to produce a different form. The assassin’s band can only function for up to 3 minutes per day, usable in 1 minute increments.

    Despite the name, the Assassin's Ring is a wrist-slot item.


    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)
  • Appraise: 1d20 + 5 ⇒ (4) + 5 = 9

    "Interesting. It seems this ring can be opened up like so," Vincent explained while demonstrating, "and latched onto one's wrist. Once secured properly, it can be used to produce a small weapon or shield from made of force a few times before needing time to recharge."


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

    Watching the band during Vincents explanation, Phai nods:"Interesting. Maybe you could salvage the technology it uses for your own project? It seems similar in nature-"
    Appraise: 1d20 + 3 ⇒ (3) + 3 = 6
    "No idea about that helmet, though. Maybe a means to train fighting while blinded? Use a 6th sense to try and feel where attacks are coming from?", she continued after taking a look at it, too. When after several minutes the plasma arcs have not returned, she mounted her camel again:"Regarding the emergency exit...thats why it's only for emergencies...but it proves this world is not entirely closed off from travel elsewhere. That is great news by itself."


    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 technology is intriguing, and could make for a valuable emergency back up. I'm guessing it was originally designed to be able to smuggle a weapon places where they would normally be restricted. I'm curious if I could adapt this type of design into some of my future work. Magical force based tools perhaps? Or even a more permanent augmentation like a wrist mounted force blade, or a full body emergency force shield to protect against explosions or falling? If you have any exciting ideas, please let me know."


    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

    Isen shook his head. "I'm afraid my understanding of such is limited. My world was one of steel and magic, and technology has always held certain...negative associations for me, so I rarely look into it."


    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)
  • "Are they... not the same?" Vincent asked, obviously confused. "My people use both fine craftsmanship and sorcery to bind our augmented parts to our life force, thus powering the machinery of our mechanical parts the same way we power our flesh. I suppose you could construct a clockwork contraption, or manifest some magical object, but such work would be crude and fleeting without the other to lend it form and purpose."


    *Has a snack while listening to the conversation* ^^


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

    "I think a problem is that it takes so long to manifest. If you are in a hurry, it won't help. You should look into speeding it up, make it come into being more swiftly. Other than that, magic is generally flexible. A Universal Gadget that could become any tool needed, a weapon, a shield, or anything that you will it to, really, could come in very handy. I know you were working on a shield arm...but I think something like this would make for a great augment for your main hand."
    Plus the force shield bonus applies in cases where the physical shield bonus would not...so in these situations, you could instead use the force shield and swap sword arm. Plus, universal masterwork tools, or a weapon made of force, same reason as with shield...strike things that are more vulnerable to it.
    Since it's not enhanced further, just a vanilla force shield/weapon or tools worth "peanuts" on the grand scale of things, that should also not be TOO expensive - maybe combine it with a glove of storing or something, and convince Rednal to allow both your Falcata and the Mithril Buckler to be readied with the same swift action for extra cool points- ;) then you get disarmed by a foe and form a force falcata and just keep going at him.


    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)
  • A force falcata integrated into my forearm as my primary weapon does sound cool. =P


    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

    Isen shrugged. "Magic was separate from technology. Our equipment was simple metal or other materials, and had basic enchantments on them. They did not utilize it as a source of power like one would lamp oil. Although I've heard people talk of devices that use other forms of power." Although he'd never understood how to trap lightning.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    "My homeworld had camels," Child added in suggestion, after a bit of listening. "We had spirit-whisperers, and wise men, and traveling healers, but real magic was the provenance of the demon-born Aharias, skilled in curses and blood-sacrifice. And the demonic Sky Kings, and the Walkers of Planes, when they set foot on our sands for their own purposes."

    "'Technology' is still a bit of an odd concept, but I suppose we had some—the merchants often carried intricate crossbows, and the Runed City of Kha was renowned for the sharpness of its steel."


    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)
  • Vincent mounted his camel and led the party through the lightning pillars while they were still inert, and continued the conversation, "This is precisely why I began to travel. To find so many varied perspectives to something as integral to my society as the creation of tools is fascinating. It is precisely those differences that might inspire me to new creations for the betterment of people. Perhaps someday we can return with you to your homeworld Child, and bring with us a broader understanding of magic. There is more to magic that demonic blood rituals and vile creatures from beyond the planes. It can be a source of wonder and betterment for society, and can even help repel those forces in power on your world.

    "But, that must wait for now I suppose. We have no way to find your planet, and besides, we still need to find this Opus Aeterna."


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    "I'd be fine if none of us ever returned to the Burning Sands. I have set foot on nine worlds, including this one, and the world of my birth was by far the least friendly."


    What I think is that Auttaine should totally try to use the expanded rules for their species when they can. 8D

    Continuing on towards your destination, you see that north of the graveled road stands a large tent of dusty white silk topped by a red-stained pennant flapping in the stiff breeze. Five wooden racks directly south of the tent bear the bloody carcasses of unidentified creatures, the hardpan and scrub around these gory trophies spattered with the sloppy remnants of skinning done without finesse or care. Three of the camp's members - the Syaandi species you'd seen back at Wuli's place - were by the road, and waved at you as you approached.

    "Trade!" one of them called in what sounded like a heavily accented version of the common local tongue - it didn't sound like their throats were well-suited to the language.


    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

    Eyeing the newcomers, Isen took a quick looked around to check for an ambush. Trade at the side of the road seemed unusual. As was these beings talking to strangers at all, if the Elf remembered correctly.

    Perception: 1d20 + 9 ⇒ (9) + 9 = 18


    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)
  • "Greetings," Vincent replied. While he was not quite suspicious of the Syaandi he had seen in Wuli's, he was wary as he approached and he trusted his companions to keep a sharp eye for subterfuge. "What sort of things do you have to trade?"

    Which expanded auttaine rules are you talking about? The extra augments that are in one of the later books, or another thing I don't know about yet? :D


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

    He got that..., Phai glanced at the Auttaine talking, and focused her gaze on the carcasses.
    The skinning was sloppy, but chances were, whatever trade goods they had would originate from these creatures.

    Knowledge(whatever(Nature/dungeoneering/religion/planes)): 1d20 + 6 ⇒ (19) + 6 = 25
    Heal: 1d20 + 14 ⇒ (16) + 14 = 30
    I am Xenobiologist...if the creature is common on this plane, DC is 10+CR to learn about it, so no upmark for not being from around here

    As such, it would be interesting to learn what manner of beasts the Syaandi had hunted. And, in case of trouble, how the creatures had been killed...and wether there were other parts of them useable or edible.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Child tried to glance at their weapons—both carried and for sale—and see if there was anything especially threatening lying around.

    Perception: 1d20 + 11 ⇒ (2) + 11 = 13


    @Vincent: The rules in one of the later books. XD It's good stuff.

    Looking around, Isen didn't spot others around, although the camp itself probably had more figures within. Meanwhile, Phai could tell that these creatures weren't true natives - but then, neither was anyone else you'd seen, so that really wasn't saying much. They were carrying what looked like longspears and slings.

    "Various... goods." the speaker said, their voice still rough and difficult to understand. He seemed quite aware of it, too, and gestured a bit. "Trade. Useful."


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Child carefully half-drew his giant, masterwork sword, and gestured to his magical sword and expensive bow, each of them likely more expensive than a whole pile of questionable carcasses. "We're not new to the road," he replied carefully, "Or scrounging for scraps. Save us some time and point out the good stuff?"


    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)
  • Vincent approached with a smile, "All right then, let's have a look shall we? What sorts of things are you hoping to gain? I'm not sure we have much that would interest you."

    Well then, I guess I'll have to look into it once I have a chance to pick up some Craft feats. Is there a particular one (or more) that I'll need? I originally was planning to pick up Craft Arms and Armor since it fit the armorsmith theme. For that matter, should I be picking up any specific craft skills?


    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

    "Do you accept precious metals or gems as payment?" Isen really didn't want to find something useful, only to find that they couldn't pay and had just caused great offence.


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

    <Elali>"Keep up your guard. They did not seem very interested in trade back at the settlement, where a lot more prospective buyers could have taken a look. I guess there's an equal chance they aquired something while hunting, ot they mean to aquire something by overpowering us. Better safe than sorry.", Phai added, with a smile, carefully observing wether any of the Syaandi where trying to reach for their weapons...in which case she would have activated her flight ability.


    M Suli Aegis (Trailblazer) 5, Fighter (Unbreakable) 1/Medium (Spirit Dancer) 6/Mythic Trickster 1 | HP: 71/86, Stamina: 1/8 | AC: 19 / T: 12 / FF: 19 | Fort: +9, Ref: +4, Will: +6 | M. Touch: +9, R. Touch: +7 | CMB: +10, CMD: 21 | Init: +1/+3 favored, Perception: +9/+11 favored (LL) | Resist Fire 5, Electric 5, Acid 5, Cold 5, DR 3/-

    Uhh these aren't necessarily the same Syaandi, that seems a bit of a stereotype... but Child can't speak Elali so we're all good.

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