Into the Obscure (A Dark Extraplanar Adventure) (Inactive)

Game Master Daxter

The terrible plane of Abaddon lies in wait...


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Female :D Check out my fetching opercles!

And I have yet another application from Feral...
Wow! Even without opening up the recruitment thread, this is amazing...
I could, in theory, give you two new players, I'd just adjust encounters accordingly.
Thoughts?

Liberty's Edge

How many active players do you currently have?

I don't want to explode your game with too many characters.

Would you prefer I take over one of the dropout's characters or write up someone new and work out a way for him/her to be in Abaddon?


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

I know a game that needs a healer, Feral! Still on first part of CoT.

Liberty's Edge

Heh, I'm already in a CoT game in book five and potentially joining a second game in book four.

Sorry!


Female :D Check out my fetching opercles!

Har. I have 6 players at the moment. My record is 12. 8 is doable, but I might ask for help for some things, in that case... especially since I'm map-impaired. I'll need headers with full stat info, anyway.

And I would prefer a new character, however I might have you soloing for a while.

Liberty's Edge

I can help out with maps. I've become quite well versed with making maps for other people.

I have some ideas but I'll leave it up to the current party, what sort of role(s) do you guys think you could use or use more of?


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Honestly I'd prefer to keep it at 6. We've gone this far with what we have, why mess with it?


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

Gunsmith, silversmith, alchemist, second divine/arcanist, bardic buffer?


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

How about 2nd GM playing evil daemons?

TWOOOO GMMMMS

TWOOOO GMMMMMS

I kid. Note the Pathfinder shoutout in prior strip.

Liberty's Edge

I was thinking either some form of melee to help take some of the heat off of poor Talon or an archer.

I could do an arcane/divine support caster instead though, possibly marry the two concepts to a degree.

Any other input?


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

I just need to start wearing heavier armor and get that shield other I discussed with the cleric about. Or people could stop leaving me high and dry. That would work too.


Spoiler:
Init +4; Perception +10 (+12); hp: 72 (72); AC 20/12/19; F+9, R+4, W+7; CMB +10, CMD: 22; Arcane Pool 4/8; Conditions: Drovya is wearing Talon's cloak, +1 to all saves.
Male Half Elf Bladebound Magus 8

Dedicated ranged damage would be good. Honestly, we are pretty good on melee damage. If it was combined with some spell casting, that would be great. Maybe an archer paladin oooh, or holy gun?


Spoiler:
Init +4; Perception +10 (+12); hp: 72 (72); AC 20/12/19; F+9, R+4, W+7; CMB +10, CMD: 22; Arcane Pool 4/8; Conditions: Drovya is wearing Talon's cloak, +1 to all saves.
Male Half Elf Bladebound Magus 8

Oh and Talon, if you're going to get medium armor proficiency, we still have Rogar's +1 Full Plate in the bag of holding. Maybe Trout will let you wear the breastplate. That should help your AC quite a bit.


Rogue 3 | Init +4 | Perc +8 | AC:20/ T:16/ FF:14 | HP23/23 | CMB +5 / CMD: 15 | Saves F +4/R +8/W +2

Howdy all - I was looking at the gameplay thread for this game, after talking with TET a bit, and saw there was a lot of discussion activity - turns out some was about me! (Thanks for the nice responses, Drovya and K-Thizzle!)

I was thinking of a switch-hitter ranger with some outsider types as favored enemies, maybe the infiltrator archetype. Could look to paladin as well, though it's not my favorite from an RP perspective.

It seems like there's still some discussion to be had about whether you're picking up zero, one or two new players, no? I'd love to join this campaign, really enjoying the one I'm already in with a few of you. I'll check in from time to time to see what's what.


Female :D Check out my fetching opercles!

Regardless of what the lineup ends up being, I can always keep you on speed-dial, so to speak. I still need to work things out with my nifty little group, here.

However, about Rogar's armor... it's kinda crafted for a dwarf...? I don't know what the rules are on that, but while it is technically medium sized, might it need refitting? I'll need to look it up.


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Oh we do! I was considering retraining my never-used improved trip into medium armor proficiency and taking heavy armor proficiency when I hit 7.


Female :D Check out my fetching opercles!

The breastplate would fit, but if it were full-plate it wouldn't.
Odd, that.


Spoiler:
Init +4; Perception +10 (+12); hp: 72 (72); AC 20/12/19; F+9, R+4, W+7; CMB +10, CMD: 22; Arcane Pool 4/8; Conditions: Drovya is wearing Talon's cloak, +1 to all saves.
Male Half Elf Bladebound Magus 8

Could we detach the breastplate from the rest of the armor for Talon to wear? That's what I was thinking of anyway.


Female :D Check out my fetching opercles!

Yeah, I'd allow it.

Liberty's Edge

If Morin wants to be a switch hitter I might focus more on support.

I'll get a couple drafts up in a bit and gather feedback.


Female :D Check out my fetching opercles!

The Suspiridaemon has a save-or-die spell.

Liberty's Edge

Assuming Morin doesn't step into the ranged combat domain these are the contenders I'm working with so far.

Human Fighter (Crossbowman)
Human Ranger (Guide/Infiltrator)
Human Bard (Arcane Duelist)

All versions of the character would wield a Minotaur Crossbow.

The fighter is the best combatant. The bard is more versatile and supportive (Inspire Courage!). The ranger is somewhere in between.

Liberty's Edge

It appears I'm a liar.

The bard ended up being a halfling slinger.

Background:

Zeekle grew up like most of his kin in a small halfling community near Almas and even though he was afflicted with the wanderlust that was common among his kind, he served as a diligent community defender when he reached adulthood. That was when people started to notice little Zeke was... different.

Most halflings knew violence was a necessary part of keeping the community safe but Zeke took too much joy in it - he was too good at it. He began to practice with the deadly slingstaff, a weapon considered purely for defense, and became quite good with it.

A rift began to grow between himself, his friends, and his family and sensing he was no longer welcome, Zeekle left his home behind and headed to Absalom. He petitioned to joined the Pathfinder Society there but after some preliminary tests he was denied for similar reasons to those that he left home - there was something dark in the little halfling, something that the Society didn't want among their numbers.

With nowhere else to go, Zeke picked up work wherever he could find it. For the next few years he served as bodyguard, entertainer, and even hired killer. Zeekle took whatever work came his way but knew that somewhere there was someplace he would fit, some place that needed him.

Everything changed the day he received a missive from a high ranking priest of the Dawnflower...

ZEEKLE 'ZEKE' SHADOWFOOT:
Male Halfling Bard (Arcane Duelist) 5 Fighter 1
CN Small Humanoid (Halfling)
Init +4; Senses Perception +9
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 16. . (+4 armor, +1 shield, +4 Dex, +1 size)
hp 51 (1d10+5d8+12)
Fort +6, Ref +9, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +5 (1d2/20/x2)
Ranged Sling Staff, Halfling +9 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (14 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 14), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +2
Bard (Arcane Duelist) Spells Known (CL 6, +5 melee touch, +9 ranged touch):
2 (3/day) Heroism (DC 14), Gallant Inspiration (DC 14), Versatile Weapon (DC 14)
1 (5/day) Cure Light Wounds (DC 13), Alarm, Saving Finale (DC 13), Vanish (DC 13)
0 (at will) Message, Light, Open/Close (DC 12), Detect Magic, Mending, Prestidigitation (DC 12)
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 14, Int 14, Wis 7, Cha 14
Base Atk +4; CMB +3; CMD 17
Feats Arc Slinger, Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Deadly Aim -2/+4, Point Blank Shot, Rapid Shot
Traits Indomitable Faith, Magical Knack: Bard (Arcane Duelist)
Skills Acrobatics +12, Climb +8, Diplomacy +11, Escape Artist +3, Fly +5, Intimidate +8, Perception +9, Perform (Comedy) +6, Perform (Wind Instruments) +8, Ride +3, Spellcraft +11, Stealth +11, Swim +8
Languages Abyssal, Common, Goblin, Halfling
SQ Arcane Bond - Weapon (1/day), Bardic Performance: Rallying Cry (Su), Fearless, Triple Time, Warslinger
Combat Gear Masterwork Buckler, Masterwork Chain Shirt, Sling Staff, Halfling;
--------------------
SPECIAL ABILITIES
--------------------
Arc Slinger Reduce ranged attack penalties due to range by 2
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Bard (Arcane Duelist) +2 CL for a specific class, to a max of your HD.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Triple Time Your lively cadence puts a spring in the step of weary marchers.i
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Did you get my PM, Trout? I'd really like to talk to you.


Female :D Check out my fetching opercles!

After some consideration, I'll cap the party at seven. I'll look at both player's entries and decide from there. Anyone not selected will still be put on a list for contact if something happens.
Feral, you entry looks decent overall, but I do require good alignments in this campaign.
---

As for the current in-game predicament... Kanthuun, you have another Gust of Wind, right?


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

That is true, seeing as he's a sorceror he should have another one. Though, I don't know how to help Petrova..


Female :D Check out my fetching opercles!

Maybe the dicebot will kick in for her when it finally counts.


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

One can hope, wouldn't want to lose my biggest fan. :)

Liberty's Edge

I missed the alignment part.

Good's fine by me.


AC/Touch/FF: 21/16/16; F/R/W: +6/+9/+4 Max HP 47; Current HP 47

Hey folks.

I just wanted to let everybody know that I've had a blast playing with you all, but I've been looking to reduce my PBP load for awhile, but I don't believe in leaving a game when it doesn't make sense story wise.

Thank you all for a fun time, and enjoy the rest of your time in Abbadon.:)


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Well, you will be missed. :(


Female :D Check out my fetching opercles!

Ditto. You're welcome to lurk around anytime, as I've said.


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

I do...-fights back a tear- YOU SHALL BE AVENGED!


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

and my Gusts are mere scrolls--but I got a few of them.


Female :D Check out my fetching opercles!

Good move on buying those.
By the way, you wouldn't know that Petrova was dead. You just saw the three get covered in more fog, which you can identify with Spellcraft...


AC/Touch/FF: 21/16/16; F/R/W: +6/+9/+4 Max HP 47; Current HP 47

Perhaps Petrova's spirit, roaming free but unable to escape Abbadon, will hang around and occasionally offer her unique insights anytime the menfolk start to think too much of themselves.


has awesome hair
Stats:
Init +6 Per +9 | AC 17/T 17/ FF 15 | HP 58/58 | F +8/R + 5/ W +7

Excuse me? We're trapping that shizz in a soul gem and taking you home. Otherwise you get eaten.


Female :D Check out my fetching opercles!

I'd love to see you try.
But seriously, that's your call, Petrova, because if you turn ghosty, being eaten is a thing. A troublesome thing.
However, moving on and visiting dreams and interacting with unconscious psyches? A-okay.


AC/Touch/FF: 21/16/16; F/R/W: +6/+9/+4 Max HP 47; Current HP 47

Oh my, I wasn't suggesting anything of substance in game. I would not want to derail the storyline.


Female :D Check out my fetching opercles!

XDD


Female Changeling Cleric of Desna 8
Stats:
HP 45/45; 7/9 channels; 6/9 bit of luck; Init +0; Perception +9; AC 18/11/18; F+8, R+4, W+14; CMB +4, CMD: 15

Sorry to hear Petrova, both about the death and you leaving the game. I've enjoyed gaming with you.

In regards the aura, do we all need to save or only those that approached to enage in melee?


Female :D Check out my fetching opercles!

Close-ranged combatants need worry, but not anyone else.


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Well, Petrova's already in my dreams, so not much change there. Oh and as far as alignment goes, I'm actually CN, if Trout was not aware. And since we're down to five, are you still only recruiting one? Or is that going to change? Because I'd like to vote for a support character joining as opposed to more melee.


Male Half Elf Rogue 8 (HP 51/51; AC 23/15/18; F+6, R+14, W+5 (+2 trap, enchant, fear), Init +5, Per +13 (+4 trap))

Sorry to see you go, Petrova. It was nice singing for you.


Female :D Check out my fetching opercles!

I'm probably going to take both now.
Oh, and Talon, look at your own profile.


Spoiler:
Init +4; Perception +10 (+12); hp: 72 (72); AC 20/12/19; F+9, R+4, W+7; CMB +10, CMD: 22; Arcane Pool 4/8; Conditions: Drovya is wearing Talon's cloak, +1 to all saves.
Male Half Elf Bladebound Magus 8

Wow, sad to see you go Petrova, but I can understand PbP overload. Drovya will be appropriately anti-dramatic regarding your character's passing.

I probably should have read this thread before posting, so I'm going to go change my action now.


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

Oh, nevermind. I thought I was a heartless CN mercenary. Carry on.


Spoiler:
Init +4; Perception +10 (+12); hp: 72 (72); AC 20/12/19; F+9, R+4, W+7; CMB +10, CMD: 22; Arcane Pool 4/8; Conditions: Drovya is wearing Talon's cloak, +1 to all saves.
Male Half Elf Bladebound Magus 8

Well, that was certainly the right decision.


Stats:
Init: +2 Perception: +6 HP: 15/15 AC: 15/12/13 Fort:+4 Ref: +4 Will:+3 Effects: None
Steelbreaker 1 Demon of Kintargo

And to further correct my post, I would prefer a support over anything else. We need a new game plan or something. The last two fights have pretty much overwhelmed us. The guardian fight took out a party member round 1 and this fight already took Petrova permanently.

Liberty's Edge

If the bard wasn't supporty enough for you, maybe this alchemist is.

He can hand out infusions of shield, barkskin, false life, and eventually fly.

Also, he can give away his mutagens.

Background:
Little is known about where the ancient orc, Grom the Wise, came from. He is so old, that it's likely he's forgotten much of it himself. What is known is that he was born in Belkzen, the result of the brutal union between an orc champion and a human slave.

Somehow, he escaped a life of savagery and found his way to Nex where he studied under the famous fleshshapers. The mages of Nex gladly looked past Grom's bestial exterior and tended to the sharp mind laying beneath. The orc was able to easily combine these teachings with the more primal medicine-magic he'd been taught by his native people.

From there, Grom joined a group of adventurers and toured much of Golarion. Over the course of years he went as far east as exotic Tian Xia and as far north as frozen Irrisen. His companions cycled in and out as the generations passed but Grom persisted until suddenly, one day, it seemed his band was gone. Each of the members had died, retired, or moved on.

With no more purpose Grom suddenly felt the weight of his years for the first time. He somehow knew that his time in this world was coming to an end. He looked on in disbelief at the missive he held in his gnarled hand from a high ranking priest of the Everlight.

Perhaps there was time for one more adventure.

GROM THE WISE:
Male Half-Orc Alchemist (Oenopion Researcher) 6
NG Medium Humanoid (Orc)
Init +4; Senses Darkvision; Perception +11
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 39 (6d8+6)
Fort +7, Ref +10, Will +7
Resist Poison Resistance +4, Acid Resistance 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3/20/x2)
Ranged Bomb +9 (3d6+6 Fire) or
. . Concussive Bomb +9 (3d4+6 Sonic)
Special Attacks Bomb 3d6+6 (9/day) (DC 16), Concussive Bomb
Alchemist Spells Known (CL 6, 4 melee touch, 8 ranged touch):
2 (4/day) Barkskin, Restoration, Lesser (DC 15), Resist Energy (DC 15), False Life (DC 15)
1 (5/day) Cure Light Wounds (DC 14), True Strike (DC 14), Bomber's Eye (DC 14), Shield (DC 14), Shield (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 12, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 18
Feats Brew Potion, Extra Discovery, Extra Discovery, Iron Will, Throw Anything
Traits Brute, Suspicious
Skills Acrobatics +3, Climb -1, Craft (Alchemy) +12, Escape Artist +3, Fly +3, Heal +9, Intimidate +11, Perception +11, Ride +3, Sense Motive +12, Spellcraft +12, Stealth +3, Survival +9, Swim -1 Modifiers Alchemy +6
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ +2 bonus on Will saves, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Fast Poisoning (Swift Action) (Ex), Infusion, Mutagen (DC 16) (Su), Precise Bombs (3 squares) (Su), Share Spells with Familiar, Speak With Familiar (Ex), Wings (6 minutes/day)
Combat Gear Masterwork Chain Shirt;
--------------------
SPECIAL ABILITIES
--------------------
+2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+6 (9/day) (DC 16) (Su) Thrown Splash Weapon deals 3d6+6 fire damage.
Concussive Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Experimental Mutagen (Su) An Oenopion researcher learns how to create an experimental mutagen that benefits others, though not as well as his normal mutagen. The experimental mutagen works just like a standard mutagen, except the natural armor bonus and the alchemical bonus to the ability score are half normal (+1 natural armor bonus and +2 to one ability score).
Acid Resistance (Ex) An Oenopion researcher gains acid resistance 5.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Mutagen (DC 16) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +4 (Ex) +4 to save vs. Poison.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level.

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