Jade Regent

Game Master Finkmilkana

current encounter map


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Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

As the faintly transparent creature moves up to attack Sunny, Hideo reacts without thinking. Rushing forward he draws his Katana and in one smooth strike brings it down onto the beast.

Attack Roll: (w/ Power Attack): 1d20 + 8 ⇒ (14) + 8 = 22
Damage Roll: 1d8 + 9 ⇒ (7) + 9 = 16


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

As his companions spread out around the edges of the strange creature, Nicat moves so he is on the opposite side of the creature from Hideo or whoever, just aiming to flank. He then studies it for a moment to see if he can figure out what it is, or find any weak spots or vital organs.

Knowledge (Dungeoneering) to identify and look for weaknesses: 1d20 + 5 ⇒ (8) + 5 = 13

Nicat then shrugs and says, "Well, let's see if this hurts it." and strikes with his shortswords.

Shortsword attack, TWF, flanking: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Shortsword damage, no sneak attack: 1d6 + 3 ⇒ (4) + 3 = 7

Shortsword attack, TWF, flanking: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Shortsword damage, no sneak attack: 1d6 + 3 ⇒ (6) + 3 = 9


Yeah, forgot the AC. You still hit.

Nicat:
While you can't completely identify it, you remember that most oozes secrete digestive acids that not only kill people but also dissolve weapons and armor of those unluky enough to be hit or hitting it. So far you haven't seen this effect here, but it might just be that a prolonged stay in the water washed away most of its outer acid layer, which could rebuild any moment.

The blob already looks quite cut up.

[blob, HP 8 (of 42), AC 7]


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Gorag trys to ge in a flanking position with Zeema and strikes with his walking stick.

Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Damage: 1d6 + 7 + 1d6 ⇒ (1) + 7 + (2) = 10


As Gorag strikes it the blob collapses into a puddle of ooze.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

As the aggressive blob collapses under the force of Gorag's attack, Nicat moves quickly over to the edge of the pool and squats down. He begins to wash the blades of his swords, telling the group "That was some kind of ooze, I don't know exactly what sort. But I do know that the way they digest their victims - like smiling Sunny here, if it hadn't missed her - is with really strong digestive juices. It's some kind of acid, you'd know more about it than me, Gorag. But it won't do our weapons any good, and if we leave it on it could destroy them. Hideo, you probably want to get your father's sword there cleaned off quickity quick."

Nicat finishes cleaning his weapons as well as he can, and stands up. He looks around the ooze's cavern, looking for other exits or anything unusual.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria watched as her companions jumped into action to battle a large "ooze" whatever that was... It was a strange being to the gnome, having never encountered one before. I suppose that is how it is... seeing those thing you do not know about... fighting things that no normal person would.

The gnome shrugs off her thoughts and approaches, "Anything else?" She looks at the puddle of goo.

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless©, bless, bless, longstrider(d)
Channel Energy (1d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round) (6/day)


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

You're right, I heard of them, but I never saw one of them. But the water should neutralize this acid.

Gorag washes his walking stick in the pool. When he is finished, he goes around in the cave, looking for something remarkable.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


The only remarkable thing in this cave besides the blob are the crytals on the island. You believe you would most likely be able to taken them with you.
DC 10 Strength Check to harvest the crystals

Appraise DC 15:
Although they look quite nice, the crystals are "only" rock crystals, worth 20 gold


Island Elf

Sunny sits up alertly as the Ooze....de-oozes into just simply...ooze and slime...and listens intently to Nicat's explanation.

Then, as Nicat and Gorag and others begin to clean their weapons, Sunny simply flips herself over and crawls/scurries back to the now puddle of slime and peers intensely at it. (Going so far as to even lean forward and sniff experimentally)

"So...that's a 'Oooze', then?" She asks/exclaims. Then scuttles sideways to the edge of the pool and peers intently at its surface.

"So...be they common?" She asks "Like, do they sneak in't people's homes an' stuff?" She looks to Nicat and the others, obviously awaiting any more information about 'Oozes'.

"I mean. T'is it safe ta paddle over ta tha' shinys, over yonder?" And she points at the crystals. "They's rilly pretty." (^_^)


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Appraise: 1d20 + 2 ⇒ (1) + 2 = 3

Oh, these crystals seem precious. I'll try to harvest them.

Str Check: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Walking towards the pool with a sense of urgency Hideo dips his blade into the stagnant water. Quickly withdrawing it, he gives the blade a flick of his wrist and rivulets of water arc off the blade and back into the pool. Then kneeling at the waters side he withdraws from his bag a old piece of horse blanket. Carefully he wipes off any remaining moisture from the blade. There wasn't much resistance from the creature, so thankfully no damage to the blade. Hideo thinks to himself after a close inspection. Satisfied, Hideo sheaths the Katana before trudging upto Gorag, Hideo kneels down to give him a hand, only to watch as the elderly half-orc rips the crystals from the ground, with ease. Why am I even here? Hideo thinks to himself. Everyone can do such amazing things... Cerana and Zeema can call upon magic, Gorag can grow to twelve feet tall, Alora has the power of her god. It's like me and Nicat are the only "normal" ones here. Even Sunny seems touched... not sure by what, but something. Rising from the crystals, Hideo looks around before nodding reassuring towards Nicat. Alright, let's keep going. But be careful, something might have heard the racket we were making just now.

Move to next "room"


Island Elf

Sunny stands up from where she was dabbling her bare feet in the waters of the pool and happily skips over to join in the 'line' again as every one gets ready to continue exploring the caves. She leans over and whispers to Cerana,

Elvish:
"So? have you had many experiences with such creatures as that 'Ooze'?"
She says brightly. (^_^)


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema, slightly embarrassed at her initial failure, says nothing and continues to move on with Hideo.

I'll hit next time! I know I will!


What failure? You did hit the blob afterall, even with the rolled 3.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Has Sunny taken an interest to me just because I'm an elf? I'm not sure what to think about that.

Elvish:
Personally no, I've read about them before. Never actually seen one till now. Why do you ask?

Cerana falls with the rest of the group trying to stay in the centre. Getting cornered by monsters in this place would likely get her into quite a bit of trouble. With her darkvision she continues to look ahead hoping to see what might be coming.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Island Elf

Elvish:
Oh, just curious. I must admit that's the first I've ever really seen or heard of such a creature!"

Sunny laughs (^_^)

Elvish:
[b]"I mean, it's not the sort of thing that jumps up on deck! Not without causing a hole first, by the sounds of it!"[/n]
And Sunny finds some thing about the conversation she's having with extremely funny. (^_^)


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana giggles a bit.

Elvish:
"Curiosity is a good reason. Though creatures of all shapes and sizes will surprise you with what they can do. Some oozes are just transluscent enough that you will walk through it to get digested just because you weren't paying enough attention. Makes it a somewhat slow ambush predator not unlike some spiders. Creatures are quite fascinating if not a bit dangerous." Cerana pauses. "Oh sorry I must be boring you. I will babble on about things, stop me if I do that. few have patience for my ramblings. Lady Niska did but she couldn't do much else in her later days." Cerana sighs as she reminisces.


After breaking out the crytals you move back to the main tunnel which, after some more meters, opens into a bigger cave. All around you see human skeletons, some still in tatered remains of ancient armor. You count 5 of them, yet they all lie still. On the other side you see the cavern leading into yet another small cave.

Perception DC 15:
You see 3 more skeletons under water on the eastern side of the cave.

Knowledge local or history DC 15:
You recognize the armor as Tian style

Detect Undead:
You can sense that each skeleton is touched by and filled with an aura, yet it doesn't seem to originate directly come from them but from the next room.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Zeema uses her spirit sense ability, and immediately tells her compatriots in a hushed voice, "These five skeletons up here are undead, but they're being controlled by something from the next room. Also, there are three more under the water. We must tread carefully here."


Island Elf

Sunny luaghs along with Cerana, then Zeema's words bring her back to the dank, darkness of the caves they are in.

Sunny stops and peers into the gloom, trying to ascertain the water Zeema mentioned.

Perception:1d20 + 3 ⇒ (9) + 3 = 12

She frowns in thought, absently shifting to stand on one leg....

"Here....if'n these things be undead-ies...An' that somat whut's even a-scared teh Gobbies be around th' corner..." Her whisper trails off as she continues to ponder the turn of events.

"Bah! I can't even see tha puddle Zeema be talkin' abouts..." Sunny's frown grows darker,

"We need some way ta render these here skellingtons down in't itty, bitty bits whuts not gon'a hurt us fer when what ever be aroun'tha' corner gets motivated, like..."

Is there enough space to kind of 'spread out' in this cavern?


Yes, this cavern is kinda big. I'll get up a map tomorrow, as right now I'm going to bed again. Been ill for the last few days.


Awe! :( *Hugz* Wishin' ye all'a very best at weatherin' yer lurgo! (^_^)


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Perception 1d20 + 5 ⇒ (19) + 5 = 24

Aloria notices all the skeletons as well. She clutches a silver butterfly about her neck and whispers,"Do we want to deal with them before we see whomever is in the next room? We may be attacked on more than one front."

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless©, bless, bless, longstrider(d)
Channel Energy (1d6, DC 14) 6 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round) (6/day)


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

If we leave them here, we will have 8 skeletons in our back. If we attack them, we might have several enemies behind them. Both cases are not the best, but I think the second is preferable.

Gorag holds one of his potions on near his libs.

Ready when you are.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

I agree States Hideo, taking a deep breath and steeling himself. Better to have to deal with several waves then get caught between both of them at once. Moving up next to Gorag, Hideo eases his blade from the scabbard and holds it in front of himself in a two handed grip. I am ready as well.


Island Elf

Seeing every one's stance Sunny draws her long, Elven Curved-blade and takes a stance beside the pool. Once braced and ready she nods.

Survival Check:1d20 + 2 ⇒ (7) + 2 = 9 (Again, just to get an idea as to the state of the pool? Salt? fresh? Brackish? Silty? Clear? Scummy?)


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map
Teller of Tales wrote:
What failure? You did hit the blob afterall, even with the rolled 3.

Oh wow, didn't see that. What kind of a monster has 7 AC?! I don't think I've ever seen something that weak in a campaign. In that case, Zeema isn't happy with herself because she didn't do damage (because I didn't roll it)...


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

"In that case... go!"

Zeema grows in size and charges the nearest skeleton, attacking it from a safe distance.

Growth+Charge attack with scythe, attacking the skeleton from 10 feet away. -4 to AC from charging and growth.

Enlarged Scythe Attack: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Enlarged Scythe Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

Edit/Addition: Note that Zeema now threatens 10 feet from her position, so should anything move close enough to attack or if the skeleton she just attacked move, she will take an attack of opportunity against them.


Hmm? You did roll damage and also did deal it, else the ooze would still be alive.... Most oozes have that low ac btw., but outside of special circumstances you usually would just have lost your weapon after striking (it desolves those with its acid, I just gave you one round as grace period). One of those "who is stupid enough to just charge everything he sees" monsters :)

@Sunny The water is very brackish and there seems to be no flow. It most likely sweeps in during storms and then just lies there.

The skeleton just bursts under Zeemas blow, spraying bone splitters everywhere.
10 ft burst around the skeleton, 1d6 ⇒ 4 Damage (DC 10 Reflex halves). Since we had no map up yet, let's say it only hit Zeema (and anyone who wants to stand in 10 ft of it).

The other skeletons also silently get up, ready to tear you to shreds.


[Skeletons, HP 4, AC 16]


Combat!
Initiative:
Zeema
Gorag
Cerana
Aloria
Hideo
Sunny
Nicat
enemy


Yes, that means Zeema can directly act again.
Please place yourself on the map, Zeema should start in 10 ft from the smiley, everyone else who wants to start in 10 ft of the smiley will also have to take the 1d6 Damage.


Map: LINK (also found in campaign info)

Spoiler:

Initiative Zeema1d20 + 1 ⇒ (17) + 1 = 18
Initiative Sunny: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Hideo: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Aloria: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Nicat: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Cerana: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative Gorag: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative enemy: 1d20 + 6 ⇒ (1) + 6 = 7


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Boom shacka-lacka!

Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12

Bone shards fly into Zeema's face as she utterly destroys the skeleton. She's able to duck out of the way of the vast majority of them, but a few still graze her stony flesh. Where they strike, instead of blood, cracks and scrapes appear across the surface of her marble skin.

Zeema takes 2 damage from the explosion of bone.

Scythe Charge!: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Scythe Damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12

Zeema charges another skeleton. Seeing how easily the first one burst, she doesn't bother to renew her size change. Her scythe whistles through the skeleton's marrow, destroying it as well.

Zeema becomes regular sized and does 12 damage to Skeleton #2 after charging. Her penalty to AC is now -2. Below is a reflex save in case this one explodes as well. Also, Teller, you're absolutely right about the blob situation. I must have been getting so little sleep these past few days that I haven't paid attention to even my own actions...

Reflex Save: 1d20 + 2 ⇒ (20) + 2 = 22


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana covers the current area they're in with Obscuring fog for those that want to be in a defense position if things get hairy. She won't move away from the fog for now. The area is at the opening to the room with the skeletons.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

The gnomish woman almost smiles as she calls to her Goddess... "Return to your endless slumber, and dream the dreams you were meant... by Desna's will!" She presents the silver butterfly. At the Aloria's command a wave of positive energy bursts forth from her, ripping at the darkness that controls the dead.

She then readies herself, knowing she is now the target of the foul things.

Move to position... Channel Energy 1d6 ⇒ 6 (will saves DC 14 for half damage) (Aloria should be able to get all but #8)

Status:
Initiative: +2 Perception: +5
Current AC: 21 (19 Flat-footed / 13 Touch)
Current HP: 18 / 18 remaining
Current Weapon in Hand: morningstar +2 (1d6/x2) and shield
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Spark, Guidance;
(1st level, DC 14) Bless©, bless, bless, longstrider(d)
Channel Energy (1d6, DC 14) 5 of 6 uses remaining
Bit of Luck (Sp) 6 of 6 uses remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day)
Agile Feet (Su) 6 of 6 uses remaining (ignore all difficult terrain for 1 round) (6/day)


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

While Zeema grows in size and charges, Gorag drinks an extract of shield.

AC 19 / Touch 11 / FF 18 for 2 Minutes

Round 1

Gorag charges #3 and tries to slams his walking stick on the skeletons head.

AC 17 / Touch 9

Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Damage: 1d6 + 7 ⇒ (1) + 7 = 8


Island Elf

I'm unsure if I've done any thing wrong with the map...Or if I've managed to do anything at all....

Sunny tries to swing at a skeleton (No 7)

Att Roll:1d20 + 4 ⇒ (13) + 4 = 17

Dam Roll:1d10 ⇒ 6


Bones flie everywhere as most skeletons are taken out quite swiftly.

Skeletons 2, 3, 4, 6 and 7 are down, 5 is at 2 Hp, 8 is still full. Zeeme gets 3+5 Damage, Gorag gets 3, Alora gets 1 and Sunny gets 4 (all Ref DC 10 halves)

Spoiler:

Save skeleton 4: 1d20 + 2 ⇒ (7) + 2 = 9
Save skeleton 5: 1d20 + 2 ⇒ (18) + 2 = 20
Save skeleton 6: 1d20 + 2 ⇒ (9) + 2 = 11
Save skeleton 7: 1d20 + 2 ⇒ (15) + 2 = 17
Expl Dmg skeleton 2 (Zeema): 1d6 ⇒ 3
Expl Dmg skeleton 3 (Gorag): 1d6 ⇒ 3
Explo Dmg skeleton 4 (Zeema): 1d6 ⇒ 5
Explo Dmg skeleton 6 (Alora): 1d6 ⇒ 1
Explo Dmg skeleton 7 (Sunny): 1d6 ⇒ 4


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Reflex Save: 1d20 + 4 ⇒ (14) + 4 = 18


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Nicat has never been in a cavern full of exploding skeletons, and he is momentarily stunned by the experience, causing him to move a bit more slowly than he would normally. He recovers, however, and moves through the battle toward one of the skeletons that is still intact, drawing his shortswords as he does so. He knows he’ll have to move quickly out of the way of the skeleton if he destroys it, to avoid the spray of bone fragments, but his companions seem to have weathered it without undue damage.

Reaching for one of the skeletons near the edge of the water, Nicat stands on the edge of the pool and strikes with both blades, dodging quickly away to avoid the explosive aftermath.

Attack #5, if it's not too far out in the water

Shortsword attack, TWF: 1d20 + 3 ⇒ (14) + 3 = 17
Shortsword damage: 1d6 + 3 ⇒ (2) + 3 = 5

Shortsword attack, TWF: 1d20 + 3 ⇒ (9) + 3 = 12
Shortsword damage: 1d6 + 3 ⇒ (3) + 3 = 6

Reflex save, if needed: 1d20 + 7 ⇒ (14) + 7 = 21

Sorry not to post, seemed like everything was well in hand, and didn’t seem like Nicat’s swords would be very helpful against skeletons. And it looks like he missed once and did 1 hp with the other...


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Seeing Nicat swing both of his blades in a frenzy, chipping shards of bone from the skeleton rising out of the pool Hideo gives a loud cry and rushes in to assist his friend.

Attack Roll (Power Attack + Flanking + Charge) 1d20 + 10 ⇒ (7) + 10 = 17
Damage Roll (Power Attack) 1d8 + 9 ⇒ (3) + 9 = 12


After Nicat only managed to scrap it a little further, Hideo brings down his sword on the last skeleton who stands nearby and shatters its skull, triggering yet another explosion of bones.
1d6 ⇒ 3 Damage, Ref 10 halves (Nicat already made the save)

The last lonely skeleton charges Sunny and gives her a small cut with his claws.

1d20 + 4 ⇒ (19) + 4 = 23
1d4 + 2 ⇒ (1) + 2 = 3
Next round, only one skeleton standing.
[Skeletons, HP 4, AC 14]


Island Elf

Ref Save:1d20 + 4 ⇒ (2) + 4 = 6

(>_o)"Owies!" Sunny exclaims as skeletons are not only dismembered but 'EXPLODED' all over the place. Shaking her head and trying to clear the bits of grit from her eyes/face etc she fails to see the last of the animate undead reach out to strike her.

"OWWIE!" She exclaims louder as its claws strike home.

I want ta take a piece out'a that critter me self!


Since either way everyone can act before it, you can just try that now.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Reflex for half: 1d20 + 2 ⇒ (4) + 2 = 6

Stumbling back from the exploding shards of bone, Hideo wipes the blood out of his eyes and surveys the scene around him. All around him the skeletons have fallen to pieces, brutally hacked down or blasted apart by the divine energy of his companions.

Recalling the warning from Zeema, Hideo rushes away from the edge of the pool, water flying away from his boot falls, as he moves towards the mouth of the corridor and the last remaining skeleton. As he moves behind the undead monstrosity he raises his sword and brings it down towards the abomination.

Attack Roll: 1d20 + 7 ⇒ (1) + 7 = 8
Damage Roll: 1d8 + 6 ⇒ (8) + 6 = 14

Only to miss as the blood dripping from the cut above his eye ruins his vision at the last second.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana enters a defensive stance, thinking she best not enter the fray. Most of her companions seem to be wrapping that up anyway.

Total defense action


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Seems like there are a few people between me and the skeleton, but I'll rush after Hideo and try to end the battle. Doesn't look like I can flank the last skeleton, due to the water.

Nicat charges after his friend, hoping to strike more truly than Hideo, blinded as he seems to be by skeleton bits and his own blood. Nicat swings both his blades, wishing he had something at hand that served better to break the creatures, as they have so little flesh to cut. One blade misses wildly, the other striking true but seeming to do minimal damage to the bony monstrosity.

Shortsword attack, TWF: 1d20 + 3 ⇒ (3) + 3 = 6
Shortsword damage, no sneak attack: 1d6 + 3 ⇒ (4) + 3 = 7

Shortsword attack, TWF: 1d20 + 3 ⇒ (19) + 3 = 22
Shortsword damage, no sneak attack: 1d6 + 3 ⇒ (4) + 3 = 7


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Gorag makes a 5 foot step towards the remaining Skeleton, lets his walking stick fall and attacks it with his natural weapons.

Bite: 1d20 + 6 ⇒ (5) + 6 = 11 Miss
Left Talon: 1d20 + 6 ⇒ (8) + 6 = 14 Damage: 1d4 + 5 ⇒ (4) + 5 = 9 -DR5/B = 4
Right Talon: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 1d4 + 5 ⇒ (1) + 5 = 6 -DR5/B = 1


And with that the last skeleton breaks down in a hail of bone splitters.

Gorag, Nicat, Hideo and Sunny 1d6 ⇒ 1 Damage (Ref 10 halves).

As you prepare to move on you come upon another small tunnel leading to yet another small cavern. But this tunnel is slightly different, as it is not empty. On it's whole length of more than 20 foot you see the broken and skeletal remains of things which, while humanoid, clearly weren't human. Upon closer examination you are quite sure that you have found the remains of bigger and more healthy specimen of the thing in Walthus house.
Yet those, you count at least 6, are dead at least as long as the human skeletons you just fought and even on those rotten bones you see clear marks of violence. One, half way trough the tunnel, still has the remains of a Katana stuck in its head, broken in two by the force of the impact.

DC 25 Heal Check:
Although it's hard to say when only bones remain, some cuts that actually went this deep, found on those closer to the last cave, after you discovered the broken Katana, hint on the same kind of weapon that killed the spider.

Detect Undead:
There is no undead presence in or near those bodies.

At bit further on, the cave seems to be the end of this cavern system. On the far end you see a lot of more or less rotten treasure and equipment, dominated by a large and expensive looking jade and cherry wood chest. On this chest sits another skeleton, heavily armored in rotten, but high quality steel Lamellar. Both its hands grasp a Wakizashi, stuck deep in his now empty bowels.

Knowledge: History, Nobility or Local, or Heal DC 15:
This looks like ritual suicide.

Detect Undead:
Take a guess....

You are all still standing in the tunnel, if someone wants to enter the cave tell me and place yourself on the map. And remember that you should be level 3 now.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Cerana goes to approach the chest cautiously. This chest is in the small cave to the left, correct? She tries to creep forward to get a better look still wary at the prospect of more undead by the looks of all the bodies.

Knowledge History: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 3 ⇒ (2) + 3 = 5

She whispers behind her "Friends, we have a body over here who has committed suicide over what looks like a very expensive chest. Shall we try to take a look at what might be in this chest?"

Cerana has her staff at the ready expecting the worse.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19
Heal: 1d20 + 8 ⇒ (4) + 8 = 12

Hm, this sword looks like your's, Hideo. Maybe this is the sharp weapon that killed the spider. We should be cautious. I would sugest, that we melee combatants surround the skeleton an attack him simultaneously before he can pull his weapon out of his chest.
Hideo, Nicat and myself in the first line, Zeema in the second line.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Nicat looks at the strange scene before them, musing aloud "I wonder what the story is with this place? And I wonder what's in that chest? Treasure or more horrors? Well, guess we won't find out until we deal with this already dead fella."

With that, Nicat moves up near the skeleton, in line with Gorag and Hideo and says "Which of you wants to pull out that sword?

Nicat is repositioned on the map, assuming Gorag and Hideo will be to his right. If the skeleton moves, he'll try to get past it to flank. I assume the treasure heap counts as difficult terrain?

Any buffs anyone wants to cast? Aloria?

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For years the trade routes around Sandport were calm and mostly safe, even the old “goblin bounty" was discontinued. But now a group of goblins seems to have gotten their hands on firework and started to raid caravans again, disrupting trade and travel. Fearing that they'll spark a new wave of monster activity Sheriff Hemlock renewed the bounty, pledging 10 gold coins per goblins ear and an additional 500 for the eradication of this particular tribe. Determined to ensure the safety of the town and convinced the money best goes to you, you met up with some friends at the Rusty Dragon tavern to plan your foray into the marsh.

After my Carrion Crown sadly died a slow death I admittedly might not be completely faultless in, I and the remaining two players decided to start anew instead of trying to reanimate the dead.
As they'll have first dip on playing I'm right now looking for about 3 new player to join in on the Jade Regent adventure path. While I don't know yet what they want to play feel free to apply as anything. With all in all 5 players there is enough space to have a role double.

Big 16:

1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

Pathfinder

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

We'll play the Pathfinder Adventure Path "Jade Regent". With some old friends you make'll the long journey from Sandpoint to the distant land of Minkai to uncover an old conspiracy and save the kingdom from the rule of evil spirits.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

About 3 Players (in addition to the remainder of my Carrion Crown, should one of them decide to drop out I'll take another newcomer)

4. What's the gaming medium (OOTS, chat, e-mail etc.)?

Paizo forum PbP with some added maps on googledocs.
I expect at least about one post per day on average.

5. What is the characters' starting status (i.e. experience level)?

Start at level 2. I'm not that big a fan of level 1 and it's overly high chance of instant death. The encounters will be adjusted accordingly.

6. How much gold or other starting funds will the characters begin with?

WBL = 1000 gold

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

All Paizo is allowed, 3.5 material requires approval (but will most likely be allowed as long as it is reasonable converted/convertible). Not a big fan of homebrew, but if you REALY want something you can ask.

Try to build well working characters without going to cheesy levels as in the end I can and will veto anything that breaks the game or the other players fun. Should someone find himself loosing to much ground towards the other characters I might give him some boon, but don't expect me to artificially fix up your brokenly weak character and better ask for advise beforehand.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

Nothing to exotic please, afterall you have to be somewhat accepted into human society.

9. By what method should Players generate their attributes/ability scores and Hit Points?

Ability Scores: Let's try a 3d6+1, if you don't like it take 25 point buy. (Yes, I know it's high, but I don't like locking people out of MAD classes)

Hitpoints: Max for the first two hitdice, afterwards the better of a diceroll and half.

10. Does your game use alignment? What are your restrictions, if so?

Basic rules on alignment, Be able to work together, Don't be a ****.

11. Do you allow multi-classing, or have any particular rules in regards to it?

Standard pathfinder multi-classing rules.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

You'll make most of your rolls in your posts, I'll take some of your passive checks to speed things up. I'll usually also roll most thinks open. No fudging for or against you, if you die, you die. While I'll let initiative decide things when it matters everyone if free to post once he can to speed things up.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

Traits: You get two traits. One trait must be a campaign trait from the Jade Regent player handbook.

Caravan Rules: I'm not completely sure yet in how far I'll use them as the caravan combat seems to be quite a few rounds of only one action by the group. Fornow assume that I'll use it but that I'll speed the combat up.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

Something decent please, that gives me an idea of who your character is, what motivates them, and how they're connected to the world and the NPC's. You should pick one of the campaign traits and work it into your backstory or give me a good reason why you don't. It doesn't have to be long, but it should answer those general points.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

A mix of all as typical for an paizo adventure path.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

See Question 7.

Also, to all those applying, please read the Jade Regent Player's Handbook.
And I would prefer if no one applies only to drop out after a few days or weeks.


Here's a character made for a game but not enough to pass muster.

It's been worked up to 5th level, though knocking it down to second shouldn't be too hard. Plus t'will give yourself an idea of where I'm taking it.

Looking forwards to hearing from yourself. (^_^)

Very much cheers to you and yours.


I am a big fan of "character growing up" within the game. Currently this guy (Haterivet) is the only character I have at lvl. 2. He was made for an arena type of game, and he was one of the rare lucky and good enough ones to survive. Sadly, the campaign died after reaching lvl. 2. He has a detailed, albeit specific background which I will try to adjust to this specific campaign - maybe I can, or maybe I can not customize it to fit, I have to check Jade Regent Player Guide.

I would appreciate if you could briefly take a look at the character and tell me if you believe he would be appropriate or not (disregard current equipment, this is from old campaign).

Thanks a lot, cheers


Looked over both your characters (mostly the fluff). While they all in all look good they both need quite a makeover to connect them to the path.
I suggest you read the players guide and look if you have any idea why they are in Sandport and know the NPC's.
But I have to admit that that, while far from impossible, might need more than some slight changes.


I'm one of the two remaining players.

To introduce myself:

Home: Saarland Germany
Age:32
Profession: commissioning engineer for ventilating- and air conditioning systems

I will play an melee alchemist. Charakter will follow soon.


Nope, I put the rules in the spoiler and decided to skip the houserules for this one for now.
I would maybe be good if you edited your post to prevent confussion.


*Waves*

Hey-YA! (^_^)

That's a neat welcoming at any rate.

As for 'Fitting in' around Sandport? Why t'is easy! Sunny be havin' points in Profession;Sailor. Hence, she's a regular traveler whut come in't port an' bangs about when ever her ship does come in. (^_^)

Right easy enough t'git m'self tangled up with every one else. (^_~)

Why, when a bod comes a callin' in'a town, they want some wheres t'wash up, have a feed of more'n fish and listen ta any local tales people might be wantin' t'tell. An' the well regarded 'Rusty Dragon" would seem t'be quite the right place t'be doin' such.

Again, very much best wishes and cheers to every one.


Done


Hmm, "Friend of the family" is probably the best fit for you then as far as knowing the NPC's goes, but it's your decicion. And remember that you'll be marching over land with a caravan, quite in difference to the life on see.


Hey, I done put in me startin' background that Sunny be wantin' any excuse t'not have t'keep washing her hair. (^_~)

Hey! I do like the idea of 'Best freind' and while I'm not sure as to how old Ameiko is (One should never be in'a position t'be askin' any lass her age! :P), What d'ye say t'that idea?

'Hero Worship' be another one. Sunny might be old enough t'have been a round when the giants did come a calling and Shalelu saved her scrawny hide?

Agin, bein' a Elf how about 'Survivalist'? Would also go right well with Sunny being a sailor and stuffs?

Very much cheers to all.

♫ ♪ Ya see me rollin'! ♪ ♫ Ya see me statin'! ♫ ♪

1):3d6 + 1 ⇒ (6, 4, 1) + 1 = 12
2):3d6 + 1 ⇒ (3, 2, 5) + 1 = 11
3):3d6 + 1 ⇒ (6, 2, 1) + 1 = 10
4):3d6 + 1 ⇒ (1, 1, 5) + 1 = 8
5):3d6 + 1 ⇒ (4, 5, 3) + 1 = 13
6):3d6 + 1 ⇒ (5, 3, 3) + 1 = 12

Meh..I think me points buy be a better set of stats than whut the dice roller here is every likely t'give me. (¬_¬)


3d6 + 1 ⇒ (5, 6, 1) + 1 = 13
3d6 + 1 ⇒ (6, 5, 6) + 1 = 18
3d6 + 1 ⇒ (5, 4, 1) + 1 = 11
3d6 + 1 ⇒ (6, 2, 6) + 1 = 15
3d6 + 1 ⇒ (1, 3, 4) + 1 = 9
3d6 + 1 ⇒ (4, 3, 5) + 1 = 13


Hi Stephan, another European here ;-) Finkmilkana, thanks for the quick review, I've downloaded Player's guide, will go over through it and get back to you when/ifI have some feasible ideas. Cheers


Would like to try for a human Ronin- Summoner, where the Eidolon is an unidentified ancestor spirit and the summonings are Kami.


Dotting for interest, and dice rolls....

3d6 + 1 ⇒ (6, 1, 6) + 1 = 14
3d6 + 1 ⇒ (5, 5, 1) + 1 = 12.
3d6 + 1 ⇒ (2, 3, 5) + 1 = 11.
3d6 + 1 ⇒ (4, 2, 3) + 1 = 10.
3d6 + 1 ⇒ (5, 5, 2) + 1 = 13.
3d6 + 1 ⇒ (2, 4, 1) + 1 = 8.

-- david

Edit: Ugh, the dice roller hates me. I'll do a 25 point buy build.


Considering it's 8 am on sunday at the US eastcoast I doubt there are many americans lurking around right now :)

Oh, and Ameiko is 22 (freaking young for someone who ownes a tavern if you ask me, but that's adventuring for you...)


Wait...wouldn't that would make her twelve in the 'Rise of the Runelords' adventure path?

How long has it been since the events of that load of excitement happened?

Me thinks some lass be tweakin' teh numbers a little....(¬_¬)


Well, she was born in 89 and as far as I know Jade Regent starts in 11, Runelords was 07 I believe.


So. Do people have to keep the board dice roller? Or can we take the point buy style instead? Jus' askin'


Yeah, you can take point buy.


America reporting in.

3d6 + 1 ⇒ (5, 5, 2) + 1 = 13
3d6 + 1 ⇒ (3, 3, 1) + 1 = 8
3d6 + 1 ⇒ (3, 5, 4) + 1 = 13
3d6 + 1 ⇒ (2, 1, 3) + 1 = 7
3d6 + 1 ⇒ (5, 5, 2) + 1 = 13
3d6 + 1 ⇒ (2, 6, 4) + 1 = 13

Alas, these rolls are not fit to make a character. Point-buy it is. I was thinking about making a Menhir Savant Druid, a specialist in tapping into the nodes and ley lines of the earth, learning to harness their energies.

In that vein, I'd like to know whether or not you'd accept and Oread as an acceptable racial choice. Being part human-part outsider, an Oread could easily be part of human society while satisfying their more primal urges for seclusion.

The SRD's Description of Oread Society:
As a minor offshoot of the human race, oreads have no real established society of their own. Instead, most oreads grow up in human communities learning the customs of their parents. Adult oreads have a well-deserved reputation among other races for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation atop some remote mountain peak or deep below the earth in a secluded cavern. Oreads with a greater tolerance for life among humans often join the city watch, or find some other way to serve their community in a position of responsibility.

I'll begin working on background and Crunch immediately. Thanks for putting on the campaign!

P.S. I was considering rescued: Koya for my campaign trait at the moment, though I'm definitely open to other options for the sake of story.


Saweeet! (^_^)

*Does happy dance*

Um...how many points does we get to buy with?

Okeys, t'is about 2:00 in'a morning in my part of the world. Am hoping every one has a great day and I look forwards to seeing/reading every one elses posts. Very much cheers to all! (^_^)


Oread is ok if you properly justify him, same for the trait.

@sunny 25 points


Finkmilkana wrote:
Oread is ok if you properly justify him, same for the trait.

Cool beans.


Let me see what the dice would favor on character creation...

3d6 + 1 ⇒ (3, 5, 4) + 1 = 13
3d6 + 1 ⇒ (3, 3, 6) + 1 = 13
3d6 + 1 ⇒ (3, 3, 5) + 1 = 12
3d6 + 1 ⇒ (3, 5, 2) + 1 = 11
3d6 + 1 ⇒ (2, 1, 6) + 1 = 10
3d6 + 1 ⇒ (1, 6, 2) + 1 = 10

Edit: Well, not terrible, but definitely not as good as a 25 point buy. I think I'll whip up a concept with that instead


3d6 + 1 ⇒ (4, 3, 2) + 1 = 10
3d6 + 1 ⇒ (4, 4, 6) + 1 = 15
3d6 + 1 ⇒ (3, 5, 3) + 1 = 12
3d6 + 1 ⇒ (1, 6, 4) + 1 = 12
3d6 + 1 ⇒ (5, 1, 1) + 1 = 8
3d6 + 1 ⇒ (5, 6, 2) + 1 = 14

Bleh...


The character concept I was kicking around was an oni-blooded tiefling warrior living in hiding in Sandpoint. I'd be willing to burn one of my first feats on Pass for Human or something similar and try to make the disguise check every day. I like the idea of having a few points of contention with the party and eventually the others finding out about just what he is. I was going to use the Sword Saint samurai archetype and have his gear and weapons be gifts from his fiendish mother to his Varisian merchant father.

If this is not acceptable I'll whip up a Myrmidarch magus, some kind of interesting rogue build or maybe a fighter of some kind with the back story of laying low in Sandpoint to avoid the attentions of a Sczarni family back in Magnimar. He would be an odd mix of personality traits including a hatred of criminal organizations while still being something of a crook himself when he cannot find honest work.

3d6 + 1 ⇒ (5, 6, 4) + 1 = 16
3d6 + 1 ⇒ (2, 4, 2) + 1 = 9
3d6 + 1 ⇒ (1, 1, 4) + 1 = 7
3d6 + 1 ⇒ (3, 6, 2) + 1 = 12
3d6 + 1 ⇒ (1, 5, 1) + 1 = 8
3d6 + 1 ⇒ (4, 4, 3) + 1 = 12

...Definitely not.


While Oni-blooded in general is ok, keep in mind that the Oni are kinda the enemies here, so being faithfull to your mother would be kinda problematic.
Also remember that you are supposed to know at least one of the NPC's.


Actually, to keep more in the flavor of tieflings the Oni blood will come from a grandfather somewhere along the line. He'll have been raised in Sandpoint but his caravaneer parents were often away on business. As such he was often entrusted to the care of Niska, Koya's mother. was raised on tales of Tian Xia. Growing up he came to think of Koya as a little sister, even as she began to grow old and her hair turned grey before his eyes (Trait: Friend of the Family).

To avoid suspicion of his heritage, he periodically leaves Sandpoint and waits for people's memories of him to get fuzzy enough that a few changes to his habitual disguise allow him to return. Koya is the only one who knows about this though, although Shalelu may harbor some suspicions. He has watched most everyone else in town grow up over the years.

Keep in mind that a Tiefling is not 'mature' until around 60.

I'll put the stats together and flesh out the background for you


Also, do you want me to take the Fiendish Heritage feat in order to get access to the Oni variant?


Nope, but you also don't get to roll for Variant Abilities (some of them are slightly unbalancing). Just take the Oni-Spawn as it is presented (+2 Str, +2 Wis,–2 Cha, Skillbonus to Disguise/Intimidate instead of Bluff/Stealth, Alter Self instead of Darkness)


Not a problem, the Oni stuff is good enough.


here is my submission (in the profile)

if you don't think a monk will work well then the link to his sister is included in his backstory.

will have to up to level 2 and possibly re-do the ability scores.

ability score rolls:

3d6 + 1 ⇒ (5, 4, 1) + 1 = 11
3d6 + 1 ⇒ (6, 4, 2) + 1 = 13
3d6 + 1 ⇒ (5, 4, 1) + 1 = 11
3d6 + 1 ⇒ (5, 1, 1) + 1 = 8
3d6 + 1 ⇒ (2, 2, 5) + 1 = 10
3d6 + 1 ⇒ (4, 6, 4) + 1 = 15

thats like a 10 point buy -- definately the 25 point buy for me


Charakter Concept ready (Stephan Neufang)


!!!Jade Regent!!!

Wow! I am really excited. I made Hideo about five months ago just incase I saw a Jade Regent AP show up on the boards! As the name imply's Hideo was intended to play the younger sibling of Ameiko Kaijitsu. I thought I would make him a Samuari. I'll put some more work into him, but I just wanted to tell you Finkmilkana that I'm *really* excited to apply!

And just to see how the rolls play out.

3d6 + 1 ⇒ (2, 5, 4) + 1 = 12
3d6 + 1 ⇒ (3, 2, 6) + 1 = 12
3d6 + 1 ⇒ (1, 6, 3) + 1 = 11
3d6 + 1 ⇒ (2, 6, 5) + 1 = 14
3d6 + 1 ⇒ (6, 5, 1) + 1 = 13
3d6 + 1 ⇒ (5, 1, 1) + 1 = 8

Arg! Ok, going for the 25 point buy.


Nicat is from Sandpoint, created for a Rise of the Runelords campaign that withered on the vine recently. I'd love to tweak him a bit to fit into a Jade Regent campaign - though he won't take much changing, since he's already part of a caravan traveler and loves the open road.

Just in case the dice are with me (and they rarely seem to be with the Paizo Diceatronic), I'll take a shot at the rolls:

3d6 + 1 ⇒ (5, 4, 5) + 1 = 15
3d6 + 1 ⇒ (1, 5, 5) + 1 = 12
3d6 + 1 ⇒ (3, 6, 6) + 1 = 16
3d6 + 1 ⇒ (6, 5, 3) + 1 = 15
3d6 + 1 ⇒ (5, 5, 4) + 1 = 15
3d6 + 1 ⇒ (6, 4, 5) + 1 = 16

Ay, caramba! Better than I expected! I'll take it. Will work on a revised alias.

I know one of the existing players will make an alchemist - do you know what the others will be? If there's already a rogue, with these rolls I could make all kinds of characters.


hey there Nicat, Its me Noro's older brother.


Tassadan here. Here's my Oread Menhir Savant Druid: Zeema Domh'an.

Physical description:

Zeema, like all Oreads, is rather short but very heavy. She stands at four-and-a-half feet tall but weighs almost 170 lbs. Her hair is the color and sheen of obsidian while her skin is smooth and gray like marble. Her eyes have no pupils and are instead coal black with a sapphire blue irises at their centers. She often conceals her knees and elbows, the joints of which have jagged protrusions. Zeema's face is usually adorned with one or more symbols or runes that she has drawn with clay. These are of no magical significance, but instead are usually druidic words or symbology.

Her attire is usually simple and befitting of a druid: An earth tone tunic under her dragonhide breasplate and a hooded cloak over it. She usually prefers the more utilitarian choice of trousers and boots over dresses and shoes, but has been known to wear a long skirt on more formal occasions. [/spoiler

[spoiler=Personality]
Zeema is extremely stoic, usually letting her actions speak for her. This often rubs people the wrong way, and therefore she tends to not hang around people. Koya understands her ways to a certain degree, but only Niska fully accepted them. She tends to treat individuals with general indifference unless they are shown to be otherwise interesting, but almost venerates Koya for whom she feels she owes her life. She extremely sad at Niska's recent passing but, like with most of her emotions, she is terrible at expressing this.

The backstory is a bit long, so I've included a summary below as well.

Backstory:

Zeema Domh’an was an unexpected child born to a Magnimar heiress and her supposed-to-be-one-time lover Dragan Domh’an. Draganhad lived his life as a wandering Druid, seeking the perfect synthesis of his Varisian heritage and the natural world. He often made stops in larger cities such as Magnimar to pawn his findings along the road, and then he and his faithful wolf Fenix would go along their way. Not this time.

Dragan ran afoul of the Magnimar city guard for not having a license for his “pet,” demanding a steep fee in return for violating the law. There existed no such license, and Dragan knew extortion when he saw it. Incensed, he was about to strike one of the bullies when a beautiful maiden intervened. She explained to the guards that Dragan was a guest in her household and that the tame wolf was a present for her. Dragan, calmed by the grace of her fabrication, nodded along with the lie. The guards seemed to recognize her, calling her “Ms. Valdemar” and practically bowing as they went their own way. The girl then turned around with a curtsy and a seductive smile: “How do you do, handsome stranger?”

Dragan stayed in the city for several months after that. For the first time he had found love and fulfillment outside of the wilderness to which he had become accustomed. Sneaking into the Valdemar residence in the middle of the night, healing the sick and needy, and occasionally defending bordering towns from goblin raids kept Dragan entertained and eventually fulfilled him enough that he decided to stay. This was good, as soon after he decided this it was found that Patrice Valdemar was pregnant. The two were married immediately, much to the chagrin of Patrice’s father: Ethram Valdemar. He wanted the family to move up the social ladder through marriage, not down to the level of former vagrants. Ethram denounced the marriage, but his cold heart was soon warmed when Dragan and Patrice visited him in Sandpoint.

Where once there was a somewhat soiled and hooded druid, there now stood a clean, well-groomed, and handsome aristocrat. Dragan had been recently been asked to become an officer in the Magnimar city guard, giving the Valdemar family connections in that realm. He was expected to rise quickly: through his magical and martial prowesses Dragan had exposed a racketeering ring and busted a large group of Scarzni smugglers. Dragan had taken to city life quite well, and Ethram saw in him a valuable addition to the family.

The pregnancy was another matter entirely. When the baby wasn’t born in it’s ninth month, Patrice began to worry. Many of the clerics and other specialists that were brought in were baffled, but one diviner had the answer: the child was not human.

After ten months, the baby was finally born, but at a terrible cost. Despite the best healers they could afford, Patrice died in childbirth. The child had torn her insides apart. It had been born with skin like marble and hair the color and sheen of obsidian. Her jagged arms and legs had caused incurable internal bleeding. Dragan and Ethram had no time to grieve. What was to be done with this inhuman child?

Dragan researched both his bloodline and those of the Valdemar family, but could not determine from what strain this child had come. It was in this research that he came across a religion he had never heard of before: the Cult of Soralyon. It was here that Dragan thought he found his answer. Soralyon was described as “carved of the purest marble,” and was worshipped by the Valdemar’s for centuries as their patron deity. The Valdemar family records even hinted at a divine influence in their blood. Considering the girl’s marble skin and lineage, Dragan began to truly believe that his daughter was the scion of Soralyon on Golarion.

As she grew older, Zeema began to feel drawn to certain places within Magnimar. Usually large stone monoliths. The Irespan and the Arvensoar in particular. Given the Arvensoar’s angelic ties, her father took this as a sign of true celestial connection. He redoubled his efforts to educate her, learning Celestial and then teaching it to her. Then, he brought her to the cult itself.

Dragan had been to several of the Cult of Soralyon’s meetings and masses. While he himself was not a true believer, he needed the answers that he had been looking for. Was this what his wife died for? Was there a greater purpose in her demise? There had to be. He didn’t believe in the idea of an unjust world in which such tragedy strikes without reason. Despite his experience, Dragan was still naïve.

When the cult first saw Zeema as an adolescent, their excitement was palpable. They also saw the resemblance between her and their god. People began bowing on their hands and knees before the child, exalting her as if she were a holy object. Dragan wasn’t sure whether to be pleased or worried. The two came back, mass after mass, until worshipping and venerating Zeema became part of the regular service. She was called, “Soralyon’s divine gift” and “The Empyreal Child” by the minister. Dragan never received his answers, though. Other than men worshipping her, he never received any proof that Zeema was a gift from heaven or otherwise. The Druid decided that it was time to cut back from the cult and entertain other perspectives.

From that point onward, Dragan taught everything he knew about magic and combat to his daughter, hoping that through his teachings she could one day achieve her divine purpose. She trained for years and years, becoming proficient in every weapon, in Druidic, and in divine spell-casting. She proved to be extremely versatile in combat, switching between melee weapons with relative ease and enhancing her powers with spells. She showed promise.

The two still went to masses every once in a while, but their visits became less and less frequent as time went on. This was due to the masses becoming more and more twisted and frenzied. Talk began amongst the worshippers that Soralyon’s worship superseded other tasks and pursuits. Ambition, family, friends, relationships, all were subject to criticism if they were put higher than the Angelic god. The ministers began to talk of seizing power in the city, of an overthrowing of the other established religions and putting Soralyon in their place. After all, who better to guard the people of Magnimar than the Guardian angel himself?

One night, Dragan and Fenix awoke to the screams of his daughter being carried into the street. Having no time to prepare spells or grab a weapon, Dragan immediately wildshaped into a wolf, jumped from his second-story window with his companion, and the two tore the attackers limb-from-limb. Only after he had reverted to human form did Dragan realize that he had killed two city guardsmen, both members of the Cult of Soralyon. Killing a guardsman alone was punishable by death, and Dragan knew that even if he was acquitted of the murder that Fenix would not be so luck. Animals that kill humans hardly ever receive fair treatment under the law. Dragang rabbed his valuables from his home, took Zeema and Fenix, and fled Magnimar, hoping that in the wilderness his abilities could protect himself and his daughter.

He was able to, for a time, but in one excursion to a hamlet Zeema accidentally revealed her face and was recognized from Dragan’s wanted poster. Later that night, a group of brigands found Dragan and Zeema’s camp, hoping to kill the Druid and split the substantial bounty. They got the jump on Draganby attacking him in his sleep, but he didn’t go down so easily. Dragan transformed into a massive grizzly bear, killing man after man with swipes from his mighty claws. Zeema held her own as well, but didn’t have time to don her armor. At the same time that she was slashing with her scythe, she was taking the brunt of most of the attacks aimed in her direction. Despite their best efforts, father and daughter were overwhelmed.

“Zeema, run! Get away from here as fast as you can! I can’t hold them off much longer!” Battered, bruised, and bleeding, the girl had no choice but to follow his command. She darted through the forest as fast as she could, bandits following soon in her wake. There was no reward for her, but the bandits wanted more for their troubles than just money. It was then that Zeema found a clearing. At its center was a monolith of a boulder, ten feet tall and half as wide, inscribed with runes from its top to its bottom. As Zeema drew closer, the runes began to look more and more familiar. She stopped in sheer surprise. I can read these! she thought, They’re Druidic! And indeed, after a moment of study the girl deciphered the message and read aloud:

”He who stands and reads this stone
Shall never go through life alone
The power of stone, earth, and root
Shall upon you puissance impute
Lay your hand upon the boulder
And Menhir’s power names you its holder.”

Zeema immediately reached out her hand and touched the stone surface. It was cool to the touch at first, but then grew warmer and warmer. Zeema felt suddenly hyper-aware, as though she could see and feel beyond the material realm. This wouldn’t help her, though, as five men emerged from the shrubbery behind her.

She then grew twice her size and beat the living s~@% out of them. Her scythe cleaved through each of them like butter, but one got in a decent shot with his longsword before she could cut him down. Bleeding profusely from her side, Zeema blundered into the road and collapsed there. After falling unconscious, she returned to her original size.

She awoke the next day to find a pair of women standing over her, one much older than the other. From the younger’s fingers there was a gentle light flowing into Zeema’s body. She passed out once more. When she awoke yet again, she was in bed at a house she did not recognize. Her wounds were healed, and the smell of hot stew wafted from under the floorboards. Zeema descended the stairs to find the two women in the kitchen, the younger cooking while the elder sat at the table with a morose look on her face.

“Sit down, child., She said, pulling out a chair. “I have something to tell you.” It was then she explained that she and her daughter were divine spellcasters as well, and had found the body of Zeema’s father shortly before they had found her. She then pointed to her father’s dragonhide breastplate that was resting on the other side of the room. “It’s yours now. Unfortunately we think that those damned scavengers took the rest.”

Zeema said nothing. Very few times in her life did she express much emotion, but tears welled in her eyes and fell down her glossy gray skin. Niska Mvati and her daughter Koya did the best they could to comfort her. Months went by, and Niska eventually offered to finish what Dragan had started: Zeema’s training as a druid. Zeema only made one request: that Koya teach her how to heal first. She had always known her father as a kind man and a healer, and above all wanted to make him proud in that regard.

Only recently has Zeema been accepted by the local Druid’s lodge, and her study there to become fully certified caused her to miss the vast majority of the “Late unpleasantness” that plagued Sandpoint a few years ago. She has, however, kept her religion, venerating Soralyon over other gods. She correctly reasons that it was not the Empyreal lord, but the worshippers who committed evil acts and that Soralyon still sets a good example for those who are willing to protect others.

As for the furthering of her Druidic studies, Zeema has taken a special interest in stones like the one that granted her exceptional perceptive abilities. She has since returned to the stone and studied it at length, finding new ways to enhance her divine magic towards herself and surrounding plant life. She has used her skills to a certain degree clearing out the occasional animal-based disturbances that tend to bother Sandpoint on a regular basis: usually wild boars, wolves, snakes, and occasionally even Goblins.

TL;DR:
Zeema was born in Magnimar to an aristocrat and a no-longer-wandering Druid. Her mother died in childbirth due to Zeema's physique coming out of the womb. Searching for answers, her father found that she bore a resemblance to a specific deity. She was taken to the cult of that deity and worshipped like she was an extension of the deity himself. Her father began to teach her the ways of Druids when she came of age. Later, the cult grew more extreme and eventually tried to kidnap Zeema as she and her father withdrew from it's ranks. Believing her in danger, her father killed the kidnappers only to find that they were city guardsmen in the service of the cult. The two fled Magnimar but were caught by a group of bounty-hunting bandits. Her father was killed and she found a giant mystical stone that enhanced her Druidic abilities. She killed the bandits that came after her, but was badly wounded.

The next day, she was saved by Koya and Niska Mvati who took her back to Sandpoint. They told Zeema of her father's fate and gave him the armor they found with his corpse. After allowing Zeema to grieve, Niska offered to complete Zeema's druid training. She has since become a full-fledged druid and has offered her services to Sandpoint on many occasions.

Crunch:

Zeema Domh’an
Female Oread Menhir Savant Druid
NG Medium Outsider (Native)
Init +1
Senses: Darkvision 60, Stonecunning
Perception +6, +8 vs. aberrant stonework
--------------------
Defense
--------------------
Defense AC 18 , flat-footed 17, Touch 11. (+6 Armor, 1 Dex, 1 Natural)
hp 21 (2d8+2 Favored Class+2 from Con)
Fort +4, Ref +1, Will +7
Special:
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Scythe +5 (2d4+6) or Scimitar +5 (1d6+4) or Quarterstaff +5 (1d6+6)
Ranged: Spear +2 (1d8+4) 20 ft.

Special abilities: Spirit Sense

Earth Insight: Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype. This racial trait replaces earth affinity.

Treacherous Earth: Once per day, an Oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the Oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Place Magic

Domain Spell Like Abilities
(CL 2nd; Concentration +6)
Enlarge 6/day: Reach becomes 10, +1 to damage, -2 to AC

Druid Spells Prepared
1st (3+1/day): Enlarge Person(D), Cure Light Wounds, Shillelagh, Longstrider
Orisons (At Will): Light, Detect Magic, Spark, Guidance

(D)= Domain. Domains: Plant (Growth)

--------------------
Statistics

-------------------- 

Str 20
 Dex 12
Con 12
Int 10 
Wis 18
Cha 5
Base Atk +1
CMB +6
CMD 18

Feats: Dwarf Blooded: Speed is not impeded by armor, Gain Dwarf Stonecunning Racial Trait

Skills (Armor Penalty -3): Kn: Geography +5, Kn: Nature +5, Perception +6 (+8 for unusual stonework, see stonecunning), Sense Motive +3, Survival +6

Languages: Common, Terran, Celestial, Druidic

Traits
T- Rescued (Koya)- All Cure Spells gain a +2 bonus
T- Empyreal Cultist: Gain Celestial as a Bonus Language and a +1 trait bonus on Diplomacy Checks dealing with Good-aligned Humanoids.

Equipment, Total 1,000 gp
MWK Dragonhide Breastplate (700 gp)
Scythe (18 gp)
Scimitar (15 gp)
7 Spears (14 gp)
Quarterstaff (so cheap that it’s free)
Light Wooden Quickdraw Shield (53 gp)
Healer’s Kit (50 gp)
Grappling Hook (1 gp)
Astrolabe (100 gp)
100 ft. of Hemp rope (2 gp)
Whetstone (1 gp)

46 gp remaining


I would like to apply as a human ranger.
Will update when I am home from work :)


Dotting. Will read through the Player's Guide before I offer any ideas. Depending on work tomorrow, 7 pm at latest if still open.

Sovereign Court

Interested will put up concept in a bit....but for now

3d6 + 1 ⇒ (1, 5, 2) + 1 = 9
3d6 + 1 ⇒ (1, 6, 2) + 1 = 10
3d6 + 1 ⇒ (2, 5, 4) + 1 = 12
3d6 + 1 ⇒ (1, 5, 4) + 1 = 11
3d6 + 1 ⇒ (5, 1, 1) + 1 = 8
3d6 + 1 ⇒ (5, 5, 3) + 1 = 14


*waves*

Just a post to show I'm still watching and awaiting the DM's choosing of players/characters. (^_^)

Very best wishes and luck to all!


Quite a few characters already.
I guess I'll leave recruitment open until tomorrow evening (Tuesday, around 4 am EST) since I'm kinda busy today and tomorrow with finals.


For my own thinking on it, I put together a list of who has proposed what, so I thought I'd share it:

Sunny – aquatic elf barbarian/magus
Haterivet – human monk
Lou Kasuri – human monk
Gorag – aasimar alchemist
Nicat – human rogue
Hideo – human samurai
Zeema – Oread menhir savant druid
Ptolmaeus – tiefling warrior
Black Thom – human ronin-summoner
TrueRepentance - human ranger

Apologies if I missed or misconstrued anyone - some of these were based on a completed alias and some just on a brief description of an idea.

And hello to you, Lou! Have you managed to ask out Ameiko yet?

@Finkmilkana:Do you want a fully detailed alias, down to AC and how many pieces of colored chalk I've got, or is concept and general crunch sufficient?


Finished crunch on the niveau if a mythweaver sheet is preffered but not required. But I don't care how many pieces of chalk or pork based travel rations you've got (as long as you don't think it is important for the character).

And if I understood it right you can add Cerana (the other remaining player of my carrion crown) with an elf wizard to your list.


A small excited Gnome walks up and starts talking very quickly, An adventuring party you say? Well sign me up! I know anything, er well, everything! If you need to know it, just ask! Go ahead and ask! My name? Well that's an easy one: Panhorn Strifelaugher! See, I told you I know everything! Ameiko can vouch for me. She is SOOO great! Someday, I'll be as great as she is! What were we talking about? Oh, yeah, adventuring! I love adventuring! I can talk to all kinds of people and creatures, and my stories will really pass the time on long trips. Plus, I know a bunch of stuff! What, I already said that? What about 'The History of Sandpoint'? Have you heard that one yet? Well... The small Gnome trails off into a long story as most people stop listening to him.

Male Gnome Archivist Bard with the gift of tongues racial trait. Knowledge and language specialist.

Dice:
3d6 + 1 ⇒ (6, 1, 1) + 1 = 9
3d6 + 1 ⇒ (6, 2, 5) + 1 = 14
3d6 + 1 ⇒ (6, 5, 5) + 1 = 17
3d6 + 1 ⇒ (3, 3, 2) + 1 = 9
3d6 + 1 ⇒ (4, 5, 1) + 1 = 11
3d6 + 1 ⇒ (3, 5, 1) + 1 = 10
So I'll be using the 25pt buy


Updated list

Current players:

Cerana - elf wizard
Gorag - aasimar alchemist

Applicants:

Sunny – aquatic elf barbarian/magus
Haterivet – human monk
Lou Kasuri – human monk
Nicat – human rogue
Hideo – human samurai
Zeema – Oread menhir savant druid
Ptolmaeus – tiefling warrior
Black Thom – human ronin-summoner
TrueRepentance - human ranger
Panhorn - gnome archivist bard & chatterer

Standard caveat: if I goofed, let me know.


Looks good! (^_^) Also makes me think my second fiddle idea for a different class isn't going to cut it. What with two others putting forwards Monks....*Ponders*


Cerana here just dropping in. I've updated my character build for the game. The character background is the old one at the moment, it will be changed by the end of today (when I get back from work basically).


Just a note to the GM...:
Hi! (^_^)

I was perusing through the 'Feint' and 'Sap' rules and, while I am quite understanding as to be being mistaken, it would appear that upon Feinting successfully - Then it would appear that 'Sap Adept' actually works! With the wording being in relation to the target being denied their DEX modifier, which feinting removes. (^_^)

it is only the higher level "Sap Master" that requires said target to be completely flat footed. (^_^)

So...the alternate Suny is a viable 'martial artist' style of fighter, after all. At least as far as gaining additional, blunt weapon damage.

After perusing the "Unarmed Fighter' Fighter variant, I see a lot of potential for this archetype adding more to said build than actually going with Monk. Still, something to think upon. (^_^)

Very much cheers to all! (^_^)

Lantern Lodge

Would like to submit either a sword saint samurai or a human monk of there is still room. But for now I will generate some stats.

3d6 + 1 ⇒ (4, 1, 2) + 1 = 8
3d6 + 1 ⇒ (4, 1, 6) + 1 = 12
3d6 + 1 ⇒ (1, 6, 5) + 1 = 13
3d6 + 1 ⇒ (1, 4, 4) + 1 = 10
3d6 + 1 ⇒ (4, 5, 3) + 1 = 13
3d6 + 1 ⇒ (1, 5, 5) + 1 = 12

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