| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Always spoke Apollo with pride, indirectly responding to Aeris.
Turning to the new flying man, he said; I can mess them up pretty good with this thing[b] he said, pointing to his hammer, [b]but I can't take the hits our white haired friend here can. If you can improve my defense and damage output, I'd welcome you with open arms to our cause.
Apollo then smirked expectantly, watching Brek and chuckling a little at his comment.
Well, I'm sure they know we're out on a hunt for them, but whether those stupid dogs are capable of formulating a plan is yet to be seen. All I know is, I'm out for blood and god help anyone or anything that gets in my way.
Putting away his bow, Apollo then firmly pressed his knuckles together as he looked with sheer intimdation at all those surrounding him.
Aeris' face lights up as the human that is not Dmitri speaks. "While I am not one for the direct route, at least you seem confident."Maybe this will help prove me to be worthy of being a full pathfinder."It looks like we have come to an agreement. I will lead you to the Gnolls." Aeris says as Boreas flutters in excitement. This will be interesting to say the least. If necessary to know where Gnolls are. K.(geography):1d20 + 14 ⇒ (17) + 14 = 31
Kori shakes her head at Apollo's attempts once again to rush into the mouth of the beast, "No, not head on. Don't listen to Lizar.... Apo..llo." She struggles to pronounce the name correctly. "He always wants to run in and sometimes we have to go pull him out. We fight them like we did when we took the Battle-market city. We are a small force, we fight like a raiding party. We strike, hide, and strike again. It's the best way against large numbers."
Meeting up with a new, elemental friend, the group continues to travel forward (with his help). Swinging wide the rest of the way around the Pale Mountain, the group remains on one side of a large ridge for as long as they can before they have to rise and cross it to actually get to where they (and Aeris) believe the House of the Beast is. When they do rise atop the ridge, they're met with a great sight.
Almost accidentally, the Pale Mountain has grown incredibly close during the rest of the day's travel. Barely a mile away, still, the sight of the House of the Beast is finally visible. It's wedged into a wide precipice underneath the mountain, with a very visible and open approach between two large stone ridges.
Like a child’s sandcastle carelessly placed before hungry waves that lap against shore, the forgotten temple rests, nestled in the crags of the Pale Mountain. Its crumbling spires and domes bask in the pale grayish glow of the alien twilight of the mountain skies. The scope of such a creation seems implausible in such a remote location, yet it isn’t hard to question why one might choose such a spectacular setting. Indeed, it seems unlikely that there exists another so close to the realm of the gods. Among the broken stones and empty fountains, dry thorny shrubs poke through packed clay soil sprinkled with shards of bone.
The approach to the temple is several hundred feet of packed and dry sand between the temple's outer towers and a trek into the place's courtyard courtyard in the open.
From this far out, no inhabitants can be seen clearly enough to be confirmed as actually being there. In addition, the sun is slowly slipping down and under the horizon.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
His time spent alone gave him a lot more time to think about things than he'd have liked, but travelling with the group, re-united after a year of him going his own way, Apollo was back with the people he conquered Kelmerane and at the same time, back on track with his pursuit for the Carrion King.
Taking the wraps down from his eyes and revealing a rather pale but determined, stubble filled face, Apollo glanced out into the distance as he held Nom's leash loosely in his left hand.
So this is the place? The place where Ghartok resides? A structure as grand as that is only fit for a King. Ghartok has no right to take such a place as his own.
Standing next to his 7 foot dinosaur companion, Apollo turned to his left and took the rags away from Nom's face.
Nom, you see that? In not too long, a great battle will take place here.
Perception (adjacent to Nom):1d20 + 11 ⇒ (5) + 11 = 16+2 Favoured Terrain, +2 from being adjacent to Nom
Giving out a little roar, it was fairly obvious Nom didn't really understand the words that Apollo spoke, but his senses also gave warning to him that there was something not quite right about this place.
Removing the leash from around Nom's neck, Apollo stretched his arms and reached behind his back for his hammer, gripping it tightly with incredible strength.
I'm taking your Castle Ghartok. I'm taking your tribe and I'm taking your Castle.
There was nothing light-hearted about Apollo's statement. His words, although quiet (though audible for those who wished to listen in) signified something greater than a single mans ambition to avenge his lost loved ones. His words represented something. If the conviction in his voice was to be believed and if he truly did succeed, it would mean the whole tribe he grew up with would no longer be forgotten, for now Apollo and all those he travelled with were deemed as heroes and their very adventures would go down in history. Not a single soul of any significance to each and every party member would ever be forgotten.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
Standing there and looking at the house, Dmitri smiled. The waning sun didn't comfort him in the slightest, as he wouldn't be able to see, which frankly bothered him significantly. He'd been in long thought of something since he left. Though it disgusted him to no end that he even gave the man an inkling, Dmitri gained a great amount of pleasure when it came to the prospect of even slightly twisting Apollo's "Destiny" so to speak.
While the gnolls that gave audience to Ghartok were no doubt evil, he couldn't help but wonder if gnolls had the potential for good in them. Humans had always made it a point to fear that which it didn't understand, and very few came to understand evil.
Dmitri had been born innocent, but was swiftly corrupted, yet he knew what good was and how it acted. He had no taste in it whatsoever, but all the same, he knew that he saw a broader scope than most. Demons are fit to fallow in their own filth and lewd desires most of the time if left be. Lilith was a Succubus, or rather, something greater.
He found himself becoming rather introspective when matters of Apollo came into play. Nothing worth turning him at all, but still, he thought it funny how easy it was. No matter how hard he looked at Apollo, and no matter how much "Good" he felt in him, he was still unable to see how the purging of an entire race was ethical, and Apollo gladly would, he believed.
Sitting down, Dmitri raised a brow. "Do we engage at night?" he asked them. "We'll give ourselves away with light spells if we use them at night, and all the same we may see fires lit soon among the house." he said as he began to inspect his scythe's blade. "Perhaps the new blood has a plan?" he said, casting a glance at the Sylph.
To see what I know about gnollsK. (Local):1d20 + 14 ⇒ (11) + 14 = 25Not bad. : ) "Gnolls tend to be nocturnal and can see in the dark. Attacking at night does not seem like a good idea. They would have the advantage as not all of us have darkvision." Aeris says looking back at Dmitri. "I say we spend the night here. Then we can head out in the morning." Aeris looks to the others for affirmation.
Kori looks at the newcomer, before nodding "Yes, Eagle-bait, it would be bad to attack at night. Especially, if they can all see in the dark, and not all of you can." She looks around a little nervously at her last comment. "We should move a little far away for camp. If they have patrols or raiding parties, we may be too close, and still be seen."
"We shall sset up watches for the night as well, and in the morning, when we are all fresh and ready to fight,to spell blood on to the ruin's floors, we shall go. What good is a fight if neither sside is at their best?"
Aeris looks to the others with a smug look on his face. "I actually have camp taken care of..." with that he pulls a twenty foot section of hemp rope out of his backpack. "I have a spell that will cause this rope to lead to an extradimensional space where we can all sleep. Boreas doesn't need to sleep, so he can watch through the portal to make sure nobody sneaks up on us." Aeris looks very pleased with his solution.
"We should rest and then make plans. Storming them through the front would be unfair. Unfair to the Gnolls at least." Brek grins though he's more worried about how they're going to get through a strong hold of gnolls.
He'd prefered striking them in small groups and removing their morale.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Extra di-whaaat? he questions to Aeris.
I haven't been to another dimension and I can't say it's something I've ever wanted to do. Still, if it keeps us unnoticed for now and allows us to breathe, I'll go with it. Would the local pups not find partial rope hanging from thin air though?
The man then pauses and without looking, gives off a quick response to the fiery friend of the party.
That makes it all the more fun though, Brek! he says, grinning with his glare still focused strongly towards the House of the Beast.
"You will be able to breathe. The spell does not hide the rope, so any wandering creatures might indeed find a rope hanging in the air." Aeris says as he sets the rope on the ground. Aeris begins speaking in Auran as he begins the casting of a spell. His tattoos glow a faint sky blue, casting a dim glow before fading back to normal. The rope that he set on the ground then comes to life. One end of the twenty foot length raises up off of the coil, magically floating upwards. "This spell lasts for ten hours. Try to make sure you are on the ground by then. If not, the fall would certainly wake you up." Aeris says as the end of the rope keeps floating upwards. His eyes following it upwards. When the rope is completely vertical it stretches twenty feet straight up in the air. "Just climb this rope all the way to the top to get to the portal. I suggest everyone takes a watch shift that is one hour and twenty minutes long, sequentially of course. Then no one can sneak up on you. Not to mention if you point a bow down through the portal you can shoot them while they climb the rope."
Kori watches the rope with eyes wide, staring as it stops and stands upright, seemingly attached to nothing. She walks over and yanks on it, walks around it looking up, yanks on it again, then motions for Eagle-bait to go first. "None of your levitating either. I want to see you touching the rope the whole before I go up there. Prove this isn't a trick. Besides, how are we supposed to know what an hour and twenty minute long 'squenchly' even looks like?"
To climb the rope.Climb:1d20 ⇒ 19
Aeris walks up to the rope and looks over at Kori. "One at a time." Aeris places his hands on the rope and very nimbly climbs to the top. He pauses right before the portal and says to the people below "I will disappear for a moment as I go through. I will come back out. Don't be alarmed. " With that, he reaches up with one arm and his hand disappears. He then seems to get a firm grip on something unseen with his now invisible hand. He reaches up with his other hand and manages to pull himself through the portal, disappearing as he does so.
Cast levitate
Aeris then floats back down through the portal. "I am unharmed." Aeris says as he floats down. He lifts his arms and legs to show they work. "Perfectly safe." he says, glancing at Kori as he touches down.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Shaking his head, Apollo said; I'm staying here. Nom can't climb and unless you have some way to get him up that rope, I'm not leaving him behind, out here and alone for the Gnoll's to rip limb from limb.
Ye done f#%@ed up by not actually learning levitate, brah. Ironically enough, though, because you can cast it you could scribe a scroll of it and scribe it into your spellbook for very low cost.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Oh god, haha! He's a 7ft T-Rex, so god knows. Dinosaurs from what I gather were a lot more muscular than humans...even ones the same size. Probably about 22 stone whatever that translates into pounds as. Seems like a good number to go with.
From where he is Brek Scoffs.
"He's a 7 foot beast with lotsa of sharp teeth. Gnolls aren't sucidal enough to come near one such as him. Maybe you could ask him to you know stay here and not go wandering off?" directing that last part to Apollo.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I was left behind! No wandering was done. Anyway, whatever. Gnoll's killed his mother so you shouldn't be too quick to deduct any unforeseen situations.
It is possible for you to use the "stay" command to get him to sit underneath the rope trick...or just stay down there yourself. Idk. Camping is your responsibility, but your camping situation does come with consequences :)
Technically if Boreas and I both lift Nom we can raise him 5 ft per round. Its within our combined lift off ground capacities. Actually my heavy load and Boreas' lift off ground is just barely enough.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Technically if Apollo helped too, it would probably be possible, but climbing rope and lifting seems a little hard to accomplish unless I tied rope around him and a few of us lifted him in? Haha. I'd keep him close by whatever the case and I know my perception check of 16 sucked but how are our surroundings looking? Any cover, sand hills etc? My main concern is sleep. I mean I can set Nom to guard, but then we'd both most likely be fatigued or Nom would be out for the count the following day. I did think about having that portal set up so we could just walk into it, but I figured vertical rope was the only way in for a reason, haha.
You're in a very hilly environment - being the foothills of a massive mountain, after all. It's also quite dry, though not quite sandy. It's more like hard-packed dirt underneath the feet,w ith little bits of undergrowth. From your vantage point here, you can't locate anywhere with any real cover like caves or huge trees. It's also getting dark pretty quick, so its possible that you missed out on a cave. Rumour has it that the Pale Mountain itself is laced with caverns, too.
Apollo, the spell itself actually only opens in the air off the ground with the rope climbing up into it. We could make a rudimentary harness out of the 5 billion feet of rope Aeris has (not that Kori would think of this or know how). Then Kori, Apollo, and Je'grik could easily haul him up and then back down in the morning.
"Worry? Pssh! I'm just being careful. There are enemies everywhere." With that she moves over and climbs the rope.
It's odd, Rope Trick doesn't modify the rope or mention the DC, but the climb skill specifically mentions the DC for it.
Aeris nods to Apollo before turning to Boreas. They communicate in their own language and set to work. Aeris sets down his handy haversack so that it wouldn't slow him down. They grab Nom and, between the two of them, they are able to slowly lift him up through the portal. After they lift him up, they return down to speak to Apollo and pick up the magical backpack. "Take this. It is an impact foam. Throw it on the ground or spread it on the area below and have Nom jump onto it. He will not be hurt by the fall." Aeris says as he pulls a container of impact foam out of his handy haversack. After handing the foam to Apollo, Aeris slings his handy haversack over his shoulders.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
"We've just lifted a dinosaur into another dimension." Dmitri says as he climbs up and into the strange area. "I believe it's time we call it an evening." he quips.
Strange sleeping situation notwithstanding, the inside of the rope trick is very comfortable and warm, and easily fits everybody, including Nom (who is lifted into the extraplanar space by the concerted efforts of Aeris and his air elemental familiar). The night passes with relative safety and quiet, though the sounds of hyena-like barking and running through the night can be heard during Dmitri's two-hour watch. Obviously, gnolls night hunting. Still, none find Aeris' clever sleeping space and the morning comes peacefully and soon.
The sun rises over the Katapeshi deserts as our mercenaries clamber out of Aeris' space. The memory foam is thrown on the ground for Nom, who, at Apollo's urging, leaps out and onto the thing for no harm.
The day is long, and will be filled with blood (well, probably).
Perception 1d20 + 10 ⇒ (4) + 10 = 14
Stealth 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12 (+2 in Rocky or Hilly areas), penalty for moving normal speed included.
Once they are out, Kori grabs her eagle-slayer bow and tests the string before speaking to the others. "Since we're close now, it's time to kill like we did when we took the town. Quietly and fastly. Like the raids of my people. If you have bows or other shooting weapons, like from far away, use those. I learned that you can usually get a few good shots before the enemy even gets to you, then they go down easy." with that she assumes the lead the best she can given her limp, but refuses to let it slow her down in her determination to act the scout once again.
Upon hearing what Kori says Aeris looks to the sky for a few seconds. The sky is beautiful today Aeris thinks as he looks for weather patterns.
Weather Saavy: predict the weather "I do not have a bow but I can hit from afar." Aeris says before murmuring in Auran and gesturing to cast a spell.
Cast Levitate
The winds around him swell and swirl as he begins to float about five feet off the ground.Boreas grabs onto his back, ready to push or pull him as needed. Aeris takes a quick look around before readying to follow the group.
Perception:1d20 + 3 ⇒ (19) + 3 = 22
The forecast today: Clear! Sunny! Hot! By the way, Aeris, when a new in-game day begins, can you do me a favor and post your prepared spells list (just so I can be sure its updated and stuff) on your first post of the day?
The day is clear and the deserts are seemingly empty today. Aeris' prediction that the gnolls are nocturnal hunters seems to have been right, especially considering the noises heard by the watchmen during the night.
Of course, seeing anything clearly in the House of the Beast from this distance would be a nightmare - one must get closer to have a chance of even picking out that there are guards.
Throughout the night Je'grik dreams of a woman clothed in sunlight. He feels a bit of peace in his heart and rests well, leaving the safety of the Rooe Trick at dawn to pray. He'd need the Dawnflower's blessing today, and absorbed her warmth.
"It's not a bow, but my sling up has been.. reliable." he was beginning to wish he'd brought his other sword though...
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I'm going to assume we can see out of the portal but not into it, so here we go...
With Kori taking lead, Apollo just left her to it as he prepared Nom for the day of adventuring ahead, being one of the last to leave this strange and unusual place.
As the Impact Foam was thrown down, Apollo looked at Aeris for a brief moment.
Well, you say this prevents any injury so I hope at this height, for yours and Nom's sake, this stuff works as well as you say.
As Nom jumps down, the creature just kind of stood there, looking up expectantly to its human friend.
Nom, that's cute and all but I can't jump down if you're in my way!
The dinosaur could hear the man but couldn't see him, so Apollo placed his hand and head through the portal, clinging onto a nearby rock for support...one of the few in this plain of existence, before looking out and nodding to Nom to move.
Right then he said to Aeris. Away I go!
Jmping down through the portal and out of Nom's way, Apollo landed in a crouched postition and as soon as he could gain his barings he moved with Nom over to Kori's side and looked around for any suspicious Gnoll activity.
Perception (adjacent to Nom):1d20 + 9 ⇒ (3) + 9 = 12+2 if counts as Desert
Well, I can't see any movement....how about you? he says presumably to Kori as he stares out towards the huge building ahead in the distance.
Agility is the name of this game as Brek flips himself out, landing softly and moving with barely the lightest of touch, already seeking cover even as he scouts for enemies.
Acrobatics 1d20 + 8 ⇒ (5) + 8 = 13
Steath 1d20 + 10 ⇒ (7) + 10 = 17
Perception 1d20 + 7 ⇒ (5) + 7 = 12
Moving away from his companions, Brek attempts a perimeter scouting first.
You know, technically Brek, that isn't a good enough Acrobatics check to avoid taking damage from the 20-foot fall.
Brek's overconfidence leads to his downfall (quite literally!) as he tries to flip himself out of the rope trick instead of just climbing down the rope. He falls harm on the ground, and a shock of pain travels up his legs.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
Climb:1d20 - 4 ⇒ (16) - 4 = 12
Dmitri doesn't waste any amount of time getting out of the rope, though sliding down one never really was that difficult. He didn't fancy climbing, or swimming for that matter... he also didn't fancy lengthy jumps, but most of it has to do with his choice of armor.
The armor began to sting in direct contact with the sunlight, but Dmitri truly had great difficulty in actually getting burned for an odd reason he couldn't quite fathom. Heat wasn't one of the things that bothered him, frankly, and the welcome sting of black metal certainly did nothing to bother him, either.
As he descended from the pocket dimension he dusted himself off, as well as flicking a small bit of dust away from his crimson cape. He certainly stood out. He'd made it a point to put his hair into a pony tail, revealing his eye for everyone to see. Today was a glorious one, ripe with potential blood shed, and he was certainly going to make it a point to wear his colors, so to speak.
Walking up next to Apollo, he smiles wryly, eye in full view with a dark, unnatural shimmer about it. "We need to get closer. Locations first. Dogs later..." he says as he walks forward. "Try not to die today, Apollo." he suggests as he walks, throwing a hand up with his sickle in hand.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Good morning to you too Dmitri! smirked Apollo as he continued to stare out into the distance, standing tall with Nom by his side, waiting for.......something.
If I'm to face that towering curr, I need to reach him with as little injury possible. Need to be at the top of my game when I make my stand for honour and all those he and his wretched pups took from me that day.
Perhaps this is the day... he uttered through his exhaling breath, as his eyes remained fixed on the large structure ahead.
I've being spending too much time not practising. Brek thinks even as he tries to ignore the pain in his legs. At least he didn't fall flat onto his face.
Hopefully no one else noticed. Maybe not...
His companions however seemed well and more than eagar to start the day's bloodshed it seems.
lol. Wasn't looking at the rolls when I posted from phone.
Male Human HP 45 / 71 | AC 23 / Touch 13 / Flat-footed 21 - CMD 17 | Fort +16 - Reflex +5 - Will +9 | Init +1, Perception +1
With his armor searing in the hot desert sun, Dmitri draws his scythe as he descends. "If we are to shed blood today, we mustn't dally. Remember that we are all insignificant in the grand view of things, Apollo. Fate is not kind to those that cling to her teet. If you're not careful I will rob you of your moment of glory." he says as he continues to walk.
"Kill and survive. It is just that simple." he says with a smirk as he looks back at Apollo. "I'm here to kill a gnoll chieftain that's bothering my city. I have no other reason to be here, save to enjoy myself." he says, turning around. As he does, his eye somewhat stays firmly on the man, but turns when it can no longer gaze at him leeringly.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I'm as significant as I choose to believe, not that it matters really. Everyone has their own views, but Dmitri. says the man glancing back towards his leering eyes.
If you take that victory away from me, because it doesn't take much to know that IS what you're planning... he says, pausing for a moment.
You and I will have a little situation of our own to deal with.
Sighing without much care for concern, Apollo pulls out his Earthshaker, holding it high up into the air, shielding the glare of the sun from all those standing behind it, with its wide and solidly shaped form teetering above.
With Dmitri's attention, Apollo then slams it with an incredibly strong down force, pulling downward with the swing to create a small crater within the hard packed dirt, as the shock of the impact spreads under all those standing within 5 feet of the terrifying impact, almost knocking them from their feet.
Attack on ground for demonstration:2d6 + 13 ⇒ (1, 1) + 13 = 15
Intimidate to (demoralise - aimed at all around) make his intentions heard, as well as possibly scare certain party members:1d20 + 9 ⇒ (2) + 9 = 11He doesn't do this or like to, but his situation makes this feel right, so this check is aimed at everyone purely to roleplay with.
If anyone here intends to get one over on me by means of betrayal or through sheer malicious hate fuelled intentions, do not get in the way of my battle today.
If any of you get in my way, I may kill you myself.
And that's not something I want to do. Be wary though, some you might be able to trust, but over this past year, Dmitri's changed. I don't want him as an enemy but if that happens, I'll go out of my way to create subtle ways in making his life a lot harder than it needs to be.
Gripping his fist, he began to march forward past all those accompanying him, as he looked toward the ground.
I WILL be the one to kill that flea ridden s*** coated rug AND I WILL BE TAKING HIS HEAD TODAY!
Looking down towards the ground, Apollo then tries to look for footprints and traces of the local mutts, such as fallen hair, fecal matter and bloody trails, while Nom takes up the initiative and searched for something himself with his ability to scent creatures nearby. this is all happening while the rest of the party chat amongst themselves and decide on what to do next.
Track:1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7+2 from level due to Ranger track ability and +2 if counted as desert terrain.
Nom Scent tracking:1d20 + 9 ⇒ (11) + 9 = 20Next to Apollo
Looks like Nom's onto something! The DC for that check was 20. He tracked! First trick completed!
We should show use those adventuring feats in this adventure! I don't think any other campaign has them.
thinking he'd have been a runt, and was the subject of ridicule, cruelty, and eventually enslavement. After a hard life of this he eventually escapes and begins preparing to exact his revenge on the members of his cruel kind
actually i'm thinking about taking the finding Haleen trait. A small runtish gnoll child sold into slavery and Haleen was paramount in securing his freedom and looking out for the unusual child, also instilling him with good moral character.
Sounds like a nice hitch to me. I could certainly work with it, but you can be dam well sure if you get captured you're getting the beating of a lifetime.
(Then again, just the same, you wouldn't have much trouble sneaking into gnoll hideouts... because you're a gnoll. Knock someone out, give you their armor, disguise check inside, etc, etc.)
Submission deadline is being set for this coming Wednesday. That leaves four full days to complete your profiles. I still may extend it, depending on whether I see a good party forming amongst the submissions.
Full submissions include complete crunch along with a detailed backstory.
thinking he'd have been a runt, and was the subject of ridicule, cruelty, and eventually enslavement. After a hard life of this he eventually escapes and begins preparing to exact his revenge on the members of his cruel kind
I will allow this gnoll race.
I like how people almost never ask for unreasonable things when they aren't on my allowed stuffs list.
The wishes unleashed over the ages by two genies in
particular, the efreeti Jhavhul and the djinni Nefeshti,
have warped the Pale Mountain region, twisting fate
and contorting coincidence to keep alive both a terrible
beast and a heroic protector. Not far from Jhavhul’s old
temple, these tangled strands have ensnared a young
merchant princess named Almah, who seeks a new
future for the ruined battle market village of Kelmarane
at the foot of the Brazen Peaks. Most importantly, the
wishes have subtly warped the weave of the world to put a
handful of adventurers on a trail to Kelmarane. It is these
adventurers—not any genie—who will tread the path of
fate at its most treacherous juncture, and it is they who will
ultimately chart the course of history.
The mysterious Pactmasters of Katapesh, masked rulers
of this mercantile desert kingdom, desire to bring the
abandoned battle market village of Kelmarane back into
the economic fold. To this end, they recently assigned
Almah the task of scouting out the village, clearing it of
malign influence, and getting it working again. The PCs
are to serve as Almah’s agents in this affair.
As the campaign begins, the player characters are
mercenaries heading out into the northern scrublands
of Katapesh on the camels of a patron named Garavel,
the major domo of a merchant princess named Almah.
Perhaps the characters are runaway slaves seeking a better
tomorrow and the freedom a woman of Almah’s station
can grant. Other characters might be traveling merchants
looking to make a powerful ally, criminals forced into a
service to Garavel as punishment, or simple desert scum
in search of adventure.
In case you previously didn't know, this is what the adventure, more or less, is about.
Just to quickly add, my remaining gp is 9gp, 3sp, 2cp and not the 490gp I have there for Apollo, as that's how much everything costs, not what I have left.
I informed Obi about this as we both applied in a previous LoF thread and had hoped to play together, but we'll see how it goes as I'm unsure if I'll get in again. :/
The main thing is, Apollo's hunting down the Carrion King, so that gives you a few things to play about with, in order to incorporate him into the story leinathan. :)
I believe that's a pretty balanced trait, so sure, you can take that. However, I have to ask where you got Angradd worship from and why you're an inquisitor rather than a cleric. Inquisitors, as I understand them, fulfill a specific purpose in the church that's outside of the rest of the church. What's yours?
My interpretation of Dwarven religion is that most Dwarves worship the Pantheon and pray to subdeities such as Angradd when they need him. So Angradd, a younger brother of Torag, who's portfolio is aggressive warfare and strategic planning would be prayed to before a Dwarven Clan goes on a raid.
So in a situation such as in Katapesh where you have a Dwarven minority which tends to be well situated as merchants and craftsmen this group of course has to work towards it's own ends. Most of this will be political maneuvering, but you'll need folks who can do the dirty work. With Dwarven churches being integral to such a community I'm assuming that they'd also have capacities to solve problems of members of the community. I'd consider Angmar such an Enforcer. Someone who discretly handles problems of the Dwarven community, be it finding a stolen relic, dealing with Dwarves who overstepped the rules and were shedding a bad light on the community, or fighting criminal organizations that hurt Dwarven buisnesses.
What I hadn't considered in my background is that there's actually over 10000 Dwarves living in Katapesh. That would mean there is most likely a temple to Angradd somewhere in town as well.
I believe that's a pretty balanced trait, so sure, you can take that. However, I have to ask where you got Angradd worship from and why you're an inquisitor rather than a cleric. Inquisitors, as I understand them, fulfill a specific purpose in the church that's outside of the rest of the church. What's yours?
My interpretation of Dwarven religion is that most Dwarves worship the Pantheon and pray to subdeities such as Angradd when they need him. So Angradd, a younger brother of Torag, who's portfolio is aggressive warfare and strategic planning would be prayed to before a Dwarven Clan goes on a raid.
So in a situation such as in Katapesh where you have a Dwarven minority which tends to be well situated as merchants and craftsmen this group of course has to work towards it's own ends. Most of this will be political maneuvering, but you'll need folks who can do the dirty work. With Dwarven churches being integral to such a community I'm assuming that they'd also have capacities to solve problems of members of the community. I'd consider Angmar such an Enforcer. Someone who discretly handles problems of the Dwarven community, be it finding a stolen relic, dealing with Dwarves who overstepped the rules and were shedding a bad light on the community, or fighting criminal organizations that hurt Dwarven buisnesses.
What I hadn't considered in my background is that there's actually over 10000 Dwarves living in Katapesh. That would mean there is most likely a temple to Angradd somewhere in town as well.
Leinathen, as I can't PM you with this, I'm unfortunately forced to put it here.
Other players can feel free to chime in on this, but, if you want to start an alignment argument, I'd prefer it not look bad on my part.
Go here: if you want to point flaws. http://paizo.com/threads/rzs2pmc8&page=3?What-Alignment-is-this-guy-Im- perplexed#139
Now then. This is a list that adds to Dmitri's flavor, for the most part.
Dmitri's Laws and Habits:
= Dmitri doesn't harm women unless he absolutely has to.
= Dmitri is Sadistic, as the enemies blood is an offering.
= Dmitri is Masochistic, as his own blood is valuable.
= Dmitri does not enjoy killing, because it ends pain.
= Dmitri seeks positive closure with hostile women.
= Dmitri places himself above other men.
= Dmitri places himself beneath women.
= Dmitri considers his submission the ultimate form of worship.
= Dmitri worships Lilith, exiled sister of Zura.
= Dmitri considers succubi direct daughters of Lilith.
= Succubi to Dmitri are what Trumpet Archons are to Paladins.
= Dmitri obeys Lilith's direct code as his laws.
= Dmitri ritualistically wounds himself if he breaks Liliths Law.
= Dmitri hates public vulgarity, and is rather polite.
= Dmitri openly despises female abominations.
= Dmitri does not support conflict between women.
= Dmitri considers female blood the equivalent of holy water.
= Dmitri views beauty as a ranking system.
= Dmitri doesn't insult women on purpose, but he is blunt.
= Dmitri will wound women if they're willing to be so.
= Dmitri is evil, and does enjoy the finer things in life.
= Dmitri doesn't openly pursue wealth. Simply women, renown, and bloodletting.
= Dmitri is very polite to all people, but his thoughts are vile and evil in the case of men.
= Dmitri places his forms of worship among a hierarchy. See below.
= Obedience and pleasing of Women > Drawing his own blood > Drawing blood.
= Dmitri is extremely charitable to women in need.
= Dmitri is not charitable to the worst-looking male homeless person.
I'd also like to point out that he is Lawfully Evil.
I will get the stats squared away tonight or tomorrow, but I wanted to use this concept. I rolled it all randomly for another game, while going for things I don't normally play. (I have an ancient hatred of Drow, and rarely play pure melee classes).
Brief basic concept. She had the typical acceptance of slavery of her people, until a rival house beat them and made her one. Over time, and trading hands, she made it to the surface, into other hands.
Ok I have an Angel-Blooded Aasimar Paladin ready for you here. Quite keen to play one as I haven't had the chance yet and i'm very interested in LoF also. I can post at least once a day even more if the game goes faster. I'll make an alias if I get chosen, have a few too many now to make one every time lol. A lot can be expanded in his story, expecially his brother who (i reckon this would be awesome) was another PC or an NPC somewhere in the campaign. Either way this follower of Sarenrae would love to start his adventure.
Angel Desmin, Male Aasimar Paladin of Sarenrae:
Angel Desmin
Male Aasimar(Angel-Blooded) Paladin level 1
LG Medium Outsider(Native)
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Defense
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AC 17(19), touch 12, flat-footed 15(17)(+2 dex, +5 armour, +2 shield)
hp 12 (1d10+2)
Fortitude +4, Reflex +2, Will +4
Senses Darkvision 60 ft.
Spell Resistance 6 (see Exalted Resistance)
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Offense
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Speed 30 ft. (20 ft. in armour)
Initiative +2
Ranged Longbow +3 (1d8+4/x3)
Dagger +3 (1d4+4/19-20 x2)
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Statistics
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Str 18, Dex 15, Con 15, Int 12, Wis 15, Cha 18
BAB +1; CMB +5; CMD +17
Feats Power attack
Skills 2(class)+1(int) = 3 per level
Diplomacy(1)+8
Intimidate(2)+9
Heal(1)+8
Languages Common, Celestial, Draconic
Other Gear Paladin's Kit, Flute
Outfit Explorer's outfit
GP 0gp
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Special Abilities
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Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
Missionary(Intimidate) You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using the selected skill, and it is always considered a class skill for you.
Strength of the Sun During the day, you gain a +1 trait bonus on all Charisma-based checks.
Favoured Class(Paladin) 0/0/1 1 skill point OR 1 hit point OR 1/6 to the morale bonus on saving throws provided by the paladin's auras.
Weapon and Armour Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex) The power of a Paladin's Aura of good is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) 1/day as a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus(+4) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th, 7th, 10th, 13th, 16th and 19th, the paladin may smite evil one additional time per day upto 7 times at 19th level.
Exalted Resistance An aasimar gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
Skilled Angel Blooded Aasimar have a +2 racial bonus to Heal and Knowledge(Planes) checks.
Spell-Like Ability (Sp) Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Celestial Tracker You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks.
Planetar's Visions Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage reduction to below 0).
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Backstory:
When Angel was born and his celestial features discovered, that being golden eyes and silver hair, a great family celebration was had. Being devout followers of Seranrae they felt they had been divinely blessed to have angelic blood in their line. They held angels and all those that worked against evil in high regard, so high infact that they called their first-born son in honour of them and their blood. They expected greatness to come of this blessing. His family was an otherwise average one, getting by each year, donating anything extra they had to the church. Three years after Angel they had another boy, Saren, after which they were unable to have any more. Saren was another blessing, unheard of to have one, let alone two that showed the connection to the celestial. Saren's features were not as prominent as Angel's though and he could be mistaken easily as a human. The two brothers were as close as could be as they grew up. Playing together, going to services, destroying evil in their play, always side by side, always heroes. Angel was pure of heart and caring, Saren slightly more rough, both of them tall, strong and good looking, having several girls wish for their attention. They both aspired to paladinhood and grew up in their youth serving the church and training to be warriors for their god. When it came time, Saren unexpectedly chose a different path. He didn't think paladin's did their job well enough and became a self-appointed inquisitor instead while Angel went on to be blessed into the ranks of the other paladins. This split the brothers for the first time and they didn't see each other very often after this. Angel began spreading the faith to places in need, doing his best to combat evil in every dark place. He led by example, showing that his doctrine was right and good. He despised tyranny and all evil, but gave mercy and showed compassion whenever he could. But he gave none to himself, thinking he must be perfect if others were to follow him.
Hearing the news of the taking of Kelmarane, Angel was the first to offer his services to restoring the land and town and removing the forces of evil. He personally vowed that he would find and kill the one responsible for the attack. He regrets that Saren is not with him, for together none can stand against them.
Appearance/Personality:
Angel stands 6ft. 2in. tall. His golden eyes shine during the day and glow during the night. His hair is pure silver in colour and is half-way to his shoulders though slightly longer at the back. He wears his armour and several weapons for any enemy he might be faced with. Sandy coloured cloak flaps behind him. Unafraid of any danger but never reckless, he is always ready for anything. With others he tries to lead by example, never demanding obediance but trying to show the best way. He knows those forced to obey are never the most effective. He tries to encourage when appropriate and looks first to help the hurt and wounded with his skills.
Hey. Technically I'm the entire female population's paladin. Not so much men. Being so lawful Dmitri wouldn't have trouble seeming chivalrous with a bunch of self-righteous beams of sunshine and silliness, haha!
Not so outwardly self-righteous though. I thinks about things alot and worry about the consequences of my actions.
*detect evil*
Unfortunately i don't think i would detect the kind of evil that needs destroying. You are redeemable, as soon as I can convince you to ease off on the pain and blood thing :p
Probably a good thing I can't *detect thoughts* XD
Well, I'd like everyone's crunch formatted prettily. Like a monster stat block, you know?
Actually, Arko (the gnoll alias) has this on his profile, and if you all could format your stuff like this it'd make things way easier for me to look at.
Additionally, you might want to flesh out your backstory a bit. I'm not sure that I have an understanding of your character's personality. It doesn't really explain why you're on the adventure either.
format:
NAME- CR
Gender Race Class (Archtype) #
AL Size Type (Subtype)
Init +; Senses Perception +
EXP:
PP:
FAME:
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DEFENSE
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AC , touch , flat-footed (+ armor, +2)
hp (1d10+1)Current: /
Fort + , Ref +, Will +
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OFFENSE
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Spd ft.
Melee
Ranged
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STATISTICS
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Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Traits
Skills
Languages
SQ
Combat Gear ; Other Gear
Leinathan, is there anything you want me to adjust with Apollo?
It takes me a ton of time to format things how a lot of people do, because I do it similarly but not the same, but if I need to I will, as I really want to play in this campaign.
I made Apollo specifically for a fairly open AP, and out of those I'm familiar with, Legacy of Fire, Rise of the Runelords and Kingmaker would be great for him, although Shattered Star may also be good as I understand it's set in or around Sandpoint like RotRL's.
Anyway, really looking forward to this, but a lot of other people are too, so if I don't get in, I'll understand.
Leinathan, even though this is probably a bad sign, which trait would you suggest for Dmitri, as I can't find any in kingmaker that truly benefit him or sound similar to his background?
for Apollo and Dmitri, I'm pretty sure you guys have complete enough profiles. Enough for me to understand them, at least.
Duboris, are you sure you meant Kingmaker? If you did, I'm gonna suggest the "Noble Born" (either choosing Lebeda, Orlovski, or asking to cook up a house of your own with benefits to represent your decadent upbringing by demons) or the "Bastard" trait, and pass it off as having been raised outside of your family because they pushed you aside. If you meant for THIS campaign, I'm gonna suggest the Pathfinder trait, as you would be drawn to a group of explorers (because that's what you're doing out in the world, no? Exploring? Seeing what its all about?). Either that or the Missionary trait, but it seems like you already have that.
Background is in the profile. If you have any questions, please ask.
No, I only have 2. I spent 1 on Intimidate, and 1 on Linguistics (so I can speak common). If you are looking at the skill section I have spoilered below, that hasn't been updated entirely, I was just focusing on getting the format you wanted squared away.
The ones in the statblock format reflect what I really have. I just added in the untrained skills as well, since for some reason HeroLabs didn't add them in the output format I selected. I'm still new to HeroLabs, though, so maybe there's a box I need to check/uncheck somewhere.