Mahorfeus' Legacy of Fire (Inactive)

Game Master Mahorfeus


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(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

The hooded figure looks down at her empty hands and curses loudly in orc-ish accent. "By Grulac's depredated gill. Run you primate."

Her heavy words are filled with vehemence and vitriol, some for herself and the stupidity of throwing away her knife. Hidden deep in the dark folds she produces a varnished sling-shot. With a step she moves and fires a lead bullet.

It wings it's way close towards the baboon.

Free: 5' Step back to (BT, -15)
Move: Retrieve Slingshot
Standard: Fire @ Baboon 4: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11; Damage: 1d4 ⇒ 2


Female Kitsune (Disguised Human) Bard/1

As Cornellius goes after the first pugwampi Jaykae screams, "No! Not that one! He's just scared!"

She tries to get between the warrior and the scared pugwampi.


ROUND SEVEN PART THREE

Initiative:

Baboon 3 - 22 (dying)
Garruth – 21
Pugwampi 3 – 21 (dying)
Baboon 1 - 20 (dying)
Jaykae – 19
Baboon 2 - 18 (dying)
Pugwampi 2 – 15
Pugwampi 1 – 14
Corneilious – 13
Keiko – 12
Ruika – 10
Alik – 9
Baboon 4 - 6

  • Having finally felled his target, Corneilious moves towards the other pugwampis.
    Floor Attack: 1d20 ⇒ 14
    When he comes within just feet of the cowering gremlin, the creature's demeanor takes a sudden turn for the vicious. Like a cornered animal, it suddenly lunges at the inquisitor, thrusting at him with its dagger.
    Pugwampi 1 Readied Attack: 1d20 + 3 ⇒ (16) + 3 = 19
    Pugwampi 1 Damage: 1d2 - 4 ⇒ (2) - 4 = -2
    The tiny blade pierces Corneilious' cheek, drawing a wicked smile from the pugwampi. Corneilious takes 1 point of nonlethal damage.
    However, its grin of triumph fades almost immediately when he raises his blade once more. Despite Jaykae's plea, he brings down the blade, wiping it out with a single blow. Pugwampi 1 is unconscious.

    MAP


  • Female Kitsune Bard/1

    Keiko glances around and says to Jaykae, "Whoa, whoa! Don't run on this glass, your feet'll get slashed, so don't move so fast!"

    She starts casting a spell.

    Keiko casts ghost sound to make it sound like reinforcements are coming, in case anyone would like to try and intimidate their opponents into submission.


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    Alik proceeds to show what reinforcements are coming when he drops Freaksfire and draws his dagger.

    Non-pushing stabbity: 1d20 + 3 ⇒ (12) + 3 = 15
    damage: 1d4 + 2 ⇒ (2) + 2 = 4

    "I really need to get a stronger melee weapon for these close encounters with monkeys." Alik says completely deadpan.


    ROUND SEVEN PART FOUR

    Initiative:

    Baboon 3 - 22 (dying)
    Garruth – 21
    Pugwampi 3 – 21 (dying)
    Baboon 1 - 20 (dying)
    Jaykae – 19
    Baboon 2 - 18 (dying)
    Pugwampi 2 – 15
    Pugwampi 1 – 14 (dying)
    Corneilious – 13
    Keiko – 12
    Ruika – 10
    Alik – 9
    Baboon 4 - 6


  • Keiko casts ghost sound, filling the room with the sound of approaching voices and footsteps.
    Pugwampi 2 Will Save: 1d20 + 4 ⇒ (1) + 4 = 5 FAIL
    Cornered, injured, and alone, the pugwampi is noticeably distressed by the illusion.

  • Retrieving her sling, Ruika steps to the side and launches a bullet at the baboon. The small projectile misses the ape, instead flying down the hall.

  • Alik drops his polearm and draws his dagger, before proceeding to drive its point right into the baboon's eye socket. The animal lets out a brief cry of pain before collapsing. Baboon 4 is unconscious.

    MAP

    ROUND EIGHT START


  • (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    "If any still live." Ruika calls to the group in the kitchen, her guttural tones perfect for intimidation. "Tell 'em to surrender. We can make them loquacious later." she orders.


    Corneilious stares Pugwampi 2 in the eyes and speaks with a spark of divine wrath in his voice, he speaks.

    "You heard the hooded one. Surrender now or I will cut you down just as I have your friends! The decision is yours."

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    With Alik having taken care of the last of the Baboons, Garruth moves back to the doorway of the kitchen to see if the others need help. If there's still an enemy up and about he casts a spell in attempt to daze it.

    Caster Level check: 1d20 + 1 ⇒ (5) + 1 = 6

    Sorry didn't realise it was my turn. Move to just outside kitchen, and cast daze if there's any enemies still standing, I think he should have the range, but maps won't work for me today. Not that it really matters with this roll.


    Not your fault; I'm gonna take pinvendor's advice and end the combat.

    The pugwampi is unaffected by Garruth's spell, but the hopelessly outnumbered gremlin drops its bow and raises its hands in a clear act of surrender.


    I think I forgot to add this

    Intimidate: 1d20 + 1 ⇒ (8) + 1 = 9 (DAMNIT!)


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    Alik retrieves dagger and wipes the baboon's blood on its fur. Sheathing it he retrieves Freaksfire and leans it against the wall at BQ, -15.

    Then he grabs a dead or dying baboon by its wrists in one hand and ankles in the other. He then begins sweeping the baboon's body in pendulum like arcs to clear the glass on the floor so those in the kitchen may return to the hallway without danger.

    He glances at the tiny distraught pugwampi, and despite its ugly visage, he can't help but feel pity.

    "By Sarenrae's fire, I hope we do not have to massacre any more of these pitiful creatures."


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    She swishes into the room, a beautiful banner drapped upon her shoulders and looks to Keiko; "Nice disguise, all the better for biting."

    Turning to the small creature; "Surrender, we won't harm you - if you follow us."

    "Ergeben, werden wir Ihnen nicht schaden - wenn Sie uns folgen."

    "Rendez-vous, nous n'allons pas vous faire du mal - si vous nous suivez."

    "Παράδοση, δεν θα σας βλάψει - αν μπορείτε να μας ακολουθήσετε."

    "Ildio, ni fyddwn yn achosi niwed i chi - os byddwch yn ein dilyn."

    "Dedi vobis nocere non - si imitandum nos."

    She goes through her repertoire of languages. (Common, Orc, Elven, Gnoll, Draconic*, Celestial*)

    Then she looks to the others; "Who's got rope? Tie him?" she queries.


    Female Kitsune (Disguised Human) Bard/1

    Jaykae walks over to her sister and rubs her cheek against hers. Even without being in her true form as well the touch of Keiko's cheek fur is comforting. She keeps her face beside Keiko's as the others go about the clean up business then looks back when Ruika asks about rope.

    The twin nods as she takes out some rope and goes over to the pugwampi with it to tie it up. She puts her hands out to show it she wants to tie it up then does so if it responds accordingly.

    Tie up pugwampi DC to escape is 19 (as Jaykae has a -1 with CMB - used rules as in http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple) the Tie Up section.


    We'll just say that Corneilious gets a hefty circumstance bonus to that Intimidate check. :)

    Flinching beneath the inquisitor's gaze, the pugwampi surrenders more out of cowardice than of true understanding of the man's language. The tiny creature sinks against the wall, trembling in fear. Upon hearing Ruika's voice however, its movement abruptly stops, its lopped ears perking up in surprise.

    "Θα μιλήσει στη γλώσσα των αρχόντων μας;" the gremlin says with puzzlement, its language noticeably different from the one it and its companions had taunted you with. "Ναι, θα παραδοθεί!"

    Gnoll:

    "You speak in the tongue of our lords? Yes, I will surrender!"

    Under everyone's watch, it makes no attempt to struggle as Jaykae ties it up.


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    She doesn't even have to roll twice?? =P


    Nah, the escape DC is static. :P


    Female Kitsune (Disguised Human) Bard/1

    Jaykae smiles as she hears the exchange between Ruika and the pugwampi and pats the creature's shoulder, "I wish I could talk to him too. I can only understand the language with a spell."


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    A thin growl trickles from her throat at the creatures speech, which she instantly stifles - trying not to scare the small thing. "He's a scout for his "overlords". The gnolls." she can hardly speak the last word without the bitterness trickling from her throat.

    'No. It's not the little things fault he is a subject of those vile... things.' Ruika takes off her glove revealing a pale beautiful hand which she reassuringly strokes the silken material draped across her shoulder.

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    Garruth seeing Jaykae rubbing up to her sister can't help but feel a little left out standing near Ruika he wonders if she'd like a fuzzy cheek to rub up to as well, though after her grown and bitterness he decides it might not be the best time.

    He smirks towards Jaykae once she's tied the little creature "How come Keiko gets all the affection? I helped too." although his help was most useful against the baboons he didn't do much to help with the pugwampis.


    Female Kitsune (Disguised Human) Bard/1

    Garruth's question startles Jaykae and she looks up at him with wide, confused eyes trying to understand his reaction then bobs her head down while tilting her cheek to her shoulder with a shy smirk on her face, "I'm used to attention with my sister ... did you want a cheek rub too?"

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    The catman chuckles softly at Jaykae's reaction and smiles towards her "Well if you're offering, I wouldn't turn one down." He looks towards the woman's twin in her vulpine form "I'd try to sneak one from Keiko too, but I've got the feeling she might bite me."


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    A slightly exasperated gasp slips from Ruika's lips, which could easily be misinterpretted.

    Crouching down to put her upon eye-to-cowl level with the tied up creature Ruika continues to translate.

    (I'll have a translation here, for you lot that Ruika will whisper in common if you wish)

    "Hey, little one. What's your name? Are your masters in the temple? Please don't escape we'll take good care of you."

    She barks out a string of strange words. "Γεια σου, μικρό. Ποιο είναι το όνομά σου; Οι δάσκαλοι σας στο ναό; Παρακαλώ μην ξεφύγουν θα πάρει την καλή προσοχή σας."

    The cowled one goes to check on his friends calling upon that power deep down inside, which fills her with veneration and happiness rather than the vengeance and hatred of her Orc heritage. Stabilise & CLW on the other pug's if they live....though they are probably dead.


    Ruika finds that the other pugwampis have indeed bled to death already.

    I'll need a Diplomacy roll. Or another Intimidate if you want to get all angry. :P


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Diplomacy: 1d20 + 1 ⇒ (12) + 1 = 13

    Not really used to relating to others without getting into physical contests or using her status in the village she is unsure of how to ensure the compliance of the creature.

    "Έτσι θα έρθει μαζί μας. Να υπάρχει πρόβλημα."
    ('So you come with us. Be no trouble.')

    She takes hold of the little creature, then Lyssa pops out from her ankles and looks with big black eyes at the small humanoid.


    Female Kitsune Bard/1

    Keiko looks down at herself and says, "Welp, I guess I'll just keep this form for a bit... It's easier to tell me and Jaykae apart this way..."

    She nuzzles Jaykae back and says in a stage whisper, "Don't be tricked by that catman's wiles! He's full of wiles and hormones."


    "Είμαστε ανάξιοι των αρχόντων μας. Έχουμε κρύψει από αυτούς εδώ," the gremlin reluctantly barks at Ruika. It does not seem to raise any objections about being strung along.

    Gnoll:

    "We are unworthy of our lords. They do not know we are here."

    I will post a more zoomed out map later on.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    'You are worthy of me. Follow me and survive. Just don't change our fates?'

    "Είστε άξιος για μένα. Ακολουθήστε μου και να επιβιώσουν. Απλά δεν αλλάζουν τις τύχες μας;" she says kindly to the little creature leading it through he wreckage strewn room.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Ruika tries to carefully watch the captive, then she also summons up her reserves of energy. Looking around the rooms for magical aura's.

    Detect Magic upon the rooms.


    The pugwampi cocks its head in confusion at Ruika's last comment, but is otherwise obedient. It has no problem walking across the razor-sharp ground. Outside of combat, it is easy enough to focus on getting out of the kitchen unharmed...

    Ruika:
    You do not sense any magical auras from any of the rooms.

    Room at BQ-16:

    Quote:

    Three long wooden tables and dozens of chairs that once lined this mess hall are in shambles, mostly rotted away with the passage of years. Light shines through several large holes in the ceiling, illuminating a closed door on the east wall.

    Room at BT-12:

    Quote:

    Five austere beds line the north wall of this humble office and living quarters. A dented metal chest rests at the foot of each bed, and a mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air.

    MAP


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    With a small shake of her head, implying that there is no magic to be found here - only death and pain. Leading the creature onwards, she looks into the rooms... they seem to her untrained eye to be quite luxurious with roofs and everything, even if they are in need of a clean.

    Keeping the captive pugwampi beside her, the memories flood back. Sometimes she had to hold the prisoners, so that the shaman could perform the 'auguries'. There's a shame and revulsion at the thought, the act too horrific that it still disturbs her sleep. Some captives being either errant tribes-members or people they had captured after a skirmish didn't help ease her discomfort. Deep down she knows that it was too wrong and the stain shall not be removed.

    Keeping a hand protectively on the lttle being, she move deeper into the temple with faltering steps.


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    As Alik's efforts to clear the ground of the glass which was hindering everyone has proven fruitless, he drops the baboon's body and reclaims Freaksfire from where he left it (BQ, -15).

    Warily, with an eye out for more wild apes, Alik moves further into the ruined temple. He glances at Ruika and her new 'familiar'. He wonders if the little thing will cause them problems in the future.

    Alik moves to BW, -15

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    Garruth chuckles at Keiko's stage whisper "Touching how protective you are of your sister Kay." With a grin he adds "Or, is it that you just don't want to share?" The catman moves to slip an arm around the foxy lady, and attempt to nuzzle her cheek. He might get bitten but, his mother always said 'Be bold, be confident and you'll go far', or was that the bard in the tavern? wait maybe it was 'Nothing ventured, nothing gained' well somebody somewhere said something about needing to take risks.

    Whether he's bitten, gets nuzzles from either of the twins or none of the above Garruth will move along with the others using his snuffler to see if he can pick out any other scents.

    Perception: 1d20 + 7 ⇒ (17) + 7 = 24 or 16 for non smell related perceiving.


    Female Kitsune (Disguised Human) Bard/1

    Jaykae chuckles as her sister speaks to her and gives Garruth an awkward glance, "I know but he's so fluffy and fun to play with." She says as she turns her head away from the cat man to give her sister a playful wink.

    As Garruth comes up to them she rubs her cheek against his then waits to see what her sister does. It might be funny if she did nip Garruth for getting between the two of them and attempting to get a nuzzle. It certainly wouldn't hurt him and even if Keiko growled at him the man would probably find it amusing, or as amusing as Jaykae would find it.

    The twin puts that in the back of her mind and looks shyly up at him while humming a sweet tune Keiko would know as her way of bluffing someone to look innocent.

    Bluffing Garruth with innocence 1d20 + 4 + 10 ⇒ (1) + 4 + 10 = 15 but she doesn't do as well as normal because she is watching out for dangers at the same time and not taking as much care to bluffing as she normally would. The blonde humanoid is too concerned with what she should be dealing with in the first place so she gives up the innocent act and watches for dangers instead.

    Perception: 1d20 + 2 ⇒ (3) + 2 = 5


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    'I suppose violence does make people think of love-play.' Ruika thinks to herself, remembering her tribe and their victory celebrations. She was glad to have been aloof from their debauched rutting.

    Moving quietly forward she explores further.

    Move to (BW, -18)

    (Tee-hee Jaykae isn't that innocent, as Garruth can undoubtably sniff out)


    Corneilious makes his way carefully out of the glass covered room as to avoid any further damage from it.


    Garruth:
    The stench of the apparent living space of the baboons overpowers your sense of smell, but you do not see or hear anything either.

    Before leaving the room, Alik sweeps the debris on the ground to the sides - it proves loose enough to move out of the way.

    Quote:
    Ten bunk beds in various stages of disrepair fill this chamber, which must have once been a dormitory for students. The roof is mostly intact. The east and west walls both bear sturdy wooden doors leading to other rooms, and an open arch in the southeast corner of the room leads into a darkened antechamber, perhaps a large closet.

    MAP


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    Alik motions for Ruika and the small pugwampi to stay where they are for the moment.

    Alik calls back to the others before allowing Ruika to move forward.

    "Is there anything of note where you stand, Catman? Ladies?"

    When his gaze falls upon Keiko, Alik's eyes go wide. He shakes his head and blinks. "Well, I hope that is you young Keiko. You wear the same clothes as the blonde woman I saw before yet you appear much...changed."

    Alik then shrugs and returns to his watch of the surround while waiting for an 'all clear' from the others.

    Perception: 1d20 + 4 ⇒ (5) + 4 = 9


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    She nods at the warriors firm words; inwardly she seethes. 'Who does he think he is. To tell me to stop.... well I will, that'll show him.'

    Ruika looks around. In the still air her cloak swishes around her, catching the light in it's dark folds. her little pugwampi friend being herded after her, both by the 'orcs' coaxing and the fiery little fox.

    EDIT: Stay still

    Perception: 1d20 + 3 ⇒ (17) + 3 = 20


    Female Kitsune Bard/1

    "Yeah, that's me. Keiko. Not feeling myself at the moment, my head's a bit fuzzy, uh, I'm sure there's others I could make, but I am just gonna take a moment to pull some stuff out of my foot..." says Keiko, carefully finding a place to sit and looking after her foot wounds. Ouch, poor foot.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    "You alright, Keiko? I have limited healing abilities." Ruika says to the furred lady, whilst Lyssa looks at her strangely. "Don't mind Lyssa, you got idea for shape-shift from her? Very pretty."


    Corneilious strides over to (BZ, -15) and opens the door.


    Quote:
    A sagging wooden balcony overlooks this large room, which must once have been the monastery's library. An overpowering odor of musty, rotting paper and old leather fills the air here, and hundreds of books - most too damaged to open without destroying them - litter the floors. Empty bookshelves line the walls of both levels.

    Bit of a budget snafu here - had to skimp out on these finer details on the map.

    Ruika:
    It is little hard to tell from where you stand, but the door to the west definitely leads to the adjacent room. Well, that's a no duh thanks to the map. I'll hold onto your roll for if you go into the room itself. :P

    MAP


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    As Alik waits for a sign there is no issue that needs attention before encountering new ones, Corneilious strides with a righteous purpose. He reaches for a door, and Alik raises his hand in alarm, "Wai-!"

    But Corneilious has already flung the door open and now stands peering inside. As no apes or worse suddenly grab him and tear him to pieces, Alik lowers his cautionary hand with a sour expression.

    "Well fine then," he mutters and walks to the door where the apes entered the room and checks to make sure there is nothing inside that would be of concern or interest.

    Alik moves to BT, -12. I don't think anyone has done this yet...?


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    She pokes 3 fingers at the 2 sisters and Garruth, motioning towards herself; "Snuggle later." she lightly barks whether an order or an offer. There's a sympathetic glint to her eyes at Keiko's discomfort, then Ruika remembers her training but cannot quite turn the gaze to callousness.

    "I wait here, guard." she whispers across to Corneilious.

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    Having not been bitten by Keiko Garruth sees once again that his mother, or whoever it was that advised him to be bold, had been proven right. When the vulpine woman complains of her head being fuzzy he smiles towards her "I do have that effect on some women." Seeing her sit and examine her foot the catman is reminded of a stinging pain in his own, that kitchen was a rather unsafe place.

    Wrinkling his nose with disgust he shakes his head at Alik's question "No, the stench of those monkies is so foul I can't smell much of anything..." there's a very strong urge to nuzzle in and bury his nose against one of the twins again to fill his sniffer with they're pleasant scent as opposed to the hideous stench in the air.

    With Ruika's gruff words he resists and doesn't bother Keiko again. Instead he comes to stand with the dark cloaked lady, and responds to her "Of course my dear, didn't mean to leave you out."


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    There's a slight nervousness in her stance as the charismatic fuzzy Lothario nears her. Ruika shifts slightly embarrassed by the attention; "Leave me out of what?" she throws a questioning and accusatory glance at Alik.

    Then Lyssa the fluffy fox moves away from the herding of the pugwampi, scampering over to Garruth's legs where she rubs her muzzle and neck against the Catmans shins. Producing a thick throaty purr, which Ruika can feel deep within her essence.

    Scarab Sages

    Male Catfolk Sorcerer Djinni/1 | HP 7/8

    Smiling towards the dark robed woman, there's no indication that he's noticed her nervousness. "From the snuggle of course. You said you would like some later." which may not really have been what she meant, but that's how Garruth chose to interpret it.

    With the affectionate fox coming to rub against his legs Garruth chuckles softly "Well hello to you too." he stoops, to pick her up "It looks like little Lyssa couldn't wait until later." He nuzzles the little furball giving a soft purr of his own.

    With Lyssa in his arms the catman wonders about the twins, looking back towards them he's curious if Jaykae can also take a foxlike shape. The cute, innocent look she gave him earlier hinted that there was something hidden, maybe she's just not quite as innocent as she puts on, or maybe she has some hidden special ability too.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Her eyes go wide in the deep cowl and head moves forward almost becoming visible for the first time. "I..." 'never said...oh well.' she watches her friend being picked up and purring in his arms. Then consciously she turns to the others.

    With a insistant voice; "Alik, check those foot-lockers. I'll stay and Corneilious..." well she doesn't order the man; knowing he would not take it well.


    Female Kitsune (Disguised Human) Bard/1

    When Keiko sits to examine her foot Jaykae gasps lightly realizing that she had not noticed. The twin kneels beside her sister and helps to remove the glass and clean the feet trying to make them less painful.

    Heal: 1d20 + 2 ⇒ (9) + 2 = 11

    "I should have noticed sooner, Keiko. Normally I know when you have been wounded.

    Keiko:
    Your blood's is so recognizable. I guess that's the problem with these forms."

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    Source Material: Any Paizo material, provided that it is on the PFSRD.
    Ability Scores: 20 point buy.
    Race: All core races are permitted, as are alternate racial traits. Bestiary races are allowed if they aren't too crazy. Katapesh has a lot of racial diversity so there is some leeway here.
    Class: All core and base classes are permitted.
    Traits: Pick two, one of which must be from the player’s guide. The Legacy of Fire campaign traits can be found here.
    Background: Provide a brief background that meshes with the campaign trait you chose. You do not have to provide too much detail up front.
    Alignment: Any non-evil.
    Hit Points: Calculate normally at 1st level. Roll or average for subsequent levels.
    Starting Gold: Average.


    Dotting


    *Hugs & Dancing*

    Followed by waiting to see who else shows up. Especially the Ladies :P

    (And to see how many Mahorfeus can handle)


    Legendary Merchant of Pins

    Yay! I think I may want to play a melee class of some type. haven't played one in a while.


    Female Cimelocarn

    I be here but want to know what everyone else is interested in before deciding ;)


    Female Helmet Cat

    Dot


    I've always wanted to try Legacy of Fire!

    I have the necromancer build I've been wanting to try, but I understand how that can cause a lot of issues within the party...

    Necromancer:
    Level 1 Necromancer
    Male Tengu Cleric (Crusader) 1
    N Medium Humanoid (tengu)
    Init +1; Senses low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 11 (1d8+1)
    Fort +3, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Bastard sword +3 (1d10+3/19-20/x2) and
    . . Bite (Tengu) -3 (1d3+1/x2) and
    . . Gauntlet (from Armor) +2 (1d3+2/x2) and
    . . Unarmed strike +2 (1d3+2/x2)
    Cleric (Crusader) Spells Prepared (CL 1):
    1 (1/day) Cause Fear (DC 14), Cure Light Wounds
    0 (at will) Light, Mending
    --------------------
    Statistics
    --------------------
    Str 14, Dex 12, Con 12, Int 10, Wis 17, Cha 13
    Base Atk +0; CMB +2; CMD 13
    Feats Versatile Channeler, Weapon Focus (Bastard sword)
    Traits Birthmark, Finding Haleen (Cleric)
    Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +5, Escape Artist -3, Fly -3, Knowledge (religion) +4, Perception +6, Ride -3, Stealth -1, Swim -2
    Languages Tengu, Tien
    SQ aura, death's kiss (1 rounds) (6/day), domains (undead), glide, spontaneous casting, variant channeling (undeath variant channeling), versatile cleric channel positive energy 1d6 (4/da
    Other Gear Scale mail, Bastard sword, 55 GP
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Birthmark +2 save vs. charm & compulsion
    Cleric (Crusader) Domain (Undead) Associated Domain: Death
    Death's Kiss (1 rounds) (6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
    Glide DC 15 Fly check to fall safely from any height.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
    Undeath Variant Channeling Enhanced healing for Undead
    Versatile Channeler Channel both positive and negative energy
    Versatile Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.

    I've also been thinking about resurrecting Corbyn Osric the Inquisitor, even though the alias is being used for another character or trying something I've never played before like Gunslinger.

    In short, I dont know yet....


    A few extra things, I'll be adding more sometime later, hopefully today.

    Regarding some of the campaign traits:

    • Finding Haleen: Keep in mind that multiple PCs that take this trait should be related, either through blood or adoption. This doesn't necessarily limit your racial/class choices, but try to keep it within the realm of believability.
    • Missionary: Sarenrae is featured very prominently, so she is definitely a recommended choice. Any deity can work, though it will probably take a bit more effort to establish.
    • Gnoll Killer: You hate those mangy gnolls.

    Other stuff:

    • I'll be using a crit deck, but only for the PCs' benefit. I'm not going out of my way to see you get your limbs hacked off.
    • I'm going to go ahead and ban the Leadership feat. The Antagonize feat as well, because it's mean and I don't like it.


    Here is another build I'm working with in case the necromancer doesn't pan out.

    Inquisitor:
    Corneilious Blackwall
    Human Inquisitor 1
    NG Medium Humanoid (human)
    Init +1; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 13 (1d8+4); judgement of sacred healing 1
    Fort +3, Ref +1, Will +4
    Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2fire
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Gauntlet (from Armor) +4 (1d3+4/x2) and
    . . The Bastard of Blackwall +5 (1d10+6/19-20/x2) and
    . . Unarmed strike +4 (1d3+4/x2)
    Ranged Longbow +1 (1d8/x3)
    Special Attacks destructive smite +1 (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
    Inquisitor Spells Known (CL 1):
    1 (2/day) Protection from Evil, Cure Light Wounds
    0 (at will) Light, Create Water, Brand (DC 12), Guidance
    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 12, Int 10, Wis 14, Cha 11
    Base Atk +0; CMB +4; CMD 15
    Feats Judgment Surge (1/day), Toughness +3
    Traits Armor Expert, Reclaiming Your Roots
    Skills Acrobatics -1 (-5 jump), Climb +5, Escape Artist -2, Fly -2, Intimidate +1, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +6, Ride -2, Sense Motive +3, Stealth -2, Survival +6 (+7 to track), Swim +5 Modifiers monster lore
    Languages Common
    SQ domains (destruction), judgement (1/day)
    Other Gear Scale mail, Arrows (40), Longbow, The Bastard of Blackwall, 13 GP
    --------------------
    Special Abilities
    --------------------
    Armor Expert -1 Armor check penalty.
    Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
    Inquisitor Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
    Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
    Judgement of Sacred Healing 1 (Su) Fast Healing
    Judgement of Sacred Justice +1 (Su) Attack bonus
    Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
    Judgement of Sacred Protection +1 (Su) AC bonus
    Judgement of Sacred Purity +1 (Su) Save bonus
    Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
    Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
    Judgement of Sacred Smiting (Magic) (Su) DR bypass
    Judgment Surge (1/day) Gain improved versions of your judgments
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.


    I personally like the inquisitor a bit more, partly because out of bias in favor of the class and partly because I already like the liberty you've taken with the campaign trait you chose.

    Here's a couple more recommendations and whatnot I thought of. One of which is class-specific.

    Languages:

    These two will probably get you the most bang for your buck:

    • Kelish
    • Gnoll

    These are present in Katapesh, but are not nearly as common:

    • Osirian
    • Tien
    • Vudrani

    The various elemental languages can prove useful later on:

    • Terran
    • Ignan
    • Auran
    • Aquan

    Favored Enemies:


    • Gnoll
    • Magical beast
    • Outsider (pretty much all of them)

    Deities:

    The following are the most prominent deities in Katapesh:

    • Sarenae
    • Nethys
    • Irori
    • Abadar

    Again however, feel free to fly with anything.

    Knowledges:


    • Planes
    • History
    • Religion
    • Nature
    • Arcana
    • Engineering


    Purely voyeuristic dot.


    *DSX undoes top button for the voyeur*

    So we have:

  • Barbarian (Ifrit?)
  • Sorcerer
  • Inquisitor/Necromancer
  • Finwa
  • Me
  • Meowselsworth

    Arrrgghhh....must get brain working.


  • Legendary Merchant of Pins

    Will the Advanced Race guide be open? I don't want to get too far into this Ifrit if you disapprove.


    I had to double check the PFSRD, but it looks like all the ARG stuff is on there. Go for it!


    Here is my Alias


    So lets have a think:

  • Nathaniel the Wolfish Druid (Human), found by Haleen.
  • Witch who hates gnolls; her village was destroyed by gnolls and she has joined the caravan in vengeance.
  • Pistolier (Gunfighter) was found with just his pistol by Haleen, very studious he experiments with his weapon in the privacy of his own home. By day he is a baker.
  • or maybe even a Paladin with some heavy armour (which could be interesting - although plate in the desert *ouch*)


  • Let me see if I have this right:

    • Leoian = Catfolk Sorcerer
    • DougFungus = Human Inquisitor
    • pinvendor = Ifrit Breaker Barbarian
    • Meowselsworth = _____ Bard(?)

    Pretty well-rounded so far, so whatever floats your boat. Though I think I know which one you're gonna go with...


    Before the ball gets rolling, now would probably be a good time to bring this up. It has come to my attention that my current method of hosting maps and whatnot, Google Drive, shows the names of owners of the emails that have been given permissions.

    This is understandably objectionable, so I am open to any suggestions for alternatives.


    You could always make a google account that doesn't have your real name on it and use it for gaming. :)


    A larger Human man, about 5'9" in height and 170 lbs in his thirties steps off the merchant caravan. His cloths are worn from the salty sea air and the desert heat from the long voyage. He is obviously not from around here. His skin tone is much lighter than that of the natives. He is equipped only for short term travel. He has paid his way to get here but now the money is running out. The look of satisfaction spread across his face as to say I've made it!. He steps forward, and in a loud commanding voice he shouts:

    "Pardon me, is anybody here familiar with the name Blackwall?"


    Female Cimelocarn

    I'm going to have to make my character. Sorry for the wait as I've been busy the last few days with birthdays and other stuff.


    No rush, everybody else is still getting their stuff together. Except Doug, of course. :P


    And drop into chat if you need any help, Finwa. I'm much better and more decisive at making others PC's to my own.

    ;)

    So probably either an elven witch, or a skillful totemic druid. For my PC!


    I went ahead and put up the first post.

    You don't need to rush to finish your characters or anything, but I do hope to get things rolling by next week. This first part is mostly meant to familiarize you and everyone else in the group with your characters, so take your time. Things will proceed from there once everybody is ready.


    OPTION 1

    Hidden under the dark robes pale eyes peer out.

    Female Elf Witch/1
    N medium humanoid (Human)
    Init +2; Senses (Low-light vision), Perception -1,
    Languages: Common, Orc, Elven, Gnoll, X, X
    --------------------
    DEFENSE
    --------------------
    AC 12, touch 10, flat-footed 12 ACP= 0
    HP 6 (1HD)
    Fort +0, Ref +2, Will +1
    Resistance: Fire/5
    --------------------
    OFFENSE
    --------------------
    Speed 0 ft.
    Melee X Hair -1 1d3 20/x2 Reach 10
    Space 5 ft. Reach 5 ft.
    Ranged Sling +3 1d4 20/x2 B
    Base Atk +0; CMB +2; CMD 14
    Learnt Witch Spells (CL 1st):
    1st (2/day) - Cure light wounds (DC12), Shadow Weapon
    0th (at will) - Arcane Mark, Detect Magic, Stabilise
    --------------------
    STATISTICS
    --------------------
    Str 14, Dex 14, Con 10, Int 18, Wis 8, Cha 13
    Feats: Extra Hex (Misfortune)
    --------------------
    SKILLS
    --------------------
    Acrobatics/0 + 2
    Appraise/0 + 4
    Bluff/0 + 1
    Climb/0 + 2
    Craft*/0 + 0
    Diplomacy/0 + 1
    Disguise/0 + 1
    Escape Artist/0 + 2
    Fly*/0 + 0
    Heal*/1 + 3
    Intimidate*/1 + 5
    Knowledge*/1 (Arcana) + 8
    Knowledge*/0 (History)
    Knowledge*/0 (Nature)
    Knowledge*/1 (Planes) + 8
    Perception/0 + 1
    Ride/0 + 2
    Sense Motive/0 - 1
    Spellcraft*/1 + 8
    Stealth/0 +
    Survival/0 - 1
    Swim/0 + 0
    UMD*/1 + 5
    --------------------
    GEAR/POSSESSIONS
    --------------------
    Location On Persons (3.5)

    Flask (.03/1.5)

    Location Pouch (1/.5) (2/-)

    Night Tea (20)(2/-)

    Location Pouch (1/.5) (10.5)

    Location* Waterskin (1/4) (4)

    Location Backpack* (2/2) (11.5)
    Candle (5) (.05/-)
    Chalk (5 piece) (.05/-)
    Fish Hook (0.1/-)
    Flint and Steel (1/-)
    Charcoal (.5/-)
    Iron Spike (.05/1)
    Lamp Oil (.1/1)
    Mapcase (1/.5)
    Marbles (0.1/2)
    Mirror (10/.5)
    Paper (sheet) (x5) (1/-)
    Rope (silk/50 ft.) (10/5)
    Sealing Wax (1/1)
    Sewing Needle (.5/-)
    Twine (50 ft.) (0.01/.5)

    Location Home# (17.5)
    Bedroll (0.1/5)
    Blanket (0.2/1)
    Iron Pot (0.8/4)
    Caltrops (1/2)*
    Cooking Kit (1/2)
    Shovel (0.2/3)*
    Soap

    * = In saddlebags
    # = In Lodgings

    105 gp, 0sp, 0cp

    Total Weight = 29.5 + 17.5
    --------------------
    SPECIAL ABILITIES
    --------------------
    Trait - XXX
    Benefit: XXX.

    Trait - Gnoll Killer - Benefit:

    Familiar: Cat or Scorpion

    HEX: EVIL EYE - The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

    PREHENSILE HAIR - The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.

    Patron: Ancestors

    Elemantal Resisitances
    Elven Magic
    Keen Senses
    Weapon Familiarity

    Background Found wandering the desert, or that's what the Orc's that took her in told her. They saw that she had the white orbs common to the legendary Orcs of the desert - they took her in thinking that to kill her might curse them.

    Then one day came the gnoll raid, over the dunes they tore through the camp. Murdering and rending flesh, unprepared the Orc's were doomed despite a valiant defence.
    Personality


    OPTION 2 - CASTER DRUID!

    A sandy haired good natured young man.

    Male Human Desert Druid/1
    NG medium humanoid (Human)
    Init +1; Senses (), Perception +7,
    Languages: Common, Ignan, Gnoll, Druidic
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 11, flat-footed 14 ACP= -3
    HP 9 (1HD)
    Fort +2, Ref +1, Will +5
    --------------------
    OFFENSE
    --------------------
    Speed 20 ft.
    Melee Scimitar 1d6 18-20/x2
    Space 5 ft. Reach 5 ft.
    Ranged Sling +3 1d4 20/x2 B
    Base Atk +0; CMB +1; CMD 12
    Learnt Druid Spells (CL 1st):
    1st (2/day) - Goodberry, Entangle
    0th (at will) - Know Direction, Detect Magic, Stabilise
    --------------------
    STATISTICS
    --------------------
    Str 12, Dex 12, Con 11, Int 14, Wis 17, Cha 13
    Feats: Augmented Summoning
    Skill Emphasis - (Know Planes)
    --------------------
    SKILLS
    --------------------
    Acrobatics/0 + 1
    Appraise/0 + 2
    Bluff/0 + 1
    Climb*/0 + 1
    Craft*/0 + 0
    Diplomacy/0 + 1
    Disguise/0 + 1
    Escape Artist/0 + 1
    Fly*/0 + 0
    Handle Animal*/1 + 5
    Heal*/1 + 7
    Intimidate/0 + 1
    Knowledge/0 (Arcana) + ~
    Knowledge*/1 (Geography) + 6
    Knowledge*/1 (Nature) + 8
    Knowledge/0 (Planes) + ~
    Perception*/1 + 7
    Profession (Cook)*/1 + 7
    Ride*/0 + 1
    Sense Motive/0 + 3
    Spellcraft*/1 + 6
    Stealth/0 + 1
    Survival*/1 + 9
    Swim*/0 + 0
    UMD/0 +~
    --------------------
    GEAR/POSSESSIONS
    --------------------
    Location On Persons (3.5)
    Scimitar
    Hide Armour

    --------------------
    SPECIAL ABILITIES
    --------------------
    Trait - XXX
    Benefit: XXX.

    Trait - Finding Haleen - Benefit: +1 HP & +1 skill point.

    Animal Companion: Desert Animal

    Deity: Lady of Fate

    Human Alternate Racial Trait - Focussed Study

    Wild Empathy:

    Background Found wandering the desert, Haleen took him in trying to help. He became a baker.
    Personality


    OPTION 2 - MELEE DRUID!

    A sandy haired good natured young man.

    Male Human Dragon Shaman Druid/1
    NG medium humanoid (Human)
    Init +1; Senses (), Perception +6,
    Languages: Common, Ignan, Gnoll, Druidic
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 11, flat-footed 14 ACP= -3
    HP 12 (1HD)
    Fort +2, Ref +1, Will +4
    --------------------
    OFFENSE
    --------------------
    Speed 20 ft.
    Melee Scimitar +3 1d6 18-20/x2
    Space 5 ft. Reach 5 ft.
    Ranged Sling +3 1d4 20/x2 B
    Base Atk +0; CMB +3; CMD 14
    Learnt Druid Spells (CL 1st):
    1st (2/day) - Goodberry, Entangle
    0th (at will) - Know Direction, Detect Magic, Stabilise
    --------------------
    STATISTICS
    --------------------
    Str 16, Dex 12, Con 11, Int 14, Wis 15, Cha 10
    Feats: Natural Spell
    Toughness (possibly change this)
    --------------------
    SKILLS
    --------------------
    Acrobatics/0 + 1
    Appraise/0 + 2
    Bluff/0 + 1
    Climb*/0 + 3
    Craft*/0 + 0
    Diplomacy/0 + 1
    Disguise/0 + 1
    Escape Artist/0 + 1
    Fly*/0 + 0
    Handle Animal*/1 + 5
    Heal*/1 + 7
    Intimidate/0 + 1
    Knowledge/0 (Arcana) + ~
    Knowledge*/1 (Geography) + 6
    Knowledge*/1 (Nature) + 8
    Knowledge/0 (Planes) + ~
    Perception*/1 + 6
    Profession (Cook)*/1 + 5
    Ride*/0 + 1
    Sense Motive/0 - 1
    Spellcraft*/1 + 6
    Stealth/0 + 1
    Survival*/1 + 8
    Swim*/0 + 0
    UMD/0 +~
    --------------------
    GEAR/POSSESSIONS
    --------------------
    Location On Persons (3.5)
    Scimitar
    Hide Armour

    --------------------
    SPECIAL ABILITIES
    --------------------
    Trait - XXX
    Benefit: XXX.

    Trait - Finding Haleen - Benefit: +1 HP & +1 skill point.

    Domain: WAR - Tactics

    Deity: Lady of the Desert

    Wild Empathy:

    Background Found wandering the desert, Haleen took him in trying to help. He became a baker.
    Personality


    So since Finwa & Meows are going for twin bards of Haleen. I'll go for the witch! If people think it's a good idea.


    Male Ifrit Barbarian: Init +2; Perception +4; Darkvision

    Alik ibn Palmsfire:
    Alik ibn Palmsfire
    Male Ifrit Barbarian (Breaker) 1
    CG Medium Outsider (native)
    Init +2; Senses darkvision; Perception +4
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 10 (+2 Dex)
    hp 14 (1d12+2)
    Fort +5, Ref +3, Will +0
    Resist fire 5
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Dagger +3 (1d4+2/19-20/x2) and
    Naginata +3 (1d8+3/x4)
    Special Attacks destructive (+0), rage (6 rounds/day)
    Spell-Like Abilities Efreeti Magic (1/day)
    --------------------
    Statistics
    --------------------
    Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 12
    Base Atk +1; CMB +3; CMD 15
    Feats Power Attack -1/+2
    Traits Earning Your Freedom (Reflex Save), Resilient
    Skills Acrobatics -1 (-5 jump), Climb +3, Escape Artist -1, Fly -1, Intimidate +5, Perception +4, Ride -1, Stealth +0, Survival +4 (+6 to avoid becoming lost when using this.), Swim -1
    Languages Common, Ignan
    SQ fire in the blood
    Other Gear Hide armor, Dagger, Naginata, Backpack (14 @ 23 lbs), Bedroll, Belt pouch (1 @ 1.58 lbs), Compass, Entertainer's outfit, Mug/tankard, Oil (3), Tent, small, Trail rations (7), Waterskin (2), 71 GP, 8 CP
    --------------------
    Special Abilities
    --------------------
    Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
    Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Destructive (+0) (Ex) + 1/2 barbarian level to sunder damage.
    Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
    --------------------
    Alik ibn Palmsfire is the son of an Efreet named Palmsfire. Fathered onto a woman of a nomadic tribe, Ar'Duella, Alik was born into a hot desert life. Alik and his mother were captured during a raid by slavers and sold to a traveling freak show.

    A hard life was his. Alik grew up with little education as the focus of his shows were always the anger he held within him. Given an exotic looking weapon from Tian Xia, Alik was forced to fight strange desert beasts to show case the fire in his blood. As the Freakshow fell on hard times, the master of the show sold several slaves including Alik to the Pactmasters of Katapesh bringing him to the current story in the caravan.

    Alik's extraordinarily bright hair seems to always be lifted by unseen forces; it carries the appearance waving and somewhat indistinct as if seen through heatwaves. This serves to hide the small horns that peek through on his brow. He is tall, full of rage, and promises to one day discover the fate of his mother and meet his father.


    Female Kitsune (Disguised Human) Bard/1

    I am confused as to how to use my bard if I don't make a bardic performance roll.


    The bardic performance class feature is a bit misleading. It is more or less unrelated to the perform skill, with the latter serving its own purpose. Most of the various bardic performances can be activated so long as you have an audible or visual component - you do not have to make a skill check to use them.

    There are some exceptions, like the Countersong and Distraction performances, which specifically call for Perform checks.


    Female Kitsune (Disguised Human) Bard/1

    Thanks Mahorfeus. To be honest I've never played a bard so they are a bit exotic to me. It's good that you are patient :)


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Merry Christmas to everyone. Hugs all around and drinks are on me :P

    Hope the day will find you fine.


    Female Cimelocarn

    Merry Christmas from me as well. Hope everyone is well and the popcorn's on me :)


    Finwa wrote:
    Merry Christmas from me as well. Hope everyone is well and the popcorn's on me :)

    DSX nibbles the popcorn off Finwa ;P


    Legendary Merchant of Pins
    Garruth wrote:
    "To Cayden Cailean!" Following the toast he takes a long swallow of his ale.

    And so goes the night. It is filled with laughter and drinking, merriment and love.

    And the next morning...

    ...our heroes wake up painfully, eyes crusted shut, mouths as dry as the deserts of Osirion.

    Looking up at the sun, Corneilious groans as the surf washes over his feet again. Jaykae clutches her head and begins to try and work spittle back into her mouth. Garruth thinks part of his fur is matted because someone vomited on him.

    Off to one side, a giant spider lies on its back legs curled in the death position. Further down the beach Keiko can be seen lying in a boat of Nordic design drawn up onto the sand. In the distance, a tall spire pokes up.

    "By the curses of man! Is that the Sandpoint Lighthouse?!"

    Lyssa the fox whines piteously in response. Her fur has been dyed an eye-churning purple.

    Alik cracks his eyes open...what in the Abyss? How did they get here??

    And so A Pathfinder Hangover starts now...


    Sorry for the delay, everyone. Everything now seems to be in working (or at least workable) order, so I'll probably be updating later today.

    For now, go ahead and steal Mike Tyson's tiger or something. :P


    Legendary Merchant of Pins

    @DougFungus: That comment about RP wasn't meant to be snarky or anything. Sorry if it sounded off.


    pinvendor wrote:
    @DougFungus: That comment about RP wasn't meant to be snarky or anything. Sorry if it sounded off.

    Just poking fun at myself. No need to apologize.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Lyssa & chums (supplied/found by Treppa)


    Female Kitsune (Disguised Human) Bard/1

    That was so cute. :)


    As you've probably figured, you will be facing the insidious pugwampis' unluck power again. For the sake of expediency at such times (like, well, now), roll the following twice whenever they come up:

  • any attack or combat maneuver roll
  • any "physical" skill check (i.e. Acrobatics)
  • any Reflex saves made

    In cases where you are unaware of the aura of course, I will do the reroll as per usual (though, I think we can do without the '????' spoilers now).


  • (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Oh, someone may have to take Corneilous/Doug's turn for him as he's away for the weekend.


    That's alright. I'm about 99.98% sure of what he will want to do. :P


    Female Kitsune (Disguised Human) Bard/1

    Sorry gang. I will post once I get to my friend's for pizza night.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Don't worry, have a good time. Games go at their own pace.

    *hugs*


    With the first real combat encounter of the adventure more or less over, I just wanted to get some feedback.

    While obnoxious by nature, this encounter (while a little larger than initially planned) is considerably tame compared to what's to come. Yet it has taken the better part of the month to get through. This is my only real concern. I did not want to rush anyone, but I feel like things might lose momentum if we keep going on the current rate. I'm not blaming anyone, of course - if anything, it is more my fault.

    Does anyone have any thoughts/ideas/opinions on the matter?


    I think the only reason it took so long to get through combat is because the combination of the terrain obstacles, the Pugwampi ability and closed quarters fighting caused a lot of missed hits. This is probably the reason combat lasted so long. I'd bet in the future combat wont drag out just because we wont have to worry about as many of these things.


    (AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2

    Yep and with a +1 bardic song & -2AC, that's quite a nice to hit. And if we have bless or Alik rages, we should be able to do some damage.


    That reason is all well and good (and true, for that matter), but the number of rounds the combat took is not the only problem. The obnoxious nature of the encounter does not explain why it took 21 days to get through 7 rounds of combat.

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