Night Upon the Realms [Fallen Faction] (Inactive)

Game Master Matt, Garnished Game Designer


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Night Upon the Realms: Fallen

Fallen

The fogs of the coastline you find yourself on forecast a rough future ahead. Shattered ships and wounded minions litter the coastline. Ahead, a great forest stretches one into the gloom. Your few remaining minions manage to drag corpses and supplies out of the water onto dry land. While largely undead, your kind still requires food and sustenance and the days ahead will be harsh. The eastern spit of the continent you've landed on will soon feel your wrath.

In your first post, please put copy your character sheet in spoilers. This will be useful for me to have them all on the front page.

September 22nd Objectives:

- Finishing your base of operations is crucial to your survival here. Anyone with any skill that can be used to harvest wood, stone or other construction materials from the local region should do so. Each building below costs the following amount of Construction Materials.

Palisade Walls: 100 CM [+1 Defense]
Docks: 100 CM [Required if you ever want ships]
Houses: 50 CM [+1 Morale]
Graveyard: 50 CM [+1 Health, used to store corpses and raise soldiers.]
Dark Halls: 200 CM [+1 Morale, +1 Defense]

- The immediate vicinity should mostly likely be explored. Each DC 30 Survival check (requiring one action) explore 1/3 of the region. Once explored, the region will be much safer, granting a +1 Defense bonus to any settlement of locale in the region.

- Not all of your undead minions made it here, and the ones that did are relatively weak. A little necromancy could go a long way. Anyone with any skill that deals with graveyards or necromancy spells can help. If you succeed at a DC 30 check or spend at least 3 Actions casting necromancy spells you manage to form enough undead to create a Rotten Horde.

Rotten Horde (Undead)
Hp: 14
AC: 11
Attack: +0
Damage: 1d6

- Of course, anyone with any other ideas is free to write them and I will determine their validity.

- Other Actions, for example, are:

Defend (You maintain a defensive position within the current region, and are alerted if your Perception check beats out enemy Stealth checks)

Gather <X> (You harvest the region's natural resources, adding to your faction's resource pool.)

Practice Profession (You practice a profession, using resources to craft items for your faction)

Travel (You travel towards a set destination)

Remember, 1 Day is made up of 3 Actions. One of these should probably be Resting. Monster encounters are played by yourself and the monster should be played as per its tactics or GM notes. Any questions should now be asked in Discussion of this thread.

The Exchange

Male Fallen Elf Musket Master 10

Alright then, If we plan on surviving, I suggest we figure out exactly where we are and whats available to us. Thalos scans the shambles of minions with a grunt of discontent Anyone wanting to come explore this forsaken place better speak up now, I'm heading out.
I'll wait for some responses and then head out. I plan on going slow and making sure I've scoured the section well. I figure because I'm going to try and go quietly it will take 2 actions to get the one done. Hence rolls for stealth and Survival.
If anyone wants to come along, that would be great, I'm pretty sure that there will be crap to fight.

rolls:

Stealth:1d20 + 19 ⇒ (11) + 19 = 30
Survival:1d20 + 15 ⇒ (15) + 15 = 30

If going stealthily doesn't require 2 of the actions let me know and I'll post my other 2 actions afterward


Thalos Nox wrote:

Alright then, If we plan on surviving, I suggest we figure out exactly where we are and whats available to us. Thalos scans the shambles of minions with a grunt of discontent Anyone wanting to come explore this forsaken place better speak up now, I'm heading out.

I'll wait for some responses and then head out. I plan on going slow and making sure I've scoured the section well. I figure because I'm going to try and go quietly it will take 2 actions to get the one done. Hence rolls for stealth and Survival.
If anyone wants to come along, that would be great, I'm pretty sure that there will be crap to fight.

** spoiler omitted **
If going stealthily doesn't require 2 of the actions let me know and I'll post my other 2 actions afterward

In your first post, please put copy your character sheet in spoilers. This will be useful for me to have them all on the front page.


Male Half elf fallen Juju Oracle

Seems our hoard was weakened from the travel, i will start bringing them back up to strength, anyone else want to help. also we will need more supplies some of us should go out and see what can be gathered up near by. with that Faltae does three actions of necromancy spells to make the hoard stronger. ignoring the need for sleep, he can get it when they are more secure.

Faltae:

hp 64
ac 12
Low light vision x2(see twice as far as low light vision)
bab 7/2

meele 5
ranged 9
saves total base stat
fort 5 3 2
ref 5 3 2
will 7 7 0
+2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, enchantment, and stunning.
stats
str 7
dex 13 + 1 lvl
con 12
int 12
wis 10
cha 20 +1 lvl + 4 item

favored class 10 spells known

skills rank, class, stat, mis, total
Bluff(cha), 5 3 7= 15
Diplomacy (Cha), 5 3 7= 15
Craft (Int),
Heal (Wis), 1 3 0 = 4
Knowledge (history) (Int) 1 3 1= 5
Knowledge (planes) (Int), 1 3 1 = 5
Knowledge (religion) (Int), 1 3 1 = 5
Knowledge (nature), 1 3 1 =5
Intimidate(cha), 7
perception(wis) 10 3 0 2race 1 trait 6feat 2item= 24
Profession (Wis),
Sense Motive (Wis), 1 3 0 = 4
Spellcraft (Int) 10 3 1 = 14
Stealth (dex) 10 3 2 1trait 5 item= 21
Survival (wis) 1 3 0= 4
Use magic device 3 0 7 = 10

[spoiler=spells]
spells per day
0 -
1 8
2 8
3 8
4 6
5 4

spells known + Juju spells
0 12 create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, spark, stabilize, virtue
1 7 Speak with animals, bless, endure elements, shield of faith, obscuring mist, Charm person, ant haul. inflict light wounds
2 6 hideous laughter, Hold person, desecrate, dread bolt, defending bone, Deathwine, spiritual wepon, inflict moderate wounds
3 5 fear, animate dead, blindness deafness, magic vestment, stone shape, Meld into stone, inflict serious wounds
4 4 Charm monster, unholy blight, Giant vermin, sending, air walk inflict critical wounds
5 1 Create undead juju only, scry, inflict light wounds mass.


gear:

62k gold
20k ring of invisibility
2.5k ring of substance
16k +4 cha headband
3k extend lesser rod
3k silent metamagic rodl
2.4 k robe of bones
2.5k cloak of elven kind,
5k bag of holding type 2
6 k eyes of keen sight, +2 perception double low light vision distance
1.6k left in onyx - cost for 6 castings of desecrate

ablitys:

Low light visionx2.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields)

Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
curse legal
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

revelation
False Death (Su): Add charm person and dominate person to your spell list. You must select these spells using your allotment of spells known. Any creature under the effect of one of these spells or charm monster appears dead to any examiners. Although affected creatures do not detect as undead, they look pale and death-like while under the effects of your magic. Additionally, an affected creature ordered to lie still gains a +20 circumstance bonus on Disguise skill checks to look like a corpse.

Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead.

feats , 1Spell Focus (necromancy), 3 woundus item, 5 Undead Master, 7 reach spell, 9 extend spell

traits Slipery +1 stealth and it is class, Valashmai Veteran +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain perception is class.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Character Info:
Male fallen human tactician 10 (favored class: +1 to CMD against all Combat Maneuvers)
NE medium humanoid (fallen, human)
Init +5; Senses Perception +0

DEFENSE

AC 24, touch 13, flat-footed 22 (+2 Dex, +9 armor, +2 enhancement, +1 deflection)
hp 79/79 (10d10+20)
Fort +12; Ref +8; Will +6 (+2 vs. fear)

OFFENSE

Speed 30 ft.

Melee +2 vicious adamantine earth breaker +20 (4d6+10, 1d6 to Tristan/x3) OR
Melee Above w/ Vital Strike +20 (6d6+12, 1d6 to Tristan/x3) OR
Melee Above w/ Power Attack +20 (4d6+16, 1d6 to Tristan/x3) OR
Melee Above w/ Vital Strike and Power Attack +20 (6d6+18, 1d6 to Tristan/x3)

Full Melee +2 vicious adamantine earth breaker +20/+15 (4d6+10, 1d6 to Tristan/x3) OR
Full Melee Above w/ Power Attack +20/+12 (4d6+16, 1d6 to Tristan/x3)

Ranged Darkwood composite longbow (+5 Str) +13 (1d8+5, +4 w/ silver arrows/x3) OR
RangedAbove w/ Vital Strike +13 (2d8+7, +6 w/ silver arrows/x3)

Special Attacks/Options Critical Focus, Diehard, Power Attack w/ Furious Focus, Vital Strike w/ Devastating Strike

STATISTICS

Str 20, Dex 14, Con 14, Int 13, Wis 10, Cha 12

Base Atk +10/+5; CMB +14; CMD 26

Feats
1st: Weapon Focus (earth breaker)
1st (human): Power Attack
2nd (fighter): Furious Focus
3rd: Endurance
4th (fighter): Weapon Specialization
5th: Diehard
5th (teamwork): Coordinated Maneuvers
6th (fighter): Vital Strike
7th: Armor Proficiency (Heavy)
8th (fighter): Greater Weapon Focus
9th: Devastating Strike
10th (fighter): Critical Focus

Traits Jaded, Natural-Born Leader

Relevant & Trained Skills
Acrobatics +4
Climb +8
Intimidate +12
Knowledge (dungeoneering) +10
Knowledge (geography) +12
Knowledge (nobility) +12
Sense Motive +11
Stealth +4
Survival +7
Swim +2

Languages Common, Draconic

Human subtype: Extra skill rank every level; Bonus feat at 1st level

Fallen subtype: A fallen appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the fallen, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold (halt?) undead, and searing light) affect the fallen as if it were undead. The fallen gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning.

Tactical Awareness:At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

Armor Training: Whenever Tristan is wearing armor, he reduces its armor check penalty by 2, and increases its maximum Dexterity bonus by 2. He can also move at normal speed in all armor.

Tactician: This gives Tristan a tactical feat as a bonus feat. As a standard action, Tristan can grant a tactical feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 8 rounds. Allies do not need to meet the prerequisites of these feats.

Weapon Training: Tristan gains a +1 bonus on attack and damage rolls with hammers

Weapons
+2 vicious adamantine earth breaker
Darkwood composite longbow, +5 Strength rating
--20 cold iron arrows
--20 silver arrows

Armor
+2 glamered full plate

Magic Items
Belt of giant strength +2
Cloak of resistance +3
Gloves of arrow snaring
Ring of protection +1
Ring of sustenance

Other Gear
28 pp, 7 gp

Tristan groans as he realizes he hasn't succumbed to death just yet. He stands, slowly, and reluctantly pulls his hammer from the sand and water. Looking around, he sees the wreckage and the undead minions slowly pulling bodies from the ruin. So much death... So why am I still here?

The warrior drags himself over to some of the other commanders of the hordes. "Aye, we've lost plenty," he says. "Not sure what we can hope to do with these numbers now... I suppose we should rebuild and wait."

Tristan will most likely just Defend for the time being. He knows a thing or two about survival and exploration, but not enough to be of great use right now. Let me know if you want any rolls or extra information on his actions.

The Exchange

Male Fallen Elf Musket Master 10

Basics:

Fallen Elf Musket Master 10
CE Medium humanoid (Fallen Elf)
Init +8 (+10 with grit); Senses darkvision 120 ft.; Perception +15
Deity: Urgathoa
Languages Common, Elven, D'ziriak
Str 10
Dex 22
Con 12
Int 12
Wis 14
Cha 8

Defense:

AC 18 (19 with grit), Touch 15 (16 with grit), Flat-footed 13, (+3 armor, +5 Dex, +1 Grit)
hp 74 (10d10+10)
Fort +7, Ref +13, Will +5 (+2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning)
Armor: Leather Armor
Defensive Abilities:
Negative Energy Affinity

Offense:

Speed 30 ft.
Melee: Sickle +10 (1d6/20x2) (trip)
Ranged: Lucky Double Hackbut of Distance +1, +18/+13 (2d12+7 20x4)
Special Attacks: Vital Strike (one attack, +18 4d12+12 20x4)

STATISTICS:

Base Atk +10; CMB +10; CMD 26; Flat-Footed CMD 20

Traits: Warrior of Old (+2 Initiative), Uskwood Hunter (+1 trait bonus on Stealth checks, and Stealth is a class skill)
Skills:
Acrobatics 13
Bluff 2
Climb 8
Fly 16
Handle Animal 2
Heal 5
Intimidate 2
Linguistics 1
Perception 17
Ride 9
Sleight of Hand 9
Stealth 25
Survival 17
Swim 3
Knowledge (Engineering) 4
Knowledge (Local) 4
Craft(firearms) 16.
Racial Modifiers +2 Perception
Item Modifiers +5 Stealth, +2 Survival


SPECIAL ABILITIES & FEATS:

Light Sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Silent Hunter: Reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty

Grit: 4 points/day

Gunsmithing: You can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Rapid Reload(Musket): The time required for you to reload your chosen type of weapon is reduced.

Deep Sight: Your darkvision has a range of 120 feet.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll

Weapon Focus (Double Hackbut): You gain a +1 bonus on all attack rolls you make using the selected weapon

Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses

Devistating Strike: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant

Extra Grit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.


Carrying/Gear:

Carrying Capacities:
Light: 116
Medium: 233
Heavy: 350

Equipment & Gear:

Muleback Cords 1000 gp
Far Reaching Sight 4000 gp
Gunsmiths Kit 15 gp
100 Doses of Black Powder and Their Horns for Storage 1030 gp
100 Bullets 100 gp
Artisan's Tools 5 gp
Magnifying Glass 100 gp
Small Drill .5 gp
Bellows 1 gp
Anvil (small) 5 gp
Hanging Tent 20 gp
Bedroll 1 gp
Mask of Disguise (Hat of Disguise) 1805 gp
Masterwork Backpack 50 gp
4 Vials of Oil of Silence 1000 gp
Magic Carpet 20000 gp
Bag of Holding Type I 2500 gp
Wayfinder 500 gp
Belt of Dexterity +2 4000 gp
Cloak of Elvenkind 2500 gp
Raw Gunsmithing Materials 1800 gp

Gold: 51.5

Weight Carried by Bag of Holding: 75bs
Carried Weight: 90.5 lbs
Total Weight of Items: 165.5 lbs


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

Character Sheet:
1st: Sum; Fused Eidolon, Fused Link, Summon Monster 1, Traits (Desperate Focus, Reactionary), Combat Reflexes, Improved Unarmed Strike (Bonus)
2nd: Sum; Bond Senses, Evasion
3rd: Sum; Improved Grapple
4th: Sum; Shielded Meld, +1 Cha
5th: Sum; , Summon Monster III, Eidolon +1 Con, Power Attack
6th: Sum; Maker's Jump 1/Day
7th: Sum; Summon Monster IV, Greater Grapple
8th: Sum; +1 Cha
9th: Sum; Summon Monster V, Chokehold
10th: Sum; Aspect, Eidolon +1 Str

Angelo Fortunato
Male Human Synthesist 10 Age 30
NE Medium Humanoid (Human, Fallen) 


Init +1/+4; Senses Darkvision 60 ft.; Perception +2


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

DEFENSE 

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

AC 15/35, touch 11/13, flat-footed 12/33 (+4 armor, +0/+2 Shield, -1 dex/+2 dex, +16 NA, -1 size, +2 deflection)

HP 103/82 (10d8+50/8d10+32)


Fort +8/+12, Ref +8/+12, Will +12/+14

+2 vs disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. Evasion

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

OFFENSE 

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

Speed 30/40 ft., Fly 0/40 ft.

Melee (Includes PA) Bite +17 (1d8+27 x2 and Grab +29) and Claws +17/+17 (1d6+12 x2) or Unarmed +17/+12 (1d8+18 x2) and Bite +12 (1d8+27 x2 and Grab +29)

Ranged Acid Splash +10 (1d3 acid x2)


Space 10 ft., Reach 10 ft. (15 ft. with bite)

--------------------
SPELLS (CL 10th) CONCENTRATION +16
--------------------
0-acid splash, daze, detect magic, guidance, light, mending

1st (7/Day) DC 1-enlarge person, infernal healing, mage armor, protection from good, rejuvenate eidolon (lesser)

2nd (5/Day) DC 1-evolution surge (lesser), haste, restore eidolon (lesser), summon eidolon, see invisiblity

3rd (4/Day) DC 1-dimension door, evolution surge, invisibility (greater), stoneskin

4th (2/Day) DC 1-evolution surge (greater), infernal healing (greater)

--------------------
SPECIAL ABILITIES
--------------------
Shielded Meld (Ex):At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Maker's Jump (Sp):At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

Summon Monster V (Sp):Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell

Fallen (Su):A fallen appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the fallen, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold (halt?) undead, and searing light) affect the fallen as if it were undead. The fallen gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning.

--------------------
EVOLUTIONS Biped Form (14 pts)
--------------------
Claws (free), Limbs (arms) (free), Limbs (legs) (free), Bite II (2 points), Reach (Bite, 1 point), Grab (Bite, 2 points), Improved NA x3 (3 points), Large (4 points), Flight (2 points)


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

STATISTICS 

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

Str 11/35, Dex 8/14, Con 18/18, Int 11, Wis 14, Cha 20 

Base Atk +7(+8); CMB +7 (+11 grapple)/+21 (+29 grapple); CMD 16/33 (41 v Grapple)


Traits:Reactionary, Desperate Focus

Feats: Chokehold, Combat Reflexes, Greater Grapple, Improved Unarmed Strike, Improved Grapple, Power Attack

Skills 20: Craft (Carpentry) +5 (2 ranks, 3 class), Craft (Masonry) +5 (2 ranks, 3 class), Knowledge (Engineering) +5 (2 ranks, 3 class), Profession (Woodcutter) +7 (2 rank, 2 wis, 3 class), Profession (Miner) +6 (1 rank, 2 wis, 3 class), Profession (Architect) +6 (1 rank, 2 wis, 3 class), Use Magic Device +17 (10 ranks, 4 cha, 3 class)


Racial Modifiers: Human; +2 con, Bonus Feat, Skilled, Favored Class (Summoner)

Languages: Common


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

GEAR/POSSESSIONS

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

Location: On Persons 

Carrying Capacity Light:23/612 lbs. Medium:24-46/613-1,224 lbs. Heavy:47-70/1,225-1,840 lbs.

GP:700 GP

Headband of Alluring Charisma +2 - 4,000 GP
Hat of Disguise - 1,800 GP
Cloak of Resistence +5 - 25,000 GP
Ring of Sustenance - 2,500 GP
Belt of Giant Strength +4 - 16,000 GP
Ring of Protection +2 - 8,000 GP
Pearl of Power Lvl II - 4,000 GP

Total Weight:0 lbs.

Angelo's hulking form trundles over to the other Fallen commanders. It's black cloudy mass wiggling and shifting as he moves. Only the large white rune (which resembles raggedy white bird wings) around his eyes remains stable. The symbiote surrounding his face peels back enough to reveal a human mouth within the larger bestial one. His voice is calm and smokey, "My greatest strength is well...my strength. I would accompany Thalos in exploring the immediate area. Once that is complete I can begin collecting wood and stone."

I can lift 1,840 lbs. over my head and drag 9,200 lbs. If we build a large sled I can drag ~18,000 lbs. That should speed up resource gathering significantly.

Action 1&2: Exploring with Thalos. Survival to assist 1d20 + 2 ⇒ (5) + 2 = 7 and1d20 + 2 ⇒ (17) + 2 = 19
Action 3: Rest


Male Half elf fallen Juju Oracle

if possible i would like to also cast and make juju zombies while building up our hoard. if not i will wait for the next day. just wanted to check is all. i can only make 4 a day so best get started sooner then latter,

I wish to cast something on all of our fallen brethren. i will make you able to better able to carry back what you find if anything. casts extended ant haul on each person,

so for 40 hours carrying capacity is x3, might as well it only takes less then a min for such a long term buff on everyone.

@angelo now you can drag 54000 lbs or 27 tons, i dont think we can make a single sled strong enough for you to be able to pull it, maybe lots of them. and i think that will up our gathering even faster.

funny part is with ant haul i could not think of a better spell for that level. that i did not already have

The Exchange

Male Fallen Elf Musket Master 10

So, I only rolled for one of the explorations, So I'll roll for the other.
After receiving Faltae Unvaleps spell, Thalos proceeds to walk off with Angelo to explore.

Stealth 1d20 + 25 ⇒ (6) + 25 = 31
Survival 1d20 + 17 ⇒ (11) + 17 = 28

So the first rolls were 30 Stealth, 30 Survival (no help from Angelo on those, The others would be 31 Stealth 30 Survival (+2 from Angelo's help)


Female Human(Fallen) Witch/10

Basic Info:
Init+2, Senses Perception+14, Darkvision 60ft.

Defenses:
AC 17(21 with Mage Armor) Touch , Flat-Footed , HP, Fort+4(), Ref+4(+), Will+9(+),

Offense:
Speed 30ft, Melee+4 Talrath(1d4-1/19-20x2)

Spellcasting:
Spells Known 0 All 1 Burning Hands, Cause Fear, Chill Touch, Enlarge Person, Identify, Inflict Light Wounds, Mage Armor, Obscuring Mist, Remove Sickness, Shocking Grasp(b). 2 Blood Transcription, Burning Gaze, Communal Mount, Flaming Sphere(b), Fog Cloud, Haunting Mists, Inflict Moderate Wounds, Masterwork Transmutation, Protective Penumbra, See Invisibility, Share Memory, Spectral Hand, Web 3 Ash Storm, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Fireball(b), Lightning Bolt, Remove Blindness/Deafness, Remove Curse, Remove Disease, Share Senses, Sleet Storm, Stinking Cloud, Water Walk 4 Black Tentacles, Charm Monster, Detect Scrying, Dimension Door, Divination, Fear, Ice Storm, Inflict Serious Wounds, Minor Creation, Scrying, Secure Shelter, Solid Fog, Volcanic Storm, Wall of Ice(b) 5 Break Enchantment, Cloudkill, Dominate Person, Flame Strike(b), Hold Monster, Inflict Critical Wounds, Major Creation, Mind Fog, Prying Eyes, Summon Monster V, Symbol of Sleep, Telepathic Bond, Teleport

Spells per day 1:6, 2:6, 3:5, 4:4, 5:3,

Statistics:
BAB+5, CMB+7, CMD

Feats Brew Potion(b), Greater Spell Focus(Evocation), Intensified Spell, Spell Focus(Evocation), Spell Penetration, Widen Spell, Witch Knife.

Hexes Cauldron, Flight, Hoarfrost, Swamp Hag, Water Lung.

Traits Alchemical Prodigy, Hedge Magician.

Skills Craft(Alchemy)+30, Fly+15, Heal+15, Knowledge(Arcana)+20, Knowledge(Nature)+20, Knowledge(planes)+20, Perception+12, Spellcraft+20, Use Magic Device+14

Equipment:
Talrath(+1 Dagger of Spell Storing), Cauldron Of Brewing, Portable Alchemist's Lab, Braces of Armor+5, Headband of Vast Intellect+4.

Class Features:

[b][/b]

Does it matter which spells I choose to have known for the day?? I figure for our first day I'd go with a fair amount of utility spells. Is that acceptable?


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam CR 9

Spoiler:

Male Dwarf Monk (Zen Archer) 10
LE Medium Humanoid (Fallen)
Init +2 ; Senses Perception +24
--------------------
DEFENSE
--------------------
AC 25, Armor +0 Defl +1
touch 25, flat-footed 22
F+10 (15) R+10 (14) W+18 (23)
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee:
Quarterstaff MW +7/+2 1w4-1
Ranged:
Longbow (composite+1Str)+1 +16/+11 (+17/+17/+12/+12) 1w8+8 (19-20/x3)
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 14, Int 10, Wis 26, Cha 8
Base Atk +7; CMB +6; CMD 18
Feats: Precise Shot (1), Far Shot(m1), Weapon Focus (LB) ZA, Deadly Shot (3), Perfect Shot (3), Iron Soul (5) Weapon Spez. LB (Z6) Improved Precise Shot (M6), Monkey Style (7), Clustered Shot (9), LB (M10)
Special Abilities: Flurry of Blows, Ki Pool (13 magic, lawful), Ki Arrow, Fast movement (30), High Jump, Slow Fall (50), Defensive Training, Hardy, Stability, Greed, Rock Stepper, Darkvision, Ancient Enmity, Weapon Familiarity:
Traits: Glory of Old, Defensive Strategist
Skills:
Perception +24
Acrobatics +15
Stealth +15
Climb +8
Survival +14

Equipment: Headbank of Wisdom+4
Belt of Dexterity+2
Cloak of Resistance +1
Bracers of Falcons Aim
Comp longbow+1 (str+1)
Ring of Protection +1
Amulet of nat armor +1
Efficient quiver


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Character update due to realizations about how this is working: I've changed Tristan's Survival ranks to Craft (masonry). I'm assuming this is okay, since it's still the first turn.


Unbeugsam will Check the area. Can he take 20 and do one third in 3 days?

The Exchange

Male Fallen Elf Musket Master 10
Helikon wrote:
Unbeugsam will Check the area. Can he take 20 and do one third in 3 days?

Hehe, there should only be 1/3 left, Angelo and I got the other 2/3 covered, but I would suggesting bringing someone along, you may have things to fight


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

"I can travel with the dwarf... if I must. But I cannot promise what purpose I will serve..."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

We will see. Also first come first pick of plunder!


Action 2 would guard and action 3 rest!


Round 1 Results

2/3 of Shatterstone Coast explored: The immediate vicinity shows not much promise. However, a large cave to the north bears signs of being inhabited... though it would require a Delve action requiring a full day of work.

1 Rotten Horde created (currently defending your base)

Missing Helikon's Survival check or I would have checked for the last 1/3. Other members either chose to defend or did not choose an action so your base currently is being well defended.

Achievement: My Name is Legion... for we are... one?
You've successfully obtained your first unit.
[i]Benefit:[/b] Once during the game, a character can take a single action to permanently raise a unit's Attack by +1.

[b]New Objectives: Delve into Shatterstone Cavern, find out what lives there and return with any resources. (3 Actions).


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

"A cave?" Tristan asks as the Fallen regroup to discuss the happenings of the first day. "Huh. May as well delve..." Maybe something in there will end this.

Tristan's gonna Delve!


Female Human(Fallen) Witch/10

I was waiting for a response to what spells I can have prepared. Kinda essential.


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

"There may be onyx there. We should certainly explore it." Angelo says during the next day's planning session.

Angelo will delve as well. What skill roll do we need to make, if any?

The Exchange

Male Fallen Elf Musket Master 10

"While it seems that everyone has a desire to explore this cave, should we not finish exploring the near by area? In any case, if additional help is needed in the cave let me know otherwise I'll continue to explore"
I have darkvision 120ft so night and underground exploration I can handle with no need for light, I know Angelo has darkvision 60ft from his eidolon.


Male Half elf fallen Juju Oracle

well we should have someone explore the that cave, what we also need is to get some material for building a base be it stone or wood,we also need to explore more of the area we are in, i can make some more troops today while everyone else is doing there jobs.

while i know we cant do all those things at once, it is something that needs to be done at some point.

action making more troops no sleep, as well as making juju zombies.


Female Human(Fallen) Witch/10

"I can aid in scouting, several places at once. Why not allow me to investigate both the cave and the nearby area through my magicks? It might not be as effective as one of you going, but it can get us started. This will let the rest of you further our base here, yet also glean us information, which we can then expand on."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam would delve as well. Or if you prefer, assist with an survival check
I wanted to know if one can take 20 on a survival check, maybe taking more time?


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

"Using magic to explore the cave is much wiser. I will begin to gather what we need to build a settlement." Angelo says, after Ellsuana speaks up.

Going on vacation, instructions in the discussion thread.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam will stand right next to Ellsuana and say:
"I will guard you while you do your magic!"


Female Human(Fallen) Witch/10

"If you are going to gather materials, allow me to aid in that by increasing you size, and thus your strength." The witch says, her wild hair flowing about as if there was some breeze.

"I can also bond some of us so we can communicate mentally as well as summon some extra assistance"

Casting Enlarge Person on Angelo. Casting Prying Eyes. 1d4 + 10 ⇒ (1) + 10 = 11 total eyes, with a +10 to Perception.

Sending a trio of eyes into the cave. Sending the rest in pairs(four total) out into the surrounding area, trying to split them up to cover as much ground as possible without overlap, one mile range/radius.


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

"Thank you." he says simply, heading off to cut down the nearest suitable trees he can find. He simply uses his massive teeth and jaws like a beaver, biting them down and stacking them on the sled Ellsuana summoned.

I'll take all three actions gathering.
Profession (Woodcutter) (+2 for sled?) 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Profession (Woodcutter) 1d20 + 7 ⇒ (18) + 7 = 25
Profession (Woodcutter) 1d20 + 7 ⇒ (20) + 7 = 27

The Exchange

Male Fallen Elf Musket Master 10

Turning to Ellsuana, "We'll if we are going to be bound mentally, I'd gladly explore this cave, I dont suffer from the typical impairments that most do during the night."
I figure that I can hover over the ground with my magic carpet to move a little faster and without terrain penalties. I'm not sure what rolls would be involved here but here are a few:

dice:

Survival1d20 + 17 ⇒ (18) + 17 = 35
Dungeoneering1d20 + 1 ⇒ (20) + 1 = 21
Stealth1d20 + 25 ⇒ (2) + 25 = 27
Perception1d20 + 17 ⇒ (3) + 17 = 20
Fly1d20 + 16 ⇒ (19) + 16 = 35

I'll have my hackbut drawn and loaded when I'm floating on my magic carpet and I will leave my Bag of holding empty in case we find anything valuable.


Female Human(Fallen) Witch/10

"If we desire a specific resource to be found, I can attempt to locate such as well"

If somebody requests something found, I'll cast Locate Object

What do I need to roll to find stuff to begin crafting with Alchemy?


Round 2 Results

Angelo's boosted gathering has resulted in 68 CM being obtained.

I'd advise some players to keep a track of this amount

Unbeugsam guards Ellsuana while she casts her spells. Her eyes follow Tristan and Thalox into the cavern.

Delvers:

The cave itself is mostly empty save for a rather unpleasant mud elemental.

During your next post Tristan and Thalox, you should roll the combat out as mentioned in the rules. The Mud elemental attempts to trap you as often as possible. Thalox, your survival skills allow you to get the advantage giving you an action during the surprise round.

Faltea Unvalep creates another Rotten Horde.

In your next post, please describe the exact procedures you use for making juju zombies, the resources needed, and the time required please.

The Exchange

Male Fallen Elf Musket Master 10
Voice of Darkness wrote:

Round 2 Results

During your next post Tristan and Thalox, you should roll the combat out as mentioned in the rules. The Mud elemental attempts to trap you as often as possible. Thalox, your survival skills allow you to get the advantage giving you an action during the surprise round.

How far away would I have spotted the elemental? I only ask because I have darkvision 120 ft so I have the pontential to spot it from farther away and elementals tend to move slow enough that, if caught from far enough away, I could take advantage of it.(granted he does have a burrow speed so he could have popped up right next to us) your call.

The Exchange

Male Fallen Elf Musket Master 10

Well since I havent seen a response I'll go ahead and post what I do for the Surprise round Anyways:

Surprise Round:

Thalos floats down the dark cavern keeping a sharp eye out for anything that could cause issues or be a danger to himself or his comrades. As the descend deeper into the cave The ground seems to thicken from the water dripping from the cave roof top. Thalos mutters to himself, "This is no ordinary mud" as he slows his carpet the very mud they had been walking through seems to pull itself into a single pile and stands. Thalos quickly aims his rifle as at the gathering mud and takes a shot. Whatever this is, I hope that slows it down.
Initiative for Thalos 1d20 + 10 ⇒ (14) + 10 = 24
Standard Action Vital Strike:
To Hit vs Touch AC: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 4d12 + 12 ⇒ (12, 2, 8, 6) + 12 = 40
With a DR of 10 I deal a total of 30 HP. 93/123 Remaining.

For Sanity's Sake, here is the Elementals Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
I'm pretty sure that you will beat the Elemental, but unless you roll a 20 I will go first. Because that's the case, I hope you don't mind if I take my action for the first round. That way, if you do roll a 20, you can take your action, I will have taken mine, the Elemental would go next, and then you can start your round 2 action and I'll do mine and the elemental (Pretty sure he will be dead by that point but who knows, could end up with crappy rolls).

Round 1 Thalos:

Suprised at the speed of Thalos's shot, The Elemental lets out, what can only be assumed to be, a roar of pain. Wasting no time Thalos reloads and fires again. [i]Move to reload. Standard for another Vital Strike:
To Hit vs Touch: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 4d12 + 12 ⇒ (1, 6, 1, 7) + 12 = 27
With a DR of 10 I deal a total of 17 HP. 76/123 Remaining.

ok Tristan, Your move. If you will take your round 1 and the round 1 for the Elemental That would be great, and if your initiative is a 25 take your round 2 as well.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

"No ordinary...?" Tristan asks, trailing off as the elemental forms itself into a threat. You notice something click inside the man as he unbelts his hammer; he seems to go from this depressed sadness to frenzied, near-suicidal anger.

Initiative: 1d20 + 5 ⇒ (17) + 5 = 22

With a furious roar, Tristan charges in to smash his hammer into the elemental's body.

Attack: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 6d6 + 18 ⇒ (5, 4, 1, 3, 3, 3) + 18 = 37
Damage to Tristan: 1d6 ⇒ 4

Elemental now at 39 hp, since Tristan's hammer bypasses DR.

The elemental, surprised and angered by the sudden attacks, rears up, a gravelly noise like rocks being ground together coming from an opening that appears toward the top of it. It surges forward, attempting to trap Tristan with its substance.

Fortitude save: 1d20 + 12 ⇒ (6) + 12 = 18

Tristan lets out another furious roar as the mud seems to solidify around him, leaving him slower than before.


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

My next action will be to begin construction of a graveyard.

Profession (Architect) 1d20 + 6 ⇒ (17) + 6 = 23
Craft (Carpentry) 1d20 + 5 ⇒ (9) + 5 = 14
Craft (Masonry) 1d20 + 5 ⇒ (3) + 5 = 8

The Exchange

Male Fallen Elf Musket Master 10

Thalo's jaw drops slightly as he sees Tristan pound out a gaping hole in the elemental. As he quickly reloads his gun to fire again, Thalos mutters, "Well, didn't see that coming."
Move action to reload, Standard for Vital Strike.
To hit: 1d20 + 18 ⇒ (3) + 18 = 21
Damage:4d12 + 13 ⇒ (3, 7, 8, 8) + 13 = 39
So the sucker has 10/123 HP left.
Seeing the barely humanoid shape of the elemental lose what little for it has left, Thalos shouts the Tristan, "Finish it!"


Male Half elf fallen Juju Oracle

Uses action to make more of the horde, can never have to many of them, about how many individuals are in each unit anyway, rough number.

Once more make more juju zombies, if I still have the mats for it.

how I make them is by using a spell given to me by my mystery, It is create undead juju zombie only, to make a juju zombie I need 50 gold of onyx per hd, which i have already, and it makes them into an undead that keeps any class levels it had in life and any skills and is intelligent.

over all i am only trying to make some workers that can do tasks for the group, ie building, gathering ect, not trying to get some powerful thing on our side,


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

"DIE!!!!!" Tristan screams, the word almost imperceptible through his apparent anger. He struggles through the stiffening mud, his muscles straining beneath the gray-brown crust. Though his movement seems restricted, Tristan still manages to swing his hammer... but the massive head is just shy of the elemental.

Attack: 1d20 + 18 ⇒ (3) + 18 = 21 I can't believe it...

The creature once again lashes out at Tristan, its mud smothering him, then moves past him toward the creature with the strange, punishing weapon.

Fortitude: 1d20 + 12 ⇒ (4) + 12 = 16 Terrible rolls!

Sense Motive DC 20 for a hunch:
Tristan's scream and anger don't seem focused at the elemental. They almost seem to be directed at... himself.

The Exchange

Male Fallen Elf Musket Master 10

Realizing that this could get messy very quickly, Thalos moves back and fires off his remaining shot.
To Hit Touch AC: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 4d12 + 13 ⇒ (5, 2, 3, 8) + 13 = 31
So after DR it is at -11/123 HP.

With an unpleasant gurgling, the mass of mud collapses into a heap and stops moving. Thalos sets his hackbut down and moves to Tristan to help him out of the mud. As Thalos hops onto his carpet and reloads his gun he grunts to Tristan, "Well, that was unpleasant, though I imagine you got the worse end of the deal. Shall we carry on and finish exploring this forsaken hole?"


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Tristan brushes off the dirt and mud clinging to his armor. "If you want," he says. "I don't much care."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

The Dwarf will sit next to Ellsuana, writing down her words and is ready to defend her at a moments notice


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

Thalos:
You neglected to set up your hackbut. If you were in a grassy field or something you could say that you were wheeling it around the whole time, but in a cave that seems a bit impossible. It's basically a miniature cannon.

Image

Another image

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

This double-length rifle uses a pair of trunnions to mount its barrel into a swiveling mechanism fastened to a lightweight, two-wheeled carriage.

It takes a full-round action to set up the carriage. The carriage has a hind leg, allowing the wielder to wheel the device about and immediately prop it for stability during combat. Unlike other two-handed firearms, you must fire the double hackbut while it is mounted, or else firing it imparts a –4 penalty on attack rolls and the recoil knocks the wielder prone. A Large or larger creature can fire a double hackbut one size smaller than it is without its mounting as a normal two-handed weapon and without the danger of being knocked prone, but takes the normal penalty for firing an inappropriately sized weapon.
---------------

Not a huge deal, just for future reference.

The Exchange

Male Fallen Elf Musket Master 10
Thalos Nox wrote:


I'll have my hackbut drawn and loaded when I'm floating on my magic carpet and I will leave my Bag of holding empty in case we find anything valuable.

There was no need to draw it as it was already setup on my magic carpet. But I thank you for making sure everyone is playing correctly and not forgetting things.


HP 116/90 | AC 36 (T 18, FF 36) | CMD 26 | F +13 | R +11 | W +16 | Init +7 | Per +16
Tracking:
Ki Spent:7/9 Hero Points:3/3 1st:5/6 2nd:3/5 3rd:1/4 HP 116/90

Ohhp. My bad, I missed that. I apologize.

The Exchange

Male Fallen Elf Musket Master 10

no no, its all good. Better to be safe then sorry. It would suck to find out mid-game, that I'm doing something wrong.

The Exchange

Male Fallen Elf Musket Master 10

Sooo, I being that round 3 is almost over, are we all just repeating last rounds actions? I think I'll finish out whatever is in the cave. Not sure how long that takes considering we already went and toasted the mud elemental. Anyways, if thats not the case and we have all the stuff from the cave, I'll finish scouting out the area we are in and start exploring a little more.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Same as Thalos with regards to the cave. After that, Tristan will return to the base camp to see how things are going, maybe get ready to start building stuff.

The Exchange

Male Fallen Elf Musket Master 10

Possibly Needed Rolls:

Round 1, 2, & 3 (either: 1. Cave 2. Rest 3. Scout or 1. Rest 2. Scout 3. Still need to figure out)
Perception for searching the Cave:1d20 + 17 ⇒ (8) + 17 = 25
Survival for searching the Cave: 1d20 + 17 ⇒ (4) + 17 = 21
Survival for exploring the last 1/3 of the area (if we still need it, since Ellsuana sent out here eyes to explore. otherwise this will be for further inland. 1d20 + 17 ⇒ (20) + 17 = 37


Female Human(Fallen) Witch/10

Not sure what rolls I need to make to gather resources for Craft(Alchemy) but will roll what I think can help

Gather resources rolls:

1d20 + 20 ⇒ (20) + 20 = 40 Knowledge Nature

1d20 + 11 ⇒ (18) + 11 = 29 Profession(Herbalist)

1d20 + 12 ⇒ (10) + 12 = 22 Survival

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