Nightflier's Midnight Game Thread

Game Master nightflier

Set in the grim world of Aryth, Nightflier's Midnight is a game that speaks of almost futile hope that shines against the darkness.


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Dark Archive

Ragnar Death-Speaker wrote:

Ok, lootz time!

I'm doing this in peices because it's dramatically appropriate, and because it's too long to do as a single post, so you'll just have to forgive the multi-posting.

Just go ahead. I'm treating this as a mini-quest for you.


male Dorn Barbarian 2, Spiritual Channeler 2

Chops, a pair of Masterwork, Clouded Steel uturuks for you.

+1 to attack, +10' to their base range, half the normal weight, and backed in cold iron, just in case we run into any fae. ;)

the sheath is a back-harness that sets the flat blades against the small of your back and the handles sticking out over your shoulders, or, if worn inverted, laying down flat against you flanks with the grips right around your kidneys.

There is a diamond-tipped "pen" in the sheath, so you can tally your kills on the steel haft.


male Dorn Barbarian 2, Spiritual Channeler 2

Solvistania, 30 masterwork, clouded steel arrows for you.

They add +1 to hit, +10 to base range, require a DC 20 heal check and Disable Device check to remove without further injury, and act as Shard Arrows while they are in.

The case is narrow, closeable and can be carried over the shoulder, at the hip, or strapped to the leg.

I also have the arrowhead mould, so more can be made if you run out, though the shafts will be a little harder.


male Dorn Barbarian 2, Spiritual Channeler 2

More to come later. Gotta run for a few hours.


male Dorn Barbarian 2, Spiritual Channeler 2

The Blood Bank has internet!

Gillian, for you, a Masterwork Athrak with silver heads. Also, if nightflier will allow, it can be used in two hands at close range to deal 2d4 damage instead of 1d4.


male Dorn Barbarian 2, Spiritual Channeler 2

Sorok, you get a Masterwork, clouded steel, silvered maul/battle axe.

+1 to attack, 1/2 weight, silvered, with an iron pommel for cross-checking ornery fae. This thing is even weighted for throwing, with a range increment of 10'. It's a heavy bugger though, requiring a strength of at least 16 to use as a weapon.


male Dorn Barbarian 2, Spiritual Channeler 2

Kiron-

Masterwork, Silvered, Iron-blunted Clouded Steel Greater Vardatch.

+1 to attack, 1/2 normal weight, silver on the edge, iron on the blunt.

When you swing it, it will whistle low through the eye, like a wolf's howl, granting a +2 equipment bonus to Intimidate.


male Dorn Barbarian 2, Spiritual Channeler 2

Well, they're about done sucking out my juice, so Ilona's going to have to wait.

fitting really :)

Dark Archive

Ragnar, you have used mechanics presented in Hammer and Shadow for these properties, right?


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Ragnar, you have used mechanics presented in Hammer and Shadow for these properties, right?

Yes, and the rules for creating masterwork equipment from the Pathfinder core book.

Chops' axes are straight forward.

Solvistania's arrows use the rules for barbed arrow heads from Masters of the Wild. They cause nothing extra, they're just a b+!*# to remove. I combined that with the Shard Arrows from Midnight Core for something extra nasty to use against Legates and other casters.

Sorok's axe having a throwing range is based on the fact that clouded weapons add 10' to the base range of a weapon. Normally battleaxes have none, but I figured it wasn't a stretch to have a custom made, well-balanced axe be able to be thrown if necessary. I doubt he'd ever actually do it, but it's a cool touch.

Kiron's vardatch simply includes the rules for making masterwork equipment. It adds a +2 to a certain skill under a specific cercumstance, much like a climbing harness can add to climb, or a vaulting pole can add to jump. (or awesome tools can add to craft)

The only thing that are iffy are the "double up" thing on Gilian's Athrak (but it was neat and not much of a stretch, so I included it.) It's no more effective than a scythe or a longsword so I figured it was mechanically sound. If you don't like it, then we leave the mechanics the way they are and just use it as flavor.

Illona's and Ragnar's weapons are also straight forward.

Dark Archive

Nope. I have no problem with Gil's weapon. I asked because I'm trying to make some sort of comprehensive guide on rules for weaponmaking.

Dark Archive

Leave the description of your sword for last. When you do it, I'll reveal to you it's powers.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Leave the description of your sword for last. When you do it, I'll reveal to you it's powers.

Aye, cap'n. I figured I'd let everyone have a chance to respond if they want. I'll post my turn tonight sometime.


male Dorn Barbarian 2, Spiritual Channeler 2

Ilona, for you a Masterwork, silver-edged, Clouded Steel Vardatch.

+1 to attack, 1/2 weight, silver at the top edge of the blade. Also, it now has the equivalent of an Everburning Torch spell cast on it, that is able to be turned on and off at will.

Essentially the ghost-fire will listen to you, and retreat inside the blade where the light won't shine through when it's not needed. When you tell it to, it will go into the gem and light up the whole thing.

This will only work as long as Ilona is within about a hundred feet from Ragnar. beyond that and the light will pull free and be left behind, though it will return to you as soon as you are close enough.


male Dorn Barbarian 2, Spiritual Channeler 2

Kiron, please check AtS.


Solvistania Elghreah wrote:

Hopefully Chops is done with his juggling display by this point.

Nah, he'll just add you to the show ;P

Will post a reply tomorrow. Too tired to come up with anything, yet can't sleep tonight.


Male Danisil - Evil Subtype Wildlander/1 Rogue/2

It just kind of occured to me, but without the bone item as a link Anang is going to have an extremely hard time getting the group to trust him isn't he? Especially when someone notices his peculiarities. S'going to be fun.


Male Orc, Tribe Moon mother, convert: White Mother Sect 3/wildlander

is it fair to assume that sometime within the time it took Ragnar to make all the blades, Gil and I were successful at hunting and collecting the necessary herbs?

Dark Archive

Kiron WhiteMoon wrote:
is it fair to assume that sometime within the time it took Ragnar to make all the blades, Gil and I were successful at hunting and collecting the necessary herbs?

Yup.

Dark Archive

Ragnar, excellently played. 1500 XP story reward. You should be third level now.

This is Sorrow::

1st Level: [Ego 3] Int 12 Wis 12 Cha 10, 6 skill ranks in any skills.

2nd Level: [Ego 7] Fell do not rise when destroyed by the Sorrow; Cha 12

3rd Level: [Ego 9] +2 to Sorrow's Int, Wis or Cha


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:

Ragnar, excellently played. 1500 XP story reward. You should be third level now.

Woah. Awesome.

That means the fear aura activates. We are going with the party being protected from it, right?

Dark Archive

Yes. Party will be protected by white bone. You can use skill points on existing skills or bonus skills. Just mark them as bonus points.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Yes. Party will be protected by white bone. You can use skill points on existing skills or bonus skills. Just mark them as bonus points.

Are the sword's skill points retroactive, as if Ragnar's Int had gone up?

Dark Archive

Anang, you will enter the game hunting trapped spirit which has entered the oruk's body. That will be your way of proving yourself to the Bonebearers. If you wish, you can introduce yourself right away, or you can wait until the group finds the spirit and join in the middle of combat.

Dark Archive

Ragnar Death-Speaker wrote:
nightflier wrote:
Yes. Party will be protected by white bone. You can use skill points on existing skills or bonus skills. Just mark them as bonus points.
Are the sword's skill points retroactive, as if Ragnar's Int had gone up?

I'm not sure what you mean. You just got 6 skill points. You can use them to raise skills that you already know, or you can spend them on gaining completely new skills. It's one time bonus.

Dark Archive

To all players below third level:

All of you can choose a little project that will serve as side quest for you in order to gain enough experience to reach next level. This must be something of crucial importance to your character. For instance, Gil can try to create a ritual or item that greatly expands her healing power, or she can try to cure some great disease; Sorok can try to change himself from Black Blood dwarf to paragon of dwarfs by looking for a ancient spirit of fire to cleanse him of Izrador's taint... It doesn't matter what is the theme of the quest, but it must serve to define your character and you must spend time and effort improving the story by yourself with imaginative posts, such as Ragnar's.

Of course, you don't have to do that if you are not interested or inspired to do so right now - but you will have that opportunity whenever you choose to do so.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Ragnar Death-Speaker wrote:
nightflier wrote:
Yes. Party will be protected by white bone. You can use skill points on existing skills or bonus skills. Just mark them as bonus points.
Are the sword's skill points retroactive, as if Ragnar's Int had gone up?
I'm not sure what you mean. You just got 6 skill points. You can use them to raise skills that you already know, or you can spend them on gaining completely new skills. It's one time bonus.

Oh! Gotcha, I misunderstood. Nevermind.

HP roll 1d4 + 2 ⇒ (4) + 2 = 6

Dark Archive

Ragnar Death-Speaker wrote:
nightflier wrote:
Ragnar Death-Speaker wrote:
nightflier wrote:
Yes. Party will be protected by white bone. You can use skill points on existing skills or bonus skills. Just mark them as bonus points.
Are the sword's skill points retroactive, as if Ragnar's Int had gone up?
I'm not sure what you mean. You just got 6 skill points. You can use them to raise skills that you already know, or you can spend them on gaining completely new skills. It's one time bonus.

Oh! Gotcha, I misunderstood. Nevermind.

HP roll 1d4+2

Don't forget to include bonus HPs from you Con.

You will have to meditate 24 hours in order to summon familiar.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:


Don't forget to include bonus HPs from you Con.

You will have to meditate 24 hours in order to summon familiar.

Well, Muni's right here, but I am taking Extra Familiar to summon Hugi, so that makes sense.

Dark Archive

Muni is not your familiar right now, just very smart-mouthed traveling companion. If you take Extra Familiar, than both of them may bond with you as familiars. That is your intention, right?


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Muni is not your familiar right now, just very smart-mouthed traveling companion. If you take Extra Familiar, than both of them may bond with you as familiars. That is your intention, right?

Yep, that's the plan.


nightflier wrote:

To all players below third level:

All of you can choose a little project that will serve as side quest for you in order to gain enough experience to reach next level. This must be something of crucial importance to your character. For instance, Gil can try to create a ritual or item that greatly expands her healing power, or she can try to cure some great disease; Sorok can try to change himself from Black Blood dwarf to paragon of dwarfs by looking for a ancient spirit of fire to cleanse him of Izrador's taint... It doesn't matter what is the theme of the quest, but it must serve to define your character and you must spend time and effort improving the story by yourself with imaginative posts, such as Ragnar's.

Of course, you don't have to do that if you are not interested or inspired to do so right now - but you will have that opportunity whenever you choose to do so.

So far the only thing Solvi wants to do, is to figure out a way to destroy the Nexus, which requires her to figure out a way to resist the heat of the forge. Perhaps there is a ritual whick allows her to resist the flames for the time it will take to attune to the Nexus. On a side note, becoming a Snow Witch is a long term goal for her, maybe I can tie these goals together. Although looking at the PrC, they have resistances to cold, instead of fire. There may be additional Nexuses out there she could track down which will give her the knowledge she needs.

Dark Archive

Solvistania Elghreah wrote:
nightflier wrote:

To all players below third level:

All of you can choose a little project that will serve as side quest for you in order to gain enough experience to reach next level. This must be something of crucial importance to your character. For instance, Gil can try to create a ritual or item that greatly expands her healing power, or she can try to cure some great disease; Sorok can try to change himself from Black Blood dwarf to paragon of dwarfs by looking for a ancient spirit of fire to cleanse him of Izrador's taint... It doesn't matter what is the theme of the quest, but it must serve to define your character and you must spend time and effort improving the story by yourself with imaginative posts, such as Ragnar's.

Of course, you don't have to do that if you are not interested or inspired to do so right now - but you will have that opportunity whenever you choose to do so.

So far the only thing Solvi wants to do, is to figure out a way to destroy the Nexus, which requires her to figure out a way to resist the heat of the forge. Perhaps there is a ritual whick allows her to resist the flames for the time it will take to attune to the Nexus. On a side note, becoming a Snow Witch is a long term goal for her, maybe I can tie these goals together. Although looking at the PrC, they have resistances to cold, instead of fire. There may be additional Nexuses out there she could track down which will give her the knowledge she needs.

The way to destroy the nexus is simple, really. First you must attune yourself to it. To do that, you need a potion of resist heat, or something like that, and a way to position yourself directly above the forge. But that can be done with pulls and rope or chain. Then, when you attune yourself, you just need to create magic item or items using the nexus and draining it completely. But in order to do that, you need appropriate feats - and I may include special components rule for creating magic items.


nightflier wrote:
The way to destroy the nexus is simple, really. First you must attune yourself to it. To do that, you need a potion of resist heat, or something like that, and a way to position yourself directly above the forge. But that can be done with pulls and rope or chain. Then, when you attune yourself, you just need to create magic item or items using the nexus and draining it completely. But in order to do that, you need appropriate feats - and I may include special components rule for creating magic items.

I don't think a potion will last long enough to work here, since it takes hours (?) to attune to a Nexus, right? The rest of it is easy, she could learn the Fly spell, or Overland Flight even, and then once i get the feats It should be simple.


male Dorn Barbarian 2, Spiritual Channeler 2

Familiars normally gain 1 point of Int every other level. Do the ravens gain this benefit even though they are awakened?

Familiars grant the Alertness feat when they are near their master. In the case of two familiars do the effects stack?

Dark Archive

Ragnar Death-Speaker wrote:
Familiars normally gain 1 point of Int every other level. Do the ravens gain this benefit even though they are awakened?

Yes. You treat them as normal familiars for advancement sake. That way they can really be sort of spiritual advisers as you describe them.


Male Danisil - Evil Subtype Wildlander/1 Rogue/2

nightflier:
Not really sure if I need to spoiler this or not but eh. I reckon I'll introduce Anang by having him examining the corpse of the wolf that just got butchered, unless of course it didn't get cut off because it was dead but because it got possessed.

Dark Archive

Anang wrote:
** spoiler omitted **

Anang:
There is a pack of worgs living nearby. They were drawn to the evil of Progenitor and they were living in his shadow for centuries. The demon summoned by Dorzar massacred them just now. The howl was the last of them. A female who left young cubs in the lair.

male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Ragnar Death-Speaker wrote:
Familiars normally gain 1 point of Int every other level. Do the ravens gain this benefit even though they are awakened?
Yes. You treat them as normal familiars for advancement sake. That way they can really be sort of spiritual advisers as you describe them.

Familiars grant the Alertness feat when they are near their master. In the case of two familiars do the effects stack?

Dark Archive

Description of Extra Familiar feat says that the same type of bonuses does not stack. Same ruling was given by Skip Williams in his column. That way, if you take Hugi and Muni both as familiars, you will not get any benefits for other raven. Are you sure that you want to do that? Perhaps you can summon Hugi and one of the wolves to serve you as familiars and Muni can remain as is? It's up to you.

RAgnar:
Perhaps you should wait for Anang to be introduced. He will find the worgs slaughtered and their pups left to die. Perhaps you can take worg pup as familiar?


male Dorn Barbarian 2, Spiritual Channeler 2

Nightflier

Spoiler:

Thematically, that only works for me if Fenri (the Vigdir spirit wolf Alpha is able to inhabit the Warg. It would certainly fit the theme having a big nasty beast-wolf acting as the pack leader for the others whenever they show up. Does that work for you?

Also, wouldn't that take the Improved Familiar feat?

Could I still raise the pups with Handle Animal if they weren't familiars?

Dark Archive

Ragnar:
You can raise pups (or pup; I don't know yet how many of them survived) using Handle Animal. They would still be evil and mean, but they would regard you as their Alpha. Now, about familiar-wolf... I don't know if you wish to use it for combat. If you do, than it may be better to take Leadership feat and call it that way, along it's pack. That way it can be dire wolf with levels in some class (barbarian?) and worgs can be lower level followers. If you haven't noticed, I'm pretty lax with Improved Familiar. If you can think of something that will work for you, I'm open to suggestions. Perhaps your Extra Familiar can be Ghost Light (some kind of modified Lantern Archon)? You don't need to hurry and decide right away. I'll let you save the feat until you reach 4th level. If you do not do anything with it by then, it's lost.


male Dorn Barbarian 2, Spiritual Channeler 2

Nightflier

Spoiler:

Well, I can't take Improved Familiar this level anyway. It would only serve to enhance a familiar I already had, which is going to be Hugi. I think I'd like to go with both ravens as familiars, and then take Leadership at 6th for the wolf pack, like you suggest. Until then I'll just raise the pups and use the skill to train them and keep them in line.

Would it be possible to gain a trait or something that would allow me to use wisdom instead of charisma for Leadership in regards to spirit creatures or undead?

Dark Archive

Ragnar:
Well, you will essentially burn a feat for story reasons, since the bonuses you gain from two ravens do not stack. It will be as if you have just one raven familiar (except for their intelligence and skills etc. of course). If you are sure that you want to do that, I'm gonna create a tailor-made alternative leadership feat for you. In Pathfinder Leadership has prereq 7th level, not 6th, but this feat will be Wisdom based, 6th level and will apply only to animals and spirits.What do you think?


Male Black Blood Dwarf Fighter 5
nightflier wrote:

To all players below third level:

All of you can choose a little project that will serve as side quest for you in order to gain enough experience to reach next level. This must be something of crucial importance to your character. For instance, Gil can try to create a ritual or item that greatly expands her healing power, or she can try to cure some great disease; Sorok can try to change himself from Black Blood dwarf to paragon of dwarfs by looking for a ancient spirit of fire to cleanse him of Izrador's taint... It doesn't matter what is the theme of the quest, but it must serve to define your character and you must spend time and effort improving the story by yourself with imaginative posts, such as Ragnar's.

Of course, you don't have to do that if you are not interested or inspired to do so right now - but you will have that opportunity whenever you choose to do so.

Hey there, sorry I haven't posted at all this week. Just got a new job and it's been eating up most of my free time.

So did I misinterpret whether or not the nexus had a guardian? I thought it was Ragnar's father. Speaking of Ragnar now that he is 3rd level and has a fear aura I guess I should start making my will saves being that I don't have a bone item.
1d20 + 8 ⇒ (5) + 8 = 13

Dark Archive

Because of Ragnar, there will obviously be some division between old members of the group and new ones. That can be a source for role playing opportunities until level or two. By fifth level, say, those of you who survive should gain some other type of immunity to his fear effect other than white bone.


male Dorn Barbarian 2, Spiritual Channeler 2

Cause Fear-

Success= Shaken for one round.

Failure= Frightened for 1d4 rounds

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Fear stacks. If already frightened, it increases to Panicked.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
** spoiler omitted **

Nightflier

Spoiler:
Sounds good to me. Does that mean I don't need to take Extra Familiar, since they are the same kind of familiar? Should we make it a trait or something?

If I don't need to take it, I'd love to put that feat somewhere else. I don't think I want the warg as a familiar. It works better as just a pet that eventually gets enhanced by Leadership.

Dark Archive

Ragnar's cause fear ability works in a radius of 10 feet of him. Simple solution is that those who do not have bone item try to be further away from him.


male Dorn Barbarian 2, Spiritual Channeler 2
nightflier wrote:
Ragnar's cause fear ability works in a radius of 10 feet of him. Simple solution is that those who do not have bone item try to be further away from him.

Pretty much, yeah :)

It'll probably only take one learning experience for people to decide to keep their distance.

Poor Ragnar. He's such a nice guy, too.

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