Red Blessing : Stars and Shadows

Game Master Nimon

Red Blessing is a campaign that takes place 59 years in the future of the current Pathfinder timeline, the years being 4770. It starts in Alkenstar with the first module Stars and Shadows and ends with Restoration of Blood.


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Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

"He's different. Muziel isn't like most of these." she says gesturing to the prisoner. If the Nidal seemed tough to break perhaps Muziel would know how that might happen easier. Too bad he wasn't here indeed, but if she were him, she wouldn't enjoy turning on her people either.

"Don't think I am a soft woman Samuel, I know what torture is like, I suffered for several years before escaping the Calikang," she informed him, "hardly a lady anymore..." She left the room, as suggested and went towards the armory, asking a dwarf to accompany her along the way. Remembering the chain Karrick acquired she expected to find more of the same but perhaps they had other weapons also.

could she find an upgrade for her scimitar? Whatever you think is appropriate, cold iron, masterwork, Adamantine, Vorpal, whatever is cool with me :p

Dark Archive

Male Human Dungeon Master

There is enough things you could collect here to sell for a MW Cold Iron Scimitar. Samuel is preventing his people from looting, but he will turn a blind eye if you collect a few things.

Miikae:
The Armory here is full of wicked weapons. Spiked Chains and Polearms, including the infamous mancatcher. Flamebergs and curved daggers are also present.There are a few choice Cold Iron and Frost Forged Steel items.

Klara holds back from her group for a moment waiting on Pervince. Do you want to ride with us? We are going at a slow pace to avoid tremor mutants. A small group like yours could probably go a bit faster without too much worry. If you do come with us though you will have to split the reward for finding the Duchess.


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

Detect Magic Concentration check: 1d20 + 8 ⇒ (9) + 8 = 17
Detect Poison Concentration check: 1d20 + 8 ⇒ (8) + 8 = 16

Talking to herself inside the armory while searching she saw nothing she personally wanted, but she would have something courtesy of Grachius nevertheless. Using some minor spells to reveal anything she couldn't detect by eyesight before she touched anything. "He said he would have need of my services one day... well this is merely a small expense on his part to get it." She collected a couple weapons valuable enough to trade later and carried them back to Samuel. "Anything for me before I leave?"


I got nothin' for ya las, just watch your self and good luck on the road. Remember what I said about them Spellscar Fexts. Samuel says to Miikae as he continues to sort through things in the tower attempting to find any clues to recent events.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

"Surely. Muziel, you don't mind travelling with an attractive woman like Klara, I imagine?" Pervince rides closer to her, looking to see that the others are obliging. He takes a long drink from his waterskin, taking care to fasten it properly back on the saddle-pack. "Do you enjoy heaps of money, or does the thrill of earning it do just as much for you?" he asks as though it were an enticingly interesting question.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel was not at all enticed by Klara's fawning affection, but it seemed Pervince was. "I don't care that you want half my reward -- half of nothing is still nothing, since Samuel isn't paying me. It is the Duchess's safety that matters to me, now, and that means we should press ahead, find Karrick, and find the Duchess." After all, her reward was what really counted. "Don't you agree, Kera?"

Muziel looks over at Kera for support. He wasn't going to ride off alone - they had already split up enough. But he didn't much trust this strange woman.


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

Nodding at Samuel she then leaves the room and finds her way back to Sands. She secures her acquired goods in a saddle bag and walks him out. "Let's go find a smith Sands. Then we shall play catch up."

Miikae searches for a blacksmith that will trade for the scimitar she desires, asking directions to those that create and sell weapons.


Miikae:
A MW Cold Iron Scimitar is easily found outside the embassy. Samuel reminded you of the Spellscare Fexts, and you remember Kera received a MW Glass sword from him because of their vulnerability to that substance.


Female Human Fighter/3

Kera tries to look over the group from a distance. As Muziel comes to her and poises the question, aloud, that she had been thinking in her head Kera can only shrug.

’Maybe a group turned away from the city? Neither did I…other the Karrick that is.”

She had been keeping an eye out for their wayward thief. Shouldn’t they have come upon him by now? It greatly disturbed Kera that she was so worried about him. Now doubt he wouldn’t give her a second thought before leaving her to die. No…no that was to harsh a thought even for one like Karrick. The sound of Muziel’s voice brought her out of her thoughts of Karrick.

”We don’t dare leave the road or slow down. Without Miikae to guide us we would get lost in no time.”

Again her thoughts turned to another party member who was away from the group. When they came upon the other group and found it was Klara it only made her smile. Mostly because she picked up right where she left off with Pervince.

”It seems we have little to worry about.”

Kera said with a smile to Muziel. When he spoke to Pervince and Klara she nodded.

”I agree whole heartily Muziel.”

Especially with the part about finding Karrick. Turning in her saddle slightly Kera looks behind them to see if Miikae is anywhere to be seen.


Female Human-Varisian Cleric

Your friends are not keen on my company coddle bunny. That is ok I will meet you up in Martel. She leans over in her saddle and pets the Large Mastiff that bares Pervince's weight. The dog accepts her touch willingly and whimpers when she pulls it away. Take care of my friend She says to the dog and nods to Pervince as she turns back to her company.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Pervince lets a disappointed sigh escape him. "Majority wins this one," he reasons. "We'll have to deal with the tremor beasts, then. Until next time, Klara." He waves to her as they pick up speed.


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

Miikae finds a smith not too close to the Nidal embassy and offers to trade her weapons. "I wonder if you are skilled with glass good sir. A scimitar is more my style. I have other specimens of worth to trade." she shows the smith her stolen weapons and hopes he has what she is looking for. "I am traveling towards Martel, I hear there are some rather unfriendly creatures out that way these days."

Dark Archive

Male Human Dungeon Master

I already said you could get that weapon up in the previous post Miikae. The Smith will trade with you and you will get the scimitar with nothing left over(Samuel will let you take some things, but not completely loot the place).

Miikae travels on the road and eventually sees Klara and her group up ahead, who tell her that her group continued on. Miikae speeds up to catch up. Suddenly she feels a strange sensation

Miikae:
A powerful magic storm is approaching.

1d20 ⇒ 18

Kera, Pervince and Muziel continue on ahead with a sense of urgency to finding Hana, and hopefully their promised reward. Kera notices someone walking toward the party on the Road. By the time Kera realizes it is not a living "someone" it is running at the Group with a strange but powerful gait quickly closing on the party. There is a river to the north{right) along the road and sparse brush to the south(left).

1d20 + 2 ⇒ (17) + 2 = 19 Initiative


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9.

"Tremor mutants!"


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

yea I know was just roleplaying sorry.

Acquiring the new weapon and a sheath to hold it she secures the sheath on her back next to and just under her shield. The hand grip just peeking over her shoulder, the sheath curving along the diagonal between her right shoulder and left hip.
I'm imagining this sorta prince of Persia style sheath on her back, just the one of course. Her original still on her right hip.

Wasting little time conversing with Klara, Miikae and Sands ride quickly on. Another storm, great.

Edit: Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

"That is a tremor mutant?!?" He scrambles for his rifle, making sure that Hrun keeps moving away from the mutant.

Dark Archive

Male Human Dungeon Master

Sorry I did not mean to take a roleplaying situation away from you I am just speeding it a long a bit to get you all together for this fight. Miikae you will be arriving after round 1.

Round 1

Knowledge Religion DC 25:
This is a Spellscar Fext. A mutated undead that is vulnerable to glass. This one seems smaller than most that you have heard of. The Giant Kin that become one make particularly twisted ones, this one is only medium size. Kera remembers the sword Samuel gave her and the warning about these creatures on the road.
19
Miikae(will be arriving next round) 16
Pervince-9+
Muziel-9-
KeraYou may roll an intelligence check DC 10 to gain access to the above spoiler
Shamless and blantant reminder, if you have hero-points this might be a good time for them
The Creature runs up ahead with supernatural speed and will be in melee with you next round. Your mounts(with the exception of Sands) resist encountering this thing and are attempting to move away. Handle Animal checks required DC 15 to control mounts

The all too familiar clouds are forming of a magical storm. The last time you saw one so large it fried a Red Mantis Assassin.

Miikae:
Concentration DCs are increased for spells to 15. Potency is also increased in this storm making all of your spells effectively one level higher(not when calculating concentration check only for effect) and all healing or damage dice are increased. D4s to D6s, D6s to D8s and D8s to D10s, D10s to D12s.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Handle Animal: 1d20 + 9 ⇒ (18) + 9 = 27

Looking up at the clouds, Pervince grits his teeth. "Tch." As he keeps his dog in check and continues moving away from the approaching beast, he draws his musket out calmly and starts aiming for the mutant. He does not move more than 20 feet away from any ally.

Ready Action: Fire when the mutant comes within 30 feet + Focused Aim: 1d20 + 8 ⇒ (17) + 8 = 25 _/ Musket: 1d10 + 6 ⇒ (2) + 6 = 8


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Damn it, horsie," says Muziel. Lacking any real skill in horsemanship, Muziel instead dismounts. The horse was probably better as a running distraction at this point.

He pulls out a flask and quickly downs the contents, his skin turning more bestial, his movements quick and lithe. Mutagen, +4 Dex, -2 Wis, +2 Natural Armor.

Muziel tries to determine if the creature has eyes / uses sight, or if it works entirely by tremorsense. Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Female Human Fighter/3

Intelligence roll: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Handle Animal: 1d20 ⇒ 9

"It is vulnerable to glass!"

She yells out as she dismounts her horse and takes out her glass bastard sword ready for battle. Of course her horse and the horse she got for Karrick were being difficult.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

Woah, Kera actually had a glass bastard sword? Talk about lucky circumstances!

Dark Archive

Male Human Dungeon Master

It was given to her remember heh

Round 2

The beastly humanoid lumbers ahead and Pervince gets his shot off. A shot that would have been mortal to most humans that doesn't even seem to faze this creature as it continues to lumber towards Kera.
1d20 + 7 ⇒ (18) + 7 = 25 Threatens
1d20 + 7 ⇒ (1) + 7 = 8
1d6 + 4 ⇒ (4) + 4 = 8 Damage to Kera from a deadly slam

Initiative recap
Lesser Spellscar Fext(Human) 19 Slams into Kera after closing distance
Miikae 16 Arrives is up for initiative
Kera-15 Engaged with Enemy
Pervince-9+ Handles his mastiff with ease and retains his mount while getting his shot off
Muziel-9- Drinks his mutagen and becomes stronger

Kera and Muziel's mounts race past Miikae as she approaches on the road from Alkenstar.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

"Glass?" Pervince considers his gear for a moment. A round of cheese, some meat, bread, flint and tinder... no glass. He puts away his musket and pulls out the Watts gun.

"What about lightning?" he questions as the capacitor whines in a high pitch.

Attack, Focused Aim: 1d20 + 9 ⇒ (14) + 9 = 23 _/ Watts gun: 2d8 + 1d6 + 6 ⇒ (8, 5) + (6) + 6 = 25


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

Miikae sees her companions up ahead and in trouble and Sands speeds to a gallop. Hearing the blast of Pervince's gun and Kera's shout, the pair charge forward towards the fext. Miikae draws her new scimitar with a quick flourish and brings it down in an arc as Sands reaches it, digging deep into it's shoulder.
Attack (+charge/+height): 1d20 + 9 ⇒ (19) + 9 = 28
Confirm Critical: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d6 + 8 - 2 ⇒ (1, 6) + 8 - 2 = 13

Dark Archive

Male Human Dungeon Master

Pervince's weapon creates a sizeable wound. Miikae got her money worth from her new weapon. Cold Iron seems to do the trick against this creature also as it howls freakishly. Small blackish blue sparks are starting to fill the area and the clouds gather closer together above the road.

Initiative
Spellscar Fext 19 Attacks Kera
Miikae 16 Wounds the Spellscar Fext with Cold Iron
Kera 15 Weapon Drawn dismounted Up for initiative
Pervince 9+ Fired another well placed shot with the Watts experimental gun
Muziel 9- has not acted this round


Female Human Fighter/3

Attack: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d10 + 4 ⇒ (3) + 4 = 7

As Miikae slices into it's shoulder Kera buries her blade deep into it's side.

Now she wishes she had been greedy with Musiel's healing. It wasn't likely she could take another hit from this creature.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

Still gritting his teeth, Pervince considers the charges left in the gun. Nine charges. Then again, Kera has only one charge of life. That was enough consideration. If this creature wasn't a good use for them, what was? He holds his breath.

Rapid Shot, Focused Aim, Post-Hero point: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14 _/ Watts gun: 2d8 + 1d6 + 6 ⇒ (6, 1) + (3) + 6 = 16
Rapid Shot, Focused Aim, post-hero point: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15 _/ Watts gun: 2d8 + 1d6 + 6 ⇒ (6, 2) + (6) + 6 = 20


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I sure hope Samuel was right about these guys being undead," Muziel says. He moves up to the monster, quickly pulls out a vial of holy water from his bandolier (free action) and hurls it at the beast.

Holy Water, point blank, Throw Anything feat, vs. Touch AC: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d4 + 1 + 3 ⇒ (4, 3) + 1 + 3 = 11

Dark Archive

Male Human Dungeon Master

Round 3

Spellscar Fext 19 Attacks Kera
Miikae 16 - Wounds creature
Kera 15 - Wounds Creature with Glass
Pervince 9+ Uses hero points and opens a gaping hole in the creature
Muziel 9- Finishes off the Spellscar Fext with holy water

The storm coalesces into a heavy fog that feels like a gel.
1d100 ⇒ 39
1d100 ⇒ 94 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12
1d100 ⇒ 37 1d20 - 1 - 4 ⇒ (20) - 1 - 4 = 15
1d100 ⇒ 67

The Storm fades and a shadow washes over the party. Muziel feels a cold embrace unlike anything he has ever felt, the closest was when he was baptized by Priests of Zon_Kuthon in his homeland and he receives an epiphany

Muziel:
You see your old Lord Vyktor. He is in a cave performing some kind of ceremony. He is performing the Binding. He is inviting an Umbral Shepard into his body furthering his connection to the Midnight Lord. If Grachius is successful Nidal will be with out Zon_Kuthon's blessing for another life-time and Cheliax will have an advantage of power.

Miikae feels nothing from the shadow, but gains a strange insight into negative energy.

Miikae:
You can Detect Evil at will as a SU ability. Using this ability in the Wastes requires no concentration check.

Pervince detests the shadow. It burns him as it washes over his body. The strength of his will protects him from any further effects and hardens itself against the void.

Pervince:
You gain +1 to will saves.

Dark Archive

Male Human Dungeon Master

Kera screams as the shadow burns her flesh. 1d4 + 1 ⇒ (4) + 1 = 5 Damage from Negative energy The shadow washes over her and leaves its mark on her body.

Kera:
You got the craziest roll combo. You are horribly scared on your body and your skin is stained in shadow. Adjust your stats -2Cha, +2 Int, +2 Dex(not so bad gain net+2 stats for fighter). Your alignment changes to CN{You can play this as a moody version of Kera. You can atone to retain your good alignment)and you are considered a Monstrous Humanoid. Your shadowed skin gives you a bonus to stealth, +2 and it is always considered a class skill.

The Party with Klara is visable in the distance coming down the road at the same slow pace.

Dark Archive

Male Human Dungeon Master

The Forum Monster was giving me hell with that one. I guess it was too large. Good thing I saved it.

**************** Welcome to Level 3******************************

Dark Archive

Male Human Dungeon Master

Chapter:3 Martel Massacre

Klara and company help the group recover from the storm and the Fext attack. Klara and Pervince solidify their relationship as they camp overnight. Ironically Karrick passes the camp in the night, failing to see his friends inside tents caring for Kera. Gazerich Greystone meets up with the group in the morning with a group of Greystones that have business in Martel as well. The large group continues on to Martel and arrives the next night. The party gets rooms in the extremely large Inn in town called The Travler's Home a large 7 story Inn. Karrick easily finds the group with his new friend Ythl.

Martel is surrounded by a Huge Gate and tower system manned by enough personal to guard a large city. Martel is a town that is more Human inspired than dwarf. There are more humans here than in Alkenstar. This town is very xenophobic against mutants and non-Humans/Dwarves. Halflings and Gnomes are tolerated, Half-Orcs are rare. Mutants and Gnolls are servants at best, prisoner slaves at worst.

Dark Archive

Male Human Dungeon Master

Pervince:
As a member of Greystone Guild, Gazerich pulls you aside to talk with you in private. It has come to our Attention that the Reidford Guild in Martel is missing. We received message by hawk messenger the day you left. We have rode through the night. That could mean the Duchess also. Inglis guild now holds Martel, though their hand in this is unclear. They profess they did so out of necessity and that they do not know what has happened to the members of the Reidfords garrisoned their. There is no mention of the Duchess in the message, but they may not have known she was even coming. Which leads me to think she never made it there. We are going to find out what has happened.

Kera:
In the morning you have recovered from any wounds you suffered with care from Klara who has some ability in healing. When you arrive in Martel you notice Inglis Guild is heading the guard in the town. As a deputy you remember that Reidford Guild has jurisdiction in the town.

Miikae:
The area surrounding Martel is known in the Druid community as The Jewel in the Wastes for its lush plant life along the river and the many different species, monstrous and not, that make their home here. The Jewel in the Wastes is also home to The Desert Witch A Giant-kin druidic hag that is loved by the monstrous creatures because she cares them. She dislikes most humanoid races, but absolutely hates Dwarves.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

It's the evening hours when Karrick wanders in from upstairs to find Muziel and the others at the inn. Having taken the day to sleep and recover from his harrowing flight across the Wastes, he looks to be both more comfortable and somewhat changed on his emergence. At first it was hard to tell it was even him, but the goggles worn over his luminescent eyes and the freshly shaved head gave him away.

It's the armor that sets him apart now, having donned the full suit of dark Nidalese-styled breastplate armor that had been salvaged from Grachius. Concealing some of the armor is Karrick's ratty traveling cloak he wore when he left Alkenstar, now dusted with the soot of the wastes and tattered on the bottom edge. Ubiquitous are his knives, though no longer sheathed at his chest, they are both tucked away in sheathes at the small of his back, with the blade given to him by Kera hidden in one of the armor's dark bracers.

"You ain't dead," is his greeting, though it's hard to tell if his smile is a genuine one or an affectation. "How'd a guy on foot beat a bunch'f people on horseback here?"

____
For the time being he's having Ythl remain under his cloak and out of sight while they're in the town. If Ythl breaks that rule, Karrick might have to break him :(


You'd have to find Ythl first, but he is content for now.

Karrick:
Who are they? Oh, the girl looks pretty. I wonder how she got to look like that. Are you going to introduce me? I hear that is a human custom. I like your cloak, it feels good on me. I wondered why people wore them, I might start wearing them now. Ythl continues to use his minor telepathy to communicate with you.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Experiencing a vision in the fog following the storm, Muziel sees it as a sign. There was no question (in his mind) that Zon_Kuthon had spoken to him, and told him that he had to complete the binding for himself. Taking out the copy of the Umbral Leaves that once belonged to Lord Vyktor, he reads through the book, looking for any information in the book or in any notes along the margins. Memories of his training in the doctrines of Zon_Kuthon percolate to the surface as he focuses.

Take 20 to study the book for info about the Binding, if possible (since there's lots of time) or else:
Knowledge (religion): 1d20 + 6 ⇒ (19) + 6 = 25

Also during the downtime, he's also going to take a look at that legal document that Zadock had looked at but never discussed. If we can assume Zadock already told the party, I'll take it, but otherwise, using the circumstance bonus: Linguistics: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20 vs DC15 I believe.

He will also brew a few curative potions to nurse any injured back to health. With 2 days of potions, everyone should be back to full hp.

Once they are in town, and at the inn, Muziel is just discussing what might have happened to Karrick, when he strolls in from upstairs! Muziel is simply speechless, and looks at Karrick, then the group, then Karrick again, his mouth hanging open.


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

As the Fext falls and the storms shadows covers them all Miikae hears a scream and hugs tightly to Sands as they flee the storms reach. The fog clears quickly and a shadow passes over her and into her mind and then leaves. She is relieved to be unharmed. A scream pierces the silence. Kera! Remembering what happened to the assassin she turns around to see what is happening. Seeing Kera on the ground she dismounts and runs back to her. Thankfully no worms appear and Kera is alive. Miikae calls Sands over and does what she can for Kera's burns.
Heal: 1d20 + 6 ⇒ (17) + 6 = 23

Miikae takes a closer look at the Fext. Does detect evil work on dead things?

Seeing Klara's party approaching Miikae stays next to Kera and with her as she is cared for that night, lending aid to Klara in healing Kera, over the next two days until she is well again.


Halfling Mysterious Stranger / Fighter 2 [ HP 26/30 | AC 18/15/14 (+1 vs larger opponents), Fort +5, Ref +6, Will -1 | Init +4; Perception +4 (+8 riding dog) ]

to Gazerich:
If she did make it, we'll find her. Let's make sure Greystone isn't the next step for whoever is responsible. Pervince's usual positive air is lacking in this moment, as news of the disappearance of an entire guild's presence in Martel bodes great ill.

Responding to Karrick, Pervince rubs his hair. "We went to see Reidford and camped overnight." He smiles, recalling that night. He collects himself quickly.

"Nevermind that, where did you get that fine armor?"

Once Karrick explains himself, Pervince brings up the next bit of conversation.

"Let us presume that Inglis is being honorable and taking up defense of Martel in Reidford's absence. Again my suspicions come upon that gnome, Slief. Either he snatched Hana's seal knowing what was about to happen here and wanted to protect something, or whatever happened here was dependent on receiving that seal."

Pervince's expression is intensely thoughtful, narrowing his eyes and looking to Kera.

"The timing of everything means both Slief and Hana knew something big was about to happen. Regarding the Reidford disappearance, my guess is that Hana arrived and commanded them to some action. If that's so, then she's been quite impulsive- hiring us for an outrageous sum, ordering martial law, and now possibly taking Martel's army to some end. I rather not suggest that the whole Reidford guild just disappeared."

Regarding his rifle momentarily, he paces off his seat, eyes darting as though looking for a clue. "We should take a look at the Vault of Martel. It surely has been opened, and perhaps some insight might be gained at finding out what for. Though that might not be easy."

Dark Archive

Male Human Dungeon Master

Detections vs dead things will show up with a lesser aura until eventually they have none. This can change if a spell like consecrate corpse is cast.

Muziel:
You research the religious tome with a specific purpose and find what you seek. In the Age of Darkness, before Nex and Geb, Zon_Kuthon returned to Golarion changed in the area now known as Mechitar in the original Temple of Zon_Kuthon shaped as a pyramid now the capital of Geb and the throne of the Harlot Queen. To pay respects and to receive the host, One Umbral Agent every year makes a holy pilgrimage to Mechitar.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Any issue with reading the legal document from Lord Vyktor's chamber?

Dark Archive

Male Human Dungeon Master

Muziel:
You read the legal document and find why Lord Vyktor had kept it a secret. It names a Countness Norla Von Sil as his successor, not Lord Grachius. Lord Grachius is not mentioned anywhere in the Document.


Female Human Druid (World Walker) 3 [ HP: 36/36 | AC:18 T:12 FF:16 | F: +5 R: +3 W:+6 | Init +4; Perception +7 | CMB +6 CMD +18]
Sands:
Animal Companion 3 [ HP: 33/33 | AC:21 T:18 FF:19 | F: +5 R: +5 W:+2 | Init +2 | CMB +5 CMD +17]

the Fext didn't have anything on him?
At the reappearance of Karrick, Miikae is unsurprised. She nods to him when he walks over. The armour reminds her of Venrich and she recognises it as his armour. Detect evil on armour
Interesting, he had taken the armour not entirely unlike she had gained a weapon, courtesy of the Nidal. At his greeting she replies, "It'll take more than some undead mutant and a mana storm to kill us."

When Pervince mentions Slief, Miikae speaks up, "I don't think we need to worry about Slief anymore. Samuel found him chained and almost dead in a torture cell of the embassy... He was fooled because of his 'love' for the Duchess... Grachius used him." She hoped Samuel found out something useful from his search of the place.

Dark Archive

Male Human Dungeon Master

The armor is not evil, and no the Fext had nothing on them sorry.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel ponders whether he's ever heard of a Countess Norla Von Sil in his time at home or spoken at the embassy by Lord Vyktor or someone else:
Knowledge (local): 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge (nobility) (untrained): 1d20 + 3 ⇒ (9) + 3 = 12

He wonders if he can use this document to his advantage. He examines the document carefully, seeing if there is a way to discretely remove the present heir and add another of Muziel's choosing.
Linguistics: 1d20 + 4 ⇒ (11) + 4 = 15

Not sure if examining for the possibility of forgery needs a skill roll. Will take 20 (i.e. study the document at length) if that's allowable.


Male Human Rogue [Knife Master, Scout] 3, Fighter [Brawler] 4

"Took the armor off of..." Karrick waves a hand, unable to remember one dead mutant's name or another. "The tentacle-face guy that Muziel did his 'doctor' thing on at Pip's house." Then, arching one brow, Karrick shifts his weight to one foot and looks askance at Muziel, then Miikae, then Pervince.

"Where the hell's Pip?"

That she's the scarred woman sitting nearby hasn't quite dawned on him yet.

Dark Archive

Male Human Dungeon Master

Muziel:
The document is authentic. You remember Countess Norla Von Sil as the wife of the late Count Simone Von Sil, Minor lord of Caliphas, in Ustalav. Nidal royalty by her own birth, her son is a Lord of both Ustalav and Nidal. She remains in Ustalav as an ambassador of sorts negotiating trade agreements with Nidal. The Ambassador to Alkenstar is a more coveted position and in many ways an advancement. This seems like a logical exchange.

Kera:
I do not like making such permanent changes to characters typically. If there is some aspect you do not desire contact me via PM and I will discuss with you how it can be reversed.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

DM:
Would anybody believe him if Muziel replaced his name on the legal document, in order to be named heir to the title of diplomat in Alkenstar?

The reason I'm asking is that, after being bathed in negative energy and receiving a vision of Lord Vyktor performing the Binding, Muziel believes he has received a calling from by Zon_Kuthon to receive the Binding for himself. So... if he can convince the people at the temple that he - not Grachius - is the "lawful" diplomat to Alkenstar, he would have a reason to receive it.

But he won't undertake this plan unless he believes that (1) he might be able to replace his name on the document in a realistic manner, and (2) he is a nobleman of sufficient rank to have been named by Lord Vyktor. Since Muziel is holding the document and knows his own family background, he should have some sense of whether this is possible.

I hope that made sense.

Dark Archive

Male Human Dungeon Master

Muziel:
You believe in light of recent events, Alkenstar people could believe that you were the heir and it would explain the plotting against you. However, this position is considered a holy position as well as a functioning one. If you were to take a level in Cleric/Anti-Paladin/Inquisitor/Oracle, this would be more believable and mechanically more beneficial.


As you all get settled in the large Inn and share a few tales, you start to hear a commotion on the road. You look out a window and see the street is clearing for a duel. A woman screams loudly

I'm calling you out Hank Niven! Turn and face me coward
A human woman with a bandolier holding two pistols on her chest and another two on her hip stands ready to draw as she continues to berate another man who clearly looks like he would rather not face her. Maybe I should just kill your father, like you killed mine you yellow-bellied desert snake! Only I won't have to shot him in the back.

The road clears and only the two people remain staring at each other. AHHHHHHHHHhhhh! The woman yells as she draws and opens fire emptying two six guns into the mans chest and drops them and draws the other two before his body hits the ground. She walks up to him and puts one more round in the mans skull before picking up her other pistols and walking away. The road soon returns to being busy and street children strip the dead body of anything of worth.


Female Human-Varisian Cleric

Pervince:
Gazerich Greystone turns to you and says The blood feud is still going between those two guilds. Now that Reidfords not here to keep the peace I think we are going to see more of that. Come find me in the guild hall alone when you have time to talk. Gazerich and his men leave.

Hmm, impressive. I always wanted to see Gloria shoot. Well coddlekins shall we start our search for our missing Duchess? Klara says out loud as she continues to watch Gloria out the window.

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Dark Archive

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Welcome,time is of the essence so I will make this brief.What I am about to say does not leave this room.As some of you may know yesterday morning Lord Vyktor Von Zol from the diplomatic envoy of Nidal was assassinated in his tower. As you know such a tragedy will echo well beyond these walls of granite and steel that have for seventy years been the center of diplomacy in Golarion. The sheriff already has his best trackers on this, but you all have exceptional talents and I believe if we are going to solve this crime we need all the help we can get.I will provide one hundred gold pieces to each of you for what ever gear you may need for your search. Once you bring me the assassin or his corpse I will pay you each a lump sum five hundred thousand gold pieces. This is not a competition. I will pay each of you regardless of who brings this criminal in, so I suggest you work together. This gold also buys your silence, reveal to no one what you are doing, nor the details of this investigation. I will turn a blind eye to any petty criminal activity you have to commit to complete this mission, but if you are caught by one of my marshalls I will let you serve your sentence. Do you accept?
The Duchess Morra Reidford asks with the stoic expression her Dwarven family is known for.

Welcome. I have been away for a bit, but I am back looking to GM a campaign. This campaign takes place in Alkenstar and the Mana Wastes in the year 4770. More specifics will be added to the campaign tab soon.

Creating a Character for this campaign:
25 point buy(No starting stats above 20, or below 7 after all adjustments). 3 traits, 1 campaign, 2 others. Races allowed is any race of equal value to the core races including alternate racial traits.(The people of Alkenstar are exceptionally sensitive to monsterous races and will start out with a hostile demenor twords your character, but they are tolerated in circumstances of diplomacy or trade). Any alignment is allowed, but do attempt to work with the group. Creative banter is encouraged, bullying is not.Starting gold is max of your class +100g offered by the Duchess.Background does not need to be a novel, just include why you have certain traits.

Campaign Traits:
Deputy You have been deputized at one point during your time in the Mana Wastes to fend off one of the many dangers. +2 Knowledge Local/Intimidate (not class skills unless granted by another source). +1 Initative.
Diplomatic Immunity You are one of the many diplomats that travel to Alkenstar to seek out a "safe" venue for conducting business with other nations. +2 Diplomacy/Bluff one is always a class skill.
Guild Affiliation You are a member of one of the six main gun guilds that run Alkenstar and the Mana Wastes. Here are the mechanical bonuses/penalties assigned to each, for more information see spoiler below.
Greystone +1Cha(when displaying weapon) -10% cost of Greystone weapons, you may only buy Greystone Guns and Ammo. Other weapons maybe bought from any source.
Altkin +2 initative when dueling. May not buy weapons from Niven.
Niven +2 Knowledge engineering, is always a class skill.May not buy weapons from Altkin.
Reidford Mass Production- 1/2 crafting time for any Rifle.1/4 crafting time for any ammo. Gunsmithing required to recieve bonus.
Watts Speak Gnome. Access to Experimental Gunsmith regardless of race. Watts Experimental Gunsmiths can change innovations if given 24 hours to work.
Inglis +100 starting Gold.
Mutation You have been mutated by the Mana Waste. People Shun you, but you have unique abilities. -1 cha. Select one mutation
Acid Spit Your throat is oddly large, simular to a toad.Can spit acid as standard action. This attack is a range touch. 1d6+1 per 2 character levels.
Acid Resistance Your skin is oddly colored and textured. +5 acid resistance, this stacks with other sources.
Disease Immunity You are immune to Diseases, but you emit a strong body oder.
Dark Vision You have limited dark vision of 30', your eyes are oddly shaped and colored. Sunlight provides no penalty, but you avoid it when possible.
Raid Survivor You have survived a raid by one of the wasteland's many agitators. +1 Attack/Damage/Knowledge check vs one of the following- Giantkin,Mutants,Gnolls,Goblins,Charu-Ka, or Calikang.
Tech Savy The modern enviroment has rubbed off. +2 Knowledge Engineering/Disable Device. One is always a class skill.
Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur.
Wasteland Survivalist You have lived in out in the Mana Wastes on your own for a time. +2 Heal/Survival/Knowledge Nature. One is always a class skill.

Guilds of Alkenstar:
Guilds are an important aspect in this campaign.The guilds of Alkenstar make the finest guns in all of Golarion. Masterwork weapons from these guilds have non-magical properties because of their superior designs. These weapons cost the same as a +1 magical weapon. Other properties are avalible from specific guilds that can be bought for their magical equivilant. Greystone This Dwarven gunmaker guild is the oldest in exsistance. They are a very prestigious guild, and only those who can prove a either a strong Dwarven line or can create not only exceptional weapons, but also visually appealing weapons using the strictest regulations are excepted into this guild.
Masterwork guns of this Guild have the non-magical property of Reliabilty. Greystone weapons can also be made with the non-magical properties of Wounding and Greater Reliability.
Altkin Altkin and Niven used to be the Alkenstar guild run by Alkenstar himself and both guilds are run by humans of his family line. Recent legislation has required this guild to be seperated into two guilds. The Guild leaders could not aggree on how to conduct this seperation and were forced into an agreement by Duchess Reidford. The two guilds are at odds with each other and can rarly be civil in public. Altkin specializes in hand guns, and its members are some of the finest gunslingers in Golarion. Masterwork guns of this guild have the non-magical property of Nimble Shot. Other non-magical properties of this guild are Speed and Dueling.
Niven The Niven guild is the other Alkenstar human guild. They specialize in very large weapons such as cannons and have a contract for maintaining the defense of Alkenstar's walls and other prominent locations in the Mana Wastes.They do produce the very best blunderbuss as well. Masterwork guns of this guild have the non-magical property of Distance. Other properties of this guild include Thundering, Flaming and Flamburst.
Reidford Reidford is not as rich as Inglis or as prestigious as Greystone, but it is the largest guild. It owns the contract for Alkenstar's standing army and has the largest production facilities.Reidford specializes in Rifles and large scale production.
Masterwork guns of this guild have the non-magical property of Distance.
Other properties include Lucky*(this property can not be made, but can be bought from a Reidford veteran that served in one of the many conflicts in the wasteland) and Impervious.
Watts Watts is the only guild that is not run by Dwarves or Humans. It is called the "Gnome" guild because it was created by Gnomes, but it welcomes all races equally, even some that are rejected by other guilds like Gnolls, so long as the individual can create innovation. Watts trys to improve on all guns. Masterwork guns of this guild have the Cunning property. Other properties include Shock and Shocking burst.
Inglis Inglis is a Dwarven guild and is the richest guild, but it was not always so. Until the second conflict with the Gorilla King this guild was a minor guild that made only small revolvers. During the conflict it unvailed a new weapon that seems to be powered by sunlight. The guild leader claims to have created this technology, but others believe he found the secret after an expedition to a land called Numeria. Masterwork guns of Inglis have the non-magical property of Endless Ammunition*(only while in sunlight. Out of direct sunlight have a capacity of 10 shots. Secondary cartridges that can be charged in the sun can be bought for 1,000 gold. Reloading these takes a full round action.) Other non-magical properties include Planar and Ignite.

Magic in Wasteland:
Some of this was already stated in the Victim of Calikang torture trait. At this time the wasteland is very unstable. Magic storms are common and complete voids are still all around. Some of these voids wax and wane and are not complete. Only those with the above mentioned trait have the ability to discern this wax and wane, ebb and flow. Magical items of all kinds do not work in the wasteland. Alchemists of the wasteland can produce extracts, potions and mutagens from the various mutated creatures that are not magical, but have simular properties. Summoners run the constant risk of loosing their Eidolon in the Mana Wastes to magic storms and voids.

Alternate Rules Used in this Campaign:
Guns are everywhere. Take 10% off book price for all guns and ammo. Duels and performance combat, and hero points will be used.Feats effecting these are welcome. Gunslingers can replenish grit with the Daring Act alternate rule.

This game will be theatre of the mind.It will be about 50/50 combat and social interaction, though characters actions can effect this.I will add more to the campaign tab tommorow night. Recruitment will end on Wednesday the 20th. The game will start then. Do not apply unless you can post at least once a day every day, including weekends. Big holidays, like Easter/Christmas ect are excused. In this day in age with Iphones ect it is hard to believe one can not post a paragraph of text once a day. Have consideration for your fellow gamers. If fail to post decisions will be made for you. Repeated offenses and you will be replaced. I look forward to your applications, thanks.


Dotting.


Hello. I am interested in your game. I want to make a Gun Tank for the party. I found it in the SRD if that's alright with you. Its a gunslinger that's a tank. Kewl huh?

http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo--- gunslinger-archetypes/gun-tank

I give you the link. I honestly did not want to do the gunslinger until I found this Archetype. Would you let me do the gun tank? I have other questions but for now that is the only one I need to ask but I will ask them after I build my character. Thank you for offering this. I have been GMing so much these days that I really want to get back into a game as a player. I have never had a chance to play a gun tank so that is why I want to give it a shot.


what about Psionics?


...On second thought I might not be making a gun tank. Would you recommend me a tank class? I have done many but with the excess of firearms I have no idea right now. PM me your thoughts please GM?


I assume this will be starting at Level 1 (it wasn't explicitly stated). Also, will this be using the Hero Points optional rule from the Advanced Player's Guide?


I'd also be quite interested in this, will create a character when I'm able and post in.

Grand Lodge

Highly interested in this game. Will send a character after work.

Lantern Lodge

Color me interested. Will work on an experimental watts gunslinger and have it to you in a bit.


GAH LOUP WHY CAN I NOT ESCAPE YOU!!!!! XD Also I still have no clue idea what to build for this. I havn't PLAYED a game where I have had to play against guns everywere...I have BUILT a game like that but playing it. Meh I didn't pay enough attention. Might just go generic barbarian....

Grand Lodge

Character submitted...WOOT!!!

Lantern Lodge

Are we taking max health for HP?


Hah, answered my own question on hero-points by re-reading.


Sp first level then right? and so none of us can have a gun then? if guns are everywhere then the gunsling loses gunsmithing which has his free starting batterd gun under it and instead gets gun training but can't afford a gun :)


oh and are aasimars, tiefling, and the like allowed or no?


Submitted for your approval.


Ashe wrote:
oh and are aasimars, tiefling, and the like allowed or no?
Quote:
Races allowed is any race of equal value to the core races including alternate racial traits.

I assume this means equal RP cost (from advanced race guide). Aasimar and Tiefling are higher RP than the core races iirc, so I'd say it's probably no.


that was my assumption as well, just asking for confirmation


Went with Spellslinger instead of Experimental Gunslinger, Submitting for approval.

Dark Archive

Wow alot of posts since last night. Sorry I could not get back to you all sooner just returned from school. I will begin to address each of you.

Dark Archive

Gun Tank is fine, it is in the UC page 50 also. Anything from the main books - Core, Advanced Players, Advanced Race, Ultimate Magic, Ultimate Combat is fine by me.

Psionics I handle as sorcerors with just a differant "flavor" to their abilities, and as such have the same limitations in the Mana Wastes as all other casters. If you are ok with this than feel free to submit a character.

Yes I am using hero points. You will get 1 hero point at the start of the campaign. More to be given out as usual or with feats ect.

It is max hit points on each level. Hopefully this will help curve some of the potential lethality.

I will allow the featured races from Advanced Race guide, appologies for the lack of clarity on that. I just do not want any Driders ect. Just pay heed to the fact that Alkenstar and its surrounding villages are constantly under various threats and locals may treat you with open hostility. Individuals who come on diplomatic envoys typically keep to them self in a designated area and have servants that go out in public. So even though many races are known to visit Alkenstar, not many actually participate in the community. I hope that makes it a bit clearer.

I will now look at those that have already submited a character and give feed back.

Dark Archive

E.L:
I responded to your PM. I forgot to mention, I am sure you know, that at some point you will need to create and alias and make that a profile. The rest I did address in my response, thanks for your submission

Dark Archive

Karrick:
Looks good. I enjoy the backstory, your character has kind of a Riddick feel to him. Melee weapons may not have the same cool bonuses some of the Guild Guns do, but you can add things that are "non-magical" like silver ect to them. I noticed you have the cold-iron so I take it you understand that. First and only rogue so far.

Dark Archive

Zadock:
Looks decent. Just to make it clear though, when you do focus magical energy through your weapon you will be subjected to a concentration check like other casters with the Calikang torture. Nice choice of character.

Dark Archive

Oh ya one last thing befor I head into the Campagin tab to set this up. Honestly I wish they would give you access to that first, so you could present a final finished project befor asking for recruits, but oh well.

Guns are everywhere in Alkenstar- not Golarion. As such you still get your Gunslinger Feat for being a gunslinger ect, the only differance is guns are 10% cheaper in general here.(possibly more depending on your guild).

Ok I will work on the campagin tab tonight to round out the story and give some more clarifications on how certain aspects of this campaign will go.

Lantern Lodge

Nimon:
thanks I figured I would still be subjected to that. Also two questions what does the Dc look like? (I don't need a number just hard or extremely hard). Also will I have to make a concentration check when I sack my spells to get a bonus to use mage bullet

Dark Archive

Zachman08 wrote:
** spoiler omitted **

You brought up some good questions so I will place my response for all to see. Concentration checks for any magical energys will vary depending on the situation. If a Magic storm is brewing, or you are engaged in melee on top of having to discern the mana wastes ebb and flow this will add to it. A general DC will be 12. With the +4 from trait this should be rather trivial, with a minor chance of failure. Any channled energies are subject to this check as well, including sacrificing spells for bonuses. I hope that clears that up a bit.

Sovereign Court

Hello! I'm very interested in joining this game. I have created an Undine Monk named Urdahna Gansukh, from the lands of Xian. Here is her history:

Urdahna is not fully a child of this world, but a rare offspring of the Marids. Sometimes Marids travel from the plane of water and couple with the densians of the realm. In her case, it was a coupling between one of the native elves of Xian. The scandal of the affair led to the girl to be abandoned as a child on the doorstep of an Iroshi monastery. There she lived under the watchful tutelage of the monks, who taught her the martial arts.

Still as an offspring of two long lived races, Urdahna would age much slower than her peers and see many a great monk leave the monastery and travel the world. She would on occasion travel around Xian and learn more about her home nation, but her long years ment she would have time to see much throughout her land and she hoped to further her knowledge by traveling to other lands of Golarion. When she was of age and thought to have learned all she could from the monks, she decided to leave the cloistered monks and travel the world and learn more about the lands beyond Xian.

Her chance came when a Diplomat of Xian was sent to Alkenstar. Excited for a chance to see an exotic land, she joined the diplomatic entourage. After some adventures she arrived in this strange land and is still learning the ways of its people. Being the first time she has left Xian, their culture is strange but one she is willing to learn about in her quest for enlightenment.

Here is my sheet link:

http://www.myth-weavers.com/sheetview.php?sheetid=516146

Dark Archive

Darkfire142:
Looks good. I was surprised to see an Undine Monk to be honest. This mod will go to lvl 5, so from 4-5 you may have trouble accessing your Ki-Pool in the mana wastes if you stick with Monk, just to make you aware. One more thing to point out is that Water is a rare commodity in the Mana Wastes. Lake Urstradi is the largest and is certainly large enough to submerge yourself. Other oppertunities in this mod will be few and far between. I just wanted to give you a fair warning since you had selected some water specfic alternat traits. They do fit well with your character though and if this goes beyond one mod will do you good.

Sovereign Court

I don't think Ki counts as Magic with concern of the Mana Wastes, but either way there are passive abilities of the Ki Pool that should not be affected (like having your attacks counting as magical for purposes of overcoming DR. Its not spell-casting, its inner strength of the soul. As for the swimming trait, she's an Undine so it makes sense, even though it may only rarely come into play in the game. As for taking the Hydrated Vitality and Aquatic abilities, they make sense for the character. Hydrated Vitality is the only way to switch out the useless Water Affinity trait (Which does nothing for monks). As for the Aquatic Trait, having the ability to breathe and survive underwater is a good trade off for a 1/day water blast power. Anyhow, glad you're intrigued and looking forward to playing with you.

Dark Archive

Darkfire brings up a good point. I want everyone to be familar with pg 221 of the Core under special abilities so that everyone is aware of what is and is not considered "magical". Unfortunatly Ki-pool is classified as a Supernatural Ability or SU. As such it does not function in antimagic area.


I still need to rework this guy's stats and backstory but I'm definitely interested.

Dark Archive

I have added a bit of information to the Campaign tab. Tommorow night I will be back on to address any more issues.

Dark Archive

So far we have the following applicants

Human Fighter
Human Rogue
Human Spellslinger
Undine Monk

Jeremiah has an unfinished Human Gunslinger

I think I will go with 7 for this campaign. Keep up the good submissions I am looking forward to starting next wednesday.

Dark Archive

Dotting, working on a Dusk Elf Alchemist should have him up tomorrow.

Sovereign Court

We don't have a healer in the party. We definitely have a death wish!


Heaps interested. Thinking druid of some sort that has lived near the waste most of her life. Will work on it today.


Woul love to add a Half elven cleric to the mix. I wont be able to submit a character until Sunday as work is very busy. How do you want the character presented as I am new to this.
Thanks
Nick


@Darkfire142 - I'm making a Human Iroshi Monk. Maybe your first stop when you reach Alkenstar, is the local monastery? Anyway, I was thinking, maybe we can work on adding you to my backstory. Interested?


Does wasteland survivalist give +2 to all 3 or one of your choice?


GM, if I do not get my Gun Tank ready by the end of the day then please excuse me from this campaign. I will try to get it done but a lot is going on. If I get it done I will make a point to post once a day like you wish.


True Repentance here.

This is my druid so far. Working on story and such still.


Nimon:
Totally inspired by Riddick. I always wanted to try and do a take on that kind of character.


dotting.


interesting!

I think I'd like to submit a musetouched aasimar mysterious-stranger gunslinger.

I'd pick up the scion of humanity racial trait so he wouldn't stand out.

for campaign trait, I'd go with deputy and possibly head towards the Grand Marshal prestige class if he makes it to 6th level.

anyway, I'll try to work on it tomorrow sometime, since I probably won't have alotta free time this afternoon, since it's Valentine's day and all.

Sczarni

Hi I am interested and I am an experienced healer. I've got two in my profile if you would like to look over my builds. I will be building an elf cleric (Theologian).

Dark Archive

Hi all I hope your Valentine's Day was as good as mine. I will address some things mentioned recently.

Wasteland Survival Trait-all 3 get +2, but only 1 is considered a class skill for you. I hope this gives access to heal or survival that some classes might lack.

Nick Pater- to present your character all you need to do is make an alias profile in My Account. Edit that profile will all your Character's information and choose a picture for him just like you did when makeing your Original profile.

A healer would help, but in the Mana Wastes there is that chance of failure even with the trait of being abused by Calikangs. 1 skill point in healing and a kit might go a long way.

Batista- The posting once aday only applies to the Game Thread itself. I did not mean to put anyone off or crack the whip so to speak on that, I have just seen many a PbP be ruined by the lack of posting so I just hope we get that expectation out of the way. Take all the time you need befor now and the 20th.

Druid, Mysterious stranger and Theologian all sound good. I see that Miikae has posted their druid so I will look at that next and post my response to it.

Dark Archive

Miikae:
Looks ok so far. These are the things I noticed missing, you mentioned you are working on it so I am sure you are aware of most of them. You have 2 traits, but have not selected a Campaign trait which you get 1 in addition to those 2, I assume since a caster you are going for the Victime of Calikang Torture to allow a chance at casting spells in the Mana Wastes. You do not have spells selected yet.
Ability scores- They look Ok, 14 wis might be a hinderance for your DCs and your spell selection later in game unless you are multiclassing or just going to shape-shift primarily, which is fine if thats what you are going for. I look forward to your finished product. In your backstory just include why you have certain traits and maybe why a druid lives in the Mana Wastes, but it does not need to be longer than a paragraph or two unless you want.


Dotting, thinking a human alchemist with the internal archetype but will hopefully have something up by end of the weekend.

Dark Archive

Vonzara:
Very nice. I especially liked Taldra(Sp?) I had a simular character in a home game, a Rogue Charlatan/Inquisitor Infiltrator with 18 cha. That charlatan ability is a very nice addition to any face/investigator type. I am sure you went over the campaign information and know that this takes place in the Mana Wastes, so casting will have increased difficulty, but hopefully a unique payoff.

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