Rise of the Runelords with a Twist (Inactive)

Game Master Shadow Bloodmoon

Rise of the Runelords Anniversary Edition with some Variant Rules in Play

Maps, etc.


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Savage Rifts RotRwT

Khamul and Caprice move ahead, their eyes watching the very edge of the light that the halfling's sunrod brings to the darkness. While they can hear the screeches and hoots of more ghouls, they don't yet see them. They could be coming from either of the pathways ahead.

Grenz pauses to check one of the fallen ones for anything of value. Finding only scraps of old clothing and rotted flesh, he moves to catch up with the others.

Everyone is up, you estimate you should see them in a few more seconds.


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Caprice casts her old Haste spell, but on herself for a change, her form shimmering for a moment with energy as she readies herself.

"Thanks, it feels good to be Caprice again." She smiles at Grenz's complement, before confidently striding forward to face the foe in battle, facing one of the tunnel entrances and trusting Grenz could easily hold the other.

Defense: 3d6 + 10 ⇒ (5, 2, 6) + 10 = 233d6 + 10 ⇒ (4, 5, 5) + 10 = 243d6 + 10 ⇒ (3, 6, 5) + 10 = 24


M Halfling Medium (Fiendkeeper) 5

"Grenz! You're the tracker who wanted to chase this whore! Quit pulling your pud..."

There is a rougher, nastier edge to Khamul's voice, and his choice of words is profane and out of character as he urges Grenz to get back to business. He eels his way forward, following Caprice. Even as he does, his form shimmers...

Free Action - speak
Standard Action - Cast Longarm
move action - Follow Caprice


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Forgot Spellpoint
1d6 ⇒ 3


Sorry, I am unable to move Grenz's toke as there is an image on top and I don't want to move it :P

He will move to stand 2 squares in front of Idun.

"Now that we are in the thick of it is when you decide you are in a hurry Khamul?" - he chuckles, passing his companions by.


Savage Rifts RotRwT

Grenz races ahead, nearly colliding with the new batch of ghouls as they claw and gnash their teeth at him. Khamul's darker self seems to cast a deep shadow over him as he and Caprice race forward to engage the ghouls. On your right, a rather large room opens up and you see a drop in the cave that goes quite a ways down. You hear the splashing of water echoing up from the hole. Your attention is drawn back to the front as you hear the ghouls attack Grenz.

Khamul and Caprice, DC 25 Perception:
As you quickly glance into the large cavern, you see movement near the hole in the floor.

No hits, using prior rolls. You guys are up again.


M Halfling Medium (Fiendkeeper) 5

Perception: 3d6 + 4 + 3 + 1 + 7 + 4 ⇒ (4, 1, 2) + 4 + 3 + 1 + 7 + 4 = 26
4 ranks +3 trained +1 trait +7 warpaint +4 detect danger


M Halfling Medium (Fiendkeeper) 5

Ok, I am assuming we are keeping the same init order, as DM ShadowBloodmoon has not called for further init rolls; thus I am first on 15.

Khamul whips a bullet past Grenz's head into the mob in front of him...

Free action - load sling staff (warslinger)
standard action - attack green with sling staff -ranged

to hit, Green: 3d6 + 3 + 3 + 4 + 1 + 1 + 1 - 4 ⇒ (2, 3, 3) + 3 + 3 + 4 + 1 + 1 + 1 - 4 = 17
3 BAB +3 spirit bonus +4 dex +1 enhancement+1 PBS +1 profane( dark communion) -4 cover
damage, Green: 1d6 + 3 + 3 + 1 + 1 + 1 + 1 ⇒ (2) + 3 + 3 + 1 + 1 + 1 + 1 = 12
3 spirit bonus +3 seance bonus +1 str +1 enhancement+1 PBS +1 profane( dark communion)

Then he moves further into the larger cavern, saying "Something moved in here! By the hole."

Move action : move 15

AoO if needed:

to hit, AoO: 3d6 + 3 + 3 + 1 + 1 + 1 ⇒ (3, 6, 6) + 3 + 3 + 1 + 1 + 1 = 24
3 BAB +3 spirit bonus +1 str +1 enhancement 1 profane( dark communion)
damage, AoO: 1d3 + 3 + 3 + 1 + 1 + 1 ⇒ (1) + 3 + 3 + 1 + 1 + 1 = 10
3 spirit bonus +3 seance bonus +1 str +1 enhancement +1 profane( dark communion)

Defense Rolls x3:

Defense Roll A: 3d6 + 4 + 4 + 1 + 1 ⇒ (3, 3, 3) + 4 + 4 + 1 + 1 = 19
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
Defense Roll B: 3d6 + 4 + 4 + 1 + 1 ⇒ (2, 2, 6) + 4 + 4 + 1 + 1 = 20
Defense Roll C: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 1, 6) + 4 + 4 + 1 + 1 = 18

Minor note to @ShadowBloodmoon, remember the orange circle is the regular light radius of the sunrod; the dim light radius is twice as large. So unless whoever's on the far side of the pool is using stealth, they are actually visible...


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Attack: 3d6 + 11 ⇒ (2, 5, 1) + 11 = 19
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 10 ⇒ (3, 1, 3) + 10 = 173d6 + 10 ⇒ (5, 2, 6) + 10 = 233d6 + 10 ⇒ (5, 5, 4) + 10 = 243d6 + 10 ⇒ (6, 4, 6) + 10 = 26

Caprice flits by Grenz to engage.

"Think it's the lady friend or more ghouls?" She yells as best she can over the din of battle at Khamul.


Savage Rifts RotRwT

@Khamul- Yes, they were using Stealth.

Khamul slings a rock smoothly past Grenz, smacking one of the ghouls directly in the head. It staggers back a bit, stunned by the blow, but it doesn't relent. Turning his attention to the large cavern, he sees four creatures appear as his light pushes away the darkness. They are about the size of goblins, but their tattered clothing and blood-stained maws tell you they are something quite different. They rush to attack the lonely halfling, who is standing at the precipice of a hole that goes far down below. The sloshing of water echoes strongly now. As they do so, he catch sight of the woman clawing at what appears to be a door of some kind, but he is too focused on the new threat to see any detail.

Caprice joins Grenz in the front of the fight, neatly severing the head of the ghoul next to him before it can bite him. The rest of the ghouls surge forward.

I'll wait for Grenz and then do the ghouls' turns.


I still cannot move Grenz - the light effect is over the character icon...

Grenz remembers his days of bare knuckle fighting as a young half-orc child living on the streets. To end fights fast, you needed to strike hard.

Martial Flexibility > Power Attack.

Then he moves to stand next to Idun.

Going past her to stay on her left.

Acrobatics: 3d6 + 9 ⇒ (5, 3, 6) + 9 = 23

If that terrain is rubble and I cannot go there, then I will stand to her right.

"Get back here Khamul, I cannot be in two places at the same time!"


Savage Rifts RotRwT

Grenz easily maneuvers towards the other side of Caprice, ready to face the ghouls head on.

It is difficult terrain, but your check makes it easy for you to maneuver on it. I'll need three more defense rolls from Grenz, as I believe I've used up all the ones you've given me.

The undead respond quickly, attempting to overwhelm the two warriors, their claws and fangs ripping at clothes and armor.

In the other cave, the smaller things let out a loud howl as they race after Khamul, their red eyes glowing brightly as their hunger over takes them and they rush the small man. He is barely able to fend them off, where usually bigger creatures move clumsily around him, these are smaller and faster. He feels a sharp pain as some of their claws catch him.

Caprice, I have one defense roll remaining for you, 26. Khamul, I have used all of yours and as mentioned above, Grenz, I will need three from you. Khamul, you will also need to make two DC 15 Fortitude saves for me and take 6 damage total.


M Halfling Medium (Fiendkeeper) 5

@GM Shadowbloodmoon
a) I think I owe you another defense roll - there are 4 creatures that have closed with me, and I only gave you 3 defense rolls, so here it is:

Defense Roll D, last turn: 3d6 + 4 + 4 + 1 + 1 ⇒ (5, 6, 4) + 4 + 4 + 1 + 1 = 25
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)

b) Did my AoO hit (with a 24)? I should have gotten one because I have reach from my Longarm spell.
c) Important tactical question: did these things take a charge action (for the +2 to hit). Right now I estimate their bab at +7; bab enough, but +9 is worse...

Fort Save A: 3d6 + 1 + 1 + 1 + 3 ⇒ (3, 4, 5) + 1 + 1 + 1 + 3 = 18 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus

Fort Save B: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 1, 6) + 1 + 1 + 1 + 3 = 14 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus

Edit: Well, I hope that's disease not paralysis... with a 25 I doubt I owe Shadowbloodmoon another fort save with that defense roll. HP 21/27


M Halfling Medium (Fiendkeeper) 5

And I will later remember that I have the ability to Spirit Surge:
Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.
Khamul will use spirit surge on fort save B.
Spirit Surge, Fort Save B: 1d6 ⇒ 5
Thus with a 19 = 14+ 5, I save against Fort save B

A further important tactical question for ShadowBloodMoon - Do these things look like they have more than 1 attack/melee (ie 2 claws and a bite, like a normal ghoul)?


M Halfling Medium (Fiendkeeper) 5

And that success makes the tactical decision for me, despite assorted questions that still stand...

Khamul realizes that the tactical situation sucks: he's about to get surrounded! A withdrawal seems in order. He eels away from the little bastards, trying to slip back into the narrow tunnels to protect his flanks.

Full round Action - Withdraw, following the green line. This will draw AoO's from red and black...

Defense Roll vs Red: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 6, 3) + 4 + 4 + 1 + 1 = 20
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)

Defense Roll vs Black: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 4, 2) + 4 + 4 + 1 + 1 = 17

AoO if needed:

If they follow me, into that tunnel, I will get an AoO
to hit, AoO: 3d6 + 3 + 3 + 1 + 1 + 1 ⇒ (1, 6, 2) + 3 + 3 + 1 + 1 + 1 = 18
3 BAB +3 spirit bonus +1 str +1 enhancement 1 profane( dark communion)
damage, AoO: 1d3 + 3 + 3 + 1 + 1 + 1 ⇒ (3) + 3 + 3 + 1 + 1 + 1 = 12
3 spirit bonus +3 seance bonus +1 str +1 enhancement +1 profane( dark communion)

Defense Rolls x3:

Defense Roll A: 3d6 + 4 + 4 + 1 + 1 ⇒ (2, 3, 1) + 4 + 4 + 1 + 1 = 16
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
Defense Roll B: 3d6 + 4 + 4 + 1 + 1 ⇒ (3, 6, 5) + 4 + 4 + 1 + 1 = 24
Defense Roll C: 3d6 + 4 + 4 + 1 + 1 ⇒ (5, 3, 5) + 4 + 4 + 1 + 1 = 23

Edit: and I probably owe you a fort save vs black
Fort Save: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 5, 2) + 1 + 1 + 1 + 3 = 14 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus

further edit: and that's another spirit surge...
Spirit surge: 1d6 ⇒ 5
for a total of 19 = 14+ 5


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Attack: 3d6 + 11 ⇒ (6, 3, 2) + 11 = 223d6 + 11 ⇒ (1, 2, 1) + 11 = 15
Damage: 1d10 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 10 ⇒ (6, 4, 1) + 10 = 213d6 + 10 ⇒ (1, 6, 4) + 10 = 213d6 + 10 ⇒ (2, 6, 1) + 10 = 193d6 + 10 ⇒ (1, 3, 6) + 10 = 203d6 + 10 ⇒ (4, 4, 5) + 10 = 233d6 + 10 ⇒ (3, 1, 4) + 10 = 18

Caprice thinks nothing of Khamul's return, assuming he is simply following Grenz's request, not yet realizing Khamul is being pursued. In the meantime, she attempts to cut down as many of her enemies as possible.

Two rounds of haste left I believe.


Scourge is THE DEFENDER!:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 1, 4) + 3 = 12
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 2, 4) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (1, 1, 1) + 3 = 6

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 14 ⇒ (4, 6, 3) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (1, 1, 2) + 14 = 18
Defense 3: 3d6 + 12 ⇒ (2, 3, 1) + 12 = 18


Savage Rifts RotRwT

Let's see. You are right about the estimations. Two of them had flanking and two of them were able to charge. I did miss the AoO, so one of them, the red, has taken 10 damage. They are small and fast, so yes they would have many attacks. Your Spirit Surge saved your bacon, that would have been paralysis. That last AoO from black still cost you 3 hp, but otherwise you are good. For now.

Khamul, realizing he is outnumbered, does his best to keep the claws of the undead goblins away from him as he retreats back towards his companions. One of them still catches him in the arm, but a voice within pushes him onward. You're better than this. Better than all of them. Show them! Destroy them all!

Meanwhile, Caprice's enhanced sense of time allows her to quickly finish off another ghoul, cutting it neatly in two with her shape blade, the black blood spattering the cave walls near them. Grenz stands his ground and...

Khamul and Caprice have taken their actions, Grenz still gets to go and then all the ghouls...


With a grunt, Grenz unleashes on the ghouls around him.

Flurry 1: 3d6 + 7 ⇒ (4, 3, 5) + 7 = 19
Damage if it hits: 1d6 + 11 ⇒ (5) + 11 = 16

Flurry 2: 3d6 + 7 ⇒ (3, 5, 6) + 7 = 21
Damage if it hits: 1d6 + 9 ⇒ (1) + 9 = 10

Scourge fights for his master!:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 5, 5) + 3 = 16
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (1, 3, 5) + 3 = 12

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 14 ⇒ (5, 6, 2) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (4, 1, 5) + 14 = 24
Defense 3: 3d6 + 14 ⇒ (3, 3, 3) + 14 = 23
Defense 4: 3d6 + 12 ⇒ (3, 2, 5) + 12 = 22
Defense 5: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Defense 6: 3d6 + 12 ⇒ (3, 6, 2) + 12 = 23


M Halfling Medium (Fiendkeeper) 5

HP 18/27


Savage Rifts RotRwT

I'm presuming a 5 ft step here, for cinematics.

Grenz furiously assaults the ghoul closest to him, a Dragon Claw strike ripping its jaw from its face and sending it spiraling towards the ground. It doesn't finish its descent as the pit fighter instantly leaps to the next one, landing a solid kick to its midsection, sending it sprawling backwards and cracking its head on an outcropping of rock.

Khamul does not see this however, as he is busy dealing with his new friends. He turns just in time to see them and stabs wildly with his spear, catching the first one by surprise. It keeps coming though, a claw catching him in his hand. He feels the sting of their rot coursing through him. Caprice and Grenz can hear the high pitched calls of the creatures as they rush the poor halfling.

Black has taken 12 points, Red 10. If either Grenz or Caprice get within 10 ft, they will need to make DC 15 Fortitude saves or be sickened. Khamul has already made his checks with his other saves. However, Khamul needs yet another Fortitude DC 15 or be paralyzed, along with 3 more damage. Defenses Remaining: Khamul: 24, 23. Caprice: 21, 21, 19, 20, 23, 18 Grenz: 27, 24, 23, 22, 23, 23. You guys are up!


M Halfling Medium (Fiendkeeper) 5

Well, first things first...
Fort Save: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 1, 4) + 1 + 1 + 1 + 3 = 12 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus

No spirit surge available (due to using it on an AoO paralysis effect earlier)

HP: 15/27 & Paralyzed. I hate the dice bot, because the dice bot hates me...


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Caprice turns and sees Khamul get frozen, and for the first time in this battle, alarm crosses her face. She strides forward, grabs Khamul, and pulls him behind her.

5 foot step to be adjacent, move action to pick up an unattended halfling, standard action to place him down in the square behind her, if that works?

Fort vs Sickened: 3d6 + 4 ⇒ (2, 4, 6) + 4 = 16
Potential Fort vs Paralysis, I think I have enough AC rolls given the chokepoint: 3d6 + 4 ⇒ (6, 6, 1) + 4 = 17


Savage Rifts RotRwT

The ghoulish power seems too much for him and his natural halfling luck as run out for Khamul. He feels his body slowly stop responding to his thoughts and he finds himself unable to move or do anything to protect himself. Fear begins to settle in.

Caprice reaches out and grabs Khamul, dragging him to the other side of her, placing a new target in front of the oncoming creatures.

Basically a Reposition maneuver, but you don't have to roll because he can't resist and he is an ally. Grenz?


DM ShadowBloodmoon wrote:
I'm presuming a 5 ft step here, for cinematics.

Damn ShadowBloodmoon, that was such a nice description! :)

Grenz steps protectively in front of Idun, and strikes as hard as he can.

Punch: 3d6 + 7 ⇒ (6, 1, 1) + 7 = 15
Damage if it hits: 1d6 + 11 ⇒ (5) + 11 = 16

"How is he?" - he asks, concerned about Khamul.

Not throwing anymore defense rolls until you tell me I need them ;)


M Halfling Medium (Fiendkeeper) 5

As a psychic, Khamul realizes there is something he can do while paralyzed... He focuses his mind and prepares for the future...

casts guidance on himself
also, @ GM shadowbloodmoon, how long am I paralyzed?


Savage Rifts RotRwT

@Khamul- 3 rounds, @Grenz- Thanks! Have to say, much of it comes from using my knowledge of RA Salvatore's and Robert Howard's works as well as my own martial arts experience.

Grenz quickly moves past Caprice and the frozen Khamul, swinging his fist at the smaller creatures, but being used to fighting bigger creatures, he realizes too late that he might have to use his feet instead. The thing tries to grab and bite his arm, but his honed reflexes recover from his missed punch easily. He notices that some of the pack has peeled of and is heading the other direction. Caprice and Khamul notice this as well...

AC20 will be hard to hit... I also realized that Khamul's earlier AoO shouldn't have hit, but I already ruled it did, so I'll leave it. Grenz has 23 and 23 for Defenses remaining. You guys are up!


M Halfling Medium (Fiendkeeper) 5

Paralyzed, rd 2/3


"They are trying to go around us Idun" - Grenz warns his companion, then unleashes on his foe.

Flurry 1: 3d6 + 7 ⇒ (3, 5, 1) + 7 = 16
Damage if it hits: 1d6 + 11 ⇒ (3) + 11 = 14

Flurry 2: 3d6 + 7 ⇒ (4, 1, 4) + 7 = 16
Damage if it hits: 1d6 + 9 ⇒ (2) + 9 = 11

Hmmmmm, I may have to stop using Power Attack...

Scourge hates small ghouls!:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 3, 1) + 3 = 10
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (5, 2, 5) + 3 = 15
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 5, 2) + 3 = 14

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 14 ⇒ (2, 2, 2) + 14 = 20
Defense 2: 3d6 + 14 ⇒ (5, 4, 2) + 14 = 25
Defense 3: 3d6 + 14 ⇒ (5, 3, 5) + 14 = 27


M Halfling Medium (Fiendkeeper) 5

As per discussion
Khamul continues to wind a skein of psychic power into future potential...

Casts Guidance - 2 active


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

"On it!" Caprice spins away to answer, interposing herself between Khamul and the foe once more.

Attack: 3d6 + 11 ⇒ (6, 6, 6) + 11 = 293d6 + 11 ⇒ (2, 6, 3) + 11 = 22
Damage: 1d10 + 8 ⇒ (5) + 8 = 131d10 + 8 ⇒ (10) + 8 = 18
AC: 3d6 + 10 ⇒ (3, 1, 5) + 10 = 193d6 + 10 ⇒ (6, 6, 5) + 10 = 273d6 + 10 ⇒ (3, 4, 5) + 10 = 223d6 + 10 ⇒ (4, 2, 4) + 10 = 20
Any Fort Saves: 3d6 + 4 ⇒ (1, 5, 2) + 4 = 123d6 + 4 ⇒ (1, 3, 6) + 4 = 14
Last turn of haste.

Oooh? Crit? Think that might be my first.
Crit Confirm: 3d6 + 11 ⇒ (3, 5, 6) + 11 = 25
Damage: 1d10 + 8 ⇒ (6) + 8 = 14


Savage Rifts RotRwT

Grenz furiously swings at the small undead in front of him, his attacks strong enough to rend flesh from bone, but the little creature is faster and smaller than he anticipated and it escapes his wrath. His defenses are uncanny however, as none of them can seem to touch the fighter.
Caprice steps up to help defend Khamul and the thing is surprised by the sudden growth of steel through its body as it leaves a trail if black sludge along her sword’s edge. The second one behind it fights ferociously, but it is unable to catch the fleet footed woman.

Apparently, Paizo ate my last post.. you guys are up!


M Halfling Medium (Fiendkeeper) 5

Paralyzed, Rd 3/3
Casts another Guidance (3 active)


With a snarl, Grenz continues trying to pummel the small creature.

Flurry 1: 3d6 + 7 ⇒ (6, 6, 6) + 7 = 25
Damage if it hits: 1d6 + 11 ⇒ (2) + 11 = 13

Hey! Is it a critical?: 3d6 + 7 ⇒ (2, 4, 4) + 7 = 17
Extra damage if it is (is fist x2 or x3?): 1d6 + 11 ⇒ (5) + 11 = 16

Flurry 2: 3d6 + 7 ⇒ (1, 1, 2) + 7 = 11
Damage if it hits: 1d6 + 11 ⇒ (2) + 11 = 13

Go for the eyes Scourge!:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 1, 5) + 3 = 11
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (6, 3, 6) + 3 = 18

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 14 ⇒ (6, 5, 5) + 14 = 30
Defense 2: 3d6 + 14 ⇒ (2, 4, 1) + 14 = 21
Defense 3: 3d6 + 14 ⇒ (3, 5, 3) + 14 = 25
Defense 4: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Defense 5: 3d6 + 12 ⇒ (2, 5, 6) + 12 = 25
Defense 6: 3d6 + 12 ⇒ (6, 4, 1) + 12 = 23


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Caprice's supernatural speed dims, and she must face the last foe with only her own skills.

Attack: 3d6 + 10 ⇒ (6, 2, 5) + 10 = 23
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 9 ⇒ (1, 2, 2) + 9 = 143d6 + 9 ⇒ (5, 4, 6) + 9 = 24


Savage Rifts RotRwT

Unfortunately not a critical, but it had already taken some damage.

Grenz and Caprice continue the fight, punching and slashing at the undead horrors around them, each one covered in black gore and detritus. His frustration creating focus, Grenz’s foot neatly collapses the chest of the first, sending it crashing into the other. It flails around for a moment before trying to attack him back, but is unable to catch the warrior.

Caprice is almost as untouchable, her blade cutting the last one of her opponents down in a quick sky-ground cut. However, as the thing gurgles its last sounds, its claw reaches out and scratches her arm. She can already feel its poison burn in her veins..

Using the first Fort Save above, 12, that’s not going to make it. Caprice will succumb to paralysis for 3 rounds and take 4 damage. However, next round, Khamul will shake it off. You guys are up, one remains!


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Ah fooey, could have used my martial focus for that, keep forgetting all this fancy SoP stuff. But it's a use before rolling so not fair to use it now.

There were very few things Caprice hated more than idleness, stillness, lack of action. Her lips managed to find a frown just a moment before the paralysis completed its hold.


M Halfling Medium (Fiendkeeper) 5

I think I am up this round - I've cast guidance on myself 3 times, and I was paralyzed for 3 rounds...

"Ugghn" With a grunt of effort, Khamul's limbs shed their stiffness. A glance to the side assures him that the Idun had cleared the threat on her flank before succumbing to the paralysis herself...

(Map shows no bad guys on that side. I assume that Shadowbloodmoon's taking some GM license here - I don't see how that critter got a hit on idun to paralyze her if she killed it; or she shouldn't have got to hit it if she was paralyzed by it attacking first...)

As it is impractical to attack past Grenz, he calls upon his psychic magic again, stepping forward and imbueing the free-style fighter with psychic guidance.

5' step closer to Grenz
Standard - cast guidance on Grenz (+1 competence to a roll of your choice)
move- pick up his sling-staff


Cracking his neck, Grenz stepped forward, and attacked the next spawn of Chucky.

Not using Power Attack.

Flurry 1: 3d6 + 9 ⇒ (3, 3, 3) + 9 = 18
Damage if it hits: 1d6 + 7 ⇒ (4) + 7 = 11

Flurry 2: 3d6 + 9 ⇒ (4, 1, 2) + 9 = 16
Damage if it hits: 1d6 + 5 ⇒ (1) + 5 = 6

Avast!:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 6, 2) + 3 = 15
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 12 ⇒ (5, 1, 1) + 12 = 19
Defense 2: 3d6 + 12 ⇒ (5, 5, 3) + 12 = 25
Defense 3: 3d6 + 14 ⇒ (5, 4, 2) + 14 = 25
Defense 4: 3d6 + 12 ⇒ (1, 2, 2) + 12 = 17
Defense 5: 3d6 + 12 ⇒ (1, 2, 6) + 12 = 21
Defense 6: 3d6 + 12 ⇒ (2, 4, 6) + 12 = 24


Savage Rifts RotRwT

Sort of a simultaneous thing for Caprice. Khamul is free this round, but unfortunately his help doesn’t let Grenz finish the last one.

Khamul breaks free of the ill feeling as Caprice succumbs to it, he instantly gets back into the fight, sending some psychic gifts to Grenz. Unfortunately that last goblin thing has no sense of self preservation and continues to fight, and due to its quickened nature, it proves difficult for the warrior to finish it off. Luckily, it is too frenzied to catch him either.

You guys are up!


M Halfling Medium (Fiendkeeper) 5

Khamul steps up behind Grenz and lashes past him, taking advantage of the length of his slingstaff and his unnaturally stretchy arms...

5' step
Aid another on Grenz's to hit

Attack to Aid Another: 3d6 + 3 + 3 + 1 + 1 + 1 - 4 ⇒ (6, 3, 2) + 3 + 3 + 1 + 1 + 1 - 4 = 16 vs AC 10
3 bab +3 spirit bonus +1 str +1 enhancement+1 profane -4 cover

if this suceeds, it will give Grenz another +2 to hit on his next attack


With Guidance, that first attack would have been a 19 - that misses GM ShadowBloodmoon?

Grenz falls into his brawler stance, going into a more balanced approach, exchanging measured kicks and punches with his foe, and taking advantage of Khamul's sense of strategy.

Flurry 1: 3d6 + 9 + 2 ⇒ (3, 3, 5) + 9 + 2 = 22
Damage if it hits: 1d6 + 7 ⇒ (6) + 7 = 13

Flurry 2: 3d6 + 9 ⇒ (3, 3, 4) + 9 = 19
Damage if it hits: 1d6 + 5 ⇒ (2) + 5 = 7

Scourge:

Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (5, 3, 2) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 5, 2) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (6, 6, 2) + 3 = 17

Defense Rolls:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor

Defense 1: 3d6 + 14 ⇒ (6, 6, 1) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (5, 6, 2) + 14 = 27
Defense 3: 3d6 + 14 ⇒ (4, 3, 6) + 14 = 27
Defense 4: 3d6 + 12 ⇒ (1, 3, 3) + 12 = 19
Defense 5: 3d6 + 12 ⇒ (4, 4, 5) + 12 = 25
Defense 6: 3d6 + 12 ⇒ (1, 5, 5) + 12 = 23


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

I have somatic and verbal, so I think I can't cast anything to help. Good luck!


Savage Rifts RotRwT

Their AC is 20, so it is difficult, but that first Flurry this round hits.

The last undead goblin lunges at Grenz, but is smacked in the face by a rock from Khamul. Momentarily losing its focus, Grenz’s recovers his and lands a fist squarely in its face. Gore and muck spatter all over the man’s arms and the creature goes down in a heap. He will smell like they did for some time, but at this point, you have become used to it. Still, there is the matter of the woman still pounding and clawing at the door in the northwest corner. As you ponder it, Caprice’s muscles start to regain their movement.


M Halfling Medium (Fiendkeeper) 5

As he waits for Idun to recover, Kahmul wanders between the fallen enemies, crushing skulls with the butt of his sling-staff to make sure they stay down. As he does, he unstoppers the merchant's pomander that he had not had time to open before. (Yes, more fool I.) He also applies some holy weapon balm to 3 bullets...

Once Idun is recovered, he requests "Cover my back", and heads over to the door the undead woman is pounding on. After gently pushing her aside with his staff, using his accumulated psychic focus (Guidances), he checks for traps (assuming he finds none) and then sets to work on the lock. Once he gets it open, he pulls his best fade into the shadows while stepping out of the woman's way...

Perception, Check for traps: 3d6 + 4 + 3 + 1 + 1 + 4 ⇒ (1, 4, 6) + 4 + 3 + 1 + 1 + 4 = 24
4 ranks +3 trained +1 trait +1 guidance +4 detect danger

Disable Device, Open the lock: 3d6 + 4 + 4 + 3 + 2 + 1 ⇒ (4, 5, 4) + 4 + 4 + 3 + 2 + 1 = 27
4 ranks +4 dex +3 trained +2 MW tools +1 guidance

Stealth: 3d6 + 3 + 3 + 4 + 4 ⇒ (1, 3, 6) + 3 + 3 + 4 + 4 = 24
3 ranks +3 trained +4 dex +4 small

I am now out of guidances, and Dark Power


Grenz took a deep breath, and observed the small creatures.

Have I already rolled Religion for this?: 1d20 + 5 ⇒ (10) + 5 = 15

”Are you ok Idun?” - he asked his companion, before joining Khamul in the other room.


Savage Rifts RotRwT

Grenz:
You have seen undead before, and you have seen goblins before, but undead goblins are usually far less organized or powerful. These ones seem to have been given unlife by a stronger power.

As Khamul gets closer to the door, the woman nearly swipes his head clean off, her arm moving faster than Khamul imagined. When he sets to work on the door, he finds that though it appears to be safe, it has a rather ornate lock that bars it shut and the tumblers inside the keyhole seems to move in rather strange directions than a typical lock would. Khamul may have to take some time with this lock to open it up, but the undead woman does not want to pause what she is doing to let him do so.

Take 16 takes 30 seconds on a lock, but right now you are technically under threat, and risk being attacked by her. I am not going to worry about initiative, as it is just her and your party, so Caprice and Grenz may do something as well.


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

"Been better..." Caprice carefully stretches out after the paralysis wears off before moving to watch Grenz's back, though from perhaps a little further back than he might like. Caprice still has a clear distaste of the undead woman, feeling she's likely to lead them into even still more traps.


M Halfling Medium (Fiendkeeper) 5
DM ShadowBloodmoon wrote:

...

Take 16 takes 30 seconds on a lock, but right now you are technically under threat, and risk being attacked by her. I am not going to worry about initiative, as it is just her and your party, so Caprice and Grenz may do something as well.

To be clear, we either sit here hoping for me to roll a 16 (trying every 2nd round because of the need for a guidance spell - without it I only make DC 29), which could take a while given how my dice have been performing, and hope mrs psycho doesn't get impatient enough to kill me, or we need a 30 second distraction.

Khamul dodges backwards from another swipe from the killer b$&%@, and says "I can get the lock if you guys can buy me 30 seconds to work without psycho here trying to kill me, especially if Idun can give me a hand... Grenz, do you think you can talk to the b+**~ because you released her?"

5' step away from psycho
standard - cast guidance
free - talk


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

"Uh, can you knockout undead?" Caprice tilts her head, her tone indicating that she doesn't think it can be done, but isn't quite sure.

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In honor of GM's Day, I'm allowing myself time to start two (!) new campaigns, this one and a Savage Rifts one. I am not a stickler for time, as I myself am not the best of posters, especially when the wife and I go on vacation for weeks on end, but that being said, I expect some sort of commitment to once every other day if not more, even if it is to simply add to roleplay.

I am a story person more than a tactical gamer, so I hope to delve into each person's background during the game to make the game seem more real to each character.

Here's the deal though... I like to mess with variant rules and I want to try a couple here.

1. 3d6 v. d20...making the bonuses mean something. I was pondering doing both this and variable bonuses, but I will stick with one major change at this point.

2. Limited Resource Dice... here's the fun one.. In this, all limited resources (meaning ammo, food, item charges and yes, even spells) have a die attached to them rather than a set number. Roll a 1 and you go down a die. This occurs until you are down to exactly one item. I borrowed this rule from IntWisCha, so it isn't mine, but I like it, so I want to play with it and see how it works in game.

3. Players Roll all the dice. Your fate is completely in your hands, even defending against an attack...

4. I haven't decided on any others at this point, as I want to keep the variants to a minimal, but if there are other suggested variants you'd like to try, speak up, this is the game to do it in...

If this sounds like something you'd be interested in, feel free to Dot in with a character idea and concept. And welcome to Sandpoint, see yourself as we see you...

Sovereign Court

I'm interested. I've never tried these rules before, but would be a nice break from the norm. Since you are open to variants, and are more into story, have you considered the social combat or influence stuff from ultimate intrigue? (just got the book :)

character concept:

I just got the Healer's Handbook and I'm interested in playing an Oracle with the Succor mystery and the Pei Zin archetype from the book. Probably Aasimar. I end up being a healer and buffer to the party. I'd be a wandering herbalist expanding my selection of herbs in an attempt to help/cure others. Simple character.

What are your thoughts on character creation? Is this going to be PFS or homebrew rules?

Thanks


1: so you roll 3d6 instead of 1d20 each time you need to do something like make an attack? If so, I see that it would force more "average" results, and eliminate some of the extreme results, like rolling a 1, 2, 19, or 20. Does 3 or 18 have special meaning? (Like auto-fails, crits and the like?)

2: So if I am a wizard and I have 3 spells, I roll something like 1d3, and only "lower" my die size if I roll a 1? So basically as long as I keep rolling 2s and 3s I could get theoretically endless spells? Most likely I would only get a few extra but I would never get less.
"Buy in bulk guys!"

And while your doing variants, would you be up for allowing SOP?
There is some fun stuff in there that I would like to use if I can :)


I'd be interested as a dwarven guide ranger, here to see if the goblins need to be put down again as they were in her elder sister's day.


Interesting alternate rules.....been thinking about a Slayer lately...


To answer your questions:

1, yes 3d6 makes a more average roll, making bonuses that much more important. here is a link to the rules: Bell Curve Rules

2, That's pretty much it in a nutshell. Spells would reset every day and ammo when you bought it...

3, SOP.. honestly not familiar with it, but given time I could read up and possibly allow it.

As for actual character creation, I'm going standard rules, 4d6 drop lowest 6 times, arrange as you like. Roll for money. If you want to use Influence and Social Combat from Intrigue, I'm all for it. I want you guys to feel part of the world and not just characters in it.

So far we have a Pei Zin Oracle, a Dwarven Ranger and a Slayer... Interesting Mix..


4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (6, 3, 1, 4) = 14
4d6 ⇒ (3, 5, 1, 3) = 12
4d6 ⇒ (6, 1, 4, 4) = 15
4d6 ⇒ (1, 3, 1, 2) = 7
4d6 ⇒ (6, 3, 2, 6) = 17
6-11-13-13-14-15
Hm.. Maybe a barbarian?
Gold: 3d6 ⇒ (1, 1, 3) = 5 x 10 = 50gp


4d6 ⇒ (3, 4, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 2) = 18 = 16
4d6 ⇒ (1, 1, 2, 3) = 7 = 6
4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (1, 1, 4, 5) = 11 = 10
4d6 ⇒ (3, 5, 4, 2) = 14 = 12

Huh, some low, some high ....


4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (3, 3, 3, 5) = 14
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (4, 3, 4, 6) = 17
18, 11, 11, 15, 18, 14. Better than I had any reason to expect.


Wow, avr, those are some nice rolls

Not done with the sheet and everything yet, but here's Yrdek Tordul. Let me know if you have any critiques.

Sovereign Court

4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (6, 2, 1, 6) = 15
4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (1, 5, 2, 5) = 13
4d6 ⇒ (6, 2, 1, 4) = 13

12, 17, 14, 18, 12, 12. Not bad at all, better than my horrid dice rolls!!


Forgot about this: Starting cash: 5d6 ⇒ (2, 4, 5, 2, 2) = 15 x10 = 150 gp


I'd like to join, if you're willing, though I must admit I am new to playing on this forum. Not new to Pathfinder or RPGs. I'd like to play a Kobold Sorcerer who's a living mascot for the Rusty Dragon and the adopted daughter of Ameiko Kaijitsu.


First draft of Maerra Solrinslag

Maerra:
Maerra Solrinslag
Female Dwarf Guide Ranger 1

Str 18, Dex 15, Con 13, Int 11, Wis 20, Cha 12
HD: 1d10+2, HP 12
AC 17, FF 15, Touch 12, CMD 17
Fort +3, Reflex +4, Will +5
Initiative +2, Speed 20
Perception +9, +11 noticing stonework (darkvision 60’)

Traits
Friends and Enemies (campaign, RotRL)
Defensive Strategist (religion, Torag)

Feats
Possessed Hand

Dwarven waraxe (Attack +6, damage 1d10+5, 20/x3, S; assumed in possessed hand, other weapons assumed to be used w/buckler arm)
2 light hammers (Attack +4 melee/+2 thrown, damage 1d4+4, 20/x2, B, 20’ range)
Dagger (Attack +4 melee/+2 thrown, damage 1d4+4, 19-20/x2, P or S, 10’ range)
Armoured coat
Buckler
Ranger’s kit
Healer’s kit
2 gp

Class abilities
Ranger’s Focus (+2 attack/damage vs 1 target, swift action, 1/day)
Track +1
Wild Empathy +2

Race
Slow and Steady
Hardy
Stability
Greed
Stonecunning
Darkvision 60’
Slag Child
Weapon Familiarity

Trained Skills
Survival +11, +12 tracking (1R, class +3, wis+5, race+2)
Heal +11 (1R, class +3, wis+5, kit +2)
Perception +9, +11 notice stonework (1R, class +3, wis+5)
Climb +5 (1R, class +3, str+4, ACP -3)
Knowledge (geography) +4 (1R, class +3, int 0)
Ride +3 (1R, class +3, dex+2, ACP -3)

Untrained skills
Appraise 0, +2 on precious metals/gems
Stealth +1

Scarab Sages

DM ShadowBloodmoon wrote:
3, SOP.. honestly not familiar with it, but given time I could read up and possibly allow it.

Here are a couple discussions that can give you a good general idea about SoP:

Spheres of Power; What's the Big Deal? (Paizo forums)
Spheres of Power, impressions and experiences? (Reddit)

I've been itching to play SoP for a long time. I also like the idea of a cartomancer witch (from The Harrow Handbook), though, so I'd be happy whichever way you go on this.

Scarab Sages

Apologies for the double post--I don't see an Edit button on my prior post. Does that appear somewhere initially and disappear after a time, or am I just overlooking it?

Here's more helpful stuff: http://spheresofpower.wikidot.com/using-spheres-of-power


At first blush, Yrdek and Maerra look decent, I will take a much closer look once we get things finalized. By the way, the info for Players Roll All the Dice is Here., for those who haven't seen it. I'm looking to make it work in this format. That being said your AC will become your Defense Roll, which is pretty much AC-10...

@DaGreatJL413- That sounds intriguing.. stat her up and we'll go from there.

I'll look over the spheres of Power stuff later today, but I am intrigued by it, so I'm interested to see how it plays. Stat up a character with it and I'll look at how it plays out with the Cascading Dice rules.

Oh and yes, I think the EDIT link vanishes after 1 minute...

Scarab Sages

Ability Score Gen:
4d6 ⇒ (3, 5, 5, 2) = 15 = 13
4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6 ⇒ (5, 3, 3, 2) = 13 = 11
4d6 ⇒ (2, 5, 6, 5) = 18 = 16
4d6 ⇒ (1, 4, 3, 4) = 12 = 11
4d6 ⇒ (3, 3, 1, 5) = 12 = 11

Doesn't seem too bad. I'll get that 16 up to 18 after a racial modifier and make it my casting stat, should be fine.


4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (2, 1, 4, 2) = 9
4d6 ⇒ (2, 5, 6, 5) = 18
Are you ok with me playing a mesmerist?

Sovereign Court

I'll be respectfully dropping out, found a group. Thanks.


I think I will do so as well, but because I'm having a hard time with this character concept. I don't know, I'm just having a hard time making something I will enjoy. Hope everyone has fun!

Scarab Sages

Table of people who have expressed interest:

Player / Character
  • Kay Leafwalker / ___ (pei zin oracle)
  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • servant6 / ___ (barbarian)
  • DaGreatJL413 / ___ (kobold sorcerer)
  • Keante / ___ (something using SoP)
  • Paranoid Oldman / ___ (mesmerist)


I haven't modified it for 'players roll all the dice' yet, but here's Maerra as an alias.

Scarab Sages

Alright, finally settled on what I'm going to do: a hedgewitch with the triple goddess archetype and the astrology tradition.


hmm... unfortunate that we lost a couple, but thanks for your interest guys. Looking good so far with the remaining ones. Seems to be a magic/psionics heavy group (other than our slayer), but that should make for some interesting tactics and metaphysical in game discussion...

So, yes, the mesmerist is cool, as is the hedge witch. Thanks Keante for putting that list together. I want to narrow things down and try to start this weekend if possible.


Starting Wealth: 3d6 ⇒ (6, 1, 2) = 9
By ten is 90. Gear up time.


Hm, looks like you're pretty full, but I wouldn't mind putting my name in as a backup or such.

Character idea- Ghoran alchemist or druid.


Also, after dropping the lowest my stats are a net of +2. I'm looking at 12, 9, 10, 10, 8, 16. Obviously this is pretty terrible luck. So there are some options here based on what you, as GM, want to allow. In the best outcome for me, I reroll and hopefully get something better. In the next best scenario, I could get a limited point buy (10-15) or a heroic npc array to have some decently rounded stats. Or I could just take my rolls as they are right now. Whatever you decide is reasonable, I can find a way to make it work. My main concern with the current stats is surviveability -especially with bellcurve rules- considering that my initiative, perception, AC, HP, and fort save are all going to be pretty bad.


Davia D wrote:

Hm, looks like you're pretty full, but I wouldn't mind putting my name in as a backup or such.

Character idea- Ghoran alchemist or druid.

There's one character completed so far and two people have dropped. Roll away!


Ok, let's try this diceroller out..

4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (4, 3, 1, 4) = 12
4d6 ⇒ (4, 4, 5, 6) = 19
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (3, 2, 2, 4) = 11

Ok, yea, these are good rolls ^^ 17 16 16 15 11 9, I got a lot of options here.

Glad I got that 17, means I can have an acceptably high int score even with the Ghoran minus. Lilyroot the Alchemist is on.

Scarab Sages

I was surprised I couldn't find this image from Blood of Fiends among the avatar options on the site: Rakshasa-spawn. I found an alternative among the catfolk options, though I don't like it quite as much. It will do.

My Aurica Movici alias is rather bare at this point, but I'll fill it in as I finish statting out the character.


@Paranoid: I usually run games with a minimum of a +1 average spread for characters and I'm trying to stay away from point buy. I am hoping with the 18 you have in there, it will round out where you are going with the Mesmerist idea and we can play up the other 'disabilities' as you will. I believe there are some traits and feats that allow you to sub-in your Cha for other rolls if I am not mistaken. Just can't think of the name of them right off the top of my head. With you having mostly average stats though, it will help me figure out (scale) whether or not 3d6 is actually a viable alternative to the usual d20 rules. That and this is an experiment for all of us. Has to be a baseline somewhere :-)


3d6 ⇒ (1, 6, 1) = 8 x 10 = 80 gp


Stats:

Aurica Movici
Female Tiefling (Rakshasa-spawn) Hedgewitch (Triple Goddess) 1
Chaotic Neutral Medium Outsider (native)
Init +3; Senses Perception +3; low-light vision, darkvision 120ft
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 [base 10, DEX +3, leather armor +2]
hp 9 (1 HD; 1d8+1)
Fort +1, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4, x2)
Ranged destructive blast (ranged touch) +3 (2d6, x2)
--------------------
Magic
--------------------
Caster Level 1; MSB 1; MSD 12; Concentration +5
Casting Drawbacks Somatic Casting, Focus Casting, Magical Signs; CAM: CHA
Spell Points 6
Death - CL 1; DC 14; Duration 1 round; Range Medium (110ft); Talents Greater Ghost Strike; Drawbacks Necromantic Limit(reanimate)
- Ghost Strike exhausting strike
Destruction - CL 1; DC 14; Duration instantaneous; Range Close (25ft); Talents Greater Serendipity; Drawbacks Neutrality
- Destructive Blast default
Fate - CL 1; DC 14; Duration concentration; Range 20ft radius; Talents Greater Blast; Drawbacks Shape Focus(default)
- Consecration serendipity
Life - CL 1; DC 14; Duration instantaneous; Range touch; Talents
- Invigorate 1 temp hp, can't go above max hp, lasts 1 hour
- Cure spend 1 SP, heal 1d8+1; harm undead (Will half)
- Restore spend 1 SP
Light - CL 1; DC 14; Duration 1 min; Range Medium (110ft); Talents
- Glow
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 11, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Fiend Sight
Traits Vagabond Child (regional), Family Ties (campaign)
Languages Common, Infernal, Varisian
SQ Prehensile Tail can retrieve small stowed objects as swift action
Other Gear leather armor, compass, small steel mirror, silk rope (50ft) [spent 40 out of 80 gp starting wealth]
Skills Bluff +12 (to convince of a lie; +8 other uses), Diplomacy +8, Kn. Arcana +4, Kn. Local +5, Perception +3, Sense Motive +3, Sleight of Hand +8
--------------------
Special Abilities
--------------------
Celestial Aura 20ft radius, benefits apply to all allies; 1 at a time
- Moon +1 Fort saves; 1 temp hp that refreshes at start of my turn
- Star +1 to Perception and Initiative checks

Notes: For tiefling racial traits, I took Maw or Claw in place of the spell-like ability (giving me those 2 claw attacks), Prehensile Tail in place of fiendish sorcery, and Beguiling Liar in place of skilled.

Scarab Sages

Updated list!

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • servant6 / ___ (barbarian)
  • DaGreatJL413 / ___ (kobold sorcerer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / ___ (mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)

@DM ShadowBloodmoon: I picked three general drawbacks for Aurica's casting.
Somatic Casting means she must have a hand free for gestures and can't wear heavier than light armor (like a bard; medium or heavy armor will incur a chance of spell failure).
Focus Casting means she must have in hand and wave about a focus item (which could be stolen from me, sundered, etc.). I wanted this focus to be a harrow deck. I don't actually have enough money for one, though--apparently they cost 100 gp. Might we hand waive that and let her have one?
Magical Signs means I can't hide from anyone nearby the fact that I am casting magic. I want these magical signs to manifest as glowing representations of harrow cards that appear and float in the air around Aurica as she casts a sphere ability.


Stats: 4d6 ⇒ (4, 5, 1, 1) = 11
Stats: 4d6 ⇒ (1, 4, 4, 6) = 15
Stats: 4d6 ⇒ (2, 2, 3, 5) = 12
Stats: 4d6 ⇒ (5, 3, 6, 4) = 18
Stats: 4d6 ⇒ (4, 3, 3, 5) = 15
Stats: 4d6 ⇒ (1, 1, 2, 6) = 10


I think with that roll the character I want won't be possible, so I'm stepping out. Have fun with your game everybody!


Unfortunate DaGreat, I would have liked to see her played out.

Looks good Keante. As for the Harrow Deck, Wizards start off with a spellbook automatically and they cost 100gp, I see no problem doing the same with a Harrow Deck.

Scarab Sages

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / ___ (mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)


DM ShadowBloodmoon wrote:

@Paranoid: I usually run games with a minimum of a +1 average spread for characters and I'm trying to stay away from point buy. I am hoping with the 18 you have in there, it will round out where you are going with the Mesmerist idea and we can play up the other 'disabilities' as you will. I believe there are some traits and feats that allow you to sub-in your Cha for other rolls if I am not mistaken. Just can't think of the name of them right off the top of my head. With you having mostly average stats though, it will help me figure out (scale) whether or not 3d6 is actually a viable alternative to the usual d20 rules. That and this is an experiment for all of us. Has to be a baseline somewhere :-)

Awesome :D

Limited options are part of the fun. It's looking like a Half-orc CG mesmerist, built around the overlooked mastermind alternate racial trait. The stats are going to force me to dip classes pretty often (mostly skill based) to pull off what I have in mind, but I think its all going to work out fine. Oracle for ac, and then a couple in alchemist for more party buffs, and some summoner for an additional on-call skill monkey to fill any gaps in the party seems like a pretty good build.


Quite preliminary:

Spoiler:
Lilyroot, Alchemist Grenadier

Species: Ghoran
Class: Alchemist
Archetype: Grenadier
Alignment: Neutral Good
Sex: Plant
Gender: Female
Height: 5'5"
Weight: 145 lbs
Age: 43
Class: Alchemist
Campaign: Rise of the Runelord

Hair color: Red, leaves
Eye color: Dark Green
Skincolor: Green and brown

Str 9 -1
Dex 16 +3
Con 18 +4
Int 15 +2
Wis 11 +0
Cha 17 +3

Initiative +7; Senses Perception +1; Low-light vision

AC 18, touch 13, flat-footed 15 [base 10, DEX +3, natural armor +2, studded leather armor +3]
hp 11 (1 HD; 1d8+1)
Fort +6
Ref +5
Will +0
Resist
Immune Mind-affecting effects, paralysis, poison, polymorph, sleep, stunning

Speed: 30 ft.
Melee: Mace -1 (1d6-1 x3)
Ranged: Bomb +3 ranged touch (1d6+2 / 3 splash DC 12), +3 shortbow (1d6-1 x3)
CMB: -1
CMD: 13

Racial abilities:
Natural Magic- 1/day Detect Poison, Goodberry, purify food & drink
Ghorus Seed- As a full round action, expels a seed. Gains 1 negative level. When seed is planted, grows duplicate in 2d6 days w/ reallocated skills. Original dies when new one sprouds.
Doesn’t Sleep

Light dependent- Takes 1d4 constitution damage every day without sunlight.
Delicious- -2 vs grapples with bite attacks

Alchemy
Bombs (5/day)

Extracts per day:
1 level

Extract Formulae known:
Disguise Self (10 min/level, change appearance with illusion, +10 disguise check)
Targeted Bomb Amixture (1 round/level, bombs deal base damage + 2x Int and lose splash)

Traits:
Reactionary (+2 Initiative)
Exile (+2 Initiative)

Feats:
Extra Bombs

I'll do skills and such later


That's the most charismatic alchemist I've ever seen. My dwarf with her mere 12 Cha is slightly troubled by all the 17s and 18s flying around.

You know that disguise self won't let you appear as a creature of a different type, right? You could pretend to be a mi-go or a yellow musk creeper but not a human.


Dotting in!

4d6 ⇒ (5, 3, 3, 6) = 17 = 14
4d6 ⇒ (1, 2, 6, 5) = 14 = 13
4d6 ⇒ (5, 5, 3, 6) = 19 = 16
4d6 ⇒ (2, 2, 1, 4) = 9 = 8
4d6 ⇒ (4, 3, 2, 5) = 14 = 12
4d6 ⇒ (3, 5, 3, 3) = 14 = 11

A pretty even roll, I have to say. I'll think about maybe doing up a rogue or something.


avr wrote:
That's the most charismatic alchemist I've ever seen. My dwarf with her mere 12 Cha is slightly troubled by all the 17s and 18s flying around.

Really I rolled so well I don't know what to do with all my numbers (that's a 15+racial) ^^; I could swap it with wis, but I don't really need will save either. Maybe strength, though it's not really what I pictured in concept...

Quote:


You know that disguise self won't let you appear as a creature of a different type, right? You could pretend to be a mi-go or a yellow musk creeper but not a human.

Oh snap! Yea, gonna change that out, not the most useful formula there!

Also while I'm at it, rolling starting wealth...

3d610 ⇒ (444, 469, 529) = 1442

*Edit* try again because putting 'x 10' in the code does not work!

3d6 ⇒ (3, 3, 1) = 7 = 70 gp, a reasonable amount.

Scarab Sages

Aurica has a bit of a rogue about her--and I mean that to describe her character and personality, not her capabilities in terms of game mechanics. I could have put that high stat in Intelligence and made that her casting ability, but I want her to be an alluring and sometimes deceptive character, so Charisma seemed the better choice.

She was raised among Varisians, and suffered perhaps less stigma for her rakshasa-like appearance than she might have if she had grown up in a settlement like Sandpoint. She has the Family Ties campaign trait, which means she is one of the family for the Sczarni (Varisian crime family).

Sleight of Hand and Bluff are the only decidedly roguish skills that Aurica has a rank in, so I'm sure she won't step on the toes of an actual rogue.

She's also not at all an academic type when it comes to her magic. I did put a rank in Knowledge (Arcana) in her stats as detailed above, but really I'd rather put that rank somewhere else (like Stealth). She doesn't have enough ranks to cover Spellcraft, either (unless I would move the Arcana rank there--but that's not really what I want, either). If Aurica is in the party, my preferred situation would be that another character would be able to cover that area of skills if it suits them, and I would move Aurica's rank from Knowledge (Arcana) to Stealth.

Scarab Sages

I would have liked to have put a rank in Profession (fortuneteller), too. Hmm.

@DM ShadowBloodmoon: Have you tried any of the skill variants like Background Skills, Grouped Skills, or Consolidated Skills? Consolidated Skills seems the most complicated to me. If I were picking them, I'd want to try Background Skills and Grouped Skills together.

Background Skills is pretty simple--gives everyone a couple extra ranks that have to be spent on skills that are generally less useful for adventuring.

Grouped Skills looks really interesting to me--I think it would be cool to try.


Lilyroot, like most Ghorans, was originally from Nex. As Ghorans don't properly reproduce and the secret of their creation had been lost, Lilyroot decided to turn to the new art of Alchemy to try and find a new method of making new Ghorans.

Some.. objected to her experimentations, viewing it as against the order of things, so she fled north (having to plant her seed once on the way), and chose Varisia chasing the legends of ancient ruins there, wondering if perhaps the knowledge of the past there could shed some light- at the least, being in Varisia seemed safer for her health.


Hia, just checking back in, I am still unsure what I will go but I am thinking about it. (Just got another big recruitment finished up and now I will have a bit more time).
\^_^/


Wrote this up to give an idea of Aurica's actual abilities--

All Day Long:
Exhausting Strike (from Death sphere): Medium ranged touch attack makes target fatigued for 1 round but Fortitude save negates.
Destructive Blast (from Destruction sphere): Close ranged touch attack deals 2d6 bludgeoning damage (still magical, so bypasses DR/magic; also subject to spell resistance).
Greater Serendipity (from Fate sphere): Standard action to start, maintain concentration with Move action. 20ft radius. All allies gain +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. All enemies suffer a -1 penalty to attack rolls, skill checks, ability checks, and saving throws.
Invigorate (from Life sphere): Grant 1 temp hp on touch. Can only be used if target is at least 1 hp below their max. Doesn't stack with any other temp hp (so no use for this if Moon aura is up).
Glow (from Light sphere): Medium ranged touch attack. Object or creature becomes outlined with light (of any color) as a candle, -20 penalty on Stealth, negating bonuses from invisibility, blink effects, darkness, etc. Free action to change from candle light to light as torch (20ft radius normal light; additional 20ft raise light level by one step up to normal). Glow lasts 1 minute (no concentration).
Moon Celestial Aura (from class feature): 20ft radius. All allies get +1 bonus to Fort saves and 1 temp hp that refreshes every round at the start of Aurica's turn. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action.
Star Celestial Aura (from class feature): 20ft radius. All allies get +1 bonus to Perception and Initiative checks. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action.

Costs Spell Points:

(1 SP) Exhausting Strike: fatigue 1 round even on successful save, failed save means exhausted for 1 minute.
(1 SP) area Exhausting Strike: close range cone, make attack roll against every target in area.
(1 SP) Cure (from Life sphere): heal 1d8+1 hp.

The Exchange

I will see if i can roll up a front liner.
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (4, 5, 1, 6) = 16
4d6 ⇒ (1, 5, 5, 6) = 17
wow 9 10 7 6 15 16 that looks like a +0 over all reroll?

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