Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


1 to 50 of 298 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Gay Male Inhuman

Hi players. The IC thread will not be live until tomorrow, but we can do some housekeeping all the same.

Aliases
In getting your aliases together, I'd like you to throw some stats into the happy gray lines under your name for easy reference. It's a pain to remember how to get stuff to show up properly -I always forget- but they display in this order: Gender, Class/Levels, Race.

Here's a premade blank for you. Just replace the x with your stuff. The three before perception are for any novel senses you have.

Gender:
HP x/x | AC xx, T xx, FF xx | CMD xx | F +x, R +x, W +x | Init +x | xxx; Perception +x

You can do your classes, races, etc too but those are the ones I'm going to need all the time. Generally defensive abilities (immunities, situational bonuses, etc) are more helpful for me there, because you'll remind me of your attacks on-demand. :)

Formatting
When speaking IC, please bold text in addition to the quotation marks. That jumps out a bit more from the rest on what are visually fairly noisy boards. Similarly if putting a rules question or something like that in the same post with IC stuff, please use the ooc tags.

Minions
At least sometimes, this game will employ special rules for minions.

Minions:
No unusual creature will be a minion on its first appearance. Foes become minions largely based on their story role, not anything intrinsic to them. The ten guards are probably minions. The two guys in really fancy armor with them probably are not.

1) Minions will die or be rendered unconscious on a hit by a PC. The PC decides which happens.

2) Minions cannot crit PCs.

3) If a minion fails a save, it’s out of the fight.

4) When in use, especially in mixed groups, I’ll try to mark out minion status so you can plan accordingly.

5) Minions will usually roll things in batches, always initiative and other stuff depending on how many there are and what seems cool at the time. Ten minion skeletons might all roll the same save vs. a fireball, for example.

6) If you want to keep a minion alive for questioning or whatever, you can do so by simple fiat. Say you want to and it happens. It’s even fine to change your mind if you were killing them all previously. The minion was just mostly dead.

7) Boss-type foes might have the ability to sacrifice minions to protect themselves.

Religion Stuff
I will try to have full faith primers out for everyone by the end of the week, basically on the lines of the Ilmater stuff I wrote up for Ariyana. If you're not a divine caster or divinely-poewred, it's basically just RP stuff and will be a bit shorter. If there are faith-specific spells you can pull out right away, those may take a bit longer to get done but I'll try to have them in your hands soon.

Some Silly Analytics
There are four humans, two dwarves, one half-elf, and one elan.

The party is all LG, except for one LN and one CG. Two Tormtar and two followers of the dwarven pantheon.

Three monks. Two each of magi and paladins. One wizard and one sorcerer. One cleric and one oracle. One psion. Two PoW-users, unless I missed someone, both on the archetype progression table.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Aloha to you all!
SO glad to be here.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Indeed! Checking in. Interesting use of minions.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Greetings everyone! Thank you very much, Samnell, for the selection! This will be my first game in this setting (and my first gestalt game), so I'm really looking forward to it.

I think I've updated Ari's quick stats bar to your specifications, but please let me know if I can adjust anything to make it better for you.

The minion rules are neat, in my opinion. They're certainly different, but they add a cool flavor to the campaign. It also makes sense if we're going to be going up against a bunch of undead-summoning necromancers.

As for analytics, it is fascinating how many people wanted to play similar classes. And yet, each character's archetypes/party role are distinct, so I think it'll be fun to see the different ways people use different classes (not to mention their interactions with other classes via gestalt).

I'm particularly excited about playing as the sole female PC for this campaign. : )

A housekeeping question: I'm using the unchained monk (zen archer) conversion document I linked before as my guide for the monk side of my character. One of the ways Ari can use a ki point is to give her an extra unarmed strike during a flurry of blows (if she was a normal unchained monk). I just wanted to be sure I could use a ki point to fire an extra arrow during flurry of blows instead (given my archetype). This may be obvious, but the way it's worded could rule against that (under the strictest of RAW rulings). Clarification on that is appreciated!

I'm going to dig into the other PC backgrounds now. Look forward to getting things started tomorrow.

P.S. Do you prefer us to call you Samnell, GM, GM Samnell, or something else?


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Hello there! This is Marcus' second outing and by some cosmic coincidence his background was a close fit for the campaign. I guess it was meant to be.

Who is the other Tormtar? Presumably they would know each other at least in passing.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Made some adjustments, such as lowering age to fit backstory better. And so Thuvek and him could conceivably have come from the same temple.


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

Hello! I'm excited, are you excited?

Some mechanics stuff for the party: Barra has/will have several options for buffing the party. The big one right now is Tactical Strike, which lets someone within 10ft move 10ft out-of-turn. If you'd like me to use that ability, or others as they come up, please do poke me! I love setting up wombo-comboes.

Samnell wrote:
I will try to have full faith primers out for everyone by the end of the week...

Wanted to specify that, if Barra had grown up anywhere but Sundabar, he'd likely be worshiping Faerûn's Bacchus-equivalent (Lliira?). Given Sundabar's history, though, the god of the YMCA seemed the most appropriate.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Could be useful for allowing me to sneak attack (need to flurry to get it). Love seeing the unique abilities here.

Also...we have 3 monks. I have mage armor with 6 castings. If you need it, poke me. (Something tells me that there goes my lvl1 spells...)

My other Spells (expeditious construction and stone shield) are both fun and were chosen because they felt dwarven. So besides punching things and armoring things, he can make earthen walls/structures and stone shields. Yes there are better options. But I doubt that they fit a dwarf as well.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Wow! I made it! I want to thank Bolkvar for encouraging me to rework Thurvek instead of just giving up.

Samnell, if you wish to play up the prejudice Thurvek experiences when interacting with other dwarves, I'm all for it.

Also, it's nice to see multiple healers in the party. I hate when you craft an excellent character only to have it devolve into a healbot.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Well you know what they say about large parties with lots of healing? ;) The minions of hell grow stronger!


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Well, everyone, I'm certainly glad to make it in to this game. Samnell's a great GM, so I'm very excited. Looks like we've got a pretty well-rounded group here, although we may be a little heavy on the melee aspect of things.

By the way, monks, I have a wand of shield I can put on you if need be. I'll probably do my own mage armor, though :).

Given our arcane spell caster distribution (Summoner, Wizard, Sorcerer, 2 Magi), we should have plenty of arcane power to use.

Marcus, given your character is also from Waterdeep and the son of a merchant, how do you feel about the two of us having known each other in our childhood? It would provide a bit of a tie for bringing the group together.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Very happy to be here and looking forward to getting underway!

I'll get my Avatar updates ready to go later on tonight.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Sure thing Ranek. Perhaps our parents had some joint venture? Taking spices overland to Sembia perhaps?


Gay Male Inhuman
Ariyana Dawn wrote:
I think I've updated Ari's quick stats bar to your specifications, but please let me know if I can adjust anything to make it better for you.

They're good.

Ariyana Dawn wrote:
The minion rules are neat, in my opinion. They're certainly different, but they add a cool flavor to the campaign. It also makes sense if we're going to be going up against a bunch of undead-summoning necromancers.

Wait...there are necromancers in this game?! Always the last to know...

Ariyana Dawn wrote:
A housekeeping question: I'm using the unchained monk (zen archer) conversion document I linked before as my guide for the monk side of my character. One of the ways Ari can use a ki point is to give her an extra unarmed strike during a flurry of blows (if she was a normal unchained monk). I just wanted to be sure I could use a ki point to fire an extra arrow during flurry of blows instead (given my archetype). This may be obvious, but the way it's worded could rule against that (under the strictest of RAW rulings). Clarification on that is appreciated!

You can burn ki to shoot more arrows with a flurry.

Ariyana Dawn wrote:
P.S. Do you prefer us to call you Samnell, GM, GM Samnell, or something else?

I'm not picky; most players just use Samnell.


Gay Male Inhuman
Marcus of Torm wrote:

Hello there! This is Marcus' second outing and by some cosmic coincidence his background was a close fit for the campaign. I guess it was meant to be.

Who is the other Tormtar? Presumably they would know each other at least in passing.

Hakon is the other one. The temple probably has around fifty priests and other semi-permanent residents, around 60/40 in favor of Tyr, so it's likely you'd know each other at least in general terms.


Gay Male Inhuman
Thurvek Noclan wrote:
Wow! I made it! I want to thank Bolkvar for encouraging me to rework Thurvek instead of just giving up.

And thank you for giving me a second chance after that bungled chargen edit.

Thurvek Noclan wrote:
Samnell, if you wish to play up the prejudice Thurvek experiences when interacting with other dwarves, I'm all for it.

I do. :) A dwarf without a clan, or hiding his clan, is fundamentally untrustworthy. Who knows what he could be up to?


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Samnell wrote:
They're good.

Great.

Samnell wrote:
Wait...there are necromancers in this game?! Always the last to know...

There are indeed. Or at least, there should be. Otherwise a certain GM has a lot of explaining to do...

Samnell wrote:
You can burn ki to shoot more arrows with a flurry.

Sounds good. Enemies will be pin cushions if I have anything to say about it.

Samnell wrote:
I'm not picky; most players just use Samnell.

That works.


Gay Male Inhuman
Lightfooted Barra wrote:

Hello! I'm excited, are you excited?

Some mechanics stuff for the party: Barra has/will have several options for buffing the party. The big one right now is Tactical Strike, which lets someone within 10ft move 10ft out-of-turn. If you'd like me to use that ability, or others as they come up, please do poke me! I love setting up wombo-comboes.

So do I; I love seeing PCs working together effectively. Some logistics on this.

Stuff about Interrupts, Immmediate Actions, Extras you grant others, etc
All this stuff is cool, but can be hard to handle during battles in a PBP. You can't just wave your hand and tell me midway through resolution that you have this thing that lets you sub in your perform (horizontal hula) for a reflex save or lets you do a festive backflip that strips all your clothes off and gives everyone else a move action to run far, far away, it'll require a little more coordination given the medium.

It'll probably take some trial and error to think up a good system, but my current inclination is that if you have some ability running during a battle that lets you do a non-standard roll that would be a good thing to slip in with your stats up top to minimize the need to backtrack and retcon.

It's less of a big deal outside of combat, but once we get into regular situations where this depends on that which depends on the other thing bigger tangles and more confusion can ensue. Maybe it's not a big thing at all and we'll be cool -I make mistakes and do small retcons on rounds all the time- but given the Path of War stuff flying around there's probably more occasion for it to confuse here than in my previous games. I'll be on the lookout for ways to keep things as smooth as an elf's arse without denying you your cool powers.

Lightfooted Barra wrote:
Samnell wrote:
I will try to have full faith primers out for everyone by the end of the week...
Wanted to specify that, if Barra had grown up anywhere but Sundabar, he'd likely be worshiping Faerûn's Bacchus-equivalent (Lliira?). Given Sundabar's history, though, the god of the YMCA seemed the most appropriate.

Lliira (joy, happiness, dance, festivals, carefree celebration, contentment, release, hospitality, freedom/liberty) is all about spreading joy (through revelry, but also in general) and comforting the sad to turn their joy into happiness. Traditional worship involves a lot of dancing (sometimes unclad and alone, sometimes in groups with optional sex). It would be an odd fit for Sundabar, but not impossible. Such a grim place could use cheering up. :) I can give more info if she sounds promising.

If you'd like more bardy, Milil is poetry, song, and eloquence. There's a lot of potential partying down in that, albeit more in a live music kind of way. (Ditto on the more info. I have informations up the wazoo.)

Either way, some Realms faiths are quite restrained (usually the more lawful ones) but not necessarily prudish. There's no single dominant faith tradition that sets the tone for everyone and none of them are meant to map to major RL religions that do have firm and sometimes austere ideas about indulgence, sexual or otherwise. Things can be pretty earthy even in religions that don't have a really celebratory, funfunfun remit.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day
Marcus of Torm wrote:

Hello there! This is Marcus' second outing and by some cosmic coincidence his background was a close fit for the campaign. I guess it was meant to be.

Who is the other Tormtar? Presumably they would know each other at least in passing.

Heya Marcus! I'm the other Tormtar! We should totally know each other


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)
Thurvek Noclan wrote:

Wow! I made it! I want to thank Bolkvar for encouraging me to rework Thurvek instead of just giving up.

Samnell, if you wish to play up the prejudice Thurvek experiences when interacting with other dwarves, I'm all for it.

Also, it's nice to see multiple healers in the party. I hate when you craft an excellent character only to have it devolve into a healbot.

Well, I'm glad that you did and that you were chosen. Like I said before, I like your character concept.

As far as healing goes...

(1) Bolkvar can heal each party member (who is good) once per day for 1d4+1 HP. He also has a healing kit...
(2) Thurvek can convert his lvl 1 spells into cure light wounds, and gets 3x channels per day (heals 2d6 HP everyone)
(3) Marcus can cast cure light wounds up to 6 times per day
(4) Aldondrick has a djore of nature healing (is that like a wand of cure light wounds?)
(5) Hakon has Rejuvenate Eidolon, Lesser (Can heal his summon)

Kind of amazing. Out of 8 players, 5 have some sort of healing. Of the 5 with healing, 1 is 'self only' (Hakon), and 1 is...not that good (mine). But still, that should be enough to ensure that nobody has to be devolved into a healbot.

As far as mage armor goes...

(1) Bolkvar can cast
(2) Ranek can cast
(3) Hakon can cast

(1) Bolkvar needs it
(2) Ranek needs it
(3) Hakon needs it
(4) Aldondrick needs it
(5) Ariyana needs it

5/8 of our party are unarmored. Of those who do use armor...Marcus wears medium armor but can wear heavy. Thuvek wears medium armor. Barra wears light armor. We have a party which really will be traveling light. It'll also make diving out loot as per any armor we find much easier.

To be honest, my spells are not that exciting. I can, as an immediate action, give myself +4 AC for 1 round. I can make crude structures/walls. I can cast mage armor. Mage armor is certainly the most needed of the spells.

As my mage armor lasts for 3 hours, I figure that 3 castings of it should give me +4 AC for 9 hours. That's more than enough for an adventuring day. As Aldondrick is melee like myself, I could give him 3 castings of mage armor as well, so both of us will have optimal AC throughout the day.

That leaves Ranek and Hakon casting it on themselves.

Ariyana is ranged, so it less in need of the AC boost. If she is in danger (ie: facing enemies with ranged, or moving through terrain where we could be ambushed) then she can be tapped by either Ranek or Hakon.

This sound fair?


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Hakon has a maneuver that lets him heal others, plus some buffing and debuffing option(including a taunt). He can also buff others when he recharges his manevers. But, ya, spreading the mage armor love sounds good


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Bolkvar Stonebeam wrote:
Ariyana is ranged, so it less in need of the AC boost. If she is in danger (ie: facing enemies with ranged, or moving through terrain where we could be ambushed) then she can be tapped by either Ranek or Hakon.

I also can cast shield on myself or vanish if I need a temporary boost or an out for one encounter. My range is 110ft, so I don't plan to be anywhere near melee if I can help it. Once I hit level 5, I can enhance my weapon with the Distance quality, doubling my range... so, yeah.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Still, having Ariyana pick up mage armor herself might not be a bad thing. She and Ranek might be able to share spell books at some point.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Unfortunately, mage armor isn't on the magus spell list, so I can't use it. I'm definitely up for swapping spell books, though, once I know Ranek is on the up and up. We might could coordinate which spells we learn on level up so we don't double dip.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Alright! So with Harkon, we now have 6/8 party members who can heal.

And aye...Ariyana should, for the most part, be 'safe' from being attacked. If we are heading through narrow corridors, mountain passes, tunnels, etc, where we can be ambushed then she can have a tap of mage armor.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Bolkvar Stonebeam wrote:

Alright! So with Harkon, we now have 6/8 party members who can heal.

And aye...Ariyana should, for the most part, be 'safe' from being attacked. If we are heading through narrow corridors, mountain passes, tunnels, etc, where we can be ambushed then she can have a tap of mage armor.

That works. Shield can stack with Mage Armor, too, if that seems necessary, bumping Ari's AC to a total of 23.


Gay Male Inhuman
Bolkvar Stonebeam wrote:

Alright! So with Harkon, we now have 6/8 party members who can heal.

And aye...Ariyana should, for the most part, be 'safe' from being attacked. If we are heading through narrow corridors, mountain passes, tunnels, etc, where we can be ambushed then she can have a tap of mage armor.

*quietly takes notes*

Thread should be up in a couple of hours. Had a few outstanding things in other games to resolve.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Re Hakon and Marcus it would make sense if fellow Tormtar had been on patrol together semi-regularly.

BTW for combat Marcus has martial flexibility so if anyone gets teamwork feats Marcus can reciprocate at the drop of a hat. Other than that I'm expecting to play him as a regular switch hitting paladin with a bit more focus on the greatsword since that's Torm's favored weapon and of course spells (likely buffs and out of combat healing).


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon has Inertial Armor the Psion version of Mage Armor.

Yes, the dorje is essentially a weaker version of Cure Light Wounds but as an Elan I can utilize Power Points to absorb damage which would appear as either damage reduction or that I simply was not struck as hard as at first glance.

I cannot do it too much at this early stage as I need to reserve PP for powers but with bad hits I would do so.

Aldon also has Astral Construct (Psion summoning) so I will generally deploy my creations in combat initially and then use them to flank foes and (hopefully) split damage by creating these nice shiny targets ;-)


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

I also have some buffing skills due to one of the Archtypes I took so there is a bit of Bard in me ;-)

I might dip into Rogue as we do not seem to have a dedicated skill monkey and as I am a partial skill Monkey it might makes good sense to move in that direction for a level or two.

If I do that I'll probably level Monk 4/Rogue 1 and then Psion 4/Rogue 2 thereafter moving Psion/Monk the rest of the way.

Samnell runs a very consistent game and I don't see any reason why this build won't work long term as we should reach pretty high levels.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Character Connections

Proposed: The Dwarves
Bolkvar and Thurvek
* Bolkvar came from Clan Stonebeam in Sundabar. When his magical talents began to manifest, he was sent to a temple to be raised/trained by dwarven clergy.
* Thurvek was found as a child in the wilderness in the aftermath of a battle. Taken to Sundabar, the clans were unable to divine his lineage. He was sent to a temple to be raised/trained by dwarven clergy.
* Both dwarves have celestial bloodline and are of similar age.
* Would likely have come to the Temple around the same time and have 'graduated' at roughly the same time.
- I propose saying that both dwarves came from the same temple.
- The dwarves would have been raised by different priests. Bolkvar was raised by Dugamaren priests whle Thurvek by Clanggedin clergy.
- Thus the dwarves would have known each other, but probably not that well. Or at least known of each other.

Already Settled: Waterdeep
Marcus and Ranek
* Marcus and Ranek are both from Waterdeep
* Both are sons of merchants
* Families' had a joint venture.
* Have known each other from childhood

Proposed: Paladins
Marcus and Hakon
* Both Paladins of Torm at Sundabar
* Patrolled together semi-regularly

Potential: City Guards
Proposed: Ranek and Aldon
* Aldon worked as a city guard
* Might know of Marcus and Hakon
* Nahlzindrunriel didn't make it in, though he plays a pretty prominent part of your background. The character could make for a plot hook, or could be replaced with another PC.
* Could replace Nahlzindrunriel with Ranek. He came to the city looking to be a battlemage, and could have been assigned as a city guard. Like Aldon, he could have found this to not be satisfying, so the two go to the temple of Torm.
* Given that Ranek knows Marcus, going to his childhood friend in the temple makes sense.

That's about all that I have. Looking over reasons for being at the temple...

Temple Business
* Thurvek: Member of the Vigilant
* Bolkvar: Clan feels debt towards Torm. Could also be a member of the vigilant if backstories are linked. Sharing plot hooks makes for stronger hooks and easier note taking for GM.
* Marcus: Member of the Temple of Torm
* Hakon: Member of the Temple of Torm

Seeking Help
* Ariyana: “My name is Ariyana Dawn. I’ve come seeking aid for the Ilmatari in Brother Rolt Sandston’s name. Will you help us?”
* Barra: He'd agreed to this foolhardy expedition to repay his uncle's debt to the temple, and because it looked likely to pay more than busing tables.

Personal Goals
* Aldon: Seeking knowledge and a higher calling
* Ranek: Came to Sundabar, and the temple, because he is looking at making a name for himself


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)
Aldondrick Volharan wrote:

I also have some buffing skills due to one of the Archtypes I took so there is a bit of Bard in me ;-)

I might dip into Rogue as we do not seem to have a dedicated skill monkey and as I am a partial skill Monkey it might makes good sense to move in that direction for a level or two.

If I do that I'll probably level Monk 4/Rogue 1 and then Psion 4/Rogue 2 thereafter moving Psion/Monk the rest of the way.

Samnell runs a very consistent game and I don't see any reason why this build won't work long term as we should reach pretty high levels.

Given that this is gestalt I highly advise against dipping.

Plus Bolkvar fills the rogue / skill monkey need. So you shouldn't feel like you need to lose a gestalt level because of that.

Quoted are my skills. Bolkvar also gets sneak attack. The only rogue skill that he is missing is sleight of hand...but as he isn't a thief, so much as a disciple of the dwarven god of scholars and inventors, I didn't feel like that was needed.

Skill Monkey wrote:

Practical Skills

* Perception: 3 skill points (+10/+11 to find traps)
* Disable Device: 1 skill points (+11)
* Acrobatics: 1 skill point (+8)
* Stealth: 3 skill points (+10)
* Use Magic Device: 1 skill point (+4)

Face Skills
* Heal: 1 skill point (+10)
* Sense Motive: 1 skill point (+8)
* Diplomacy: 1 skill point (+7)
* Intimidate: 1 skill point (+4)
* Bluff: 0 skill points (+2)

Knowledge Skills
* Knowledge for weaknesses (+15/19 religion)
* Knowledge Religion: 3 skill points (+15)
* Knowledge Arcana: 1 skill point (+11)
* Knowledge Planes: 1 skill point (+11)
* Knowledge Nature: 1 skill point (+11)
* Knowledge Dungeoneering: 1 skill point (+11)
* Knowledge Local: 1 skill point (+11)

Background Skills
* Knowledge Engineering: 1 skill point (+11)
* Knowledge Geography: 1 skill point (+11)
* Knowledge History: 1 skill point (+11 / +13 on dwarves and their enemies)
* Knowledge Nobility: 1 skill point (+11)
* Linguistics: 2 skill points (+5)

At lvl4 he gets Lore. This adds +1/2 level to all knowledge skills. I plan on using my 7 skill points per level purely on rogue skills from here on out. Looking to maximize my practical skills.


Gay Male Inhuman

So this happened.

Feel free to keep plotting against me. :) I dig that you've spontaneously decided to do a session zero while I tended to other things and then got the post up.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Alright then I shall not dip!

Great idea with a Ranek tie, I'll adjust my background accordingly this way at least we will know one another.

EDIT: My post is up. Thanks for the overview Bolkvar, very helpful!


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

My pleasure. I'm excited to be part of this campaign. I figured that when going through everyone's background, I might as well share my thoughts/notes.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day
Marcus of Torm wrote:

Re Hakon and Marcus it would make sense if fellow Tormtar had been on patrol together semi-regularly.

BTW for combat Marcus has martial flexibility so if anyone gets teamwork feats Marcus can reciprocate at the drop of a hat. Other than that I'm expecting to play him as a regular switch hitting paladin with a bit more focus on the greatsword since that's Torm's favored weapon and of course spells (likely buffs and out of combat healing).

@Marcus: that sounds like a pretty good idea. Hakon would probably try and get Marcus to go to a tavern for a drink at a tavern after their patrols .

And, of course questing on temple business.

As for goals, Hakon wants to build a minimum security orphanarium


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus would enjoy a quiet drink now and then, but not to excess :)


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

I don't know that Rangel has been in the city long enough to know Aldon. His excuse for coming was to see about solidifying a trading partnership for the family business, then look for something dramatic that would give him prestige - such as the mission from the Temple. Unless Aldon's from Waterdeep too, not sure how we can get that figured out.

I like the idea of the joint trade venture between mine and Marcus's families. That makes for a good link. I'll hold off posting in Gameplay until Aldon and I work out backstory.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status
Ranek Clifton wrote:

I don't know that Rangel has been in the city long enough to know Aldon. His excuse for coming was to see about solidifying a trading partnership for the family business, then look for something dramatic that would give him prestige - such as the mission from the Temple. Unless Aldon's from Waterdeep too, not sure how we can get that figured out.

I like the idea of the joint trade venture between mine and Marcus's families. That makes for a good link. I'll hold off posting in Gameplay until Aldon and I work out backstory.

Also is from the south, perhaps Aldon took a side role as an advisor to local custom when you arrived looking to expand your family trading business? That is a relationship that could be only a few days old and still work.


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day
Marcus of Torm wrote:
Marcus would enjoy a quiet drink now and then, but not to excess :)

A quiet drink in the Realms?! Such things exist?!


Gay Male Inhuman
Hakon "Tormveir" Hakonson wrote:
Marcus of Torm wrote:
Marcus would enjoy a quiet drink now and then, but not to excess :)
A quiet drink in the Realms?! Such things exist?!

Right until someone words an emergency wish wrong and teleports the party and the monsters to the top of a table in the common room.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5
Aldondrick Volharan wrote:
Ranek Clifton wrote:

I don't know that Rangel has been in the city long enough to know Aldon. His excuse for coming was to see about solidifying a trading partnership for the family business, then look for something dramatic that would give him prestige - such as the mission from the Temple. Unless Aldon's from Waterdeep too, not sure how we can get that figured out.

I like the idea of the joint trade venture between mine and Marcus's families. That makes for a good link. I'll hold off posting in Gameplay until Aldon and I work out backstory.

Also is from the south, perhaps Aldon took a side role as an advisor to local custom when you arrived looking to expand your family trading business? That is a relationship that could be only a few days old and still work.

Hmmm...that could work. I'll go with that. Ranek's backstory just didn't lend itself to guard duty.

Marcus, how old would you have been when you left Waterdeep for Sundabar?


Gay Male Inhuman

Leading with Torm because we have two of them. :)

Torm Primer:
Torm Truesayer (The True, the True God, the Brave, the Loyal Fury)

Alignment of Priests: LG, NG, CG

Concerns: Duty, loyalty, obedience, paladins

Domains: Good, Healing, Law, Protection, Strength

Weapon: Bastard sword or greatsword

Symbol: A right-hand metal gauntlet held upright, palm open and toward the viewer, or a gray metal shield bearing the open-handed gauntlet device with three black arrows embedded in the sield.

Torm is the patron of paladins and those who face danger for a greater good. In life, he was the most faithful of warriors, obeying all commands of his king regardless of the personal danger. Now he is Tyr’s war arm and champion (as the Tyrrans tell) or Tyr is his wise counselor (as the Tormish believe). He brings brutal justice to those who are evil, deceitful, and destructive, keeps law, order and loyalty everywhere.

The Loyal Fury is stern, righteous, unyielding, and judges his faithful accordingly, but his heart burns first with goodness. In the face of the young, the weak, and faithful friends his kindness and gentleness likewise unyielding. Whatever their precise relation in the heavens, their faiths agree that Torm, Tyr, and Ilmater are close friends and allies. Calling themselves the Triad, they preach a united front against evil where each complements the others.

The faithful believe that Torm still walks the Realms. He sets himself against legendary foes, slaying him though they draw forth his divine blood in the grip of war. Someday, far in the future, Torm will stand at the last battle against evil. There his holy blood will flow to its last and the light of his soul perishing soul will at last banish all evil.

Torm is depicted as helmless man in ancient plate armor, stained to a dusky purple. Otherwise he is an aged warrior, gray-white of hair and unbending, or a fair, quiet, brilliant youth. In battle, he takes the face of a lion. He is always square of jaw, stern of ways, and gleaming with righteousness. Dragons often attend him.

The Faith
Torm’s faithful are the Tormish (laity and priests alike). Priests are called Tormtar and are heavily male and human, though the doctrines of the faith welcome women. A few elves and dwarves are among their number. All practice the True Faith (the faith of the True, not the One True Faith) and walk the Unbending Way of Torm.

The priesthood holds to a relatively strict hierarchy and places much stock in length and quality of service. Its titles are Unproven (novices), Andurans (confirmed priests), Faithblades, Wardens, Vigilants, Watchful Venturers, Loyans, Enforcers, Guardians, Knights, Vanguardiers, and Champions. The general term for a priest is Holy Champion. All these titles coexist with a duty-specific set such as Patrol Captain, Revered Messenger, Doorwarden, Seneschal, Templemaster, High Priest, and Priest Inquisitor. The highest-ranking Tormtar in Sundabar is a Knight and, by mutual agreement with the Tyrrans, neither she nor her counterpart use the title High Priest. Collectively, the priesthood is known as the True and Loyal and the Watchful Guardians, usually shortened to the True Guardians or the True.

The priesthood are the most exalted of Torm’s mortal servants. Beneath them in distinction, but not necessarily under their command, are Torm’s numerous knightly orders. These serve as the faith militant, both in large-scale military companies and adventuring bands collectively called the Sword of Torm.

The laity from the lowest tier, including many ordinary warriors, administrators, and others drawn to the faith. They are expected to make a yearly tithe to the church, if they are able, and uphold Torm’s teachings in their lives to the best of their ability and obedient to the teachings of the clergy, lest they bring Torm’s name into disrepute by low conduct.

Torm’s temples are fortresses, or as near to it as the faith can manage. The most admired are mountainside fastnesses of white granite that glow with a steady, pure light. Statues of lions and armored knights line the walls. Badges of knights who fell in the line of duty decorate the walls.

Dogma
Torm teaches loyalty and obedience, but these are not and must not be blind. Servants working for evil masters must answer to higher authorities in their loyalty. The Tormish believe in salvation through service, for as every failure diminishes Torm so too does every success add to his glory. They strive ever to maintain law and order and obey masters to their utmost power, alert in judgment and ready in anticipation. All must stand forever watchful against corruption and strike quick and hard against any rot in the hearts of mortals. They must bring quick and painful death to betrayers. They should challenge unjust laws by suggesting improvements and alternatives. They are bound by four chains of duty: faith, family, masters, and all good fellow beings.

Typical Activities
Tormish train, shelter, and support guardians, orders of paladins and loyal knights and courtiers across the Realms, and send agents forth to hunt corruption in those groups and every court and organization, especially those who call themselves righteous moral arbiters. They watch for rising troubles and seek youth who might be brought into the faith. Rarely, they gather into large military forces to directly battle evil, whether in the form of orc hordes, lawless plotters, or thieves’ guilds.

Adventuring Tormtar receive more leeway in the judgement of their deeds than regular clergy, but are expected to inform the faith often of their activities and all they have seen so the faith may best know where to spend its energies. During these reports, the clergy may call upon Torm directly to learn of the adventurer has acted properly.

The True are not expected to work for their own advancement in material means or to gain glory. Those who hoard wealth and do violence to keep it or keep it secret are cast from the faith. Succumbing in small ways might be righted by confession, surrendering the wealth, and penance. However, the amassing, hiding, and controlling of weapons and magic for use in war is simple prudence and no sin at all.

Of old, the faith taught that Helm and Torm were close allies. For centuries now, an increasingly hostile rivalry has grown between them and the once friendly faiths grown apart. Now most Tormtar keep a close eye on Helmites, fearing betrayal.

Holy Days and Ceremonies
The Tormish celebrate one regular festival, every four years at Shieldmeet.There they hold ceremonies in honor of loyalty, renewing their oaths and pledges. Tormtar prefer to marry, perform marriages, and conclude agreements on the day.

Throughout the year, Tormtar pray to the True God no less than four times: Noon, dusk, midnight, and dawn. These prayers come in a precise litany, spoken in a rolling chant beseeching the True God’s guidance. When the faithful need extra strength to follow their orders to carry out an unpleasant but necessary task, or support an ally or friend, extra prayers are added at the conclusion of the chant.

The Tormtar practice three special rituals: Torm’s Table, Investiture, and Holy Vigil. Of these, only Torm’s Table is a regular, recurring part of religious life. To celebrate the Table, which must be done once every two months, the Tormtar buys or prepares a grand meal, which they turn over to a stranger, usually a beggar or other person in need. While the other person feasts, the Tormtar fasts and waits upon them. Within three days of the feast, circumstances permitting, the priest should confess any sins and failings to another Tormtar and report on their doings to a superior.

Investiture is the ceremony which ordains a novice and makes them into a priest. Every Tormish priest or holy warrior within a day’s ride of the announced place must attend. The supplicant (only one is ordained at a time) prepares themselves by rolling in mud or dust, then donning the oldest and filthiest clothing they can find or beg. So garbed, they fast for a day. In the evening, after the other priests have feasted, the supplicant is brought into the temple and washed clean by the visitors. Formal introductions occur and the supplication is accepted into Torm’s service, provided they pass the Holy Vigil. All then join in a hymn and withdraw, leaving the supplicant locked in the sanctuary to perform the Vigil.

The Holy Vigil is repeated every time an individual advances in the faith. Before departing, the presiding priest raises a naked bastard sword or greatsword from the altar and casts it into the air. By the grace of Torm, the blade rises and moves to hang above the supplicant’s head with as much space between it and the supplicant as the supplicant’s own height. The more the supplicant gives in to fear or slumber, or dwells upon doubts about their faith, the lower the blade slips. Rarely is the supplicant harmed by a fallen blade, but those found in the morning with one that has fallen suffer great shame. If Torm wills, the Vigil might be repeated the next night. If not, or if failed then, the supplicant may be cast out of the faith or charged with a great penance or quest.

Major Centers of Worship
Torm’s greatest temple is in the far-off city of Tantras, but the Tormish do not particularly exalt it above others. More often than not, Torm’s faith is practiced within the walls of a Tyrran temple as prevails in Silverymoon and Sundabar. Most of Torm’s largest temples dedicated only to the True God are far to the southeast.

Affiliated Orders
Torm is served by numerous knightly orders, among them the Order of the Golden Lion and the Order of the Lion Triumphant. Most are small (ranging from adventuring parties up to a few hundred soldiers and support staff) and devoted to the protection of a particular area or city. The temple in Sundabar is without a formal order, a matter of muted controversy among the local Tormtar.

Vestments
Priests of Torm wear clean, bright, smooth-polished plate armor, or robes, a breastplate, and bracers, ornate helms, and gauntlets. The hue of their armor and robes denotes their rank: bare metal for the Unproven, then dark crimson, rose red, deep amber, sunrise orange, harvest yellow, pale green, dragon (bottle) green, sky blue, twilight blue (deep and metallic), amethyst, and finally dusky purple. The last is often awarded to the greatest heroes of the faith, posthumously. Tormtar are expected to keep their weapons and armor in the best possible condition, save when doing so would interfere with their duties.

Religion-Specific Spells
We don’t have any Tormtar priests in the party, but Paladins of Torm may cast Command, Hold Portal, Mount, and Shout as paladin spells. They also wield this unique spell:

Hand of Torm
Abjuration [Lawful, Good]
[b]Level
Cleric/Oracle 4, Paladin 4 (Torm only)
Components V, S, DF
Casting Time 1 minute
Range 10 ft.
Area 10-ft.-radius emanation centered on the caster
Duration 1 hour/level
Saving Throw Fort negates
Spell Resistance Yes

This spell creates an immobile zone of warding that is permeable to those of your religion but repels all others. The warded area has a shimmering visible border, above which is a ghostly image of a shining metal gauntlet.

Creatures that revere Torm, or are wearing his holy symbol, can enter and move within the warded area unhindered. All others that try to enter or move within the area must make Fortitude saves or be stunned for 1 round. If a creature’s only action is to try to move completely out of the area, the ward does not hinder it.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Samnell wrote:

Leading with Torm because we have two of them. :)

** spoiler omitted **...

Ari isn't one of the Tormtar, but I still found that cool. Sounds like Ari will eventually need to be buddies with at least two of the other PCs, the three of us being part of the Triad and such. The question is: which deity is best? I know Ari's answer. ; )


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

I guess Marcus would have been anything from late teens to perhaps 21 when he left Waterdeep. He's about 25 now.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Oooh unique Spells. Look forward to seeing rest of the gods.


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None
Samnell wrote:

Lliira (joy, happiness, dance, festivals, carefree celebration, contentment, release, hospitality, freedom/liberty) is all about spreading joy (through revelry, but also in general) and comforting the sad to turn their joy into happiness. Traditional worship involves a lot of dancing (sometimes unclad and alone, sometimes in groups with optional sex). It would be an odd fit for Sundabar, but not impossible. Such a grim place could use cheering up. :) I can give more info if she sounds promising.

If you'd like more bardy, Milil is poetry, song, and eloquence. There's a lot of potential partying down in that, albeit more in a live music kind of way. (Ditto on the more info. I have informations up the wazoo.)

Reading that and doing a bit more research, I think Lathander does work best given Barra's upbringing. He's not a hedonist, he just believes that life is what happens between orc invasions. If you spend all that time preparing for the next one, what's the point in living through it?

That said, the Scarlet Mummers gave me some ideas.

Bolkvar Stonebeam wrote:
...and because it looked likely to pay more than busing tables.

Just wanted to add that Barra may be in it for the money, but he's got good reasons for needing it. Regeneration spells, especially when they're not life-saving, are expensive. As are weddings.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Okay. In that case, I'll put Ranek at 26. Slightly older (since he did have wizardly training), but still young enough that they could have been friends.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Samnell - does it ever actually get hot in and around Sundabar? I'm considering getting a cold-weather outfit, but wanted to make sure it wasn't going to be rendered pointless within a few days.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Holy crap. I check before bed and get caught up, and then I check in the morning and 26 new posts. You guys were busy overnight.

1 to 50 of 298 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Samnell's Against the Necromancers Discussion All Messageboards

Want to post a reply? Sign in.