Talin-Garde's Demise

Game Master Jing the Bandit


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Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Grinning savagely as he feels his blade ripping through his surprised foe, Godfrey wastes no time on gloating as he presses his vicious assault on the still stunned guards. No sense in letting those above have any knowledge of what's to come. He barks a command word in Draconic and a blazing brand outlines his wickedly curved blade as he slashes viciously at the nearby guards.

Spell combat if possible, casting Brand and then 5 ft stepping up and attacking twice (once via Spellstrike and once normally). If that's not possible, just move and attack 2H.

attack with spell combat: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
damage: 1d6 + 5 ⇒ (2) + 5 = 7 First attack that hits causes 1 extra damage unless a DC 13 Fort save is passed

attack with spell combat: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
damage: 1d6 + 5 ⇒ (1) + 5 = 6

Edit: possible confirmation
attack with spell combat: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
damage: 1d6 + 5 ⇒ (5) + 5 = 10


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Godfrey goes after one, so Ella goes after the other. Stumbling at bit though as she dodges his spear. The space is too small and the floor moves back and forth too much for the large land bound woman to fight effectively it seems.

attack claw 1: 1d20 + 11 ⇒ (8) + 11 = 19
damage claw 1: 1d4 + 10 ⇒ (2) + 10 = 12
attack claw 2: 1d20 + 11 ⇒ (1) + 11 = 12 oh that isn't good
damage claw 2: 1d4 + 10 ⇒ (4) + 10 = 14


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

"And like that, this part is done." Ileosa said. Looking to the group she then asked "Now, their ship must be taken care of. Any ideas on just how to do that?" She questioned as she crossed her arms.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Coloua turn to the group and eyes the blood spatters covering Godfrey and Ella. "If you head upstairs looking like that, the other Mitran sailors will assume what happened and attack, or even worse leave to report to the their authorities and come back with friends."

She quickly coughs up her familiar, foregoing any theatrics in the interest of speed, and uses her circlet to reassume her disguise as Ileosa's servant. "If it is okay with you, I'll head up and see what I can do to get them to come down here to you, or at least onto our ship," She smiles sweetly "and also soften them up a bit for you."

She heads towards the hatch to the deck and pauses, waiting to see if there is any objection before she goes up. While she waits, she quickly mutters something to her arthropod friend.

Beast of Ill Omen hex: Imbue familiar with magic causing the next enemy within 60 feet to see it to be affected with the bane spell (DC 15)
Bane (for the first opponent to see the centipede): -1 penalty on attack and damage rolls for 1 minute. DC 15 Will save to negate


Two opening fients and two careful blows from our valiant villains and the combat comes to a rest. The soft groaning of an unconscious man on the ground is all that remains as the group begins to discuss how to move forwards.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella nods to the smallest member of their party. A nod saying that she does not mind her attempting to bring them here.

While the large woman waits, she'll step over to the groaning sailor. Casually reaching down, she'll grasp his throat in her claws, ripping and pulling, being sure to get his windpipe to silence his screams.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Having heard no objection to her proposal, Coloua heads above deck. Dhe sends her familiar to climb along the railing of the ship, and approaches the boarding ramp to hail the remaining Mitran soldiers.

"Help! When we went belowdeck we found that there was a nest of poisonous centipedes under one of the crates! Your Captain and two of his men have been bitten and need help. Bring as many as you can, we'll need help containing or killing the creatures as well." She looks down the railing towards her familiar and calls out "Look, there's one now! They're coming abovedeck! I'll kill this one, your Captain needs you downstairs."

She draws a dagger and heads behind the safety of the railing where she can't be seen, hoping that one of them saw her pet. It quickly climbs down the inner side of the railing in order to be out of danger and returns to her.

If a Soldier sees the familiar, the beast of ill omen hex should occur. See last post for details

Bluff Soldiers: 1d20 + 1 ⇒ (12) + 1 = 13
Stealth to hide once behind railing: 1d20 + 17 ⇒ (10) + 17 = 27

Assuming that they come aboard, She does the following. If they do not, then ignore everything that follows this comment

As the Soldiers pass by her hiding place on their way downstairs, she cuts herself with her dagger while concentrating on the last three aboard.

Bloodbath: You cut yourself with the dagger, dealing yourself 1d6 points of bleed damage. So long as you keep taking this bleed damage, your targets each bleed for 1d6 points of damage at the beginning of their turns. The bleed damage on any target ends if that target receives magical healing, or if your bleed damage ends for any reason. Fort DC 17 negates the damage.
Bleed Damage on Coloua: 1d6 ⇒ 3
Not sure if you want to roll the bleed damage on their turns or if I should, so here it is. If you want to roll it then ignore these:
Bleed Damage on Soldier 1 on his turn: 1d6 ⇒ 5
Bleed Damage on Soldier 2 on his turn: 1d6 ⇒ 5
Bleed Damage on Soldier 3 on his turn: 1d6 ⇒ 4


DM secrety stuffs:

Will Save: 1d20 + 0 ⇒ (10) + 0 = 10
Fort Save: 1d20 + 2 ⇒ (2) + 2 = 4
Fort Save: 1d20 + 2 ⇒ (5) + 2 = 7
Fort Save: 1d20 + 2 ⇒ (4) + 2 = 6

The men become wary at the young woman's words. However they are surprised when she suddenly disappears behind a crate. They look to each other, grab their spears and head over "The Captain wouldn't be taken down by some simple bugs...something is fishy and it ain't your smell Michael." one of the sailors says.

The men start to fan out as they search for the small gnome but they seem to not be able to find someone so small. However, five men look around in alarm when suddenly three other men start bleeding aggressively from their eyes and ears. They scream "SHE'S A WITCH, A SEA DEVIL. BACK TO THE SHIP! SAVE YOURSELVES!" they scream as they run back. The three men bleeding try to make it back but make it to the planks before they lose so much blood they keel over and splash into the water.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

At the sailors screams, Ella charges out. A huge woman in a blackened blood splattered breast plate with gore dripping off her claws, running straight at them.


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Ileosa sighed as she heard the yelling from above. "And like that this all falls apart." She stated before she came up drawing her repeating cross bow and taking aim. "Ella I would ensure they don't get to the plank if I were you."

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d10 ⇒ 3
-_-... man, f today. I can't hit s#~!....


Random GM Things:

Confusion: 1d100 ⇒ 88
Confusion: 1d100 ⇒ 1
Confusion: 1d100 ⇒ 38
Confusion: 1d100 ⇒ 100
Confusion: 1d100 ⇒ 73
Spear!: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Spear!: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Spear!: 1d8 + 2 ⇒ (5) + 2 = 7
Damage if hit!: 1d8 + 2 ⇒ (5) + 2 = 7
Damage if hit!: 1d8 + 2 ⇒ (8) + 2 = 10
Sailor: 1d4 ⇒ 3
Strength check: 1d20 + 2 ⇒ (7) + 2 = 9

The bolt lands extremely close to one of the soldiers causing him to squeal like a stuck pig and run screaming in another direction. Two of the men turn and hurl their spears in retaliation at the only person with a ranged weapon. Perhaps showing a moment of brilliance or perhaps their comrades were just incompetent, the spears fly through the air and bury themselves into Ileosa's right shoulder and left foot.

Perhaps to prove the point that these men were not the greatest at their jobs, one of the men in the back attempts to throw his own spear at Ileosa only to bury it into his comrade's back.

However, one of the men overhears Ileosa's words about the plank and rushes to side of his ship and begins to fumble desperately with cutting the ropes holding the plank in place free.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Worried that if they separate the plank they might get away, Coloua stands up and fired off a crossbow bolt at the soldier cutting the ropes.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 5

Confirm Crit: 1d20 + 5 ⇒ (11) + 5 = 16
Crit Damage: 1d6 ⇒ 1

Not stopping my bleeding yet, so I take 3 more damage, and if any of the ones in the water are alive they also take 3 again this round


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella spares Ileosa a glance that screams "I AM TRYING" before it narrows in fury at those men hurting her companion. She roars and charges (jumps if she needs to).

Basically she is doing all she can to get on that boat with no worries of attacks of opportunities


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

acrobatics: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11 Hmmm... probably going to get hit. Might be lower. Since she is jumping the acp is only -1 due to agile breastplate instead the normal -3, but if this is not considered a jump, the result will be 9.


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Bursting from below, Godfrey finishes his incantation nonchalantly as a shield of force flickers into existence around him. He tuts as he nonchalantly strides up to the man attempting to detach the plank from the ship. "None of that now. We were just starting to chat. It wouldn't be polite." Grasping his gore-slicked blade in both hands, he doesn't give the sailor any time to answer as he viciously slashes him.

Narrating last and current rounds. Move and attack.

2h black blade attack: 1d20 + 8 ⇒ (18) + 8 = 26
2h black blade damage: 1d6 + 7 ⇒ (4) + 7 = 11

Edit: confirm

2h black blade attack: 1d20 + 8 ⇒ (8) + 8 = 16
2h black blade damage: 1d6 + 7 ⇒ (6) + 7 = 13


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d10 ⇒ 1

Ileosa lined up a shot on one of the men. "I think I'm going to ask for different power after this. It is becoming annoying how many times we have to resort to this." Ileosa comments.


Ella rushes forwards and flips over the sailor attempting to cut the ship free of theirs. In reflex, he swings his sword upwards to strike at her. He manages to catch some of the leather buckling but otherwise she comes away clean of blemishes.

His eyes widen in panic and he tries to slam his sword down on the ropes. But when he manages to bring his hand down, his sword goes careening off into the waters. Shock, as if confused why his hand failed him, he looks to his hand to see Coloua's bolt buried deep into his wrist.

With incantations done, Godfrey had rushed forwards and slips in while the man's eyes are focused on his hand. His eyes glaze over as the last thing he sees is the black blade sliding in under the arrow before hand and head alike topple over the edge, leaving the decapitated body slumped down upon the plank.

The other men look at each other and look as if they are readying to put the last harrah in and attempt to save their own lives. That was until Ileosa's arrow pins one of the last men's hand to the opposite railing. Nine hands raise up as the sailors attempt to surrender!


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

"Well now, seems a few of them have come to their senses." Ileosa stated with a grin as she put her weapon away. "Now lets see, what can you sailors tell me?" She asked. "I would make it good."


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Coloua stays on their ship, puts her crossbow away, and decides that there's no need to continue the bleed on the dead sailors.

Cast Infernal Healing: Gain fast healing 1 for 1 minute (regain 1 HP/round for 10 rounds) ... lost 3 from bleed before spell stopped it, then gained 1 from cast this round for total of 15 at the moment


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Intimidate to get them talking: 1d20 + 6 ⇒ (8) + 6 = 14

A pool of blood begins to form as Godfrey rests the tip of his blade on the scarred deck of the longship. "I suspect they'll know very little, given the nonsense they were shouting. The finest of the Talingardian intelligentsia, they are not. That'll make it all the more important for them to share everything they know." Godfrey's wicked grin as he surveys the surrendering sailors makes his implied threat clear to even the dimmest.

When you've asked your questions I suggest we see them safely stowed. It wouldn't do to have escaping prisoners."

Bluff to pass secret message: 1d20 + 6 ⇒ (18) + 6 = 24 Safely stowed in a grave, would be the implication.


With the men lined up and overwhelmed, it didn't take much intimidating to get them talking, what with the demon, the sea witch, a white witch with a crossbow, and a wicked man with a blade as black as sin.

The one with his only a single hand raised immediately speaks up, but his babbling and 'information' becomes apparent all to quickly that he knew little more than gossip and tavern talk. Ella's temper quickly gets the better of her and those wicked claws dive into his stomach and clasp around his spine. Blood begins to drip out of his mouth and he quickly goes silent. The others go stark white and Ileosa steps up in an attempt to calm the men and to get them talking about things more...beneficial to their group.

They all begin to nod at once and then look at each other. They begin to try and tell you information about the guards and the trade of their home port. Alas, this information you can quickly tell is useless to you know. It takes a few more minutes of talking before finally Godfrey holds up a hand in annoyance. He motions to Ella and the two of them walk the three back to their ship's hold where once out of site, they are quickly beheaded. The bodies are carried immediately back to the other ship along with a couple of axes. It's at this point that Captain Odenkirk makes his men join you by dragging up all the other bodies left behind. The men show up with bodies over their shoulders and axes on their belts.

The men are weighted down and holes a axed into the walling of the ship. Once uptop, Godfrey quickly assures that the trapdoor to the hold is secured with a bar and Ella bends it to make sure that it wouldn't come free easy to drift more bodies upon the water. While this goes on, Ileosa and Coloua make a quick run over of the ship finding little beyond the gear and a bit of pay for the men.


The threat to their mission sank quickly enough and by the time they were back on their way, it was already half sunk with no anticipation of being seen. They took the night to go ahead and push forwards to catch back up on their schedule. By the next evening though, the crew were irritable and exhausted. Thankfully, their meals had been supplemented by the honorable Captain Sambryle's generous donation to their cause.

Finally, the second morning after the encounter it seemed everything back to normal. While normal wasn't exactly pleasant, the 'cruise' continued along it's way seemingly without any other issue. Hell, the better food seemed to brighten the spirits even of the hardy sailors around them.

However, it seemed as if the group was cursed perhaps as that evening a few hours after they weighed anchor that the weather began to turn sour. The weather seemed to stir up the sea around them and soon a pod of dolphins began to swarm around the ship.

The sailor on watch however, noticed something unusual amidst the sea creatures. He managed to sound the alarm as a wave suddenly hit him in the chest and slammed him into the other side of the deck's railing.

Initiative:

Ella Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Godfrey Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Ileosa Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Coloua Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Nerianus Initiative: 1d20 + 0 ⇒ (1) + 0 = 1
Dolphins Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Small Water Elementals Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Triton Warriors Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Dolphins Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Small Water Elementals Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Triton Warriors Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Small Water Elementals Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Triton Warriors Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Small Water Elementals Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Triton Warriors Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Small Water Elementals Initiative: 1d20 + 0 ⇒ (16) + 0 = 16

The Villains are quick to the deck and sputtering in the corner practically drowned the sailor yells out "SEA BEASTS OFF THE PORT SIDE, THEY'VE GOT THE WATER ITSELF AS THEIR ALLIES!!!" he bellows.


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

"The sea beasts?" Ileosa asked. "What is the meaning of this?! Why would common sea creature have any reason to care about this ship?" She wondered.

Stepping up she threw acid into the water to burn one of the creatures.

Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d3 ⇒ 3

-_-....


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

The concussive thuds of the wave and sailor's impact against the boat startled Godfrey from his sleep. Dragging his sword free of its sheath, he rushes to the deck. "Sea beasts? What do you mean, sea beasts? Be specific." Ignore the futility of his question to an uneducated sailor, Godfrey prepares to defend the ship with a quick chanted incantation. He drops into a fighting crouch as a familiar arc of force springs into being around him.

Move up on deck and cast shield on himself.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella had been reading. A tome on the essential process of separation of alchemical ingredients. She had already read it twice, but what else was one to do on this leaky tub.

"Sea beasts?" she raised an eyebrow, as the others questioned as well. Shrugging she headed up to the deck and saw...

knowledge something: 1d20 ⇒ 16 arcana +10, nature +11

and then drinks her latest batch of fermented strength.

mutagen, +4 strength, -2 int, +2 AC


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Coloua hears the commotion and puts down her journal, where she had been painstakingly recording her experiences since leaving her clan. She pulls out a small piece of cured leather and rubs it along her arms while whispering softly to herself, and then follows the others to see what was going on.

Casting Mage Armor: +4 to AC for 3 hours

As she nears the source of the commotion she tries to identify what the threat is.

Knowledge(a thing): 1d20 ⇒ 19
arcana +9, nature +8, planes +9


GM things:

Bull Rush: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Bull Rush: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Bull Rush: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
Bull Rush: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16
Bull Rush: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Targets: 5d4 ⇒ (1, 1, 3, 2, 3) = 10
Ella 1, Godfrey 2, Ileosa 3, Coloua 4. If two or more target the same one one aids the other.
Reflex Save for Ella DC 15: 1d20 + 4 ⇒ (15) + 4 = 19

The party gets to the deck as buffs are applied and a lob of acid is thrown at the first enemy seen. The swirling water seems difficult to hit in the night but the sight of their 'victims' send them swirling into a vortex of action. Two of them immediately slam their bodies into Ella and push her up against the railing. Her quick reflexes allow her to grab the edge and hold on.

Two more spy Ileosa, one of them veering off course as the ship lurches while one slams into her and can't seem to get enough propulsion to bowl her into rails. The last slams into Godfrey hard but he managed to brace himself against his single opponent to prevent being pushed.

GM stuffs:

Heavy Crossbows: 1d20 + 4 ⇒ (9) + 4 = 13
Heavy Crossbows: 1d20 + 4 ⇒ (5) + 4 = 9
Heavy Crossbows: 1d20 + 4 ⇒ (12) + 4 = 16
Heavy Crossbows: 1d20 + 4 ⇒ (19) + 4 = 23
Damage if hit: 1d10 + 1 ⇒ (1) + 1 = 2
Damage if hit: 1d10 + 1 ⇒ (10) + 1 = 11
Damage if hit: 1d10 + 1 ⇒ (2) + 1 = 3
Damage if hit: 1d10 + 1 ⇒ (10) + 1 = 11
Possible Crit: 1d20 + 4 ⇒ (7) + 4 = 11
Extra Crit Damage: 1d10 + 1 ⇒ (1) + 1 = 2

Four crossbow bolts come sailing from the waters where four warriors riding dolphins of all things sit. The bolts bury into the side of the boat but a single bolt manages to find it's target burying deep into Ella's thigh.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

The large woman snarls at the very large arrow in her thigh, and then at the whirling clouds of something all around her.

move action to settle herself, and then hack at one of them with a claw. NOT raging at the moment.

attack: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage: 1d4 + 8 + 1 ⇒ (4) + 8 + 1 = 13

"There are riders over here, with crossbows. Be careful!"


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

"Thank you for the information." Ileosa said with a grin as she raised her own crossbow and taking a shot at a rider.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 ⇒ 3

It is good to not have to worry about hitting people.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

"These water things are probably controlled by the riders. Be careful, they will be both more accurate and more dangerous with their attacks if they can get us into the water."

Coloua moves close enough to the railing to see the riders and shoots a crossbow bolt at one of them The same one Ileosa attacked if possible

Attack + Inspire Courage: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage + Inspire Courage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Godfrey grits his teeth as he barely manages to keep his feet against the vortex of water slamming into him. "Not into the water while I'm wearing armor and trying to swing a sword, understood." Face set in a grimace, he swiftly sets his blade to glowing and sparking with arcane energy. As the smell of ozone begins to overwhelm the scent of the water in the air, he barks in Draconic, "Tseykhn vi meyn hart!" as he slices viciously at the elemental attacking him.

Concentration to cast defensively DC 15: 1d20 + 10 ⇒ (19) + 10 = 29

Spell combat attack w/ inspire/arcane pool: 1d20 + 8 - 2 + 1 + 1 ⇒ (4) + 8 - 2 + 1 + 1 = 12
Spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9

Spell combat attack w/ inspire/arcane pool: 1d20 + 8 - 2 + 1 + 1 ⇒ (6) + 8 - 2 + 1 + 1 = 14Spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12


Ella manages to slip up back onto the deck despite being bolted to the side of the boat just a short minute ago. Her strike, fueled by anger and pain, hits true and the claws scatter enough of the elemental's water that it's form attempts to hold for a brief moment longer before it shudders and the water scatters to the deck.

Godfrey steps in to Ella's side and strikes deftly twice, but each blow finds air instead of water as the elemental's form twists and moves in ways that are hard to predict.

Both Ileosa and Coloua ignore those on deck and move to the edge before quickly lining up their shots and firing upon one of the crossbowmen in the water. Both bolts land solidly upon the warrior.

GM time:

Water Elemental Push!: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Water Elemental Push!: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
Water Elemental Push!: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Water Elemental Push!: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Who they attack: 2d4 ⇒ (2, 3) = 5
Reflex Save for Ella: 1d20 + 4 ⇒ (11) + 4 = 15
CLW: 1d8 + 4 ⇒ (4) + 4 = 8

The Elementals seem to stick to their targets, only one of them veering off and joining with another to strike upon Godfrey's back. Two slam ineffectually into Godfrey while a third does the same upon Ileosa's back. However, once again poor Ella's footing is not secure enough as the one from before slams into her again. Her claws reach out and barely grasp hold of the side once more, leaving her dangling dangerously over the sea below.

One of the warriors who were holding back behind the others surges forwards, it's clear to see this is the group's commander. He makes his way to his injured comrade and the two wounds stuck upon him magically heal over.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Seeing what looks like the leader, and even worse that he is healing the other riders, Coloua immediately pulls out her little bone fetish and starts to manipulate it while glaring at him and snarling "Get that one. If he falls the rest may follow"

Evil Eye Hex: -2 to Saves for 7 rounds. Will DC 15 to reduce it to one round. (playing with the fetish is just flavor...for now)


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella growls, her attempts to not embracing her rage lost completely, and she tears into the THING that keep trying to push her over. She doesn't care about the leader or the riders or anything other than destroying the elemental. and to keep her from falling into the water, move action to keep helself stable?

attack: 1d20 + 9 + 1 + 2 ⇒ (8) + 9 + 1 + 2 = 20
damage: 1d4 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

Godfrey curses viciously as the rocking of the boat throws his carefully synchronized swings into wild chaos. Dismissing his held spell with a dismissive flick of his hand, he starts his attack flow again with teeth set in a grimace.

Concentration DC15: 1d20 + 10 ⇒ (5) + 10 = 15

spell combat attack w/ inspire/arcane pool: 1d20 + 8 - 2 + 1 + 1 ⇒ (11) + 8 - 2 + 1 + 1 = 19
spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8

spell combat attack w/ inspire/arcane pool: 1d20 + 8 - 2 + 1 + 1 ⇒ (5) + 8 - 2 + 1 + 1 = 13
spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12

Free action to dismiss the Brand spell from last round, full action to cast a fresh one and attack twice with spell combat.


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Ileosa turned her attention to the one Coloua pointed out. "Yes, that looks like a leader to me." She grinned. Aiming at the new target, Ileosa let's out a calming breath before taking the shot.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d10 ⇒ 4


Gm Stuffs:

Will save BBG: 1d20 + 7 ⇒ (16) + 7 = 23
Elemental Push: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
Elemental Push: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
Elemental Push: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5

Heavy Crossbows!: 1d20 + 4 ⇒ (7) + 4 = 11
Heavy Crossbows!: 1d20 + 4 ⇒ (13) + 4 = 17
Heavy Crossbows!: 1d20 + 4 ⇒ (19) + 4 = 23
Heavy Crossbows!: 1d20 + 4 ⇒ (2) + 4 = 6

Heavy Crossbow Confirm?: 1d20 + 4 ⇒ (9) + 4 = 13

Crossbows attack: 4d2 ⇒ (2, 1, 2, 2) = 7
1 Ileosa 2 Coloua

Damage if hit: 1d10 + 1 ⇒ (8) + 1 = 9
Damage if hit: 1d10 + 1 ⇒ (9) + 1 = 10
Damage if hit: 1d10 + 1 ⇒ (10) + 1 = 11
Damage if hit: 1d10 + 1 ⇒ (10) + 1 = 11


Ella climbs back over the side of the rails once more and this time her claws manage to dissipate an Elemental completely with her swipe. Godfrey adjusts his posture and footing and slings a good portion of the fluids of another Elemental but it's form holds.

Coloua gives leader a delightfully dirty look while tweaking her little fetish doll. Meanwhile, Ileosa getting the hint to who leads this group, lines up a bolt and fires upon him. The bolt hits solidly against coral armor and glances off.

The warriors surrounding him turn their newly refitted Heavy Crossbows upon the two enemies they can see and let bolts fly. Two bolts hit the sidewalls with a single bolt a piece bury into the stomach of both Ileosa and Coloua.

The leader scowls as he stares down the group. He begins whirling his Trident about but nothing happens for the moment.


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Pain leeched into Ileosa's body and she did her best to not let it show upon her face. "Oh you'll pay for that." She hissed.

Swift action: Judgement of Justice

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d10 ⇒ 7

Though her pain makes the shot go wide.


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

"I can't tell what water is from the elementals and what is just from over the side. Damnable creatures can't bleed properly." Godfrey continues his assault, hands flickering through the necessary arcane forms. "Tseykhn vi meyn hart!"

Concentration DC15: 1d20 + 10 ⇒ (16) + 10 = 26

spell combat attack w/ inspire/arcane pool[/dice: 1d20 + 8 - 2 + 1 + 1 ⇒ (11) + 8 - 2 + 1 + 1 = 19
spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10

spell combat attack w/ inspire/arcane pool[/dice: 1d20 + 8 - 2 + 1 + 1 ⇒ (3) + 8 - 2 + 1 + 1 = 11
spell combat damage w/ inspire/arcane pool: 1d6 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9

More of the same attack sequence. 5 ft step after killing the wounded one.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

attack: 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
damage: 1d4 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
attack: 1d20 + 9 + 1 + 2 ⇒ (20) + 9 + 1 + 2 = 32
damage: 1d4 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13
crit confirmation: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
damage: 1d4 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15

Ella stays where she is, weaving her claws in time with Godfrey's attacks. Even enraged, after months of training, the two warriors set up the enemy perfectly and End them forever (unless elementals never truly die and just return to their plains of existence, the mostly ingnored while raging analytical part of Ella's brain wonders)


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Coloua continues to play with her little bone fetish figure while watching the leader carefully, and then ducks behind the railing to get our of line of sight to the crossbows.

Boneshaker: Target takes 4d6 ⇒ (1, 6, 1, 4) = 12 damage as his skeleton jerks around inside his body. DC17 Fort save to take half damage. For the 5' movement portion just trying to knock him off his dolphin.


GM Stuffs:

Fort Save: 1d20 + 3 ⇒ (2) + 3 = 5
Concentration check: 1d20 + 8 ⇒ (9) + 8 = 17
Elemental Push: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

The two villains whirl into action, Godfrey's black blade finding it's mark once again upon the little outsider. It's outline shimmering a bit before it collapsed. The blade gleamed slightly in the night. Ella's claw made short work of the remaining one upon them, the force of it spraying the elemental across the boat as if a wave had crashed against the railing.

Coloua's spell goes off and the Leader of the warriors suddenly jerks a bit before splashing into the water. The warriors around him exchange looks as they make eready their crossbows once more while Ileosa's bolt splashes into the waters nearby.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d10 ⇒ 2

Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29

I just... can't type anything out for this. She misses. The end.


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Ella will charge the remaining elemental attack Ileosa and Coloua. (if she can reach it)

attacking charge: 1d20 + 1 + 2 + 2 ⇒ (20) + 1 + 2 + 2 = 25
damage: 1d4 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14

attacking charge confirmation: 1d20 + 1 + 2 + 2 ⇒ (8) + 1 + 2 + 2 = 13
damage: 1d4 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Smiling as the leader falls off his dolphin, Coloua backs away from the railing, continuing to use it and any boxes to hide, or at least stay out of line of sight of the crossbows. While hiding herself, she pulls out a small vial and drips some of it onto her wound.

Stealth: 1d20 + 17 ⇒ (11) + 17 = 28
Casting Infernal Healing on self. Gain fast heal 1 for 1 minute (gain 1 HP every round for 10 rounds)


Male Human Magus 4 (AC 16/12 Tch/14 FF, HP 13/44, Fort +6, Ref +3, Will +5, Init +4, Per +8/10)
Skills:
Appraise + 5, Bluff +9, Climb +6, C(Weapons) +8, Dip +8, Fly +5, Intimidate +7, K(Arcana) +11, K(Dun) +9, K(Geo) +6, K(Hist) +6, K(Nobles) +5, K(Religion) +10, Linguistics +5, Per +10, S. Motive +9, Spellcraft +11, Swim +10

As the rest of the elementals assault the crew on deck fall under Ella's vicious onslaught, Godfrey finds himself foeless. Not willing to take the fight into the water, he sheaths his glittering blade and draws his sling as he seeks cover from the troublingly accurate crossbow fire. "My magics are not so useful at this kind of range. Can we draw them closer?"


DM Secrety stuffs:

Heavy Crossbow: 1d20 + 4 ⇒ (17) + 4 = 21
Heavy Crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
Heavy Crossbow: 1d20 + 4 ⇒ (6) + 4 = 10
Heavy Crossbow: 1d20 + 4 ⇒ (8) + 4 = 12

Damage if hit: 1d10 + 1 ⇒ (2) + 1 = 3
Damage if hit: 1d10 + 1 ⇒ (8) + 1 = 9
Damage if hit: 1d10 + 1 ⇒ (3) + 1 = 4
Damage if hit: 1d10 + 1 ⇒ (9) + 1 = 10

Who to hit: 4d2 ⇒ (2, 1, 2, 2) = 7
1 is Ileosa, 2 is Ella

Crit confirm?: 1d20 + 4 ⇒ (13) + 4 = 17
Damage if crit: 1d10 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 4 ⇒ (5) + 4 = 9
CLW: 1d8 + 3 ⇒ (2) + 3 = 5

Ella quickly removes the final elemental from the deck while Ileosa fires again at the leader as he surfaces. It sadly falls short. With Coloua retreating from view to lick her wounds and Godfrey preparing to draw them in, the warriors look at each other before figuring out their Targets.

Four more bolts are sent flying through the air. Two find the deck by Ella's feet while one manages to nick her ankle. However one sails true and strikes Ileosa just below the joint of her shoulder.

The leader climbs back up upon his steed and a wave of healing light washes over him, healing a good portion of the damage from Coloua's nasty spell. Meanwhile, Triss waves at Ileosa to come close out of the line of fire, her own hand shining with magical healing energies.


NE Female Wayang Witch (Gravewalker/Putrefactor) 4 | Domain: Death HP 36/36 | AC 14 (T14/FF11) | Init +3 | Perc +6 (+8) | Speed 20' | CMD 14 (FF 11) | F+3 R+4 W+4 (+ mods) | Active Conditions: None

Coloua sneaks her way over to where the others are and speaks to them softly "If we stay out of sight, they'll have to come in close or leave."

She then ensures that she is out of sight of the crossbowmen and coughs up her centipede, stroking it gently and whispering to it, then keeping it close to her.
Beast of Ill Omen: Imbue familiar with magic causing the next enemy within 60 feet to see it to be affected with the bane spell (Will DC 15)


Annis-born changeling hag-riven bloodrager 2/ internal alchemist vivisectionist alchemist 2 | HP 50/50 | Rage 9/9 | Evil Eye 6/6 | Mutagen 1/1 AC 20 Touch 12 Flat-Footed 18 | CMB +7 CMD 19 | Fort +10(+2 vs poisons) Ref +6 Will +1 | Init: +2| Perception: +6, Darkvision 60ft | Status: Normal | Spell Effects:

Blazing multicolored eyes stare down at the little witch, claws clenching and unclenching, but the large woman settles and sags a bit. She nods and gets behind something to hide.

rage ending, -2 str/-2 dex, for 4 rounds
stealth: 1d20 + 8 ⇒ (20) + 8 = 28

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Okay, crunch tomorrow, but story today. My muse sometimes waits until the last minute.

#MeToo #TalingardeMustDie #NeverForget:

Talingarde, land of the free. A land where everybody is equal under Mitra. That is why they spent their life savings to get on a boat and ride to their new home. To find that equal does not mean the same thing if you aren't human.

The honorable soldiers of Talingarde visited a tavern where a young gnome woman served. One of the few jobs she could get. Her daughter scurried around cleaning up. People didn't notice her often and she heard all of the talk of how the soldiers would violate her mother. How their enormous manhoods would break her. how far their catapults could launch her. How it was strictly one at a time or their lances would meet in the middle.

It was not a surprise to young Jorda when her mother was found dead, bleeding from her nethers. It seems that they did break her. Her body was covered with the scent of frankincense and cinnamon, a familiar scent from the captain of the guards. A young baker with a little orcish blood was hanged for the crime.

She couldn't fight. A tiny gnome girl against professional soldiers? Hah. But she couldn't leave it alone. The church of Mitra advised one to forgive one's enemies, even as they blessed crusades of soldiers. She would need a new church.

Asmodeus seeks those who are clever and resourceful. He leaves seeds of knowledge for those who need it. She sought out power and found a lord she could believe in. It was clear that worshipping Asmodeus meant devoting your soul to him. He would use you as he needed and sacrifice you. But if you served his interests well, he would give you power. Talingarde worshipped Mitra, so Asmodeus had an interest in fighting Talingarde.

Jorda read the texts and gained power. At first, wild dogs with red eyes attacked the soldiers. Guardsmen began dying, found in pools of blood and assaulted in the most shameful way. The began to patrol in groups, and that prevented attacks for a while. Things calmed down and they relaxed. Captain Aldric stood down the heightened alert and things went back to normal.

But in one alley, a fiend lurked. She had learned to cloak herself in fiendish form. The captain was skilled, and had armor and weapons. So she waited. The next girl he assaulted was half-elven. and it was only after he unbuckled his armor that the devil struck. The captain fought, but the sharp claws drew out his lifeblood. The girl ran. She was braver than Jorda expected as she brought forces from the church to take down the beast that had saved her. They wouldn't listen as she told who the real beast was. The lass would not speak ill of the dead.

Talingarde protected their own, and Captain Aldric was given a funeral with full honors for dying facing a fiend. Jorda got a brand and chains that kept her from summoning.


There's been a lot of great stories and characters-might spruce mine up when I get gone even, as mine's more summary than story. Also, Jing: the non-combat feat. Could I take Spell Focus? Or is that too much of a combat spell?


@Behzar: Spell Focus is a combat feat IMO. Almost all spells that would be augmented by this, are combat related. (Even Compulsion spells have large applications in combat.) So the answer is no to using Spell Focus as a non combat feat.

The Exchange

I decided to make an Alias because I am very excited
Just gonna roll height/age
5ft 9 +inches: 2d10 ⇒ (9, 9) = 18=7ft 3
20+ 2d6 ⇒ (3, 4) = 7 year

Oh my he is a freaking giant. I didn’t know that nagaji had such a wide range of heights 5ft 11 to 7ft 5


I'd figured as much, which is why I went with skill focus. Just wanted to be sure. Thanks!

Shadow Lodge

Skill focus is a nice choice for a bonus feat.

You could take Eldritch Heritage with a later feat, some of them are great. Like scorpion bloodline has a very nice 1st bloodline power

Liberty's Edge

Long as it's not one of those lame "deals 1d4+1 damage per level" abilities, right? God those suck...and there are so MANY of them too, it's so bland.

I need to get some backstory going; writer's block's hit me like a truck with my character.


So my current train of thought is to try and create some form of Grappler Monk, secondary goal is to create a Ki Monk.

The basic idea is that he is big, large and powerful, he was a part of some martial arts sect or something, a prized pupil. One day he gets in a confrontation with a rival sect and gets challenged to a duel by one of their students. This duel quickly becomes a duel to the death and I grab hold of my opponent tightly and just never let go, strangling him. (My crime is Dueling to the Death). Ever since, I have developed an appreciation for that single moment after you have crushed them hard enough between your hands to see their life just... pass...

But mechanically, I am having a bit of a rougher idea trying to decide exactly how I am going to go about building him, and what he will be able to do :/

That said, I think I have narrowed it down to 2 different options.
First off, hes a Human Monk (Not Unchained) intent on grappling, unarmed strikes and however much Ki powers I can grant him :/

Option A
A Monk with the Tetori Archetype and with Monk Vows. The free archetype will be the Ki Mystic archetype.

Option B
A regular Monk with Monk Vows and the Qinggong archetype, and the Ki Mystic as the free archetype.

The thing is that the Teori is definitely THEE Grappling Archetype, but most of its defining features are quite high leveled, and for the first few levels I can duplicate most of what I want from the class by using feats (except 4th level Graceful Grappler ability). On the other hand, Ki Mystic will help me get more out of my Ki pool, and a bit sooner, but it replaces Still Mind (which Monk Vows need...). Finally the Qinggong Archetype lets me choose some interesting things to do with my Ki, but the Tetori Archetype replaces all chances to use it :/
So I will keep thinking about this :S
(Maybe I should look at the Master of Many Styles archetype too? There should be good grappling options in there.)

I also saw the Hamatulatsu Master Archetype that has Stunning Fist as a very central part of it, which with Stunning Pin could be an interesting combination. BUT, it has very unusable fluff, namely its exclusive to a crazy order of Female cultists :/
Any chance I could just use this Archetypes crunch and make up my own fluff for the rather cruel fighting style?

Oh I also saw the Elemental Monk archetype. Lol wtf is that? XD That archetype seems utterly bonkers kinds of broken... Nope. Not touching that one... >_>

Quick note: As for the double Archetype thing, Monks get Bonus Feats. LOTS of them. If my "free" archetype replaces my normal Bonus feats with a specific set (like Tetori), then do I still get my regular set of Bonus Feats? This seems like it could be easily abused, but I will try not to :(

Hmmmm... More thinking to do :S


@Gobo Horde: I appreciate the idea, but as a player I have seen how Grappling builds are completely broken. The only thing that remotely stops a grappler is large monsters.

This particular AP given that you yourselves are the MONSTERS, means that this particular build will become impossibly broken and will turn many big bad encounters into... You grapple, they become stuck and unable to do anything, the entire team murders all other opposition and then turn to the helpless big bad.

It's a fantastic build, indeed and can be fun but not completely broken in most campaigns but I truly believe it will not be something I will be able to GM against as a lower level GM in this particular campaign.


Firstly, thanks for being honest :)
I am very knowledgeable when it comes to the rules and can craft powerful things quite easily, and sometimes I get a bit too carried away :/
This is probably one of those times ^_^
However, I have come to learn throughout my years of playing this game that often a weaker character is more enjoyable to play with then just a ball of stats with a backstory whitewashed over top.

Let me restart this process and rethink about what it is I want to create and I will come back with a fresher, less highly tuned character :)
It might possibly still be a Monk, and it my still have a bit of grapple ability, but if it does, it will have smaller numbers and be a distant secondary strength, mostly to be used on mooks :p
But I do want to re-look again at some other options with a fresher outlook :)
Sounds good?

Shadow Lodge

@daynen I specifically mentions Scorpion because it does scale pretty well all the way to 11th level
@gobo hoard: honestly if I were to go monk, I'd love to do the martial artist, manuver master or master of many styles for my free archetype and then go for scaled fist as a regular archetype
but that's just me


Having a bloodline via eldritch heritage sounds like fun, though them I'd need to track bloodline powers, Exploits, and my school abilities lol. That's a lot.

Also, updated profile with a more in depth story that I think cane oUT alright.


I think I'm going to withdraw from this. I've got a little much on my plate now.

The Exchange

Good luck in your other indeavers!


Lord Foul II wrote:

@gobo hoard: honestly if I were to go monk, I'd love to do the martial artist, manuver master or master of many styles for my free archetype and then go for scaled fist as a regular archetype

but that's just me

Ya, the current idea that I am feeling out is to create a Human Monk with just the Monk Vows as the base, and taking Master of Many Styles as my free archetype.

Then I will aim to "collect" many different fighting styles over time, and swapping between them each round in a kind of dance. He will only have the first level Style feats but he will have a few of them. This way I will have built in a fairly wide move pool with different options available to me instead of a bunch of bonuses stacking on top of each other. A large limiting factor to this will be my Swift actions, as just about EVERYTHING I would do will take a Swift :)
Entering a Style (including on the first round) is a Swift action, changing or adding another Style is also a Swift, Ki powers are (usually) Swift actions as well, such as +1 attack or +4 Dodge, and also some feats (if I decide to take them) such as Stunning Pin or Panther Style also take Swift actions, so they are exclusive to each other. However, this does mean I will have a rather graceful fighter utilizing a mirad of different blows.

I do have some really decent stats, coupled with a generally powerful class (Monk MoMS) so I figure I probably don't really need to boost my direct power too much :/ Focus on killing mooks creatively instead! XD
That and I also plan on taking some Monk Vows which can also be a form of limiter as well, but mostly I just really like the flavor of them :) I will soon be sending a pm to you Jing regarding them, as I do need to discuss them with you.

As for the Scaled Fist archetype, it is a pretty great one but not really what I am looking for :( That one bases everything off of Charisma but I am envisioning a more imposing specimen with a towering and unflinching will who is very self-disciplined and driven. He is single-minded and irresistible in his pursuit of his martial arts even going so far as to eschew many worldly pleasures as he sees them as enticing distractions that would dilute him off the "pure" path.
I also want him to have a pretty significant Ki focus and the Martial Artist completely removes that flavour. That being said, I am having a difficult time making anything Ki related work in a reasonable amount of time :(

However, I am finding that he is still very combat focused and I don't yet do much outside of that. So I want to change that more still and figure out something to make him more interesting and engaging outside of combat :)

Liberty's Edge

My character has developed into a charming young sorceress with a baleful legend hanging over her head and a seriously hot temper. She'll do her best to stay subtle and use her trickery and influence to get what she's after, but when things go south, she won't hesitate to burn bridges...along with whoever's standing on them.


Just wanted to touch back in and state that my Half-Orc Inquisitor of Asmodeus, Gareth Felbranche, is complete (lengthy story with some potential connections along with crunch). Happy to receive any feedback, and wishing everyone luck in this recruitment!

Shadow Lodge

@Gobo Horde:

wow this turned into a wall of text, sorry about that:
I totally get that, that’s why when I decided I wanted to make a venomblade fighter my first question was “what can he do out of combat” because combat is easy for a fighter.
I like the idea of a jack of all trades, and over 27 years of life he’s picked up a few skills, so Drack here can act as a party face (though I probably won’t put many ranks in diplomacy over the course of my career, starting off with one rank makes sense backstory wise) and he can act as our trap finder (though it will be a while until he can disarm magical traps) and can use craft (alchemy) to make poisons and bombs for the party and later he’ll also be able to craft armor (advanced armor training is great)
Monk is... less than good at out of combat utility, you might want to try Warpriest (sacred fist) then you can cast spells out of combat, even things like animate dead eventually
But it you really want to stick with monk and like ki, you might want to try serpent fire monk and/or the chakra initiate feat chain, that stuff is intense

@Dayen: Nice! Tricky characters are fun, and so are pyromaniacs :P


I have been too busy working on a potential campaign, enjoying the new God of War game, and dealing with work to properly work on a character. As such, I reluctantly withdraw my interest. Best of luck to everyone!


LordFoul wrote:
wow this turned into a wall of text, sorry about that:

That's a wall of text? My usual posts must rival that small wall of China then :p

Ya that Serpent Fire archetype looks really sweet and would probably be quite interesting to play, however, its core mechanic (Chakra) comes from the Occult ruleset which Jing restricted :(
So probably can't use that...

However, I started looking at the UMonk and I realized that they get a Ki pool at 3rd level! (Regular Monk gets it at 4th) The ability to get it a level earlier is significantly good considering the slow nature of PbP.
On top of that they can get some extra Ki abilities by 4th level, so I am going to look into that in the next little bit.


Hey guys, just a warning, it's roughly 12 hours till the deadline for your characters.

I'm looking more at backstory than at stats but I'd still want an idea of what you're attempting.

If all you can get in is a backstory that would work better for you than a weak backstory but completed Crunch. I look forwards to looking at all the entries tomorrow and hopefully sometime Tuesday I will be able to announce the party and give out the Discord for us to do some quick tidy up and start this epic journey!

The Exchange

I am so very excited
Crunch and fluff is in this alias


Maria Rivers

crunch:

 
Tiefling Antipaladin(dread vanguard, tyrant) 1;
Lawful Evil Medium
Init: 0Senses: -1
DEFENSE
AC: Touch: Flat-Footed:
HP: 12
Fort: 4Ref: 0Will: 1
OFFENSE
Speed: 30
Melee: 5
Ranged: 1
STATISTICS
Str 18Dex10 Con14 Int 10Wis 8Cha 16
Base Atk: 1CMB5 CMD 15
Skills: Bluff +7; Diplomacy +7; Disguise +7; Sense Motive +3; Sleight of Hand +1;
SPECIAL ABILITIES
Feats: Fiendish Facade; Power Attack;
Specials: ; Aura of Evil; Beacon of Evil; Code of Conduct; Detect Good; Smite Good;
Traits: killer,trustworthy, dueling to the death
Equipment:
DESCRIPTION

fluff:

Maria was born into a family of traders living in Daveryn. While she was born with a tail, she was an otherwise flawless and healthy baby girl. With the addition of strict lessons to never under any circumstances let anyone see her tail, her early childhood was pretty normal.

But that changed when the dreams started, dreams that showed her taking actions, she knew were wrong according to the sermons of Mithra, but just little things that would benefit her a little thievery here, a little creatively worded truth to keep a bit of change as pocket money. At first she resisted like a good little girl, but in a moment of weakness she stole a piece of candy. Afterwards she was nervous about someone finding out, about Mithra punishing her like the priest told her he would. But nothing happened, thus she got bolder, went a little further each time. And the few times she was caught in her wrongdoings, she avoided punishment with natural charm and clever worded truth.

As she grew older the dreams showed her much more beyond petty crimes for personal gain, they showed her victories of will and steel under a red star against counless enemys, they showed victory in honorary single combat, victory through treachery but never herself breaking the letter of the world she had given.

With Maria growing her crimes grew as well, up to murder, even if she didn't intend to kill the girl she pushed down the stairs for having to much interest in a boy Maria liked. What lead to her trip to Branderscar was a simple mistakes, words spoken in anoyance and without thinking. There was a certain young noble, of no great importance, but a noble never the less, that took a liking to the tiefling girl, for she was quite charming and easy on the eye, and didn't accept no for an answer. While she might have considered it if he intended marriage, he was looking at best for a mistress and was well known for that. This she questioned his intentions and his honour and asked him to defend it with the blade if he so dared. Unfortunately he accepted to not lose face in front of his hangers-ons.
They met at dawn in an empty warehouse, stated their terms and faced each other with steel in hand. No one including Maria herself expect her to win, a girl who never wielded a sword against a boy who had received extensive training. But everything came different, when he lazily swung his sword at the tiefling, Maria with a surety of movement she only experienced in her dreams instead of raising her blade for a haphazard block spun to the side, like she dreamt doing so many times, her sword darting out towards the fops neck, decapitating him with a single swings, surprise forever frozen on his face. After panicking she managed to get everyone to agree to keep the whole thing quite, mostly by reminding everyone of the consequences their involvement would have for them and their families.

But someone broke when the body was found and the investigation started.

If possible I would like the selfish healing and greed of the Insinuator, if not I take variant multiclassing oracle.


Boom! Character done!


I am sorry, I just have not had the time to properly change the background. I am withdrawing.


Actually going to withdraw and focus on a different campaign. Best of luck to everyone. One day Ill end up in a great Way of the Wicked campaign but I dont think its in the cards for me right now.

The Exchange

And now we wait


Indeed, the wait. I will say, some of these characters have been really cool and well done, best of luck to everybody. And whoever does make it... give em hell!


Alright Guys, Gals, and everything not mentioned. I have read pretty much everything at this point. I'm gonna think about things for 24 hours and should post my decision at 11:59PM CST tomorrow at the latest.

It was interesting being on this side of the table looking over backstories in a way where I didn't compete against them but had to pick them and see how they might work together.

Party balance will be slightly considered but above all backstory and inspiration will be the deciding factors. I hope all of you don't do what I do every time there is a wait....and refresh this page every five minutes >.<


You know the drill Jing! Refreshing already, hehe. Take your time :)

Shadow Lodge

Im trying to limit myself to once per hour.
...It’s mostly unsuccessful


This is the point when not having enough time to finish the character isn't so bad. I'm not stuck waiting to hear and I don't get really mad when somebody posts and it's not the GM.


I should know better not to check until the stated time.

Refresh, refresh. :)


:p I asked for backgrounds more than Crunch to be finished by midnight. I still consider you in the Running Philo. It may take me up to a week to work with all the players, make sure the crunch is good, and possibly slightly adjust backgrounds.


Jorda Crunch:

Jorda
Female gnome summoner (synthesist, master summoner) 1
LE Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 11 (1d8+3)
Fort +3, Ref +1, Will +5; +1 trait vs. divine spells
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—dancing lights, flare (DC 14), prestidigitation, produce flame
Summoner Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—summon monster I
Summoner (Synthesist) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—mage armor, lesser rejuvenate eidolon[APG]
. . 0 (at will)—acid splash, detect magic, mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 16, Int 16, Wis 16, Cha 19
Base Atk +0.75; CMB -1; CMD 10
Feats Arcane Strike, Extra Evolution[UM], Gruesome Butcher (Talingarde)
Traits diabolical dabbler, heresy, liar’s tongue
Skills Acrobatics +1 (-3 to jump), Bluff +9 (+13 to conceal your animosity toward Talingarde), Diplomacy +4 (+8 to conceal your animosity toward Talingarde), Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +9, Sense Motive +3 (+7 to determine if a creature is affiliated with Talingarde), Stealth +9, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Infernal, Sylvan
SQ fused eidolon, fused link, stalker
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Fused Eidolon (12/12 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gruesome Butcher (Talingarde) +4 Sense Motive to determine, and +4 Bluff/Diplomacy to hide animosity toward Talingarde.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stalker (1/day) Observe target 10 min, gain +1 to wep att/dam and various skills vs. them for 1 day.
Summoning Mastery I (9/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.

fluff repost:

Talingarde, land of the free. A land where everybody is equal under Mitra. That is why they spent their life savings to get on a boat and ride to their new home. To find that equal does not mean the same thing if you aren't human.
The honorable soldiers of Talingarde visited a tavern where a young gnome woman served. One of the few jobs she could get. Her daughter scurried around cleaning up. People didn't notice her often and she heard all of the talk of how the soldiers would violate her mother. How their enormous manhoods would break her. how far their catapults could launch her. How it was strictly one at a time or their lances would meet in the middle.

It was not a surprise to young Jorda when her mother was found dead, bleeding from her nethers. It seems that they did break her. Her body was covered with the scent of frankincense and cinnamon, a familiar scent from the captain of the guards. A young baker with a little orcish blood was hanged for the crime.

She couldn't fight. A tiny gnome girl against professional soldiers? Hah. But she couldn't leave it alone. The church of Mitra advised one to forgive one's enemies, even as they blessed crusades of soldiers. She would need a new church.

Asmodeus seeks those who are clever and resourceful. He leaves seeds of knowledge for those who need it. She sought out power and found a lord she could believe in. It was clear that worshipping Asmodeus meant devoting your soul to him. He would use you as he needed and sacrifice you. But if you served his interests well, he would give you power. Talingarde worshipped Mitra, so Asmodeus had an interest in fighting Talingarde.

Jorda read the texts and gained power. At first, wild dogs with red eyes attacked the soldiers. Guardsmen began dying, found in pools of blood and assaulted in the most shameful way. The began to patrol in groups, and that prevented attacks for a while. Things calmed down and they relaxed. Captain Aldric stood down the heightened alert and things went back to normal.

But in one alley, a fiend lurked. She had learned to cloak herself in fiendish form. The captain was skilled, and had armor and weapons. So she waited. The next girl he assaulted was half-elven. and it was only after he unbuckled his armor that the devil struck. The captain fought, but the sharp claws drew out his lifeblood. The girl ran. She was braver than Jorda expected as she brought forces from the church to take down the beast that had saved her. They wouldn't listen as she told who the real beast was. The lass would not speak ill of the dead.

Talingarde protected their own, and Captain Aldric was given a funeral with full honors for dying facing a fiend. Jorda got a brand and chains that kept her from summoning.

freebies:

master summoner, extra evolution, gruesome butcher
skills=linguistics 1, kn: nobles 1


What's this? I'm a little ahead of my deadline for announcing?

>.> I had a bit more down time as I spent the day grilling instead of doing chores! The whether was too nice, so I had a lot of time for contemplation.

I have decided that the lucky few prisoners who were not executed the night before are....

Lord Foul II's Drack the Nagaji Fighter, charged with Desertion and sentenced to Death by Hanging.

Timeskeeper's Ileosa the Human Inquisitor of Asmodeus, charged with High Treason and sentenced to Death by Drawn and Quartering

John G's Ella the Changeling Bloodrager, charged with Attempted murder and sentenced to Death by Beheading

Frightmare's Vriskella the Tiefling Bard, charged with Consorting with Dark Powers and sentenced to Death by Burning

Lobster's Carys the Tiefling Cleric of Asmodeus, charged with Blasphemy and sentenced to Death by Burning

KatGrey's Senara the Human Summoner, charged with Consorting with Dark Powers and sentenced to Death by Burning.

I took a very small amount into consideration party balance, racial diversity, and crunch but these six had backstories that I felt gave good hooks to try and add in a tiny bit of my own content to the game as well as being just amazing reads.

I didn't feel there was a single entry that I didn't enjoy reading and looking over, and I wish I could take all of you but I needed to narrow it down somehow and it fell in the end to some minor details that I looked at and felt would benefit the story and the group by including.

Please those of you selected, click the link and join my discord server for the game and once we go over a few things, hopefully we'll get started at the latest by next week >.<.

Discord Link

The Exchange

Hot dog! Thank you for selecting me! And as a bonus you got a few of my favorites too!


Best of luck to all to all selected. May the Prince of Lies grant your evil endeavors foul yet successful fortune!

@Jing, should any spots open up, I hope you will consider me!


Avenge our deaths for Asmodeus!


4d6 ⇒ (2, 2, 4, 2) = 10
4d6 ⇒ (4, 3, 5, 6) = 18
4d6 ⇒ (6, 5, 6, 5) = 22
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (1, 4, 2, 3) = 10
4d6 ⇒ (6, 4, 2, 3) = 15
4d6 ⇒ (5, 1, 6, 5) = 17


Here is my tentative submission. Scarred Scaled Fist UnMonk of Asmodeus. Found guilty of Heresy when he was discovered practicing unholy rituals in his monastery. Character sheet is on Myth-weavers. I'll attempt to port it over to a more Paizo compatible form in the next few days.


Is this recruiting again?


Edward Sobel wrote:
Is this recruiting again?

Yup, the information about it can be found right here!


Yes we are recruiting again, and please post all further things in the latest recruitment post I made that Skelatox was kind enough to link!

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