Please specify where you are on the map (as in, which square). You should be near the bottom of the stairs, either on the orange or the first flight of stairs. See my post above explaining what each color square means.
Also, since there are way too many NPCs following y'all, I will ask you to make in-combat choices for some of them (in particular, Mundarion and De, whose stats are still on their alias profiles.)
You could start Jan in F17 (or 16 if he is allowed). I cannot edit the document myself.
Do the stairs require 10' of movement to ascend a square? Or only 5'?
Looks like I am first, so:
Jan murmurs a few words and passes his hand over his eyes. When finished his eyes seem to sparkle with light.
Casting divine favor.
The Jan moves up the stairs along the wall, quarterstaff poised to strike.
I'll move up as far as I can get with a 30' move, but I will stay next to the wall.
"Try to maneuver yourself so we can surround one of them. I am at my best when I can attack from surprise." In other words, I have sneak attack. :)
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
Okay y'all, here's how this combat is going to work: In addition to your own characters, you will control Hathnor, De'arv'ki, and Mundarion. What that means is that on those characters' turns, any one of you can post their action. Whoever posts first gets the final say: once one of you posts what you want an NPC to do on their turn, that's what I will have that NPC do. The point is to keep allied NPCs player-controlled, while still moving things along as quickly as possible. (I totally stole this system from Aubrey.)
I will continue to control Hozela and Sorjla. The reason is essentially convenience: Hathnor, Hozela, and Sorjla all have character sheets with non-standard abbreviations and a lot of clutter that I didn't take care to make legible to people other than me. In the case of Hathnor, it's not really a problem, because he is simple enough mechanically that I can just post his main combat stats on the campaign info tab (which I have), without having to present the details of how they were calculated. For the spellcasting NPCs, I'd basically need to rewrite almost everything. I don't expect them to be fighting along-side the PCs for all that much longer, anyhow.
As for De and Mundarion, their stats are already visible on the alias profiles (since they are NPCs now, they are not gestalt, so they don't need to be reworked.) Also, since two of you (Tenro and OSW) have played with them for two years, you probably have at least as much of a sense of how De and Mundarion operate as I do. Hence, it makes sense for y'all to control Mundarion and De'arv'ki the same way as Hathnor.
After Jan dashes forwards, Hozela calls out
"Be fleet-footed, all!"
With an incantation, she instills greater speed in everyone except Jan and herself.
Haste:
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Krezen still needs to be placed on the map. If he is unavailable due to family issues, someone else can decide where he starts. Then, it is De'arv'ki's turn, which means any one of you can take it for De as explained a few posts up.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
DE MOVE
Dearkvi moves diagonally towards the left wall and begins climbing up it diagonally. she has 120ft of movement due to haste, 20ft is used to get to the wall and 100/4=25 ft of movement along the wall to get to at least 20ft off the ground
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
Just checked 'Darion's sheet - it isn't Gestalt'd, but I assume he would act as per usual and fire an arrow with his dark wood bow. Not sure if PBS applies, or how Arcane Strike feat interacts...
Fine, I'll decide:
Since he lacks a clear line of sight to any of the gargoyles, Mundarion moves himself forwards whilst transmuting his bow. Mundarion casts Gravity Bow on himself.
The third gargoyle, the one starting near the top, slowly floats its way out from the top staircase, straddling the area above the pit and above the first landing step. The massive beast seems as if it should be barely capable of holding itself afloat, yet it does not waver. It then turns its skull towards the ground, where Jan is standing, as if in preparation to dive.
The map has been updated. It is now Krezen's turn, for which someone else can decide on an action due to Krezen's family issues.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
As a bard, seems like his best course of action is to start rockin' out that competence jam. I don't see him on the map, but worst case he uses a move action to get to where he can hit most everyone with the song.
Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner because we didn't have line-of-sight to the others, and there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow area.
BTW, Jan is in the wrong place. He should have his back to the wall, so he would be in column F. He also only has 30' of move, so if it takes 2 squares to ascend 1 square of stairs (which is the rule I usually come across) then he would be in row 12. If you can full-move up stairs then he could be at F10.
Gemheart wrote:
As a bard, seems like his best course of action is to start rockin' out that competence jam. I don't see him on the map, but worst case he uses a move action to get to where he can hit most everyone with the song.
Yes, he can get everyone with a performance if he goes to G14 or H14.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
Jan Carpenter wrote:
Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner, but there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow square.
Yes, he can get everyone with a performance if he goes to G14 or H14.
Actually realized that Inspire courage has no maximum range; you just have to be able to perceive the performance. So why don't we move him up next to Mundarion.
Krezen climbs the stairs and begins to Inspire Courage in the party.
Quote:
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Sorjla, meanwhile, flies above the PCs and over the pit, whilst calling out
"By the power of the Dragon Gods, those who oppose the allies of my mistress shall suffer!."
As she is flying, she casts on herself and turns invisible.
The second gargoyle barrels down the stairs at its top speed, which is still not very fast.
Aahhhh! Now I get it. I thought each "G" on the map was a gargoyle, and we could only see the three in the NE corner, but there were actually nine of them. But now I see they are huge creatures and one of them takes up the whole yellow square.
i had this same thought
I suppose I could have made it clearer, then.
The map has been updated. It is now Gemheart's turn.
Each stairway goes up about 15 feet, except for the first one which is only five feet high. So G2 is about 5 feet above Gemheart, G1 is about 35 feet higher than Gemheart. G3 is about 40 feet higher than Gemheart. The stairs are not difficult terrain or anything like that, so with a single move action you can easily get within light of sight/effect of G2, and you are already in light of sight of G3.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
Gemheart flexes the 'muscles' of his artificial body, flinging a shotgun-blast of jagged crystals at the gargoyle suspended mostly over the pit. They grow from the point of impact into a larger crystalline structure.
if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.
furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).
On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.
Hathnor smashes his hammer into the gargoyle, sending chips of bone flying and damaging it but leaving the gargoyle largely unfazed and moving at full capacity.
Yessai's turn.
Hey folks. School holidays have ended, so I have more time. I'm very sorry for my continued delay - real life is keeping me down at the moment. I think Yessai should miss this turn - I'm still not/complete/ungestalted...
As Yessai stands still, the first gargoyle barrels down the stairs.
If the sneak attack hits then I will apply the disoriented debilitation: (which will last for 1 round)
Quote:
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
Jan smashes his quarterstaff into the gargoyle, sending chunks of what look like spinal bones everywhere. The gargoyle is seriously damaged, though still standing.
Hozela climbs the bottom stairway and fires an arrow of acid at the flying golem:
ranged touch attack:1d20 + 6 ⇒ (8) + 6 = 14
Despite the creature's size, the dragonborn's spell barely hits, but it is enough to start burning away at the gargoyle's bones.
first round acid damage:2d4 ⇒ (2, 4) = 6
The map has been updated. It is now De'arv'ki's turn, which anyone can take.
Just realized I forgot the +2 bonus from Inspire Courage. If a retcon is allowed then I should have done an extra 2 points of damage, If not then I'll have to remember next time.
I don't know much about De and would rather someone else decide what De will do.
But when Hathnor's turn comes up, if he could shuffle 5' to L12 and attack from there then I might be able to flank next round by going north.
"Hathnor... see if you can get on that side of him," Jan nods, pointing to the south.
De'arv'ki's arrow is ineffective against the sturdy construct. Mundarion does manage to damage the gargoyle, barely.
The gargoyle flies southeast, on top of the landing step. Instead of plummeting, its empty eye-sockets begin to glow a deep blue, and an icy chill spreads through the air below it.
spellcraft, DC 19:
The gargoyle is duplicating Wall of Ice in the area below it,
An igloo-like dome of ice starts to materialize, covering Jan, Hathnor, Mundarion, and Krezen, and seperating them from the others and from the gargoyle. The dome's walls are about a foot thick.
Those four characters get a reflex save, DC 17, to disrupt a portion of the wall as it is forming. Otherwise, you are trapped in a dome of ice until you can break it.
Mundarion's reflex:1d20 + 7 ⇒ (2) + 7 = 9
Hathnor's reflex:1d20 + 2 ⇒ (18) + 2 = 20
Now it is Krezen's turn. And you are not doing anything blatantly wrong as far as I can tell:)
Krezen is barely able to avoid the cold blast, which leaves him with options on his next actions.
Guys, I apologize, but since I've been out of it, can someone confirm if knowledges have been rolled about our opponents? Need to know more before acting.
EDIT: Nevermind, I just went back and read about it. Rolling Arcana since it seems it was the one with the worse result?
Arcana:1d20 + 4 ⇒ (9) + 4 = 13
Pfffft....
"Ok then lads, we need blunt weapons or adamantine against the bone thngs! I remember fighting ones that looked kinda like these in a crypt back in the day!" - the sergeant roars, drawing his mace - "Let's show them how payback feels!"
I'm having a slight hard time picturing the battlefield... Can I jump on to a ledge to get nearer to the caster and attack him/her? If so:
I'm having a slight hard time picturing the battlefield... Can I jump on to a ledge to get nearer to the caster and attack him/her? If so:
G3 isn't on a ledge, the gargoyle is flying, and there isn't really a ledge for you to grab. They are only about 20 feet above the landing step you are on. With a normal 5-foot reach, you'd need to jump 10 feet to hit them with a melee attack (assuming that having your arms closer to the top of your body lets you reach 10 feet above your feet instead of the usual 5 feet you can reach to the side)...which would be a DC 40 acrobatics check.
You could move out of the ice (since you passed the reflex save) and attack G2, which is not flying. Would you prefer that?
Krezen maneuvers himself out of the ice, and slams his weapon ineffectually against the grounded bone golem.
At that moment, Sorjla becomes visible again and places her hand on the flying gargoyle:
touch attack:1d20 + 8 ⇒ (18) + 8 = 26
"Thy joints shalt be stiff, and thou shalt struggle to move for as long as thou dost obey the wills of fiends!"
With an incantation, she imparts a shroud of magic on the gargoyle.
Spellcraft, DC 18:
Sorjla is casting Bestow Curse on the gargoyle.
G3's Will save:1d20 + 5 ⇒ (1) + 5 = 6 Sorjla's CL check vs SR:1d20 + 5 ⇒ (1) + 5 = 6
but the skeleton creature just absorbs her magic seemingly unaffected.
Meanwhile, the bone gargoyle that is on the ground swings its boney claws at Hathnor and Krezen:
claw at Hathnor:1d20 + 14 ⇒ (18) + 14 = 32 1d6 + 5 ⇒ (5) + 5 = 10 claw at Krezen:1d20 + 14 ⇒ (3) + 14 = 17
...whilst leaning out to bite Mundarion...
bite:1d20 + 14 ⇒ (7) + 14 = 21 1d8 + 5 ⇒ (1) + 5 = 6
...and swinging its hellish tail at Jan!
1d20 + 14 ⇒ (3) + 14 = 17
Phew. Now it is Gemheart's turn, followed by Hathnor's (which any of you can take).
Does the gargoyle break a hole in the wall of ice? If that is the case then I would like to change my action. Remember the action I posted was for when my turn comes around, which is after the gargoyle.
if hit, the target's space becomes overgrown with crystal and becomes difficult terrain (though I imagine this would fall at some point). It isn't spelled out in the rules for the ability, but gravity does exist, I assume.
furthermore, the gargoyle must make a Reflex save DC 17 or be entangled (as the condition) unable to move. Then it makes another REF DC 17 (with a -2 due to the entangled condition's DEX penalty) or plummets to the ground (unless its flight is magical).
On its turn, it can take a move action to break free, using Escape Artist or a STR check, either one DC 17; or deal 18 damage to the crystal, which otherwise disappears after 1 minute.
Gargoyle's reflex save:1d20 + 10 ⇒ (17) + 10 = 27 I can't tell exactly what ability you are using, so I'm not sure if Spell Resistance applies. If it does, Gemheart ought to make a check to overcome SR 20.
As to Hathnor's turn, he can't reach the flying gargoyle with his hammer, so I'll assume you meant to use Hathnor's longbow? In that case they all missed.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
Gemheart vs SR 20:1d20 + 6 ⇒ (18) + 6 = 24
i meant that Gemheart's ability had the chance to pull the gargoyle down, in which case Hathnor would have wailed on it with a warhammer. but with those rolls he ain't wailin' on anything.
After Gemheart's power hits, the flying gargoyle, like its grounded G2 counterpart, is very heavily damaged, though still flying. The other gargoyle G1 has remained virtually unscathed so far.
Yessai's turn.
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
As to who Thomas might be associated with, Thomas has taken to be a vigilante of sorts over the past couple of weeks. Maybe he's been aided freeing the victims of interplanar slavers by Midioto. Maybe he's become passing acquaintances with a certain Gith that finds his complete and utter faith infringing? Any ideas?
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
Yessai is likely to share Thomas functional interests, and will be very interested in Gemheart's physicality (and yes, silver sword) and Midio, Thomas and Gemheart generally as psionicists, though this interest is likely to be tempered by darker notes of fear and rejection as a non-psionic gith.
Yes, Thomas, I can see Yessai liking Thomas' personality and dedication and seeing echoes of that in her dedication to her sect, however derelict that may currently be. His oppressive self-pressuring will be well understood by her - she has experience with heavy expectations among the adherents of the Spiral Radiant, the gith who trained and inculcated her as a Fear-Eater.
Yeesai glowers a mean intimidate, but she is more an avid investigator in heart and spirit.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
Yes, i would say that Gemheart's sword wasnt made in the style of an astral blade, but he would most feasibly have picked it up while in Sigil. that would make it likely to be an imitation Astral Blade (not the real deal, though.)
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
Thomas doesn't see his mindblade as a psionic power but more of a physical extension of his faith. In fact, he fails to see how psionics is any different then his own magic, they just have different sources.
Speaking of my mindblade, does it give off light? If so how much. I was thinking a dull glow, similar to a candle to be appropriate.
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
I'm on board with psionics as expression of faith, at least from Thomas personal perspective.
Depending on the GM, I guess there could be detect psionics as distinct from detect magic, or just a blanket detect magic/power that doesn't distinguish. Having said that, Yessai will be familiar with soulblades as a psionic discipline, and Thomas will be reminiscent of that to her.
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
Mundarion would only have been in Sigil for about three weeks. Unlike some of the other characters he's not interested in trying to clean up the city. He can be very mission oriented and right now that mission is Karavakos.
However, if Mundarion saw Gem heart he would assume that Gem heart was a war forged and want to talk to him. Other characters may also have seen Mundarion staging impromptu Sleight of hand/juggling performances to make a little money on the side and meet people. He would also be making the rounds of various taverns and other suitable locations to gather information on Karavakos using diplomacy.
On the other hand, while Mundarion wouldn't be interested in turning vigilante in general, if something affected him personally he would deal with it, or if it was so blatant and close to where he was he almost couldn't avoid it he would step in. Thus it is possible that Mundarion could meet the other characters by getting sucked in to something specific that they were dealing with.
Further note, I should hopefully have the profile properly completed some time tomorrow afternoon.
Midiotoziggeroto was drawn to the temple because it looks like it could be a fun adventure and he strongly desires to explore and experience life. Him having met up with and joining Thomas on his vendetta makes good sense and he would do it just because it seems fun to do.
Midiotoziggeroto is quite easygoing and very exitable and prone to talking fast and wordy. He could quite easilly join up with anyone as he is very young and has very little predijuce. Joining up with the antipaladin is just as fine with traveling witb tbe devout Tbomas for instance.
A note on items. The limit for any item is 1500 but i was wondering if i could have an exception for the Gloves of Reconnaissance at 2000gp. If not, they are at the TOP of my wishlist. Basically i can teleport to anywhere i can see and they allow me to see through walls...
Edit: I took the Excitable and Trustworthy traits.
Despite me not being a gnome, excitable is the defining word for Midiotoziggeroto and i am hinting that he may have come from gnomish stock. If its an issue i an easilly trade it for a generic +2 initiative trait.
Trustworthy is great for him because he is too young to really understand lying as well as having vain and abberant blood so he has a mixed bag when it comes to trying to chat someone up :)
Between trustworthy, naive, vain and excitable he has lots of personality for me to play off of ^_^
And huge competition for his swift actions each turn >.>
Sorry for the delay, the gameplay thread has started now. To answer a couple questions,
Quote:
Depending on the GM, I guess there could be detect psionics as distinct from detect magic, or just a blanket detect magic/power that doesn't distinguish. Having said that, Yessai will be familiar with soulblades as a psionic discipline, and Thomas will be reminiscent of that to her.
Per the magic-psionic transparency, detect magic and detect psionics are different methods of casting the same thing.
Quote:
A note on items. The limit for any item is 1500 but i was wondering if i could have an exception for the Gloves of Reconnaissance at 2000gp. If not, they are at the TOP of my wishlist. Basically i can teleport to anywhere i can see and they allow me to see through walls...
Not as a starting item, but there will definitely be opportunities to find one in this adventure.
Quote:
Despite me not being a gnome, excitable is the defining word for Midiotoziggeroto and i am hinting that he may have come from gnomish stock. If its an issue i an easilly trade it for a generic +2 initiative trait.
...I can't tell why this is gnome-only. Okay, you can take it anyways.
Also, Feoryn has yet to check in. If she doesn't soon, she may be replaced.
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
Thomas can definitely relate to Midiotoziggeroto, since his duties have often taken him across large distances. He too recognizes the thrill and excitement of wondering what is on the other side of the next hill or around the bend in the trail. He might even try to provide a steady base for the adventurous young man.
I'm pretty sure I'd at least know of Mundarion as we tend to do the same thing in taverns.
Don't know about Gemheart, he sounds like the silent Mercenary type that keeps to themselves...
Some Expository on Thomas. Thomas is slightly odd. He is incredibly devout and tries to spread hope, but at the same time he's acutely aware of the darkness that surrounds him. This causes him to come off as gruff and he tries to avoid being outgoing as he attempts to avoid distractions.
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
gemheart isnt TOO taciturn, just isnt too social, either.
think of him as the blacksmith. busy at his work, usually not doing a whole lot of social things because he is very busy. not a mean guy, but doesn't really have much to talk about unless he is talking about his select areas of expertise.
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
Ok. I'll try to remember that. It would also seem reasonable to assume that Mundarion and Thomas have met and compared notes at least once, so they should recognize one another.
HP 32/32, AC 19/T 14/ FF 15; Fort +2, Ref +9, Will +2; CMB +6, CMD 20; Per +11, Init +4; Mv 30ft, Cb 20ft;
Right so i'm now.
As for my character, she came to Sigil after an unfortunate run-in with a pick pocket target who was better with a blade than her. For character relations, she can interact with the others but hasn't met any of them yet.
HP 32/32, AC 19/T 14/ FF 15; Fort +2, Ref +9, Will +2; CMB +6, CMD 20; Per +11, Init +4; Mv 30ft, Cb 20ft;
As to my character's traits, i've taken loner and Condescending as my drawbacks, as these reflect my feline personality. For the traits, i've taken Ambush Training and Friends in low places.
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
De'arv'ki Paddfoot wrote:
Right so i'm now.
As for my character, she came to Sigil after an unfortunate run-in with a pick pocket target who was better with a blade than her. For character relations, she can interact with the others but hasn't met any of them yet.
REPENT! FOR IT IS NOT TO LATE TO GIVE UP YOUR LOWLIFE WAYS AND CONVERT. IOMEDEA SAVES ALL!
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
De'arv'ki Paddfoot wrote:
Oh dear not another honour-bound nut! >_<
Just got away from solamnia and all the knights of the Sword, the rose And the crown.
Well that's a tad rude lol. I'm not playing Lawful Stupid btw. I just think playing someone who has a strong conception of morals is an interesting variety from the glut of Chaotic, skill based characters I usually play.
I'm not a Palidin so I'm not going to behead you for pickpocketing someone. I'll just scold you, suggest you change your ways, and move on.
On the bright side, It's going to be interesting to see how Thomas interacts with all the Moral Gray in this group. :p
HP 32/32, AC 19/T 14/ FF 15; Fort +2, Ref +9, Will +2; CMB +6, CMD 20; Per +11, Init +4; Mv 30ft, Cb 20ft;
No no, not trying to be rude, good sir.
It was only the last game i played as a non-DM was a solamnic campaign and i was a thief. So you have non-magic paladins everywhere, hence was just a bit funny for me to have that as my first comment from another player, no offence intended.
HP 29/31 AC 19 T 14 FF 15 INIT +13 Perc +12 Saves: F: +4 R:+7 W:+9 Lv 1 Spells left 1/3. Charges in CLW wand :32/50 + othe wand with 38
oppressive expectations:
-2 to climb
De'arv'ki Paddfoot wrote:
No no, not trying to be rude, good sir.
It was only the last game i played as a non-DM was a solamnic campaign and i was a thief. So you have non-magic paladins everywhere, hence was just a bit funny for me to have that as my first comment from another player, no offence intended.
I apologize for the misunderstanding then. And for some reason your so much better at sneaking then I am ;)
HP 32/32, AC 19/T 14/ FF 15; Fort +2, Ref +9, Will +2; CMB +6, CMD 20; Per +11, Init +4; Mv 30ft, Cb 20ft;
Yeah, Trained skill = +3, Ranks (4) = +4, Dex (+4) = +4, Racial = +2
Total +13
Climbs also pretty good for this character, 20ft racial speed, +8 from that, Racial rogue trick means another +4 and take 10 always, 4 ranks, +1 str, trained = total bonus +20
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
This should be interesting as we now officially have two sneaks in the party. The ninja should have the edge in straight up combat, Mundarion should probably be better at general information gathering. Should be interesting to see how things work out.
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
I should note that the spells prepared listed in my profile now differ from the spells prepared listed in the message in the recruitment thread. Now that I've figured out how to update the profile with the smartphone that's how I'll keep track of them. Now if I could just turn off the spelling correction feature that screws up the ninja ' s name every time I try to type it ...
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
I may have made a mistake in my weapons load out in that I don't have a sap. No sap, no easy way to pummel people unconscious to take them prisoner (or just leave them to recover without having been hurt that badly). Might end up with a higher body count than I'd really like to have.
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
De'arv'ki Paddfoot wrote:
Oh dear not another honour-bound nut! >_<
Just got away from solamnia and all the knights of the Sword, the rose And the crown.
Says yet another Female Catfolk Ninja… ;P
De'arv'ki Paddfoot wrote:
Probably should add, solamnia is from the dragonlance setting, so i don't expect anyone to know about it.
If you didn't cry when Sturm died it didn't happen.
De'arv'ki Paddfoot wrote:
It's funny, i'm nearly 17 and yet the D&D i learned to play is older then almost anyone else i know. 2nd revision Basic edition FTW!
How do you like to handle Perception/Sense Motive etc DMB? I'm cool if you want to do it behind the scenes and tell us what happens…. I'll just say Perception or Sense Motive…
If you roll a perception/sense motive when needed, I will use it.
If everyone has the opportunity to see something (i.e., if the group is not split up), I will post the information in a spoiler box with the requisite skill and DC at the top.
If a specific person needs to roll sense motives/perception, and hasn't, then I'll roll it for them.
So, really whichever moves things along faster at the time:)
Forgeborn map Armorist(Symbiotic Knight) / Incanter 6 || HP 53/60; g
yeah i am not 100% on what is 1st and 2nd Ed, my GM at the time cherry picked what rules he liked from each. we used THAC0 and we used the "roll under" saves, and i still miss the way we did multiple attacks per segment
Female Githyanki Direlock (Fear Eater) //Warder (Zweihander Sentinel) 6; HP 51/41; AC 18/T 12/ FF 16; Fort +7, Ref +5, Will +7; CMB +7, CMD 19; Per +10, Init +4; Spd 30 ft.; Terror Pool 1/6
Its all in the minds eye, yo just need a knack for these things. Next i predict we will be underground in a cellar of some type talking to the leader of the dragonborn. His name is Frank XD
And we will need Thomas's eyes @-@
Male Elf Rogue 3 / Wizard 3 | HP 25/25 | AC 17, T 13, FF 14
Mundarion looks things over and thinks:
I would be willing to wager gold against copper that these guys are up to no good. But I don't know that for an absolute fact. Then there's the little matter that I don't have the authority to dispense justice in Sigil. Being outnumbered three to one is also something to take into consideration. Last but not least these guys are not my mission. Getting through that trap door is. It may be that I simply have to wait until these guys leave. So I need a real good hiding place.
[/spoiler]