telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)
sorry, sir, checked at work yesterday, then forgot... and today has been one thing after another, penith is waiting...
Penith shakes in the worry of What Was That. She gets out a good rock, one with lots of jagged bits, with a decent helf, to make sure it never makes that sound again.
But Atajay is hesitating and his hands aren't in the least bit shaking, so she pauses as well.
Penith's rock strikes the creature, not all of the damage gets through.
The last of Atajay's arrows finishes it off.
As the creature falls you see a vision in your minds of Lowls tearing the Necronomicon from its stand and pulling a scroll from his coat. He casts a spell from the scroll and vanishes in a flash of magical energy. As he disappears, the scene shifts briefly to allow a glimpse of a steep-walled, cylindrical building brimming with gnolls and topped with a lush garden.
You hear a tired voice say "Come. He may have the tome but it is not too late. Come now!"
[i]You leave the Soul after reactivating the wards. As you do so it seems as if an aura of calm has descended on the Mysterium.
Elder Thrynn thanks you for your help and pays you a reward of 5000gp.
A few hours later Elder Lythinn has been resurrected and he visits you to offer his thanks. He is mortified that the Necronomicon has been stolen. He implores you that it can't fall into the wrong hands and needs to be returned to the Mysterium.
He knows very little of Lowls but he is aware that the count had a great hunger and knowledge, and seemed affected by some external forces. His hired guards talked about a gnoll slaver in Okeno called Biting Lash.[/i[
"We are not familiar with these lands can you tell us about Okeno, how to get there, what dangers may lie between here and there? Also, how powerful is Biting Lash, does he have a big organization?"
Sorry lots going on in RL at end of the week- back now
"Okeno is on the southern side of Stonespine Island, about 450 miles away. It would take between 1 and 2 weeks by ship, however as a reward for resolving our problems we will teleport you there directly.
The fleshfairs of Okeno-as the slave markets are known- are the largest in the Inner Sea region, and at any given time almost half the population of the pirate city is made up of slavers and their merchandise.
Far from being outcasts, gnoll slavers are welcome and are considered to be the most professional of their ilk. They even have their own slave market known as the Laughing Fleshfair-on account of the way the bidding is done with laughing cries and barks-where, at least in theory, gnolls are the only traders allowed.
Although openly welcome in the city, the gnoll slavers are despised by many other humanoids that work the trade. This is often a case of simple professional jealousy, but it's sometimes from a sense of loathing at how they treat their merchandise. The gnolls are paranoid about security, and operate in a web of deceit. Many take pseudonyms, and keep their slave pits veiled in mystery. Many of the gnoll slavers keep their merchandise in different locations, and keep their most prized possessions in fortified structures away from the fleshfairs.
One of the most successful and civilised gnoll traders is Hyena Princess Njano, a lady of great intelligence and influence. She is so powerful that she operates openly at the Laughing Fleshfair, and she knows every powerful gnoll in the city.
I am afraid I do not know anything about Biting Lash's organisation although I suspect from what the guards were saying that it is quite a powerful one.
Stepping through the teleportation effect you find yourselves in a corner of a bustling city. It seems to be a mass of alleyways and streets overlooking a large bay. In the distance you can see signs to the fleshfairs but there are large ordinary markets full of numerous merchant stalls. It seems that almost everything can be bought here.
telekineticist 15 HP 126/198(15nl taken off total)( +0/15 force ward, 15 nl) Init+8,F17R15W9,Per+20,AC19T13FF16 Sanity D:0 S: 36 T: 2 E: 18; burn: 1 (15 points non-lethal/point), internal buffer: 4, telekinetic blast +22, 8d6+16+1d8(-3/+6 deadly aim)
"there... are too many people" Penith frets, hands in her skirts, objects quivering around her as her fear settles in her bones. "I don't like it." she shakes her head back and forth, but she knows there is no choice in the matter and will follow her friends into the sea of bodies, hiding behind Senn whenever possible.
I'll get to finalizing her levels tonight. Decisions are hard. :)
While you can create a background DO NOT post any of it in the character section- you start the campaign not knowing anything about your past/background or even your full name. First names only in character creation.
I am on holiday from the 23rd to the 29th June so will probably not start until I am back but if people want to start creating characters ready that'll be fine.
Equipment
Earthbreaker (40)
Dagger (2)
Scale Mail (50) +5 AC +3 Dex -4 ACP
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
Traits:,Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Pugnacious: +1 to attack when threatoned by two or more enemies, 1/day increase weapon reach or increase size catagory for 1 round
Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon Darkvision Half-orcs can see in the dark up to 60 feet.
Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
appealing.
One space open. We need someone that can heal. Please submit a character for approval if you are interested.
All we ask is that you post fairly regularly to keep the gameplay flowing (once every 1-2 days ideally). If you can't post for some reason that's Ok provided that you let us know if you can't post. If you fail to post over a 2 week period without letting us know we'll assume you don't want to continue and look to replace you.
I have not flushed out the equipment yet. But this is a healer that will do trap finding pretty well especially as he levels. The Familair will allow him to use shield other very effectly at level 3.
Sen
Human Cleric 2; Cernunnos
Neutral Medium
Init:3 Senses: none
Hi, I would like to put Penith up for consideration. She will truly try not to be a bother, doing her best to stay focused, and the like.
Since you already have a cleric applying (and since this is the adventure path made for the occult classes), Penith is a kineticist with the kinetic healer wild talent. I have absolutely NO idea if that will work as a full time healer but she was fun to make. So thank you. Oh also didn't do a background or buy equipment and stuck to first name only since I don't know what you wish on that since you are further along than the adventure than the original posting.
personality and looks:
A small plain young woman with braided hair and an easy frown, often mumbling about headaches and the scratching of rats no one else can hear.
She loves things, nic naks, whirly bits, oh and shiny... well you get the picture. Often she ends up with things she doesn't have a clue where they came from but if the previous owner really cared about it as much as she now does, then well they would have paid more attention now wouldn't they!
Now if she gets angry, scared, or worse... flustered... bad things happen, like ceiling's falling, hornets nests exploding all over you, or maybe just a stumbling mess of a stammering scolding which makes you awkwardly dreading her next attempt at a syllable.
But it will BE BAD, believe me.
stats:
Penith
Female human telekineticist 2 (Pathfinder RPG Occult Adventures 10, 90)
CG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 23 (2d8+10)
Fort +7, Ref +6, Will +2
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Offense
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Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis, kinetic healer, telekinetic finesse
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Statistics
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Str 8, Dex 16, Con 18, Int 12, Wis 14, Cha 10
Base Atk +1.5; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits nimble fingers, keen mind, sensitive mind (appraise)
Skills Acrobatics +8, Appraise +7, Disable Device +7, Heal +7, Knowledge (engineering) +6, Perception +8, Sense Motive +3, Sleight of Hand +8, Stealth +8
Languages Common, Gnome
SQ burn (1 point/round, max 7), gather power, kinetic chirurgery
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Special Abilities
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Burn 1/round (2 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
Kinetic Healer (Sp) Heal others equal to your blast damage
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
@Grandlounge and John Gs: They both look like very good characters so I would like to invite you both to join. Please feel free to post into the story. Please bear in mind that your characters currently have some degree of amnesia so you know your names and class but no idea of how you go to where the party are.