Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Seems like you are prepared for the journey, so make any other actions/purchases you'd want to make before leaving Gold Peak and I will kick off the journey tomorrow.


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

We're Cecilia people = We're civilized people.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

I was wondering about that. It didn't sound like the name 'Gold Peak' xD


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

I'm good to go! I don't think I have any extra purchases to make.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

for all those who haven't noticed:
Gage is a very spoony bard.

Feel free to overrule him and/or distract him with something shiny if he jeopardizes anything important xD


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Just saying I'm here - I wanted to be done with the rebuild before setting off on a new arc which is why I'm so silent atm :P
This week was...very busy.
But I'm here!


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Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Gage G wrote:

for all those who haven't noticed:

Gage is a very spoony bard.

Thurgrom looks into the distance in wistful nostalgia.

"..ah. Spoony.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

ah yes, Tandem I think his name was? would probably be Gage's hero, hahaha.

unrelated:
Luckily it's totally in character for Gage to forget that he had another companion :D


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

before I take my round 2 turn:
@GM: If I use Spellsong to conceal my spell and I win the opposed roll, would the elemental get an AoO?
(Here is an opinion from the internet that you may or may not like)


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

That's my reading- if they make the check they do, if they fail they do not.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

@Tramontane: Nice opening salvo! Awesome stuff.

@Gage: You certainly make an impression on this party when you throw out +2/+2 and haste at the top of round 1! Where have you been all our lives? XD


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

@Gage
Until proof to the contrary is offered, here is what I think of when a dwarven bard provides any bonuses


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

I've never fought an elder elemental before! Fun! Now if only we could punch through their DR... Maybe I need to take clustered shots ASAP. That'd have been 20 bonus damage this round.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

yeah, DR 10/- is gnarly xD

At least they're probably blinded now?
Most outsiders have crappy will saves xD


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Guys, I'll go on mini holidays from Friday to Sunday. I'll have limited access and mostly through mobile phone, so I won't be able to edit aliases and my posting will probably suffer. Feel free to make me go first and eat all traps.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Lol. Just realized I was counting my damage as 1d6 short that whole fight. Idk why.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Apologies for the absence and thanks for the patience -
been a very busy week again. But I'm confident I'll get to post tonight!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

No worries Dvalin! I know you got busy right as you were trying to do the rebuild- just jump in and join us whenever you're ready!

Also, I know this weekend is weird and I'm in Chicago for the weekend so I know it may be slower posting for all of us these three days, no worries there.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Blindsense normally means line of effect is almost the same as spotting a visible creature. Depending on the senses used, it might also qualify as tickling a sleeping creature xD

120' blindsense means you'll want blind corners and mirrors.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Thanks for the heals, Gage! Also, that's awesome that you conjured an instrument to serve as your 10 ft pole. XD XD XD roflol


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Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Right? People rag on "Summon Instrument" and say just buy a mwk instrument.
But c'mon!
You can pretend to be a band of traveling minstrels as long as no one has to actually play. Not to mention you'll always have something to throw no matter how few fist sized stones are on the ground nearby, infinity improvised clubs, and probably other things I haven't even though of yet xD

Edit: Also, and this one is very important:
You get a bazooka!
And you get a bazooka!
And you get a bazooka!
Everyone gets bazookas!

And when extended, those bazookas might be long enough to count as 10' poles, if your GM is feeling generous and likes the instrument for which the anti-tank weapon is named xD


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)
Gage G wrote:

Right? People rag on "Summon Instrument" and say just buy a mwk instrument.

But c'mon!
You can pretend to be a band of traveling minstrels as long as no one has to actually play. Not to mention you'll always have something to throw no matter how few fist sized stones are on the ground nearby, infinity improvised clubs, and probably other things I haven't even though of yet xD

Truly, Gage is most wise.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

clever, not wise ;P


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Bazookas are cool. Alpine Horns, though, are on a different level xD


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Is it "handheld"? It looks like you have to put the bottom down to use it :(


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

BTW, I suspect that the fake dragon's words weren't important, so I won't inquire, but for future reference:
Gage speaks draconic (and a whole bunch of other languages too!)


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Actually, everyone in my setting speaks draconic- common in kesperex is dracon so you'll want to swap that out for a different one.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

oh sweet xD

Maybe I'll grab halfling or something xD

Hmmm, did I miss any languages that our enemies might have...?

current (invalid) list:
Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Undercommon

I'll change that to
Common (Draconic), Dwarven, Elven, Giant, Goblin, Orc, Undercommon
and add something else...

Hmm. Is there any tongue of nearby humans? Or am I missing the language of an enemy we might come across (besides elementals, lol, and are there still 4 of those?)

(also I guessed Elven and Undercommon because maybe Drow...)


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

"Main" enemies on the campaign are giants, orcs, and more giants so you have those covered.

Basically humans to the west of the mountains you're in also speak Draconian (common).

To the east of the mountains are the Plateau Lands which speak a mixture of elemental and alignment languages- auran, ignan, terran, aquan, celestial, infernal, abysmal, ect


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

in that case, maybe I'll trade out elven and undercommon for some elemental languages xD

I feel like I should keep goblin, 'cause they're not so different from orcs... hm....

edit: did you guys fight any bugbears? :3


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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Even is useful as well- the "Shining Seat" to the east speaks even as do the elves of the Arcane Tower to the west.

Bugbear are called "Bobgoblins" here and speak the same normal goblin language as goblins and hobgoblin.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

I guess I'll just grab Terran then :3


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Elemental languages are helpful for me in case I need to communicate with summons. Terran is the only one I have so far since it's the dwarfiest.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Dibs on the in-game waifu :P


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Rubius won't fight you for her. He doesn't trust her. But he might fight her for you, in a protective sense. XD


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry guys, I thought I'd have this ready but we slipped out in front of what I have prepped and I wrote myself into the corner of needing to finish the Angel's stats before the next bit, will update once I finish that.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

:o

and here I didn't think the angel would come into play so soon :3


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

GM, some OOC questions for clarification about what we need to do:

1. Are we capturing alive or slaying these elementals? It sounds like some of both?

2. Mechanically, what does it mean we need to keep them apart? Does that mean we need to fight elementals one on one?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

1. You are slaying them while inside the extra-dimensional space that represents the engine

2. Yes and no- they will all be there at once, but you will need to space yourselves on the map and attract the attention individually so that they don't all converge together- they are dumb/pretty mindless so whoever attacks one first is likely to be its target.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

don't aggro all of them at once, got it.
I think if we can just sneak up on one at a time we'll be okay :3

Also, I just thought of a great question, but it's even better IC...


Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

I volunteer to distract the earth elemental. It seems appropriate.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Gage can only get himself killed or, if he's lucky, distract one for a bit.
Also, 6x d8+5 hpz for you guys xD
Please roll 'em if you need 'em


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

no the opposite of that Gage - this is intended as a semi "split the party" mechanic- you have to try to keep them all occupied on different targets.


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

In that case, I'll try to trap one in a Silent Image of a box. I'm past level 3, so I get enough for a 20'x20'x20' box xD
Probably doesn't matter which one since their will saves should be about the same xD

@Oxnard Kettlebeak: about Spellsong's second use. Do I need to start a bardic performance either the same turn or earlier in order to use it for concentration? :3


NG Cloud Dwarf Oracle 10 VMC Wizard | Status:
Stats:
AC 21 (T 11, FF 20) | CMB +8, CMD 17 | Init +1 | Speed 20ft | F +9 R +6, W +11 (+2 vs Spells)| Perc +12(Darkvision), SM +6, Heal +25, Prof Herb +26
HP 103/103 | 1st 8/8 | 2nd 8/8 | 3rd 6/7 | 4th 5/6 | 5th 4/4 | HW 7/7 | Shift 3/3

Tramontane can try to tank one with AC 34 for about 7 turns. With their +24 to hit, that's not much, but hey... Then we'll factor in whatever buffs the party can provide.

Let's go for it, guys!

Also, the lizardman is still with us?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Blood Angel:
Blood Angel CR 10
XP 9,600
CN Medium outsider (angel, extraplanar, chaotic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +19
Aura blood aura
DEFENSE
AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
hp 118 (12d10+48)
Fort +12, Ref +11, Will +9; +4 vs. poison
Defensive Abilities nature’s pacifism, protected life force; DR 10/lawful; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +2 Blood Seeking Rapier +19/+14 (1d8+20, 15-20/x4) (3d8+20 vital strike)
Special Abilities Blood Pool (10 max)
STATISTICS
Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 18
Base Atk +12; CMB +16; CMD 30
Feats Combat Expertise, Improved Critical, Vital Strike, Improved Vital Strike, Swordplay Style, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Skills Acrobatics +19, Bluff +19, Flying +19, Knowledge (Arcana, Dungeoneering, Engineering, History, Local Nature, Planes, Religion) +16, Perception +19, Sense Motive +19, Stealth +19
Languages Celestial, Draconic, Infernal; truespeech
Blood Aura (Su): A Blood Angel radiates a powerful aura of chaos. Creatures (including the Blood Angel) have a +4 bonus to confirming critical hits within 30 feet of the Blood Angel.
Blood Seeking Rapier (Su): A Blood Angel wields a single special +2 Blood Seeking Rapier. This functions as a +2 rapier for all abilities, except that it has a critical threat range of 18-20 and a critical multiplier of x4, deals damage as though it were one size category larger and is chaotically aligned.
Blood Pool (Su): When manifested a Blood Angel begins with 10 points in her Blood Pool, which diminishes when she performs certain Deeds and at a rate of 1 point per round. This functions like the Swashbuckler’s Panache feature, except that she regains blood points only when scoring a critical hit or killing blow with her blood seeking rapier and all deeds that reference specific weapons work only with the blood seeking rapier and all references to panache reference blood pool instead. A Blood Angel counts as a 12th level Swashbuckler for the purposes of deeds.
If a Blood Angel’s Blood Pool ever becomes 0, she de-manifests returning to the prison at the start of her next round.
Deeds:
Opportune Parry & Riposte As the Swashbuckler deed.
Swashbuckler’s Initiative As the Swashbuckler deed.
Swashbuckler’s Grave As the Swashbuckler deed.
Precise Strike As the Swashbuckler deed.
Evasive As the Swashbuckler deed.
Bleeding Wound As the Swashbuckler deed.
Blood Magic A Blood angel can spend 4 blood points to cast prayer, CL 7th
Blood MissileA Blood angel can spend 2 blood points to fire a modified Magic Missile which deals lightning damage but otherwise functions as the spell, CL 1st+2 per additional 2 blood points spent.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I still owe you the Lizardfolk Gunslinger's stats and Darius's spells memorized- he can cast pre-buff spells on the party, but has to remain outside to control the ritual.

You will be able to control the start point- so you have essentially as many rounds as you want to spend buffing before you enter (but of course each round spent reduces duration on the previously cast spells prior to).


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Gage- the way I read that is- you cast a spell with a duration of concentration, then at any point after that you spend a move action to start a bardic performance to maintain it (which you continue as a free action for the cost of a round of bardic performance) (and can't start another performance while using that ability).


Male CG Cloud Dwarf Bard 10 | AC: 18 (13 Tch, 15 Fl) | CMB 8, CMD: 21 | F: +10, R: +14, W: +8 | Init: +5 | Perc: +12, SM: +18 | Speed: 20' | Spells, HP, bardsong etc | Active conditions: BoF (+30' speed), Bless (+1 morale), Inspire Courage (+2 competence), Prayer (+1 luck), Hunter's Blessing (+2 sacred)

Sounds good ^^


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Lii'Kla Chnen, Lizardfolk Mysterious Stranger:

Lii'Kla Chnen
Male Lizardfolk Gunslinger (Mysterious Stranger) 7
N Medium humanoid (amphibious, reptilian)
Init +6
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (6 armor, +4 Dex, +2 Shield, +1 Deflection)
hp 50 (7d10+7)
Fort +5, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft. Swim 30 ft.
+1 Lucky Pistol +12 (1d8+1/x4) (w/Deadly Aim +10, 1d8+5)
Special Attacks grit 3, deeds
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 10, Int 10, Wis 10, Cha 16
Base Atk +7; CMB +7; CMD 17
Feats Deadly Aim, Gunsmithing, 1, Point Blank Shot, Precise Shot, Rapid Reload (Pistol)
Skills Acrobatics +14, Knowledge (local) +10, Perception +10, Swim +10
Combat Gear +1 Lucky Pistol, +2 Chain Shirt, Ring of Force Shield, Ring of Protection +1
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Special Abilities
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Focused Aim (Ex): As a swift action, Lii’Kla can spend 1 grit point to gain a +3 bonus on all firearm damage rolls. with all firearm attacks he makes until the end of his turn. At 7th level, when he uses the dead shot deed, he multiplies this bonus by the number of hits he made while rolling the Dead Shot attack. This deed replaces the quick clear deed.

Other Deeds: Deadeye, Gunslinger’s Dodge, Gunslinger’s Initiative, Pistol Whip, Utility Shot, Dead Shot, Startling Shot, Targeting

Lucky (Ex):Lii’Kla gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.

So, Darius can cast:

Wizard spells-
4th level (4)
3rd level (5)
2nd level (5)
1st level (5)

Cleric Spells
1st level (3)

Was there anything you wanted to ask him to prepare especially for the encounter?

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