GM Dak - Shattered Star 2

Game Master Dakcenturi

Chapter 1: Shards of Sin
Part 4: A Legacy of Wrath

Pics | Maps | Loot & Notes

Starting Day: Fireday, 2nd of Arodus 4712 AR
Curent Day: Starday, 3rd of Arodus 4712 AR


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CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Bixby, Lexi, Davor and Verris continue to make their way up the stairs to join Gurk, while Adistan is the first to the scene and moves to attack the wererat. It is definitely surprised when Adistan cuts into it with the dagger that normally wouldn't leave a mark and immediately notices the silver on the blade. Gurk tumbles behind the wererat and stabs it in the back for another serious injury.

It shouts out to the others "Kill them!" as it steps away from Gurk an lashes out at Adistan.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The wounds throw him off though as he swings his shortsword at Adistan and misses. In the other room the women crouched behind the tables unleash a volley of crcossbow bolts and then reload.

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 ⇒ 3
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 3
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 3

Two bolts whiz by Gurk but the third one catches him in the side.

Round 4
Gurk, Enemy, > Bixby/Lexi/Adistan/Davor/Verris
Round 5
Gurk,
Enemy, Bixby/Lexi/Adistan/Davor/Verris


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Combat Notes: hp 15/15; 2 rounds of bardic performance (naturalist--wererats) remaining from Lingering Performance.

Trying hard to remember the brief lesson in using a crossbow the Heidmarchs gave her, Lexi steps up, gaining a clear shooting lane at the leftmost Tower Girl, and fires. Then she reloads with a silver-tipped bolt.

Amelexis Dusk light crossbow: 1d20 + 4 ⇒ (13) + 4 = 17 for piercing damage: 1d8 ⇒ 3 (19-20)


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Grinning as he finally lands a stroke, Gurk moves to finish the longshank-rat off.

Move: Move to flank
Standard: Attack

Silver Dagger: 1d20 + 6 + 2 + 1 ⇒ (18) + 6 + 2 + 1 = 27
Damage:: 1d4 - 1 + 1d6 ⇒ (2) - 1 + (4) = 5


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Quick stats:
HP 20/20
AC 17, touch 12, flat-footed 15, CMD 17
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Effects: Naturalist, studied target (wererat)

Temmer takes a moment to study the wererat and then drives his dagger into it again, slicing deep.

He moves past the creature a moment later, hoping to get a little cover of his own from the crossbowwomen.

Silver dagger (power attack), flanking, naturalist, studied: 1d20 + 5 - 1 + 4 ⇒ (16) + 5 - 1 + 4 = 24
Damage: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor flanks the tall rat with Gurk, and swings with his silver hammer.

alchemical silver light hammer, flanking: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Silver Bludgeoning Dmg: 1d4 + 5 ⇒ (4) + 5 = 9

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby sends his illusion forward toward the archers to the south, hoping to draw some of their fire.

While he moves forward, he casts daze on the wererat. DC 14 Will


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris tries to lay down some covering fire at the thugs behind the table.

Attack(Longbow): 1d20 + 7 ⇒ (9) + 7 = 16

Damage(Longbow): 1d8 + 1 ⇒ (7) + 1 = 8


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Will: 1d20 + 3 ⇒ (11) + 3 = 14

Bimble casts a spell at the wererat but it doesn't seem to have any effect. As he does he has his illusion move into the room. This draws the attention of the wererat who attempts to attack it as it walks by.

Will: 1d20 + 3 ⇒ (12) + 3 = 15

It blade scrapes on the illusions side but the wererat doesn't seem to realize that it is in fact an illusion. Lexi launches a bolt at one of the women behind the table, but rather than hit one of them is sticks into the table instead. Adistan plunges his dagger into the rat, dropping it to the ground. Verris takes a shot at one of the woman, but she misses as well. With the wererat dead Gurk and Davor turn their attention to the women instead.

Davor/Gurk with the wererat dead, go ahead and adjust your actions. Normally I would adjust for you, but since you can't just move a little and attack someone else I'll let you adjust before I take their turn.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor runs at the archers and jumps on the table!

Acrobatics to Hop Up on the Table vs. DC 10: 1d20 - 5 ⇒ (18) - 5 = 13


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The table is on it's side (I know it doesn't look that way on the map, I just couldn't find a flipped table token :P)

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

oh... he will just kneel behind the table at the end of his move then, tactical unit style, ready to AoO/hammer anyone daring to reach over the table to shoot him! :) ...however.... if you think my acrobatics check can clear the table, he could also land behind them, threatening all of them or at least two... let me know which you prefer and I'll go with your ruling. Technically that was a 13-foot jump he just made lol!

--> Map updated with Option 2 (for the moment, pending GM feedback)


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Seeing his enlarged rat drop, Gurk almost goes to slice it up, but as bolts going flying, he remembers the rest of the stupid longshanks. With a dash, Gurk rushes around the flipped table and behind them daggers at the ready.

Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23 to avoid AoO


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Not quite a high enough acrobatics to jump over them so will just have Davor stop at the flipped table.

Gurk slips behind the table and gets to the back of one of the women while Davor rushes up to just in front of the table they had flipped over.

The women drop their crossbows and pull out short swords. They step to the sides and circle around Gurk.

R: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
B: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (3) = 6
G: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Even having the goblin flanked, they can't find an opening as Gurk dodges their swings.

Round 5
Gurk, Enemy, > Bixby/Lexi/Adistan/Davor/Verris
Round 6
Gurk,
Enemy, Bixby/Lexi/Adistan/Davor/Verris


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Status:

HP 20/20
AC 17, touch 12, flat-footed 15, CMD 17
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Effects:

Temmer plans to join Gurk on the other side of the table, but his armor hampers him, leaving him next to Riverside in front of the barrier.

Still, he slashes at any foe that presents itself, but the table foils the hasty blow attacking immediately, despite the cover.

Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11
Silver dagger (power attack): 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris moves closer before firing again, concentrating on not hitting one of her companions.

Attack(Longbow): 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15

Damage(Longbow): 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor moves around the table and swings with his silver hammer.

alchemical silver light hammer: 1d20 + 6 ⇒ (8) + 6 = 14
Silver Bludgeoning Dmg: 1d4 + 5 ⇒ (1) + 5 = 6


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Unable to position herself in a place where her bardic performance will aid all her new friends, Lexi instead scoots up to the edge of the battle, pointing her loaded crossbow in the general direction of the Tower Girls.

"Drop your weapons!" she yips at the lady rogues.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby chases after the others, cursing his short legs and close-range spells.

He does send his illusion bodyguard forward, hoping to distract one of the women.

Double move


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Stepping away from all the swinging blades, Gurk stabs at the ankles of one of the longshanks.

Free: 5ft step
Full: Full attack on the Green Target

Dagger: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 - 1 + 1d6 ⇒ (2) - 1 + (1) = 2
Dagger: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Bixby continues along trying to catch up with the rest of the group while Lexi moves up and tries to get the women to surrender. It doesn't seem to have much effect. Adistan tries to get over to the other side of the table, but only manages to get up next to Davor until Davor moves around the table and swings at one of the women. The blow glances off her armor and doesn't leave a mark. Verris takes another shot, but she misses again. Gurk steps back taking advantage of Davor distracting the one woman and attacks, while the first blade misses the second one catches the woman in the side, drawing blood.

Seeing her friend injured by the goblin, the one women steps down to try and get around the goblin so they can all attack him.

Attack-R: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
Attack-G: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Damage: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13
Attack-B: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Two of the women miss, but the one Gurk stuck gets her revenge as she slices into him across the neck, nearly dropping the goblin to the floor.

Round 6
Gurk, Enemy, > Bixby/Lexi/Adistan/Davor/Verris
Round 7
Gurk,
Enemy, Bixby/Lexi/Adistan/Davor/Verris


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Amelexis's big eyes widen even further when she sees the amount of blood that spurts from Gurk's latest wound. Temporarily discarding her crossbow (free action), the bard sings a little rhyme: "The Tower Girls flash serious steel, but what damage they do I mostly heal!"

Then the bard takes a cautious (5-foot) step forward and touches Gurk. Seeing very little healing evident on the bloodied goblin, Lexi gulps and adds, "Um...I somewhat heal! Aw, poop!"

cure light wounds (on Gurk): 1d8 + 2 ⇒ (1) + 2 = 3

EDIT: Upon further review, Lexi may not be able to reach Gurk to heal him: It all depends on which side of the table token has the 'barrier' portion of the sideways table on it. If she can't reach Gurk, she'll try something different.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Gurk, if you were to move I've got the perfect setup to hit all of them with color spray. If it works for you to move, great--otherwise, I'll hold it.

Finally reaching the others and seeing the enemy tightly clumped up, Bixby exclaims "Gurk, get out of the way!"

Raising a hand, he prepares to cast color spray at the women.

DC 17 Will if Gurk moves. If not, I'll hold it and wish I could cast it at Gurk. ;P


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

What? Bixby is worried about hitting Gurk with a spell? Is he growing on you? :D

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

If I didn't have to worry about charges of PvP--blast him! ;P

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor bares his teeth at the sight of Gurk's wound, losing patience with the keep's defenders!

bite, flank: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Silver Bludgeoning Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

He then attempts to swing his silver hammer, once more.

alchemical silver light hammer, flank: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Silver Bludgeoning Dmg: 1d4 + 5 ⇒ (1) + 5 = 6


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

With the chaotic melee in progress and tired of missing her shots, Verris moves closer to the fight. She drops her bow and draws her longsword as she moves. She swings at the woman at Gurk's back, trying to prevent her from attacking the badly injured goblin again.

Attack(Longsword): 1d20 + 4 ⇒ (9) + 4 = 13

Damage(Longsword): 1d8 + 2 ⇒ (5) + 2 = 7

Attacking Red thug and conveniently staying out of Bixby's spell cone :P


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Is Davor sporting capped teeth? Bites don't usually do silver bludgeoning damage. :)

Quick stats:

HP 20/20
AC 17, touch 12, flat-footed 15, CMD 17
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Effects:

Temmer takes a moment to study his foe -- proper preparation is essential to not having your throat slit -- and then lashes out again with his dagger in a powerful blow.

Study target vs. the nearest Tower Girl
Silver dagger (power attack): 1d20 + 5 - 1 + 1 ⇒ (9) + 5 - 1 + 1 = 14
Damage: 1d6 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor is just pissed.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Nearly toppling from the major blow, Gurk viciously slashes back with a hiss before darting away from the angry longshanks.

Standard: Attacking Green Girl
Move: Moving away using acrobatics

Dagger: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Damage: 1d4 - 1 + 1d6 ⇒ (4) - 1 + (4) = 7
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29 to avoid AoO


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Bixby tells Gurk to move and decides to wait for the goblin to get out of the way before casting a spell. Lexi moves up and reaches over to heal Gurk but as she intones the arcane ritual to heal him the two women try to attack her.

Attack-R: 1d20 + 1 ⇒ (1) + 1 = 2
Attack-G: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Lexi will need a concentration check to see if that heal goes off or not

Adistan moves up to help attack one of the women but his blade glances off the womans armor causing him to miss. Davor tries to bite the already injured women, he misses but she isn't as lucky at avoiding his hammer. It cracks her in the head and she drops to the ground bleeding. Verris looses another arrow but still doesn't have any success in hitting her target. With the one woman down Gurk tries to attack the other woman and just barely misses, but he tumbles past Lexi to get out of the middle of all the fighting. Bixby unleashes his spell of overwhelming colors that wash over the closest woman.

Will: 1d20 + 1 ⇒ (12) + 1 = 13

As the stream of colors washes over her she hits the floor, unconscious. The remaining woman turns to Davor and tries to stab him.

Attack: 1d20 + 1 ⇒ (4) + 1 = 5

A little shaken from seeing her companions fall so quickly though, she swings wide and completely misses Davor.

Round 7
Gurk, Enemy, > Bixby/Lexi/Adistan/Davor/Verris
Round 8
Gurk,
Enemy, Bixby/Lexi/Adistan/Davor/Verris

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor continues his assault on the last standing combatant!

bite, flank: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Piercing Slashing Bludgeoning Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

alchemical silver light hammer, flank: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Silver Bludgeoning Dmg: 1d4 + 5 ⇒ (2) + 5 = 7


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

With most of the nasty ones down, Gurk rushes back under Lexi to reach the last longshank. Dashing at her back, he slashes at her ankles, hoping to drop her.

Move: Move action.
Standard: Attack, flanked, on blue.

Acrobatics: 1d20 + 11 ⇒ (7) + 11 = 18 to avoid AoO
Dagger: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage: 1d4 - 1 + 1d6 ⇒ (3) - 1 + (1) = 3
Crit Chance: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Nodding in satisfaction as two of them fall, Bixby casts a cantrip at the last one, hoping to slow her down, too.

Daze, DC 14 Will


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Great time for a brain fart on how casting CLW works on my part. Likely a 10-point hp swing because of it.

Amelexis Dusk Concentration Check: 1d20 + 5 ⇒ (16) + 5 = 21

Amelexis lets loose a bloodcurdling shriek of agony when the Tower Girl stabs her in the shoulder when she lets her guard down momentarily. Impressively, the young aasimar fights through the pain and manages to cure a bit of the damage done to Gurk.

Anger clouds her judgment, and Lexi moves around the overturned table, drawing Natalya's mithral blade as she goes. Then she tries to stab the Tower Girl in the stomach with it.

Amelexis Dusk mithral short sword: 1d20 + 2 ⇒ (16) + 2 = 18 for piercing damage: 1d6 ⇒ 2 (19-20)


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Lexi, Davor and Gurk make quick work of the last woman dropping her to the ground in a bloody mess.

Out of combat.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Quick stats:

HP 20/20
AC 17, touch 12, flat-footed 15, CMD 17
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Effects:

Temmer moves in, lunging through Bixby's illusion to slash at the last of the Tower Girls. Despite where my icon is, I think I'm right on top of the illusion as its the only place I could go to attack without provoking. Unfortunately, even knowing the bodyguard isn't real, the shifting colors distract him as he passes through.

Silver dagger (power attack): 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Shaking in what might be a mixture of rage and pain, Lexi begins looting the fallen Tower Girls, growling under her breath, "Should've surrendered when I offered you the chance...."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Don't forget the one was knocked out by Bixby's spell but won't stay that way.

On each of the women Lexi finds:

a smokestick, 2 tanglefoot bags, studded leather, a hand crossbow with 9 bolts, a short sword, a climber’s kit, a grappling hook with 50-foot silk rope, a hooded lantern, oil, a second-story harness, thieves’ tools and 15 gp.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Whoops, didn't realize I'd been ninja'd

Temmer pulls out his manacles and binds the one Tower Girl, making sure she's gagged so can't call out for help.

"We'll need to figure out what we should do with her," he says.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

With a quiet growl, Gurk grabs up his dropped weapons and then begins poking at the rat-longshank. It be longshank? It be rat? It be tasty?


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris sheathes her sword, picks up her bow and looks over to Adistan at his question, replying with "Can we leave her tied up and put her in a closet or room outta the way or somethin'?"

After asking her question she places a hand on Gurk's shoulder as he pokes at the dead wererat. "Gurk, don't go eatin' that. It's a wererat and could turn you into one too!"

As she's talking to him she imagines his wound closing while channelling energy to the hand on Gurk's shoulder.

Lay on Hands: 1d6 ⇒ 3

Lay on Hands: 1d6 ⇒ 4

"That should help a little at least," she says as Gurk's wound shrinks.

She points at some of the gear Lexi gathers. "We should bring the climbin' stuff with us. That part we gotta climb is still ahead and these will likely help. Should bring all of it if we can. Don't like the thought of leavin' weapons for her if she escapes."

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby nods at Verris. "Despite the fact that these are wanted criminals, they are entitled to their day in court before being incarcerated in The Hells. Let us tie them up and come back for them later."


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

To note, the wererat is outright dead. The two injured women are nearly dead and without intervention will die. The one Adistan shackled is alive but unconscious for the time being.

Looking around their aren't any closets that the women could be stuck in but there are plenty of empty, if open, rooms. The room you are currently in has a small cook fire that has been built in the corner of the room with spits holding the sizzling carcasses of two donkey rats. The broken scraps of a crate now serving as fuel are stacked nearby, and there are 5 bedrolls laid out near the fire.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi lays out the gathered equipment into neat piles but--weakling that she is--doesn't try to carry any of the captured gear herself. Looking at the collection of bedrolls, she comments, "Five bedrolls but only four guards. I guess we ought to assume that one Tower Girls slipped away to warn Ayala and the others...assuming that's not Ayala there. Wererats tend to run in packs."

Deciding that Verris has done a sufficient job healing Gurk, the bard sings another healing song to patch herself up.

cure light wounds (Lexi): 1d8 + 2 ⇒ (3) + 2 = 5


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris nods at what Lexi has said. "They'll be ready for us now. Might as well take our time and make sure we're ready too!"

She makes a face as she spots the rats sizzling over the fire, saying "Seems like they ain't afraid to eat their own." She tries to tend to the wounded thugs with her minimal (non-magical) healing skill, trying to stabilise them so they can be brought back to Magnimar proper to face justice. She doesn't use her magical healing, knowing it might be necessary to save one of the party in the upcoming fight.

Heal: 1d20 ⇒ 1

Heal: 1d20 ⇒ 10

She'll take a second-story harness and a grappling rope with silk rope if nobody else wants them.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi, feeling a bit pissy after being stabbed by the Tower Girl when she wasn't even attacking them, pointedly ignores the fates of the bleeding out women...until Verris tries to staunch their wounds. Then, with a sigh, Lexi's innate kindness returns and she tries to save the bleeding Tower Girls' lives as well.

Amelexis Dusk Heal Check: 1d20 ⇒ 14

Amelexis Dusk Heal Check: 1d20 ⇒ 16

One out of two ain't bad....


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Verris isn't able to do anything for the women but Lexi manages to stop the bleeding on one, while the other dies from her wounds.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Temmer looks vaguely upset at the one woman's death, though it's likely no more than she deserves from her actions.

"We could wait here for a bit and see if any of them come to investigate," he suggests. "That might give us a chance to talk to this one as well. Or we leave them both here and push on as quickly as we can before they've made any proper preparations of their own."

He collects his quarterstaff from where he left it, making sure his silver dagger is again secured.

"I think the latter is our better option," he urges.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Lexi follows Adistan's lead, scooping up her discarded crossbow before she forgets it. She also draws Natalya's mithral blade and approaches the Andoran sailor.

"Trade?" she asks, offering him the longer blade in exchange for the dagger. "You can make better use of this than me, especially if I'm hanging back pointing out our foes' weaknesses. We can trade back once we've killed all the wererats in this place."

Natalya's blade is a mithral short sword, so it counts as masterwork and doesn't have the -1 penalty to damage that alchemical silver has.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

"It's a generous offer, Lady Dusk, but I wouldn't want to deprive you. But if you're certain..."

Makes sense to make that trade. And since you said we would trade back afterward, not too ungentlemanly to accept.

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For discussing!


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Silverstream checking in. Working on my Goblin Rogue idea. Going with the idea that he was first taken in and trained by the Sczarni before being dropped and picked up by the Society.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Grr. I'd made some good progress on getting my character together -- and then lost it all when I hit enter while trying to add my languages and it decided I wanted to save. But I hadn't ctrl-c'd everything I'd been working on since I hadn't intended to actually try to save, and since I had been working on it for a while, of course, it just decided I'd backtracked too long and I lost everything. So frustrating, especially when I'm busy and was really happy to carve out half an hour to do this before work... :(


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

@Gurk Haha, like I mentioned in my PM I was submitting a goblin rogue for another game, coincidentally enough, you picked the same avatar (though admittedly goblin ones are somewhat limited) but you also have the Sczarni as a background link. Great minds think alike :D

@Motteditor Oof that is the worst! I hate when that happens and it has happened to me plenty of times. I have become a habitual ctrl-c'er now though and 95% of the time remember to do it before hitting that submit button.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

PatheticWretch, checking in! I'm very excited for this...thanks so much for running it and for the invite, Dak!

@Motteditor: That stinks big time! I also copy every time before submitting, but have also lost plenty of work.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

PDK, checking in! I think it's the first time I play a half-orc. In all those years of gaming I somehow avoided them. I'm amazed at the great alternate racial abilities available for them. This dude's got both low-light and darkvision, gets endurance as bonus feat, and +1 luck bonus to all saves in exchange for losing the orc stuff.

I plan to immerse myself in Hanspur lore from Inner Sea Faith in order to play this guy. The RP might come off a bit weird at first, but I plan to have him explain his faith to the party.

But the waterboarding will be interesting when he hits level 3. :P (i.e. needed to retain ability granted by deific obedience, which is required for my Evangelist PrC levels down the road)

@GM DAK: will the campaign feature a few rivers or take place near rivers? I know you said dungeon crawl mostly, but some river boating opportunities would rock. Also, would you allow abilities that work near rivers to work when at sea near the coastline (not in high seas mind you; just near the coast, which is usually full of rivers, streams, brooks emptying into the sea).


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CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Well I can say there is definitely some row boats involved at one point. Remember Magnimar, where the AP starts, is a coastal town and there is a large river that runs through the southern portion. As for the abilities I would have to see it in context, but probably not an issue.


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Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

The group is looking pretty good! Preliminary build for Verris. I still have to finish out her gear and I might change traits going forward. Any critiques are welcome!

Stats:

Verrick “Eagle-Eye” Gerdin
Female azata-blooded aasimar (musetouched) paladin 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . longsword +3 (1d8+2/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot
Traits exchange agent, patient optimist, seeker
Skills Acrobatics +1 (-3 to jump), Craft (bows) +4, Diplomacy +9 (+11 to influence hostile or unfriendly creatures), Handle Animal +7, Perception +5, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +5, Perform (wind instruments) +5, Survival +5; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), +2 Perform (sing), +2 Perform (wind instruments)
Languages Celestial, Common, Varisian
Other Gear studded leather, dagger, longsword, backpack, bedroll, belt pouch, bowyer tools, flint and steel, Flute, hemp rope (50 ft.), holy text (Book of Erastil)[UE], mess kit[UE], pot, soap, sunrod (2), trail rations (5), waterproof bag[UE], waterskin, wooden holy symbol of Necklace of Erastil, 227 gp, 46 sp, 34 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Adding stuff under 'Special Attacks' entry as per Verris' post, to make GM job easier

Stats:
Davor operates in the River Kingdoms, at home on the rivers acting as a guard for ferrymen and boaters mostly, but occasionally for merchants and adventurers. A long-time local contact of the Pathfinder Society, Davor was recently approached by the local lodge with a strange request to assist in a mission for the Magnimar lodge. Davor eagerly took to the rivers and streams and began the long journey there, hopeful that he will make a lot of interesting friends along the way.

Davor Riverside
Male Half-orc Warpriest 1
CG medium humanoid
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoo, Dusksight (replaces Orc Ferocity, Weapon Familiarity, Intimidating)
Init +1 Senses Darkvision (60), Low-Light Vision; Perception +7
DEFENSE
AC 20, touch 12, flat-footed 19 (breastplate 6, heavy shield 2, dex 1, trait 1)
hp 9
Fort 5 Reflex 3 Will 6
OFFENSE [include effect of Divine Favor and Fate's Favored]
Speed 20 ft (agile feet: ignore difficult terrain, swift action, 3/day*)
Melee
Trident / Bite- +6 [+0] (1d8+5 [1d4+3] x2)
Ranged
Trident +4 (1d8+5 x2)
or Javelin +3 (1d6+5 x2)
Special Attacks ice strike 3/day* (+1d4 cold on weapon dmg, 1 min.)
Space 5 Reach 5
STATISTICS
STR 17 DEX 12 CON 12 INT 12 WIS 14 CHA 12
BAB 0 CMB 3 CMD 14
Feats: Additional Traits, Endurance, Weapon Focus (Trident)
Skills: Acrobatics -5, Appraise 1, Bluff 1, Climb 1, Diplomacy 5, Disguise 1, Escape Artist -5, Fly -5, Heal 2, Intimidate 1, Linguistics 6, Perception 7, Profession (sailor) 6, Ride -5, Sense Motive 2, Stealth -5, Survival 6, Swim -3
Languages Orc, Common, Giant, Goblin, Sylvan
Traits: Exchange Agent - Linguistics (Campaign - Shattered Star), Tusked (Race Half-orc), Fate's Favored (Faith), Defender of the Society (Combat), Seeker (Social)
Gear Breastplate, Heavy Steel Shield, Trident, Javelin (5), Kit - Warpriest (Medium Creature), 44 gp.
*Blessings can be used 3/day in whatever combination; see stats under alias for more details on class features.

Warpriest Spells (Caster Level 1st; Concentration +3)
Orisons (DC 12) - detect magic, enhanced diplomacy, guidance
1st (DC 13) - divine favor x2


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Here's a work-in-progress version of Lexi. She was an NPC I created for an old 3.5 game I ran...the daughter of my one my favorite PCs. Lanky, awkward, shy, quirky, brainy but not very wise...I always thought she'd be fun to play, so here goes!


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

It's coming together nicely! Feel free to work out any character links you think might make sense as well to add to group cohesion.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Adistan is mostly done; with his back story and personality set. I just need to pick feats and traits and finish equipping him.

What I haven't decided for him is what to do in terms of fighting style. Gurk, are you thinking you're going to be expecting to flank most fights if possible? I could try to set up to join you, since I will also be getting some sneak attack damage eventually ... Of course that could hurt us a little when we come up against things that aren't going to be vulnerable to sneak attack.


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Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Gurk will be focusing on sneak attacks and dual wielding dogslicers, so having a steady flanking buddy will help.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I'll finish up my backstory and post it tomorrow.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

OK, I think Adistan's set. I still haven't quite figured out what I want his combat style to be, but I figure that can develop as we go.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Alright, got the Roll20 link up, pictures file and loot sheet for you all to use if you want.

When you have a chance log into Roll20 and let me know what your name is there. You can either make a post here with your name or in the chat inside Roll20 itself.

Also, everyone who is 100% complete with your character and ready for me to review let me know so I can start going through that and then we should be about ready to get this thing started. If people still need time to finish things up that is fine too, just let me know.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

1x10^2 % ready


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Hey all, Verris is finally done. Everything is located in her profile...got carried away on the backstory :P

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

Bixby Copperpot, not pretending to be unready to go!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I hope to be done by the end of the day.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Alright looks like we've got everyone except Lexi on Roll20, for those of you there make sure you can move you tokens around. Feel free to add your HP in the green bar and AC in the blue bar or I will when I get a chance.

I will start reviewing characters probably tomorrow for those who said they are complete.


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Alright. Pretty much finished Gurk up now before hitting the hay. Gurk does have an easy connection with whomever may have chased him while he was part of the Sczarni and then invited into the Society.

Character Background:
----------
History
----------
If there is one thing Gurk has learned, it is that shiny means good. Getting a bit too interested in the large longshank town, Gurk was captured and trained by a group of longshanks to find and collect shiny items. Gurk did not know what to think of these longshanks that dressed and acted like goblins a lot, but he knew they weren't very smart. Afterall, they would trade the shiny things for lots of food. Longshanks no know how to make a good deal.

During his escapades through the big village, Gurk would often have to outrun other longshanks that wanted the shiny items as well, but Gurk knew how to get away and hide better than all the others. By the time he had started to pick up the longshank tongue, though, he got thrown out after starting one too many fires. Gurk no understand, since big longshank village have many extra huts that burn so well.

After spending some time grabbing food instead of shiny stuff, a longshank that used to chase Gurk offered him a deal to find more shiny stuff for more food. Gurk still laugh at how no longshank know how to make a good deal.

----------
Personality
----------
While Gurk is intelligent and cunning, his lack of complete understanding of longshank culture and the common language has led to a lot of mishaps. He has a tendency to use fire as his first answer for problems, and makes food and prestige his priority. Is easy to manipulate if the person knows him well.

----------
Appearance
----------
Gurk does not have much when it comes to looks, at least for races outside of goblins. His skin is stretched, with several spots of blisters and dark fur. He wears a hacked up dogskin as a cloak, believing it as a sign of great prestige. Outside of his gear and several strange knives, he carries a small, caged, vision toad with shiny smooth skin.

Stat Block:
-----------------------
Gurk the Goblin
-----------------------
Male Goblin Rogue 1
Age 13; Skin Green; Follower of Bark Breaker
NG Medium humanoid (goblinoid)
Init +4; Senses Darkvision 60ft, Scent 1/day; Perception +5 (+6 to find traps)

-----------------------
Defense
-----------------------
AC 17, touch 15, flat-footed 13 (+2 Armor, +4 Dex, +1 Size)
HP 11
Fort +2, Ref +6, Will +1
Additional - When rolling to save from being sickened, roll twice and take better result.

-----------------------
Offense
-----------------------
Speed 30 ft
Melee dogslicer +5 (1d4/19-20) P/S, fragile
dogslicer/dogslicer +3 (1d4/19-20) P/S, fragile
Ranged shortbow +5 (1d4/x3) P

Special Options
Sneak Attack - 1d6

-----------------------
Statistics
-----------------------
Str 11 (+0), Dex 18 (+4), Con 14 (+2), Int +14 (+2), Wis 12 (+1), Cha 8 (-1)
Base Atk +0; CMB -1; CMD 13

Traits
Ex-Sczarni - Campaign - +2 on Bluff to pass hidden messages; +1d6 to Coup de Grace
Pustular - Race - When Sickened, roll save twice and take better
Wolf Cub - Religion - 1/day, take deep breath to gain Scent ability for 1 minute as a standard action.

Feats
Two-Weapon Fighting - Reduces penalty for fighting with two weapons
Weapon Finesse - Use Dex for light weapons.

Skills (12 ranks - 8 Class, 2 Int, 2 Background Skills)
Acrobatics +8 (1 rank, 3 class, 4 Dex)
Bluff +3 (1 rank, 3 class, -1 Cha)
Climb +4 (1 rank, 3 class)
Disable Device +11 (1 rank, 3 class skill, 1 class ability, 4 Dex, 2 tools)
Disguise +3 (1 rank, 3 class, -1 Cha)
Escape Artist +8 (1 rank, 3 class, 4 Dex)
Knowledge (Local) +6 (1 rank, 3 class, 2 Int)
Linguistics +6 (1 rank, 3 class, 2 Int)
Perception +5 (1 rank, 3 class, 1 Wis)
Perception (Traps) +6 (+1 class ability)
Sense Motive +5 (1 rank, 3 class, 1 Wis)
Sleight of Hand +8 (1 rank, 3 class, 4 Dex)
Stealth +12 (1 rank, 3 class, 4 Dex, 4 Size)

Favored Class Bonuses
Rogue - +1 hp (x1)

Languages
Goblin, Common (Speak)

Alternate Racial Traits
Weapon Familiarity - Has proficiency in goblin weapons; replaces Skilled.

-----------------------
Class Abilities
-----------------------
Finesse Training - Gain Weapon Finesse; deal damage with Dex at 3rd level with one chosen weapon, two at level 11, and three at level 19.

Sneak Attack - Whenever your target is flanked by you or is denied their dexterity bonus, deal an extra 1d6 plus 1d6 every two rogue levels past 1st. Is not multiplied on a critical.

Trapfinding - 1/2 of level is added to Disable Device and Perception checks to find traps (min +1); can disable magical traps.

-----------------------
Inventory
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dogslicer (x6), shortbow (20 arrows), leather armor, msk thieves' tools (+2 DisDev), goblin pickles (5 jars), pig grease (+2 EscArt), vision toad

Pathfinder Kit
backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, string (50ft), thread (50 ft), waterskin, rations (7 days), whetstone

Wealth
3 pp 4 gp 9 sp 0 cp


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Adistan:
Couple questions. First do you have any more details on the Bell of Shadows you mentioned in your background? Second, you said something about voices in his head can you elaborate?

Davor:
Just to clarify from the blurb I saw, so you aren't a Pathfinder but being a contact that has frequently worked with the Lodge in the River Kingdoms you were contacted for assistance?

Gurk/Bixby:
Any thoughts of possibly linking up backstories? With Gurk working for a gang, could see that easily being the Sczarni from Bixby's background. Could also see him being the one to maybe bring Gurk into the Pathfinders?

Davor/Verris:
Davor maybe in your trip to the Pathfinder Lodge in Magnimar you went through Nirmathas and met Verris along the way. With her quest to go to the go to Heidmarch Manor perhapds the two of you traveled the rest of the way to Magnimar together?

Have a few questions and ideas for folks above and then waiting for Lexi to check in on Roll20. After that, once everyone is ready, we can probably look to kick things off sooner than I anticipated.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

GM/Gurk:
I love the idea of linking stories...let's do it! I think it would be much more FUN to have us semi-adversarial/distrusting than to have me be the one that recruited you. My story is basically that the gang was using my magic to create illusions while the thieves got away, so I'm sure Gurk could have been one of the thieves. Perhaps Gurk was one of the more obnoxious thieves to me? Once I turned sides and became an investigator, maybe Gurk was one of the primary targets? Let me know if you have any more thoughts on this, Gurk.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Davor is a Pathfinder but spent more time so far as a River Kingdoms guide for Pathfinder teams than he did exploring dungeons with them. When he received his Magnimar assignment, it included a letter of instruction to pick up another agent in Nirmathas. (Great suggestion GM!)


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

GM/Davor:

I'd be up for the two meeting beforehand. Just to note, Verris isn't a Pathfinder agent yet. I'd planned for Verris to be from a small town/village. Kassen seems like a good choice for that. It's on the Northen border between Nirmathas and Lastwall and also happens to be along the Tourondel River. Maybe Davor left the River Kingdoms planning to cross Lake Encarthan and follow the Tourondel to the Bloodsworn Vale and cross the mountainous border between Nirmathas and Varisia there? You stopped to resupply in Kassen and met Verris there? If she hears you mention the Pathfinders that'd immediately catch her attention, as she knows she's supposed to join them in Magnimar. Maybe you could even be the one to recommend her when you reach Magnimar?


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

Bixby:
I'm good with linking. Bixby probably noticed that Gurk cared less about the crime and more about just filling his gullet, then chased Gurk a few times as an investigator after Gurk's antics left a few scorched homes, before finally finding Gurk kicked out after Bixby became a pathfinder. Gurk would probably just think of Bixby as the 'faking longshank' from your shortness and illusions.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

GURK:
That sounds fine. I think a little mutual distrust will be great. Let's go with that, and I'm sure we can both make up details on different crimes/investigations on the fly to account for our history with each other.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Gurk:
With what you mentioned in mind, any thoughts on why the Pathfinders took an interest in you?


Goblin CN Rogue 3 | HP 27/27 | AC 17 (Trap 18) | T 15 | FF 13 | CMD 14 | Fort +3 | Ref +7 (Trap 8) | Will +2 | Init +4 | Perc +7 (Trap 8), Darkvision, Scent 1/day | Acro 12, Bluff 5, DisDev 13, Disg 3, EscArt 10, Local 8, SeMo 7, SofH 10, Slth 16 | dog, dog +6 (1d4+4/19), bow +7 (1d4), sneak 2d6, spark

GM:
Since Gurk simply focused on shiny without really knowing the value, maybe he managed to sneak through the local lodge, through some tightly locked doors and managed to steal a few bits of silverware instead of the more valuable, less shiny objects nearby before escaping the people they sent after him. They may even see him as a partially disposable asset that can be sent out to find things in dangerous locations without requiring as much pay as others.


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

GM, do you mind if I play Mithralline here instead of Adistan? I'm finding I'm just not feeling the latter quite as much, whereas I really want to play Mithralline. I'll tweak her backstory slightly to be that she joins the PFS in Magnimar instead of going to Roderic's Cove (she was pitched for a Return of the Runelords game, but that GM's fine with me pulling her submission) and would have to change her trait (probably to Serpent Runner).

(Sorry, realizing I wasn't feeling Adistan is why I was taking so long...)


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

No problems here. I see it is a cavalier though, so not sure if you plan on going the mounted route or not, but mounts may prove problematic in a number of places in the AP.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor
GM Dak wrote:
No problems here. I see it is a cavalier though, so not sure if you plan on going the mounted route or not, but mounts may prove problematic in a number of places in the AP.

Wheeling Charge + Narrow Frame + Charge Through + spider climb (or slipper of spider climb!) = WIN!

(takes about 10 levels to get there... or you can just skip this and get a flying mount! lol)


hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7

No mount with her archetype. She'll be a mobile tank (if the concept works) -- getting some nice bonuses when she charges. My hope/thought is she'll charge all around the battlefield, hopefully with enough AC to avoid taking too many AoO. (Unless you think even her charging will be too difficult in this AP, in which case I'll probably come up with some other idea, since Adistan just isn't working for me.)


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

As long as you are head of the marching order or plan to go down the Dragon Style feat chain, mostly charging shouldn’t be an issue.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

OK, having given it a little more though, I think I am going to stick with Adistan, who is now completed and ready to go. I've got his voice in my head now and I think he should be fun with this campaign and these other characters...

GM, sending you the answers to your question in a PM.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Sorry for the delay. No internet on Sunday (as usual) followed by an unscheduled snow day yesterday.

Lexi's pretty much ready. The big 'cheat' on her character sheet is that I assumed a roll of 100 or whatever on the aasimar alternate physical traits table in Blood of Angels, choosing two flavorful bits that fit with her backstory while (IMO) not likely to come into play often (if at all, besides the stop aging bit). I can change it if necessary.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Alright everyone is checked in.

Guck/Lexi if you can update your headers to include important quick reference info like the others, that would be great!

I'll look at kicking things off in the morning with a little bit of pre-AP roleplaying.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Sorry for the delay on my end, should be back to normal tomorrow.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

It appears that Lexi and Verris are the party faces (Yay musetouched!). In her infinite wisdom (10, +0), Lexi's first suggestion to the group will likely be to split the party to gather information. Maybe Lexi, Adistan, and Bixby hunt down rumors of the slavers while Verris, Davor, and Gurk seek info on Natalya or Sczarni gangs. Thoughts?

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I like the idea of splitting into groups. Since Bixby used to investigate the Sczarni I think he'd probably be a natural fit for that group, though.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

Absolutely 100% against splitting. We should stick together. Always. The city is more than a mile long and there's no way to know what happens to the other group if things go sideways.

Liberty's Edge

Gnome Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

I think this is more for gather information/knowledge local checks, not anything sticky.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |
Bixby Copperpot wrote:
I think this is ... not anything sticky.

Famous last words :D

I don't have an issue with splitting the party if that is the preferred path, but definitely something you all need to decide *insert GM maniacal laughter*

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

We should gather info together. I don't know about this one for sure, but most city-based APs have random encounter tables. Davor will treat every street or alley like a dungeon corridor.


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Just for the record, I have no problem with this idea being voted down. In fact, it probably wouldn't be a bad thing for the other PCs to tell Lexi "No!" early and often. :)


Knowledge Checks

lol I've noticed already she might need a lawful type intervention once in a while... Davor will just smile probably :)


Female Aasimar Paladin 3 | HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 | Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Verris has little knowledge of the city. She's used to her small town and the surrounding countryside, where there's not much risk of an alleyway robbery or stabbing. Bandits and wild animals maybe, but they're usually easier to spot, for her at least. She'd probably let the more city-savvy folk decide what's best and follow their lead. So she'll be happy to do either depending on the consensus.

The Exchange

Male CG Half-orc Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft. Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor

About loot: since we're doing the entire AP, I believe we should put all the loot in the spreadsheet created by the GM, or let the GM dump all the loot there before individual characters start appropriating various things for themselves. This way we track how many gooddies have been received by each character and keep the monetary awards more or less evenly split as we go along. There will be times some characters are way ahead than others based on type of treasure found (i.e. fighter needs a magic sword so it makes little sense to sell it, but the SELL value of said sword should be added to that character's column so we can keep track how much loot he'll skip next time we have a hoard to divvy up)

GM may have better system, but this is my 2 cp anyways! :)


Female Aasimar (musetouched) Bard (Archivist) 3 | hp --13-- 21/21 NL [0] | AC 16, t 13, ff 13 | Fort +1, Ref +6, Will +3 (has specials) | Resist acid 5, cold 5, electricity 5 | BP 10/11 | Init +7 | Darkvision 60 ft., Perc +4 (+5 traps) | Speed 30 ft. | Bard Spells 1st 4/4 | Lore Master 0/1 |wand of CLW (39/50) | Conditions: none

Agreed, for the most part, on loot. Lexi just grabbed the garnet because she wanted to prove to Adistan that she pays back her debts. (I'm still kinda shocked he gave her the loan in the first place.)

Just Lexi being Lexi. :)

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