Hp's 52/54(2 NL/Flesh to Stone DR 2/Adamantine); AC 20/14/16; Int: +4; Perc: +9; Fort: +8/Ref: +7/Will: +3; Burn(8/day)
As a multitude of loose stone begin to circle the kineticist at an angle, it picks up speed as he forms a blade in his hand and strikes at the nearest kobold with it.
Gather power; kinetic blade
Kinetic Blade (Light weapon/slashing):1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Damage:2d6 + 7 ⇒ (1, 1) + 7 = 9HA! So funny. Now that's a damage roll that makes me NOT sorry that I missed.
Other AoO against Marioc:1d20 + 5 ⇒ (8) + 5 = 13 Sorry, things have gotten confusing with folks rushing the cauldron and the map being too crowded to update on my phone. I'll see if I can sort it all out.
Round 1 Cauldron hauled up by children. Batu and Marioc jumped down. Oryn removed goo. Kobolds threw javelins. Edgrin threw one back.
Round 2 Kylan gets in cauldron, children lower him. Toads do belly slide. Marioc falls in grease, then stands, taking an AoO that missed; he then cast a kinetic blast, which triggered a second AoO that also missed, but he then hit the toad (no entangling, however, since he couldn't gather power). Oryn stabs the other one with spear then finishes it off with air blast. Batu missed his attack. Edgrin begins inspire courage.
Round 3 Remaining toad coats Oryn with more goo, its rider slashed at Oryn (not Batu, oops) and missed. Oryn removed goo. Kylan stepped out of cauldron, blasts red kobold with debris and takes him down. Children haul up cauldron (Rao can get in NEXT round). Everybody else still to go.
Sorry. Stalled a bit. Sorry that this combat is so confusing, what with the lowering folks in cauldrons. I don't think Marioc realized I was waiting on him, so I'm just botting him to start moving things along again.
Marioc, boxed in by the slimy trail has nowhere to go, so he flings out his hand at the toad creature. The creature takes advantage and clomps his teeth on Marioc's forearm, but doesn't succeed in thwarting the kineticist's icy blast down its gullet. The creature spasms and tips over, leaving it's rider stuck to its back. That kobold spends this round extracting itself from the back of the dead slurk.
Everybody is up. Rao gets into the cauldron and the kids lower him. He'll be able to act next round (if the battle is still going). There is one kobold left: he's on his feet and adjacent to Marioc.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
Oryn attempts to navigate through the grease and the friendly kobolds to get next to the remaining foe. Provoking an AoO from it. He wants to end up just below it on the map.
Acrobatics:1d20 + 9 ⇒ (6) + 9 = 15Moving at half speed I think this will get me to an open square.
Positioned next to last toad rider, Oryn creates a swirling blade of air and swings it at their enemy.
Oryn suffers 1 point of burn from the Kinetic Blade Infusion.
Male Human Pyrokineticist 4 | HP 8/22 | F+6 R+6 W+0 | AC 18/13/16 | Perc +4
Not even a minute later, Rao comes down in the cauldron, fire swirling around his hands, his face set in a grim expression as he was looking this way and that for the targets. Upon realizing that they were dealt with, the flames that had been gathered were scattered, raising an eyebrow at the state of the others.
Marioc seems much less disgusted by the toad creatures than normal. To him, they're not very unlike fish. He comments to Master Kylan "Yeah, I got bit bad."
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
Kylan rested his hands on Marioc and golden green healing radiance sank into him to heal 2d6 + 6 ⇒ (6, 6) + 6 = 18 and also inflicting 1 burn and 3 nonlethal damage on him as well.
Max! So his voice deepens, he stands taller, scars fade to nothing, his hair grows six inches...
There’s a rattle of the chain as the kids shimmy down its length to join you below.
There is a structured opening to the west, whereas the kobolds have broken in through the north and east walls from outside the room. There’s no door on the west wall and peering through the opening, you see barrels and crates, most smashed. It looks like a storage area.
Hp's 52/54(2 NL/Flesh to Stone DR 2/Adamantine); AC 20/14/16; Int: +4; Perc: +9; Fort: +8/Ref: +7/Will: +3; Burn(8/day)
Oryn Goldenstalk wrote:
Oryn looks around and spots what appears to be an opening/door in both east and west walls. The room also looks like it may go further north.
"Is everyone OK? Should we continue searching?"
"All good here, Oryn Goldenstalk!" Batu responds, giving a thumbs up. "Thanks for asking! Let us continue on."
Nazard wrote:
There’s a rattle of the chain as the kids shimmy down its length to join you below.
There is a structured opening to the west, whereas the kobolds have broken in through the north and east walls from outside the room. There’s no door on the west wall and peering through the opening, you see barrels and crates, most smashed. It looks like a storage area.
Batu hears a sound coming from within: laboured breathing and an occasional whimper. Someone, or something inside is badly hurt.
Pausing to listen intently, Batu quickly turns to the others. "There is someone on the other side of that wall who sounds as if they are terribly hurt. We must find our way there quickly." He then looks for some way in.
There’s no door, meaning, there’s no physical door blocking access to the next room. There is a standard doorway you can go through.
Batu leads the way inside. On the ground between some partially-destroyed crates, lies a strange creature. This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws. A kobold barbed spear, it’s point coated in poison, protrudes from the creature’s back. Whatever it is, it seems to be near death.
Knowledge Dungeoneering DC 13:
The creature is a choker. Normally dangerous, but this one is in no condition to hurt anyone.
Hp's 52/54(2 NL/Flesh to Stone DR 2/Adamantine); AC 20/14/16; Int: +4; Perc: +9; Fort: +8/Ref: +7/Will: +3; Burn(8/day)
Knowledge (dungeoneering):1d20 + 7 ⇒ (8) + 7 = 15
Batu immediately pulls out a potion while seriously considering removing the spear, but remains a bit leery due to the concern for killing it if he does so. "This creature is a choker. It typically would attempt to kill us but obviously it can do no such thing at the moment. I will do what I can to help it." He then attempts to administer the potion to the creature.
Not sure if I'm able to give a potion to a weird creature like this one but if it is possible:CLW:1d8 + 1 ⇒ (3) + 1 = 4
Is it possible to remove the spear? He would definitely attempt to do that if it is possible. Poison tip or not he would attempt it.
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
"Hold on!" Said Master Kylan as he came forward. "Potions are best reserved for combat."
Kylan tried to examine the creature as best he could to determine proper treatment.
Heal check:1d20 + 7 ⇒ (13) + 7 = 20Add +3 if poison.
If regular healing is indicated...
Kylan rested his hands on the creature and golden green healing radiance sank into it to heal 2d6 + 6 ⇒ (2, 3) + 6 = 11 and also inflicting 1 burn and 3 nonlethal damage on it as well.
With that heal result, Kylan is able to safely remove the barbed spear, and though he heals some of the creature’s wounds, it’s still weak from poison. It looks at Kylan with what he guesses is confused gratefulness before it drags itself off to some corner to hide.
Looking around the room, there’s nothing left of value that hasn’t been ruined by time or some recent fierce battle.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
Oryn looks at the contents of the room and says "What a mess, everything is ruined." With a closer look he adds "and some of it appears to be done recently. Whatever injured that thing" as he nods towards the creature Kylan just healed "might still be nearby. We should be cautious. There was another passage on the opposite side of the room we came down into. I suggest we continue our search in that direction."
You stoop to enter the cramped, low passageway in the east wall. If it ever happens that you are engaged in combat in these tiny corridors, you will be squeezing.
The cramped passageways open to a large cavern filled with rocky overhangs and jutting boulders. The sound of mining reaches your ears before you enter the cave; however, the origin of the sound is beyond the scope of your dark vision (or is around a corner).
Male Human Pyrokineticist 4 | HP 8/22 | F+6 R+6 W+0 | AC 18/13/16 | Perc +4
Carefully traveling near the rear since the others headed out, Rao had consciously extinguished the light that he had cast— almost by habit at this point. Given what they had encountered so far, it may or may not have made any difference, but it was better safe than sorry.
Marioc is uncomfortable with the darkness. He tries squinting his eyes to see, but he cannot. He asks "Hey, Rao, I can't see anything in the dark. Why'd put out that flame?"
Ha! I got my campaigns crossed. I have another game where everybody has dark vision (and had a halfling railing along until they decided to sacrifice him to Hellknights so they could run away faster). This is the party of only humans so none of you have dark vision. That being said, there is light up ahead and around a corner.
Moving carefully through the dark towards the light, you poke your heads around the corner. Here, an unusually buff kobold stands guard over a gaggle or slaves mining the cavern wall. Currently, they seem to be hacking up a not inconsiderable vein of iron ore, but given the disdain with which they toss the valuable metal into a pile of trash, they must be after something else. The slaves hold the metal up to the light of their single torch, but aren’t finding what they’re looking for.
The slave master is really quite comical to look at. He clearly works out, but equally as clearly has skipped every leg day: his chest, shoulders, and arms are massive (for a kobold) but they totter precariously over the tiniest little chicken legs you could imagine.
Marioc steps up angrily and says "Oi! What are you doing mistreating those beautiful creatures there!" Of course, he is assuming the others are slaves. He thinks this big fella will respond to an imposing voice.
If the creature is more than 30 feet away, Oryn will infuse his blast with Extended Range. He will 5ft step and Gather Power if possible; otherwise, he will take a point of burn.
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
Kylan moved to an open doorway to what might be an equipment shed and glanced around for enemies.
Stealth:1d20 + 5 ⇒ (2) + 5 = 7 Perception:1d20 + 6 ⇒ (14) + 6 = 20
Marioc steps out into the chamber, clearly acting as bait to draw out the kobold miners and their beefcake slave driver (red guy). This plan clearly works, as the driver roars in rage at the intruders and orders his miners to attack, which they, currently being more afraid of him than you, oblige.
Everybody except Edgrin is up first. Oryn already posted that he steps out and blasts Beefcake with some air, which hits and seems to mildly annoy the bruiser, leaving Rao, Batu, Marioc, and Kylan to go.
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
Kylan advanced 25' East, then he raised a hand and caused currents of aether to loft a discarded miner's pick at mister Red.
telekinetic blast (ranged touch):1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 for a possible 2d6 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14 kinetic damage.
Male Human Pyrokineticist 4 | HP 8/22 | F+6 R+6 W+0 | AC 18/13/16 | Perc +4
It seemed like everyone had the same idea, as Rao lobbed a burst of embers at the biggest kobold, the flame burning, but petering out.
________________________________
Fire Blast:1d20 + 3 ⇒ (16) + 3 = 19,Damage:1d6 + 1 ⇒ (1) + 1 = 2
Ice and fire play over Lord Beefcake's chest as he snatches the flying miner's pick out of the air, though they show no signs of slowing him down. The kobolds swarm forwards.
Beefcake waddles forwards, his own heavy pick and the caught light pick already twirling in his hands. The tip of the twirling pick catches Marioc on the arm, drawing blood.
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
Kylan backed up 5' East, settled into a defensive stance, then he raised a hand and, with mister Red hidden by the swirl of combatants, caused currents of aether to loft a discarded ore bucket at mister Orange.
telekinetic blast (ranged touch):1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 for a possible 2d6 + 6 + 1 ⇒ (6, 4) + 6 + 1 = 17 kinetic damage.
Male Human Pyrokineticist 4 | HP 8/22 | F+6 R+6 W+0 | AC 18/13/16 | Perc +4
It looked like the other kobolds were falling quickly, so Rao took a step to the side and pulled the flame to him before sending it out against the larger Kobold.
____________________________
Attack@Red:1d20 + 3 ⇒ (16) + 3 = 19, Damage:1d6 + 1 ⇒ (2) + 1 = 3Ref(16) or burn Gather Power, Burning Infusion
Reflex:1d20 + 2 ⇒ (12) + 2 = 14
Rao's flame washes over the beefmeister, and though it doesn't do much on its own, the kobold himself catches fire. The flames sizzle from Marioc's ice ray but continue to burn.
Meanwhile, Oryn reduces another kobold slave to goo.
Reflex:1d20 + 2 ⇒ (8) + 2 = 10 Damage:1d6 ⇒ 1
Sgt. Whopper continues to burn. Enraged, he steps up to the one who set him on fire, swinging with both picks.
M Human Telekineticist (Kinetic Healer) L4 | AC 17T13FF14 | HP 47/47 (0 non) | Saves F9R8W3 | Init +3 | Perc +6 | Burn 0/7 |Status: Force Ward 4hp
Kylan raised a hand and caused currents of aether to loft a discarded shovel at Big Red.
telekinetic blast (ranged touch):1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 for a possible 2d6 + 6 + 1 ⇒ (1, 6) + 6 + 1 = 14 kinetic damage.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
The air begins to swirl around Oryn and a loud whisting from its movement encircles him. It revolves into a blade that Oryn swings at the kobold in front of him.
Bolkvar, could we tweak your background so that you have just arrived in Falcon’s Hollow? Perhaps you’ve been exploring this area of Andoran, working your way here, but part of the challenge the PCs have to overcome is their lack of knowledge of the geography, which doesn’t make sense if he’s been there for months exploring the Vale.
LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1
And just chatting. But anyone else find it weird that earth kineticists can’t use acid? Seems like a strange oversight
It seems odd that there isn't a touch attack acid blast you mean?
I've often wondered why acid got associated with earth, and wondered if it was just because that's what was left. Either that, or the original game designers loved themselves some Horta.
Before we start, I'd like to know exactly why your characters are in Falcon's Hollow. Options are:
headed there on purpose
aimlessly wandering and ended up there
finishing a job that ended you up there
or something similar.
You can also decide if any of you are travelling together. You don't all need to arrive at the same time, but no more than a few days between the first arrival and the last. The adventure assumes that the PCs are not natives.
Also, I've decided that the Lumber Consortium, for reasons of their own, have clamped down on news of the disease getting out, so you haven't come in answer to any call for help, unless that call was sent out through unusually stealthy means.
By the way, it's a complete coincidence that I picked an adventure to run that dealt with a plague situation. To be honest, I just don't own many pre-printed modules, so my selection was limited.
Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5
This is Rennai, ready to go!
Mathine recently arrived in Falcon's Hollow as part of a surveying caravan, walking alongside an older woman with sallow skin and the bearing of someone broken. To all and sundry, she announced herself to be a paladin of Iomedae, protector of the travelers she arrived with and servant to all. She's a stark contrast to everyone else in the caravan - she wears bright livery with Iomedae's sword and sun front and center, and she carries an equally ostentatious sword and shield strapped to her back.
Of course, given this game's premise, we all know she's not actually a paladin. She's just so convinced that she should be that she's spontaneously become a kinetic knight aetherkineticist, imitating the ability the training and blessing of a knight of Iomedae would give her. Her mother's longsword is the focus of her kinetic blade, and the soft glow of the aether that surrounds it when she calls upon the goddess in battle only supports her certainty in her blessing.
I've got a statblock and slightly more extensive backstory up in my profile. Feel free to take a look and see if there's anything you still need. I did presume to designate her sword as the focus of her Attached drawback already, which is technically the GM's responsibility, but it made sense for the story and isn't something hidden or impossible to threaten. Is that ok? I'm good with changing it to something else or taking away the drawback if you prefer. And yes, I'm aware that I'm taking penalties due to shield non-proficiency - it's only for one level, and it makes more sense to me story-wise.
It's pretty easy for someone else to have been traveling with the same group I was (I picked it because it was a good generic hook). I'm good with having known/traveled alongside another character for some time, if anyone wants to.
To help speed up PBP play, there are some rolls that I do for the group: Perception, Sense Motive, Stealth, and Initiative.
I also do group saving throws, but only if its something triggered by the start of combat. For example, a hidden foe casts entangle on the group. It's helpful for the narrative and people's actions if you know right away who has been caught.
I also do blocked initiative. This means that I roll for groups of baddies (same creatures in groups) as a single initiative and divide the whole combat into groups. For example, it might go: Bolkvar and Kali first, horde of barbarian liches, everybody else. Bolkvar and Kali post their actions, I resolve them as described, or in a sensible way if I have to make a small change, then post the actions for the barbarian lich horde, then we pretend a new round has started and all the PCs can post actions. If the lich horde had great wyrm minions, they'd all have their own initiative somewhere in the order.
Feel free to assume that you are all able to work together and communicate during battle. So if Kali needs to wait for Bolkvar to attack and then move out of the doorway, it's safe to assume that that happens. If Bolkvar is adamant that he's not moving just yet, we can retcon things, but 99% of the time, players are usually pretty keen to make choices that benefit everybody, so it's best to just assume that.
If there's a special circumstance, however, where communication is not easy (like you're all being stealthy and can't talk), then we'll address that specifically.
Mathine recently arrived in Falcon's Hollow as part of a surveying caravan, walking alongside an older woman with sallow skin and the bearing of someone broken. To all and sundry, she announced herself to be a paladin of Iomedae, protector of the travelers she arrived with and servant to all. She's a stark contrast to everyone else in the caravan - she wears bright livery with Iomedae's sword and sun front and center, and she carries an equally ostentatious sword and shield strapped to her back.
Of course, given this game's premise, we all know she's not actually a paladin. She's just so convinced that she should be that she's spontaneously become a kinetic knight aetherkineticist, imitating the ability the training and blessing of a knight of Iomedae would give her. Her mother's longsword is the focus of her kinetic blade, and the soft glow of the aether that surrounds it when she calls upon the goddess in battle only supports her certainty in her blessing.
I've got a statblock and slightly more extensive backstory up in my profile. Feel free to take a look and see if there's anything you still need. I did presume to designate her sword as the focus of her Attached drawback already, which is technically the GM's responsibility, but it made sense for the story and isn't something hidden or impossible to threaten. Is that ok? I'm good with changing it to something else or taking away the drawback if you prefer. And yes, I'm aware that I'm taking penalties due to shield non-proficiency - it's only for one level, and it makes more sense to me story-wise.
It's pretty easy for someone else to have been traveling with the same group I was (I picked it because it was a good generic hook). I'm good with having known/traveled alongside another character for some time, if anyone wants to.
I'm laughing hard at this, but not in a bad way. It's so sad and pitiful, and yet the image is comical at the same time.
The longsword is fine as an attached object. Very appropriate. With the Attached drawback, I view a combat situation that has begun to look very hopeless as a trigger for it, since falling in combat would mean that the attached object would end up in the hands of the enemy.
Which armor modifications did you pick for her Armor Adept feat?
Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5
Nazard wrote:
I'm laughing hard at this, but not in a bad way. It's so sad and pitiful, and yet the image is comical at the same time.
Oh good, I hit exactly what I was going for, then. XD If Aroden's death was, like, ten years ago rather than 100, I would have made her an Arodenite paladin, but a century is a long time for a person or family to retain that degree of self-delusion.
I picked double-plated and nimble. The idea of having armor that is both more protective and less restrictive is appealing to me, haha.
Also, can folks please check that they can access the maps link and that you can move characters around. Let me know if you would prefer that I move your characters for you (it's hard to do on a phone so if you tend to post from a phone, I or somebody else can move them for you). When giving directions, assume north is always up.
LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1
I can see the maps just fine!
Aramant was just passing by, so he's there by chance. Really!
Please feel free to roll or move my character in the map when you feel it'll help speed up the game. I'm most of the time in my phone.
So Mathine came in with a merchant train, Bolkvar has arrived to chase down rumours of dwarven ruins in the area, Kali and Aramant are here by chance, and not sure yet about Oryn.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
Oryn arrived on the merchant train. Fresh off the farm and naive of all the wonders the world has to offer. Looking for ways where he can use his newly discovered talents.
Initiative roll for me is just +5. I swapped out the improved initiative feat with storm soul. The stealth check already has the -1 for armor. Other rolls look good.
Okay I’m just going to simplify things and say that everybody has come in to town with this merchant caravan and put together a good expository opening post in the next little while.
It appears as if the PCs aren’t the only ones who have to learn the geography of Falcon’s Hollow, as it seems I mixed up the names of the inn with the general store. However, it really makes no difference to the story and I’ll keep it as posted: The Goose ‘n Gander is the inn, while the general store will simply be known as Jak’s Emporium.
LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1
LE Male Tiefling Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1
Hi guys,
My apologies but I will not be joining you. Sorry for the disruption. I sent details to the GM. Please feel free to replace me.
That could be a particularly nasty drawback, especially in a few levels when it comes time to buy magic items. I would say that since this drawback comes from being used to what passes as a lavish lifestyle for a 1st-level character, it would eventually max out (an 1100 gp +1 shield isn't really that much more luxurious than a 1000 gp +1 shield after all).
Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5
I think most of this chalks up to weirdness with HeroLab, which I used to create the statblock. I'll take a look later this evening and see if I can sort them out.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
Mathine is wearing medium armor which she is not proficient in and adds the armor's check penalty to attack rolls and all skill checks. Thank you Pathbuilder.
So we’re three weeks and one combat in. I’m quite happy with the pace of things but I wanted to check in and make sure everybody is still happy and see if there’s anything with the running of the game that folks would prefer we/I did differently.
Male Human (Storm Giant) Aerokineticist/4 | HP 50/50 (0NL) | AC 21/15/16 | F+10/R+10/W+6 | Init+5 | Perc+10 | Burn 0/6 | Ring 3/3
Items Left:
1 potion of Air Bubble CL3
I am having fun with this PbP. So far everything has run smoothly as far as I am concerned. Since I have relatively no experience in PbP, it is hard for me to judge; however, I think you are doing a great job.
Female Human (Chelaxian) Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5
The next couple of weeks are going to be some of the busiest of my life, so if I don't post feel free to bot me/move on without me. I'll see you on the other side.
I tried to send this as a private message, but it wasn’t working for some reason, so I’ll put it here.
You do realize I have a backstory for the ring already, right?
We don’t have anybody to identify magic items in the group, but for this ring, it’s use becomes instinctive to Oryn. It has three charges, renewed each day. By spending a charge, he can do one of three things: change one blast from air to electricity, fire a blast at double range, or fire a blast with the damage as if he were two levels higher. He can stack charges into a single blast, either combining effects or stacking them (2 charges to get three times range, or do damage as a fifth level kineticist, etc.).