Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

Dungeon Level 1

Dungeon Level 2

Dungeon Level 3

Fight!!!

Camp Setup

Red Goblin Base


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NG Male Changling Cleric (Angelfire Apostle/Divine Paragon) 3
Vitals:
HP: 12/15, AC: 18 _ T: 12 _ FF: 16 _ Perception: +4, Darkvision 60 ft., Initiative: 1, Fort: 4 _ Ref: 4 _ Will: 7, CMB: +2, CMD: 13, Speed 30
Skills:
Diplomacy +7_Heal +9_Knowledge (arcana/history/planes/religion) +4_Linguistics +6_Perception +4_Perform (dance) +5_Spellcraft +4_Survival +3

The Dazzle effect from Angelfire Apostle doesn't have a save.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Tugging at Andrei

"He's trying to kill meeee!" she points to the GM, "You heard it from his own mouth!"


Yup, that's right!!! Now to pull the plug and drown this b!tch!!! MuhahhahahahhA!

RofLoL


Did you find your treasure chest yet?


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I don't think so. Maybe. I think we are looking for one with 4 Clockwork guardians, but this one is just a little something extra!


Okay folks... obviously you have some questions... or we need to move to the next day!?!

So what are the sleeping arrangements again? How many tents did you have?

Lilianne and Andrei.

Blaze and Baahir.

Thorn and ...

Aramyos in his armor and ...


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

So Aurkan looks something like this?

lol

Aurkan?


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I know that Lilianne and Andrei were together 100%. I believe it was Blaze and Baahir, and then Thorn and Aramyros


NG Male Changling Cleric (Angelfire Apostle/Divine Paragon) 3
Vitals:
HP: 12/15, AC: 18 _ T: 12 _ FF: 16 _ Perception: +4, Darkvision 60 ft., Initiative: 1, Fort: 4 _ Ref: 4 _ Will: 7, CMB: +2, CMD: 13, Speed 30
Skills:
Diplomacy +7_Heal +9_Knowledge (arcana/history/planes/religion) +4_Linguistics +6_Perception +4_Perform (dance) +5_Spellcraft +4_Survival +3

Yep, and hopefully no curious spider-kin joining any of us.


Thorn the link didn't work... and the name is Au-Kan


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Hmmm link is down for some reason.

I put a link to a goliath pic.

Maybe this?


Yup something akin to that! Thanks Thorn!


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I will be out of town potentially three days without the guarantee that I can post. I will try, but if I am not posting, that is why.


Thorn I think I need a guiding question with one or more of your checks.

Thanks for letting us know Lilianne.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|
Quote:
Also a very large magical manual can be found with a large lock on it. A black key. A strange golden pendant that has a picture of a lake, a tree, an island, and a star above it all.

There's a few items.

here are the rolls. 2d20 ⇒ (8, 18) = 26
There's a 15 already so the rest are add ons.
In order;
Large Manual - 15
Black Key - 8
Golden Pendant. - 18

Appropriate Knowledge Check or check for looking at the items in questions.
Planes +7
Religion +6
Local +6
Geography +6
Spellcraft +5
The above are my skill bonuses.

Thorn is attempting to make sense or identify the items found in question though everyone wants the book :P.


The golden pendant seems like it might be of an important place but you can't think of any that might shine on the situation.

The large manual is a magical book, though you think it is just wards that protect it, such as abjuartion spells. Not wards of evocation. It could have more magical effects to it but you did not discern them.

The key seems to be of normal quality.


I just don't know how time passes by so fast.

So tired crashing...


Message to all my games:
Sorry to say but with time constraints and prior engagements such as a wedding this weekend, you will likely not see any posts from me until Monday.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

No problem. I can wait.

Let RL resolve first ..


Ok! Back to it. Here we go to get this game moving again!

How many months in RL to the days we have had in game?!? So sorry!


Baahir is busy beyond comprehension right now. He will be back when things settle down. I will bot him until he returns.

Also sorry about my absences, I have been super busy with life and conferences. Then last night I fell and hurt myself. I iced my sore body, then took a hot shower, then slept hard. I was possibly going to call in sick to work but it worked out in the end. My body is holding it together still with limited aching. 1000 mg of tylenol helped a lot this morning.


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

Aww, that's no good. It sounds like your relief is working. Hopefully, you don't get a nasty looking bruise!


Male Human (varisian)|HP: 29/29|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13| F: +5, R: +1, W: +7 |Init: +0|Perc: +3, SM: +7, Diplo: +9, Heal +11, Kno (Rel) +11 Cleric/5th|Speed 40ft (40ft)|Active conditions: None|Channel Energy 3d6 7-7/day|

Jeez, Wolf, I hope you feel better soon. It wasn't down a flight of stairs or anything too serious?


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Man do take care of yourself GM Wolf.

We can do with slower posting if that's what you need to rest up and recover.


I took some frozen lunches out to the shop and it was dark. There is no light out there. When coming back my night vision was gone and I completely forgot there was stuff there and spilled over it. No major fall but still banged up. My neck and lower back are a mess this morning.

I should be taking it slower and thus more time to post! Just the other night I iced, heated, and slept.


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

So sorry you were hurt! Sincerely hoping you feel better soon. Keep up the therapy, you'll heal faster! (Hug)


Thanks for your concern friends. I will do my best to get better!

Blaze I can't wait to see how you act.


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INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |
GM Wolf wrote:
I took some frozen lunches out to the shop and it was dark. There is no light out there. When coming back my night vision was gone and I completely forgot there was stuff there and spilled over it.

This is proof of why you need to always wear a pirate eyepatch.


LOL, that is true!


Moving things on the map is hard for me right now.

Aukan will be North of Baahir.

The demon goblins should move in and surround Andrei and Baahir.

Alia would be to the right of the portal.


Waiting on Round 5 actions.


Fire Resistance 10... The main reason it is not dead is becasue of that and its DR. I also debuffed it. Otherwise it would have been a CR 8. Which yeah it likely would have killed Lillianne after the second round but... then I was like, no that is too high! With the rest of the group showing up... maybe not. Then again is Aukan wasn't here you would have been widdled down by the goblins.


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INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

I appreciate not fighting a CR8 at 3rd level by myself :P


Yeah it wasn't fair to you!

I am taking a mental health day, or at least I did. Watched a movie and now going to bed. I hope to feel refreshed tomorrow and get some time to post tomorrow! Night all!


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Level up my friends! Level 4!!!


Male Human (varisian)|HP: 29/29|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13| F: +5, R: +1, W: +7 |Init: +0|Perc: +3, SM: +7, Diplo: +9, Heal +11, Kno (Rel) +11 Cleric/5th|Speed 40ft (40ft)|Active conditions: None|Channel Energy 3d6 7-7/day|

Level 4
1d8 +1 Con: 1d8 + 1 ⇒ (8) + 1 = 9 MAX! Nice!

+1 BAB +1 Fort +1 Will

Skills
4 + 2 Background
+1 Knowledge (arcana)
+1 Knowledge (planes)
+1 Knowledge (religion)
+1 Spellcraft

+1 Perform (sing)
+1 Linguistics (ignan, novice)

+1 1st-level cleric spell per day
+1 2nd-level cleric spell per day

+1 Ability score: Str


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

Huzzah! I will advance her level tonight. ^_^


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Alchemist level up!

Gains:
Hitpoint 1d8 ⇒ 6

Class Feature:

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Mutagen (Su) : This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)


Also Lilianne if your party didn't arrive he would have first taunted you, played with you, and may not have done much damage to use you as a play thing. It got serious as the others arrived. Anyways obviously he did that enough to mess with you.

I can't wait to see how your interactions are with the camp and the few surviving goblins...


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13
GM Wolf wrote:
I can't wait to see how your interactions are with the camp and the few surviving goblins...

There are surviving goblins?

Edit: Oh I see now, you edited the post since I last looked, lol!


Yup... getting it ready, sometimes it is nice to post it and then grab info from somewhere else so I don't have to store it on a doc.

You might not see the hiding goblins, the demons didn't.


Aasimar Bloodrager 2 / Oracle 3 - HP: 47/47, AC: 20 T: 11 FF: 19, Perception +8, Darkvision 60 ft., Initiative: +4, Fort +8 Ref +4 Will +4 (+2 vs fire, +2 vs evil descriptor), CMB: +9, CMD: 20, Speed: 35, Bloodrage 9/9, Spells left 6/6
Skills:
Intimidate +12, K Planes +11, Percpt +8, SenseM +8, Ride +3, K Arcana +5, K Religion +5, K Engin +5, Diplo +8, Ling +6, HandleA +8, P Soldier +7, Spellcr +5

level 4:

Cyclopean Seer 3
HP: 1d8 + 3 ⇒ (4) + 3 = 7
skill ranks: Intimidate, Knowledge (Planes), Perception, Sense Motive, Spellcraft
BG Skills: Linguistics (upgrading Abyssal to Fluent), Profession Soldier
Revelation: Flash of Insight
BAB +1
FORT +1
REF +1
stat point: STR
1st level spell known: Air Bubble


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Will update char at a later time. I have quite a bit of work to do.

I have a serious workload currently.

No one took note that 4 staff took leave at the same time. Right now it's just me single manning a 5 man staion. Will be slow in posting.

Apologies.


Ok, no rush Thorn! Oh no!!!! I hope you get some support soon!

Take the time you need!


INACTIVE Elf Female Ranger LVL 4| HP 46/46| AC 17 (T 12, FF 15) | Perc +12 Darkv., Low-light | Init +4 | F +6 (+4 vs endurance feat topics), R +6, W +3 (+2 vs mind-affecting)| CMB +6, CMD 19 |

4th Level up:
Status
HP Roll: 1d8 ⇒ 1
HP ReRoll: 1d8 ⇒ 8
--------------
+1 Intelligence
+1 BAB
+1 Ref/Will Saves
+1 Consummate Liar
+1 Mesmerist Tricks Implantable/day
+1 Painful Stare Damage
Favored Class Bonus +1 skill
Blinding Strike DC +1

Mesmerist Trick (Mesmeric Mirror) Essentially trickers a 1 shot mirror image if attacked or targeted with an attack spell

Skill Points Earned:
3 intelligence increase+6class+1favored+2int+2background= 13
---------------
Skills
Bluff +1
Disable +1
Intimidate +1
Linguistics +2b (Varisian, Abyssal)
Perception +1
Sense Motive +1
Spellcraft +3
Stealth +1
UMD +2

-----------------
Spells Per Day 1+1bonus 2nd Level
2 spells known: Emotive Block, Share Memory


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|
Thorn Slivertip wrote:

Alchemist level up!

Gains:
Hitpoint 1d8

Class Feature:

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Mutagen (Su) : This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)

you know....

I just found that I have not being giving myself hitpoints from two earlier classes.

Inquistor 1d8 ⇒ 2
Alchemist 1d8 ⇒ 1
Reroll Alchemist 1d8 ⇒ 1 Seriously?

Think I kinda plain forgot...

Spending one skill point to gain yet another fluent language. (Celetsial)
Does this qualify me for the Skill Focus feat and ability to learn future languages as fluent?

Common (Taldane) - Fluent
Elven - Novice >>> Fluent
Sylvan - (Starting Bonus Language) Novice >>> Fluent
Ancient Elven (Elthimil) - (Starting Bonus Language) Novice >>> Fluent
Celestial - (Trait) Novice >>> Fluent


Reroll both of them Thorn!: 2d8 ⇒ (5, 6) = 11 There you go, much better!

Yes, Thorn from now on any skill point put into linguistics will give you it fluently!


Tiefling (Hellspawn) PyroKineticist 5 (PyroKinetic Knight) HP 61/65 (1 NL / 1 from Burn) Max Burn 9 | AC 24, T 14, FF 20 | Fort +10, Ref +8, Will +4 | Darkvision (60 ft.) |Init +4 | Perc +11, S.M +13

Level 4 PyroKinetic Knight
------------------------------
HP: 1d8 ⇒ 1 Ew...
HP Reroll: 1d8 ⇒ 5
--------------
+1 Constitution
+1 BAB
+1 Fort/Ref Saves
Utility Wild Talents: Searing Flame and Searing Flesh

Searing Flame:
Element fire; Type utility (Su); Level 2; Burn -
Over time, your burning infusion sears away your foe's fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe's fire resistance by an amount equal to the unmodified burn damage; don't apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.

Searing Flesh:
Element fire; Type defense (Su); Level -; Burn 0 Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

-----------------------
Skills
+1 to Artistry
+1 to Linguistics to learn Hallit (local human language)

+1 to Diplomacy
+1 to Escape Artist
+1 to Intimidate
+1 to Perception
+1 to Sense Motive
+2 to Spellcraft
+1 to Use Magic Device

Working on reformatting sheet, will have that adjusted soon. Sorry for my delay!


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Am I right to say that there is no further magical items beyond what is listed?

Listed Magical Items:

A flaming cold iron longsword of the golden dragon. If you get it hit by a dragon's fiery breath it turns in flaming burst.

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A harpoon of snaring. It is magical, holds a net of snaring, and has a ribbon attached to it.

With the command word of 'Hunt' in Elven. A net emerges from the harpoon.

Net of Snaring
Price 28,940 gp; Slot none; CL 11th; Weight 6 lbs.; Aura moderate conjuration and transmutation

DESCRIPTION

This +1 distance net seems lighter than expected and is slightly sticky to the touch.

Three times per day, the wielder may speak the command word and throw the net of snaring at a target. This is a ranged touch attack with a range of 40 feet. The net immediately grows by two size categories. If the attack hits, the target must succeed at a DC 25 Reflex save or become entangled. So long as the wielder retains control of the trailing rope, he may attempt or otherwise act on a grapple as a free action that does not provoke an attack of opportunity. Speaking the command word again shrinks the item to normal size so long as no creature is confined within it.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor, levitate, permanency, shrink item, web; Cost 14,470 gp

Attached to the harpoon:

Effortless Lace
REPORT AD
Price 2,500 gp; Slot none; CL 15th; Weight —; Aura strong transmutation

DESCRIPTION

This elegant silk ribbon gleams like mithral and feels like polished steel.

EFFECTS

When wrapped around the grip of a one-handed piercing or slashing melee weapon for 24 hours, the ribbon’s magic permanently merges with the weapon, reducing the attack roll penalty incurred by a wielder who is smaller than the weapon’s intended wielder by 2 (to a minimum penalty of 0).

If the weapon is wielded by a creature whose size matches that of the weapon’s intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons.

Once an effortless lace’s abilities have been conveyed to a weapon, the ribbon must remain attached to the weapon or its effects end immediately, its magic is permanently lost, and it is reduced to worthless cloth. Effects that would dispel the magic of the weapon or cause the weapon to gain the broken condition (such as sundering) destroy the ribbon as well.

CONSTRUCTION REQUIREMENTS

Cost 1,250 gp; Feats Craft Magic Arms and Armor; Spells shrink item

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A vicious adamantine short sword. It is still cursed with intelligence and wants to destroy all the witches of the world. If you kill a witch each month it will follow your lead. Otherwise it will fight with you for control. Its granted powers enhance the class of its weilder. Also you must bath it in a dose of holy water each week.

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A dragon fire forged great axe of execution.
This is a great axe of dragon bane. It gives you bonuses vs. dragons in combat. Also it is classified as adamantine for its hardness and hp, but not for attack.
If you critically kill a dragon with at least half its hitpoints left, it unlocks the vorpral quality. It must be bathed in the blood of dragons, their ilk, or the like once a week or it will force you on a hunt.

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Gloves of the Shortened Path
Aura moderate conjuration; CL 9th; Slot hands; Price 27,000 gp; Weight —

DESCRIPTION

Once per day on command, the wearer of these oxblood leather gloves can bend space to extend her reach to a non-adjacent square within line of sight. For the next 10 rounds, she can touch anything in that square as if it were her own square, as long as she has line of effect to the target square. She may change the targeted square as a swift action.

When using the gloves to touch, attack, or manipulate anything in the square, the wearer’s arms and hands also appear in that square, allowing creatures and effects to target her as if she were in that square. She cannot use this connection to transfer anything from her square to the target square, or vice versa. If she drops anything, it lands in her square. She can use her hands (including natural attacks from those hands, if any), hand-held objects (such as lockpicks), and melee weapons in that square as if she were there. The square is part of her threatened area, though she cannot use the gloves to provide flanking for herself. She cannot use the gloves to grapple, make ranged attacks, or make attacks that require her to move out of her actual square (such as a bull rush combat maneuver).

Interacting with the target square is distracting, and anything that threatens her in her actual square automatically flanks her.

If the wearer or her square is blocked from using teleportation or planar travel effects (such as dimensional anchor), the gloves do not function. She cannot use the gloves to target a square protected by such an effect.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item, teleport; Cost 8,000 gp.

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Silver scimitar is +1 and has keen on it.

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Headband, Dead Man’s
Aura faint enchantment and abjuration; CL 1st; Slot headband; Price 3,600 gp; Weight 1 lb.

DESCRIPTION

This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer’s hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item, doom, shrink item; Cost 1,800 gp.

Curse:
Must sacrifice a lock of your hair by burning it into tar, put the tar into the bottom of a cup and fill it with strong alcohol, then drink the concoction.

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Cloak of the Bat
Aura moderate transmutation; CL 7th; Slot shoulders; Weight 1 lb.

DESCRIPTION

Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, beast shape III, fly; Cost 13,000 gp.

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crystal dagger of venom:
Aura faint necromancy; CL 5th; Weight 1 lb.; Price 8,302 gp

DESCRIPTION

This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor, poison; Cost 4,302 gp


No worries, get it done when you get it done.

Thorn those are the identified items. There are others that were not identified.

Apparently my posts have not been getting uploaded! Grrrr... Anyways now to remake those posts for the last few days.

I and the group seem to be waiting on Thorn to finish his post! Also I am waiting on your selections of items if you want one. Then to post something along the lines of leaving the vault.

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