Bookrat's Demon Lord Game 3 (Inactive)

Game Master bookrat

Moon Phase: Waning Crescent, Waxing Gibbous, two nights until full


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Male Clockwork Spell Guardian Edgewalker 5 | S13 A8 I10 W10 | HP 28(+7 SOL) | Def 18 | Move: 9 | Insanity: 1 | Corruption: 7 | Fortune: Yes | BR: No | Status: Injured | Damage: 6

Hydrand's Level Up:

Expert Path: Edgewalker

Increase two attributes by 1

Strength 12 -> 13
Intellect 9 -> 10

Gain +2 (-1) Health, +1 Power, +1 Speed

Health 18 -> 20 (+1 Edgewalker, +1 Strength)

Power 1 -> 2

Speed 8 -> 9

Add a Profession: Military (Guard)

Magic
Discovered Time tradition.

Additionally, traded out one Protection spell for a Time spell.

Time Leap When you take a turn, you can use a triggered
action to expend the casting of a rank 1 or higher Time
spell. You step forward in time, seeming to disappear
from reality until you reappear at the end of the round.

I am so sorry I didn't spoiler out that enormous post above. I added the spoiler in edit mode, hit submit, and then walked away. The page loaded just fine so I thought it took, but apparently not.

D:


Male Cambion Rogue/Spellbinder 5 | S10 A13 I13 W10 | HP:26 | Dmg:6 | Perc: 13(Truesight) | D14 | Speed: 10 | Insanity: 6 | Corruption: 3 | Fortune: No | Status: Sick of this s@%%ty island

Orc Kill: 1d6 ⇒ 1

Level 3: Spellbinder

Agility +1, Intellect +1
Health +3 (-1)
Power +1
Magic: Learn 1 spell (Flamethrower) Exchange Spell: -Gatecrasher, +Boltthrower

Spellbound Weapon:
You touch one weapon you can reach and imbue it with magical power that lasts for 4 hours. Until the spell ends, you gain the following benefits with the target weapon.
• The weapon counts as your implement.
• The weapon grants you 1 boon on attack rolls you make with it.
• If the weapon is within 1 mile of you, you can use an action to teleport it to your hand or to your feet if your hands are full.
• You can use an action to touch the target weapon and remove all damage from it, even if the weapon is destroyed, provided you have at least a fragment of it.

Sacrifice
You can use a triggered action to expend a casting of this spell. Until the end of the round, your attacks with the weapon deal extra damage equal to your Power.


Male Human (Skinchanger) Gallant / Switch Bld Warrior 3 | S12, A14, I9, W10 | Dmg 0| Health 34 (+10 hyb) | D20 (+4 SB + hyb) | Per: 10 (+2 shadow hyb) | Move: 10 (+2 hyb) | Insanity: 6| Corruption: -| Fortune: Yes| Status: N/A | Frightening when in hybrid form / +7Health temp seed of life 1hr

Level Up
+5 HP, plus the benefits from Skinchanger - Change Form.

Change Form: You can use an action, or a triggered action on your turn, to adopt your normal form, your animal form, or a hybrid of your animal and humanoid forms. You remain in the new form until you use Change Form again or you become incapacitated, which causes you to return to your normal form immediately. The animal form must be the same as the form you adopt when under the effects of your Skinchanger Curse. If you adopt an animal form, use the animal’s statistics in place of your own, except you retain this talent and your Intellect and Will scores. If you adopt a hybrid form, you make the following adjustments to your statistics.
• You gain the frightening (see Shadow, page 214) and shadowsight traits if you don’t have them already.
• You gain a +2 bonus to Perception, a +2 bonus to Defense, +10 bonus to Health, and a +2 bonus to Speed.
• You make Strength and Agility attack rolls and challenge rolls with 1 boon.
• You gain Regeneration, allowing you to heal 1d6 damage at the end of each round if not incapacitated.
• You have natural weapons as appropriate to your animal form—teeth, claws, horns—that function as basic weapons with the finesse property and deal 1d6 damage.


Male (Dwarf) Level 5 Soul Thief | S10, A13, I11, W11 | Health 25| Damage: 15| D15| Move: 10 | Insanity: 7 | Corruption: 1 | Power: 2 | Fortune: Yes | Status: Normal

Bertram Level Up: Expert Changeling

+4 HP
Gain 1 Spell (Chosen over Doppleganger's Advantage): Mold Stone and Earth (Earth Tradition, Level 2)

Mold Stone and Earth: When you cast the spell, you must concentrate and maintain contact with the area for 1 minute. At the end of this time, you reshape the earth and stone in the area as if it were
made from soft clay. The material then returns to its normal
hardness. You might cast this spell to create openings in
rock walls, seal doors shut, form weapons of stone, or clear
passages of rubble


Male Cambion Rogue/Spellbinder 5 | S10 A13 I13 W10 | HP:26 | Dmg:6 | Perc: 13(Truesight) | D14 | Speed: 10 | Insanity: 6 | Corruption: 3 | Fortune: No | Status: Sick of this s@%+ty island

Level 4 Expert Cambion

Health +5

Gain 1 Spell:
SPARKING SHIELD TECHNOMANCY UTILITY 1
Duration 1 minute
You create a magical shield on your arm that remains for the duration. Once per round, when a creature attacks you with a melee weapon and gets a success, the shield sparks and the attacking creature must make an Agility challenge roll. On a failure, it takes 1d6 damage and is moved 1d3 yards away from you, falling prone at the end of this movement.


Faun (F) Spell Guardian Lorekeeper 5 | S10, A12, I12, W11 | HP: 24 | Damage: 1+4 | Perception: 13 | Def: 14 | Move: 12 | Insanity: 5 | Corruption: 0 | Power: 3 | Fortune: Yes | Status: Deprived (Magic, 2), Fatigue

Hokey Lvl 4 Expert Faun
Gain +5 HP
Gain "Great Courage", Lose "Skittish"


Male Cambion Rogue/Spellbinder 5 | S10 A13 I13 W10 | HP:26 | Dmg:6 | Perc: 13(Truesight) | D14 | Speed: 10 | Insanity: 6 | Corruption: 3 | Fortune: No | Status: Sick of this s$$+ty island

Rocks That Cut Like Butter:

(Around the campfire later while the party rests and is preparing to destroy the stone.)

Bertram sits staring into his pack. It still pulsates with a sickening and corrupted glow.

You can't do this, Trevor. It's too much. There're so many lives...

The voice whining in his head annoys him. It's just more indecisive mewling as far as Bertram is concerned. Well, Bertram's face anyway.

"Stow it. Easy to say when you spend all your time hiding." he grumbles back. "A bunch of dead f$~#s? Who cares about them? They had their chance. We aren't dead, and I'm keeping us that way. You think the Witch is really going to release us after she gets her claws on this? Stupid boy. Haven't you learned anything?"

There is no reply. Bertram knew there wouldn't be. All the whining voices knew he was right too. They could complain about the morals all day, but Bert knew he was doing what had to be done. He wanted to live.

He looks around the fire, spotting Awful tinkering with a device he didn't understand.

"Hey assho- Er- Awful." He smiles and beckons to the supposed human. "Got a minute? It doesn't matter, you know neither of us cares. C'mere, we need to talk a second."

"Well s&&@, you got bored of talking to yourself, so now I have to listen to your nonsense?" Awful snaps back but continues to tinker. "You wanna talk, talk. I ain't stopping you. F#~@in' kill me now though..."

"You're in a good mood then. That's great." Bertram hops to his feet and paces over to Awful with the bag in hand. "Look, I need to ask you a favor. The crystal is whispering to all of us and what we're doing is insane, but you're the guy with the knife. Can you promise me you'll go through with it? Don't let us back out and give this thing a chance. Not even me."

Awful holds his hand aloft. "Let's see it."

Bertram reaches in and pulls the crystal out with a gloved hand. His skin feels as though it comes alive touching it, writhing and shuddering. He bites back the revulsion quickly delivers it to Awful. "Careful, Awful."

"Oh come on, I might as well be an expert with these damn things!"
Awful remarks as he grabs the crystal. Turning it over in his hands, he could feel the promise of power. It didn't take him long to accept it, but the conflicting powers within him argued for quite some time after.

Awful holds the dragon tooth dagger aloft. The Savage Ornament looks deadly in his hands. Abruptly, and without much warning Awful looks at Bertram and speaks.
"Well, here goes nothing!"
He plunges the dagger down and the world shatters.

bookrat wrote:
The world shatters.


Male Clockwork Spell Guardian Edgewalker 5 | S13 A8 I10 W10 | HP 28(+7 SOL) | Def 18 | Move: 9 | Insanity: 1 | Corruption: 7 | Fortune: Yes | BR: No | Status: Injured | Damage: 6

Level 4 Expert Clockwork

Health +5

Gain Grind the Gears
You can increase the number of actions
you can use on your turn by one. When you finish your
turn, roll a d6. If you roll an odd number, you become an
object at the end of the round.


Faun (F) Spell Guardian Lorekeeper 5 | S10, A12, I12, W11 | HP: 24 | Damage: 1+4 | Perception: 13 | Def: 14 | Move: 12 | Insanity: 5 | Corruption: 0 | Power: 3 | Fortune: Yes | Status: Deprived (Magic, 2), Fatigue

Level 5 Expert Spell Guardian

Characteristic: Health +3, Power, +1

Magic: You learn one spell from a tradition you have discovered.
Learned: Destroy Magic Replaced: Sun Shard with Starfall.

Spell Guardian Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or move an active barrier to a creature within medium range.


Male Human (Skinchanger) Gallant / Switch Bld Warrior 3 | S12, A14, I9, W10 | Dmg 0| Health 34 (+10 hyb) | D20 (+4 SB + hyb) | Per: 10 (+2 shadow hyb) | Move: 10 (+2 hyb) | Insanity: 6| Corruption: -| Fortune: Yes| Status: N/A | Frightening when in hybrid form / +7Health temp seed of life 1hr

Level 5 Expert Gallant:

Characteristics: Health +4

Combat Expertise: When you
use an action to attack with
a weapon, you either deal
1d6 extra damage with that attack or can make another attack against a different target at any point before
the end of your turn.

Daring Defense: If you are not wearing medium or heavy armor or wielding a shield, you gain a +4 bonus to Defense.


Male Cambion Rogue/Spellbinder 5 | S10 A13 I13 W10 | HP:26 | Dmg:6 | Perc: 13(Truesight) | D14 | Speed: 10 | Insanity: 6 | Corruption: 3 | Fortune: No | Status: Sick of this s+#&ty island

Level 5 Expert Rogue

Characteristics: Health +3

Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.

Rogue Cunning: You can use Trickery twice per round.


Male Clockwork Spell Guardian Edgewalker 5 | S13 A8 I10 W10 | HP 28(+7 SOL) | Def 18 | Move: 9 | Insanity: 1 | Corruption: 7 | Fortune: Yes | BR: No | Status: Injured | Damage: 6

Level 5 Expert Spell Guardian

Characteristic: Health +3, Power +1

Magic: You learn one spell from a tradition you have discovered.
Learned: Forceful Rebuke Replaced:Swiftness with Accelerate.

Spell Guardian Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or can cast a spell at any point before the end of your turn.


Male (Dwarf) Level 5 Soul Thief | S10, A13, I11, W11 | Health 25| Damage: 15| D15| Move: 10 | Insanity: 7 | Corruption: 1 | Power: 2 | Fortune: Yes | Status: Normal

Level 5 Expert Rogue

Characteristics: +3 Health

Abilities
Dirty Tricks:Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon. (Total Now 2d6)
Rogue Cunning: You can use Trickery twice per round.

Magic: Enhancement received from the Entity's death.

Soul to Soul- Rank 2. You attune your senses so that you detect the presence or absence of any creature that has a soul within medium range of you. If such a creature is hidden from you, the spell reveals that creature’s location to you. In addition, your attack rolls against creatures that have souls ignore banes incurred from obscurement.

Sacrifice - You can use an action and expend a casting of this spell to touch one creature you can reach that has a soul. For as long as you concentrate, up to 1 minute, you and that creature can communicate, soul to soul, even if you do not share a common language and even if the creature knows no languages

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