Abyssal adventures (Inactive)

Game Master Mightypion

Air ship Map 1


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F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage
Roberta Crask wrote:

Looking through our team I think that Roberta fits best with Anatoli. Both being Neutral in alignment.

Perhaps they met when both were seeking a way to Alyushinnyrra and teamed up?

She wouldn't understand Ashleaf at her current mind state. Eric, Cenna and Willow would be regarded as a step back. 'Been there. Done that. Got the scars.'

Regarding Charisma? I try to avoid dump stats if I can. Mainly due to having a player in my live group who always plays Rogues or Martial characters and tends to dump Wisdom. Then whines constantly about never making a Will save.

munchkinning Will save advice from someone who played way too many bloodragers:

I have just the solution for you and your friend!
1: Step: Introduce them to Urban Bloodragers, who can funnily enough be ok rouges if they want to, given that they can bloodrage for dex. Dont forget to introduce them to the handy irrepressible trait, which is typically a +3 to +5 to will vs charm and compulsion (assuming 6-8 WIS and 14-16 CHA), also known as stuff that has you murder you party members.
2: Step: Introduce them to the cunning fractured mind (CHA based spiritualist) dip and have them pick up a duty phantom. This gives them: +2 will save because spiritualist has strong will save, iron will as a free bonus feat (another +2) as long as the phantom is inside them, and +4 vs mind affecting (which is most will saves) while the phantom is inside, for a total of +8. Oh, you can shunt a failed willsave on your phantom, once per day.
3: Last but not least, Spiritualist has the pretty useful burst of insight spell. When you are about to make a int, cha or wis based roll, and will saving throws count as that, you can cast it as an immidiate action and get a +8 enchancment bonus to the relevant stat for this roll. You are dazed for one turn afterwards, but if the roll is like, vs a domination attempt, that is actually good. Either you pass, and a turn of being dazed isnt the worst, or you dont pass, and your teammates have a turn in which you are dazed to do something about it!

Other underappreciated little will save fixes:
--If most of your party is under heroism most of the time, the level 1 spell moment of greatness is a cool way to double that +2 morale bonus to a +4 vs. that will save you really dont want to fail.

TLDR: with a dip and a trait choice, the average bloodrager can improve his overall willsaves by +8, and his willsaves vs charm and compulsion by about +12 or so.


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

I bounced back and forth on Willow being CN or CE. But in the end, I don't have a lot of opportunities to play evil. Willow, while 99% apathetic to the plights and feelings of others, is smart so sees the benefits of having others around her that she can trust 'enough' so there will never be any worry of acting against the party (no Player vs Player). And she is capable of forming attachments with others as she has with Persiska, even if it confuses the heck out of her when she does.


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

For any of you that haven't and would like to, you can add a one-letter post to gameplay, then delete it after it goes through. It does nothing other than add
your character to the character's tab, which does little at the moment but make it easier to look through each of the characters. So no big deal if you don't want to worry about it.


Gathlain Bard (Flame Dancer) 8

Right, never rolled for HP:
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 4
1d4 ⇒ 4
1d4 ⇒ 3


Gathlain Bard (Flame Dancer) 8
Willow Nevardmipth wrote:
I am considering Swine.

Then I could hit them with glitterdust, and we could call it "The Sparkly Swine maneuver. Blind and beautiful!

Roberta Crask wrote:


She wouldn't understand Ashleaf at her current mind state.[/i]

....

Regarding Charisma? I try to avoid dump stats if I can. Mainly due to having a player in my live group who always plays Rogues or Martial characters and tends to dump Wisdom. Then whines constantly about never making a Will save.

No one understands an artist. *woeful pose*

We did a Kingmaker campaign where the lowest Charisma score was a 14. We said that the campaign was produced by the CW. Where pretty people are regardless of talent.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Oh, it would help me greatly with balancing if, once your characters are ready, you could post:

--One full attack action ruoutine fully buffed
--Your highest and lowest spell DCs
--One full attack action routine unbuffed

Fight-Challenge wise, I am not out to kill you but aim to challenge you, most of your enemies will be intelligent, all of those will have names, and they will attempt to fight intelligently, making use of their abilities.
Most also have a sense of self preservation.

If you take out "leader figures" their coordination will be reduced, unless they are a very tight knit outfit.


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F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

Ben... her snake. Playing with archetypes and I like emissary better than valet. Guidance over cooperative crafting. Hopefully that will be my last change.

So given that...

full buffs from Willow (to herself) are
Endure Elements(constant from Iceplant), Feather Fall(at will from flight hex), Defending Bone (DR 5/bludgeoning, 8 hours), Waterproof(stay dry, 8 hours), Heroism(+2 moral bonus, attack, skills, saves, 80 minutes), whispering lore(+4 insight bonus on knowledge skill, 80 minutes), see invisible(80 minutes), guidance(from Ben, +1 competence bonus on single attack, save, skill, 1 minute), Tap Inner Beauty(+2 insight bonus to charisma skill checks, 8 minutes), comprehend languages(80 minutes)

Lowest spell dc is 18 (level 0, not necromancy/conjuration spell)
Highest spell dc is 23 (level 4, necromancy/conjuration spell)
hex DCs are 22 (23 for whatever her corset of dire witchcraft is boosting, typically Slumber)
+6 to spell penetration, caster level 8, so +14 all together. +16 concentration check

Now for her attack, which is sad
melee dagger strike, heroism, guidance: 1d20 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13
damage: 1d4 - 2 ⇒ (2) - 2 = 0
unbuffed
melee dagger strike: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 - 2 ⇒ (1) - 2 = -1


Gathlain Bard (Flame Dancer) 8

Full Buffs: Good Hope, Haste, Inspire Courage, Eagle's Splendor, Mirror Image, Barkskin, Fireblade.

Fully buffed- Flame Blade touch attack (18-20 crit): 1d20 + 14 ⇒ (5) + 14 = 19
Spell Resistance: 1d20 + 14 ⇒ (4) + 14 = 18
Damage (ignores 10 Fire resist): 1d8 + 15 ⇒ (7) + 15 = 22
Fully buffed- Flame Blade touch attack (18-20 crit): 1d20 + 9 ⇒ (7) + 9 = 16
Damage (ignores 10 Fire resist): 1d8 + 15 ⇒ (4) + 15 = 19

unbuffed- Flame Blade touch attack (18-20 crit): 1d20 + 9 ⇒ (4) + 9 = 13
Spell Resistance: 1d20 + 14 ⇒ (14) + 14 = 28
Damage (ignores 10 Fire resist): 1d8 + 9 ⇒ (8) + 9 = 17
un buffed- Flame Blade touch attack (18-20 crit): 1d20 + 4 ⇒ (10) + 4 = 14
Damage (ignores 10 Fire resist): 1d8 + 9 ⇒ (1) + 9 = 10

Defense: AC 10 +1 size +3 Dex +1 Natural +6 Armor= Unbuffed 26 +5 Ironskin, Mirror Image 1d4 + 2 ⇒ (4) + 2 = 6

Low DC unbuffed Ear Piercing Scream (16)
High DC buffed Fireball (20 Reflex), Glitterdust (19 Will)

**When nervous, Ashleaf will light a torch or a candle or cast Flameblade. When needing to escape, he'll cast Pyrotechnics for a large smoke screen and use his bardic ability Song of the Firey Gaze to give his allies ability to see through smoke without issue. Though the smoke might harm his allies a bit, the cost of basically blinding all enemies without a save or SR and possibly giving the enemies all the same debuff seems pretty good, especially when they need to escape.

Versatile Performance Skills buffed [Good Hope + Eagle's Splendor](Acrobatics, Bluff, Fly, Sense Motive)= +25

Half tempted to swap tongues for Glibness to get a bluff of +55, that's about par for the Abyss I suppose.


Male Human Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

In terms of buffs the only things Cenna has that he can do himself are being in Vigilante form obviously, Extra Ki attack using inspiration on the attacks and coming out of stealth to attack with those it would be I will however basically never use inspiration on attacks

Wakizashi: 1d20 + 11 + 1d6 ⇒ (3) + 11 + (5) = 19
Wakizashi (Bonus Ki attack): 1d20 + 11 + 1d6 ⇒ (12) + 11 + (2) = 25
Wakizashi (off hand): 1d20 + 11 + 1d6 ⇒ (17) + 11 + (6) = 34
Wakizashi (iterative): 1d20 + 6 + 1d6 ⇒ (1) + 6 + (5) = 12

All vs flat footed

Damage: 1d6 + 6 + 4d8 ⇒ (2) + 6 + (8, 6, 3, 7) = 32
Damage (Bonus Ki attack): 1d6 + 6 + 4d8 ⇒ (4) + 6 + (7, 5, 3, 2) = 27
Damage (off hand): 1d6 + 6 + 4d8 ⇒ (6) + 6 + (7, 6, 3, 4) = 32
Damage (iterative): 1d6 + 6 + 4d8 ⇒ (4) + 6 + (6, 4, 2, 3) = 25

if not using any of those but flanking and being in vigilante form it would be

Wakizashi: 1d20 + 13 ⇒ (9) + 13 = 22
Wakizashi (off hand): 1d20 + 13 ⇒ (12) + 13 = 25
Wakizashi (iterative): 1d20 + 8 ⇒ (9) + 8 = 17

Damage: 1d6 + 6 + 4d4 ⇒ (5) + 6 + (4, 3, 3, 3) = 24
Damage (off hand): 1d6 + 6 + 4d4 ⇒ (5) + 6 + (2, 3, 1, 1) = 18
Damage (iterative): 1d6 + 6 + 4d4 ⇒ (1) + 6 + (2, 4, 3, 4) = 20

I have no spells and for skills there are all on the sheet, I can use inspiration for a +1d6 and on stealth can spend a ki point for +4

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Shield other on Cenna already in place. 1/2 damage

Life link on Cenna and Ashleaf. Fast healing five

Lay on hands 4d6 swift action on self if needed

Standard action Blessing of Fervor on party

Full buff: bless, defending bone, protection from evil, communal

Animate dead previous enemies now in party being buffed by unhallowed blows and all of the above

Now have a smoke, heal friends or cast summon monster III or divine favor, or just watch friends wreck shop and wait for round two and change tactics as needed.


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Female Tiefling (Oni-blooded) Brawler 7/Rogue 1. HP71, AC21, T15, FF18, F9, R15, W5. Init +2, Perception + 11 Roberta

Pretty simple as Roberta has no spells.

Attack Routine With Good hope & Blessing of fervor from party buffs:

(Taking the extra attack from Blessing & the +2 From Good hope.)

Brawlers strike: 1d20 + 13 ⇒ (5) + 13 = 18
Brawlers strike: 1d20 + 13 ⇒ (14) + 13 = 27
Brawlers strike: 1d20 + 8 ⇒ (19) + 8 = 27

damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Brawlers Flurry: 1d20 + 11 ⇒ (1) + 11 = 12
Brawlers Flurry: 1d20 + 11 ⇒ (13) + 11 = 24
Brawlers Flurry: 1d20 + 11 ⇒ (16) + 11 = 27
Brawlers Flurry: 1d20 + 6 ⇒ (1) + 6 = 7

damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13
damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Attack routine with no buffs:

Brawlers strike: 1d20 + 11 ⇒ (10) + 11 = 21
Brawlers strike: 1d20 + 6 ⇒ (6) + 6 = 12

damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Brawlers Flurry: 1d20 + 9 ⇒ (19) + 9 = 28
Brawlers Flurry: 1d20 + 9 ⇒ (6) + 9 = 15
Brawlers Flurry: 1d20 + 4 ⇒ (9) + 4 = 13

damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14

The closest Roberta has to a spell is her Knockout ability. :)

Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

"I cast Fist!"

I'm working something out for the crime that made Roberta Infamous and was one of the major reasons for her leaving her homeland in the first place. It will probably be how she got her hands on her Double barreled pistol. A very nice piece, clearly made for a noble. :)

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Life link on Roberta too!


M CE Dhampir Oracle 8| HP 83/83 | AC 24 T 11 FF 23 | CMD 22 [+2 vs grapple] | F+6 R+5 W+9 [+2 vs disease; -1 vs positive energy] | Init +8 [ADV] | always act in the surprise round | Perc +1 | LLV, DV60' | MF 7/7 | Spells: I 8/8 II 7/7 III 4/6 IV 4/4 | Active: Magic Vestment

Eric writhes like a scalded man after Anatoli heals him along with the rest of his companions with a wave of positive energy. It looks as if this energy causes him terrible suffering and causes his skin to smolder. Just one more time. Still bent double, he looks at Anatoli from under his brows. One more damn time and I'll drink your blood like cough medicine.

_____

Just kidding. I wanted to fantasize about how it could be found out that Eric should not be healed with positive energy. He's a smart guy and usually says this to allies, but then it occurred to me that suddenly he didn't have time before the first fight? ))

In short, Eric will really need a Life Link because with Channel Energy, he will have to be excluded.

_____

- DC from 15 to 19

- Most of time he will grapple enemies: +16 without buffs, +19 with Divine Favor (maybe a little more if he can get heroism, haste and so on; up to 22-23 I think)

Also, longsword. No buffs

Mwk Cold Iron Longsword (Power Attack): 1d20 + 10 ⇒ (18) + 10 = 281d8 + 13 ⇒ (8) + 13 = 21
Mwk Cold Iron Longsword (Power Attack): 1d20 + 5 ⇒ (13) + 5 = 181d8 + 13 ⇒ (1) + 13 = 14

With buffs (divine favor & haste for example)

Mwk Cold Iron Longsword (Power Attack): 1d20 + 14 ⇒ (8) + 14 = 221d8 + 16 ⇒ (5) + 16 = 21
Mwk Cold Iron Longsword (Power Attack): 1d20 + 14 ⇒ (16) + 14 = 301d8 + 16 ⇒ (6) + 16 = 22
Mwk Cold Iron Longsword (Power Attack): 1d20 + 9 ⇒ (7) + 9 = 161d8 + 16 ⇒ (3) + 16 = 19


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Smart eyed staff may have noticed that a first draft of the inn an outs intererior, as well as the pier area is available!

As well as the big problem with it!


Male Human Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

Who needs a port when you have a collapsed tunnel!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Dont mind me, making a bunch of silly stat sheets in the background!


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

How does the port entrance work? The long hallway on the left is it? From the basement. So is the inn built into a cliff?

Forgive my morning questions before coffee (or at least enough coffee).


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Yes, the entire port area is an the outskirts of Alyushinnyrra, (itself a floating island above the ocean of Ishiar). Alyushinyrras port is where the island is only a couple of meteres thick, and the part of the place where ships mostly dock is below the island itself.

The so to speak "underside" of it is criss crossed with chaotic moorings, plansk, occassionall bridges etc. that hold most actual air ships.

Major consortiums would have better protected and private area, or have an air ship sized magic portal, but you cannot currently afford that, as such your air ship (not much larger then the black Lagoon from the anime, and not equipped with a Torpedo) is currently decked in a communal mooring with 3 other vesells.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Aaannnd its on! Also, your ship got stolen/robbed/destroyed and the pier is on fire.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

And there goes my first truely substantial PBP DM post!

Feedback is very very welcome!

If you have question or if any rule is unclear, shoot!


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

Woohoo. I am a fan of the variance of capitalization. Shows where her emphasis was.

Now for the skill challenge, Can Willow attempt something similar to survival for hunting down tracks but in her case hunting down magical tracks, like signatures, spells, what kind of powers would be needed, so on? Using detect magic along with either a knowledge skill or spellcraft.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

You can use Knowledge Arcana, I generally use spellcraft for spells being currently cast as well as Iding items, and Kn. Arcana for anything else.


Could I use stealth in order to try to get close and eavesdrop on gossip nearby?


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage
KeeperofRunes wrote:
Could I use stealth in order to try to get close and eavesdrop on gossip nearby?

Yes.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

In terms of foreshadowing, I would be happy if anyone who, in terms of player knowledge, can guess whats going on and what the opposition will be writes me a DM.

Trying to find the right balance.


Gathlain Bard (Flame Dancer) 8

Or I could cast good hope on her...


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

You have 2 possible leads!

1: The Arena has means to track slaves on leave, you could possibly avail yourself of these. Either by trying to steal them or by proposing to rent them.

2: You could seek out the Earther outpost in the middle city, interestingly enough not that far from Shamiras harem of ardent dreams.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

Going up to the cabin Thr Fri Sat Sun Mon see you next Tues, posting goin to be very light


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

Enjoy you trip!


M CE Dhampir Oracle 8| HP 83/83 | AC 24 T 11 FF 23 | CMD 22 [+2 vs grapple] | F+6 R+5 W+9 [+2 vs disease; -1 vs positive energy] | Init +8 [ADV] | always act in the surprise round | Perc +1 | LLV, DV60' | MF 7/7 | Spells: I 8/8 II 7/7 III 4/6 IV 4/4 | Active: Magic Vestment

Hello everyone!

I'm going on a trip until July 4th. I will try to come here from the phone, but I still may not have enough time to write posts. I'm also sorry, I was obviously not active enough this week (or rather, even since last Friday) - preparing for the trip plus the start of a new business project took more time and effort in total than I expected. From July 5, I plan to enter the normal mode of an active player. Until then, bot me as you see fit.

With best wishes,
‘Eκάτη


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

Happens to all of us now and again, hope you have a Blast!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

I am counting 4 for hotel Leningrad,

you can make your preparations.

While brimming with protective spells could raise eyebrows elsewhere, this is Alyushinyrra.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

I had a very unpleaseant day (we had a bit of a issue requiring a plumber, several times, lets leave it at that), will probably be tomorow not today for me with the next post.


F CE Elf Witch 8| HP 22/41 | AC 18 T 12 FF 16 | CMD 14 | F+2 R+4 W+8 [+2 vs transformation; -2 vs emotion] | Perception +13 (low light) | flight 8/8 minutes | levitate 1/1 | share will 1/1 | Ben's recall 1/1 | +14 spell penetration | +16 concentration check what she looks like conditions: heroism, waterproof, defending bone, see invisible

Ouch!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Yeah, dealing with that required some will saves, which I made, and some fort saves, I will soon find out if I did them.

Dark Archive

male Human Oracle 8 (divine herbalist-life mystery) 75 hp max, +6 f, +6 r, +8 w, perc +19, init +7

What a sh*tty day that must have been...


Male Human Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

Here word on your fort saves yet?


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Apparently I passed! Still feel drained, but definitly not a nat 1. Just vibing with some booze right now.

Woke up twice, nightmarelike, to horror visions of s+&$ flooding the entire appartment.

I may just throw some Omox Demons at you to be hopefully horribly and drastically murdered by you guys.


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Gathlain Bard (Flame Dancer) 8

Sorry for the delay, was my anniversary and the wife surprised me and monopolized my time for a bit. I'm back, will post soon.


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Out of character, I do not recommend openly attacking Hotel Leningrad, definitly not without scouting properly.


Male Human Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

sorry, got held up in a prior commitment over the start of the week, should be back now!


Female Tiefling (Oni-blooded) Brawler 7/Rogue 1. HP71, AC21, T15, FF18, F9, R15, W5. Init +2, Perception + 11 Roberta

Sorry I'm so quiet. I'm very busy at the moment. Plus Roberta isn't the diplomatic or planning type anyway. :)


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Oh, just some quick notes concerning my overall GM style:

1: Do I make up monster abilities?
Yes, all the time. I am also amendable to player character picking some of them up.

2: Do I want to kill the players
Generally speaking, no, stakes should exist, character should feel threatened because they are often in extreme situations, and the very lucky or unlucky dice exists, but you cant roleplay or act if you are dead, and PnP gaming is something I see as cooperative storytelling.

3: Do I do "Gotcha" things?
Reasonable decisions by my players will have reasonable outcomes.

If players have one specific strategy, then this information will spread, and adversaries that have the capability to know of the players tactics, and the willingness to adapt to them, will do so, within reason. But no "this adversary, with whose organization you never interacted with, just happens to have a level in Fractured mind and an internal phantom to completely nullify the effect of the posession spell, which your sorceror incidentally just picked up".

4: Do I actively mislead players?
Yes, especially for narrative purposes, but not to their mechanical detriment. This setting will have a very sizable density of various entities seeking to use the players as Cat Paws, spoiler, most of these also pay well.

5: Are there "unwinnable fights" the players have in character reason to fight anyway?
At least one, which is going to be telegraphed and its more a "someone may be genuinely impressed depending on the damage you manage to inflict and/or the length of your survival", running from it is totally valid though.
Alyushinyrra has plenty of encuonters (my guess is that the average CR of a random citizen is a solid 8,5 or so, seriously, the city has like, working class Balors.) that would kill the party, but these encounters arent like, going to search them out and murder them.

6: Are the particular narrative things or changes?
Yes, first, Alyushinnyrra is a much nicer place then it is canonically. This may well be a relatively recent development.
Also, it is such a crossroads that there are not just "incursions" from material planes other then Golarion, but also well, you may find out soon. Oh, it is currently spring 1944 on Earth.


I won’t be able to post today or tomorrow unfortunately!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

@Everyone General rule:
If a sense motive is about something, like in the current example booze, that your character would know about from craft or profession skills, you may substitute your sense motive with the craft or profession skill if you wish to do so.


M CE Dhampir Oracle 8| HP 83/83 | AC 24 T 11 FF 23 | CMD 22 [+2 vs grapple] | F+6 R+5 W+9 [+2 vs disease; -1 vs positive energy] | Init +8 [ADV] | always act in the surprise round | Perc +1 | LLV, DV60' | MF 7/7 | Spells: I 8/8 II 7/7 III 4/6 IV 4/4 | Active: Magic Vestment

@GM - just in case, let me remind you, Eric rolls two dice on the initiative and chooses the best result. It doesn't affect anything now, but just said for the future.)

He also always acts in a surprise round (but with the following conditions):

> At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds).


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

You guys still there? Everyone other then Eric and Willow is up!


Male Human Vigilante (Teisatsu) 8 | HP 63/63 | AC:23 T:16 FF:18 CMD:21 | F+6 R+11 W+6 (+8 vs Divination) | Init+7 | Perc+5 | Active Spells (None)

It’s a move to get to cover and a standard to change forms for me!


F Resources: HP220/220 Mythic power12/13 Spell slots 1:6/7 2:6/7 3:6/7 4:4/5 5: 4/4 ACs:47/41 Touch 37/31 FF 19 Saves:Fort 19 Ref 31/25 Will21 CMD:53 active effects: My. Heroism, Tears to wine, Glibness, Freedom of movement, insp. rage

Notes of the Rookie GM:

Ooof, yeah, underestimated how much of a deal the DR would be, thankfully, I think I came up with a pretty interesting in character way to greatly reduce it, just be advised that the very impactfull way it has working right now is specific to being grappled by an Omox and then shoving the grenade down its throat as it does a villainous monolouge. Simply throwing a holy hand grenade at it would not quite do the same thing.


Female Tiefling (Oni-blooded) Brawler 7/Rogue 1. HP71, AC21, T15, FF18, F9, R15, W5. Init +2, Perception + 11 Roberta

Only using the one attack as its AC is too high for my second, or for Flurry. Even with Heroism and the siphoned strength I would still need to roll 20's to hit.

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