DM Brainiac's Blood Lords

Game Master Brainiac

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Reputation: Builders League 16, Carters Consortium 7, Celebrants 12, Export Guild 22, Reanimators 11, Tax Collectors Union 3


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Dot dot ._.


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

I couldn't find a fitting profile pic for my character, so I might do another deep-dive in the portrait bank today or tomorrow to find something more suitable for someone in their mid/late 20s :)

I'll try and get his stats up and running as well. Will we wait for Jacob? Or start without him?


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Still waiting for Jacob, so another couple days yet.


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

I'll be out of town again this weekend, back late Monday. I think this is my last trip for a while, however.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Rogue level 2
stealth to expert
skill feat: experienced smuggler
rogue feat: quick draw
archetype: alter ego (deception to expert and assume a role activity)


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

Since we haven't really done much with it yet, here's loot so far, up to this post.
* From Mosghuta: +1 scythe (claimed by Caraid, in Discord)
From Blood Lord Berline: Manor house (claimed by Mithralline), walking cauldron
* Kitchen: +1 hatchet
* Pantry: Spice box (worth 4 gp)
* Drawing room: a vial of ghost ink and a vial of silversheen.
* Master bedroom: Big bed (gifted to Caraid when Mithralline got a better bed), suit of full plate (30 gp price, sell for 15), 2 platinum vampire fangs (10 gp each)
* Basement: Viscera scrying pool (which we can't use at the moment; I think it's just there for now), platinum fang (10 gp), Smoke (onyx dog wondrous figurine (Telvir's companion)
* Dead Kuthite: minor oil of unlife, a lesser focus cathartic, and 2 gp
* Kuthite dinner: Access to creepy spells
* Bone Shards campsite: tents, bedrolls, simple clothes, cookware, slop buckets, and other supplies for about a dozen people; silver mirror worth 5 gp (stupid thing doesn't seem to work, Mithralline says), three disguise kits, ten batches of replacement cosmetics (mostly bone-white makeup and black hair dye),

--

My thoughts:
walking cauldron sell? (it's only worth 12 gp; seems more like a flavor item if anyone wants)
+1 hatchet (let's harvest the rune -- for Aily or Mithralline, since Caraid took the scythe?)
vial of ghost ink party loot held for when needed
vial of silversheen party loot held for when needed
lesser focus cathartic party loot held for when needed
3 disguise kits and replacement cosmetics party loot held for when needed
full plate sell for 15 gp

Plus the gold/platinum/other valuables would be 36 gp (51 if we count the full plate). If we divide that evenly, that's 10.5 gp each.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

I like the walking cauldron, but you are right, complete fluff. BUT it was a gift from a blood lord, so could be seen as a slight if we just sold it off.

Aily has a higher attack value at the moment, so giving Mith the rune makes more sense. Can't have her SERVANT hitting more often, now can we? :)


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

Both of those work for me. I thought about Aily setting up the cauldron as a chariot of sorts for Mithralline. :)


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

Anyone else have any thoughts? I think we could do a loot switch on the way to the bank. There are probably a couple of talismans and potions that make sense to grab. I wouldn't mind getting a minor oil of unlife, at least.


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

I think those are both good ideas. Playing a full caster for the first time in a while and like...what is loot? :)


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

Mithralline - Level up!
Level 3 champion

+1 to everything
+11 hp
+Divine Ally (blade)
+General feat: Toughness (+3 HP)
+Skill increase: Athletics (to expert)


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

LEVEL 2 TO 3
+15 HP (3 additional hp from acquiring toughness)
+FAST RECOVERY (REPLACES CANNY ACUMEN)(You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.)
+TOUGHNESS
+ATHLETICS EXPERT (SKILL INCREASE)
+BRAVERY (Will to Expert, successes on will saves vs fear become crit successes, additionally, when you become frightened, reduce the value by 1)


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

Ceceka will happily take the armor.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

level 3 rogue
expert level in thievery

skill feat is Shadowmark : You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you’re legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

general feat of Prescient Planner : You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 288 of the Core Rulebook or other sources of adventuring gear), and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

Level 3 psychic

+1 to everything
+6 hp
+General feat: Ancestral Paragon (Otherworldly Magic: Produce Flame)
+Skill increase: Occultism
+2nd Level Spells: see invisibility, telekinetic maneuver
+Signature Spell: Animate Dead

I can cast my ancestry spells as psychic spells, so I'm trying to build up my cantrip selection a bit.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

The level 4 Aily comes with a magical quick change face and body, enhanced ability to root our rumors, and Teamwork Teamwork Teamwork initiative boost.

scout's warning, expert diplomacy, and the alter ego change of face (combined with the skill feat of quick disguise).


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

Mithralline level up!
Level 5 tyrant
+4 Ability boosts: Strength, Dex, Con, Cha
+1 to everything (plus the ability boosts)
+17 hp (+10 for class, +2 for Con, and retroactive changes due to Con, +1 toughness) - 71 total
+Weapon expertise (expert in my weapons)
+Ancestry Feat: Fey Disguise: You can disguise yourself with magical illusions. You can cast illusory disguise once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.
+Skill increase: Intimidation to expert (I think; open to other ideas -- could do Diplomacy, also considering Acrobatics for when I can eventually Fly, though I can wait on that to 9th level)


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

Diplomacy (trained) to Gather Information on Pakged: 1d20 + 10 ⇒ (12) + 10 = 22 I think that's right -- I haven't fully updated the character sheet yet, but that should be +1 for the level and +1 for the stat boost.

Diplomacy (trained) to Gather Information on Sallowshore: 1d20 + 10 ⇒ (13) + 10 = 23

Not sure if this should factor in: Against humanoids, you gain a +1 circumstance bonus to Diplomacy checks to Gather Information and Make an Impression.


Pagked is is a polluted industrial town; its residents get sick and die with startling frequency. It’s a source for simple metalware, such as plows. The Carters Consortium keeps a presence there.

Sallowshore is a port town that with several buildings that are half-submerged to accommodate the large population of native lizardfolk. Fishing is the primary industry, but many townsfolk work as dock hands, loading and unloading cargo from merchant vessels that make Sallowshore a regular stop. Services that cater to these merchant vessels and their crew are also plentiful.


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

Loot list, up to this post
From before:
vial of ghost ink: party loot held for when needed
vial of silversheen: party loot held for when needed
lesser focus cathartic party: loot held for when needed
3 disguise kits and replacement cosmetics: party loot held for when needed

New loot to consider
Graydirge Bank:
lumps of silver worth 20 gp
1st-level wand of harm resembling a charred bone (claimed by Caraid)
a low-grade silver scimitar
a chain shirt with a crying angel pendant affixed to it (Ceceka? Not sure if this was the armor he claimed above in the discussion thread)
minor oil of unlife
scroll of comprehend languages
belt pouch containing 18 gp
low-grade cold iron morningstar forged in the shape of a spiked human skull
50 sp
infiltrator’s elixir
+1 handwraps of mighty blows (Mithralline would like)
Books worth 10 gp
Headdress worth 10 gp in its original condition (need someone to repair its broken condition)
+1 returning starknife with the initials “VQ” engraved on the center handle.

Crooked Coffin Brewery and Tavern
lesser maestro's instrument (flute)
bracelet of dashing (Mithralline)
bag of holding type I
two moderate frost vials
two stone fist elixirs
+1 striking dagger
ventriloquist's ring
human skin inscribed with the magical rituals Kepgeda knows: create undead (crawling hands) and create undead (zombies).
five onyx gemstones worth 16 gp each
two larger onyx gemstones worth 60 gp each

Taviah's cottage
Hunter's Hagbook
lucky kitchen witch (Aily/Mithralline's kitchen)
barkskin potion
oil of mending (Mithralline, for her shield? or just party loot)
Smirtlbin (Mithralline's manor)
Stuffed fox wondrous figurine (Mithralline? Though I can give it up if others want)
Six books that detail Taviah’s rituals: create undead (zombie), elemental sentinel, heartbond, inveigle, mystic carriage, and unseen custodian

--

Whew, and that's everything! I don't have time right now to total up value, etc., but folks should claim what they want. We should make sure we have +1 striking fundamental runes on our main weapons. Right now, we have a +1 striking dagger that I don't think was claimed; I think Aily and Mithralline both have +1 runes on our primary weapons. (Mith would also like the handwraps, since they're good for her fangs.)

--

Mithralline would also like to upgrade her armor. If we can afford it, I'd like to get a lifting belt (that'll improve her Athletics, which helps her Grapple/Drink Blood), and boots of bounding (to boost her Speed).


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

OK, trying to organize this a little more, here are my thoughts on the items:

AILY
* +1 returning starknife with the initials “VQ” engraved on the center handle (probably just to harvest the runes)
* +1 striking dagger (Aily uses two daggers, so I think it makes sense to give her both of these)

CARAID
* 1st-level wand of harm resembling a charred bone (claimed by Caraid)

CECECKA
* a low-grade silver scimitar (give our fighter some alternate options; but worth 44 gp)
* low-grade cold iron morningstar forged in the shape of a spiked human skull (give our fighter some alternate options; but worth 44 gp)
* a chain shirt with a crying angel pendant affixed to it (Ceceka? Not sure if this was the armor he claimed above in the discussion thread)

MITHRALLINE
* minor oil of unlife
* +1 handwraps of mighty blows (will help with her fangs)
* bracelet of dashing (Mithralline)
* Stuffed fox wondrous figurine (Mithralline? Though I can give it up if others want)

TELVIR
* scroll of comprehend languages (looks like Caraid could also use it)

PARTY LOOT (just need to figure out who's holding it)
* bag of holding type I
* human skin inscribed with magical rituals: create undead (crawling hands) and create undead (zombies).
* lucky kitchen witch (manor kitchen)
* Six books that detail Taviah’s rituals: create undead (zombie), elemental sentinel, heartbond, inveigle, mystic carriage, and unseen custodian

SELL
* lumps of silver worth 20 gp
* belt pouch containing 18 gp
* 50 sp
* Books worth 10 gp
* Headdress worth 10 gp in its original condition (need someone to repair its broken condition)
* lesser maestro's instrument (flute) (60 gp; I don't think anyone does performance)
* two stone fist elixirs (13 gp total); I don't think any of us do much punching.
* five onyx gemstones worth 16 gp each (90 gp)
* two larger onyx gemstones worth 60 gp each (120 gp)
** That would be 276 gp, plus 10 gp if we can fix the headdress, and plus 30 gp if we sell the flute. At a minimum it should be 55.2 gp for everyone

WHO WANTS?
* infiltrator’s elixir
* ventriloquist's ring
* two moderate frost vials
* hunter's hagbook (700 gp! Not sure if any of us use spellbooks, though, since we have an oracle and a psychic)
* barkskin potion
* oil of mending (Mithralline, for her shield? or just party loot)

--

Anyway, those are my thoughts. Obviously feel free to disagree.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

AWESOME WORK!!!

Thoughts, right now Aily has the ventriloquist's ring. She doesn't use two weapons at the moment, just one dagger, which is a +1 striking dagger so I think that might be what she has. She picked it up from the daughter.

The starknife would give her a ranged weapon, but we can sell it if it helps anyone get the nice shiny they need.


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

I think it's nice for Aily to have that ranged option. Also, we should just sell the hagbook, even though it is cool, because no one can use it.

Man, psychics really don't have much desirable equipment. Come on, Treasure Vault!

I'm fine with just taking the scroll of comprehend languages. I'll look for something to spend my money on.

And thanks so much for going through the loot!


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

Yeah, I'm eager for Treasure Vault too. Only 40 days to go!

I think for casters, wands and staves are the way to go for loot. But the nice thing with 2e is they don't *need* to have anything.


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

Thinking about it more, I think Ceceka should take the moderate frost vials. That gives him a more effective ranged attack (Mithralline doesn't have one either, but I think I'm very unlikely to use ranged attacks -- though maybe we split them, one for each?).

If they can handle the Bulk (1), I think Telvir or Caraid should hold the bag of holding, since they're not going to be in the midst of melee combat as often.

For the infiltrator's elixir, I think still holding onto it makes sense, but this does diminish the use somewhat, since we have no idea who/what we'd be looking like: "The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can’t change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes." Stick it in the bag of holding, however, and it's there if we ever need it (vs. 3 gp to sell it).

Does Ceceka want the barkskin potion? Considering how often she goes down (I feel like that's more often than everyone else?), it might make sense to give it to Mithralline, but I don't have any strong feeling about it.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

craft to repair the headdress: 1d20 + 8 ⇒ (4) + 8 = 12
craft to repair the headdress: 1d20 + 8 ⇒ (6) + 8 = 14
craft to repair the headdress: 1d20 + 8 ⇒ (3) + 8 = 11
craft to repair the headdress: 1d20 + 8 ⇒ (9) + 8 = 17
craft to repair the headdress: 1d20 + 8 ⇒ (7) + 8 = 15

Takes 10 minutes so she can work on the headdress during breaks on travel. As long as she doesn't crit fail, it probably will be okay <shurg>
She does have a repair kit.


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

Well, at least that got some awful rolls out of the way. :)

If we sell the hagbook for 250 (and keep all the other consumables I noted as questions), we end up with 588 gp total, which gives us 117 gp, 6 sp each. (Assuming everyone else agrees we won't use the carriage to get to Pagked.)


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

Looks like Mithralline has roughly 139 gp.

I'm going to get a lifting belt for 80 gp, leaving me with 59 gp. Sadly, that leaves me a little short of getting a striking rune, but I think we're more likely to find a striking rune during the adventure. The boots of bounding will also have to wait for a bit.

For the moment, I'll just stick with the armor I have, until I see what options Treasure Vault gives me.


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

Level up overview:

LEVEL 4 TO 5
+13 HP
+Ability boosts: +1 STR, +2 CON, +2 WIS, +2 INT
+INT Skill Unlock (Trained in Craft)
+Ancestry Feat: Haughty Obstinacy (If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week)
+Fighter Weapon Mastery (Polearm): your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks with polearms, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
+Skill Increase: Society to Expert
+Archetype Feat 2: Barbarian Dedication (Trained in Survival)(Rage)(Fury Instinct)
+Archetype Feat 4: Barbarian Resiliency (+3 HP per Barb feat - +6)
-Rage (1 Action)(Requirements You aren’t fatigued or raging): Gain level+CON as temp HP. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging: You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Never updated Aily here.

5th level rogue
+1 dex, +2 con, wis, chr
crafting to expert
pickpocket skill feat
undead slayer ancestry feat
weapon tricks, dagger expert level now

Think that's it


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

So I seem to be in one of those ruts again:
D20 rolls: 3, 4, 5, 2, 8, 2, 8, 15, 10, 15...

Going back further, it does look like it evens out a bit with some very good rolls, but seven in a row under 10 (with most of those not even in the second quartile!) is frustrating.

Of course, roll 6d6 for damage to my character and it's four 6s and two 5s!!!


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

Mithralline, level 5 to level 6
+1 to everything
+13 hp

Champion feat: Aura of Fear: Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its frightened condition below 1. (Should affect Demoralize too!)

Skill feat: Powerful Leap

Archetype feat: Daywalker: Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun.


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

Telvir, Level 5 to 6
+1 to everything
Psychic Feat: Parallel Breakthrough (Message)

Skill Feat: Additional Lore (Poison)

Archetype Feat: Companion's Cry (Spend 2 Actions to give companion 3 actions)

New Spell (3rd): Fear (Heightened to 3rd)


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Aily's level of super awesome servitude (6)

Skill feat: skill training, performance
skill to expert: performance (she's going to start humming and dancing just a little around the manor... for some reason she's going to start being happy unconsciously)

Gang up as her rogue feat (doesn't need to flank to put someone flat footed for her, just need one of you in melee range at all)

archetype feat: sound mirror (silence, ventriloquist, and ghost sound abilities now)

also her sneak attack damage went to 2d6 last level but she just realized it this level.


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

Who said you could start humming and dancing?!

Gang Up is super useful, since I don't provide flanking.


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

LEVEL 5 TO 6:

+17 HP (10 fighter, 3 con, 1 toughness, 3 barb feat thing)
+Fighter Feat: Furious Focus (-5 MAP when using PA instead of -10)
+Skill Feat: Combat Climber (Can climb with one hand, not flat-footed when climbing)
+Barb MC Feat: Shake It Off (1 action (rage, concentrate): reduce frightened by 1, attempt a fort save to recover from sickened as if retching, but recover by 1 on a fail, 2 on a success, 3 on a crit)


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

Sorry for the late reply, but Ceceka is fine sticking to his polearm.

I took a look at what Ceceka can buy with his 152 gold and 9 silver and the answer is ... nothing useful. Boots of Boundings, Armbands of Athleticism, and a +1 Armor Rune and or Resilient rune all are way too expensive for now, so I guess I'll sit on the gold for now.


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

Leveled up!

Skill Increase: Intimidation to Master, Poison Lore to Master
General Feat: Canny Acumen (Perception)

Spells:
Focus - Vector Screen
4th: Fly, Pernicious Poltergeist

Also got some really fun new summons for animate dead at this level.


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

Mithralline - Level 7!
+1 to everything
+13 HP
Armor expertise: Become expert in armor AND gain the armor specialization effects of medium and heavy armor
general feat: Fleet (+5 speed, up to 25 feet)
skill increase: Athletics to master! (bitey bitey bitey!)
weapon specialization: You deal 2 additional damage with weapons and unarmed attacks in which you are an expert.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Aily Yor, level 7 maid
becomes a master of perception and stealth

Gains Supertaster :
You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons.

And Swift Sneak, move full speed while sneaking

evasion: crit success on success for reflex saves
weapon specialization: see Mith's post above


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

OK, turns out I had some time today, so here's the loot list since the last time we compiled, starting in Pagked and ending in Sallowshore (so up to this post).

Also including my thoughts of what to do with them:
bag of holding type II Give to Telvir/Caraid to hold; whoever didn't take the type I bag of holding, above
two vials of giant scorpion venom Telvir?
greater leaper’s elixir Aily?
invisibility potion Telvir? Who has the worst Stealth
salve of antiparalysis party loot
shark tooth charm Aily? Need to be an expert in Acrobatics. It's a pretty nice talisman though
traveler’s any-tool party loot? Or just sell?
stony hag eye Caraid already claimed
lesser winter wolf elixir party loot? Unless someone wants to claim it
lesser elixir of life party loot? Unless someone wants to claim it
moderate antidote party loot, just need to determine who's holding it
necklace of fireballs type I Mithralline? Probably should use it pretty soon, since that save DC is pretty low. No strong feelings. We could also sell it

To sell/coins
250 gp
ring of wizardry type I that resembles a skeletal snake eating its tail none of us can use, so sell for 180 gp
230 gp in assorted jewelry
150 gp
various gems worth 80 gp.
extraction cauldron (worth 85 gp, so we don't have to lug it around)
60 gp of alchemical materials
1,035 gold, so that's 207 gp each


NE male dhampir elf psychic 12 HP 90/90 | AC 28 | F +16 R +20 W +22 (R)| Perc +20 | 1: 2/2, 2: 2/2, 3: 2/2, 4: 2/2, 5: 1/2, 6: 2/2 DC 31 Speed 30 ft | focus 3/3| Hero 3 | Active Conditions: Smoke 112/112 (AC 29)

I'm good with keeping the invisibility potion, but I don't really have a use for the poisons. I could take the necklace and use it instead of casting a spell in one of our next few fights.


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

Sorry, I meant Ceceka for the poisons (and the invisibility potion).

Confession: I think I get confused between the two of you because of your avatars (Telvir looks more like a fighter to me!). :)

But we can just assume that's Mithralline not bothering to tell one of you from the other.


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Unfortunately Aily is not an expert at acrobatics, so we can sell that. Same with the leapers elixir.

So that would be 1079 = 215.8


NE | Male Human Fighter 12 | HP: 206/206| AC: 34 | F: +22; R: +16 (+19); W: +20 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

LEVEL 6 TO 7:

+14 HP (10 fighter, 3 con, 1 toughness)
+Battlefield Surveyor: Mastery in Perception, +2 circumstance bonus to perception on initiative checks
+General Feat: Fleet (+5ft movement speed)
+Skill Increase: Athletics (Master)
+Weapon Specialization: +2 damage with expert prof weapons, +3 with master prof, +4 with legendary prof


|HP: 164/164| AC: 24 | F: +18, R: +15, W: +21+ | Dec +22, Dip/Itm+20, Med +21, Perc +19, Rel +17, Lor/Occ/Soc +15 | Lvl 1: 3/3, 2: 3/3, 3: 3/3, 4: 2/3, 5: 1/3, 6: 1/2, Focus: 1/3 | HeP 2/3 | Active conditions:

Ok... so I hadn't levelled Caraid past 6...

Fixed now. :)


HP 175, AC 30/31/33, F+20, R+20, W+18 Skeleton monk 11

Humerus, Level 9!
+1 to everything
+14 hp
Ancestry feat: Skeletal resistance: You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level.
Metal strikes: Your unarmed attacks are treated as cold iron and silver.
Monk expertise: Your proficiency rank for your monk class DC increases to expert.
Skill increase: Diplomacy to master


LE elf dhampir rogue/alter ego/shadowdancer 12 HP:73/126 | AC: 30 (nimble dodge) | F: +18; R: +23(success is crt); W: +19 | Perception +21 greater darkvision, low-light vision| dagger +23 2d4+7 +3d6 sneak | hero points: 0 | wounded 1

Aily Yor, level 9.

ancestry gives her night magic, allowing her to take the form of a wolf once a day and use obscuring mist.
Thievery becomes master
and she picks up Foil Senses: You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses


|HP: 164/164| AC: 24 | F: +18, R: +15, W: +21+ | Dec +22, Dip/Itm+20, Med +21, Perc +19, Rel +17, Lor/Occ/Soc +15 | Lvl 1: 3/3, 2: 3/3, 3: 3/3, 4: 2/3, 5: 1/3, 6: 1/2, Focus: 1/3 | HeP 2/3 | Active conditions:

Caraid, level 9

+1 everything
Ancestry feats were crap so went back to level 1 for darkvision.
Medicine becomes master.
Level 5 spells - Flame strike and breath of life.

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