The tomb
Game Master
loc
An artifact has been stolen from the city of Caliphas in the country of Ustalav. The prince has personally reached out by letter to adventures to assist in recovering the stolen artifact. You are one of the lucky few chosen to embark to retrieve it.
https://app.roll20.net/campaigns/details/14116303/the-tomb
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
No, I doubt it will be mostly undead, but GM said:
loc wrote: This is going to be more of a dungeon crawl. Once you have entered there will be some small socializing but more focused on survival. A variety of traps, puzzles, and monsters will be present...
Spooky is the name of the game so undead, aberrations, and the like would fit the bill.
Thus it might be helpful if someone (looks at Griswald, Bruce, and Malik who all have it as a class skill) have a bit more in Knowledge (dungeoneering).
There is actually a trait that not only fits Lie's background but would be perfect and give me dungeoneering as a class skill. I can shuffle around a few points and max out (or nearly so) that skill. I just need to find an appropriate drawback.
Edit: GM, if you're okay with me taking a drawback, I have a short list. based on my background and the campaign, do any of the following seem most appropriate?
I'm okay with any of them, which is why I want to collaborate with you as the GM to determine which is most appropriate.
Oppressive Expectations is my favorite from that list. I think it fits well with his character and can have some fun repercussions in-game.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Done and done! I'll add that along with Darklands Delver, shuffle around a few skill points, and be ready for Lie to get frustrated!
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
Yau Lie wrote: No, I doubt it will be mostly undead, but GM said:
loc wrote: This is going to be more of a dungeon crawl. Once you have entered there will be some small socializing but more focused on survival. A variety of traps, puzzles, and monsters will be present...
Spooky is the name of the game so undead, aberrations, and the like would fit the bill.
Haha. I totally even re=read that and missed "spooky" Halloween fits!
-----------might opt for some dungeoneering. but I am super skill point limited since I snagged some physical at least somewhat, given the survial theme.
I'd hate to drown in a dungeon trap or something. might get another gander at my options though!
The opening post is up! Feel free to fiddle as you like with your builds until we get into the real meat and patatoes.
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
Shoot, sorry for spacing out on stuff. If Admonishing Ray is unlikely to work for what you have planned, I can change it. Was thinking it would be good for taking people alive or knocking over objects.
Debating Scorching Ray versus Stone Discus versus Telekinetic Volley. That last one doesn't do as much up front damage, but can deal more over time.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Hey, you do you! I'll offer advice, but you should take whatever you think fits your character.
halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Familiar stat block added to profile
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
Going to go with Scorching ray, after giving it some thought. Fits the fiery themes of an ifrit, and telekinetic projectile could be awkward for a PbP, since it relies a lot on improvising nearby objects.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
Lie shaves his fangs!
is now my headcanon.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
I'll be out an about tomorrow and the day after, so I'll be a bit lacking on the posting until I get to work.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Surely this little item could be used to dull instead of sharpen.
Yeah I could see that. I usually look at odd races as only getting real attention in certain places. Like a tiefling in Cheliax or a Asimar in lastwall. Ustalav with it's undead would be very perceptive about dhampir's and the like for example.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
Ustalav only has a minor issue with the undead.....
Just keep me off of the island to the south of us.....
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Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Why, the Isle of Terror is a perfectly save place™.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
I unno.... the fact that food decays at an alarming rate, really isn't something I look forward to, though the rumors of treasure is tempting for the insane.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
You just need an IV drip of Holy Water first.
No different than having shots before international travel yo.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
Ah, you noticed the fact that he doesn't look for connections, but as to how he can separate one from their valuables. Yes, Griswald is not a good person, but he does have his own code and standards.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Lie is not a good person either! He's on a redemption arc, but only just.
@Matilda: Have you seen the Magic Trick line of feats? Methinks they would fit your PC very well.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
First version of Malik-when he actually had a phantom (who always was intangible, and just threw intimidation around) used magic trick mage hand! its a lot of fun.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
I don't know the DC of that sense motive check... but I'll be surprised if Malik didn't make it. Wow.
having +4 from my phantom's alert is great.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
male Unchained Summoner Twinned soulbound
Fun fact. He isn't really care for the money detail
Malik is zeroing in on what actually is required
And he does not want killing all the enemies to be required
Now that they know it's a necrancee.
This is a play to remove requirements or expectations of killing everything by making the stated clear goal being the skull retrieval.
Gm may okay not want me to roll a bluff or diploma attempting to zero in there
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Oh, no worries from me. One of the things that I enjoy about PbP is that we get some direct insight into character knowledge/feelings (though of course it's metaknowledge that we should not apply as players).
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Happy October, everyone. Let's get spooky.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Who of you would want Bone Fists buffed? I could imagine, Malik when unarmed, but armor spikes could benefit anyone.
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
Sorry for being away yesterday. Was celebrating my birthday with my family and got a bit sidetracked. ^///^;
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
I don't have two-weapon fighting, so I'd be taking heavy penalties if I used the armor spikes. My amulet already grants me a +1 to natural armor. I don't think any of us are doing a natural attacks build.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
That is a neat spell!
I don't think it works with unarmed attacks, just natural though.
halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
I think you all get me wrong. I will cast it anyways, to buff my summons. But I can include some of you, too. If nobody wants, I'll just be myself. Having proficient armor spikes let's me threaten and flank with hands free which is nice.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
Sorry, I was out for a few days from an illness!
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
Woo, team smalls going in for the scouting, with the same stealth rolls too!
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Griswald Fleetfoot wrote: Woo, team smalls going in for the scouting, with the same stealth rolls too! My first thought, too :D
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
Should be able to get a post up in the morning. Been fighting some serious fatigue lately.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
I know that fatigue. Please take care of yourself.
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
Hasn't been helped by the air quality taking a massive drop, thanks to endless smoke.
But I do finally have some energy today. Spent the last several days just sort of groggy and unable to focus.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Good news! Despite being healed by negative energy and harmed by positive energy, Lie does not detect as undead!
Also, I have never actually played Mahjong, so if anyone asks Lie for an explanation of the rules, I will be paraphrasing from Wikipedia.
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
I have failed at Mahjong so I will happily pretend it occurs without detail haha.
Detect Undead and or Calm Spirit might be fairly fun to use.
Male Halfling Ranger/Unchained Rogue | HP 54/54 | AC 20 T 17 FF 14 | CMB +4, CMD 20 | F: +7, R: +14, W: +5 (+2 vs Fear) | Init: +8 | Perc: +14 +1 vs traps | Speed 20ft | Blade Sense +2 | Evasion | Uncanny Dodge | Active Effects: Trapspotter
Sorry about my absence! Internet has been down at the house I have moved into for the past few days.
https://app.roll20.net/join/14116303/XxRn_A
Above is the d20 link you can follow. I will be using that for maps.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Excellent. I have created a token based on this image. If you create a character for me on Roll20 (associated with polyfrequencies), then I can upload it directly, or else send the .png to a location of your choice.
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
I can toss you some art after I get a little sleep. I'm Kristi there ^-^
HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
Joined on it. though haven't looked. gotta go to work
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
So I tried drawing up a portrait... and apparently I saved it wrong, and the file corrupted itself into a blurry mess. Bleh. I'll try fixing it in the morning. REALLY looking forward to having non-toxic air again. Should finally rain some time today, and then maybe this haze will finally lift.
halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Good to go. Not much of an undead hunter the shaman class. No need to update spells.
Ru-Shi Dhampir Male Haunt Collector (Occultist) 6/Mortal Usher 1 | HP 65/65 | AC 27 Touch 12 Flat 26 CMB +12 CMD 24 | Fort +11 Ref +5 Will +9 (-1 vs sonic; +2 vs disease/mind-affecting) | Speed 20 ft | Init +1; Per +16, SM +1 | Focus (Abjuration 4/4, Necromancy 1/1, Transmutation 6/6) | Spells (Lv1 5/6; Lv2 4/4) | Active: Lead Blades (6 min)
Good shaman spells vs undead (in case you are looking for anything):
Chill Touch
Positive Pulse
Calm Spirit
Necrostasis
Positive Pulse, Greater
Cure Light, Moderate, Serious, & Critical Wounds
Bruce would most likely know that undead are immune to "any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)", so that poisonous cloud, slowing mud, and stinking cloud would be more effective against any non-undead that we find (e.g., aberrations, outsiders, & humanoids).
50/51 HP, +4 initiative, 15 AC (15 to, 11 ff), 17 CMD (13ff), +6 fort, +7 ref, +7 will, +3 BAB
I should be able to catch up after some sleep. I've gotten into a frustrating loop of staying up too late trying to catch up on work, getting too tired during the day, and repeating the pattern. I really need to work on fixing that. ^_^;
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halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
loc wrote: https://app.roll20.net/join/14116303/XxRn_A
Above is the d20 link you can follow. I will be using that for maps.
I believe you still need to add a character sheet for each one of us.
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