Volcano's Land - Beyond the City of Light

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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Discussion thread.


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

I'm in, boss!


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First order of business - Sunsilver has the following properties:

Weapons: 500 gp more
Light Armor: 1000 more
Medium: 2000 more
Heavy: 3000 more

Sunsilver is a metal of highest purity, made by alloying the mixture with gold, then separating it again in a complex process, leaving only the 'ghost of gold' behind. Sunsilver has a faint yellow luster when held in certain lights, but otherwise appears to be very well-polished silver.

Sunsilver acts as alchemical silver at all times, with these additional properties:

Weapons: If a sunsilver weapon has any enchantment on it (even just +1), it also gains the following ability:

Psi Weapon: This weapon deals an additional 1d6 force damage on a hit (not multiplied on crits)

----

Armor: 1/day: when you fail a save against a mind-affecting spell/ability, immediately re-roll and take the new result (not optional, happens on the first failed result).


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

Perfect. I'll make a few (mostly cosmetic) adjustments to Albert's character sheet with that as the material of his armor and chime back when that's all done.


Sounds good. Albert's personal use of sunsilver goes beyond this of course, but that's tied in to the RP of your various alchemy abilities.


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

Okay, I have formally updated Albert's character sheet. The most notable big change is the addition of his formula book, to which I have transcribed the spontaneous alchemy formulae for the items I am most likely to create. With leftover gold, I purchased four more Lv2 formulae and two more Lv3 formulae and then kitted out the alchemical reagents for spontaneous alchemy chicanery.

To be certain that I have the statistics correct on my two sunsilver items, here's what I have:

+1 Sunsilver Full Plate
Cost: 5650 gp = 1500 (Base) + 150 (Mwk) + 3000 (Sunsilver) + 1000 (Enchantment)
Weight: 50 lb
AC Bonus: 10 = 9 (Base) + 1 (Enhancement)
Max Dex Bonus: 1
Armor Check Penalty: -5 = -6 (Base) + 1 (Mwk)
1/day: when you fail a save against a mind-affecting spell/ability, immediately re-roll and take the new result (not optional, happens on the first failed result)

+1 Sunsilver Falchion
Cost: 2875 gp = 75 (Base) + 300 (Mwk) + 500 (Sunsilver) + 2000 (Enhancement)
Weight: 8 lb
Damage: 2d4 + Two-Handed Strength - 1 (Silver) + 1 (Enhancement) / 18-20 + 1d6 force [in my case, before any buffs, this would be 2d4+6/18-20 + 1d6]

All told, the weight of Albert's current gear is 68 lb, well short of his unaugmented 100 lb light load. His handy haversack is filled with 88.5 gp of stuff, mostly the 80+ lb of supplies that he lifted from his lab space at the university.

I believe that'll do it for me, and Albert is ready for a final audit.


Alright, I have a preliminary charcter sheet now, though I haven't transferred it over yet. Also I was wondering if I could get a Anvil of the Skyseeker for Sylphs? would that be okay?

I also haven't bought mundane items yet but I figured submitting what I have earlier is better!

here is the link to Mythwevers
https://www.myth-weavers.com/sheet.html#id=2780382


The anvil looks fine to me - very thematic for a crafter.


Feel free to post as soon as you can. Character sheet doesn't have to be 100% done, just looking for character interactions to start.


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

Very excited to start! Today was a long day. I should get to a first post tomorrow.


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=

Okay ... I'm going to ask for help.
I've read a LOT.
But I feel like I am missing a criticcal link (or cliff notes) and The Great Betrayal or something. I think it will greatly impact what Zeph wants to do prior to or during our escape.

Thanks!


No worries - I'm here to be your cliff notes!

I bet that Zeph was working an honest job (maybe as a messenger in the city? Can't beat those flying speeds!) but also spending his time (before Moon) reading up on Sky, the latest theories, maybe even doing his own research, etc.

I think it helps to keep in mind that having a pet air elemental would have been a bit of an anomaly even in a city like Light (in a more religious city like Hearth, it would certainly earn the attention of the inquisition!). Around these parts, I think folks would still be uncomfortable to be reminded of dead Sky, and you would mostly keep your activities to your close friends (the fellow PCs!)

All the PCs have their pet projects that would best be done in private quarters; So now you have this semi-underground place full of sunsilver forging, conduit research, prayers to Silver Bringer, and Zeph's experiments with shifting and flying and elementalism, etc. You can imagine the type of fringe scientists and religious zealots that might be attracted to this set up (your NPC friends, background contacts, etc)

NOW in the present you are completely underground --- Moon is looking to enslave everyone who has ideas. You have all found ways to "survive" for short periods of time on the streets, but this is only three days after Moonrise, and everyone feels like they are living on borrowed time. The mood is tense.


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

There we go! Albert has entered the building.


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Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.

Sorry been a bit busy and didn't have time to put together a worthy initial post for a bit there, but I'm writing one up that I should post within a half hour or so!


Zeph, I'm curious - will you be RPing Fury, your air elemental companion? Most PCs seem to prefer RPing their own companion, but I'm happy with whatever you prefer. (it also depends on how much / what kind of personality you are envisioning)


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
The Declarative wrote:
Zeph, I'm curious - will you be RPing Fury, your air elemental companion? Most PCs seem to prefer RPing their own companion, but I'm happy with whatever you prefer. (it also depends on how much / what kind of personality you are envisioning)

That depends at least a little on what sort of entity we're saying he is: if we're saying that he's super sentient, like a Zhyen (minor genie) then I would totally make a personality for him and whatnot; if we're saying that he's more like a classic elemental, maybe made a touch smarter by the Familiar Bond, than I would be glad to share RPing with you. The latter is more what I had in my head.

Taking for example, communicating. I have always had the view that animals who become familiars can express themselves based on their experiences, but not based on language or rationalizing: "I'm hungry" versus "I am deeply disturbed that you have not chosen to feed me yet today"

This also allows him to be more of a conduit of the unknown for you, which is part of what I wanted. Fury is part of Zeph's paradigm of belief: how could he possibly conjure something that everyone says can't exist unless it in fact exists. Fury is living proof of a cosmology which incluses Sky.


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I definitely like the latter description as well - it seems we are in agreement!


You've really got me tasting that disgusting drink in my mind, Albert - thanks! :)


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As we are finishing character sheets, etc, I would also appreciate taglines updated too - Albert's is looking good!

Here's a link to the formatting I find useful (I can't post it here, because the code will mess it up)

LINK!

**
No rush on any of this. Having final drafts over the weekend would be nice, but for now I'm just excited that we've hit the ground running!


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

One of the great compliments I can receive is knowing that I have been able to ping someone else's senses ^_^


Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.

Okay, I think Edmund is finished, I may look at a few mundane items before the weekend is out but he is functional!


Wonderful! I will take my final looks at everyone's sheets and taglines over the weekend-ish. Thanks for the hard work everyone!

Zeph, I'm enjoying the "mystic" vibe from your character - the idea of floating in the air as an inpiration and as a show of faith is really cool, especially in this world of a fallen Sky.


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Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
The Declarative wrote:

Wonderful! I will take my final looks at everyone's sheets and taglines over the weekend-ish. Thanks for the hard work everyone!

Zeph, I'm enjoying the "mystic" vibe from your character - the idea of floating in the air as an inpiration and as a show of faith is really cool, especially in this world of a fallen Sky.

Thank you! My idea was that it isn't as important to Zeph that people believe in exactly what he believes the way that he believes it, but that the message of Sylph Empowerment is his unshakable core.

"Nothing I do is possible except that we are a people of power."

I also think that Al & Ed get this too; and even if Zeph can be a little churchy when he's caught up in his faith, they know that his faith extends to them too, as an extension of empowering their people. They also know that he feels a great responsibility to the 'believers' out there; who either fell to Moon's advances or who are scared & isolated in their beliefs right now.


Edmund - could you fix the "description" tab on your character sheet? It's info about a dwarf with wooden armor currently :)


There are no undines and no watersingers among your NPCs, which is unfortunate for your current situation.


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=

Zephyr amir:

Male sylph druid (sky druid) 9 (Pathfinder RPG Advanced Race Guide 158, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 50 (9d8+2)
Fort +6, Ref +4, Will +13; +4 vs. [air] or [electricity] spells or effects that control or modify the weather, +4 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 10
--------------------
Offense
--------------------
Speed 50 ft., fly 50 ft. (good)
Special Attacks wild shape 2/day
Druid (Sky Druid) Spells Prepared (CL 9th; concentration +14)
. . 5th—control winds[D] (DC 20)
. . 4th—air walk[D]
. . 3rd—gaseous form[D]
. . 2nd—wind wall[D]
. . 1st—whispering wind[D]
. . D Domain spell; Domain Air (Wind domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 11, Int 12, Wis 20, Cha 12
Base Atk +6; CMB +5; CMD 16
Feats Airy Step[ARG], Familiar Bond, Fleet, Fleet, Fleet, Improved Familiar, Iron Will, Wings Of Air[ARG]
Traits natural flier, wind-carried voices
Skills Acrobatics +1 (+9 to jump, +2 while flying), Fly +15, Handle Animal +5, Heal +10, Knowledge (geography) +8, Knowledge (history) +5, Knowledge (nature) +15, Knowledge (religion) +10, Linguistics +4, Lore (Father Sky) +10, Perception +12, Sense Motive +12 (+13 to discern lies), Spellcraft +10, Survival +7, Use Magic Device +10
Languages Aquan, Auran, Common, Druidic, Ignan, Sylvan, Terran
SQ breeze-kissed[ARG], nature bond (Wind domain[APG]), nature sense, resist storm, sky's embrace, skymaster, soaring form, weather savvy[ARG], wild empathy +10, wind blast
--------------------
Special Abilities
--------------------
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Sky Druid) Domain (Wind)
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fly (50 feet, Good) You can fly!
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Storm (Ex) +4 save vs. air or electricity effects, and effects that modify the weather.
Sky's Embrace (Su) You do not take falling damage, and may use your Fly skill for jump checks.
Skymaster (9 minutes/day) (Su) You can use the fly spell on yourself for a number of minutes equal to your druid level.
Soaring Form (Ex) You are no longer affected by altitude sickness or natural or magical wind.
Weather Savvy You can predict the weather for the next 24 hours.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day.
Wind Blast (8/day) (Su) Create a blast of air that can bull rush targets.
Wings of Air +4 bonus vs. effects with air or elctricity descriptor.

--------------------

FURY CR –
Small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 22, touch 14, flat-footed 19 (+3 Dex, +8 natural, +1 size)
hp 25 (2d10+2)
Fort +7, Ref +6, Will +6
Defensive Abilities air mastery, improved evasion; Immune elemental traits
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Offense
--------------------
Speed fly 100 ft. (perfect)
Melee slam +10 (1d4+1)
Special Attacks deliver touch spells, whirlwind (10-20 ft. high, 1d4+1 damage, DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 10, Wis 11, Cha 11
Base Atk +6; CMB +6; CMD 19
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +8, Escape Artist +7, Fly +22, Handle Animal +1, Heal +2, Knowledge (planes) +4, Linguistics +3, Perception +7, Sense Motive +10, Spellcraft +6, Stealth +12, Use Magic Device +9
Languages Auran; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Elemental Traits Elementals have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Whirlwind (10-20 ft. high, 1d4+1 damage, DC 15) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).


Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.
The Declarative wrote:
Edmund - could you fix the "description" tab on your character sheet? It's info about a dwarf with wooden armor currently :)

Ha, stole the formatting from an earlier character I made to apply for another game and that section slipped by me!

Should be fixed now.


I'll plan on posting tonight - I still need a reflex save from Fury, and I've posted the result of Albert's knowledge check.

In the meantime, Edmund, could you roll me a diplomacy check to see how you are doing at keeping your flock calm? I know both you as a player and a character were not expecting to be put in such a role, but these are desperate times! :)


long couple of days. update tomorrow.


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Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
The Declarative wrote:
long couple of days. update tomorrow.

I believe I had the same couple of day ... I am here now and will catch up


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N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

I've had a similar batch of long days--I will check in ASAP! Apologies for the delay.


Thanks for the updates all - truly appreciated in these busy / tough times.


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Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.

Ha, that makes 3 of us! I’m wrapping up my last finals before I graduate college so should be more available after this weekend!


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
Edmund Wright wrote:
Ha, that makes 3 of us! I’m wrapping up my last finals before I graduate college so should be more available after this weekend!

CONGRATS!!! That is so awesome!


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Happy 2nd page of Gameplay everyone! To celebrate, please describe:

--What your character looks like right now

--What your character might look like in the middle of a fight.


Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.
Zephyr emir wrote:
Edmund Wright wrote:
Ha, that makes 3 of us! I’m wrapping up my last finals before I graduate college so should be more available after this weekend!
CONGRATS!!! That is so awesome!

Thank you!

back now!


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

I've been meaning to reply but have been distracted and delayed. I should get to something tomorrow.


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=

K, I think I am caught up :)


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Albert, I am perusing our first Gameplay page again for fun, and I would favorite that first post of yours again if I could. What a great start to our campaign, and despite our pauses here and there I am enjoying everyone's posts here immensely.


Zephyr, how would your character typically refer to Sky and its various aspects? There's no consensus since the religion mostly died thousands of years ago. They are generally considered to be a King, a Queen, and a Prince, but the details vary widely.

(I saw you mention the Father in one of your posts, and that was interesting - a more intimate word than all the other religions of this world. No oread would refer to the Gray Father as just Father, for instance)


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Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=

Yes, the King, the Queen, the Prince, and the Princess: The Family Above.

CG --- LN
-
-
-
CN --- NG

The Son reflects Chaos & Neutrality from his parents
The Daughter refelcts Neutrality & Goodness from her/their parents

We may have noticed the word 'emir'?
This word means PRINCE
Zephyr views himself as a sub-aspect of Sky, and like what actually is known of Prince Raven, he champions uncovering forbidden knowledge, curiosity, change, and seeking distant lands ... ergo ... he believes his power, and the power inside all Sylphs, comes from his Father.


That gave me an excellent glimpse into Zephyr emir's mindset. Thank you! :)


I figure we still have a few busy lives at the moment, which is ok. I’d prefer to get great posts at a slow simmer rather than rushing. Update when you can, but real life comes first.


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N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

Okay, ready to answer the questions now!

--What your character looks like right now

Outside of his armor, Al is probably one of the bulkier sylphs--not tall, and not fat, but sturdy and well-muscled. The image that immediately comes to mind is of an American footballer. Did any of you have any professors in college who were so sturdy that you would not have been surprised to find out that they used to play? That's Albert. He has a thick neck, well-defined biceps, a broad chest and shoulders, and almost an inverted triangle shape. His skin takes on a more pearlescent hue, but his hair--a thick tousle of waves on the top of his head--contains the colors of a deep dusk sunset: amethyst and lilac and lavender. His golden eyes peer out from this expression providing a no-nonsense gaze, rimmed lightly with the wrinkles of someone who has spent hours in consternation and the deep circles of someone who has lost more slept than he's had. His left ear shows an old scar, mostly closed over, indicating that he was previously married. If he takes off his shirt, one can find tattoos on his upper arms, chest, and back of birds, molecular models, and alchemical symbols. Rather than clashing, these flow together to form a tapestry rarely seen.

--What your character might look like in the middle of a fight.

But he has now put his armor on and looks strikingly like one of the silver golems. But someone looking closely would see a few key differences: first, the metal takes on a yellow luster in certain lights; second, the runes carved into the metal are from the school of abjuration rather than those of enchantment and transmutation typically seen in golems; third, there's clearly a person within; fourth, there are enough odd wires and hoses and compartments that are hidden from view in a finished golem that Albert and Edmund keep relatively exposed for more regular, easy maintenance. Still, it is a suit of full-plate armor, comprised of several pieces that need to be donned individually, strapped tight, and regularly polished and buffed.

The novelty of the armor is in its ability to change according to Albert's needs. Throughout the armor on the inside are unique syringes that can inject different chemicals directly into his blood with minimal pain. The parts of the armor can also reorganize, changing shape to increase reach, seal to enable aerodynamic flight or swimming, or even fundamentally alter the size of the wearer like an exoskeleton, expanding around Albert to increase his combat prowess at the expense of defense. The entire thing is covered with wires designed to conduct celerity and it almost entirely modular. One of the few pieces that remains a near-permanent fixture is the wrist cannon, and even that has a store of different chemicals that be combined to produce different effects, often whirring and spinning as Albert decides what is needed in the moment.

This armor is a work of genius and Albert isn't afraid to say that (especially because it was a collaborative work). Through the careful application of chemicals to augment his physical capabilities (so that his sylphan bones don't snap), he is able to use stored-celerity in batteries to--for a time--power the suit of armor to do wondrous things. He can fly like the sylphs of old, project fire and ice through munitions like ifrits and undines, and toughen his skin like an oread. He works on the suit almost every day now, trying to render the chemicals safer for injection and even usable by others.

When combat inevitably erupts, Albert draws his two-handed sword--a broad, slightly curved sword with the cutting edge on the convex side. This, too, shines yellow in the right light, and is carved with runes of evocation.


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As we head into a new week, can I get a quick sound off - is everyone ready to begin posting on a mostly regular basis again?


N Male Sylph Elmorph Mechanic-Alchemist 8 / Fighter 1 | HP 72/72 | AC 27 Touch 12 Flat 26 CMB +13 CMD 25 | Fort +13 Ref +10 Will +6 | Resist 5 Electricity, Fire | Spd 20, Climb 15, Fly 20, Swim 20 | Init +1; Per +19 (See Invis), SM +5 | Extracts (Lv3 2/3, Lv2 3/5, Lv1 3/5) | Bombs (12/12), Mutagen (0/1), Healer's Hands (9/9) | Active: Breeze-Kissed (AC +2 vs non-magical ranged), Ht Awareness, Heroism, Mutagen, Oreadskin, See Invis, Tears to Wine

I should be!


Male NG Sylph Warpriest (Forgepriest) 9 | HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2 | Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.

I should as well!


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=

Yes :)


The huge sentries at still several city blocks away, so they are not an immiediate threat. Discuss your escape plans as you go. I'll ask for some more skill checks tomorrow (this is all a skill challenge, of sorts)


Traveling to see family, back home tomorrow. I'll give us another update on Monday --- your success will determine whether there is combat or not, and if you will be losing followers.

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