Akarna Awakens

Game Master Prosperum

An expedition to a hyperborean land in search of vast wealth and adventure


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Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Yooooo. Spoilers.


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Your XP total isn't hidden or anything, hehehe.


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I guess it does weaken the immersion a bit. I'll avoid those types of posts and OOC revelations in the future.


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Once you hit 800XP, it still takes a week of downtime, usually, to gain the mechanical benefits of a level up.


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BTW, you guys need to be keeping better track of your gear, esp. consumables. It hasn't been relevant so far, since nobody's needed to use a healing potion or alchemical bomb in battle yet, but you really should discuss among yourselves in the discussion thread about what to do with treasure going forward.


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Lol, I hope I didn't just kill my game with that little plot twist there. I figured you're big boys, you can handle a setback or two.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺
Zoralon GM wrote:
I guess it does weaken the immersion a bit. I'll avoid those types of posts and OOC revelations in the future.

Ah, I'm just messing with you. Most of the things I say OOC, take with a grain of salt.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺
Zoralon GM wrote:
BTW, you guys need to be keeping better track of your gear, esp. consumables. It hasn't been relevant so far, since nobody's needed to use a healing potion or alchemical bomb in battle yet, but you really should discuss among yourselves in the discussion thread about what to do with treasure going forward.

As the resident pirate, I guess I'll broach the subject lol:

So from our last two encounters we have:

  • alchemist's fire x 6
  • antiplague, minor x 6 (I'm assuming the vials we looted from the wolf-men were also minor?)
  • arrows x 60
  • battle axe x 4
  • elixirs of life, minor x 2
  • harpoon
  • herbs in leather pouches (2L Bulk, 30 gp)
  • ivory pendant x 4 (worth 5 gp)
  • rations x 4 days
  • quiver
  • shortbow x 5

So it looks like dividing evenly we can each take 1 alchemist's fire, 1 antiplague (minor), 12 arrows, 6 gp worth of herbs, and 1 shortbow, whether to use or sell once we hit civilization.

Anyway, that leaves the following items which don't divide evenly:

  • alchemist's fire x 1
  • antiplague, minor x 1
  • battle-axe x 4
  • elixirs of life, minor x 2
  • harpoon
  • ivory pendant x 3 (worth 5 gp each)
  • rations x 4
  • quiver

Anyone want to claim any of the undivided items, or should we just leave them in the sleds to be held in reserve or sold later?

EDIT: Edited the list to reflect Kork claiming a pendant.

@GM Does Amka need any weapons or gear? She can have my shortbow and/or arrows if she would like them.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Kork took one of the ivory pendants for himself. For science.


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Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Here ya go.

https://docs.google.com/spreadsheets/d/1MXwQa2lNc-BH1dOtDvKcYOfz5nDDX1oO_SL YHZPshhc/edit?usp=sharing

GM, could you slap this link into the campaign header?

You can do it in campaign info, and short description field. Thank you!

We can edit/brainstorm improvements on this. At the moment, it is very bare-bones.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

Oops, totally forgot about the antidotes. Glad you caught it.

@GM So the NPC crew from the ship is down to the captain, Mirian, and Luwanna, correct?


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

I think the captain is gone, actually.

If I am reading correctly, Cyranno is alive and kicking. He was with the boatswain moving towards the shore as Cipriano did his naruto run/flight. I didn't see Alphonse in any recent post.

Well, there goes the hat.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

Oh right. I'm not sure why I had a brain fart and thought Cyranno was the captain when he's not even wearing a hat lol


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes
Jade Morrow wrote:


So it looks like dividing evenly we can each take 1 alchemist's fire, 1 antiplague (minor), 12 arrows, 6 gp worth of herbs, and 1 shortbow, whether to use or sell once we hit civilization.

Anyway, that leaves the following items which don't divide evenly:

  • alchemist's fire x 1
  • antiplague, minor x 1
  • battle-axe x 4
  • elixirs of life, minor x 2
  • harpoon
  • ivory pendant x 3 (worth 5 gp each)
  • rations x 4
  • quiver

Seems reasonable. The rations and extra healing items I figure we're keeping in the sleds to be shared when needed. The pendants can probably similarly be kept in the sleds until we can sell them and divide the gold. Not sure we need to keep the axes unless we're set on selling them. And thank you for the spreadsheet, Kork! :D


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

The dispensation seems good. Jaym'row is not proficient with martial weapons, so the battle axe is of no value to her. Should we be tracking arrows? If so, are there rules for deciding if/when an arrow fired is recoverable?


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The captain is still alive. The only one on the boat when it blew was the gunner's mate.

Unfortunately, as far as you know, the mithril ingot is in a locked chest at the bottom of the cove, so you won't be able to retrieve it until you get water breathing.


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Now that a good portion of the main store of arrows on the ship is destroyed, you should start tracking them.

If they miss, and you're not fighting on the edge of a cliff or something, assume they're recoverable.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

I'm starting to work out level 2 stats. Can we start to change our profiles or should we wait?

What languages does Amka know, in case we want to add a language at level up? What languages do we think we will need to know to communicate with the people we are trekking to find?


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I'd wait. There's still a few more skill checks left before you level up.

The Röskarí, as jotunblooded, speak Jotun, naturally. Dwarven and Elven will eventually be helpful, as well.


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Old Kork wrote:

Here ya go.

https://docs.google.com/spreadsheets/d/1MXwQa2lNc-BH1dOtDvKcYOfz5nDDX1oO_SL YHZPshhc/edit?usp=sharing

GM, could you slap this link into the campaign header?

You can do it in campaign info, and short description field. Thank you!

We can edit/brainstorm improvements on this. At the moment, it is very bare-bones.

I linked it in the Campaign Info tab


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Sweet. Thank you!

Also, is there a way I could check on that ivory pendant we found? While we were traveling?

Relevant knowledge skills (I assume) are

+3 Arcana, Occultism and +2 Nature, Religion

Edit: I actually think this might also apply?

Esoterc Lore (+7): Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics.

Edit 2: Speaking of which, Syper, how hard are you planning to go on Bardic lore? I could plan on taking this, but I don't want to step on any toes.

Edit 3: And while we are on the topic of stepping on toes, I do tend to goof around. Just poke me when you feel like it's going overboard. Either here ooc, or just punish the character. Maybe we/he'll learn.


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It's a shame this is a text medium, as framing and comedic timing is so key to a good joke. I pictured the scene between Kork and the Green Man in my head like a film and couldn't stop laughing, but the words had a hard time coming out.


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Secret Rolls:
Kork, Occultism: 1d20 + 3 ⇒ (20) + 3 = 23

Kork's study of the occult allows him to recognize the amulet as a stylized depiction of an allgholthu veiled master, possibly a benthic demigod of some sort. If Amka is correct that it is intended as a depiction of Ulamuq, that is interesting indeed.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

You said Amka started translating for Kork. Do all of us hear the translation of the Jotun?


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Yes.


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And by the way, congrats everyone on level 2!


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

Huzzah level 2!


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

@GM I talked about the tuunbaq before getting to the village right after exiting the feygate. I wouldn't say it in front of strangers lol. That's why I used the ~~~ to indicate the break in time


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Noted. Deleted.


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Okoteck has taken the witch multiclass archetype to pick up some primal spellcasting ability, and we decided to roleplay the forging of the pact over Discord. It happens during your first night in the Aurali village. Here it is, in a spoiler to keep from taking up too much space:

Interlude with Okoteck:

Okoteck glances around at his surroundings. He doesn’t remember getting out of bed, but that seems immaterial, as he is not in his room, or even inside, for that matter.

The tengu is standing on the shore of an arctic lake surrounded by rocky snow-covered hills, though he feels no cold. An aurora dances overhead, lighting the waters in vibrant greens and iridescent purples. He doesn’t recognize where he is, and attempts to cluck his beak in surprise, only to find he doesn’t have one.

His gaze shoots down to the surface of the lake, and he takes in his reflection. He appears nearly like an elf, but with skin the color of a boiled lobster and a nose as long as his normal form’s beak, its tip nearly six inches from his face.

He hears a high, imperious voice ring out across the still waters of the lake. “Greetings, Shadowman,” says a woman, her voice like the chiming of silver bells. He lifts his head to regard her.

A statuesque woman with porcelain skin and long, platinum blonde hair returns his gaze. Human men would find her stunningly beautiful, and her tiny, diaphanous white shift and shawl that leave nearly nothing to the imagination would drive most of them to distraction.

She smiles gnomically. “Welcome to the Other Place. I am Fylgja. Do you know why you are here?”

Okoteck takes in his surroundings, and the experience in general, with wonder... both awe and curiosity. He is just starting to form a hypothesis of where he is when a voice draws his attention.

He ponders her mode of address for a moment--shadowman? Is she referring to his currently-not-present feathers or perhaps to a certain unreality to his being here?--before turning his thoughts to her question.

The transformed tengu tilts his head to one side in thought. After a moment he responds, "I might venture some hypotheses, but none with any certainty behind them." Feeling a little impolite at not introducing himself, he straightens and bobs his head. "I am Okoteck... but I suspect you knew that."

She smiles and nods. "Your kind has always been clever. And curious. But you could never leave well enough alone, which is why the Lord of Air sent you all down to the earth so long ago."

"But as to you, yourself, Okoteck, you are a special case. You bear the rune Eihwaz imprinted upon your spirit. Every mortal soul bears a rune, from Fehu for luck to Jera for patience, but Eihwaz is the rarest. This rune holds the mysteries of initiation, eternity, death, and immortality. Countess Ysene, the Silence in Snow, desires you for her court, and I am here to strike a bargain.”

"So there is truth to the old tale," Okoteck murmurs as he mentally chews over Fylgja's words. There is quite a bit there in a few words. Soul-bound runes? Eihwaz, a rune of death and immortality? Beginnings, endings, and eternity... There's something there that catches at him, a thought flickering just at the edge of his awareness, but he can't quite grasp it in his talons... err, fingers, given he knows a response is expected.

"I would be willing to hear terms, but I fear Countess Ysene has the advantage of me," he says aloud. "Might I know something of what manner of being she is, if I am to have the chance to serve her?"

The female visitor takes a deep breath, and languorously turns in a circle with her arms outstretched, her hands indicating the beauty all around her.

"She is the spirit of winter, a countess in Silani's court, the Pale Gathering. The ptern in flight, the dance of the aurora, the low of the caribou, the twinkling of the snowflake as it falls... All that is beautiful in the snow is testament to her gentle grace."

"She is also the roar of the avalanche, the rumble of the calving glacier, the blizzard that blinds all and steals the breath from the body... The killing frost is testament to her terrible power."

Silani, at least, Okoteck had heard of, which gave him some sense of what he was getting involved with. "Thank you for your explanation," he says, bobbing another half-bow to Fylgja. "I suspect I shall have much opportunity to become acquainted with the deadly beauty of winter in the coming days. Countess Ysene would be a powerful patron to have, if the challenges to come are as great as I suspect."

"The benefits I can well imagine, but what will she ask of me? I am ready to discuss the terms of this bargain now."

The spirit nods, pleased.

“When most mortals perish, their spirits pass on to the Pit of Bones, beneath the surface of the Dark World, where they face their sins and purify themselves for many long years before they are ready to pass on to the kingdoms of the gods, past the borders of the Other Place and across the Silver Sea. But some have different fates.”

“A rare few become druids, part of the World Soul itself, and their spirits reincarnate after each death. Though perhaps it is wrong to say they become druids, and more proper that they remember what they always were.”

“More commonly, but still quite rarely, a mortal will become a shaman or a witch. They learn the ways of the spirit world, pledge themselves to a Great Spirit, and command lesser spirits by that one’s authority. When they die, they do not go to the Pit of Bones, but to that spirit’s realm in the Other Place.”

“The Silence in Snow is such a spirit, and can offer you great power and, perhaps more intriguing to one such as yourself, hidden knowledge.”

She catches his apprehensive look. “Do not fear, the Other Place is not a prison or a trap. Those pledged to the Silence who grow weary of her court can always travel to the mortal world, provided they return when she has need of their service.”

There's no hiding the fact that Okoteck's gaze sharpens at the mention of hidden knowledge. "I would not accuse a countess in Silani's court of seeking to imprison souls," he states, "Though it is comforting to know I shall retain such freedom even after death."

"As you clearly know," he grins, idly noting that he's been moving his lips in expressions he's only ever known from observation as naturally as ruffling his feathers, "Mine is a seeking soul, ever questing to learn."

He pauses a moment. While Okoteck would scarcely have claimed to be religious, he did know enough to know that this spirit, if they were who they claimed to be, was not just trustworthy, but probably more so than nearly any mortal he was likely to meet. The thought that she might not be who she claimed had crossed his mind, but...

An involuntary shudder passes through him. He had felt the touch of a spirit of the Dark World. This... this was quite certainly not such a one.

"The benefits of this service are clear to me, and I see nothing in what will be required of me that would be too onerous. If there are no more terms to discuss, I would think myself foolish to refuse such a deal."

She smiles, revealing teeth that glimmer with green and purple light from the aurora overhead.

“Foolish indeed. The whispers of the trees, the groaning of the earth, the purling of the river’s mouth, the roar of the wildfire, the rumbling of the thunder... all these things speak to those with ears to hear.” She inhales deeply, raises a hand, and the aurora above briefly flares brighter than the noonday sun before dimming once more.

“The elemental pillars that uphold the cosmos undergird the Other Place as much as they do the mortal world. Winter is her season, and ice her element, but spirits of earth, air, fire, water, metal, and wood will come to respect your power if you command them under her banner.”

“As to the service she requires?” She shrugs. “It has been nine hundred years long since I strode the earth as a mortal girl, and in all that time, this is the first she has had occasion to call me. Though whether that speaks to your importance or my own lack thereof I cannot say.”

“And in case it was bothering you… Those who walk between worlds at night do so in a more pure form. You burn with desire for knowledge of elf magic, so your skin is red and your body is elf-like. But you are a tengu, and so your beak is never truly gone, merely in another form.”

Then she shrugs. “Or perhaps you are secretly afraid you stick your nose too far into things you have no business with, and this is your soul’s way of warning you. I am not all-knowing, nor a mind-reader.”

She waves her left hand dismissively. “If you do not like it, you can assume your other form with a little mental discipline. Perhaps with enough practice, you can even assume this shape in the waking world.”

She then holds out her right hand. "Do you accept the bargain?"

Okoteck smiles as the spirit confirms that she was also once a mortal--perhaps one reason she was called to propose this bargain? "Perhaps importance is the wrong way to think of it," he offers. "Perhaps it is simply a reminder of the vastness of time."

He doesn't comment on her revelation about his form, though he appreciates the insights into the possibilities. He had thought it just one of the oddities of meeting in a vision, though the thought of being able to assume such a form at will... well, he's never wished to be anything other than a tengu, but with the possibility in front of him, his curiosity is piqued.

Putting these thoughts aside for the moment, he grasps Fylgja's hand with his own. "I most certainly accept."

She smiles broadly. As his words of acquiescence echo off the surrounding hills, the aurora above flares with impossible vibrancy once more. After a moment, Okoteck realizes the source of the ever-increasing brightness: A thin ribbon of green light snaking downward toward him out of the sky, to a sound like a giant’s wet finger rubbing the edge of a crystal goblet the size of a mountain.

He barely has time to raise a red arm to protect his eyes before the lambent tongue envelops him. For a brief moment, he feels himself stand outside time, in an eternal, calming White.

When the light recedes, he lowers his wing, then does a double-take. He is awake in his bedroll, staring at his upraised limb. It is nearly dawn, and the rest of the crew is sleeping around him in the tents set up beside the mead-hall, with the town wall providing cover from the wind. He beholds with astonishment feathers of pure white, like driven snow. A caw behind him causes him to start, then whirl around.

A white raven with eyes of turquoise hops toward the magus, head bobbing as it threads between the sleeping party members. Upon discerning that it has been noticed, the raven caws again, a sound that quickly morphs into an all-too-human cough.

“A-hm, yes, well… oh bother—Hello!” squawks the bird. “I am Hyggiandi, your guide to the spirit world. I— BUGGER IT.” The raven swears and flits away as the blacksmith rolls over, nearly crushing the mysterious visitor, then sits up and stares straight at the talking bird.

“Blind me, is that a talking bird?” he slurs groggily.

“No,” says Hyggiandi. “Go back to sleep.”

“All right then,” replies the blacksmith, who lies back down and is snoring again moments later.

The bird turns to look at him. “I think we’ll make a great team.”

Long story short, Okoteck has gone from black to white, and has a talking bird with a British accent.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

At the risk of sounding stupid, but I'll ask because I've read and reread the last page and a half of Gameplay several times now and still can't figure it out, but am I supposed to know who/what Kork is talking about when he said someone became a woman and doesn't have a mustache anymore? It's fine if that's info Jade the character doesn't have but if my character has it I'd like to know lol


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Here you go.

The sail (formerly) boy got genderbent. For not wanting to go first base with the archfey's daughter. I think?


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Yep.

It's okay, I dumped a lot of text there at the end. It wouldn't suprise me if you missed something occasionally.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

It's taken me a while to read everything, partly because there was a lot to read but also I kept getting interrupted. I'm at work now with some time, so I think I'm caught up.

Mention of archetypes reminded me I want to take the captivator archetype dedication feat. I wanted to double check something posted earlier, that the feat level of 4 was incorrect and should be 2.

It seems appropriate that Jaym'row went through the experience in the Fey realm, as that could be a way to explain her sudden ability to cast two simple spells and an increase in her deception skill.

I'll make a post explaining some of that and how it first manifests. Otherwise, I think I've made all the level up decisions and I'll work on updating the profile.


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺

I'm running around with stuff at home for the next day or so, so I'm still trying to figure out how to level up. This is my first time in PF2, so I'm still figuring things out. Not sure what direction I should go, although support is the big thing I do.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

I'm taking Talisman Dabbler and good news for you guys is that there's only 2 options for my 2 daily temporary talismans at this level and I can't really use either so you guys get free swag every day lol.


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Syper, what muse did you pick? I can't find it on your character tab.

EDIT: Nvm, you have Bardic Lore, so you must have picked enigma.

As a suggestion, taking Multifarious Muse (maestro) as your 2nd-level bard feat will give you the Lingering Composition feat as a bonus feat, which is huge.

For the first level spell, you could learn fear, soothe, or summon fey; all are strong options

Also, I think you forgot to assign all your languages. I suggest you pick up Jotun.

There's an in-depth guide to the bard by Talrondor here, but if you're pressed for time, here's a summary:

Bard Basics (TL:DR)
If you’re new to the system or just want the “Too Long: Didn’t Read” version, here it is:

*Maximize your Charisma. Keep your Dexterity high, too.
*Maximize Performance and Diplomacy. Medicine can be good too.
*Shortbows are awesome. Have a shortbow in one hand and leave the other free for potions and scrolls.
*Lingering Composition. It will greatly improve your action economy.
*Use Multifarious Muse to Broaden your Options.
*Get Dirge of Doom. You’ll use it a lot.
*Soothe, Summon Fey, and Slow are your best spells.
*Bon Mot is your best skill feat. You’ll combine it with Will save spells. Virtuosic Performer is really strong, too.
*Master the Three-Action Economy. You’ll be more pressed for actions than most characters.
*Learn the Rules for the Aid Action and how to maximize it.


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

I'm pretty sure I'm done leveling up Okoteck up!


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Interlude with Familiar wrote:

A caw from behind Okoteck causes him to start, then whirl around.

A white raven with eyes of turquoise hops toward the magus, head bobbing as it threads between the sleeping party members. Upon discerning that it has been noticed, the raven caws again, a sound that quickly morphs into an all-too-human cough.

“A-hm, yes, well… oh bother—Hello!” squawks the bird. “I am Hyggiandi, your guide to the spirit world. I— BUGGER IT.” The raven swears and flits away as the blacksmith rolls over, nearly crushing the mysterious visitor, then sits up and stares straight at the talking bird.

“Blind me, is that a talking bird?” he slurs groggily.

“No,” says Hyggiandi. “Go back to sleep.”

“All right then,” replies the blacksmith, who lies back down and is snoring again moments later.

The bird turns to look at Okoteck. “I think we’ll make a great team.”

In case you missed it.


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I'll wait for Syper and Kork to level up before advancing the timeline. If you want to banter and RP in the meantime, that's fine.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

I'll have it done in a moment.


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺
Zoralon GM wrote:

As a suggestion, taking Multifarious Muse (maestro) as your 2nd-level bard feat will give you the Lingering Composition feat as a bonus feat, which is huge.

For the first level spell, you could learn fear, soothe, or summon fey; all are strong options

Also, I think you forgot to assign all your languages. I suggest you pick up Jotun.

There's an in-depth guide to the bard by Talrondor here, but if you're pressed for time, here's a summary:

Thanks, I think I got it. I'm going to delve into the connection between worlds, hence the swap of Daze for Detect Magic and taking Summon Fey. Will swap out Animate Rope next level; great on a sailing vessel, less great here.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Just to make things clear, these Aurali are the same as Röskarí, or is that a different group? Is one a subsection?


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺

Gotta post my in character post, but I figure:

  • Made a good impression with someone in the Green King's court. Got me Summon Fey and helped me swap out Daze for Detect Magic (gotta find those thin places). I would have kissed the crone without flinching.
  • Didn't have reason to learn Jotun before, now I do.
  • Gotta double check equipment. Shortbows are great, but with the remaster I could go with a longbow instead. Also carrying the spear and alchemical equipment needs to be considered.

    Thanks for the guide, there were a large number of things I couldn't even have the experience to consider.


  • Map

    The Aurali are a tribe of the Röskarí.


    Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

    Should we be thinking Vikings for comparison?

    Here is a quick summary of some of the changes at 2nd level for Jaym'row (excluding the things that come with an increase in level to all proficiencies).

    +8 hp
    Increases in Deception and Thievery skills (from trained to expert).

    New Feats

    Captivator dedication archetype feat (provides two occult spells: Figment and Musical Accompaniment)

    Wary Disarmament: +2 bonus to AC or saves if a trip is set off while attempting to disable it.

    Trap Finder: +1 to perception checks to find traps. Roll made even when not searching for traps. Can attempt to disable traps requiring master proficiency.


    Map

    The Röskarí are a pastiche of the various medieval Scandinavian cultures modern audiences think of as "vikings," including Norway, Sweden, Denmark, and Iceland. There are several tribes within the Röskarí, including the Aurali, whom you've met, and the Hyrokka, the tribe of the jarl, Björn.


    Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺
    Initiate Nirri wrote:

    ** spoiler omitted **

    The door creaks open and Nirri looks out. At first she sees nothing and is about to close the door, before she remembers to drop her gaze, thus spotting the goblin.

    She nods, smiles amiably and motions Kork inside. "Come in, come in! What is the business of the day? Or do you have a question about the amulet?"

    Before I go on... Do the mystic and Kork share a language?


    Map

    No, but Amka is there with Jade to serve as translator.


    F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

    Do you think anywhere in town serves Cooperative Waffles? XD I came across that item and thought it was funny

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