Welcome to Alkenstar! (Inactive)

Game Master Violant

Slides and Maps


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Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

HP's since it's the better of the two: 1d8 ⇒ 6 6 wins.


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

I'm levelled up! I'm moving the stats to this identity, and the PC's background and a few other notes are kept on Nevai's alias.

I took the Vigilante talent Armor Skin, which lets me ignore light and medium armor ACP for Acrobatics, Escape Artist, and Stealth. Since Nevai can control his mutation to switch back and forth between identities, I'm saying that he's able to control the protrusions on his skin to nestle around his armor and hold it in place, thus making it fit better and less likely to rattle when he moves.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Narl Smathok wrote:

I'm levelled up! I'm moving the stats to this identity, and the PC's background and a few other notes are kept on Nevai's alias.

I took the Vigilante talent Armor Skin, which lets me ignore light and medium armor ACP for Acrobatics, Escape Artist, and Stealth. Since Nevai can control his mutation to switch back and forth between identities, I'm saying that he's able to control the protrusions on his skin to nestle around his armor and hold it in place, thus making it fit better and less likely to rattle when he moves.

Trying to make Erryll look foolish for just paying more ;)


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21
Erryll Reyven wrote:
Narl Smathok wrote:

I'm levelled up! I'm moving the stats to this identity, and the PC's background and a few other notes are kept on Nevai's alias.

I took the Vigilante talent Armor Skin, which lets me ignore light and medium armor ACP for Acrobatics, Escape Artist, and Stealth. Since Nevai can control his mutation to switch back and forth between identities, I'm saying that he's able to control the protrusions on his skin to nestle around his armor and hold it in place, thus making it fit better and less likely to rattle when he moves.

Trying to make Erryll look foolish for just paying more ;)

Hmm? I don't understand what you're referencing.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Narl Smathok wrote:
Erryll Reyven wrote:
Narl Smathok wrote:

I'm levelled up! I'm moving the stats to this identity, and the PC's background and a few other notes are kept on Nevai's alias.

I took the Vigilante talent Armor Skin, which lets me ignore light and medium armor ACP for Acrobatics, Escape Artist, and Stealth. Since Nevai can control his mutation to switch back and forth between identities, I'm saying that he's able to control the protrusions on his skin to nestle around his armor and hold it in place, thus making it fit better and less likely to rattle when he moves.

Trying to make Erryll look foolish for just paying more ;)
Hmm? I don't understand what you're referencing.

Just teasing - I paid for Masterwork armor specifically to avoid an ACP, and I will be honest, did not even think about finding a feat, although I had to take a feat to use armor anyway.


IG Slides OoA Slides

Once you level up to level 3, Arcane Armor Training sounds like the perfect feat. Reduce it down by 10% percent as a swift action.


IG Slides OoA Slides

Alright, DMs have been sent to all three of you still here! Hopefully we'll have our two replacement outlaws soon enough!


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag is level 2.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

Oh right! I need to post Erryll's updates!


IG Slides OoA Slides

Just put it in your profile.


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IG Slides OoA Slides

Welcome to our two newest members, Tolm and Onnello!

Grand Lodge

Hey all, thanks for accepting me! Looking forward to adventuring through the mana wastes with you all


GM Violant thank you for the invitation. Hey all, it's good to see a few familiar faces and couple new one. I'll get a post up in game after a cup of coffee or so.

I realize having my character start as someone who should have died, now living under an alias feels a little odd. Does the newly acquired scar and damage from the fall permit him to go unrecognizable (normally) from his previous identity?


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IG Slides OoA Slides

Most people will no longer recognize you, correct.


Sweet, I was working on a post when I saw your answer pop up. I rarely find an image to match characters I create. Back in college I'd just draw them, but what little I knew about graphic design I've let pass into the oblivion of ancient tech, so I don't promise to do that anymore. However, I love looking for images of gear. I'd like this to be what Onnello's 'dragon pistol' looks like. Its very much a single shot weapon, but I don't have to fiddle with putting powder in the flint lock pan or a percussion cap on the nipple. As for the revolver, since he's still carrying his 'service revolver' I wanted something that's simple and realistic, but not a copy of an actual weapon. I found a one of a kind winchester Revolver that was a prototype and never made.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

Welcome fellow outlaws!!!


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

to be clear though, the 25pp was included in the total of 1066? or we each have 250 more gp than previously?


IG Slides OoA Slides

I'll get the map and the whispersheets up tomorrow. Most of it will be either Bronzetime or Surgetime for your sake, but some select time periods will be outright dead magic. My sleep schedule has gone and died somewhere, ha.


IG Slides OoA Slides

Forgot to upload today, will get around to it tomorrow after my Tyrant's Grasp session.


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IG Slides OoA Slides

Ack. Paizo apparently ate my post yestersay. I'll get around to posting sometime after dinner today.


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Smart plan, if you post after dinner, Paizo should be full and less likely to eat the post....

Jokes, I got tons of 'em :)

Seriously, Thanks for the heads-up GM Violant,

Grand Lodge

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I'm gonna try and be active in the evening but the next 2 days I'm going on a trip for my daughters birthday


Human Mutated Defender Vigilante 2
GM Violant wrote:
I'll get the map and the whispersheets up tomorrow.

Can we get that map, Violant? So we can have an idea of the route we need to scout out.


IG Slides OoA Slides

Had other things on my mind, the map is up now! Are you ready to proceed with plotting a course for what's to come?


Human Mutated Defender Vigilante 2
GM Violant wrote:
Had other things on my mind, the map is up now!

Sorry, I don't see it. Where is it?


IG Slides OoA Slides

I don't know what happened, it should be up now.


Hey Neval, do the others know about your secret identity? I was going to offer to watch Neval's back, but I realized Onnello probably doesn't know Neval exists. Then I started wondering if anyone else in the crew did either.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

I don't think Thraag would.


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Human Mutated Defender Vigilante 2

No, nobody knows about any alternate identities. Everyone in the group only knows Narl. I suppose a Knowledge check might let you know that Nevai Sige is a merchant in the city, but there's nothing yet that would let you know that they're the same person.

It will probably come out eventually, but I'd prefer it happen organically.


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Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

It would be fun if Nevel turned out to be the merchant that Erryll got his family heirlooms back from ...


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Human Mutated Defender Vigilante 2
Erryll Reyven wrote:
It would be fun if Nevel turned out to be the merchant that Erryll got his family heirlooms back from ...

That would be fun!

GM Violant wrote:
I don't know what happened, it should be up now.

Thanks!

Okay team, we need to collect Gattlebee from his warehouse on the low western side of the map, we need to head to this brewery (unmarked on the map) south near the Ironside Quarter, and then head north to the Barrel and Bullet Saloon, which is just north of that big lake in the middle of Smokeside.

My only suggestion is for after we leave the brewery (assuming it's not too far east), we stay on the west side of the lake as we travel up. The east side has fewer north/south roads, meaning we'll have fewer options in case we need to detour.


Nevai Sige wrote:

Okay team, we need to collect Gattlebee from his warehouse on the low western side of the map, we need to head to this brewery (unmarked on the map) south near the Ironside Quarter, and then head north to the Barrel and Bullet Saloon, which is just north of that big lake in the middle of Smokeside.

My only suggestion is for after we leave the brewery (assuming it's not too far east), we stay on the west side of the lake as we travel up. The east side has fewer north/south roads, meaning we'll have fewer options in case we need to detour.

A good plan for the day of I also like the easier access by going south and west of the lake, wouldn't be a bad conversation for in game.

The big question is 'where's the brewery'? GM Violant could you indicate on the map where the brewery is?

Leaving the tavern and exploring the brewery is still the evening of the day we were informed of the job. We still have 'four' days left, I would think doing the job earlier would be good, especially if we blow it and have to try again. (I will have Onnello bring that up in game as well)

GM Violant, I don't know if the game is related to the calendar of Golarion is there anything coming up (holidays, weekend, parades) in the next four days that would affect their ability to move about the city?


IG Slides OoA Slides

I don't think there's anything, but I'd need to check. I'm recovering from some kind of stomach bug, but I'll try to upsate tomorrow.


yuck, Get feeling better GM Violant


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IG Slides OoA Slides

Ack, at least I thought I'd be better. I'll have something up before the end of the weekend.


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Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Hi gang, I'm starting a two-week vacation tomorrow with my family and my wife's extended family. I won't disappear, but there may be delays. Feel free to bot me if I'm holding things up.


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Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Have a fun trip!


IG Slides OoA Slides

I'll probably keep the IG routine of two days without a combat action = bot for this campaign as well. I was bedbound for Sunday and had low motivation, but I'm back on my feat. Sorry for the weird intro to the weird point-based system that's coming up... you know how APs are introducing weird systems.


GM Violant wrote:
Do you wish to do another day of scouting out a route, or do you wish to push on with the plan?

I was hoping we could actually go into the 'brewery' is that not possible?


IG Slides OoA Slides

Just wait. I'll get up the part about the brewery. Today's been a day.


cool, with the AP responding to things based on skill checks, I didn't know if we would be able to check it out.


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IG Slides OoA Slides

Yeah, I'll give you the Yeas of All Brewery specifically because it got mentioned earlier.


IG Slides OoA Slides

Bleh, sorry for the delay, I've been preparing for an upcoming job interview today. I should have a post up after everything is all said and done.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Good luck with the interview!


Yes, good luck with the interview :)


Human Mutated Defender Vigilante 2

Hope the job interview went well!

Shall we do a marching order arranged by armor class?

Narl - AC 21
Onnello - AC 18, ff 14
Told - AC 18, ff 13
Thraag - AC 16, ff 14
Erryll - AC 15

Am I forgetting someone? Sorry, I'm on my phone.

Anyway, this is just to get the conversation started. I'm trying to keep Narl's AC high, and he's a sword and board guy, so I'm assuming that he'll be at the front.


I'm ok with that marching order, I tend to prefer a higher AC person up front, then someone with trap skills and high perception. It looks like Onnello and Erryll have the highest perception @ + 7 and Narl @ + 6.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag wields a melee weapon, Onnello uses a gun. Thraag is willing to stand back and use spells, but he is better off closer to use his spiked chain.


I'm cool with Thraag being closer,

Grand Lodge

Yeah, Told is similar being fairly limited for Spells and all he uses a starknife for most combat

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