Undermountain

Game Master DEWN MOU'TAIN

Snow falls from the heavens by the foot as a strange blizzard hammers Waterdeep, combined with an intense artic cold thats normally found north of the Spine of the world

However, it is warm and moist in the dungeon that is Halaster's Undermountain.

Link to maps

Quest

Perception dice rolls:

[dice=kolaiah perception]1d20+12[/dice]
[dice=vondal perception]1d20+7[/dice]
[dice=astrillith perception]1d20+1[/dice]
[dice=gaeldon percpetion]1d20+18[/dice]
[dice=simon perception]1d20+19[/dice]
[dice=ceirn perception]1d20+14[/dice]
[dice=hellig perception]1d20+15[/dice]

vision plan:

darkvision: astrillith, hellig, kolaiah, vandal
Normal vision: Ceirn, Gaeldon, Simon

Light sources:
Ceirn: everburning torch
simon: everburning torch

marching order:

5 ft order
Simon
Vondal
Koliah
Hellig
Astrillith
Gaelden the Lost
Ceirn

10 ft order
Simon

Vondal
Koliah & Hellig
Astrillith & Gaelden the Lost
Ceirn


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HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon purses his lips, "A good question Vondal.

We know that this secret door may be a station for those Orcs, and that Wizard to either guard something or stage raids in this area of the dungeon. I say we explore this secret area a bit first, but with an eye towards whether those that fled return with reinforcements.

After that, we can either try and follow their trail, or simply head the way we were already headed".

Simon dispels the grease he cast and grabs his everburning torch, intent on searching the room where these Orcs were first holed up.


Female (6'1") Grimspawn Tiefling

Astrillith nods at Pac then turns to the others to get their attention
"The spear, it may be something of value" as she starts to study it for a few seconds

Spell Craft + Detect Magic: 1d20 + 16 ⇒ (14) + 16 = 30


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

"Sounds good", Vondal answered. "I'm going to look around the corner."

The godling steps into the new room to look around, and will motion the others to enter when safe. Perception: 1d20 + 7 ⇒ (15) + 7 = 22


"I will always strive to write better" , 25 years gaming, 20 yrs DM

astrillith:
The spear is a +2 unholy spear.

vondal:

You step around the corner of the short hall and look into the room. It is a large, open room. You see strange ornaments hanging from the walls, a sort of macabre tapestries. You are about to turn your head away from the room when the sound of chains catches your attention. You look back, and see a bugbear standing next to one of the strange tapestries...
the tapestry moves, and gives a horrific wail of agony!
Pain and horrors flow through this wail, agonies of sufferring are communicated in this sound! You look closer, and see chains.
everywhere are chains. chains set into the floor, set into the walls. Manacles hang from the chains, clamped onto the limbs of this strange creature. creatures. your eyes dart around. more of them! 12 of them! 12 strange creatures! Tall and skinny, they hang from their shackles. You shake your head, catching more! they have wings! pale wings in your darkvision. and they are outstretched, spread wide. Black dots mar the paleness, the otherworldly beauty. Nails! they can only be nails! This bugbear and his orc minions, they shackled and nailed these things to the walls.
your focus, your gaze, lands upon the bugbear.
he wears a long hood, but its thrown back. strange white eyes stare back at you, even from this distance you can feel them upon you.
it waves a hand at you...
and the greatest horror you have ever experienced begins to assail your mind!

make a will save, dc 18... or die

as astrillith squats low and examines the spear, you see Pac slither up to one of the dead orc mush. It's tongue slithers in and out, and then it opens its mouth wide. very, very wide. as if its eating something. its dead eyes seem to catch an unholy glow of green gold for a moment, before finally the intensity disappears and the mouth closes.

at that moment, you hear a cacophony of sound, of tortured screams and agony come from the secret room. The sounds of chains rattling, of mouths crying out to be heard, to be freed!


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Will DC 18: 1d20 + 7 ⇒ (16) + 7 = 23 "MOTHERFU<KER!!!"


Female (6'1") Grimspawn Tiefling

"The spear seems to be made to harm those of a more goodly orientation" she clarifies before she turns her head towards the screams "Can someone try and silence the wailing. It is rather hard to have a conversation with so much noise"


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

Not bothering to respond to Astrilith, Hellig hastens in the direction of the screaming.
Perception: 1d20 + 17 ⇒ (13) + 17 = 30 w/Darkvision


"I will always strive to write better" , 25 years gaming, 20 yrs DM

hellig:
You step around the corner of the short hall and look into the room. It is a large, open room. You see strange ornaments hanging from the walls, a sort of macabre tapestries. You are about to turn your head away from the room when the sound of chains catches your attention. You look back, and see a bugbear standing next to one of the strange tapestries...
These are not tapestries! you think to yourself as you gaze upon the horror on display
Pain and horrors flow through this wail, agonies of suffering are communicated in this sound! You look closer, and see chains.
everywhere are chains. chains set into the floor, set into the walls. Manacles hang from the chains, clamped onto the limbs of this strange creature. creatures. your eyes dart around. more of them! 12 of them! 12 strange creatures! Tall and skinny, they hang from their shackles. You shake your head, catching more! they have wings! pale wings in your Darkvision. and they are outstretched, spread wide. Black dots mar the paleness, the otherworldly beauty. Nails! they can only be nails! This bugbear and his orc minions, they shackled and nailed these things to the walls.

hellig and vondal:
The bugbear takes a step back, crossing the threshold of an open door on the opposite side of the room.
I commend you, dwarf! it snaps out in a growling deep tone of common. Your hatred of the orcs proved greater than my control over the simple minded creatures. And! you do prove your race well, being able to resist my phantasmal killer spell. I shall be seeing you!
the bugbear waves his hand and a wall slides across, closing the door.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The aasimar walks up to the wall slide, checking to make sure it can't be opened. "I think it safe to approach", Vondal shouted to the others.


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

Shocked by the chained creatures in the room, Hellig takes a closer look at them and their predicament.

Heal: 1d20 + 8 ⇒ (2) + 8 = 10
Which Knowledge skill for these, GM?


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

I swear I posted this a day or two ago. Weird.

Ceirn walks into the room.


Female (6'1") Grimspawn Tiefling

Astrillith follows the rest as they enter the room, scanning it
"So the source of the noise. Hope it gets quieted soon" she holds down her staff to the ground as Pac joins up with her again. Giving him a nod "Let me know when it's done"


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon will approach to investigate!


"I will always strive to write better" , 25 years gaming, 20 yrs DM

kolaiah and Gaeldon have not posted in a week. I am listing them as AFK. they will be with the group, lurking in the background, but otherwise will not contribute to anything unless the players come back and start posting again. if another week passes and still no post, then they will be fully NPC but will be welcomed back if the player comes back.

hellig heal:
You scan the creatures. strange elves, taller than an average elf, but of thinner frame. almost fragile even. Iron manacles are clamped around their wrists and over the fleshy part of their calves. they stand naked, or covered in a filthy loin cloth. dried blood cakes their bodies. Theyve been tortured. all of them. Strips of flesh have been pulled off of their bodies, bones appear to have been broken and then healed again. most of them appear to be missing an eye. on the wall behind them, stretching from their back to the full extent, are wings. Each wing has a couple of nails run through them at wing joints, forcing them to keep open. they are all in bad shape.

im going to say that Gaeldon and Kolaiah stay by the door, guarding it... and keeping it open

everyone but gaeldon and kolaiah:

This is a torture chamber. Whoever that wizard was and his orc minions, they had a field day with these... well, youre not sure what they are. looking past the dried blood, the oozing puss, the horrific tears of flesh still hanging limply from bodies where flies circle idly awaiting their next meal, they are strange. They look like elves. Pointed ears, slanted almond shaped eyes. but they look taller than an average elf. More skinny too, almost to hte point of being too frail. and wings! they have wings! Long, outstretched wings, clad with feathers... nailed to the wall. two nails are driven into each wing, forcing it open. large clumps of feathers have been ripped out from them, some tossed onto the floor, others stuck into the winged elfen bodies.
blood and offal lay thick upon the floor beneath each elf thing, with bugs and other insects of disease crawling around in the filth.
The agonized cries of help slowly subside, the humanoids collapsing, fainting from apparent exhaustion.
One however, remains awake. his breath is labored, slow. he gasps out
Please... help them.

astrillith:

smells like home. Pac chimes within your head. those souls not strong enough to board the ferry extrude a pleasant odour when they gaze upon the journey. Charon will be pleased
it pauses a moment, its head twisting weirdly before it mouth opens and a small green gem is vomited out. [i]another one for you


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"Free them, I will keep an eye out." Ceirn says as he moves to have a view of the entry in the north east of the room.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondal nods, and unhooks Gloryhewner from his weapon belt. Carefully, the aasimar begins to hack at the chains of the torture victims.
"Keep an eye out for a key, everyone!"


Female (6'1") Grimspawn Tiefling

Astrillith nods and pockets the item before she gets her staff ready again
"This place feels... Familiar" she says dryly


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

"This is simply horrible..."

Simon is wary but gets close enough to everyone to trigger healing.

Channel Positive Energy to Heal - 1d6 ⇒ 6


"I will always strive to write better" , 25 years gaming, 20 yrs DM

vondal perception: 1d20 + 7 ⇒ (18) + 7 = 25
astrillith perception: 1d20 + 1 ⇒ (10) + 1 = 11

simon perception: 1d20 + 19 ⇒ (1) + 19 = 20
ceirn perception: 1d20 + 14 ⇒ (12) + 14 = 26
hellig perception: 1d20 + 15 ⇒ (7) + 15 = 22

ceirn:
you look at the wall where hellig and vondal confirmed where the enemy left through. You have to admit, the craftsmanship is impressive, for the door, like the other one that you entered through, is equally hidden. No seam, no sign of a doorframe.... at first glance. But you have keen eyes, and sensitive fingers. youre able to find the door. a massive thing too! ten feet wide, a double door that slides into the walls like pocket doors in some nobles houses. You feel around, and easily find the trigger mechanism that would open the door. A small rock protrudes just a bit father than the rest of the rough shorn wall. It sits atop a steel rod that is embedded into the rock wall itself.

The cries of agony and horror renew, louder even! Simon's healing provided much needed aide to all 12 chained creatures. some that were passed out awaken and begin to cry out!

Vondal swings his axe, easily cutting chains.

hellig:
You look at the creatures closer, at the manacles that bind them in place... and cannot help but feel shock! the manacles are not just simply secured around the wrists and calves. The locking pin is hammered through their wrists and their calves, riveting manacle to flesh.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The godling blinks as he sees channelled energy outside his periphery. Vondal spins around and guesses the energy came from the team's new trap expert.

"Whasthat? Simon? Did that positive energy come from you? I thought you were a lockman, not a divine spellcaster! I can channel energy too, but it comes more naturally for me!"


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon nods, though as he hears the chained creatures cry out he frowns, "How else can we help you?" He begins to pick locks to free these beings.

He glances back at Vondal, "Well, I was training to be a member of the Church of the Binder, so I did pick up a trick or two".


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Knowledge (religion): 1d20 + 12 ⇒ (5) + 12 = 17
"Oh! Oghma!" Vondal finally recognizes. "I heard my father talk about him. He had to ask his help on a real obsure legal term used in a contact one time."
Bear in mind, Vondal is having this conversation among moans of pain.
"Does anyone here have the knowledge to remove the chain from these folk?"


"I will always strive to write better" , 25 years gaming, 20 yrs DM

simon:
you grasp at a manacle and drop it in horror! You look at the manacle again,and then at the others. All of them, they do not gave a traditional lock. Instead, an iron pin is ran through the flesh of the forearms and calves, and riveted to the iron cuffs. Unless one has a chisel and hammer, these cuffs arent co.ing off without amputation


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

"A rust monster would be handy right about now." Hellig says, looking at how the pins are driven through the flesh of the captives.


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"I found the secret door that they fled through. I think I see the rock here that you can press to open it. I am not sure what traps they have left behind though." Ceirn says as he glances back at the terrible scene behind him. He then responds to Vondal and says, "Not I. Brute force would be all I could aid with."


"I will always strive to write better" , 25 years gaming, 20 yrs DM

im a bit sick, so no post tonight.


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

"I think before we continue, we must exit Undermountain once more and remove these beings. They need assistance! This is simply terrible".


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"We can just put them on the elevator with a couple of coins and send them up. That is worth doing. We can send the elven woman up as well, but I am not sure if we need a coin for her since she is no longer living." Ceirn suggests.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondals nods, glad both Simon and Ceirn are in agreement.
The aasimar looks at the wounds. "I've got a small hammer and chisel in my jewelcrafting tools. I wonder if it would help these poor folk?"


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon exclaims, "You do! Yes, I'm happy to use them to remove these horrific bonds".


Female (6'1") Grimspawn Tiefling

"I do not see much we can do for them. So unless there are powerful clerics, prolonging their suffering would be worse. But that will be for those on the surface to determine. Our resources down here are limited." the grimmspawn eyes those in chains. Though the way she looks, if she was to stand in a similar position, she would blend in well


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

The godling hands his toolset to the halfling. "I'll help."
Vondal helps hod the tortured still while Simon works.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Vondal's axe proves very effective at cutting the chains from the strange elf like creatures. Quick, proficient strikes sever soft iron chain links, and the discarded spear from the dead orc proves a good enough make shift pry bar, easily lifting and removing iron nails.
Everyone works diligently and carefully, helping to lower each creature to the floor.

My- one of them, a male with pale hair, pants out My thanks, strangers. Out of the 12, this one seems to be more hale than the others. A horrid thing. So many things. Food. do you have food for all of us? Or better, water? something to drink? he grunts and groans as he makes an involuntary gesture, only to have the weight of the manacle dig into his forearms. he drops his arm to the ground with a soft clack, and a trickle of blood begins to flow out from it.

Gaeldon, hearing the commotion, steps into the room and approaches. She looks around and walks up to select individuals. I will help those that are in the worse shape. she kneels down before one who is passed out. A soft whisper escapes her lips, her hand picks up a slight blue glow, and she touches the forehead of the creature.
the effect is immediate!
Shallow breaths are suddenly stronger. Pale features grow color. blood that flowed from still open wounds close up some. Thankfully, the creature does not wake up.

simon:
you tell pretty quickly that the jewlers hammer and chisel are just too small to effectively cut the rivets off the manacles.


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

Hellig passes the speaker a waterskin, then fills any handy and clean containers via Create Water. He will refill containers as needed.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

the speaker drinks deeply, ignoring the pain in his arms to lift the waterskins to his lips. water escapes and runs down his neck. finally he stops, and hands it back to hellig.
my thanks, good sir. What are you to be called? What are all of you to be called?

Gaeldon says loudly some of these... well, whatever they are. some of them are in very bad shape. even with our healing, it isnt enough. add to that the lack of cutting tools... We need to move them to the lift.
she kneels down and lays hands upon another.


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

"Hey, Gaeldon. Maybe don't heal them so much", Vondal offered. "I know it sounds cruel, but keep them healthy, yeah, but fully heal them once the damn metal is out of their systems. Otherwise the muscle and bone will have to reknit."

"I mean, I'm no cleric or anything, but just wait to fully heal them", the godling reiterated, seeming very much reserved and not like his normal self.


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"The way out is close. We can provide you some coins to get out of here safely. Can you tells us your tale before you go. Any more information on what you have seen down here might be useful." Ceirn says.


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon frowns, "The tools are not sufficient to chip away at these terrible bonds. I am sorry, you will need more help than we are equipped to provide.

I'll look at the wall now Ceirn".

Simon checks the area that Ceirn had analyzed for traps.

Perception - Trap Finding 1d20 + 22 ⇒ (9) + 22 = 31


"I will always strive to write better" , 25 years gaming, 20 yrs DM

Gaeldon glares at Vondal Thats exactly my point, vondal. she snaps back even with all our healing here, these creatures are so close to deaths door that we are doing nothing more than prolonging its arrival... which is what they need. she waves her hand at the last winged humanoid that one, if i had been a moment later with my prayer, it would have died.... she rocks back on her heels for a moment, taking a breath. even still, if it isnt taken to the lift post haste, i fear that death is now an hour or two away for it...
she smashes her fist into the floor what do we have to make litters out of? she asks, anger fully filling her voice

We! the winged man says loudly, with pain, are not creatures. we are Alastriel. In the common tongue, we are the winged cousins to elves. We share distant ancestry, but where the elves moved into the woods, before the hateful drow betrayed our races and were driven underground, we took to the high mountains and developed our wings. he sips more of the water. That creature you fought off. Ofhga is his name. a nasty bugbear... he looks like he has just risen from its own dirt grave. It's pale flesh looking sick, and it's eyes are just blots of rotted white orbs. he he cuts off, coughing hard, red flecks of blood spraying out, staining his lips and chest.
he captured us. all of us. High in the mountains. I do not know what youd call them, but we call them the Alastrielicth, home of the alastriel.
he lays back, breathing hard, gasping for air. We- he- caught us. he- key. had key. brought us here... to sell... he gasps again, his eyes begin to close a buyer... he passes out, going limp.

simon:
you detect no traps...


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

Vondal steps forward. "Listen, Friend. We'll find that bugbear and get that key. Either way, we'd like to send you out of the dungeon and into safety. But those bindings are in your flesh. Your bones. If we don't find that key, the only way to remove those bonds would likely be as brutal as when you were given them" The dwarf states. Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

"Will they survive if we leave them here? We can try and find this bugbear, but I still think just cutting them free and putting them on the lift with some gold would be safer then leaving them here alone." Ceirn says.


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

Heal: 1d20 + 8 ⇒ (3) + 8 = 11

Hellig attempts to answer Ceirn's question, but is apparently quite unfamiliar with alastriel biology.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

gaeldon shakes her head. we need to move them, now.
Kolaiah! the spears! she shouts for help

we'll fashion some litters to carry them to the lift. we'll have to make several trips, but i think, with all of us, we can make this safe before the owner of undermountain or this bugbear comes back...


HP (-11/74) Saves (5/13 [+2 Traps]/10 [-2 Fear]) AC (16 [+2 Traps]/FF(N/A)/T16) CMD (17) Init (+3) Channel 1d6 (2/3) Arcane Pool (3/5) Copycat (5/6) Danger Detection +4 Perception to Notice Stealth Creature/Weapon Being Drawn/or Hidden Trap. [Trap Spotting +26 Perception w/in 10' of a Trap - DM Secret Roll]

Simon nods to Gaeldon, "Agreed, you don't uh happen to have a spell that can boost my strength temporarily? One thing I am deficient in is raw strength".


Female (6'1") Grimspawn Tiefling

She sighs "Why not just smash the locks for now? My staff would easily break such a rudimentary locks and chains. Just need to exert enough force to do it. The shackles can then later be removed one we have the tools or they can request such services later" as she holds out her staff to Vondal

smash the chains with an adamantine staff


Male
Special:
Channel Energy 4d6, 3/3xday|Bit of Luck (Sp) 4/4xday|Good Fortune (Ex) 1/day|Touch of Glory (Sp) 3/3xday|Aura of Heroism (Su) 8/8 rds./day
Aasimar (Dwarf)
Skills:
Percep +7|SM + 5|Acro +7|Craft (jewelry) +14|Diplo +21|Kn. local +5|Kn. relig +12|Perf (String) +15 (+17)
Godling (mighty)/8th
Vitals:
HP 109/120|AC 22 (T 14, FF18)|F: 12, R: 11, W: 7|Resist acid, cold, electricity 5|BAB +8/+3, CMB +11, CMD 20

"Sounds good to me", Vondal begins to craft some stretchers to carry the injured.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

the breaking of the iron chains and making of stretchers is quick work for all of you involved. Kolaiah and Gaeldon take one, while Cerin and Vondal take another. Simon, astrillith, and hellig stay behind to protect those that are not the first to be carried.

in the secret room:

The Male Alastriel who had been talking for the others lays propped up against the wall. he sips at the water.
otherwise, everything remains quiet, aside from the soft moans of pain and cries of agony or joy at being rescued.

the lift:

[bigger]HO UP THE SHAFT[BIGGER] kolaiah bellows up the shaft.
There being no answer, kolaiah growls how are we to get picked up down here? they can no hear us! she kicks the ground, spreading sand and a couple of hidden coins around the room. ack! im an idiot! she drops her kit bag to the ground, and starts to dig through it. within moments, she pulls out a small box. She pops the lid and pulls out a small scroll. Here we go! this'll get them to hear us
she reads the scroll, her lips easily forming the draconic language of magic. her lips glow a dull yellow, and upon completion, she bellows up the shaft! The sound of trumpets fills the small room, echoing loudly within the confines. A moment after the spell is cast, a strange black object appears far up the shaft. after that, the large platform begins to be lowered, oh so slowly.
Come on! gaeldon says. kolaiah and I will go back for another alastreil. you two stay here and guard the others. with that, they turn and go.


Skills:
Acrobatics +16, Autohypnosis +14, Climb +12 (14), Knowledge: Psionics +12, Perception +14, Stealth +16, Swim +11 (12)
Attack:
[dice=Manyshot Close Attack+PB-RS-DA]d20+15+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Close Attack+PB-RS-DA]d20+10+1-2-2[/dice][dice=Close Attack+PB+DA]d10+6+1+4[/dice][dice=Holy]2d6[/dice]
Human Soulknife (Soulbolt) 8; Init +4; 104/104 HP; AC 25, Touch 15, FF 20, CMD 28; Fort +5, Ref +10, Will +10; Speed 30; CMB +13; Perception +14

Ceirn pulls out some coins and gives one to each of the Alastriel.

How many are there so I can mark off the coins.


Male Half-Orc Inquisitor 8 (Ravener Hunter/Sanctified Slayer)

Hellig keeps and eye on the exit to the northwest, just in case.

Perception: 1d20 + 15 ⇒ (11) + 15 = 26 w/Darkvision, if it matters.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

12 total souls

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Its late, im laying in bed typing this out, halfway asleep. So if it doesnt make sense, ill fix it later

Setting: forgotten realms, 3.5e setting.

Ruleset: pfe1

8 level
Max HPs
Roll 4d6, drop the lowest. Can reroll 1s.

Starting gold: ill get that later.

Two traits. One drawback

Background skills used

Races: core races or forgotten realms races

Classes:ask. Archetypes are allowed

Alignment: yes, you can play evil if you want. DM me. Or the whole party can play evil,i dont care.


Dot, here's the stats

4d6 ⇒ (6, 4, 2, 3) = 15 13

4d6 ⇒ (6, 5, 1, 5) = 17 16
Reroll: 1d6 ⇒ 3

4d6 ⇒ (2, 6, 1, 2) = 11 12
Reroll: 1d6 ⇒ 4

4d6 ⇒ (6, 3, 6, 1) = 16 15
Reroll: 1d6 ⇒ 2

4d6 ⇒ (2, 1, 4, 5) = 12 14
Reroll: 1d6 ⇒ 5

4d6 ⇒ (3, 1, 2, 1) = 7 6


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First dot!!!

okay, 2nd ... ninja'd by Delmoth ;)


Stat: 4d6 ⇒ (6, 2, 5, 6) = 19:17

Stat: 4d6 ⇒ (6, 3, 1, 3) = 13:15
Reroll: 1d6 ⇒ 6

Stat: 4d6 ⇒ (4, 6, 3, 4) = 17:14

Stat: 4d6 ⇒ (6, 6, 2, 1) = 15:
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 2

Stat: 4d6 ⇒ (4, 5, 4, 1) = 14:15
Reroll: 4d6 ⇒ (1, 6, 3, 6) = 16
Reroll: 1d6 ⇒ 4

Stat: 4d6 ⇒ (5, 6, 4, 1) = 16:15

Dice stats are changing. Weird, I Guess that God is telling me something


4d6 ⇒ (3, 4, 6, 1) = 14
Reroll: 1d6 ⇒ 2
Stat: 13
4d6 ⇒ (3, 2, 6, 1) = 12
Reroll: 1d6 ⇒ 4
Stat: 13
4d6 ⇒ (6, 4, 2, 6) = 18
Stat: 16
4d6 ⇒ (5, 3, 6, 5) = 19
Stat: 16
4d6 ⇒ (6, 6, 6, 3) = 21
Stat: 18
4d6 ⇒ (2, 4, 3, 6) = 15
Stat: 13

Array: 18, 16, 16, 13, 13, 13 - will ponder.

Scarab Sages

4d6 ⇒ (5, 6, 1, 1) = 13
reroll 2d6 ⇒ (2, 1) = 3 reroll #2 1d6 ⇒ 6 = 17

4d6 ⇒ (6, 6, 4, 5) = 21 = 17

4d6 ⇒ (6, 3, 1, 4) = 14
reroll 1d6 ⇒ 4 = 14

4d6 ⇒ (1, 1, 6, 6) = 14
reroll 2d6 ⇒ (4, 3) = 7 = 16

4d6 ⇒ (1, 1, 6, 1) = 9
reroll 3d6 ⇒ (2, 4, 5) = 11 = 15

4d6 ⇒ (2, 5, 1, 3) = 11
reroll 1d6 ⇒ 1 reroll #2 1d6 ⇒ 6 = 14

17, 17, 14, 16, 15, 14

Could work for anything....

Grand Lodge

4d6 ⇒ (3, 4, 2, 2) = 119
4d6 ⇒ (1, 2, 6, 3) = 1211
4d6 ⇒ (1, 6, 2, 4) = 1312
4d6 ⇒ (1, 1, 3, 3) = 811
4d6 ⇒ (2, 3, 2, 4) = 119
4d6 ⇒ (2, 2, 5, 6) = 1513

edit
roll 2 reroll 1d6 ⇒ 1
roll 3 reroll 1d6 ⇒ 2
roll 4 reroll 1d6 ⇒ 2 reroll1d6 ⇒ 5

edit
reroll 1d6 ⇒ 2

I hate Paizo dice, I HATE PAIZO DICE!!!!

sigh after four attempts of the site changing my rolls whiel rerolling I had to roll post edit roll ect. I have once again got the following low ball stats

13 12 11 11 9 and 9

unless I can get a reroll of all my stats I will figure out something

not sure what


4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (3, 1, 1, 4) = 9
4d6 ⇒ (3, 6, 3, 5) = 17
4d6 ⇒ (3, 4, 2, 3) = 12
4d6 ⇒ (2, 2, 6, 2) = 12
Rerolls:
1d6 ⇒ 4
2d6 ⇒ (6, 5) = 11
2d6 ⇒ (5, 5) = 10

So, after rerolls, that’s:
13, 17, 14, 14, 10, 10

Pretty good. We’ll see what I can come up with.


4d6 - 4 ⇒ (4, 6, 5, 4) - 4 = 15
4d6 - 2 ⇒ (3, 2, 2, 5) - 2 = 10
4d6 - 3 ⇒ (4, 3, 4, 6) - 3 = 14
4d6 - 1 ⇒ (1, 4, 2, 6) - 1 = 12
4d6 - 3 ⇒ (3, 5, 3, 4) - 3 = 12
4d6 - 1 ⇒ (4, 1, 2, 5) - 1 = 11

reroll: 2d6 ⇒ (5, 6) = 11

15,10,14,15,12,15


4d6 ⇒ (1, 5, 2, 4) = 12
1d6 ⇒ 3 RE-ROLL -- 12

4d6 - 2 ⇒ (6, 2, 6, 3) - 2 = 15

4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17

4d6 - 2 ⇒ (6, 5, 5, 2) - 2 = 16

4d6 ⇒ (6, 1, 5, 6) = 18
1d6 ⇒ 1 RE-ROLL --
1d6 ⇒ 6 RE-ROLL -- 18

4d6 - 3 ⇒ (4, 3, 3, 3) - 3 = 10

12, 15, 17, 16, 18, 10

I guess I kinda need to at least develop something because these stats are amazing; classes says "ask" - occult are a yes or a no or a maybe? Also: are you interested in developing Divine Boons for the gods of Toril, or would you prefer to leave those Prestige Classes out of the mix?


Stats: 4d6 ⇒ (1, 2, 2, 1) = 6 10 5,3
Stats: 4d6 ⇒ (6, 4, 2, 2) = 14 12
Stats: 4d6 ⇒ (4, 5, 5, 6) = 20 16
Stats: 4d6 ⇒ (5, 6, 6, 6) = 23 18
Stats: 4d6 ⇒ (2, 5, 4, 1) = 12 13 4
Stats: 4d6 ⇒ (4, 4, 4, 4) = 16 12

Rerolls
Stats: 3d6 ⇒ (5, 3, 4) = 12

Edit:
Probably going to submit a current version of my first D&D character Trawets, Evoker mage.

Scarab Sages

I'm guessing Magus is alright? I'm thinking about maybe making an Eldritch Archer / Hexcrafter Magus. Probably an Elf.


Own the D&D "Expedition to Undermountain" but haven't read it or ran it. Dotting for interest

Stat: 4d6 ⇒ (4, 3, 4, 1) = 12
Reroll 1: 1d6 ⇒ 5
Stat: 4d6 ⇒ (1, 5, 2, 5) = 13
Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (4, 2, 1, 2) = 9
Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (2, 2, 1, 4) = 9
Reroll 1: 1d6 ⇒ 1
Re-Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (1, 6, 1, 3) = 11
Reroll 1: 1d6 ⇒ 2
Reroll 1: 1d6 ⇒ 6
Stat: 4d6 ⇒ (6, 2, 3, 1) = 12

Rolled: 16 - 12 - 8 - 8 - 10 - 11

Well that sure does make it interesting...


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4d6 - 4 ⇒ (4, 4, 6, 6) - 4 = 16
6d6 - 3 - 1 - 1 ⇒ (3, 1, 6, 1, 4, 5) - 3 - 1 - 1 = 15
4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18
5d6 - 1 - 4 ⇒ (4, 1, 6, 5, 6) - 1 - 4 = 17
5d6 - 1 - 3 ⇒ (4, 1, 5, 5, 3) - 1 - 3 = 14
5d6 - 1 - 3 ⇒ (3, 5, 1, 6, 5) - 1 - 3 = 16

18/17/16/16/15/14

How MAD can I go? With stats like those…

Sczarni

4d6 ⇒ (6, 1, 5, 6) = 18
1d6 ⇒ 6
4d6 ⇒ (6, 2, 6, 4) = 18
4d6 ⇒ (4, 4, 5, 3) = 16
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (6, 3, 5, 1) = 15
4d6 ⇒ (3, 5, 6, 4) = 18
1d6 ⇒ 1

Sczarni

18, 16, 15, 14, 14, 10

Pretty baller stats, probably something rogue or Stealth ranger related.


RIZZENMAGNUS wrote:
Classes:ask. Archetypes are allowed

Okay. I'll ask. Any of the Godling classes?

4d6: 4d6 - 1 ⇒ (1, 6, 6, 2) - 1 = 14
4d6: 4d6 - 1 ⇒ (3, 3, 2, 1) - 1 = 8
4d6: 4d6 - 3 ⇒ (6, 4, 5, 3) - 3 = 15
4d6: 4d6 - 2 ⇒ (5, 2, 2, 5) - 2 = 12
4d6: 4d6 - 3 ⇒ (3, 5, 6, 5) - 3 = 16
4d6: 4d6 - 1 ⇒ (6, 1, 3, 1) - 1 = 10


dot

Roll A: 4d6 ⇒ (4, 6, 4, 1) = 15

Roll B: 4d6 ⇒ (2, 6, 6, 5) = 19

Roll C: 4d6 ⇒ (5, 1, 3, 5) = 14

Roll D: 4d6 ⇒ (5, 1, 1, 4) = 11

Roll E: 4d6 ⇒ (1, 2, 3, 4) = 10

Roll F: 4d6 ⇒ (2, 4, 6, 6) = 18

Re-roll A4: 1d6 ⇒ 2

Re-roll C2: 1d6 ⇒ 5

Re-roll D2,D3: 2d6 ⇒ (6, 1) = 7

Re-roll E1: 1d6 ⇒ 6

Re-roll D3 again: 1d6 ⇒ 6

14,17,15,17,13,14


RIZZENMAGNUS wrote:

...

Classes:ask. Archetypes are allowed

...

Ok, I'll bite: Legendary Medium.

Dark Archive

Stat 1: 4d6 ⇒ (2, 2, 5, 2) = 11
Stat 2: 4d6 ⇒ (2, 5, 3, 6) = 16
Stat 3: 4d6 ⇒ (5, 2, 5, 6) = 18
Stat 4: 4d6 ⇒ (6, 5, 5, 2) = 18
Stat 5: 4d6 ⇒ (2, 1, 3, 5) = 11 Reroll: 1d6 ⇒ 5
Stat 6: 4d6 ⇒ (6, 6, 5, 5) = 22

So 9, 14, 16, 16, 13, 17.

Would a Soulknife work?


Grumbaki.

Had so much fun putting this character together. Certainly a WIP, but with such stat rolls…had to do something with it. He is a monk/shifter. Great damage output (with bursts of electricity with every punch) and very high AC.

Gaelden the Lost, also goes by ‘The Fist of Heaven.’ A tiefling obsessed with the notion that he is destined for Hell or the Abyss and who struggles with an urge to engage in violence and cruelty. Disgusted by his nature he became a monk dedicated to the service of Tyr, in the hope that he could control himself and direct these urges towards those deserving of it. He has a possessed hand, something he begged for. It is a reminder that he should not lift it against the underserving.


Critzible wrote:

[dice=]4d69

[dice=]4d611
[dice=]4d612
[dice=]4d611
[dice=]4d69
[dice=]4d613

edit
roll 2 reroll [dice=]1d6
roll 3 reroll [dice=]1d6
roll 4 reroll [dice=]1d6 reroll[dice=]1d6

edit
reroll [dice=]1d6

I hate Paizo dice, I HATE PAIZO DICE!!!!

sigh after four attempts of the site changing my rolls whiel rerolling I had to roll post edit roll ect. I have once again got the following low ball stats

13 12 11 11 9 and 9

unless I can get a reroll of all my stats I will figure out something

not sure what

Yeesh

Reroll allowed


TheWaskally wrote:
RIZZENMAGNUS wrote:
Classes:ask. Archetypes are allowed

Okay. I'll ask. Any of the Godling classes?

[dice=4d6]4d6 - 1
[dice=4d6]4d6 - 1
[dice=4d6]4d6 - 3
[dice=4d6]4d6 - 2
[dice=4d6]4d6 - 3
[dice=4d6]4d6 - 1

Given that its FR, i dont see this out of the vein

Grand Lodge

4d6 ⇒ (6, 5, 3, 3) = 1714
4d6 ⇒ (1, 1, 1, 5) = 814
4d6 ⇒ (2, 1, 4, 6) = 1313
4d6 ⇒ (1, 1, 4, 4) = 1013
4d6 ⇒ (6, 1, 3, 2) = 1211
4d6 ⇒ (6, 1, 2, 5) = 1414

2nd Stat Roll 3d6 ⇒ (1, 1, 4) = 6 2d6 ⇒ (3, 5) = 8
3rd 1d6 ⇒ 4
4th 2d6 ⇒ (2, 5) = 7
5th1d6 ⇒ 2
6th1d6 ⇒ 11d6 ⇒ 3

14,14,14,13,13,11

Far better


For what it is worth, Gaelden is now a champion of the enlightened. AC29 (great but not broken), very high saves and respectable damage output. Glad to use the insane stat rolling to do a prestige class I haven’t seen used before.


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RIZZENMAGNUS wrote:
TheWaskally wrote:
RIZZENMAGNUS wrote:
Classes:ask. Archetypes are allowed
Okay. I'll ask. Any of the Godling classes?
Given that its FR, I dont see this out of the vein

A dwarf godling, fathered or mothered by one of the Morndinsamman; I don't think would be out of the the ordinary in a world with archmages, dragons, and tarrasque.


4d6 ⇒ (4, 1, 2, 3) = 10
. rerolls: 4d6 ⇒ (1, 1, 1, 3) = 6 10
4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6 ⇒ (3, 3, 2, 4) = 12 10
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (1, 6, 3, 4) = 14
. reroll: 1d6 ⇒ 4 14
4d6 ⇒ (3, 4, 3, 3) = 13 10

10, 10, 10, 12, 13, 14

So it looks like fate is not on my side.


How do you feel about Path of War stuff?


TheWaskally wrote:
RIZZENMAGNUS wrote:
TheWaskally wrote:
RIZZENMAGNUS wrote:
Classes:ask. Archetypes are allowed
Okay. I'll ask. Any of the Godling classes?
Given that its FR, I dont see this out of the vein
A dwarf godling, fathered or mothered by one of the Morndinsamman; I don't think would be out of the the ordinary in a world with archmages, dragons, and tarrasque.

I love it! Can’t wait to see what you make.

Grand Lodge

Looking at a Dwarven Trapper Ranger 1st/ Preacher Inquisitor 7th NG

Dark Archive

Would you allow a Soulknife?


Philo Pharynx wrote:

4d6

. [dice=rerolls]4d6 10
4d6 12
4d6 10
4d6 13
4d6
. [dice=reroll]1d6 14
4d6 10

10, 10, 10, 12, 13, 14

So it looks like fate is not on my side.

you can reroll those 10s


Malinor. wrote:
Would you allow a Soulknife?

Yup. Its forgotten realms. Psionics exist. plus, ive played as a soulknife before in 3.5, so i understand the concept.


deadline for submissions: Friday, nov 15th


pad300 wrote:
RIZZENMAGNUS wrote:

...

Classes:ask. Archetypes are allowed

...

Ok, I'll bite: Legendary Medium.

@RIZZENMAGUS, did you miss this?

Grand Lodge

Rizz what about the Equipment


Can I play a Sylph Air Genasi?


pad300 wrote:
pad300 wrote:
RIZZENMAGNUS wrote:

...

Classes:ask. Archetypes are allowed

...

Ok, I'll bite: Legendary Medium.

@RIZZENMAGUS, did you miss this?

Nope

Forgot lol

Thats a no


Ouachitonian wrote:
Can I play a Sylph Air Genasi?

Yes


Critzible wrote:
Rizz what about the Equipment

35,000 gp to start


Evindyl wrote:

12, 15, 17, 16, 18, 10

I guess I kinda need to at least develop something because these stats are amazing; classes says "ask" - occult are a yes or a no or a maybe? Also: are you interested in developing Divine Boons for the gods of Toril, or would you prefer to leave those Prestige Classes out of the mix?

I think maybe my questions fell into the forgotten category also


Would this be okay to go for : PrC

2011 Version

And for a archetype:

Staff Magus


reroll 10's: 4d6 ⇒ (5, 5, 1, 1) = 12
. reroll 1's: 2d6 ⇒ (2, 5) = 7 15
reroll 10's: 4d6 ⇒ (3, 2, 3, 6) = 14 12
reroll 10's: 4d6 ⇒ (5, 5, 5, 6) = 21 16

12, 12, 13, 14, 15, 16

Dark Archive

4d6 ⇒ (6, 3, 1, 5) = 15 Reroll: 1d6 ⇒ 1 Reroll: 1d6 ⇒ 5 = 16
4d6 ⇒ (1, 2, 5, 2) = 10 Reroll: 1d6 ⇒ 3 = 10
4d6 ⇒ (4, 3, 4, 5) = 16 = 13
4d6 ⇒ (3, 4, 3, 1) = 11 Reroll: 1d6 ⇒ 4 = 11
4d6 ⇒ (5, 3, 2, 5) = 15 = 13
4d6 ⇒ (6, 5, 3, 5) = 19 = 16

10, 11, 13, 13, 16, 16


Is VMC allowed? For this Champion of the Enlightened I am planning:

VMC Wood Wizard (“ Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism.)”
Lvl 3: Emissary Familiar
Lvl 7: Wood.

I think that this fits the monk/paladin aesthetic. An emissary familiar is great for that feel. Also with my high stat rolls I want to be as MAD as possible. I’d drop Con down to 14 and raise Int to 14. Therefore…

Str: Hit and Damage
Dex + Wis: AC
Con: HP
Int: Ranged damage
Cha: Saves

So every stat has an important purpose.

Dropping Possessed Hand (-1 hit -1 damage) and Armor of the Pit (-2 AC) for this if allowed.

Also is changeling allowed? It sounds more interesting than Tiefling.

Changeling

The exact methodology and timing of it was argued over, but the general idea of the changeling or caliban, was that a hag replaced their daughters with those of other races to continue their lineage. Despite occasionally feeling the compulsion to procreate, hags had no maternal instincts and only rarely raised their spawn themselves if they planned to use them in a coven. Instead, hags had to go out and find a suitable newborn child to kill and replace with their own spawn, parasitically leeching off whatever race or culture the hag targeted as she sadistically watched her daughter's growth and the impact it had on those around them.[1][7][12] Notably, the life of a child consumed by a hag could be saved using a concoction called hag's bane, a substance discovered by Mayrina using the lore contained in The Anatomy of Hag.[13]”


Evindyl wrote:
Evindyl wrote:

12, 15, 17, 16, 18, 10

I guess I kinda need to at least develop something because these stats are amazing; classes says "ask" - occult are a yes or a no or a maybe? Also: are you interested in developing Divine Boons for the gods of Toril, or would you prefer to leave those Prestige Classes out of the mix?

I think maybe my questions fell into the forgotten category also

Can you give me more information? Like an example of what your looking for?


This is Malinor's proposed character. I did a quick background as well.

What does he bring?:

Ceirn is a ranged character. He uses Mindbolts to blast at varying distances. He does not provoke while firing, so he can blast even while threatened. He can also teleport short distances to a location he can see which can help in a dungeon.

Background:
Ceirn is a native of Waterdeep and loved hearing tales of the surrounding area. When he came of age he developed the ability to shoot out psionic projectiles and took to working as a caravan guard. He has recently returned to Waterdeep and is looking at finding work in the great city and perhaps delving to find out of the tales he heard in his youth were true.

Ceirn:
Name: Ceirn
-------------------
Male Human Soulknife (Soulbolt) 8
N Medium humanoid (Human)
Init +4 ; Senses Perception +14

--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 20 (+8 armor, +5 Dex, +2 Shield) [-2 vs Improvised Weapons]

hp: 104 (8d10 + 16 Con + 8 FC)

Fort +5, Ref +10, Will +10

Defensive Abilities:

--------------------
Offense
--------------------
Speed: 20 (30) Ft

Melee: MWK Spiked Gauntlet +14 d4+5; x2

Ranged: Close Mind Bolt (Range 40) +15/+10 d10+6
Medium Mind Bolt (Range 120) +15/+10 d8+6
Long Mind Bolt (Range 200) +15/+10 d6+6

Special Attacks: Mind Bolt (+1 Holy), Psychic Strike (2d8)

--------------------
Statistics
--------------------
Str 18 (20), Dex 19 (21), Con 14, Int 13, Wis 16, Cha 9
Base Atk +8 ; CMB +13 ; CMD 28

Racial Abilities:
Skilled: +1 Skill point per level

Class Abilities:
Form Mind Bolt: At 1st level, as a move action, a soulbolt can form a semi-solid ranged weapon composed of psychic energy distilled from her own mind. This mind bolt appears inside of or enveloping the soulbolt’s hand.

A soulbolt must choose the form of her mind bolt at 1st level. She can either form it into a short range, medium range, or long range bolt which determines the weapon’s range increment and base damage. Once chosen, her mind bolt stays in this form every time the soulknife forms her mind bolt. The long range bolt form is the smallest of forms and deals 1d6 points of damage and has a 100 ft. range increment. The medium range bolt form deals 1d8 points of damage, with a 60 ft. range increment, and the short range bolt form is the largest and heaviest form and deals 1d10 points of damage with a 20 ft. range increment. A soulbolt adds her Strength modifier to damage rolls when using the mind bolt in the short range form. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. A soulbolt with powerful build or any similar ability forms an appropriately-sized mind bolt dealing the size-appropriate amount of damage. Regardless of form, the mind bolt has a 19-20 critical threat range, has a maximum range of 10 range increments, and is treated as a projectile.

The form of the soulbolt’s mind bolt also determines how many hands must be used to form and manipulate the mind bolt. If the mind bolt is in long range form, both of the soulbolt’s hands remain free to hold other items such as a shield or a weapon. If the mind bolt is in medium range form, the soulbolt must have at least one hand free to form and manipulate the mind bolt. If the mind bolt is in short range form, the soulbolt must have both hands free to wield and launch the mind bolt.

A soulbolt can wield a buckler without penalty regardless of the form of her mind bolt.

Regardless of the weapon form a soulbolt has chosen, her mind bolt does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulbolt chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulbolt may change the damage type of an existing mind bolt, or may summon a new mind bolt with a different damage type, as a full-round action; otherwise, the mind bolt retains the last damage type chosen every time it is summoned.

The bolt can be broken (it has hardness 10 and 10 hit points); however, a soulbolt can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind bolt is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

A soulbolt can use feats such as Rapid Shot or Precise Shot in conjunction with the mind bolt just as if it were a normal ranged weapon. She can also choose her mind bolt for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind bolt. The soulbolt can use feats such as Weapon Finesse that work on light weapons with her mind bolt, but such feats only work on mind bolts in a light weapon form, such as using the Mind Daggers blade skill.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulbolt can attempt to sustain her mind bolt by making a DC 20 Will save. On a successful save, the soulbolt maintains her mind bolt for a number of rounds equal to her class level before she needs to check again, although the mind bolt is treated for all purposes as a non-magical, masterwork ranged weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind bolt vanishes. As a move action on her turn, the soulbolt can attempt a new Will save to rematerialize her mind bolt while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind bolt equal to the total enhancement bonus of her mind bolt (see below).

The soulbolt chooses the appearance of her mind bolt, although its shape must reflect the selections the soulbolt has chosen: a bludgeoning mind bolt would be blunt, slashing would have an edge, etc.
This ability replaces the Form Mind Blade class feature normally gained by soulknives.

Shape Mind Bolt: The soulbolt’s mind bolt retains the last chosen form every time it is formed until the soulbolt reshapes it. If the soulbolt chooses to reshape her bolt, it requires a full-round action to do so. She may also reassign the type of damage dealt as part of reshaping her mind bolt if she so chooses. A soulbolt can reassign the ability or abilities she has added to her mind bolt; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulbolt does not require sleep. After that period, the mind bolt materializes with the new ability or abilities selected by the soulbolt. This ability replaces the Shape Mind Blade class feature normally gained by soulknives.

Launch Mind Bolt: Soulbolts are greater masters at making ranged attacks with their weapon than their soulknife counterparts. Unlike a soulknife, a soulbolt does not need to reform her mind bolt after throwing it. This means that the soulbolt can make use of all iterative attacks available, or multiple attacks such as those gained from Rapid Shot, without the need for abilities such as the Multiple Throw blade skill.
This ability replaces the Throw Mind Blade class feature normally gained by soulknives.

Wild Talent: The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.

Blade Skill: The following blade skills cannot be used with the Mind Bolt: Alter Mind Blade, Bladestorm, Bladewind, Dual Imbue, Extended Strike, Furious Charge (and Improved), Gruesome Riposte, Multiple Throw, Reaching Blade, Rending Blades, Trade Blows, Twin Strike, and Two-handed Throw. The soulbolt may additionally select blade skills from the list below.

- Close Range Expert: When making ranged attacks with her mind bolt, a soulknife does not provoke attacks of opportunity as long as she maintains psionic focus.

- Alter Mind Bolt: A soulbolt gains the ability to shape her mind bolt into different weapon forms. She may change her blade’s form to the long range weapon, medium range weapon, or short range weapon forms any time she forms her mind bolt.

- Enhanced Range: The soulknife’s range increment when throwing her mind blade in any form doubles.

- Launch Multibolt: The soulknife gains the benefits of the Manyshot feat with her mindbolt. The soulknife must possess the Launch Mindbolt class feature to select this blade skill

Ghost Step: The soulknife has learned a potent trick that some call the ‘ghost step’; a teleportation-based principle that allows the soulknife to slip between nearby places at great speed. As a move action, the soulknife can expend her psionic focus to teleports to any location she can see within close range (25 feet + 5 feet per 2 soulknife levels). She can carry no more than 50 lbs. of additional gear, and cannot bring creatures other than her psicrystal (if she has one) with her. The use of this ability ends the soulknife’s turn. At 10th level, the this ability can be used to teleport up to medium range (100 feet + 10 feet per soulknife level), and she may teleport as a swift action instead of a move action. This is a teleportation effect. This blade skill meets the prerequisites for and functions with Dimensional Agility and feats that require it as a prerequisite. The soulknife must be at least 4th level in order to select this blade skill.

Enhanced Mind Blade +3: A soulbolt’s mind bolt improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind bolt gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulbolt’s maximum enhancement bonus follows the same progression as a soulknife. The soulbolt may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from the table below instead of an enhancement bonus, as long as she meets the level requirements. A soulbolt can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total allowed by the soulbolt’s level, but she must assign at least a +1 enhancement bonus before assigning any special abilities. If the soulbolt shapes her mind bolt into two items, such as using the Mind Daggers blade skill, the enhancement bonus of her mind bolt (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind bolt to 0 and weapon special abilities are applied, the soulbolt must reshape her mind bolt to make the options valid. Both mind bolts have the same selection of enhancement bonus and weapon special abilities (if any).

Quick Draw: A 5th level soulknife may manifest her mind blade as a free action, though she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw blade skill).

Traits
Resilient: You gain a +1 trait bonus on Fortitude saves.

Indomitable Faith: You gain a +1 trait bonus on Will saves.

Drawback
Naive: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Feats:
Point Blank Shot: +1 to hit and damage with ranged attacks within 30 ft.

Precise Shot: Ignore the penalty for firing into melee.

Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus: +1 to attack with Mindbolt

Extra Blade Skill: Gain an additional Blade Skill

Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Skills: Acrobatics +16 [8], Autohypnosis +14 [8], Climb +12 (14) [4], Knowledge: Psionics +12 [8], Perception +14 [8], Stealth +16 [8], Swim +11 (12) [4]

Languages: Common, Dwarven

Combat Gear: MWK Spiked Gauntlet [305 , 1 lbs], +1 Buckler [1,155 gp, 5 lbs], +2 Mithril Agile Breastplate [8,550 gp, 12.5 lbs; AC +1, Max Dex +5] +3 Cloak of Resistance [9000 gp, - lbs] , Belt of Physical Might +2 (Str/Dex) [10,000 gp, 1 lb], Eyes of the Eagle [2,500 gp, - lbs], Hewards Handy Haversack [2000 gp, 5 lbs]

Gold: 1390 Silver: 4 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Climber’s Kit* 1/1 5 80 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin 1/1 4 1 gp
Bedroll* 1/1 5 0.1 gp
*= Carried in Hewards.

Total Weight: 35.5 lbs; light 133 lbs or less/ 134-266 lbs medium / 267-400 lbs heavy


So if my PrC and Arch is okayed, I'll roll :)


4d6 ⇒ (5, 4, 2, 2) = 13 11
4d6 ⇒ (1, 5, 5, 1) = 12 15
4d6 ⇒ (5, 4, 6, 6) = 21 17
4d6 ⇒ (2, 6, 3, 2) = 13 11
4d6 ⇒ (4, 2, 1, 1) = 8 11
4d6 ⇒ (3, 6, 3, 4) = 16 13

Reroll 1s
5d6 ⇒ (4, 5, 2, 1, 3) = 15

Reroll 11s if possible:

4d6 ⇒ (3, 5, 2, 3) = 13 11
4d6 ⇒ (5, 6, 5, 1) = 17 16
4d6 ⇒ (6, 4, 2, 2) = 14 12

1d6 ⇒ 2

11, 12, 13, 15, 16, 17


RIZZENMAGNUS wrote:
Evindyl wrote:
Evindyl wrote:

12, 15, 17, 16, 18, 10

I guess I kinda need to at least develop something because these stats are amazing; classes says "ask" - occult are a yes or a no or a maybe? Also: are you interested in developing Divine Boons for the gods of Toril, or would you prefer to leave those Prestige Classes out of the mix?

I think maybe my questions fell into the forgotten category also
Can you give me more information? Like an example of what your looking for?

ABSOLUTELY and thanks for asking :)

If you look at the Gozreh entry on AoN, you will see very quickly after the basic data, it lists the Divine Boons associated with him for each class which can get them; Evangelist, Exalted, and Sentinal.
GOZREH

My thought was just that in a world so steeped in its gods and with so many "Chosen of ..." it would be cool to use one of these Prestige Classes and at 8th level, it's actually plausible too.

(I would also be happy to work with you to adapt the 3.5 Spellfire Prestige Class)

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