Imeckus Stroon

Aleksander Gallonica's page

39 posts. Alias of andreww.


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Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

That's fine I did indeed miss it.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander once again gathers the group together. Quickly gathering his power together, darkness flows out of him and surround the group, briefly blinding everyone. There is a sensation of falling through nothingness and they reappear in the middle of the ashen fields. He casts a second time and suddenly they are amongst the enemy!

Token placed. Aleksander will need to be in the middle of the group so he can touch everyone at the same time. You will need to place your tokens adjacent to him.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Let's drop ourselves into the middle of them...


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander looks down to the ash and destruction. He struggles to remember the face of the young woman he brought here, so much has happened since then. A faint whiff of soap, camomile and thyme drifts across his memory, briefly cutting through the smell of burning and death.

Shaking his head he looks across at the remnants of the village. I can bring us into striking range with two casts of dimension door which I am fine with. Lets make sure none escape to report to others nearby but that we take some alive to question. Everyone ready?

For plans like this can I suggest a system where if we have three people in agreement we go ahead.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Will, Heroism: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44

Aleksander looks around at the carnage in horror. His face shifts to a mask of pure determination. War cares nothing for ordinary folk but this, this is senseless.

He looks over as Unthal speaks. I see wargs there as well and another figure with a red hand print on its chest. Lets us deal with them but take some of them alive, that figure at least. They may have useful intelligence. Lets us get a little closer and I will bring us into the midst of them.

Aleksander can dimension door us into the midst of the enemy. At this level it has a range of 1040' so we need to get a bit closer if it is half a mile away. Happy top consider other options as well.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Here's hoping... 1d100 ⇒ 87


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

I have replaced improved initiative and the nerveskitter spell. Heightened Awareness I have a wand of, it affects initiative but also other things so I am fine with that.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander gathers the group together. Are all of you ready? I am going to try and put us down in a small copse of trees outside a little village to the north of Darromar. There shouldnt be any fighting there hopefully and it will let us scout out things. Get ready.

With that he spreads his wings and begins to invoke in a deep, sonorous voice. As he does so thick rolling smoke spills from his nose and mouth and engulfs the group, obscuring vision and tasting of burnt ashes. As it slowly clears, the group hopefully just sees trees surrounding them...


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander scratches his chin, I know a little about Darromar. If you try to teleport into the city then you will be shunted to a spot outside its eastern gate. If the city has fallen then that place will certainly be guarded. I suggest instead we teleport to a little town not far from the city. Its about a days march to get there but will let us scout out the area and see what the position is. We can go straight into danger if you prefer but if that's the choice then I suggest you prepare spells and weapons.

Once the decision is made...

Alright everyone, if you are all ready then gather together in a circle where I can reach all of you. Now, this process can leave you a little queasy but you should all be used to it by now. Try not to throw up on my shoes, they were expensive.

If we are teleporting straight there then Aleksander will activate his shirt duration buffs as well before we go.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Actyally Aleksander has profession me4chant which might serve for some info or a dwcent teleport spot

1d20 + 29 ⇒ (7) + 29 = 36


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander places a hand on Unthals shoulder. Your people are strong my friend, all we know is that an enemy has engaged them. They may still stand and we will go to their aid as soon as we can. For now, grab what provisions you need and prepare for transport. I will take us to just outside Darromar as soon as you are ready. I do not think we can wait another day. If we arrive a mile or so outside of the city that will give us a chance to scout the area and make sure we are not walking into a trap.

Aleksander lacks Local or Geography.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

I use discord for one of the PbP games I use. I mostly use it to ping people to let them know an update has been posted.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

I use Discord a lot and am fine with adding it.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

If we wait a day then Korbin can do so if he wants.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander nods, Thank you, a chance to freshen up and some decent food before our next trip would be much appreciated.

After the group gather together he looks around the group. If we are heading to Darromar then I can teleport us there. However, we dont know anything about what things are like there so we may be better to teleport to somewhere nearby and check out the lay of the land. Does anyone know anything about the city or surrounding area?


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Belagos is old, and very powerful, I have more reason than most to know of him. A direct assault, even if we could find his lair, would be folly right now. I have no doubt he is involved with this invasion, even perhaps the mind behind it. Opposing him, and stopping it, will require us to bring together the people of the Sword Coast. I say we go to Darromar, help those we can and see what is to be learned there.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

At the mention of the name Belagos, Aleksander's fists clench and he gives a guttural snarl. His great red leathery draconic wings unfurl from beneath his robes and flames dances in his eyes and around his hands. Belagos he breathes, I have hunted for knowledge of HIM for the last two years.

He turns to the Commander, Sir, with respect, you have my support in any and all actions you propose to take. My resources and my Art are at your disposal. Belagos must not be allowed to further expand his power. We must put an end to him. The destruction of the Wealdath may leave a wound that will never heal and untold horrors may rise in that place. However, if he were to attack a large and concentrated population, things may well be even worse.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander raises an eyebrow at the new title, It seems that someone has ben giving us new names. One more wont make a difference. But yes, we recently returned from a series of battles with the local hill giants and we are keen to offer our support with the most recent conflict. Things seems to be very bad but as yet we dont have the full story.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

He did whispers back Aleksander, but he doesnt know you yet so I wouldnt worry about it.

Aleksander looks over the map. Have you received any intelligence on who their leaders are? Forces of this size need numerous commanders. Given our speed and mobility we could look to cut the head off the various different snakes before the body was aware of what was going on. A mass of bugbears or goblins is much less threatening without strong leaders keeping them in line. If you have anything on them they we may have the means of pin pointing them and removing them quickly.

He looks over at Korbin, With a name and/or description we might be able to scry their location and I can teleport us in to strike quickly and then withdraw.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Thanks for letting us know, that is all totally understandable.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander grins at N'Dateh. Just my honest assessment dear


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander heads over to the map and studies it. I am not overly familiar with the lands of Tethyr but I do know our group and what we are capable of Sergeant. We are highly mobile and, if I do say so my self, extremely dangerous. I dont mean that as a boast, simply an honest appraisal of what we are capable of.

He glances around the assembled characters, Korbin here possesses powerful divine magic in service to a frankly terrifying god of death. In addition to powerful clerical restoratives he is quite capable of shaking both heavens and earth. Magic such as wind walk and sending mean we can get where we need to be, when we need to be there and he can keep command updated on our progress.

Hobart and Othniel here make a great team for scouting, tracking and infiltration. You wont find better. Othniel is also particularly adept at killing dragons while Hobart is one of the most resilient warriors you are likely to meet.

N'Dateh here is, to be blunt, an uncivilised, murderous killing machine, but in the nicest possible way. Couldn't hope to meet a nicer barbarian I am sure. I would never want to get on her bad side.

Unthal here is our rock, an exceptional holy warrior who anchors the groups mostly melee capabilities.

As for me, well, I bring a range of arcane powers which can overwhelm our enemies or support my allies.

He pauses and sans the map, As NDateh says, throw us at your biggest problems, toughest enemies, or most complex issues. We possess the skills to address most problems, and the ability to adapt where the situation changes unexpectedly. We move fast, strike hard, and can be off to the next problem as quickly as we arrived. With our full capabilities deployed we can strike the enemy in multiple locations in quick succession and leave them reeling.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander supresses the urge to roll his eyes at the bureaucratic shuffling about. As a merchant of man years he is used to the amount of red tape that has to be navigated. He follows along after the guard.

Trooper, we appreciate your assistance in arranging this meeting with the Sergeant. Is there anything you can tell us about the man that might assist? We wish to be of as much help as we can and between us we posses a great deal of strength. I am sure we can help preserve the city and prevent more death and destruction.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander glances over at Hobart and raises an eyebrow, I pity the man who would try such a thing he says in a hushed whisper.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander visibly shrinks as the group makes its way through the city. This place used to be a marvel of commerce. Crowded and dirty certainly, but nothing like this. These people need homes and farms to return to. There is no safety here. Crowding in so many together is sure to leads to riots or plague.

As they reach the Temple of Helm he stops forward. We are the Giantslayers of Saradush. I am sure you have heard of us. We have just returned from an expedition to eliminate a group of giants and find this...mess. We are here to help. The gate guards suggest that we start here. We would speak with your leader and see what we might do to improve this situation.

As he speaks his robes glitter and shine in the sunlight, granting him an air of imposing authority.

Diplomacy, Raiment, Heroism: 1d20 + 30 + 5 + 2 ⇒ (3) + 30 + 5 + 2 = 40

Aleksander casts extended Raiment of Command at the end of every day.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander scowls at the religious philosophising, This isn't the time people. Frankly, it's never the time for this nonsense, again! As for these people, yes, they need hope, and while I may be convincing I doubt me shouting on a street corner is going to help. I had thought to create a magical mansion at the gate. It could have fed many of the refugees but, after seeing their reaction to Korbins magic I suspect it would have created a riot. Sadly, magic cannot solve all of our problems, sometimes I really do wish that it could.

He sinks into a melancholy silence until, after a few minutes he perks up, However, perhaps my silver tongue might be able to convince the Helmites and the city rulers to do a bit more to help...and maybe my magic can nudge the odds in our favour as well.

As they arrive at the Temple Aleksander casts Heroism on himself.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander simmers and seethes at the actions of the guard. He knows well that the world can be a dangerous and cruel place and that little value is often placed of the lives of the weak or the helpless. He marks down the face of the man, noting his features and brooding. Perhaps later there will be time for justice.

Before the group heads inside the city however he pauses, hesitating. I have to do something to help these people...but will it just make things worse. There are so many of them.

Gritting his teeth he holds back. Lets get out of here and find out what's going on. Maybe we can help put a stop to things.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander scowls at the pointlessness of the rivalry between Tethyr and Amn, it is such a wasteful and stupid prejudice but is deep rooted. As things begin to deteriorate with the guards his spirits sink lower. These people are desperate and wretched but there is little they can do to help them. When the guard casually murders a woman his gorge rises and anger begins to build. Flames flicker behind his eyes and, for those who know him, it seems he might be about to do something reckless...

GM, how many people are in the crowd and how many guards are there?


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander rolls his eyes, Fine, yes, we are the Giantslayers. What is going on here, it normally isnt this awkward to get into the City, what has happened?


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

I like Giantslayers and the Saradush 6.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Aleksander glances up as the rain bounces of his protective Life Bubble. He flicks an imaginary flake of soot from his collar. This is all very odd, it looks like something significant must have occurred while we were away chasing hill giants. Frankly, that's something I can do without for a while. Someone remind me why we are trudging in line when I could have just teleported us to a rather nice inn, the Tankard-Tree. They do some really very good Calimshan wine.

As the shot rings out he turns and peers through the crowd. Who is that?


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)
Korbin Badgertoes wrote:
What are everyones dieties. A Follower of He Who Must Be aka Urgolodan the Black Hound Halfling God of the Dead, would want to know for last rights. Also he has small idols of each of you to bury you with.

Aleksander worships Mystra and Waukeen.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)
Hobart Vane, lucky drunk monk wrote:
Aleksander Gallonica wrote:
Create Spell Tattoo lets me tattoo any spell that qualifies. You then cast it on yourself. I am inclined to give Mind Blank to the people with the lowest will saves.

Very nice!

After checking it out: unless I'm mistaken, it's a spell completion item, so it requires levels in a casting class (with the spell from the tattoo on the class list) or a DC 20+CL UMD check, which will be a tall order for most. :(

That is a shame, looks like I will be using them to save myself some spell slots.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)
Hobart Vane, lucky drunk monk wrote:
@Aleksander: Form of the Dragon and Overland Flight are Personal spells - do you have a way to cast them on others? Both could be of interest to Hobart, as would Greater Invisibility, but he's built to be self-sufficient, so they shouldn't be needed: other PCs' need should have priority. In fact he can cast Greater Inv, but it only lasts 4 rounds. >.< Still, many encounters last no longer.

Create Spell Tattoo lets me tattoo any spell that qualifies. You then cast it on yourself. I am inclined to give Mind Blank to the people with the lowest will saves.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

One thing to note, Aleksander has this ability which he can use times oer day:

Quote:
Create Spell Tattoo (Su): At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.

I am happy to use this on three different party members. You might want to have a look through my spells known for useful options. Options to consider:

Mind Blank - lots of utility, big save bonus, lasts all day
Form of the Dragon 2 - flight, elemental damage, lots of natural attacks
Greater Dispel Magic - generally useful at this level
Teleport - good for running away
Greater Invisibility - generally just really good even at this level
Fly - we are likely to be fighting dragons, I am considering swapping a spell known around to get overland flight which would give you all day flight pretty much.


Human Sorcerer 16 HP: 176, AC: 25, Fort: +19, Ref: +21, Will: +24 (+4 vs mind affecting)

Dotting in.


Personally I am not a fan of ABP.


One other question, when is the game set?


Here is Aleksander. He may still go through some changes but it is mostly done.