DireMerc wrote:
Slam Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17 I'm confused isn't this thing we are fighting a Construct? I only used those since Constructs aren't Immune to those.If this thing isn't a Construct I'll just have to change up tactics next round.
Forge struggles in the grasp of the machine and attempts to pummel it. Forge takes a -2 to attacks due to being Grappled.
Arkanost gasps as the machine grabs Forge and shakes his fist at it. "You leave him alone or else." He then begins to cast a spell and launches a burst of magical darts which strike into the machine. Swift Action to use my Sorcerer's Robes and apply my "Disorienting Touch" to the spell. Full-Round Action Casting a Dazing Magic Missile. Magic Missile Damage: 5d4 + 5 ⇒ (4, 1, 3, 1, 2) + 5 = 16 The machine must make a Will save DC 21 or be Dazed for 1 round and Sickened for 4 rounds.
Arkanost ponders for a moment before responding to Devyhn. "It's rather like an advanced mill-wheel. I'm uncertain what it powers from here though. Just certain that it generates power." Arkanost chuckles. "Yeah Gosson, I suppose your right. I guess I just liked the ring of the name Forge." He then nods. "Yeah I've spent most of my time in research or doing lab work. But this assignment caught my eye considering the chance for traps and constructs!"
Arkanost seems excited as he looks over the device. "Wow. This device harnesses power from the flowing water and it combines magic and technology...it's quite advanced." He then looks up from his study and sees the newcomer. "Oh...hello. I'm Arkanost and this is Forge." he says as he points to the large motionless suit of stone plate armor standing near him. As he pulls out his Wayfinder and displays it to Gosson he continues speaking. "It's always a pleasure to work with a fellow Pathfinder. This is my first field assignment! He then looks to everyone. "So what shall we do with this device? Or perhaps we should move on?"
Arkanost steps into the chamber, his mouth hanging open slightly in amazement, as Forge slowly follows him. He shakes his head at Devyhn. "Oh yes. I'll go take a look at this beauty." Stopping only to look over the area and casts a spell. Casts Detect Magic. Take 10 on the Knowledge Arcana for a 17. If there is magic.
He then makes his way to the platform and tries to climb onto it.
After a small struggle he looks at Forge, annoyance upon his face. "Forge pick me up and place me upon the platform." Then begins to study the console before him.
Arkanost looks around after the beast has been defeated and heads back into the small room they came from. "So...shall we head through the southern or eastern passage?" Arkanost quietly heads towards the southern passage after asking and peeks down it. Take 10 on Perception for a total of 35 (36 for Traps).
"Thanks for the heads up Devyhn. I don't want to be ripped apart!" Arkanost then steadies himself from behind his construct and lets loose another volley of magical missiles at the render. As he does the gears and cogs on his robe seem to shift and grind.
Magic Missiles: 5d4 + 5 ⇒ (4, 4, 2, 1, 4) + 5 = 20 Force Damage The Grey Render is also affected by my Disorienting Touch ability due to my Sorcerer's Robes. Causing the Gray Render to become Sickened for 4 Rounds. Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Forge remains in a defensive position in front of Arkanost.
Initiative(Arkanost): 1d20 + 3 ⇒ (15) + 3 = 18
Arkanost shrieks for a brief moment in surprise as the creature lumbers free from it's prison. "Aaaaahhh!" He then composes himself, mutters some arcane words, and launches a flurry of magical missiles at the beast; hammering into the creatures large skull. Full-Round Action to cast a Dazing Magic Missile. Magic Missile: 5d4 + 5 ⇒ (1, 2, 3, 1, 4) + 5 = 16 Force Damage Will Save DC 18 or be Dazed for 1 round. He then yells for Forge to guard him, the hulking construct moves in front of Arkanost and assumes a defensive posture. Forge uses "Total Defense" as a Standard Action to gain +4 Dodge bonus to AC for 1 round. Forge AC = 24 for 1 round.
Arkanost looks up from the pressure plate. "Ummm...the pressure plate triggers that wall to slam forward...crushing what's upon it." He then looks at Lyaro and puffs up his chest. "I'm not playing with it...much." he says with a smirk. "I have full control of the trap, this kind of stuff is my specialty! Though I still feel some kind of Transmutation magic coming from behind the wall over there." he says while pointing. "But yeah no danger with this trap right now." he says as he steps onto the pressure plate. I'm just going to leave the trap rigged so that we can bypass it.
"Ooooh, careful. I see a pressure plate here on the floor." Arkanost kneels down beside the pressure plate and begins to pull out various tools and a number of strange objects; including a bent steel spork and a fishhook. He begins to fiddle with the pressure plate by sticking the bent spork underneath a plate while tinkering away with his tools. I'll use a point of Mechanical Inspiration to add to my check. Disable Device (Take 10): 10 + 27 = 37 +Inspiration: 1d6 ⇒ 6 = 43 If I beat the DC of the trap by 10, I want to figure out what it does and rig it so that me and my allies can bypass it with out setting it off. Disable Device Rules: "A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well."
A character faced with proof that an illusion isn't real needs no saving throw. Upon seeing Bleyz pass through the illusion Arkanost shakes his head and focuses, before following into the "Treasure". As he sees the outline within the alcove he scrutinizes the area. Knowledge: Engineering: 1d20 + 16 ⇒ (4) + 16 = 20 Perception: 1d20 + 25 ⇒ (8) + 25 = 33
"Good eyes comrades! This place is already quite interesting."
Arkanost looks on excitedly as the group ventures into the maze. He stops for a moment to look at the orange fish. "Hello fishy!" before catching up with the group, Forge lumbering behind him. Upon entering the next chamber he looks on in awe at the treasure and glowing swords. He grabs a vial from his Handy Haversack and drinks it down. Elixir of Vision: +10 competence bonus on Perception checks for 1 hour. He stops and casts a minor spell. Detect Magic and takes a look at the pile of treasure, looking for traps or spell wards. Perception: 1d20 + 26 ⇒ (9) + 26 = 35
Arkanost examines the golem parts with great interest, occasionally making an excited noise. He pulls out a small iron bar that he twists, folds, and bends, into various tools as he works and conjures an Unseen Servant to assist him as he works. "So it would seem that this clockwork construct is rather well kept. A few of the parts seemed to have been replaced and maintained within the dungeon itself." He ponders for a moment before continuing. "The construction of this leads me to think that these clockwork constructs are more agile and swift than the constructs I'm used to working with. Also it seems they are wound up with a special key to function properly...so either someone or something keeps these constructs wound up every few days." He then smiles. "But it also seems they are quite vulnerable to electricity due to their construction." After he is done he looks up and around. "So what are we going to do with that neat mask? Which one of you will try it?
Arkanost steps into the private room with Forge following. "Forge set that down onto the table and then stand by." he says to the construct. He then looks up at Bleyz. "Oooohh! I can help with that. I'll just need a moment to prepare a gadget." You can see the little gnome rummage through his gear and select a few choice gears and small crystals. After about a minute he has a small device with a lens that he peers through, as he examines the mask, the lens glows a soft blue light. Arkanost prepares a Gadget of Identify and then examines the mask. He'll spend one point of Inspiration on the check and Take 10. Inspiration: 1d6 ⇒ 2
Arkanost shakes his head. "Yes, the Society informed me of you and your group, I was sent to meet you here at the auction. He chuckles a little to himself. "Forge can't respond or really understand much, that's just the nickname I gave him, Forge is simply an animated construct made from a large suit of stone plate I built. Forge follows my commands and serves well as a bodyguard and helps me carry heavy stuff." He then ponders for a moment. "Ummm...lets see. I'm a skilled construct forger, trained in the Golemworks of Magnimar. I'm quite good and making arms and armor, sculptures, and clockwork mechanisms; along with magical weapons, armor, and other wondrous items! I can disable or pick apart just about anything including locks, traps, or other mechanical objects, I'm a highly trained Engineer, and i speak 10 different languages! My family told me I was special and I could "see things" and whisper to the golems. They tend to listen to me even when they shouldn't and with practice I've been able to make use of magic to create bolts of lighting, repair constructs, shrink stuff or people, and some other stuff....oh I'm rambling again... He stops speaking and looks up at Devyhn. "Hello sir. So what's this complex and what is your group going to do in it? I'd also love to hear a little about you all, it's always nice to get to know those I work with.
The gnome excitedly pumps his arm into the air upon winning the remains of the clockwork golem. "Yes." He stops and looks up at the person speaking to him. He ponders for a moment as he rubs his chin. "Salutations! You must be Bleyz. It might seem broken to you but all I see is possibilities." He then offers his hand to shake. "I'm Arkanost Greatcog and..." he continues pointing at the silent armor near him "...this is Forge." "I'm from the Pathfinder Society. I've been sent to assist you with my expertise." He then gets up and goes to pay for the clockwork golem. Arkanost pays with 100 Platinum Coins.
As the bidding continues a small gnome enters into the building. He wears a leather apron covered in small tools, over a blue robe covered in geometric signs, and a pair of googles rest upon his face; pushing his short bright blue hair straight up. He scans the room and settles on an empty seat near the back, as he begins to move, he motions behind him and speaks. "Come on Forge. Let's sit over here." Slowly following the gnome is a towering suit of stone plate armor, nearly 8 feet tall, as it moves to stand beside the gnome it becomes apparent the suit is empty. Bronze and steel gears and cogs can be seen within the seems of the armor, while a large leather pack is strapped to its back. "Oh boy Forge. I hope they have something fun for auction." he says to the still and silent armor.
Here is my completed submission. My eventually plan is to add some more trickery based fighting stuff. But overall this is how the character will be. :) Rhyn Laelithar:
Class: 4th Gestalt Warpriest (Champion of the Faith)/Swashbuckler (Veiled Blade) Race: Male Aasimar (Azata-Blooded) Type: Medium Outsider (Native) Senses: Darkvision 60 feet Initiative: +7 [+5 DEX, +2 Misc] AC: 21 [+5 DEX, +1 Dodge, +5 Armor]
HP: 43 Resistance: Acid 5, Cold 5, Electricity 5 Fortitude
Speed: 30 feet ::Attacks:: Masterwork Mithral Dagger (+1)
Masterwork Dagger
::Special Attacks::
In addition, while smite is in effect, the champion of the faith gains a deflection bonus equal to his Charisma modifier (+3) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the champion of the faith’s opposed alignment, the smite is wasted with no effect. The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. Using this ability consumes two uses of his fervor ability.] Precise Strike (Ex) (Deed)
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).] Holy Strike (Su) (Blessing)
::Warpriest Spells Prepared::
Level-0 (4)
Level-1 (4)
Level-2 (2)
::Spell-Like Abilities::
BAB: +4
::Skills:: (ACP: 0)
Acrobatics
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Knowledge (local)
Knowledge (nobility)
Knowledge (religion)
Perception
Perform (Comedy)
Profession (gambler)
Sense Motive
Sleight of Hand
Spellcraft
Swim
Languages: Common, Sylvan, Celestial ::Feats::
::Traits::
River Rat
Special Qualities:
::Special Qualities:: Favored Class Bonus: (Swashbuckler) [+4 Skills] Celestial Resistance
Skilled
Spell-Like Ability
Aura (Ex) (Good)
Blessings (Su) (Good & Luck) (5/Day) Lucky Presence (Su) (Blessing)
Sacred Weapon (Su) (1d6)
Any sacred weapon wielded by a champion of the faith counts as having his chosen alignment (Good) for the purposes of overcoming damage reduction] Spontaneous Casting
Chosen Alignment (Good) Detect Alignment (Sp) (Evil)
Fervor (Su) (4 Points)
Panache (Ex) (5 Points)
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.] Swashbuckler Finesse (Ex)
Charmed Life (Ex) (3/Day)
Nimble (Ex)
Quick Draw (Ex) (Deed)
Derring-Do (Ex) (Deed)
Dodging Panache (Ex) (Deed)
Kip-Up (Ex) (Deed)
Hidden Blade (Ex) (Deed)
Swashbuckler Initiative (Ex) (Deed)
Weapon Attunement (Masterwork Mithral Dagger) Armor Attunement (Mithral Chainshirt)
Equipment:
[Carrying Capacity: Light 38 lbs, Medium 76 lbs, Heavy 115 lbs] [Used: 30 lbs] Masterwork Mithral Chainshirt (+1) Pickpocket's Outfit
Silver Holy Symbol of Thalion (Compartment)
(x2) Wrist Sheath
Bandolier
Belt Pouch
Masterwork Backpack
Background:
Rhyn was born of a tryst between his father Erevan, a bralani azata, and his mother Elda Laelithar, an elven woman. A chance encounter that led to a brief but intense love between them. His mother was from Akiheton, the City of Crossroads, she was a priestess of Thalion, and helped tend to a temple within the cities limits. While his father was from the Wandering City of Emerald Song, within Elysium, and by chance was searching in Akiheton for information on his next crusade against evil. Erevan whisked away Elda after a night of dancing, laughter, and drink through a portal in the city to Elysium. They spent many months basking in the beauty of the plane and were greatly in love. But the whims of an azata are fickle and while he claimed to still love Elda, he could no longer hold off on his crusade. He returned her to Akiheton and promised to return one day when the fates had decided to reunite them. It was shortly after his father left that Rhyn was born, while pained to be without her love, she smiled and thanked Thalion for the blessing of her child. Many years passed within the City of Crossroads without any sign of his return. Elda eventually took young Rhyn and moved to a small island named Spindle that was connected to the city through a portal. She hoped to raise her son here away from the bustle of Akiheton and teach him the ways of Thalion. So it was that Rhyn helped his mother tend to a shrine on the outskirts of Spindle in the name of the Laughter of the Heavens. Rhyn had little trouble making friends, his mother always claimed this was from his father heritage, always laughing, and cordial with all. As he grew older he became skilled at telling jokes and pulling harmless pranks upon others, eventually being known as a bit of a trickster, to those that knew him. When he came of age his mother took him aside and told him a story about his father. She told him that as they spent time within Elysium his father had claimed to know that Rhyn would be born while he was away. It was his destiny to lead a crusade against a devil who had wronged him personally many years ago. A great horned devil called "Vistharax the Chained" who had raided his home many years ago. He left his mother with a small locked chest and told her to give it to his son when he was of age and to teach him how to defend himself from the evil in the world. Rhyn was shocked that his mother had kept this a secret for so long, but also felt a warmth of love and pride for his father. He opened the chest and found a dagger and suit of chain made of pure mithral, with a sealed piece of parchment on top. It was a note from his father and explained why he had to leave and how much it pained him to not see his son grow up. That he burned with love for Rhyn and Elda and that he hoped to see them again. After Elda had delivered this message and gift to her son she told him that within the next few years so would return to the City of Crossroads and seek to find his father. Rhyn decided to stay within Spindle when his mother left, tears in is eyes, but happy to see his mother go looking for her love. Rhyn spent the next few years within Spindle practicing with daggers learning from sell-swords that passed through and mixing his love of trickery and fighting together.
Appearance & Personality: Rhyn is a charming and good spirited man. He enjoys finding new companions to spend time with, if even for a brief time, finding comfort in the moment. He deems love and laughter to be paramount to happiness and seeks to bring that joy to himself and those he calls friends. While Rhyn holds these values close to his heart he is not naive. The world isn't always filled with good intentions and he is quick to defend the innocent from bullies or worse. Rhyn is lithe in build with golden-yellow hair that falls down upon his pale skin. His eyes are filled with vibrant colors, due to his bralani heritage, and a smirk is usually found upon his face. A gleaming shirt of mithral can be seen underneath a yellow tabard, while a white gambeson provides comfort underneath. A dark brown leather bandolier crosses his chest, holding an assortment of pouches and a beautiful mithral dagger, while a silver holy symbol hangs from his neck in the shape of a laughing fox dancing among the stars.
|