Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
I am all for the tree theme, my guy already has one a bit. In fact one of his treasures is a tree theme object. But good with anything else the group wants to go with, I think flowers were mentioned too. ;) Btw I have both a name and place (certain elven ruin that will pop up sooner or later) in mind to claim. Just giving a heads up in case that effects anything. Anyone try latin for naming. Freedom has a few good sounding words when translated, Vacatio sounds cool to me. Just an idea. xP P.S. I will use my new guy once the PCs meet him in game.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Well we will be taking over another kingdom at some point. So I figure anything we would or could do can be used on us. If we could take over a kingdom by using their own system against them, why would we not, beats going toe to toe with them on the battlefield with armies when they could be equal or greater then us in that regard. Not to mention trying not to damage our prize in such a case. Just the way I think, sorry if it jams things up a bit. I just have a bad habit of covering weaknesses when I see them, as they tend to be used against me. I blame the evil DMs, not that it isn't always interesting. xD So dibs on Magister for my guy.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Statwise could fill
Mostly due to high skill mods. RPwise only really interested in Magister with lesser interest in other positions. With maybe only one on the required list, and then only if no one wants it. But sense lacking any required positions would hurt the kingdom being able to stand in for 4 out of 5 does not hurt. @DM
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
I still find the ruler with too many exploitable abilities. The ruler votes in place of a council member but their is nothing to stop the ruler from voting as he wishes in their name. That's odd to me, don't see why a representative from that group could not be allowed. Once a law is passed it is a lot harder to take back. Then their is also the ability to assign who sits on the council, nothing stops them from removing who they do not like and placing who they do. It kinda seems like a roundabout method of a normal monarchy to me. Council members have no power outside what the ruler lets them really. If I was an enemy, it would be real easy to trick, kill, or replace my way into controlling the kingdom. After all the ruler is not safely sitting in a fortress with an army and such. Letting one person have the ability to cripple or control the kingdom seems problematic to me in such a hostile setting. Not to mention what happens if the ruler dies without an heir. Council members were allowed their positions by the ruler, not the most solid reason for them to remain. Upstarts or other people of influence could challenge the council members, their is no real reason not to. Some things to consider. As to what position, I will need to reread a good bit. So have that up later. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Well I figured we would connect to the trading post. It is after all a trading post. We need it to bring goods in and send them out to a market. We won't be able to get everything we need without trade as that is the life blood of a healthy kingdom or rather a growing one. We may also want to consider a road to the gold mine so we can start exploiting that off the bat, I suggest some guards with the miners. Don't want anyone else moving in. Which also brings our deal with Sootscale, once we have our own capital we do not have to worry about the source of the silver. They just assume it comes from the same place as the gold. Some thoughts you know.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
3. Going by what he could do statwise in no order. Magister, really the only sensible spot I see for him and one he would enjoy.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
1. I would vote for the stag lord's fort. Seems the best place for a capital to me. Good location, defenses, and water access to name a few good points. 2. I am a bit hazy but I thought we wanted a theme of some kind. Like tree's or something.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
He knew nothing good would come when he saw the carriages. Once they had entered and Sabariel had stepped out that was completely confirmed. Her words brought three thoughts to mind. His consideration of killing her right then and there, yet that would hardly end well or solve the problem. The second was the blatant act of Sabariel's actions against his family, ether his people had grown more foolish then even he thought. Or she had gone through the great trouble of swaying many involved, which he was sure she did. Lastly that he had little choice in the matter. Not showing anything he turned to the group. "It seems their is considerable trouble back home that can not be ignored. I rather doubt I will be able to return quickly in any matter. As such I do not make it a habit of abandoning things. I will arrange something to make up for it." He gives Sabariel a steely look as he turns to her. "While I do not know what this is about. I will find out, I can assure you of that. Once I have my things we may depart." He saw no point in wasting time. He gathers his things from his former home and before he leaves takes Bydar aside. "Here are something's I will not need or you may find useful in more way's then they seem." With that he goes with the elves. Feel free to ask or say stuff to Arumil before he leaves. Bydar he gave you his Sootscale Token, Kyonin Elven Wine (Good Vintage), Nethys Statutette, and Chess Set (Exceptional). DM: What about Mylbaen Mistweaver? Does he switch over?
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil has no problem, the law states all bandits get the death sentence. Anything less is up to everyone else, only would have an issue if it was more then death. Not really an issue with our group. :)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil looked over the druid, making sure he was bound and gagged properly for a spellcaster. "I would advise dealing with the druid quickly. A fathers revenge does not fade and no good will come of letting him live. A clean strike to the neck should do it." He thinks about Raxus sense of fair play with the bandits. "Do not give him any sort of chance. He will use it to escape and I doubt anyone here could follow considering his abilities."
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Sense Motive vs DC 15: 1d20 ⇒ 19
Arumil looks at the latest display, both from the bandits and Raxus. He catches the clear lies and lack of understanding. "They are lying. Not a very innocent action I may add. By the way those two do not even understand what you are saying. We may want to find out their language or if they are akin to Yiv." He points out the pair. Dare I say, dice are being nice.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Sense Motive vs DC 15: 1d20 ⇒ 16 Arumil over hears the conversation near by. "It seems to me as if you know more about second chances then you would like to admit. May be that failure is bitter but then again if it was not it would be cause for concern." He looks over the other men. "I would advise careful consideration. Their are children back at the post now. A repeat of past events can not be allowed."
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Wow seems the forum lost my dot for discussion but not gameplay. Strange, maybe I am not the only one if anyone else is oddly silent. If no one is a worshiper of Erastil among us. May want to think about giving the helm to Jhod for safe keeping or something. He does have a temple to rebuild and all that. If nothing else he would be interested in buying it. DM sent you a PM.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil cast a magic detection spell and starts scanning the area as he strips the defeated of everything but their clothes. "That web will last a good while so may want to save those in it for last. Fire will burn it away, but I suggest you take your time cutting it if you do not want to set anyone or anything on fire."
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil plans to magic missile the little bird regardless. He just needs line of sight which he has. The way I read the AoO stuff Arianna put up, Bridgette can grapple him and thanks to her feat won't expose herself in the process. But it is up to the DM. I don't know much about CM as I never use them really.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
I assume, I know dangerous thing to do as a PC, he is a druid of at least 4th level that wildshaped into an owl. As per that ability's rules his max fly speed is 30 ft (average). Now if he was 6th level his max fly speed would be 60 ft (good). These are restrictions placed by the ability not the form, so even if a normal owl has a 60 ft (average) fly speed a druid can't reach that speed until 6th level with wildshape. At least the way I read it, don't play druids much.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil was not about to let the robed man escape. He ran up the stairs after him. "He turned into an owl and took to the air." Hopefully Happs and the other man could help as well. He noticed Bridgette had already gotten there somehow. Should get line of sight now, he cant fly more then 30 ft unless he is 6th lvl or higher. Wait til next round. >:)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
@Bridgette
Just know druids are tricky. I would not want to give him three rounds to save against that distraction, pass a concentration, and pull something. Still feeling that stone call and light charring from the flame sphere. xD
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
The way I see it, their is only one entrance/exit for him. The one we are at. That's assuming he survives my spiders. They wont disappear til my concentration is broken, not to mention the damage, poison, and distraction abilities piled on the old man already. >;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Reflex DC 16: 1d20 + 3 ⇒ (15) + 3 = 18 Arumil side stepped the ball of fire as his spell completed, bring forth a swarm of spiders right where the foolish man had moved to. Finally he brought up the nearly forgotten crossbow he had been holding, firing at the robed man as well. Light Crossbow vs Robed Man: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 1 ⇒ (4) + 1 = 5 Moving away from the mass of flames and placing some bodies between himself and the man after loosing the shot. See I did not take out that crossbow for nothing. Arumil moves behind the black dog sense that DT limits movement.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20 Arumil shakes off some dirt as his flaming sphere disappears. He cast another spell calling forth some friends for the spellcasting man. Summon Swarm next to where the robed man hides. Choosing spiders, lets see how he likes poison.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Flaming sphere is gone after this round. For the record the DM placed it there. I tend not to block stuff and have some wiggle room around my spells when I can. For allies anyways. ;) I got something for our robed friend if he acts up too.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil directs his ball of fire to jump over on to the stag lord. While casting another spell unleashes a pair of sapphire eagles yet again. Flaming Sphere(DC 17) vs Stag Lord: 3d6 ⇒ (2, 3, 4) = 9 Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5 Have no clue how much damage the stag lord has taken so both magic missiles on him. If he falls magic missiles on the dire wolverine.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Knowledge (Nature): 1d20 + 14 ⇒ (13) + 14 = 27
"Seems we have two new players on the field. A dire wolverine and a spellcaster by the looks of him near the back." Like I need a roll for nature. xP
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Cutting corners it could get to the stag lord sense jumping would be part of it's movement. If not then I don't suppose it could be directed towards bandit 5. Again if no then I will have it wait outside the web near Raxus this round. To go after the stag lord next round or deal with any web walking bandits that try to release said beastie.
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil directs the flaming sphere at the stag lord then cast another spell sending a pair of sapphire eagles from his hand at the bandit. Flaming Sphere (DC 17) vs Stag Lord: 3d6 ⇒ (1, 3, 3) = 7 Magic Missile vs Bandit: 1d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (3) + 1 = 4 Don't know if bandit 7 survived, taking 12 dmg after all, so if he is dead my target is bandit 1. If he is not then 7 and 1. Remember anything hit by flaming sphere catches fire. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil spies one of the bandits moving through the web towards the beast pen. "I did warn you." He cast a spell, summoning forth a ball of fire upon the bandit and igniting the web as well. Flaming Sphere (DC 17): 3d6 ⇒ (2, 4, 3) = 9 Web: 2d4 ⇒ (2, 1) = 3 Bandit 7 is the target. Reflex save for flaming sphere damage but he cant avoid the fire damage from his square. Don't know if he is set on fire too so if he moves he may or may not set more web on fire. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil takes something from his pouch and rubs it between his fingers as he speaks a few words of magic. Finishing by flicking it towards the entrance of the bandits the stag lord calls. "They will not be unleashing anything for a bit. Your on your own." The gray ball spreads open into a massive web. It blocks the entrance from the room the other bandits were in, effectively sealing them in. Arumil takes cover by moving to the side and withdrawing his own crossbow, no need to make himself a target of any arrows. Cast Web. Good luck trying to cut thru that, webs are sorely underestimated things. ;)
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Well considering what we know I can give a few options with what Arumil has to contribute. Flaming Sphere can set wooden things on fire as well as people. Web can be used to trap people, set on fire to damage said trapped people, and block entrances/exits. Summon Swarm could be used as a distraction or for siege purposes, sense rats infect victims with filth fever on top of being dangerous. Magic missile is clearly a choice for sniping soft targets due to it's range and auto hit, for example archers on the wall. Obscuring mist can be used to cover escapes/attacks. That's with what he has currently prepared. Unless I missed it, are we attacking, sneaking in, or just scouting? If attacking, we going for full on assault or siege? Don't suppose we have a real number of enemies or accurate guess?
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
I was looking for weak points or secret ways in. I figure any smart builder of a fortress has at least one escape route, guess this one does not. Also history on it for clues of what could work or not work. Can he see where most of the people dwell for the night and possible choke points in or around the place? Does he observe any sort of check at the gate like letters of introduction? Also is the whole place made of stone or is their some wood buildings and stuff? If so which ones and where?
Male Elf Air Elementalist Spellbinder 3 (HP 14/ AC 13, T 12, FF 11/ F +1, R +3, W +3/ Init +2/ Perc +2)
Arumil cast a spell to detect any magic at work while looking carefully over the place and people. Will take 20 on Perception and Sense Motive, if cant use rolls below. Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Edit-Well he is blind and clueless but knows a lot. >.> |