Yuki-Onna

Axellexa the Excellent's page

24 posts. Alias of Terquem.


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NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

It wasn't fired...it was set lose. And the when is difficult to determine, but it seems that it happened within a few days after the invasion of Du'Orbna, which is not going to happen on our world for at least a few more centuries. I know, it's complicated. Maybe your adventures in the After will have some way of changing the past, future of all of us. Now, hurry, Penny needs our help


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

For the first time, Queen Axellexa the Excellent manifests her ghostly form. The old woman, from the arena appears behind Penny, and slowly transforms into the queen. She is a beautiful Goblin woman, with bluish-green skin and hair the color of snow.

She raises her arms and speaks softly

The After is a place of pain and misery. It is our world, but it is our world gone horribly wrong. Something happens in our future, on our world that no one who has the ability to see such things truly understands. It is said that it began when the city of Du’Orbna fell in the shroud of perpetual shadows, and an army of Goblins of a different kind from those in our time along with an army of Necromechadons fell upon the city intending to destroy it forever. The city had a protector, her name was It’Dupree, and she desperately sought for a means to vanquish the armies, but in her haste, she set lose a terrible weapon, a weapon not of this world at all, and when the weapon got out of control, it obliterated most of the world as we know it, leaving a scared landscape plagued with mutations and monstrosities pulled into our world from the planes of death and shadows.

A tear falls from Axellexa’s eye

You will find yourselves back in the gorge, or somewhere close by it, I cannot know for certain. My tomb is hidden behind the Tumble of the White. You have the Rod that controls the water, and he knows the way. It is only in the After that you will find the Pool with all the Right Words, which was placed in my tomb by It’Dupree herself, in the hopes that it would someday unravel the mystery of her failure, and in some way undo the destruction wrought by the terrible weapon.

You will find our world overrun with monsters from the place where the planes of shadow and death touch, and also many Necromechadons roam the wastes lands unable to find their way back from where they came. They are murderous, and beyond reason, all of these things, so do not waste your time trying to save them. Find the pool, and when you have learned the right words, the guardian of the pool will send you home.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Good luck, heroes

The old woman takes the old man’s hand and they turn away from you. They lead you through hallways and storage rooms in the Area to a back room. The door to the back room opens with a low moan, and then you see , against the far wall of the back room, a pair of tall iron doors with no handles and a single key hole

When you are ready, you must announce you are putting the key to the After in the key hole


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

No, no fun, no games. It is a dark, bleak place outside of time and space. You might have been given some conflicting information, when you began. But know that you were given the key to the Here, Ivvinne has the Key to the Tomb, and you earned the key to the After. Your quest is nearly complete. The After will challenge you with monsters and traps that are more genuine than what you have encountered so far.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

We will take you to the door to the after. It is hidden here in the arena. The door will take you to a place that is more dangerous than anything you’ve encounter so far.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

I can see this team going all the way


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

What an exciting match, the new challengers have outscored the champions by a significant margin


who doesn't, rawrrr


I think he means 24 single goblin use only kayaks


Three great varieties


I can vouch for him, he's okay


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

We’re running with the shadows of the night
So baby take my hand it’ll be all right
Surrender all your dreams to me tonight
They’ll come true in the end…


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

A voice seems to come from out of nowhere as if being amplified throughout the Here

Gary, please report to the parking garage, level 3 for a clean up. Gary, please report to the garage, immediately


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

A Gentle Melody
At first she sings in a language you don’t recognize, but before the song ends, you understand the words…

Olha que coisa mais linda
Mais cheia de graça
ela é a menina que vem e que passa
num doce balanço a caminho do mar
Moça do corpo dourado do sol de Ipanema
O seu balançado á mais que um poema
a coisa mais linda que eu já vi passar

Ah, por que estou to sozinho?
Ah, por que tudo é tão triste?
Ah, a beleza que existe
A beleza que não é só minha
Que também passa sozinha

Ah, se ela soubesse
Que quando ela passa
O mundo sorrindo se enche de graça
E fica mais lindo por causa do amor

Tall and tan and young and lovely
The girl from Ipanema goes walking
And when she passes
Each one she passes goes "ah!"

When she walks she's like a samba that
Swings so cool and sways so gently
That when she passes,
Each one she passes goes "ah!"

Oh, but he watches her so sadly
How can he tell her he loves her?
Yes, he would give his heart gladly
But each day when she walks to the sea
She looks straight ahead not at him

Tall and tan and young and lovely
The girl from Ipanema goes walking
And when she passes he smiles
but she doesn't see


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Ivvinne used a simple but old trick. She became invisible, and taunted the guardians that she had already slipped past them, when they drained the pool and opened the door to prove that she had not gotten past them, that was when she slipped by. To be honest, it was quite impressive, and I had to laugh. The guardians, powerful as they are, are not the brightest of individuals.

Oh, I do know that she has not found the door to the After, and she does not have that key either, so getting through that, well, I don't know how she will do that as even I do not know what is guarding that door these days. But if she had gotten past that door she would be in my tomb proper, and headed for the Door to the Pool of All the Right Words, and if she were there, I would now where she was for certain. Good Luck, the Here is a very Strange Place, and most of the time I do not dare try to communicate with the inhabitants of that place, but if you need me, I will try to reach you.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Ahem, get on with it


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

That outburst is going in you annual evaluation


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Isn't that cheating?


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

Sorry, are we still having tea at four today


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

I really don’t see how you are helping to keep unwanted visitors out of my tomb.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

That is such an awful rendering of me, but yes you are mostly correct. Beyond this door lies the guarded treasure. The guardians will not try to eat you, I think, well, I'm pretty sure, yes, pretty sure they will not try to eat you. More than this I cannot say


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

For a brief moment a vision of a ghostly, elegant Goblin queen hovers before you

Welcome brave heroes. To find the Right Words you must possess three keys. Each key will open a special door. The Doors are hidden, and only the best and smartest of the bravest and pure can find the doors. I will be your guide, and I will answer your questions, but I cannot help you defeat the challenges that lie ahead of you. I hope you win.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

I am the ghost of your queen, the guardian of this Mysterious Dungeon, and the protector of the Right Words. To visit my to tomb, you must sing my name in the right key, and then these material doors will open, but be warned there is a non material barrier here as well, and it will only allow one to pass each time a lock is opened. My name is Axellexa Amoretta Angelina Arabella, some call me Axellexa the Excellent.


NPC: F Goblin/Ghost Gaurdian of the Mysterious Dungeon

One may pass. To open the doors you must use the key of G, and speak my name.

Race

| HP 134/134 Temp 26/26| AC 28(32 vs AOO); T 20; FF 18 | Fort +17; Ref +20; Will +10 | Init: +10 | Perc: +10, SM: +6

Classes/Levels

| Speed 30ft | Grit/Panache 7/7 | Charmed Life: 4/4

Gender

Male CN Kelish Human Swashbuckler 8/ Gunslinger 5

About Fandral

Fandral "The Dashing" Devinwood
Male human (Keleshite) gunslinger 5/swashbuckler 8 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 9)
CN Medium humanoid (human)
Init +10; Senses Perception +10
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 18 (+6 armor, +6 Dex, +4 dodge, +2 shield)
hp 134 (13d10+52)
Fort +17, Ref +21, Will +10
Defensive Abilities charmed life 4/day, fortification 50%, nimble +1, nimble +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 heartseeker adamantine cutlass +22/+17/+12 (1d6+10/15-20+8 Precision)
Ranged +1 lucky pistol +20 (1d8+7/×4)
Special Attacks deeds (deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, utility shot), deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, superior feint, swashbuckler initiative, swashbuckler's grace, targeted strike), grit (7), gun training +6 (pistol), panache (7), swashbuckler weapon training +1
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 18, Int 14, Wis 10, Cha 15
Base Atk +13; CMB +17; CMD 37
Feats Combat Reflexes, Dodge, Extra Panache[ACG], Gunsmithing[UC], Iron Will, Mobility, Quick Draw, Slashing Grace[ACG], Spring Attack, Spring-heeled Style, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Traits anatomist, smuggler
Skills Acrobatics +21, Bluff +10, Climb +8, Craft (alchemy) +6, Diplomacy +14, Escape Artist +11, Handle Animal +6, Intimidate +10, Knowledge (local) +7, Linguistics +15, Perception +10, Profession (merchant) +16, Profession (sailor) +21, Sense Motive +6, Sleight of Hand +11 (+14 to hide an object), Survival +0 (+2 to avoid becoming lost), Swim +12; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Aquan, Auran, Common, Draconic, Dwarven, Hallit, Ignan, Kelish, Orc, Osiriani, Polyglot, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ gunsmith, heart of the sea[ARG], swashbuckler finesse
Combat Gear boots of speed, potion of endure elements (2), scroll of breath of life, wand of cure light wounds, air crystal (2), alkali flask[APG] (5), antiplague[APG] (2), antitoxin (2); Other Gear +2 corsair mithral chain shirt, +1 moderate fortification buckler, +1 heartseeker adamantine cutlass, +1 lucky pistol[UC], paper cartridge[UC] (20), belt of physical perfection +4, besmara's tricorne, cloak of resistance +5, headband of vast intelligence +4, skillslot, wayfinder[ISWG], bedroll, belt pouch, grappling hook, masterwork backpack[APG], pirate clothes, fancy, silk rope (50 ft.), skillchip mark iii, tattoo[UE], tattoo[UE], tattoo[UE], waterskin, 3,314 gp, 5 sp
--------------------
Tracked Resources
--------------------
Alchemical cartridge (paper) - 16/20
Alkali flask - 1/5
Antiplague - 0/2
Antitoxin - 0/2
Besmara's tricorne (1/day) - 0/1
Boots of speed (10 rounds/day) - 0/10
Charmed Life +2 (4/day) (Ex) - 0/4
Grit/Panache Pool (7/day) - 0/7
Light (At will) - 0/0
Potion of endure elements - 0/2
Wand of cure light wounds - 4/50
--------------------
Special Abilities
--------------------
Charmed Life +2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Deeds Use Grit to perform special abilities with your firearms.
Fortification 50% You have a chance to negate critical hits on attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Spring-Heeled Style When move 10 ft gain +2 to att and add Mobility AC bonus when reload or fire ranged weapon.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.

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Bot Me:

If no one has activated haste, he will activate his boots of speed. Then goes full ham on them. He is very cocky in his abilities. If the enemy is in flight, he will usually attempt to shoot it with his pistol instead, readying for it to get within 20 feet.

He loves to parry. He always Riposte on the first successful parry. And parries until he has one panache left. Each parry cost him an AOO use and a point of panache. And the Riposte is an immediate action.
[dice=parry #1]d20+20[/dice]
[dice=riposte, if parried]d20+20[/dice]
[dice=riposte damage]d6+7+7[/dice]
[dice=parry #2]d20+19[/dice]
[dice=parry #3]d20+19[/dice]
[dice=parry #4]d20+19[/dice]
[dice=parry #5]d20+19[/dice]

Chronicles

Vanities & Prestige Awards:

Expert Entrepreneur: Fame 10 PP 5; Through your many connections with the merchants and traders of Katheer, you learn how to better earn money with your own entrepreneurial endeavors. Whenever you make a Day Job check you may reroll any result of 10 or less. You must take the second result, even if it is lower. This ability may not be combined with any other ability granting a reroll.
Ship: PP 10; You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party. You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

Journal Faction Cards: Exchange:

Season 6: 7 goals
Entrepreneur (2+ goals): Once per game sessions, you may either purchase an item found on one of you chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your day job check. This discount stacks with similar abilities for a maximum discount of 15%.
Associate (4+ goals): Instead of paying 5 additional prestige points to purchase items and services in settlements with fewer than 5000 residents, you only pay this extra cost in settlements with fewer than 2000 residents. In addition, treat you fame as 2 higher for the purpose of calculating your purchase limit.
Chairperson(7+ goals): The discount and bonus on Day Job checks the the Entrepreneur boon provides increase to 10% and +10 respectively. A DC 50 Day Job now earns you 300 gp. When another PC attempts a Day Job check, she gains a +3 circumstance bonus on the check and can earn 200 gp on a result of 45 or higher.

Season 7: 5 goals
Investor (2+ goals): Once per game session, you may purchase an item found on one of your chronicle sheets at a 5% discount (maximum 15% discount). When you attempt a day job check, you may record the gp earned in an investment box (to the left) rather than receive the gold. You can line through all investment boxes immediately to receive gp equal to twice the sum recorded in the boxes.
Showmaster (4+ goals): Once per adventure, you can use your Profession (Merchant) bonus in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in the skill.