Abderrahmane Zagora

Azzim bin Farouq's page

327 posts. Alias of FangDragon.


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Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

::I'm curious to learn what that was about...:: Azzim added over the hive mind.

GM would you like us to describe some of what we're doing for the day jobs? Or maybe we should focus the narrative on the extra curricular activities...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn: History: 1d20 + 20 ⇒ (6) + 20 = 26

::I wonder what that's all about...:: said Azzim over the hive mind when he overheard the grizzled commander, ::Anyway I think we should try this event in Carmala Green. We won't have to do much beyond a bit of manual labour, but who knows what we might overhear. Plus we might get to network a bit and find some more opportunities.::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Over the hive mind, Azzim said ::I agree Terex, we need to learn about the factions. After work we should mingle with commoner and noble alike. Posing as some of the help at a noble gala, seems a sure way of picking things up. Still I think we need to be circumspect, I can magically disguise anyone as, well, practically anything...::

When Gift mentioned a band, Azzim replied, ::Oh yeah maybe we could try that for networking with the workers. We'll need a new band name, I don't suppose Jungle Bloom will go down well here. Here's my terrible attempt at naming: Latheriax and the book worms... Can you think of something better?::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

These days Azzim was't easily frightened, but even he blanched at Chella's display. "Remind me not to get on your bad side!" he muttered.

He then asked Aran and Dzitizim, "I'd like to avoid politics here. Is there anything we should know?"

Later he plans to get started with the work. His idea is to focus hard on that for a few days and see if anything interesting pops up.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Earlier - if allowed:
Kn:Planes: 1d20 + 25 ⇒ (14) + 25 = 39

Azzim agreed with Terx saying, "I concur this is related to the Isharians... I think some research on them before we head out would be useful."

Azzim considered what little he knew about the secretive Isharians.
Kn:Planes: 1d20 + 25 ⇒ (5) + 25 = 30
Kn:History: 1d20 + 20 ⇒ (18) + 20 = 38

He also mentioned this to Ari and Livonia, [b]"Is there anything important about the Isharians we should know, alternatively is there anything important we should try to find out? The Orguanions have extensive records after all...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Welcome!


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Sense Motive: 1d20 + 29 ⇒ (3) + 29 = 32

Azzim folded his arms and emphatically said, "I don't think you're really in a position to order anyone about! Still since you seem to know all the gossip why don't you tell us what happened to Boreas..."

Diplomacy: 1d20 + 23 ⇒ (10) + 23 = 33

Not sure how this is going to work with Gift's mindscape. Azzim might not be able to join in that depending on the exact type of mindscape, although if he can he will.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Just realized I think we need a bluff roll here. The name Aaron and Monorock Industries is something Azzim made up on the spot.

Bluff: 1d20 + 20 ⇒ (15) + 20 = 35


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Meeting the Orguanion delegation

Azzim was wearing his businesses suit of anonymity along with a pair of sharp aviator sunglasses he found from a mid-tech world outlet store in Sigil.

"Greetings, I am Aaron. We are" he indicated his companions, "Monorock Industries a small arcane consulting and security collective, competitive rates, discretion guaranteed. Like my colleague Latheriax I too have experience with Delvonian script, please allow me to demonstrate."

He then easily fixed the problem within the time limit.
Spellcraft: 1d20 + 24 ⇒ (13) + 24 = 37
Spellcraft: 1d20 + 24 ⇒ (4) + 24 = 28

Hoping to sound them out, Azzim asked "Perhaps you could share some details about the job you are hiring for? If it's more Delvonian script conversation, we can certainly help with that. We can potentially assist with other trickier problems as well..."
Diplomacy: 1d20 + 23 ⇒ (7) + 23 = 30


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

I'll do another post soon for the intro.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

During the play, Azzim was transformed into a Fey'ri. This type of humanoid fey has pointed ears, almond shaped eyes and its otherworldly beauty embodies the first realm itself. Fey'ri possess potent magic and a connection to nature. Everything inside the venue seemed to glow softly, and the vegetation was vivid emerald green.

"This is remarkable!" Azzim told Texrex, "I feel like we're actually in the first world!"

Then he noticed another pseudodragon and when it became apparent it was Gift he blinked in surprise and said, "Oh hi Gift! I didn't know you liked this sort of thing."


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Should we try to pose as a team of specialists? Both Azzim and Terex can make the skill checks easily enough to be convincing. We could say Gift and Arlo are there to help deal with the really hard cases.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim sent Terex a belated reply, 'Sorry for the slow response, I've been quite distracted ever since manning the planar machine. Anyhow yes I'd like to see the Fey Play, please send me the details.'


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

For a item I'm thinking of a lesser metamagic rod of quickness. There's a bunch of decent lvl 1-3 spells to use in combat which are still relevant at high level with a swift action.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20
Ari wrote:
"Also, the most obvious cover story is scholar seeking access to the library"

Azzim nodded, "In truth I wouldn't mind exploring their library. Ever since my uh experience, strange spirits have been speaking to me, revealing peculiar insights to the magical world. It's all very strange but I feel surely this has happened to another practitioner before and maybe they left notes..."

He paused for a moment before adding, "Anyway re Orguanion, perhaps we should consider if that city or the library has certain specialist needs that we might might plausibly be able to assist with. For example book conservationists, fumigation suppliers for dealing with book worm infestations magical or otherwise and so on."

Kn: History: 1d20 + 20 ⇒ (14) + 20 = 34
Kn: Planes: 1d20 + 25 ⇒ (14) + 25 = 39


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

After having collected himself for a bit, Azzim shared some more details, "The perspective provided by the planar machinery itself was incredible. I could see this intricate web of life, how everything was interconnected and as I traveled further away the pattern was self-repeating first with a web of cities instead of people and then a web of planes and there was a hint of structure beyond that."

He shook his head, "I regret I am not a poet, I lack to words to describe it fully - but it was akin to a religious experience. It felt like I'd witnessed the work of the divine." He paused before saying it affected me far more than i could have imagined, perhaps that explains what happened to my eyes."[/b] Ever since being in the machinery, Azzim's eyes had sparkled like starlight and he was changes with an aura of otherworldliness.

Sadly he concluded, "As beautiful as what I first witnessed was, there's a sickness infecting parts the web of reality. Perhaps its the traders, perhaps its something else, but I think something has to be done."

PS I liked the story Gift.


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Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn:Planes: 1d20 + 21 ⇒ (9) + 21 = 30

Azzim glanced at Terex before replying, "Oh I fear they may be after the library. Presumably there's knowledge within that could be misused..."

Later Azzim volunteered to run the planar machinery. The machinery was imposing and more than a little claustrophobic but he ran through simple breathing exercises and started meditating and soon his awareness of his physical body faded away revealing the spiritual realm in all its wonder.

He could sense the life forces of those around him like tiny candles flickering in the velvety darkness. His spirit rose higher and soon all of Sigil came into view, where the multitude of flickering candles became a constellation of stars of many hues. Following planar pathways Azzim's consciousness traveled far beyond, though the astral and then other planes. The astral plane was like looking at an unfamiliar night sky wheeling with strange stars. He found several that seemed strange, tinted red and he reached for them.

They where terribly far away and getting further away by the moment, and it took an aeon to reach them yet time meant nothing here so back in sigil less it took less than a heartbeat. As he got closer to them they resolved from pin pricks of light into galaxies and nebulae. One nebula in particular felt wrong, there was a cloying darkness to it and as he approached it became aware of him and suddenly there was a terrible screaming in his mind and something insidious tried to push through and would have done so if it wasn't for the vigilance of those guiding him and taking care of his physical body.

Wisdom: 1d20 + 7 ⇒ (20) + 7 = 27

When he was coherent enough to speak Azzim spoke in a trembling voice, "I traveled far, perhaps father than was wise. There's something out there, something vast and it noticed me."


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Thinking of this for Azzim, it's not a particularly big rebuild. Main change is using the Heavens Spirit (should be fun to RP the twinkling eye thing) and switching Accursed Hex for Divine Intervention. For level up I used his human FCB to get Death Ward...

Note this was captured using the Benefit of Wisdom wandering spirit ability.

Benefit of Wisdom (Ex):
The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Rebuild:
Azzim Bin Farouq
Male human shaman 15 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +0; Senses darkvision 30 ft., see in darkness; Perception +26
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 24 (+10 armor, +2 deflection, +2 natural)
hp 124 (15d8+60)
Fort +13, Ref +10, Will +21
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks hexes (chant, fortune[APG], heaven's leap, misfortune[APG], protective luck [2 rounds]), wandering hexes (arcane enlightenment, benefit of wisdom)
Shaman Spell-Like Abilities (CL 15th; concentration +22)
. . Constant—endure elements
Shaman Spells Prepared (CL 15th; concentration +22)
. . 8th—entomb; moment of prescience[S] or sunburst[S] (DC 25)
. . 7th—familiar blessing of fervor[APG] (DC 21), reverse gravity, wind walk; prismatic spray[S] (DC 24) or vision[S]
. . 6th—antilife shell, chains of light (DC 23), greater dispel magic, greater summon genie; chain lightning[S] (DC 23) or mass owl's wisdom[S]
. . 5th—dominate person (DC 22), persistent slow (DC 20), true seeing, unleash pandemonium (DC 22), wall of thorns; contact other plane[S] or overland flight[S]
. . 4th—blessing of fervor[APG] (DC 21), emergency force sphere, freedom of movement, purify body, wandering star motes[APG] (DC 21); legend lore[S] or rainbow pattern[S] (DC 21)
. . 3rd—akashic communion, daylight, dispel magic, nauseating trail[ACG] (DC 20), sand whirlwind (DC 20), sleet storm; daylight[S] or locate object[S]
. . 2nd—ashen path, barkskin, focused scrutiny[ACG], fog cloud, resist energy, resist energy; hypnotic pattern[S] (DC 19) or tongues[S]
. . 1st—blood money, heightened awareness[ACG], obscuring mist, protection from evil, strand of the tangled knot, tears to wine (DC 18); color spray[S] (DC 18) or identify[S]
. . 0 (at will)—create water, dancing lights, detect magic, detect poison
. . S spirit magic spell; Spirit Heavens Wandering Spirit Lore
--------------------
Statistics
--------------------
Str 11, Dex 10, Con 16, Int 20, Wis 24, Cha 20
Base Atk +11; CMB +11; CMD 23
Feats Alertness, Cunning, Divine Interference[UM], Familiar Spell, Improved Familiar, Persistent Spell[APG], Ritual Hex, Spirit Talker[ACG], Toughness
Traits world traveler
Skills Acrobatics -4 (-8 to jump), Bluff +20, Diplomacy +23, Heal +12, Knowledge (arcana) +20, Knowledge (history) +20, Knowledge (nature) +22, Knowledge (planes) +25, Knowledge (religion) +23, Perception +26, Sense Motive +29, Spellcraft +24, Use Magic Device +20
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ automatic writing, monstrous insight, no breath, spirit animal (lyrakien named Laurana), stardust
Combat Gear wand of ill omen (50 charges); Other Gear +4 chainmail, amulet of natural armor +2, belt of mighty constitution +4, cloak of resistance +5, headband of mental superiority +4, ring of protection +2
--------------------
Special Abilities
--------------------
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Automatic Writing (2/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success).
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (30 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Familiar Spell Transfer a specific spell to be cast by the familiar. +3 Levels.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Misfortune (2 rounds, DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Monstrous Insight (8/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Protective Luck (2 rounds) (Su) Attacks against target creature in 30 ft. must roll twice and take worse result.
Ritual Hex You learn the "Beseeching the Patron" occult ritual.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (lyrakien named Laurana)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (????, 1/day) Gain hex from shaman spirit for 1 hour.
Stardust (8/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -4 to att & perception checks for 7 rds.

--------------------

Laurana CR –
Lyrakien (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +21
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 20 (+4 Dex, +8 natural, +2 size)
hp 62 (3d10+3)
Fort +6, Ref +9, Will +12
Defensive Abilities improved evasion; DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (perfect)
Melee slam +10 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
--------------------
Statistics
--------------------
Str 5, Dex 19, Con 12, Int 18, Wis 17, Cha 20
Base Atk +11; CMB +13; CMD 20
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +26, Diplomacy +23, Fly +16, Heal +5, Knowledge (local) +7, Knowledge (Nature) +10, Linguistics +7, Perception +21, Perform (Sing) +11, Sense Motive +20, Spellcraft +18, Stealth +18, Use Magic Device +20
Languages Auran, Celestial, Draconic, Infernal, Sylvan; speak with animal (same kind only), speak with master, truespeech
SQ empathic link, traveler's friend
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (90 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Spell Resistance (20) You have Spell Resistance.
Starlight Blast (1/1d4 rounds, DC 18) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Truespeech (Su) Speak with any creature that has a language.

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Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

There might be other paths to demi-god status. Test of the starstone comes to mind.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

@GM Hansj I think perhaps a rebuild might be in order, Azzim would remain a shaman but with a different spirit and maybe swapping out some unused feats. Perhaps in game Azzim take Gift up on her offer.

My head cannon here is Azzim is feeling that its time to go on the offensive against the Dark Traders which will require a more martial focus. He'll still have access to all the healing spells but he'll focus a bit more on battlefield control.

@Terex, yes Azzim would like that very much.

@Gift yes Azzim would be interested. I think he'll always be interested in medical things, but there's much to be said about making the bad guys go boom! As a spellcaster Azzim is also very interested in Gifts apotheosis and would be keen to document it if Gift was willing.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Arlo if Azzim had a way to cast Jester's Jaunt on you (to teleport you into melee) would that sound useful to you?


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Upon reaching Sigil Azzim reflected that he had one lingering regret, a course not taken. At his core Azzim was a healer, but the further he traveled from his roots the less useful this seemed. Still it was clear the traders were a cancer upon the multiverse, one that had to be removed. It was clear to him now that fighting the traders was to be his life's work. A cause it seemed likely he may lay his life down for... He hoped the trade would be worth it. During the mission one possibility in that direction had suggested itself, but it hadn't been seriously considered. Perhaps that was a mistake, or perhaps when one door closed another opened. He needed time away to consider...

Later upon returning from his retreat.

Azzim of course noticed something was bothering Ari and he knew exactly what it was. He replied somberly, "Yes there is one thing. We might, just might have been able to force our way to Dis... I have little doubt that to have done so would have been a one way trip. I also don't know what the consequences might have been for our allies if we'd tried. Perhaps we erred, perhaps we didn't. I tried to divine the truth of that, that but no entity I've been able to contact could say."

Sense motive: 1d20 + 28 ⇒ (17) + 28 = 45

On a lighter note he added, "As for training. I've picked up a few small tricks with battlefield magic I could share if there's interest."


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20
Terex wrote:
"Thank you to all of you. I'm glad we were able to defeat the Dark Ones together, and I hope you can now enjoy peace."

Azzim felt a good deal of satisfaction as he echoed, "Glad to have helped. I feel we've set the Trader's plans back a pace here!"

When Terex mentioned Emoree, Azim nodded. They shouldn't leave without saying or at least passing on the mental equivalent of thank you and goodbye!


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Have to admit I don't really know what to do with Azzim. The healing focus doesn't seem so useful thus far.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim was probably in shock, but he managed to send an enthusiastic message over the hive mind ::Good stuff Arlo! I think it's time to get out of here? Unless you want to fight the traders and the zombies?::"


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

::I could try the mass invisibility again, although that won't help against anything with lifesense...:: offered Azzim over the hive mind.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim shares his findings over the hive mind, ::I tested the waters so to speak with imposing my will on the area. I think I could briefly take control but that'd likely alert everyone. Oh and I felt that undead things mind, it was horrible, it's in so much pain. It wants it all to end, perhaps we could offer it a way and turn it against the traders?::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn: Planes: 1d20 + 21 ⇒ (6) + 21 = 27 Dicebot says no!

Azzim looked upon the scene with a sense of dread, the level of malice involved in the construction of all this was staggering. The traders actively planned and took part in deicide amongst a galaxy of other crimes.

::We really want death ward here, but regrettably that's something I never quite got the hang of, best I can do is flood the area with positive energy although I can only speculate how effective that might be.:: replied Azzim, ::As for splitting up, that's something I'd generally like to avoid. This planar area can be altered to a degree with sufficient willpower, perhaps we can think of something that might delay their access buying us time?::

Death ward is not on the shaman list.

Kn: Planes for any possible delaying tactics based on using pure willpower to adjust the plane's local properties.: 1d20 + 21 ⇒ (16) + 21 = 37
Will to actually try and do it, might need some aid-anothers here.: 1d20 + 21 ⇒ (14) + 21 = 35


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn: Planes: 1d20 + 21 ⇒ (14) + 21 = 35
Kn: Arcarna: 1d20 + 18 ⇒ (6) + 18 = 24
Will: 1d20 + 21 ⇒ (18) + 21 = 39

Azzim watched Terex's insects assail the wall and he considers how he might help them assail an iron wall. Ants and formic acid came to mind, but how to modify Terex's design? Adding large internal venom sacs and acid sprays on their rear ends ought to do the trick and through sheer will power he attempted to make it happen.

This was draining to say the least but through the mental equivalent of gritted teeth he responded to the sudden chatter on the hive mind, ::Oh hi Gift! It'll soon be time to go hunting!::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Over the link Azzim added, ::I'd go as far to say they've had it coming for Aeons. Strange ones at that. I regret we don't have a more informed battle plan, but sometimes you just have to wing it...::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim could almost see what Texrex was talking about but how could such a thing be done? And could it be made permanent? Their mission wouldn't be complete if they left the crustations to the mercy of the traders.
Kn: Arcarna: 1d20 + 18 ⇒ (6) + 18 = 24

Kn: Planes (can we permanently affect the lake somehow?): 1d20 + 21 ⇒ (13) + 21 = 34


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

"Anyone wounded?" asked Azzim keenly aware that the clock was ticking.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim's summoned vines where persistent and one started to wrap itself around the dragon's hind leg!

Wall of dice rolls?:

Dragon:Grapple?: 1d20 + 14 + 13 ⇒ (10) + 14 + 13 = 37Damage: 4d6 + 13 ⇒ (6, 2, 4, 5) + 13 = 30

Not sure if there's anything else for the vines to grapple, but if so...
Grapple?: 1d20 + 14 + 13 ⇒ (17) + 14 + 13 = 44Damage: 4d6 + 13 ⇒ (6, 6, 4, 5) + 13 = 34
Grapple?: 1d20 + 14 + 13 ⇒ (8) + 14 + 13 = 35Damage: 4d6 + 13 ⇒ (1, 5, 5, 2) + 13 = 26
Grapple?: 1d20 + 14 + 13 ⇒ (10) + 14 + 13 = 37Damage: 4d6 + 13 ⇒ (2, 4, 1, 6) + 13 = 26
Grapple?: 1d20 + 14 + 13 ⇒ (12) + 14 + 13 = 39Damage: 4d6 + 13 ⇒ (6, 5, 3, 1) + 13 = 28
Grapple?: 1d20 + 14 + 13 ⇒ (8) + 14 + 13 = 35Damage: 4d6 + 13 ⇒ (4, 3, 5, 1) + 13 = 26
Grapple?: 1d20 + 14 + 13 ⇒ (16) + 14 + 13 = 43Damage: 4d6 + 13 ⇒ (1, 5, 3, 2) + 13 = 24
Grapple?: 1d20 + 14 + 13 ⇒ (12) + 14 + 13 = 39Damage: 4d6 + 13 ⇒ (2, 3, 4, 2) + 13 = 24
Grapple?: 1d20 + 14 + 13 ⇒ (4) + 14 + 13 = 31Damage: 4d6 + 13 ⇒ (1, 1, 4, 2) + 13 = 21
Grapple?: 1d20 + 14 + 13 ⇒ (4) + 14 + 13 = 31Damage: 4d6 + 13 ⇒ (5, 4, 1, 3) + 13 = 26
Grapple?: 1d20 + 14 + 13 ⇒ (18) + 14 + 13 = 45Damage: 4d6 + 13 ⇒ (3, 2, 6, 2) + 13 = 26

Noting Arlo seemed to be having trouble seeing, Azzim rushed to his side, whispering the words to a powerful restorative spell. His hands glowed blue white as he touched Arlo's shoulder and suddenly the paladin could see again and strength returned to his limbs!

Temp HP: 3d8 + 14 ⇒ (7, 6, 4) + 14 = 31

Casting Purify Body.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Laurana poked her head out of one of Azzim's pockets and she started to sing which completed a spell Azzim had started earlier. Suddenly you are hit by a wave of adrenaline!

she's casing Familiar Blessing of Fervor.

Azzim wanted to protect everyone from the shadow dragon's breath weapon, but it was negative energy not elemental damage so his memorised protection spells were of no use. So instead he went on the offensive and he cast once again the mighty Jatambe's Ire spell. Suddenly the battlefield is transformed once again as a forest of vines as strong as iron erupt from the ground, snaking out to attack the undead and also the structure damaged by Gift's frighteningly powerful force explosion!

Wall of dice rolls:

Dragon: Grapple?: 1d20 + 14 + 13 ⇒ (12) + 14 + 13 = 39Damage: 4d6 + 13 ⇒ (3, 3, 3, 3) + 13 = 25
Grapple?: 1d20 + 14 + 13 ⇒ (3) + 14 + 13 = 30Damage: 4d6 + 13 ⇒ (1, 6, 5, 6) + 13 = 31
Grapple?: 1d20 + 14 + 13 ⇒ (1) + 14 + 13 = 28Damage: 4d6 + 13 ⇒ (1, 6, 1, 6) + 13 = 27
Grapple?: 1d20 + 14 + 13 ⇒ (5) + 14 + 13 = 32Damage: 4d6 + 13 ⇒ (3, 2, 1, 4) + 13 = 23
Grapple?: 1d20 + 14 + 13 ⇒ (9) + 14 + 13 = 36Damage: 4d6 + 13 ⇒ (4, 6, 3, 5) + 13 = 31
Grapple?: 1d20 + 14 + 13 ⇒ (14) + 14 + 13 = 41Damage: 4d6 + 13 ⇒ (2, 4, 5, 3) + 13 = 27
Grapple?: 1d20 + 14 + 13 ⇒ (15) + 14 + 13 = 42Damage: 4d6 + 13 ⇒ (5, 1, 2, 3) + 13 = 24
Grapple?: 1d20 + 14 + 13 ⇒ (12) + 14 + 13 = 39Damage: 4d6 + 13 ⇒ (6, 5, 5, 5) + 13 = 34
Grapple?: 1d20 + 14 + 13 ⇒ (16) + 14 + 13 = 43Damage: 4d6 + 13 ⇒ (2, 4, 3, 3) + 13 = 25
Grapple?: 1d20 + 14 + 13 ⇒ (3) + 14 + 13 = 30Damage: 4d6 + 13 ⇒ (5, 1, 5, 5) + 13 = 29
Grapple?: 1d20 + 14 + 13 ⇒ (14) + 14 + 13 = 41Damage: 4d6 + 13 ⇒ (5, 6, 3, 6) + 13 = 33
Grapple?: 1d20 + 14 + 13 ⇒ (16) + 14 + 13 = 43Damage: 4d6 + 13 ⇒ (5, 4, 5, 6) + 13 = 33
Grapple?: 1d20 + 14 + 13 ⇒ (14) + 14 + 13 = 41Damage: 4d6 + 13 ⇒ (1, 1, 4, 6) + 13 = 25


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim considered what little he new about Shadow dragons.

Kn: Arcarna: Shadow dragon.: 1d20 + 18 ⇒ (3) + 18 = 21 Ideally special abilities, but it's possible he didn't roll high enough.

Earlier he'd prepared several powerful spells spells, the to make a group fly. Azzim reckoned he could take fourteen people with him. The other spell could make even a small army invisible, assuming they stayed together.

He's prepared Mass fly and Mass invisibility.

I'd thought mass flight was lower level, looks like Azzim can't take many dozens with him. He can cast a couple of lvl 3 fly spells too though.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

"Right now I can only make myself fly, but if there's time I could potentially make many dozens fly for a short period." replied Azzim.

He thought for a moment before pointing out, "Flight might not be enough you know. If the traders are paranoid, which they should be, they'll have left guardians and latent magics. At the very least we'd want mass invisibility and perhaps something to mask sounds..."


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Emphatically Azzim stated, "I am Azzim. As my companions said we are familiar with their aims and their tactics and we oppose them at every turn. You know they say the the enemy of my enemy is a friend, perhaps we could come to some sort of accord. You wish to be freed yes?"

Diplomacy: 1d20 + 22 ⇒ (5) + 22 = 27


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Gift's submind felt the mental equivalent of a nod from Azzim, and he concentrated on the translation of any reply, hoping to get a gut feel for its truthfulness.

Sense motive: 1d20 + 28 ⇒ (3) + 28 = 31


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim felt more than heard a swift exchange in a strange planar language and hoped that his companions were successful in trying to avoid unnecessary hostilities. But given what they where dealing with, he didn't hold out much hope...


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim made a curious gesture, attempting to twist the strands of fate against the monstrous worm!

He's using misfortune, DC 24 will. Lasts two rounds, so may be useful next round if it doesn't get the message.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim was inspecting the door which seems to have peculiar properties when Gift warned them something was coming.

Not sure how long it's been tears to wine lasts 140 mins so maybe Azzim has +5 to these rolls.
Kn: Arcarna: 1d20 + 18 ⇒ (16) + 18 = 34
Kn: Planes: 1d20 + 21 ⇒ (20) + 21 = 41

Nodding to Gift, Azzim made preparation for a potential battle, surrounding everyone with a summoned cocoon of force.

Shell of Succor: Temp HP for Gift : 7d6 + 7 ⇒ (3, 1, 1, 3, 5, 2, 5) + 7 = 27
Shell of Succor: Temp HP for Arlo : 7d6 + 7 ⇒ (6, 5, 1, 6, 1, 3, 5) + 7 = 34
Shell of Succor: Temp HP for Terex : 7d6 + 7 ⇒ (1, 1, 2, 2, 5, 1, 3) + 7 = 22
Shell of Succor: Temp HP for Bella : 7d6 + 7 ⇒ (4, 5, 2, 3, 5, 2, 2) + 7 = 30
Shell of Succor: Temp HP for Azzim : 7d6 + 7 ⇒ (4, 6, 2, 3, 3, 5, 4) + 7 = 34

Shell of Succor (Su):
You can surround an ally with bolstering energies that supplement its health and grant it extra vigor. With a touch from you (a standard action), one creature gains a ward of restorative energy, granting it a number of temporary hit points equal to your Charisma bonus + 1d6 per 2 oracle levels you have (maximum 10d6). These temporary hit points last 1 minute per oracle level you have. The target always loses these temporary hit points first, even before other temporary hit points (including those from, for example, the purify body spell on page 9 or a kineticist’s force ward defense wild talent). If an attack deals fewer points of damage than the target has as temporary hit points from shell of succor, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. You can use this revelation once per day, plus one additional time at 11th and 19th levels. You must be at least 3rd level before selecting this revelation.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim sent the mental equivalent of a grin to Terex ::I wonder if this fortress has a gate? And if it did, wouldn't it be a shame if the gate was thrown open while the locals are attacking?::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Azzim studied the vista once the lake had been lowered to interface with plane 7. The sort of power they had was intoxicating and clearly not to be trusted, not in the long run. Still certain possibilities suggested themselves...

Over the link Azzim said, ::I think we can teleport ourselves to anywhere near the planar entrypoint. I'm thinking the tunnels under the Dark Trader's fortress would be a good infiltration point. Time to take the battle to them!::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Soaring over the battlefield, Azzim sent a mental note to Terex, ::Think we're going to have to take the fight to them!::

Azzim's plan was to wait until Gift and Arlo (and perhaps Bella) closed into engage the Traders before casting a powerful spell. But first he wondered if he could tip the balance in their favor by disabling the lake's protections via sheer willpower. He swooped down and steeled himself for the chaotic assault that would no doubt come the moment the lake was within reach.
Will?: 1d20 + 21 + 5 ⇒ (17) + 21 + 5 = 43

If Gift and the others goad the dark traders to bunch up to attack, Azzim will cast Jatembe's ire. Which causes any vegetation to turn into gigantic grasping vines which go for the Traders who I assume are evil.

Grapple attempts:
CMB #1: 1d20 + 14 + 13 ⇒ (3) + 14 + 13 = 30Damage: 4d6 + 13 ⇒ (5, 1, 6, 4) + 13 = 29
CMB #2: 1d20 + 14 + 13 ⇒ (16) + 14 + 13 = 43Damage: 4d6 + 13 ⇒ (3, 3, 3, 3) + 13 = 25
CMB #3: 1d20 + 14 + 13 ⇒ (14) + 14 + 13 = 41Damage: 4d6 + 13 ⇒ (4, 5, 6, 6) + 13 = 34
CMB #4: 1d20 + 14 + 13 ⇒ (15) + 14 + 13 = 42Damage: 4d6 + 13 ⇒ (4, 6, 3, 1) + 13 = 27
CMB #5: 1d20 + 14 + 13 ⇒ (9) + 14 + 13 = 36Damage: 4d6 + 13 ⇒ (3, 3, 3, 5) + 13 = 27
CMB #6: 1d20 + 14 + 13 ⇒ (13) + 14 + 13 = 40Damage: 4d6 + 13 ⇒ (3, 1, 1, 5) + 13 = 23
CMB #7: 1d20 + 14 + 13 ⇒ (7) + 14 + 13 = 34Damage: 4d6 + 13 ⇒ (4, 2, 2, 1) + 13 = 22
CMB #8: 1d20 + 14 + 13 ⇒ (13) + 14 + 13 = 40Damage: 4d6 + 13 ⇒ (5, 1, 1, 2) + 13 = 22
CMB #9: 1d20 + 14 + 13 ⇒ (10) + 14 + 13 = 37Damage: 4d6 + 13 ⇒ (4, 3, 3, 5) + 13 = 28
CMB #10: 1d20 + 14 + 13 ⇒ (1) + 14 + 13 = 28Damage: 4d6 + 13 ⇒ (4, 5, 3, 4) + 13 = 29


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn: Planes?: 1d20 + 21 + 5 ⇒ (6) + 21 + 5 = 32

Azzim tried to interpret the raw feed from Gift, but there was so much chaos it difficult to make much sense of it. So he called for assistance, ::Terex what do you make of this? Should we risk trying one of the other planes connected to the lake?::


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Over the link, Azzim wondered, ::What if the Trader's outpost has a portal to Dys? That would be mighty convenient for them wouldn't it, and for us it would represent both a huge opportunity and danger...::

Concerned by the Sarmidal's story of what happened to their sky, Azzim tried to understand what had been done and if it could be reversed somehow.

Kn: Planes: 1d20 + 21 + 5 ⇒ (18) + 21 + 5 = 44
Kn: Arcara: 1d20 + 18 + 5 ⇒ (2) + 18 + 5 = 25


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

>FRIENDLY REMINDER
> Paizo forums will be down all of Saturday, February 3rd. So get your posts in before midnight on February 2nd!

Wait what!? Ugh.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

When gift asked what the plan was, Azzim suggested, ::We hunt us some dark traders. Terex suggested the Salt Plane is the most likely spot for their city of Dys and I think I agree. Getting there is another matter, but the lake is going to be a psychic assault but I'm feeling quietly confident... Follow me, it's time we took the battle to them!::

Azzim warded the party with several protective spells. The first protecting them from chaos, the second attuning them to the expected planar environment of the Salt Plane.

Aiming for the salt plane, Azzim entered the lake and emptied his mind of everything except for their chosen destination the Salt Plane!

Will save with tears to wine bonus: 1d20 + 21 + 5 ⇒ (20) + 21 + 5 = 46
Kn: Planes with tears to wine bonus: 1d20 + 21 + 5 ⇒ (4) + 21 + 5 = 30

Spells memorised this morning:
Lvl 1: Identify/Remove Sickness, Heightened Awareness x2, Cultural Adaptation, Protection from evil Strand of the Tangled Knot, Tears to Wine (used)

Lvl 2: Lesser Restoration/Tongues, Protection from Chaos communal (used), Barkskin, Focused Scrutiny, Fog Cloud, Resist Energy x2 Resist Energy

Lvl 3: Locate Object/Neutralize Poison, Cure Serious Wounds, Daylight, Dispel Magic, Major Image, Sand Whirlwind, Sleet Storm

Lvl 4: Legend Lore/Restoration, Blessing of Fervor, Energency Force Sphere, Air Walk, Purify Body, Restoration

lvl 5: Breath of Life/Contact Other Plane, Persistent Slow Breath of Life, True Seeing, Wall of Thorns

Lvl 6: Heal/Mass owl's wisdom, Jatambe's Ire x2, Planar Adaptation (used), Mass, Heal

Lvl 7:Greater Restoration/Vision, Familiar Blessing of Fervor, Reverse Gravity, Planar refuge

If anyone objects Azzim will stop, he'll also wait for any preparations folk wat to make first.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

"I'll be following right behind you." replied Azzim to Bella.

::Sure is, hop on it!:: replied Azzim to Gift over the link.

Anticipating all manner of unwanted mental interference and the ever present danger of the dark traders, Azzim prepares some mental defences. In a magical ritual he brews a special draught to sharpen his mind Casting tears to wine followed up by a spell to sharpen his senses. Casting heightened awareness.

He then steps out onto the lake, well it wasn't really a lake, that was just the abstraction their minds preferred, limited as their minds where to things within their sphere of experience.

The interactions between the physical and the metaphysical properties of the the 'lake' were quite distracting so it took considerable effort to shut that out and focus on the task as hand. Fortunately Azzim was no stranger to meditation and as he quietened his mind he walked, concentrating on putting one foot in front of another.
Will: 1d20 + 21 + 5 ⇒ (12) + 21 + 5 = 38

My intention is to aid Terex once Azzim links up. I would post the details here. but I don't want to presume what happens when stepping out on the lake.


Human | Resource Tracker | Shaman 15 | HP 124 / 124 | AC 24; 12tch 24ff | +13fort +10ref +21will |
Spoiler:
Bluff +20 | Dip +23 | Heal + 12 | Kn: Arc +20| Kn: Hist +20 | Kn: Nat +22 | Kn: Pla +25 | Kn: Rel +23 | Perc +26 | SMotive +29| Splcraft +24 | UMD +20

Kn: Planes: 1d20 + 25 ⇒ (17) + 25 = 42
After studying the lake with Terex for a while, Azzim shared his conclusion, "We should be able to use the tubes the dark traders where using, if we undergo a attunement ritual of sorts. Best as I can tell you need to walk to the very center of the lake, using willpower to stay afloat. As you go you'd be tracing these microscopic eddies and swirls and exposing yourself to all manner of strangeness. Possible but dangerous as raw planar forces are quite literally mind bending."

Azzim was more than a little surprised when Lyra swapped places with Gift. He was glad that she was alright, having been worried when she'd vanished at the end of their previous mission. He said to her, "Welcome back, you've arrived at one of the strangest places we've seen yet."

We did actually have a permanent telepathic bond set up although I think everyone basically forgot about that.

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