The Fifth Archdaemon

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892 posts (1,204 including aliases). No reviews. No lists. No wishlists. 23 aliases.



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Did Forget the blindness save. However this was his next action, becoming blind wouldn't change that as its him casting a spell.

And I believe everyone acted since the elven wizards last action(the fireball).


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SILENCE KNAVE!


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yeah, either one would have been great, tbh was hoping for the 20, but a 1 is almost as good :P


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small question for later, possibly. How open to you all as far as character tampering goes? Minor things really, most of it would be for character development but I don't want to do something and then upset someone. I have some fun ideas but just wanted to run it past you guys.

also, all rioters will be shot on grounds of being rebel scum. All your abilities will be stricken from you and you will live the rest of your life as commoners permanently stuck at level 1. All hail the Empire.


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Apologies, lot of work and homework this weekend. The sounds basically like someone dragging there feet. You heard no alarm noise. So yes, it was mental.

After a bit you hear Man, why do we always have to go get the next bloody idiot? Their life energy hardly seems worth it.

Another, gruffer voice hmphs. Just do as you are told boy. Unless you want to join the walkers.

you can see what seems to be a torch moving up in the tunnel.
I am assuming you are near/close to the cave entrance atm


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I like how an aasimar is I believe the most -normal- of the group.


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to be honest, you've all had a fair bit of experience so far, and this fight would likely take you at least close numbers wise. That, with the fact that I honestly find level one distasteful helped me decide on it. You'll likely be level 2 longer than normal, but not by a whole lot.


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You could always shorten the recruitment length. Even shortening it by a week would Leave almost another week for folks to jump in.


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I will submit this rogue. using the 15pt buy.


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Yeah, I think Dalen forgot to pick up the girls bag in his angered rush :p

As dalen enters the kitchen Brom turns with a smile, before hearing what Dalen has to say. What? What is Wrong Dalen? I promised your little friend some Ice Cream! And what has come up that is more important than sharing a good evening cooking good food with a friend! He clearly can see you are frustrated, but he attempts to pretend not to notice and act cheerfully.

At this point you notice Davien the bard leaning against one of the walls as he says. Yes, I was looking forward to trying this bread of yours. Ole Brom here seems to have high hopes for it.

At this point Brom will take the girl from Dalens arms, Let me see the little one then. Hmm she did not purchase a room yet tonight. However, I suppose I could let her sleep the drink off for a night. Speaking of little ones, where is your friend? The little lass from before? Your lover perhaps? I noticed you were very angry at her treatment by those two ruffians. Will she be alright?

@Serill, you notice most of the inn goers have around 10-13 intelligence on the average, and most of their minds are easily penetrated by your searching. You get a barrage of thoughts anywhere from wandering how the food and drink is made to thoughts of weariness and yearning to get to their destinations, and even some more... steamy, thoughts. Nothing stands out though. However when you enter the room after Dalen before the door closes you notice Brom and Davien speaking to him. Brom has an intelligence of 11, while Davien has an intelligence of 14. You Instantly focus on Davien, searching his thoughts as he speaks. You get-

Serill's mind raping of Davien:

Who are these guys. What do they want, why are they here? Are they after... them..? I know they caught me but how. My magic's and charm has never failed before. Obviously there were keeping their companion away from me. He is likely the weak link, I need to get some alone time with him. Just need to convince Brom to let me go do my work. I wonder how this man is connected to the other three. Why would a merchant be asking around for mercenary work? Something is defiantly up. ARGH, I was so close. Just gotta keep Brom and the others around here on my good side though and I should be safe, even if they managed to figure me out. All it takes is the right timing, a charming smile, and a proper spell or two. Who the hell is the girl? Whatever, not important right now. If I can slip up later tonight, I might manage to get the drop on one or two of them. I know Brom doesn't usually put more than two to a room. Just gotta make sure I'm with the one I know I can manipulate. Even if the woman lacks subtlety, she is dangerous, even more so now since she is on her guard. Best bet might be to try to get Brom to call the whole group down, maybe with an offer or a rumor about getting some coin for mercenary work. Can't refuse that if they are or aren't just mercenaries. If they are, they'll take the work, if they aren't they'll have to come and listen at the least or risk blowing their cover further. If not, I'll have to take my chances on getting the drop on them at the right time... I can't fail, not with her life at risk. Dammit all. Basically You get this, and other thoughts along that line. He runs several plans through his head, but he keeps coming back to this one and mentioning something about a girl/her/she being in danger if he fails.

However, when you try to penetrate Broms thoughts, your mind hits a barricade of Iron, as if you had slammed your head against a full metal tower shield. You recoil, almost recoiling with your physical body, you loose consciousness for a split second before regaining control, you also find your detect thoughts spell disrupted for a bit. Not long, say, half a minute. The glasses detect several very minor magic items among the patrons, most enchanted to conjure minor cantrips, mostly Light and Mending, Some provide a small glamour, maybe covering some birthmark or scar, and you are positive one was being used to keep its wear smelling like lavender, or something of that nature. Oh and Dalen, make a will saving throw or pour your thoughts out to Serill ;)

willDavien: 1d20 ⇒ 3
willbrom: 1d20 ⇒ 20


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just a nitpick, technically you haven't done anything that would have blown your cover as merchants/mercenaries as of yet. The girls never did let you sit and chat with the bard.


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Oh yes, and because I completely forgot, here are images of Alaryn, Daniel, and Ivan.

Alaryn, you saw him without the helmet though.

Daniel, save there wasn't any blood when you saw him

Ivan

Mia in battle regalia


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munches popcorn and sips his coke

team 1 is defiantly suicide squady


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Inflation sucks. ;)


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Lienhol, you manage to procure an inn for cheap after providing evidence you are working with the Order. 1 gold a night for food and drinks for the lot of you. The innkeeper, a younger man, seemingly in his 30s speaks to you. please good sir, you'll cure me wife won't ya? Shes been taken to the temple with the rest. Don't know when nor how she got it. Just out right fainted one day, ne'er done that a day in 'er life. Me daughter is worried sick for 'er. All the same they are, fine one day, then can hardly move about the next, running a fever something fierce. Pale and sickly no matter how hearty they were aforehand.

@ the rest. You are all met by a lavishly dressed elf, his robes are a hot pink and his hair is done up in a side braid. He ushers you all quickly into his office, a decently sized room kept quiet warm by some sort of magic. You feel it start to dry and warm you as soon as you enter.
Oh, thank heavens darlings. I normally don't want to bother old Aly with stuff. However this time I fear it may be something serious. Why, just the other day another 12 people were taken to the temple for this sickness, and now my scouts, OH! the humanity, my scouts are reporting a gathering of those AWFUL shamanistic Orcs. He pauses a moment looking to Rols, Oh, no offense honey, personally I think with a little culture your kind can be quiet... ravishing. He gives you a wink.

Alas, back to business then! Now let me see, this new epidemic started about a week ago. At first it was only two people. O you shoulda seen them. Pale as ghosts and feeble as a foal. They still are at the temple, with the rest. Oh but I'm ranting aren't I. Anyway, they said, before they fell into a coma state, that they had been out logging as normal until a thick mist that smelled of deep earth flowed from the forest. They said it enveloped them for a time but it seemed nothing more than normal fog save it seemed thicker in the air. Our local cleric and herbalists have been unable to identify the ailment and any treatments, divine or mundane seem temporary at best. If you have any questions please feel free to voice them.

He suddenly straightens and acts surprised before saying.
OH, where ARE my manners today, I am Tiberius Postumous Alduinius Caldiren the 3rd. However my friends call me Tibby. He glances towards Rols again.


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Alaryn nods to Dalen. There will come a time to greive, for many have been lost. However, we must stand strong in such trying times. It is the way of the Order.

As you mention the prisoners, he gives them a scarily Dalenesque look.

Ah yes, them. Merely leave them here. Over in the Corner. High Inquisitor Valere and I will see to them later tonight. Oh, do make sure they don't get blood on anything, yet.


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Aaaaand, team one is the first to win the combat! With I believe a total of 3 rounds thanks to some lucky criticals at the end.

But in all seriousness, Please let me know if I miscalculate something, or forget something. Running two tables in the same world is a bit more work than I thought at first. Still very enjoyable though.

And yea, even IC you probably get the feeling this wasn't some haphazard attack. It took at least a modicum of planning, likely more.

Also, something that came up I forgot to mention. Any PC roll of 20 is automatically a critical hit, no need for confirmation, any critical hit because of a higher threat range (anything but a nat 20) requires the normal confirm roll as usual.


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Lol, "you are invited to a royal wedding and-"

"I HAVE ALL MY GEAR, THE ENTIRE TIME"

and don't worry about it Artemis, if I make a mistake I'd rather someone call me on it than not. I suppose that was my fault for not making it clearer that he took the 5ft step.

The next combat shouldn't be for a little bit though, so I'll see what to use when we get closer to it.


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ChaosTicket wrote:

More like its painfully reinforced how often the game system is broken. It would require a list of houserules to fix things.

Here are some quick ones Ive thought of. Some are very powerful, some are fair.

#1 one feat per level for every character
#2 One increase to a stat of your choice every 2 levels
#3 The new minimum of skill points a class starts out with is 4.
#4 Weapon and Armor proficiencies become 2 new categories of skills
#5 characters with access to either the arcane and/or divine spell lists are not restricted by class unique lists
#6 spell durations and effects are calculated by character level, not caster level.

If you want a powerful character out of char-gen play shadowrun. Shadowrun is great for playing fairly tough characters.

also, Great troll thread. After reading your replies, I can only come to the conclusion that this thread is purely based on trolling. well done.


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You notice that as Rols helps Eliana, giving her the ability to regain some dignity and cover herself many of the younger male knights let out a sigh and look down. Seems more were taking notice than were thought.


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The wind blows eerily, creating a soft, melancholy whistle as it blows. A cold chill runs up your spine as the hairs on your neck stand up straight you look about... nothing, nothing but a cold wind blowing. You continue onwards, still hearing the cold, eerie whistle of the wind at your back.

Hello all, and welcome to a Carrion Crown AP recruitment.

Some of you may have seen my other homebrew recruitment thread, well, not long ago A friend of mine got me the Carrion Crown AP as a birthday gift. I Have never attempted to run an AP on these boards, honestly I haven't run a game on these boards I suppose. However I've run many campaigns. Most homebrew. However! My very first introduction to Pathfinder was with the Carrion Crown AP, and I have many a fond memory of it. So, as a sorts of celebratory action and recognition to that, I would like Carrion Crown to be my first Published AP game I run on these forums.

The game will start as normal, you all have will have received a letter informing you of The professors passing. How you knew him is entirely up to you! I will attempt to make this game spooky if possible, with plenty of spooky scary skeletons if need be. I would like a post rate of 1/day or more, I think I will allow around two weeks for everyone to get a character submitted, If people get their characters in fast, and no new interest is shown, I may close recruitment early.

Now, that said, heres the build works-
1st level
Point Buy: 20, on a 1 to 1 basis Ex:(an 18 costs 8 points),nothing above 18 pre-racials.
HP: Max at first. half+1 every level after.
Traits: 2, 1 campaign, 1 from whatever you wish, Drawbacks for another trait are allowed only with my approval.
Wealth: Max starting wealth, no traits that increase your wealth, save the campaign trait.
Feats: Everyone gets a free feat at level 1, you must meet the requirements for any feat you take, combat expertise will NOT have the 13 Int requirement.
3PP: No, none, sorry, wanna stick to published stuff this time around.
Races: Core+featured Fetchlings and dhamphirs are allowed.
All published Paizo material may be used, however if you are using something particularly new, or obscure, Provide a link in your characters page please.

If you wish to play an aasimar or teifling and want to roll on the table to replace your SLA, you may roll 3 times and pick one.

If you have any questions or concerns please do not hesitate to ask.


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You will all start out as knights of the Order of the new Dawn. The main military and police force for the kingdom Continent of Aruli. You have all joined for your own reasons(whether that is to do good and protect people, or, make your fortunes within the order or anything in-between) You will have have just finished your trials (level 1-2) and have finally been deemed worthy to join and be split into teams and given your first assignments.

bit of background:
Aurli is a large continent nation cut off by open sea on either side, and in-hospital mountain ranges to the north and south. The great metropolis city of Sparo is the capital and home to the Order's HQ. The kingdom is lead by a council, consisting of one councilman from each prominent city forming a council of 9, and the head chairman, a person appointed directly by the Headmaster of the Order who's votes count double. (The order has a lot of political sway). The monster races are actively hunted within the civilized borders, but allowed to roam unmolested in the thick forests and low foothills. Half-orcs are seen both with pity, and resentment. Some feel sorry for the fates that brought them to their fortune, others, only see them as orc filth. Kitsune are accepted, though only mildly, enough that marriage between a human, elf, or even dwarf, are not unheard of.

background on the Order- The order was formed in defense against the Dread lich Morzoth, who several hundred years ago had attempted to conquer the entire continent in his mad lust for ever more power. As the small kingdoms of that time bickered and fought and seemed soon to break under the relentless undead assault, several hero's joined together to form this Order for the people to rally to. After their hard-won victory they, with more than popular support, instituted a new, single, government. For centuries, the order has protected the people, and served as a beacon of hope with many victories against evils, however, lately corruption has begun spreading throughout the government, less and less people come to join the ranks of the Order, while more and more knights never return from missions. Something brews in the dark places of the kingdom, and the Order must find out what before it is too late...

The 8 other cities that comprise council spots are, in order of size and population.

The port city of Umber on the west coast- Main port where external trade used to occur, however due to a great arcane surge a Rift has appeared deep out at sea, cutting out all access to the other nations. Many blame the powerful Dread Lich.

The port city of Brandonsbrook on the east coast. More of a place where goods are gathered, to be shipped upriver towards the trade hub Balzir

The Fortress-city of Arrak (pronounced Arr-rak) Fortress where the band of hero's led by the champion Arrak first withstood, and defeated the undead armies of The Dread Lich.

The Trade city of Balzir- where most goods of the nation pass through.

Nasar (pronounced Naa-sar)The town of science. Best known for their work on something they call an airship. Has found a use for blackpowder and has several prime researchers looking into steam and clockwork machinations. - shares similiar culture to workers quarter in Sparo (industrial british)

Frontier town Aldune (borders the great forest)- Town closest in proximity to the Great Forest in the north, all kinds of Fey, beast, and monster roam the dark woods, and more than one ghost tale has been spun about it. However, the great oaks and other trees provide high grade wood, and Aldune is the largest town in the region that supplies the highly sought after wood.

Valen, home of the most renown Arcane school (pronunced Vay-lin)- Valen is home to the most renown school of the arcane in the nation, Where only the brightest and best arcane users can enter. Due to the close proximity to powerful magic,many feel safe, however several accidents have caused many to move to other areas. Especially since the last caused quite the fire.

Capital
Sparo is a huge city divided into several quarters, you have the Inner quarter, built on a large hill with stone foundations, it rises above most of the rest of the city. At the center sits the Order's HQ, designed by the best dwarven masons and build with a variety of precious stones and ores. surrounding this, and after taking one of many makeshift elevators (or the 3 story stair ways) you enter the housing quarter. Here, most knights, government officials, merchants, or others that are well off reside. This district also holds the guard hall and armory. (Guardsmen are those that either failed the trials to join the Order, or wished for a less mobile, simpler and safer life)

outside this ring stands the merchant quarter, where the second largest amount of goods reside in the Nation. If it is in the kingdom, you can almost be sure at least one of it is here.

the final district is formally known as the Worker's district, though as of late it is often referred to as the slums. While buildings and housing in the other districts are made from stone, or the finest wood and kept in good condition, lately the buildings in the Worker's district have started to fall into disrepair. While the guards at least pretend to attempt to enforce the laws, it is apparent that most of the time they are only enforced when a knight of the Order patrols the area. Gangs have started to spring up, and with food prices rising the farmers, city cleaners, and many other more menial and less glamorous workers find food hard to come by save for old or out-dated foods thrown out by vendors in the Merchant quarter. Several campaigns have been launched by the cleric's wing of the Order, with varying degree's of success, but their funds are limited, and reforms have been stuck in discussion for decades in the council.

society and culture- Many in the Capitol have a distinct industrial British feel. With those in the worker district having something of the cockney accent and industrial ages name design. (IE, someone working in an inn my have the last name of "Brew") while the inner rings have a mixture of the higher class accent and a slight spicing of 1930s-1950s American.

The rest of the Nation is almost as varied as Golarion, with the port cities tending towards culture more similar to Venice, and the inner cities such as Aldune resembling German. One can tell from which city one comes, but an outsider may have trouble telling the difference.

Races: Dwarves, elves, halfings, gnomes are all widely accepted, with most larger towns having a fair amount of all these races.

The Dwarves have two main clans, each situated in opposite mountains, the Northern Clan or, Clan Ironmug, are your more traditional D&D dwarves. While the Southern Clan, Clan Bronzebeard, have a much larger inclination to experimenting and creating technology. Each clan has several smaller clans that split from the main over time.

Gnomes: Most live in Nasar, aiding the engineers there in their research into clockwork and steam work and in general causing more than a few explosions. The latest fruition of their work is a large "air ship" so far they have tested its flight 4 times, with only one crash landing! Gnomes are much more of the tinkerer variety here, often using personally crafted firearms or similar weaponry to "even the odds"

Elves: are pretty much the same as D&D elves, save they perhaps are a bit more prideful. They don't have a city of their own, living among humans in a similar fashion to that of halflings.

Halflings: Same as D&D/PF

If you have any other questions about the setting please ask away! Now, if you are still with me, lets get to the bits people are waiting for! character creation.
Level: you will start out at level 4.
Stat Generation: roll 4d6, drop lowest, reroll all and any 1s may reroll one entire roll. OR 18pt buy on a 1 to 1 basis. (an 18 would cost 8 points) no stats below 8 or above 18 pre racials.
2 traits, no drawbacks
HP: max every odd level, half every even. (so, at level 3, a fighter would have 10+6+10 hp before con)
Races: all Core, if you have something in mind that is not core, let me know and I'll consider it.
Classes: All paizo, and the Machinesmith 3pp class. No spheres of power, or other 3pp. If you have a particular class, I will give it a once over but as a rule of thumb and class that makes use of several 3pp things is a no-go.
SKills: backgorund skills are in play, also, fighters now have 4 skills +int per level, and gain Perception as a class skill. (comon, what kinda fighter isn't good at noticing things?)

IMPORTANT NOTE FOR DEX BASED FIGHTERS: all feats giving dex to damage are not in use. However, in their stead I will be giving you all the following feat for free (assuming you meet the requirment)

Feat: Precise Striking, prerequisite: Dex 15
You may add half your Dex modifier (min 1) to all damage rolls with a weapon you can use weapon finesse with. This damage is added to any strength bonus you have and is multiplied on a critical hit. If your class has an ability that applies dex to damage, this ability instead gives you +1 additional damage.

Also, every class with a 3/4 BaB or better gain combat expertise as a free bonus feat without needing to meet the prerequisite. ( does not work for 1 level dips)

now, I am almost sure I forgot SOMETHING, so Please, don't hesitate to ask anything.


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I, against what many on this board will tell you, enjoy my tower shields.

Of course, if you want to go down the tower shield route, I MUST suggest you take the tower-shield specialist archetype. It boosts your tower shield and eventually causes it to act like a true shield against even magic and touch attacks, as well as doing away with that nasty -2 to hit.
note- you remove the -2 to hit at level 5, so if you would rather trade two AC for two to hit just take a heavy shield until level 5.

However, if you don't wish to do this, you need to decide if you would rather focus on defense, or attack, or a mixture of both.

Fighters get plenty of feats, and these feats can allow you to swap between offensive and defensive styles in a fight. Feats like- combat expertise can be used in this way, along with a couple other feats I honestly cannot remember the exact names of.

fighters are, imo, the most VERSATILE CLASS when it comes to building a theme/style/look or what have you. You can literally make any weapon/idea work with them. I also would advice against TWF builds, while you have plenty of feats, twf almost requires you use all them.


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Guang wrote:
A dust mite. Might or might not be in your bestiaries, depending on your cleaning habits.

Mite be, mite not be.


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Dot, got some reading to do