Jeggare Noble

Christoff van Alst's page

50 posts. Alias of Caquix.


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Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Hey im going to have to bow out. I'm really sorry but I'm just not able to keep up with the posting lately. Good luck all.

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 2

Christoff stands back and surveys the situation. "We want them alive, right?"

Sorry, I've been sick.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

I had that problem and I can't remember how I fixed.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

I figured I might not get much and I don't have religion trained.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Yea sorry.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"I meant the reason we came here in the first place, Talric. Perhaps they know of it but perhaps we shouldn't tell them we are looking for it. I understand you feel this blight needs to dealt with but I hope you can remember we have to either accomplish our goal or find a way to avoid being recaptured. I doubt our former captors will excuse our failure just because we stopped this blight."

In response to Ghae, Christoff shakes his head and says "Is everyone taking prisioners?"


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Knowledge: Arcana: 1d20 + 10 ⇒ (10) + 10 = 20

"Why does that sound familiar?" Christoff says to himself. "Talric do you think it's safe to ask them about our objective? Or should we just find the others and move on? "

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"We need to find the die, so we can leave here alive. Eyes that cause a illness are interesting though." Christoff says sharply.

Christoff looks at the Lieutenant and his voice sofetn, "Sorry about your men, at least this was a faster death. Can the survivors leave this place? It seems like a rather unpleasant place to die."


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 8

"Darkness? Another trick by these bandits? Let's see if this helps." Christoff moves towards where he last saw Talric and places his hand on the wall and a glow comes from it.

Cast light on the wall where Christoff has moved.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 7

Christoff moves forward trying to get a better look at where the enemies are.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Is there an action we can take to put ourselves out. I couldn't find anything in the PRD.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff moves forward and looks around. He whispers to Ghae, "Where did they all go?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 5

Christoff moves forward and a small bolt of arcane energy shoots from his hand at the assembled enemies.

Magic Missile at Yellow.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff moves down the stairs and says, "Well, that was anti-climatic. Where do you think they're off to?"


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff steps forward and throws the bomb into the crowd of enemy.

Bomb: 1d20 + 3 ⇒ (19) + 3 = 22
Aiming at the square just behind the red enemy. Splash damage is 5 points. Reflex save is DC 14 for half damage.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Round 2

Christoff moves into the hallway and shoots an acid dart at the nearest bandit.

Acid Dart
Ranged Touch Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Sorry meant to do put the header on it.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff moves toward the door and casts mage armor on himself.

+4 to AC


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"I'll join you, Pharnox. I have an experiment I've been wanting to try and this seems like a perfect opportunity. We assume whomever is on the other side wants to kill us, correct?"

Christoff stands next to Pharnox and begins putting something together.

Readying action to throw a bomb 10 feet past the doorway when it opens.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Miss direction: 1d8 ⇒ 2


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"Ahh allow me to get very out of your way then." Christof says with a nervous laugh as he back almost to the other door.

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"Oh alright, I hope it's a bit better lit ahead." Christof will follow Talric to the left.

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"I had hoped that this image may give some clue as to where we need to go. I can conjure some light if you can't see it well. I know I can't make out any details. "

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff heads to the bottom of the steps. Seeing the mural, Christoff goes closer to inspect it.

Can I see it clearly close up?

-Posted with Wayfinder


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"It seems our competition has based through here recently."

Turning back to Killian, "Do you know where this die is meant to be? If we can head straight for it, we are more likely to beat the others to it."


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff inspects his spellbook and then places it in his bag with the rest of his things and puts his amulet on. He takes a few minutes to prepare himself, he grabs his morningstar "I really hope I don't have to use this." and follows the others.

Christoff agrees with Talric. "It really is interesting, Killian if we return with your die will you tell me about these wolves?"


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff looks around at his fellow pit dwellers, "Can you hear what they're saying?"

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

"Hmm dangerous monsters? They do tend to inhabit some interesting places. Hell, anything is better than this boring smelly pit."


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff wakes at the half-orc's prompting. "Oh, are we eating people now? If I wasn't nearly starving I'd abstain."

Looking up at the half-elf, Christoff asks hopefully, "You seem to be not trapped in a bit have you heard of the van Alst family sending payment?"

Getting no answer, Christoff begins pacing and mumbling about old wizards and stupid maps.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff is unconscious and he is really good at it. Clearly this is not his first time doing this.

DOT, I'll be more serious when we get into things.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

How strict are you on alignment shifting? With Christoff's background I see it making sense that he starts as CN but as he is exposed to true evil his motivations shift and he moves to CG. I haven't played in many games where alignment was important, so I can adjust if needed.


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Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff is a bit between CG and CN.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Finally got around to making the stats blocks and included some flavor text. Let me know if I need to change anything.

Constructs:
Summon/Construct List Level 1
---------------------

Burning Teapot-You really should put a handle on a teapot, especially one that heats itself.
---------------------
N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam +1 Burn (Ex, 1 CP): : The object gains burn (1d6) with its slam attacks.
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
--------------------------------
Overzealous Nutcracker-
This animated nutcracker tries far too hard to crack nuts. Also, it seems to think everything is a nut.
--------------------------------

N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam +1 (1d3-2)
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
Improved Attack (Ex, 1 CP): All the Animated Object’s melee attacks do damage as though it were one size category larger.
------------------
Tiny Boxer
-Sock'em, Rock'em
------------------

N Tiny construct
Init +2 Senses darkvision 60, low-light vision; Perception -5
=DEFENSE=
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5 Immune Construct Traits
=OFFENSE=
Speed 15 ft.
Melee slam x2 +1 (1 nonlethal)
=STATISTICS=
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
Base Atk +1 CMB +1 CMD 9
Additional Attack (Ex, 1 CP): Gains an additional slam attack.

Construct Traits (Ex)
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Sounds good, I just need to write up the stat blocks for the constructs.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Im going to say no. Basically, my father is well to do and sends me off to the academy to get rid of me. The Academy is as flumoxed by me as my father but is afraid to get rid of me because my father is influential and they don't realize he could care less.

My thought is i do something to cause a big enough problem for the academy that they approach my father and he is finally embrassed enough that he disowns me and instructs the academy to send me to the location that you find me.

I'll clean this up and throw it in my alias later.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Christoff stares at map in the middle of an empty clearing as the sun begins to set. He looks up from the map at the setting sun, then around at the clearing.

It would seem that this map is utter sh$#. He sighs. This is why I plan my own field research. I am surprised they suggested it at all though. Those old, stuffy, ba$#%rds love just studying their books, rather than do anything pratical.

"HELLO! I'M SUPPOSED TO BE MEETING A CONTACT ABOUT SOME MAGICAL ANOMALIES!"

Christoff continues on in a random direction as twilight begins to settle around him.

If it isn't obvious, this would be a nice time for a ninja to come take out his target.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

@Pharnox Actually we kind of have similar backgrounds, well-off families that we get ousted from in one way or another.

If you were given the task by my father, not knowing I was his son (my father hires you but never mentions my last name) would that perhaps help motivate you to work with me when you found out.

Also, I'm thinking you might get stuck in dungeon because your employer doesn't want any loose ends (cliche, I know).

Just spitballing, let me know what you think Pharnox. I think it would be hilarious Christoff ends up becoming buddy-buddy with the guy who got him stuck in here.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Sounds fun, maybe Christoff doesn't know it was you?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

You might need to get the new apps for sheets. Google broke docs and sheets into apps separate from drive.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Have you seen ditzie.com? It's a great map web app that is super easy to update. Basically goto the site, move your token, hit enter, and you get a url for the new version. Check out the campaign I'm in with Ungra to see how it works. Only downside is doesn't work on phones.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

I've been thinking about and I think if I try to create some diverse constructs for the level 1 list that serve different purposes. Just as an example, maybe a kind of scout with effects of the alarm spell but sacrifices attack stats to get the benefit. It's just an idea and it doesn't have to be that one.

Sorry if it sounded like I was complaining, I appreciate you allowing for my idea.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Non-lethal damage is amusing to me. In terms of a construct, I'm imagining one bumping into someone's shins until they passed out.

Would using summon monster for constructs lock me out of any normal summons? I know you mentioned making a list to replace the normal list but I'm struggling to come up with constructs that compete with things like the dire rat.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Ah, didn't realize this could cause things to catch fire. That would be a bit much, I'm good with it just being the damage. Would the damage still be typed as fire?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

How you feel about the special abilities listed here. Looks like a tiny animated object would have Construction Point and some of those could make a construct viable in combat except they aren't all from major books. Specifically, the burn ability seems to be from PF #43 which I'm guessing is the magazine.

I'd use burn to make a small magically heating teapot that could be magically overclocked to burn people in combat if it hit. 1d6 burn damage which is about on par with most of the summon monster level 1 critters. Seems like something Christoff might do, take something completely harmless and find a way to burn people with it.

Now I'm imagining the teapot from Beauty and the Beast as a weapon, sadly my teapot would not be able to speak. I'll keep brainstorming.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Just need to make a section for skills and figure out what happened to the section for feats. If anyone sees something that I need to put in, please let me know.

@dm still brainstorming the constructs. I figured out how to get their damage and all that but I can't seem to find anything that tiny animated objects deal non-lethal damage.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Sounds good to me. Anyone planning to be from Endhome or Reme?


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

I'll have to take a look at that thanks. The sheet still needs some tweaking and adding of pertinent info.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

Mini-stats up.


Aww ok I'll start looking.


Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
Spells:
Acid darts (6/7) | Bombs (6/7)

@dm I been looking into the rules for animate object and I can't seem to find the info you gave. Mind posting a link to where you got it? The pages I found in the prd, don't seem to list damage. Just trying to determine what makes sense for it.


Christoff is a bit vain, so he won't be super fond of using mutagens in general. I'll be fleshing out stuff later today when I wake up, so I'll look in Animated Object then.