Gorvald Thrimbyrson

Crisischild's page

Organized Play Member. 393 posts (6,091 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 38 aliases.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"What is the significance of this?" Xylian asks a nearby anassanoi, somewhat unmoved by the ceremony. "Can Zhyffor now defeat the dragon the invaders brought?"


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Have fun with the niece.


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Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

We can probably just walk. Presumably this place is accessible by land lol


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"I proposed killing them all from the beginning." Things would be simpler if more people listened to doctor Xuuvats. But that ship has sailed.

Liberty's Edge

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OK, finally got my Bloodrager, Seraphina Bloodflame done =)

Seraphina Bloodflame, Mortal Usher of Pharasma:

==========Seraphina==========
Image of Seraphina
Age: 24 | Height: 5'8" | Weight: 130# | Hair: Medium length red-gold | Eyes: One brown, one solid red | Skin: Lightly tanned peach

Seraphina Bloodflame is an Agathion-Blooded aasimar woman in her middle twenties. She is a hair taller than most aasimar or human women with a lean, athletic build. Her fiery red-gold hair hangs to just above her shoulder blades, pulled back from a face etched with focus and maturity despite her relative youth. In her gauntleted right hand she holds her helmet, revealing a determined gaze, her right eye amber and the entirety of her left eye blood red. Looking only at her face, evidence of her divine heritage is largely missing and she appears Taldan. Her celestial blood is, however, impossible to miss.

A round halo of solid, almost tangible pure white light hangs perpetually over her head, casting a clean glow around her wherever she goes, but her most spectacular feature is the enormous pair of white wings that sprout from her upper back, made of large, soft, pure white feathers. When folded, the 'wrists' of the wing stand well above her head and the primary feathers just brush the ground, giving her the illusion of imposing height, and they are more than large enough to fully engulf her body should she choose to use them for such a purpose.

Her armor is made of interlocking plates of blackened steel. The plates of armor are cut to points in many places, and she wears a blood or wine red gambeson beneath them, a similar colored drape hangs from the faulds. The colors and shape of the armor and gambeson draw the eye and appear as if intentionally crafted for intimidation, in contrast to Seraphina's blatant holy heritage, but the choice of colors is made apparent in battle. When her bloodrage takes hold, the pristine white wings erupt into billowing blood-red plumes, her white halo exploding into a jagged crown of flame dripping boiling blood, and any weapon she wields bursts into flame that cuts through the armor of evil and severs outsiders connection to the material plane.

In spite of the trauma faced in her youth, Seraphina is an upbeat and charming roguish swashbuckler, the kind who leads from the front. She is assured and confident in her calling by Pharasma, and has an annoying tendency of implying anything she's doing that might annoy someone is only Pharasma's will. While oft appearing aloof, she does respect her calling. She does not hate nor fear undead, only wishing to put their souls to rest and make the world a little bit safer. In combat she is bold and decisive, never letting planning trip her up.

===History===

Sarah Rowan Swift was born to human parents, Elias, a carpenter and Lena, a herbalist, in the Taldan village of Oakhaven nestled at the base of the foothills where the green plains meet the World's End Mountains. Aside from her amber eyes, there was nothing indicating the girl was anything but normal. Her early life was unremarkable, normal, boring. School, helping her parents, helping around the village. She was brave and inquisitive, and there was plenty to explore is relative safety nearby. She was enamored with her sister, Calla, when she was born. Calla was patently aasimar despite her human heritage, with large feathered white wings and unusually smooth, featureless skin, and she doted over her sibling.

When Sarah was twelve and Calla eight, the pair wandered far too far into the foothills of the mountains looking for delicious berries. They were attacked by a group of Festrog, blood-drinking, plague-bearing undead shaped as if to mock humanity. Sara urged Calla to run while she ran in the opposite direction, hoping to distract the ghouls from chasing her sister. It worked, but being a child, Calla did not make it far.

She woke on the banks of the River of Souls. After some wandering, she was approached by a psychopomp of Pharasma that called itself 'Curio'. The bird was meant to guide her to the River lest she go astray, but, as these things tend to do, he found Sarah's body was not quite dead yet, and so she could not enter the river. They would have to wait a spell. Sarah's mind and body were both hazy, and while she knew there was something important she was forgetting, it wasn't until Curio told her it would let her wait for her sister before entering the water did she remember her sister, lost and alone in the mountains, chased by ghouls.

Sarah collapsed at Curio's feet, begging and pleading him to send her back so she could save Calla, swearing that she would return to the River once Calla was saved. Moved by her show of loyalty and love, and bird posited that, since her body was not actually dead yet, it could send her back to the mortal plane, but it demanded something in exchange: Sarah's shadow. Sarah gave her shadow gladly and it attached itself to the bird, though remained the shadow of a girl. Curio announced his satisfaction with the trade and flew away, returning with a gem of angelic blood from one of Seraphina's ancestors to replace the blood the Festrog's had taken from her, handing the gem over (well, jamming it into her left eye socket) once she agreed to answer when Pharasma called her.

Seraphina Bloodflame was born in blood and ash. The explosion incinerated the undead feasting on her life force and changed her physically. A permanent halo adorned her head, enormous feathered wings sprouting from her back. Her left eye was forever more blood red. Calla was terrified but unharmed and the pair were reunited with their village, the whole of which came into the mountains to investigate the bloody explosion seen from miles around.

Curio's gift had the effect of enhancing Seraphina's connection to her divine heritage. Beyond the halo and wings, she was gifted with magic and (some say) cursed with a burning rage to eliminate enemies of the natural cycle of life and death. When so enraged, her wings, halo, and even her sword and engulfed and replaced by bloody flames that drip boiling blood and burn away undead.

Life in Oakhaven was not the same after. Many developed a weariness of the girl and her newfound celestial blood. Some saw her as blessed, others as cursed or dangerous. Her parents tried their best, but she was hardly controllable before Pharasma gave her undead-slaying powers. She struggles to control her bloodrage, which flares up when she is scared, angry, or if Calla is in danger. Elder Maeve tried to guide her to control the magic spark within her, and the old sellsword Broin gave her a few lessons on the sword.

Her power came from her blood and her learning to control it was instinctual. Feeling adrift, she wanders away from Oakhaven as she grows older, eventually meeting Sister Elara, a young, charismatic, devout and cute priestess of Pharasma. Elara encourages Seraphina to join the temple and tells her that they will help her control and direct her rage. Seraphina tries, mostly out of a desire to stay with Elara. She learns basic rites, more about psychopomps, and gains rudimentary knowledge of undead identification, but she chafes under the structure of discipline and study, her instinctual use of her genetic powers clashing with structured clerical learning. Her romance with Elara complicates things and is intense but unsustainable. Eventually Seraphina leaves, amicably but with some sadness, valuing her connection with Elare but needing her freedom. knowing her role in Pharasma's plans is an active one.

She wanders about for years, listless, doing a little mercenary work dealing with low level undead threats around the inner sea region until Curio visits her in a dream. The nosoi is perched atop a spectral sarcophagus in a sea of sarcophagi, stretching as far and deep and high as the eye can see.

"Pharasma calls in her due, Seraphina Bloodflame. The tombs of Wati are opened. The cycle is disturbed. Go. Be Her sword against the tide of undeath. Keep the balance."

Curio:

(Content Warning: Child Endangerment)

Sarah Rowan Swift was playing in the foothills above the village with her little sister, Calla. Children were always warned away from the World's Edge Mountains, but the rolling green hills dotted with moss covered boulders always called to the curious and adventurous. Parents tried to scare children by telling tales of strange animals seen roaming in the moonlight, but Calla had huge white wings which, while largely nonfunctional, would scare away any animal if suddenly opened. The pair were inseparable even though Sasha was four years Sarah's junior. Energetic, quick, perhaps a little reckless, both girls lived up to the name of "Swift", and Sarah was aggressively protective of her little sister.

They had spent countless hours wandering the foothills, always going just a little further from home than before in search of adventure and delicious berries. The Huckleberry bushes further up in the foothills always had the sweetest, juiciest fruit since most people from the village would hardly go out so far or climb so high just for some berries, and the fearless duo knew it. They had some close calls with angry goats and even once ran into a bear (definitely not a particularly fat house cat that was just wandering around) but they always escaped unscathed and no wiser than before, childhood perceptions of ones own invulnerability being what it is. One day they wandered too far. Too far from the village, too far into the gorge, too far away from the protection of the sun, which could not penetrate so far into the mountains. Distracted by the chain of berry bushes growing along the small river that snaked through the gorge, they did not notice the inherent danger, how anything coming from behind them would cut off their escape, forcing them even deeper into the mountains.

The pack of Festrogs were drawn by the life force of the children, specifically their blood. The hideously deformed, semi-quadrupedal corpses charged from their den, which was hidden at the base of one of the gorge walls beneath a petrified tree trunk, as soon as the sun dipped properly behind the mountain. Their ambush was heralded by their mindless screeching and scrambling over countless stones that had fallen into the gorge over countless eons, but their lack of subtly did not betray them. Their prey had nowhere to go, and feral as the Festrogs were, they knew that much.

The children ran as soon as they saw the Festrogs, as soon as they heard them. Calla's trick with her wings would not help them here. Deeper into the mountains they ran, following the shallow river, but the undead were far faster. Sarah pushed Calla ahead of her, screamed at her to keep running, to not look back, before she broke off and plunged into the river. She thought she could cross the river and run along the other side, back the way they came, the monsters getting bogged down in the water. They would chase her to the village where the strong blacksmith would slay them, then they would come find Calla. It was a plan. The river was shallow and narrow, only coming up to her waist. She could hear at least some of the monsters in the water behind her, but she couldn't turn to see if they were all following her, she could only hope. The river rapidly began to shallow, she was almost out. She would make it out of the water before the ghouls and gain on them.

It was a plan, but it was a child's plan. As she gained the far bank of the river, something huge and heavy slammed into her from behind, and she fell.

============

Sarah opened her eyes. She felt odd. She didn't feel anything. She knew she was laying on her back, but she could not feel the ground beneath her. She was neither hot nor cold, even though she was naked, but she didn't feel the shameful urge to cover up. She was looking up at the sky, but it was not the sky. Countless stars, far more than she had ever seen before, many far closer and larger than she had ever seen, wheeled overhead. They zoomed about, streaking across the sky leaving colorful cloudy trails behind them, but were also stationary. She had no strong feelings about the strange spectacle either way. She sits up and rubs her shoulder. She felt like her back should hurt for some reason, but it does not. She can barely feel her own hand on her skin. Looking about, she sees that she is more or less where she should be. There's the mountains - well, there's *A* mountain, and it seems to be floating over a purplish starey void. She's in the gorge next to the river, which is where she last remembers being, but the gorge is only a few inches deep and river is more like a trickle of water, hardly wider than her thumb.

Leaning back and propping herself up on her elbows, she looks around and finds it all rather unimpressive. She wants to lay back down and go to sleep, but there's something else. Something important she can't remember but hasn't quite forgotten. Annoyed that she hasn't quite remembered what she was supposed to have forgotten, she climbs to her feet. She would find whoever is in charge here and complain. She had no idea where to start, other than trying to reach the floating mountain seeming like a bad idea, but she was always told to follow water if she was lost, and that seems like as good an idea as any. She thinks about drinking from the little stream as best she can, but she's not really thirsty, even though she knows she's been hiking all day. The ground does not hurt her bare feet even though she walks carelessly, not trying to avoid any loose or sharp looking stones. Following the stream, she's quite sure it turns uphill at least once, but she is no expert.

The scenery remains strange. There is something large floating in the sky, kind of like the moon, but red, with a huge gash across its face, like the largest canyon one could imagine. There was a sun, a proper sun, not one of the weird big stars, but it seemed to do as it pleased. Sarah could not judge time because the silly sun bounced all about. Sometimes going this way, sometimes going that, sometimes sinking behind the floating mountain only to pop back up. She trudged along for at least six months, or perhaps only a few minutes, before entering a sparsely wooded land. Leaving the stream as it had proved rather an unreliable companion, she decided to head further into the woods, seeking denser foliage. Hoping she finds some berry bushes soon, she isn't actually hungry despite the years that have passed since she arrived. While things changed around her while staying the same, the only observable constant was the unobservable feeling that she is wasting time here, that she should not be here, that there is something important somewhere else. This forest could not go on forever, but even if it could, she would find the end eventually. She was just happy to have the strange sky hidden by the leaves for a time, though as soon as she thought this it seemed the trees intentionally bent their limbs enough to allow glimpses of the sky to pass through. Trees are always rude.

"You are going the wrong way."

Sarah jumps, startled, but not really, and she looks about placidly for the voice. The voice was decidedly strange. "Who said that." She asks in a tone so incurious that, were it written, it would not end with a question mark.

"I did. I said 'you are going the wrong way'." The voice sounded ancient, like grandfather Swift, but youthful and new, like a babbling baby, and also ageless like a stone. It sounded intelligent, but slow-witted. It was quick, but the words took ages to come out. It sounded like mother, like father, but also like ... Who was it? There was someone else. Mother. Father... Herself? No. Herself but smaller? That seemed closer. The voice was masculine, and feminine, and androgynous. There was one thing about the voice that stood out amongst the other sounds or not sounds: it was curious. Sarah hears a rustling behind and overhead and she turns slowly to look up at her mysterious stalker.

It was a bird of some kind. A four-winged raven wearing some kind of creepy pointed mask with glass covered eyeholes. It ruffles its many feathers, indignant. "You are never going to reach the River of Souls going that way." It chides her in its indescribable but also very plain voice. "The River of Souls is over there." Sarah look in the direction it points with one of its wings, which was back the way she came, and the trees seem to leap out of the way of her gaze, revealing, indeed, a large river.

"Huh. I always knew it was over here." Sarah lies as she starts walking towards the river. The birb follows her. It doesn't fly as it is a lazy bird, instead hopping from branch to branch, always overhead. At the bank of the river, Sarah stops and looks. It is a river all right. A normal river, though she thinks she can almost make out shapes within the water, vaporous, human-like shapes that form and dissolve all in an instant. "Soooo how does this work?"

The bird hops onto a branch hanging just over the placidly flowing water. "Well I'm no expert but I believe water generally flows downhill until it finds its level." It sounds annoyed and ruffles its feathers.

"But... what is it?"

"This, silly ex-mortal, is the River of Souls. You need only step into its warm embrace and it will whisk you away to Pharasma to be judged based on your deeds in life. Though..." It looks Sarah up and down, at least she thinks it does. She cannot see its eyes through the weird mask. "Given your age, you'll be off to see Pharasma's daughter, Atropos. You needn't be frightened, she's quite lovely."

"Do I have to go?" She feels she has unfinished business, but she is no expert.

"We all have to go some time, my dear. If you ask me, sooner is better than later. Life - the wretched place you've come from - is so terrible. So much suffering, and for what? To die anyways? No, I think not. It is difficult for those who are losing you to understand why you've been taken from them so soon, but this is better. Your real life begins in the afterlife. Here, you will undertake tasks that will have eternal effects."

The bird presents a compelling argument. Whatever she's not remembering to forget will have little consequences when compared to eternity. "What do I do? Do I just step into the water?"

The bird looks at her, then does a double take. It hops closer, the branch bending as if to facilitate the movement, and looks at Sarah again. It looks long and hard, undeniable curiosity in its nonexistent eyes. "You? No... No, not you. Not just yet. You are not quite dead." With a flap of its many wings, it launches off the branch only to land on Sarah's head. It somehow through its mask picks up a bit of her hair hanging limply on her head. "Heavenborn, are you? Your kind do cling ever so tightly to the mortal coil, though not so tightly as the Duskwalkers or the wretched Samsaran! Those blue-skinned monsters are impossible to get into the river!" He does sound quite tired. It must be hard when souls do not want to get into the River of Souls. The bird takes a deep, deep breath, and lets out a long, slow sigh.

"So I'm not dead?" Dead, not dead, dead, not dead. The afterlife is confusing and exhausting.

"You will be in a few moments. It's nothing to worry about. I could bundle you off into the river now, claim it was all a clerical error if anyone notices you went for a swim while you were still partly alive, but I am a professional." It nods its birdy head, satisfied with this statement, and seems to watch a particular soul drift down the river until it rounds the bend and disappears out of sight. "I like you, Sarah."

"I like you too, uhm..."

"Curio. Psychopomp extraordinaire!"

"I like you too, Curio." Its name fits its curious tone. Amazing how that works out.

"I really shouldn't do this..." It looks around conspiratorially. Seemingly satisfied that no one is watching, it continues. "I really shouldn't do this - keeping schedules is important after all, even in the afterlife - but I'll even let you wait for your sister."

"My... sister?" That does sound familiar, but then again one would be expected to know ones siblings.

"Ahh, yes. Terrible business, as all mortal business is. Those wretched 'U words' that haven't quite killed you will have killed you soon, and then they'll go after her. Her legs are tiny, she has no cha-"

A cataclysmic, deafening roar heard only by Sarah washes over her as she remembers her unfinished business - her beautiful baby sister she had abandoned with those monsters. With a retching scream that tears at her throat, Sarah collapses, grasping desperately for Curio, who gasps and flutters back, just out of reach. She feels her knees hit the ground. Her entire body aches. She feels the hot tears on her cheeks. "No no no no nononononon Curio PLEASE!" She wails, trying to crawl towards the bird, but her limbs feel like they're made of iron, and something else besides the weight. A gnawing sickness inside, rapidly growing. She realizes it was there before, but muted like everything else. No longer suppressed, she can feel it sapping her strength. She doesn't know what it is, but she knows her time is running out. "Curio, please, I have to get back to her! I left her alone, alone, she's all alone with those things! You have to send me back. You. Have. To send me back."

This was all her fault. Calla was in danger because of her. She was the big sister, it was her job to look out for Calla, to keep her from wandering too far into the mountains. Not only had she failed to protect her sister, she was the one who brought her into a dangerous situation in the first place. The agony of guilt and unrealized, unstoppable loss twists in her stomach and she fully collapses, unable to bear her own weight.

Curio is moved by her selflessness, though he does not understand it. Intrigued that, for whatever reason, she would rather suffer through mortality with her sister than both enter paradise now. Pharasma always says the trials mortals endure makes their souls stronger, so it is not an insane desire. Curio turns away, hopping towards the river, mumbling to himself. "I could send you back... You're not really dead, after all... Atropos will be cross but..." He turns back towards the sobbing girl and stares at her for a long, long time, his head tilted inquisitively. She does her best to meet his gaze, but she can't see much through the tears. "Are you quite certain?"

"Yes! I promise promise promise, just let me save her and I promise I'll come back."

"Such favors are not simple."

"Curio, I'll do anything you want. I'll come back. I swear. Let me save her and I'll come right back."

The bird looks her up and down. "Well you don't appear to have much to offer. Not even something as simple as a golden sword. Typical mortals." Sarah only stares in desperate hope. "I'll take... your shadow!"

"My shadow?"

"Mmhm. I've never had a shadow. Or maybe I lost mine so long ago I don't remember having one." Sarah had not noticed the bird was indeed shadowless.

"D-deal. You can have my shadow." Sarah sniffles, trying to put on a brave face. Curio hops past her, its wings spread wide. She's too tired to try and follow the bird as it hops behind her, but it circles around front quickly enough.

He prances around in front of her, an arrogant strut. "Eh, well? What do you think? Lookin' pretty good?" He does seem to have her shadow, though it's far too large for him and, while it generally seems to move with him as a shadow would, it is also the shadow of a naked girl despite being attached to a bird.

"I-it suits you, Curio. The other birds will be jealous." He perks up a bit at that. Apparently he likes that idea.

"Very well! A deal has been struck." With that, the bird flew away.

Sarah manages to pull herself into a sitting position, her back against a tree trunk, angling her face towards the sky to see if she can spot the bird. It was gone for ages, or so it seemed. Was it coming back? Had it stolen her shadow? Eventually it returns. The color was fading from Sarah's vision, but as the bird wings across the sun high in the sky, she catches a glimpse of something red and shiny, held somehow on the tip of its unmoving masked beak.

"Sorry." He huffs. "Had to travel quite a distance for this." Up close, the red gleam on his beak looks like a large, flawless ruby, with dark red liquid swirling inside.

"What's that?"

"You want to return to the land of the living, don't you? Those monsters munching on you as we speak drink blood, and you're going to need blood if you want to be alive! You're lucky. I took this from one of your long distant ancestors who came through here forever and a day ago. She bids you good luck." Curio hops up on a branch at eye level with the seated girl. It leans in close to her face, its tone fully and unmistakably serious. "Seraphina Bloodflame, when Pharasma calls you, will you answer?"

"I will."

"Then. Don't. Blink!" The bird lunges for the girls left eye.

============

Seraphina Bloodflame was born in blood and ash. Everything hurt, everything was on fire, but the pain in her left eye and across her back is almost incomprehensible. There's a massive wooshing sound, a painfully hot, wet wind, and inhuman screams.

When Seraphina's head stopped throbbing and she managed to open her eyes, she saw that she was back on the banks of the river in the gorge, this time surrounded by shouldering skeletal remains. Twisted, unnatural skeletons, and decidedly dead for good. She wastes no time as she stumbles to her feet, not even noticing the red light above her head, or the heavy something that feels like it's sitting on her shoulders. She stagger back a cross the river and stumbles off in the last direction she had seen Calla running. As she searches for her sister, the red light around her fades to a clean and comforting white.

She finds Calla quickly. While ages had seemed to pass on the banks of the River of Souls, only a few moments had gone by on the mortal plane. Calla is frightened by Seraphina's appearance, but in the end to two embrace, covered by two sets of protective white wings. That was how the villagers, attracted by the explosion of red light in the gorge, found them.

Stats:
Seraphina Bloodflame
Female agathion-blooded aasimar (idyllkin) bloodrager (metamagic rager, primalist) 1
NG Medium outsider (native), humanoid (human)
Hero Points 3
Init -1; Senses Perception +4
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Defense
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AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 12 (1d10+2)
Fort 4, Ref -1, Will 0; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 circumstance vs. blinded or dazzled
Resist negative energy 5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee greatsword +5 (2d6+6 S/19+)
Spell-Like Abilities (CL 1st; concentration +3)
. . At will—halo
Bloodrager (Metamagic Rager, Primalist) Spells Known (CL 1st; concentration +3)
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Statistics
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Str 18, Dex 8, Con 15, Int 12, Wis 11, Cha 15
Base Atk +1; CMB 5; CMD 14
Feats Extra Rage, Power Attack
Traits friend in every town, magical knack, scholar of the great beyond, undead crusader, umbral unmasking
Skills Climb +3, Diplomacy +7, Handle Animal +6, Intimidate +2 (+4 circumstance vs. evil creatures), Knowledge (planes) +8, Knowledge (religion) +6, Linguistics +2, Perception +4
Languages Celestial, Common, Nightsong
Other Gear four-mirror, greatsword, 5 gp
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Special Abilities
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Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (Unchained) (13 rounds/day) (Su) +2 Atk/Dam, +2 to Will saves, +2 Temp HP/HD, -2 to AC.
Energy Resistance, Negative energy (5)
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

===Ancestry===
Agathion-Blooded Aasimar (Idyllkin) +2 Con, +2 Wis
Deathless Spirit Resistance 5 against negative energy. Do not lose hit points when they gain a negative level, +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Halo Create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Heavenborn +2 bonus on Knowledge (planes) checks, cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of humanity Counts as an outsider (native) and a humanoid (human) for any effect related to race. Pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

===Bloodrager===
Archetype (Metamagic Rager) - Meta-Rage (5th level, Su): At 5th level, a metamagic rager can sacrifice additional rounds of bloodrage to apply a metamagic feat he knows to a bloodrager spell. This costs a number of rounds of bloodrage equal to twice what the spell's adjusted level would normally be with the metamagic feat applied (minimum 2 rounds). The metamagic rager does not have to be bloodraging to use this ability. The metamagic effect is applied without increasing the level of the spell slot expended, though the casting time is increased as normal. The metamagic rager can apply only one metamagic feat he knows in this manner with each casting. Additionally, when the metamagic rager takes a bloodline feat, he can choose to take a metamagic feat instead. This ability replaces improved uncanny dodge.
Archetype (Primalist) - Primal Choices (4th level): At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline class feature.
Bloodline: Celestial By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Angelic Attacks: At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Bloodrage (Unchained) (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (+10) EX A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

===Feats===
Extra Rage: +6 rnds/rage/day (Might trade for Improved Intiative)
Power Attack -1+2 (EitR): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

===Traits===
Friend in Every Town (Social) +1 Diplo, Diplo as class skill.
Magical Knack (Magic) +2 Bloodrager caster level.
Scholar of the Great Beyond (Faith) +1 KPlanes, KPlanes as Class Skill.
Undead Crusader (Campaign) +1 KReligion, KReligion as Class Skill. +1 Trait damage vs undead.
Umbral Unmasking (Drawback) You cast no shadow (DC 15 Perception to notice)

===Levels===
1: Bloodrager (Primalist/Metamagic Rager) 1: Feat: Extra Rage; FCB (Human): +1 rnd rage/day.

===Build Plan===
3: Take Arcane Strike at level 4
4: Replace Bloodline Power with Psychopomp, lesser psychopomp totem.
5: Quicken Metamagic Feat
7: Probably take 7 levels of Bloodrager so as not to delay second level spells, then into Mortal Usher


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

==Xbilianwill aid the doctor: 1d20 + 14 ⇒ (7) + 14 = 21

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GM Nightmare Knight wrote:
No Mummy-Cursed PCs, lol.

Those boys in Brendan Fraser's cinematic masterpiece wished they had +2 resistance to curses...


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

The transponder and pod are one and the same so cannot be disabled separately and the material is too strong to disable and try to break in. I think we've done all we reasonably can and are ready to move forward.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Like a true professional, Xylian wordlessly sets up the signal jammer, his exocortex also wordlessly - as it has no mouth - feeds him the relevant schematics for this unit, specifcally the Field Interference Projector (FIP) Model FIP-9 Delta Series, conveniently highlighting a known defect wherein one of the heat sinks on the main transmitter can become unseated when the unit is jostled, preventing it from operating at full power. Easily rectified.

Exocortex Aid: 1d20 + 17 ⇒ (13) + 17 = 30
Xylian Main roll: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
I think I've been doing Aid Another wrong my whole life. Apparently the Aid check is made BEFORE the main check. TIL. Anyways, Exocortex can make its own rolls, so Xylian will aid himself. And Xylian has the damai 1/day reroll (that has seen extensive use in this AP) if the worst happens.

Aid Another:

The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM’s discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check.

Course, the bad guys are probably listening in anyways and will attack or whatever their plan is when their radios get jammed regardless, but a full little minigame nontheless :P


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian sends a telepathic message that there is some kind of signaling device on the pod likely designed to trigger upon opening and that he might be able to remotely disable it.

I suppose Xylian can try to Overload the thing, then maybe it won't go off whence we oppen the pod while it's down. And maybe they won't notice so the bad guys will just stand there wondering if their thing worked.

Overload:

Overload: As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.

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I'm not planning on my bloodrager being a local, but it's nice to see how many people are bringing local PCs. I think most MM recruitments I've seen don't have a single local PC lol.

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Sorting by Campaign Trait is imo the best way to do it. My Mortal Usher will use Undead Crusader.


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Bearskin 1 | HP 15/15 Nonlethal 00/15 | AC 14 T 10 FF 14 | CMB +4, CMD 16 | F: +5, R: +0, W: +5| Init: +0 | Perc: +7 | Greataxe: +4 (1d12+6/×3) | Speed 30**/30ft | Active Conditions: *Longstrider 1hr*| Special Abilities Enlarge: 4/6 |
Spells Per Day:
Level 0: Create Water, Purify Food Drink, Stabilize | Level 1: Enlarge Person (D, 1/1); Goodberry (0/1); Longstrider (0/1) | Level 2: TBD

Actually each individual point of strength effects carrying capacity! I believe that is the only aspect of the game that works like that...


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Prismatic Ray 1 | HP 12/12 Nonlethal 00/12 | AC 20 T 12 FF 16 | CMB +4, CMD 16 | F: +4, R: +3, W: +2| Init: +4 | Perc: +3 | Glaive: +4 (1d10+4/×3) | Speed 20**/30ft | Active Conditions: *None*| Special Abilities TBD |
Spells Per Day:
Level 1: TBD | Level 2: TBD

I'm still here. Life just be doing life stuffs

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I have a human/Ifrit sorcerer in a 2e game that thinks she's a dwarf cleric, so we're not so different you and I.

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Baerothad wrote:
Ok, Coffee Dragon here. This is the Alias I'll be using for my Human Cleric of Torag. He'll be completed by tomorrow. Currently working OT at work. :P

You promised a dwarf cleric!


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

I was gonna ask where the zero g whatever controls are.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian shrugs. Hostage negotiations are not a course he took at university. Definitely more Zharis' purview, and she has proven more competent than most.


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Prism 7 | HP 66/66 Nonlethal 00/66 | AC 22 T 14 FF 18 | CMB +5, CMD 19 | F: +7, R: +7, W: +9| Init: +8 | Perc: +13| +1 Scimitar: +10 (1d6+5/18-20x2 PS) | Speed 40/30ft | Active Conditions: *None*| Channel 4d6: 5/5;
Spells Per Day:
Level 1: TBD | Level 2: TBD
Monkeygod wrote:
Lord Christian D'Elagante wrote:

Population is 2750 I think

?

Well dang, there goes that concept. Several of the class features of the Hinterlander require a town with a population of 2,000 or less.

*loads shotgun*

Looks like there's about to be a few fatal accidents around town. Shame. I was just starting to like these people.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"Why not land the ship in the stadium?" Xylian projects blandly. "That would give us the upper hand. Or we could bring a bomb with us... for insurance."

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Love me a good old fashioned dwarf cleric.


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Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

a scroll of raise dead is only 6125 GP we can afford it. Z can probably teleport to Magnimar to get one then teleport back once we're done with the snek, and Konrad can hit the DC 29 UMD check.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"Hm. That entity was stronger than I expected. I thought you had it on the ropes when you caught it with your staff, doctor Coldforge." Xylian says as he checks the computer for any nasty surprises left behind.
Computers: 1d20 + 20 ⇒ (6) + 20 = 26


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

It seems Xylian has been forgotten about. Luckily the doctor is handy with a blade! And obviously the imp's weak argument is unable to trick him.

sword vs kac: 1d20 + 9 ⇒ (12) + 9 = 21
s damage: 1d6 + 6 ⇒ (4) + 6 = 10

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pad300 wrote:
Or, you know, someone could have made a mistake in their math...(1/6)^5 = 1/7776

Looks like I did the math for a d20, not a d6. That'll teach me not to wake up and make a post in the middle of the night for some reason lol :P


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

aoo vs kac: 1d20 + 9 ⇒ (13) + 9 = 22
s damage: 1d6 + 6 ⇒ (1) + 6 = 7


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian swings his dueling sword at the smol devil but it's too evasive. Fighting tiny demons isn't his job, anyways.

Sword: 1d20 + 9 ⇒ (7) + 9 = 16
S Damage: 1d6 + 6 ⇒ (4) + 6 = 10
H*ckin' rude as h*ck.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Condolences and best wishes to your family, Theo.

GM Jhaeman wrote:
The hacker devil made the Will save vs Overload.

Not possible. Obviously he's hacking.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian contemplates replacing some of the computers thermal regulation components with more resistive material, making it run less efficiently in an attempt to make the the computer a hostile place for the devil to reside to encourage it to move on, but he does not know if that would actually have any effect on the creature and he would need to repair it
afterwards for the purposes of the resistance. So hacking it is. "I do not know what a 'hacker devil' is. Be prepared."

I was trying to think of ways to 'scientifically' solve this problem, but the things I was coming up with would I think fall under Computers or Engineering, so I'll just try a computers check. Luckily the exocortex can help with that.

Xylian Computers: 1d20 + 20 ⇒ (18) + 20 = 38
Exocortex Computers: 1d20 + 20 ⇒ (4) + 20 = 24

Expert Rig:

Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module.

Wireless Hack:

On any round you don’t use combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

If we physically tilt the machine will the devil simply roll the direction we need it to go?


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian dismounts his Armor so he can better interact with the machine housing the hacker devil, which is something he has never seen before. His exocortex is ready to aid him.

what kind of roll is it to try and move the devil or make it dance or whatever?


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Stamina 21/21 HP 25/25| EAC 18 KAC 19 | Resist 5 A,C,E,F | F: +3, R: +2, W: +3 | Init: +1 | Perc: +4 (L-L Vision) | Speed 20/30ft | Resolve 4/4 | Solar Weapon +6 (1d6+9 S + 1d2 E) | Weapon Special Abilities: Stun | Called Tactical Star Knife +6 (1d4+6 P) | Conditions: *Shaken* |Special Abilities: Elemental Assault 1/3 | Stellar Modes: Graviton +0, Photon +0

I like it from a story perspective, wandering scavenging survivor fleet and all. Polyfluid has the same worth/bulk/function as UBPs, but makes more sense IMO. Storing liquids is more space efficient than storing solids, adds just a tiny bit of realism to the scenario.

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I seem to recall some drama when Starfinder was new about female Vesk being canonically more-or-less indistinguishable from males, but it does make sense for lizard people lol. That sawn-off double-barrel is sick though.

I was thinking of using this for Alzura.

Sorry I've been quiet. I'm in the midst of dropping my old long-time client for a new one that's less whiny. Once things settle down I should be able to reliably get at least one gameplay post a day in.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian is large though, and canonically his cannon is mounted on the shoulder of the armor, so maybe he's tall enough that he can shoot the lil efreet toe beans.

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EltonJ wrote:
What PF book is the Kensai in, Ultimate Combat?

Yep! Page 55.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Woah. Xylian isn't last in initiative - despite his high modifier - for once? Not sure I'm comfortable with that.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Luckily Xylian doesn't have to dismount his powered armor to interface with electronics.

Hack the world!
Wireless Hack: 1d20 + 20 ⇒ (11) + 20 = 31


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian gets his combat tracking up on the giant and finally has everything lined up, but why is everyone shouting?

Move Action to Combat Tracking. Standard Action to Overcharge and Shoot.
Cannon vs KAC (+2 Enhancement Bonus): 1d20 + 16 ⇒ (13) + 16 = 29
P + C Damage (+2 Enhancement Bonus): 4d8 + 2d6 + 11 ⇒ (5, 4, 8, 6) + (2, 2) + 11 = 38


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Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

What if everyone just picks their own preferred level? I think Forest is a lvl 13 fighter with 3 mythic levels at heart.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian winces at the mental assault, but his scientist brain is highly resilient. He double-overcharges his cannon and shoots another blast of jagged ice at the climbing giant lady. The cannon makes a chirping sound, alerting Xylian to its low battery, but Xylian already knows because of his important scientist brain.

Move Action to use Miracle Worker on Weapon. Standard Action to Overcharge and Shoot lady. That's the last of this battery. Xylian will have to reload next round.
Will Save: 1d20 + 4 ⇒ (13) + 4 = 17
Cannon vs KAC (+2 Enhancement Bonus): 1d20 + 14 ⇒ (18) + 14 = 32
P + C Damage (+2 Enhancement Bonus): 4d8 + 2d6 + 11 ⇒ (3, 3, 2, 3) + (2, 2) + 11 = 26
Pretty sad damage rolls.


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Ranger 9 | HP 33/104 Nonlethal 0/104 | AC 25** T 12** FF 21** | CMB +15**, CMD 31** (31* vs. disarm/grapple) | F: +09**, R: +07**, W: +6** (+2 vs Fear) | Init: +3 | Perc: +08** (low-light vision)| Equipped Weapon: +1 Adamantine Longsword +17**/+12** (2d6**+9/17-20 Slashing) ; Shield Bash +14**/+09** (1d8+7) Piercing ; Elven Longbow +12**/+7** 1d8+2P+1d6E | Speed 60/30ft (90 Fly**) | Stamina: 01/11 | Martial Flexibility: 3/5| Active Conditions: *Fly (9 Min), Enlarge Person (9 Min), Haste (4 RND), Flex>Bane 6/10, Grappled, -2 levels* |

Question for you Ironperenti that may or may not effect what feats and stuff I take this level. Next level (10, not this level we've just gained) Forest will get another 'slot' for Advanced Weapon Training, as he'll have 10 fighter levels and can take one Advanced Weapon Training per 5 fighter levels. Obviously his big combo right now is to use Martial Flexibility to take AWT Feats as needed. Martial Flexibility says you can use it to "gain the benefit of a combat feat she doesn’t possess." If Forest takes a permanent Advanced Weapon Training Feat at 10, would he still be able to use Martial Flexibility to take other AWT's on the fly?

That was a really fun encounter, by the way. Thanks =) Whole fortress was done well.

As for gears, Forest took one of the +1 Amulet of Natural Armors and one of the +1 Ring of Protections. I suppose he'll take the Boots of the Mire for now, he's useless if he can't get into melee range and they may come in handy.

The Gloves of Dexterity wouldn't be wasted on him, but looking at Konrad's sheet I don't see a Dex boosting item so they would probably be better for him if he uses Dex, of for Kizzy so she's a little more accurate with her rapier.

Since Kizzy already has a Charisma Headband, I think the Cloak of Charisma goes to Isa. One extra Channel a day never hurt anyone.

Was Kizzy going to use that Keen Rapier we found? I don't see that she's claimed it on the sheet.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian knew they should have brought their APC.

Continue moving closer. 120'.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Amhesha is a bad influence


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Feeling somewhat lightheaded, Xylian follows Amhesha's lead.
Hailcannon vs KAC: 1d20 + 12 ⇒ (15) + 12 = 27
P + C Damage: 4d8 + 2d6 + 9 ⇒ (7, 4, 1, 3) + (4, 5) + 9 = 33


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Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

"Well, the map from the frognards proved to be accurate! After a short walk we met with two lovely ladies made of stone in an ancient ruin hardly a stones throw from the tower. Urlala and Illyrius, if I recall correctly. Immortal, it seems, They were nice enough, but only wished to talk of their goddess, Acavna, of whom they are heralds of some sort or other. Not of any immediate use to us, but perhaps discord will foster learning. That is what they hoped, anyways. I fear they've no interest in things that relate to us but, ahh, that is life sometimes."

He fishes in his pocket for his smoking detritus and continues as he packs his pipe with tobacco. "And so we continued, promising that we would return to learn from them after rescuing our people. There were, uhh, metal bugs, of sorts, at the base of the tower we were investigating. I think Becky can tell you more about them." The sailor lights his pipe and takes a few slow puffs, exhaling smoke that rolls over the underside of his hats wide brim and rises into the sky, curling in odd ways before evaporating into the aether.

"The tower proved to be filled with traps, false walls, and duplicitous fish people - cultists! Just... stading there, behind illusions, as if waiting for us. Do you think they had some kind of warning system?" He gestures with his pipe and reaches into another pocket for his flask. "Or do you suppose the deep ones just lived in those walls? Like... that is what they do all day. Exist within walls." Shaking his head, he takes a swig of cool mead from the flask and offers it around to whomever else desires some. "There was also a big, mean one. Ankha dealt with them, too. Then you had these two." The sailor gestures again at Rayland and the unconscious Eliza. "Their minds controlled by the Deep Ones, if you'll believe it! Reyland here seems to be little worse for the wear, but the jury is still out on Eliza."

"There were two more ladies in the tower - these ones of metal - who maintained the place. Unlike the stone ladies, I believe the metal ones to be automatons of some description, but such things are well beyond my expertise. We have, seemingly, inherited the tower, by the by. Spindlelock Tower, they called it, used to manufacture ioun stones." He taps the burnt out ioun stone floating around his head with the tip of his pipe. "Owned by the Spindle Solution, a division of some Azlanti research group. Led by a chap named Albrust of Havenvine. An escaped elf prisoner form Celwynvian, doomsday from the sea." He sighs heavily, shaking his head again, then takes another long drag from his pipe. "I am not sure what, if anything, any of the azlanti have to do with our current predicament. These two don't know what the frogs wanted with them, there was no record of the frogs within the tower, the robot ladies knew nothing of the frogs. I am fearful we are no closer to answers than before. No idea where the other colonists are. The tower is in fine condition though, so there is that. I suppose we could attempt to manufacture our own ioun stones. There are some books on their research and a few manufacturing tools." His tone at the last part implies his doubt that they have any ioun stone manufacturing experts in the colony.

"There was a water elemental, ostensibly a prisoner of the deep ones. Claimed it had been prisoner to them for centuries, made to operate their pumps, though I must admit I saw no such evidence of sprawling waterworks. Oh well. We let it free. I expect it resides in the ocean now."

"I do believe Eliza needs an exorcist." Braxton says dryly. "Also..." He continues nervously. "Ahh... There's someone in the chapel Rayland needs to... uh... talk to. And not just the exorcist."


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Brewmaster 4 | HP 36/36 Nonlethal 0/36 | AC 20** T 15 FF 16** | CMB +4, CMD 18 | F: +5, R: +7, W: +5 | Init: +6 | Perc: +7| Equipped Weapon: Rapier +8 (1d6+4/18-20 P) | Speed 30ft | Panache: 2/2 | Active Conditions: *Light (20'); Breath 52/56 +10 Swim* |
Spells:
0th: Create Alcohol/Water, Detect Magic, Detect Poison, Guidance, Read Magic | 1st (4/4): Bless, CLW, Divine Favor, Expd. Retr.

Happy holidays everybody! Thanks for running the game, GM of the Ruins =)

If we have six weeks off I'm gonna have to refresh my knowledge on the building building downtime rules. Approx how many days will Braxton be able to dedicate to his tavern whilst still fulfilling his other duties to the colony? He's not very interested in the rock ladies beyond fostering good relations with them, but he can go along with Ankha to translate as needed.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian has 80 range so he will wait till they are in range. Xylian cannot outrun a bear.


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Psshh. Only 30 applications. Surprised Kintargo GM is even bothering to respond at this point. Clearly no one is interested.

@Ghorza: Forgot to say earlier, I like the idea of an axe (or pick, as it may be) wielding dwarf swashbucker. Certainly a unique idea :P


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian will scan I guess? for any cameras that may be accessible so they can get a lay of the land.

Wireless Hack:
Remote Hack (DC 24): You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.


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Ghorza Thursisdottir wrote:
snippy snip

Thanks! I wanted something different enough from the usual builds that it was worth doing but still mechanically functional. It's definitely on the lower end of the power scale, especially when combining two-weapon fighting with the Vigilantes complete and utter lack of any way to boost accuracy, but it should be functional enough to serve for the game. I suppose the build does have an indirect accuracy boost via Steel Soldier at level 8, letting the Raven enchant both his gauntlets by paying the much cheaper cost to enchant his armor. I'm contemplating taking EWP: Elven curve Blade at level 1 instead of weapon focus - ECB + EITR + Lethal Grace is super solid all on its own and comes online at level 2- then continuing the build more-or-less as planned and retraining and switching to gauntlets around level six when it actually kicks off, and I may do that if chosen depending on the party, but I really hate the idea of just switching weapons half way through for no discernable story reason lol.

I did think about the enforcer archetype as well as the teisatsu, Alexius did spend eighteen months in Tian Xia, but the Raven starting the game as chaotic good is non negotiable so that knocks out the enforcer, and teisatsu really only enables a shuriken build which, while cool, isn't really what I want to do with this guy. I also contemplated zealot, since it gets full inquisitor casting and the inquisitor spells have much needed accuracy boosters, but the Raven is an athiest so that wouldn't work either. If you were more flexible on the character story side of things than I am, I think Zealot would be the better way to go for this build, since it keeps the 2nd and 6th level Vigilante Talents to get Lethal Grace and Fist of the Avenger on top of spells like Divine Favor.

I did put some effort into creating a build that I thought was different but still worked, so I appreciate your kind words =)