M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf rents a small but cozy place in town, with a little fenced area for Pachemu. After all the excitement dies down, he starts writing, making a record of the heroic deeds of his companions. He hires a scribe to make copies, so the tale is documented and shared, and Izo's sacrifice is not forgotten. The cleric resumes his normal activities, serving at the cathedral and healing the injured and tending to the poor and orphaned. Pachemu becomes a local celebrity, accompanying Rastaf on his rounds, and bringing comfort and amusement to people who are sick or suffering. The pig seems to like all the attention. She can't see it, but enjoys being petted and fussed over, and given lots of treats. Rastaf tries everything he can think of to cure her blindness, but fails, and hopes against hope that someday Izo will find his way back to Sandpoint and his friends.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
If that did hit, it's Dimensional Anchor. He's not teleporting anywhere for 16 minutes.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Before anyone does anything, Rastaf drops a channel. He's got 6 left.
Given that that's not enough, he channels again.
12 seconds. We're good. As much as he likes the falchion, his is way better, so the cleric just collects the treasure, and he'll divvy up when we're in a place where we can.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Almost skewered, Rastaf says to Seamus, Hey, what's the big idea? He wishes he'd cast the spell earlier, but better late than never. He moves, provoking an AoO, and casts Holy Aura, which will affect all but Seamus. Holy Aura: A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf is fairly taciturn at his most outgoing. He has little to say any time, so he just stays quiet. In Magnimar, he upgrades his gear or something. Not sure what to do, there. Other than the teleports and windwalks shared as we go back and forth, you don't see much of him. In Sandpoint, he spends his time at the cathedral, doing nothing particularly important. He mostly mops and sweeps, does a little doctoring and healing, and teaches a few acolytes some basic scimitar moves. He's something of a celebrity there, due to his revered associates, but he doesn't feel like talking about his adventures, despite their insistence. The task is far from over, and the next part will be the hardest yet. The cleric has done his best to help end some very real evil. To stop it, you have to kill it utterly. It is relentless. You have to want to kill it as much as it wants to kill you. You have to want to make it suffer like it wants to make you suffer. You have to fight it, and to fight it you have to look it in the eye. To look into that dark, black... nothing: No reason but cruelty, no thought but death, no feeling but hate. It revels in its own senselessness, thrives on its own aporia. Spoiler:
Much like the Republican party. And he has to do it again. There is no doubt the braniacs will soon figure out our next move, and we'll be off, again. This respite will be brief, not nearly long enough to relieve the horror of just witnessing what he's witnessed. It leaves a deep impression. But for now, he will finish his chores and go to bed early so he can get up early for the big breakfast at the orphanage tomorrow. He's serving the potatoes. That will be nice.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
GM Euan - Rise wrote: What's the plan? Pull the 'Cleaning Cycle' lever? Or maybe the 'Portal Control' or 'Access Control' levers? Or abandon this section and camp elsewhere? I wonder if there's an owner's manual somewhere?
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
When everyone's ready, Rastaf will drop some healing on them.
Izo needs a little more, so he breaks out a wand. CLW: 1d8 + 1 ⇒ (5) + 1 = 6
You're always covered with Rastafcare®.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf asks everyone to get within 30' of him, and channels energy again. Sarenrae's Succor: 7d6 ⇒ (5, 1, 6, 3, 6, 4, 5) = 30 That's better. This prior to everyone moving out. Just late to the thread.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
The cleric again channels divine energy, healing the injuries caused by the mithral mage. channel: 7d6 ⇒ (6, 6, 6, 2, 5, 2, 5) = 32 Izo is still not fully healed, so Rastaf treats his deadly wounds.
The "wizard" gains another 20 hit points, and Rastaf uses his wand to finish up.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Kast Phaer wrote:
Rastaf got ya back, homes. Two fiddy.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
No one's dead. That's pretty good, considering. If the injured would get close to me for a moment... channel: 7d6 ⇒ (1, 6, 1, 1, 5, 4, 1) = 19 Lame! At this point, Rastaf is reluctant to burn more channels. They seem less effective in this cold. This was only the first fight of the day! At this rate, he'll run out before lunch. He gets out a healer's kit, and seeing that Valena is unhurt, asks her to make some more of that warming drink while he treats his friends' wounds, using salves, bandages, prayers and a lot of know-how. It takes a while. Treat Deadly Wounds DC 20:
I'll look at those again when we rest. Long term care is free with your Rastafcare® plan!
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf hopes that the Sherriff will understand. We just got a huge amount of information. We need to process it and hopefully understand what we're facing. If we jump down there now without any foreknowledge, we will be as hapless as the men who precede us. We can't wait much longer, but I trust Kast. If he needs more intelligence, it would be wise to get it before we go down to face Karzoug's forces. It could make the difference between success and failure. And if we fail, Sandpoint will not be able to stop what is coming.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
The cleric spends the evening giving long-term care to his injured comrades.
In the morning, he will cast Lesser Restoration to remove the con damage from Kast and Seamus. Kast: con: 1d4 ⇒ 1
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Summoning holy power, Rastaf expends a use of channel to Turn Undead. All undead within 30' of him must make a DC 20 Will save, or flee for 1 minute. That includes all the summoned zombies and ol' headless, and the closest giant zombie.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
When they release the giant, Rastaf speaks to him, just before he leaves. You will go to wherever you came from. If I hear that you've harmed any of our people as you run away, I will find you, and I will kill you personally. Capisce? Rastaf just woke up speaking fluent Giant. Apparently, Giant is Italian mobster slang.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Quote: As the group heads to Quinks, Seamus chines in, "Thanks for understanding Izomandakus. I think your right, dealing with the Giant first is probably our priority, but Maybe we could find one of the 'talk with rocks' spells and learn what the headstone knows." As Izomandakus invites Rastaf to travel with them, Seamus nods his head in agreement, nodding when Rastaf agrees to do so. Smiling he asks, "So Rastaf, what kind of music do you like?" I like a lot of music. A good string player is great, but if you add a drummer or two, things get bouncy. I love music that makes me have to dance. As for the Stone Tell spell, it would be good to find a druid or someone who can cast it. That could unlock the mystery, here. I, unfortunately, cannot, and I wouldn't know where to look to find such a spellcaster around here. Rastaf, after changing out of his clerical vestments, joins the others for a well-deserved evening of fun. Hearing Val's joke, the half orc laughs heartily. Well, Valena, don't drink too much. I can dance alone, but it's so much better to dance with a friend. I'm guessing the grace you show in battle is a sight to see on the dance floor! Yeah, Rastaf is usually all business, but he has a fun side. When the job is done, a little r&r is just the right thing to do. We saved Sandpoint. No need to brag about it, but it does feel worth celebrating.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Rastaf thought for a second. He'd been paid, the job was done, and Magnimar knows it. He's a free agent for the time being. He doesn't have to pray about it, or spend time weighing options. There is a real threat to the lands and he's stumbled upon a party with the talent to fight it. Yes, I will. I agree that it's best to find Mokmurian before he knows his dragon-led team is no more. He's expecting an easy victory. Together, we'll serve him a different dish. He raises his jar in salute, and takes a big swig.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Round 9
He remembers a line from a minstrel's comedy act, which he thinks he saw right here in Sandpoint, long ago. Nobody expects the Dragon's Imposition! He laughed at the time. You had to be there. He's not laughing now. Seeing that his cohorts are handling the threat well, he decides to cast Ironskin on himself while there's time. We're not close to done.
M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Now Rastaf casts Blessing of Fervor. The extra movement will be useful in getting to the bridge.
True. With leasing you get a car that also gets regular maintenance, and you can ditch it after a few years and get something else. I bought my current car. It was exactly what I wanted in a car. Economical, quick and sporty, but practical, with a reputation for reliability. They've stopped making them, so I got it before they were finished. I'm one of those people who buys a car and drives it forever, but not everyone is so sure what they want or like.
Ouachitonian wrote: Oh, he won’t. He’s been DMing since 1E, has a whole continent worth of homebrew world we wander around in, and is entirely willing to let us take on challenges well beyond our CR. Last time we,Uh, distracted a wizard while our employer snuck into his tower and stole...something. Once the wizard figured out what was going on, he sicked a red-hot Iron Golem on our three 6th level adventurers. Well, that would be interesting... lol
A long time ago, someone asked about gestalt classes. The Ranger/Wizard was a good choice.
What's not to like? I'd play an elf. The monk/rogue is also very skillful.
I'd play it as an unarmed scout/spy, using their crazy stealth and invisibility when that gets easy. I'd get wands for that, since it's a class skill. You don't see her coming. You don't see her leave, either. You may be missing some jewelry. Not a lawful act, but stealing from the enemy can be justifiable. Gotta support the cause! A dwarf cleric/paladin is just as cool.
You use magic to buff your party and confound your foes, or just buff a little and hack them up like a paladin with all the features.
You guys walk in anywhere pre-buffed, you'll mop the floor. Your GM may get frustrated.
The other players will have lots of skills and skill points with those classes, so you won't need a lot of skills yourself. Focus on things they won't have ranks in like healing.
Let's just go with "flavor." It has a tasty connotation. The rules and numbers are the rice. It's okay in and of itself, but kinda bland until you top it with a spicy vegetable curry. Now you've got a dish that's worth savoring. The fun of an interesting character adventuring in an exotic, magical world is what I remember, more than the stats and math.
dirtypool wrote: Members of the design team have asked that we not use the word "fluff" on these forums when describing their product as some of the designers feel it is a term that is wholly dismissive of their work. Interesting. It seems a catchall for personality, appearance, and all the non-number related stuff that makes a character more than just numbers on a sheet.
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