Camper

Dro'gan 'Manyfaces''s page

785 posts. Alias of Jeremy Clements.


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Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Just an FYI: If anyone is interested in playing a Pathfinder 1ed version of the original Dragonlance series, applications end soon:

Dragonlance series .

I submitted a Minotaur monk that turned out better than I anticipated!


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

I was too busy this weekend to post an ad. Im guessing so was Amandine.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

I don't have time to do it right now, but maybe this weekend? Maybe...


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Works for me. I don't have a lot of time to post these days, but I don't mind trying out a new GM if everybody can agree.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

I can understand. Life is more important.

Dang. I was hoping to see this one go awhile. I really liked my character.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

”We will need to burn that lot or similar before we can approach it safely. Lets move on for now.”


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro'gan agrees and begins searching the nearest area nearby.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

I'm good. Are we waiting on the GM?


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Most of my magic and items are useless against the Div other than my Cold Iron Daggers. Downside of Bards is they generally suck vs. Outsiders.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Waving off the sniper's comments Dro'gan scratches his illusory head of long hair.

"I'm not suggesting we retreat, just mouthing off on our new worries as we continue. We have to deal with this now...we cannot wait. But that scroll I used was powerful and the only one I had of that nature. I can't guarantee anything like that again any time soon without some sort preparation in advance. I'm assuming these div are immune to poisons too. Right? Most fiends are resistant. If you have any tricks that will help here today, now is the time to find it and pull it out of your @$$."

He then pulls out and uses his Cure wand on Hasimir.
Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 3) + 3 = 7

"I don't have any ability to make someone invisible. I have natural talents that allow me to blend with shadows easily, so I have never needed such before."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro’gan frowns.

”So it is worse than I thought. Multiple divs here…and we barely survived fighting one of them! Now they probably know we are coming too. More traps? I would say we should just light this place on fire and burn it down around them, except that they appear to be immune to fire. Oh and they can summon allies at moment’s notice, and…fight like demons and devils combined. Did I miss anything?”


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Keeping his spell going, Dro’gan starts scanning the rest of the structure as best he can looking for more signs of minds that are not obvious.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro'gan shakes his head sadly.

"I think the man is telling the truth here. He's sick and there are more of the blue-skinned Divs here holding his father in thrall. This definitely a source of one of the city's problems. We need to find the rest of these creatures and get rid of them...permanently."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Holding up his hands, Dro'gan waves the man back a bit.

"Hold up! Deception and magic are these monster's bag of tricks. Stand where you are and submit to examination first!"

He then casts a detect magic spell and if nothing appears to be off, he will cast another Detect Thoughts spell...

"Maybe one of these others with me can scan for poisons and diseases...and curses?"

Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge(Arcana)-For Detect Magic: 1d20 + 8 ⇒ (9) + 8 = 17

Detect Thoughts (Will DC 16):

School divination [mind-affecting]; Level bard 2; Casting Time 1 standard action; Components V, S, F/DF (a copper piece);Range 60 ft.;
Area cone-shaped emanation; Duration concentration, up to 1 min./level (D); Saving Throw Will negates (see text); Spell Resistance no;
DESCRIPTION:You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
*1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
*2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
*3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro'gan smirks as he finishes looking for traps...

"Gotta' thing for horns, huh Hasmir? Its OK. I've seen it all. Pretty face, pretty horns, oozing sores...every guy's dream girl."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro'gan shrugs and waves the trap thing away.

"No idea. The scroll was pretty vague. Such magics are limited usually to attacking my enemies once the spell is cast."

After only a minute or so, both the Monkeys disappear and the Trap-Thing slows down to a screeching stop finally.

"Fun spell though. I will see if I can learn that one eventually..."

Dro'gan searches out the noise and checks the entrance doors to I4 on the map.

Perception(Traps?): 1d20 + 10 ⇒ (15) + 10 = 25


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Smiling at the Div's situation suddenly getting much worse, Dro'gan shouts to the others.

"Stay back! Let the...animated trap-monster...rip the Div to shreds! Shoot the monster from range!"

Dignity's Barb(+2 Seeking Darkwood Light Crossbow): 1d20 + 10 ⇒ (2) + 10 = 12
Piercing Damage(Magic)+Arcane Strike: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

OK, things are starting to sort-a move our way now?


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Tomorrow! Too late for a post tonight…


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Mad Monkeys is not dismiss-able. It has like 4 rounds left or so.

Taking the moment of respite Lady Amandine gives him, Dro'gan backs up a bit and reaches into his magical pack again. This time he whips out an old scroll and starts reading quickly, the words in old Draconic leaping from his lips as fast as he can read it...focusing on the Craptastic Pile of Trap!

Caster Level Check (DC 17): 1d20 + 7 ⇒ (16) + 7 = 23
If successful, the spell duration is 16 rounds!

Casting a Higher level spell scroll!:

If the scroll reader meets all three requirements (I do) but thier own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell’s casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.

The pile of junk and bloody blades begins to move towards the Div!


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Are all the smaller monsters gone now?


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

I think I can dismiss the spell if needed, but let’s get rid of the smaller monsters first, if we haven’t already.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

You have to make that decision for yourself. As a wizard you want to avoid melee of course, but you know you can't always do so.

I have something I can try on the big bad girl, GM and I have already discussed it, but I can't attempt it until I can get these little flying monsters off of me.

So target the little monsters first if you can. We can worry about the charm once that happens.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

A simple Protection from Evil spell would give Hasimir a new save immediately...and he's got pretty good saves normally.

"...the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect."

I even have a wand of Protection from Evil, but do we even know he's charmed? I tried to identify the magic she used on him, but failed. It seems obvious to US, but to our characters? Even Hasimir doesn't know he's charmed as I understand things since he failed his check.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Swift Hands: 5 Rounds left!
Cold Iron Dagger(Melee): 1d20 + 7 ⇒ (5) + 7 = 12
Damage+Arcane Strike(Cold Iron/Magic): 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5

+ Swift Hands bonus attack!
Cold Iron Dagger(Melee): 1d20 + 7 ⇒ (6) + 7 = 13
Damage+Arcane Strike(Cold Iron/Magic): 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

”A little help??!”


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Mad Monkey's Round 2!

Special Attacks distraction (DC 14)
Swarm Damage!: 2d6 ⇒ (1, 1) = 2
Steal Item? CMB: 1d20 + 10 ⇒ (2) + 10 = 12

Waste of a spell I guess.

Dro'gan quickly draws one of his many cold iron daggers and strikes at the monsters biting at him!

Swift Hands: 6 Rounds left!
Cold Iron Dagger(Melee): 1d20 + 7 ⇒ (1) + 7 = 8
Damage+Arcane Strike(Cold Iron/Magic): 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6

+ Swift Hands bonus attack!
Cold Iron Dagger(Melee): 1d20 + 7 ⇒ (5) + 7 = 12
Damage+Arcane Strike(Cold Iron/Magic) + Trait Bonus: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

So we're all going to die. Good to know! =/


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Fort save vs. Poison w/PfE DC13: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

Spellcraft (Identify if Charm magic is being used against Hasimir?): 1d20 + 5 ⇒ (5) + 5 = 10


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands
Dro'gan 'Manyfaces' wrote:
Mad Monkeys!

If possible, at the end of my action I would also like to perform a Swift Action to activate my Busker Stunt: Swift Hands ability.

Busker Stunts (Su) - 7 Rounds:
A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.
*Quick Hands (Su): At 1st level as a swift action, a busker can call on his stunts to gain a +1 competence bonus on Acrobatics checks, a +1 dodge bonus to AC and on Reflex saves, and a +1 bonus on attack rolls as if from haste. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. At 5th level, while maintaining this stunt the busker also gains an extra attack at his highest base attack bonus as if from haste.

All told, including my Protection from Evil wand use, I'm now at +4AC, +2 all saves vs. Evil (+4 on Reflex), +2 Acrobatics, +2 to Hit, with an Extra attack as per the Haste spell...plus any other bonuses Protection from Evil give me.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Just a reminder for future encounters:

Overcoming DR

DR Type / Weapon Enhancement Bonus Equivalent
Cold iron - silver/ +3
Adamantine/ +4
Alignment-based/ +5

This doesn't matter now since none of us have a +3 weapon, but in the future...


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

From d20PFSRD:

"Lesser and Greater Metamagic rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Noticing the group was now basically surrounded, Dro'gan moves to the middle of the room, and conjures some aid as well...right on top of the horned woman!

Mad Monkeys!:

School conjuration (summoning)
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect: swarm of monkeys
Duration 1 round/level
Saving Throw none; Spell Resistance no
DESCRIPTION:You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.

Monkey Swarm!! (AC15/HP22) 1/2 damage from weapons +swarm traits, space is 10ftx10ft. Distraction DC14:

Primate, Monkey Swarm
Screeches and bestial calls precede this pack of monkeys, each primate propelling itself forward on calloused knuckles.

CR 2
N Tiny animal (swarm)
Init +7; Senses low-light vision; Perception +5

DEFENSE:
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +8, Will +2
Defensive Abilities half damage from weapons, swarm traits

OFFENSE:
Speed 30 ft., climb 20 ft.
Melee swarm (2d6 damage plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)

STATISTICS:
Str 7, Dex 16, Con 17, Int 2, Wis 12, Cha 11
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +11, Climb +10, Perception +5; Racial Modifiers +4 Acrobatics
SQ coordinated swarm

SPECIAL ABILITIES
Coordinated Swarm (Ex):A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.

Swarm Damage!: 2d6 ⇒ (5, 4) = 9
Steal Item? CMB: 1d20 + 10 ⇒ (3) + 10 = 13


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Init: 1d20 + 4 ⇒ (3) + 4 = 7

Dro’gan curses silently to himself as the monstrous woman reveals herself.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

It’s not a problem. It’s just a game. Dro’gan as a character just hates not having a plan in advance, and dislikes when people completely ignore his advice or what he thinks is obvious. You do your character however you want. As long as I get to play, I’m just trying to have fun with it all.
=)


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro'gan grimaces. Since no one listened to his advice...again...Dro'gan finds a shadow nearby to duck into.

I warned them that silencing the beast might draw attention and reveal the group's location... But when everyone carries a hammer, everything else looks like a nail. Heck the Ram could be another monster in disguise even!

Stealth: 1d20 + 13 ⇒ (6) + 13 = 19

He then taps himself with his newly purchased Wand of Protection from Evil.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Not hiding his disgust, Dro'gan moves into the room but not close enough to activate the trap/pile of junk.

He whispers quietly to the others...

"The monster's mind relayed some facts before it expired. Keep an eye out for a blue-skinned fiendish woman or tiefling with diseased-looking skin and horns. She has been 'feeding' the thing and may be its master, or just some sort of caretaker. Should we help the animal? Its giving us some cover noise at minimum right now and could be a problem if it starts moving around more quickly trying to escape. I can heal it later, once we clear this place and everything is safe."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Whipping out the group healing stick, Dro'gan taps the human with it.

Wand of Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 7) + 3 = 11

He then reloads Dignity's Barb and looks through the room's exit.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro’gan sighs at the creature’s death and uses a cantrip to quickly clean himself and the others from the creature’s death throes.

”Well thats that…”


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Did I get anything from my Detect Thoughts spell from the e creature before it was killed?


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Dro’gan shakes his head sadly.

”Politics in this city are complicated. We arrived already behind the times and we are desperately trying to catch up and answer a lot of questions. This…thing…might have some of these answers. Hells…Proof of its presence here could be used as evidence possibly. If its extraplanar in origin if we kill it, it will merely dissolve into goo. Usually. We need it alive and answering questions. For now.”


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Waving away the ectoplasmic mist as it disintegrates back into the Aether naturally, Dro'gan frowns.

"We have capatured it, but unless we find a way to bind it...? It will eventually wake up and escape, and it will be even more angry than before. Suggestions? One of us could run back to the market and purchase some heavy chains and a lock or manacles of some sort? Heavy strong-animal style manacles I would assume. Hold a moment..."

I did say I cast detect thoughts just before the monster attacked. I didn't cancel the spell and it does last up to a minute as long as I maintained concentration. Nothing hit me or affected me so I should still have the spell up I think. Could I now try and read its unconscious mind? Then scan the nearby areas we can't see for intelligence?


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Deciding that incapacitation might be a better choice here, Dro'gan decides to move in that direction and uses one of his more esoteric abilities...pulling pure ectoplasm from the Astral Plane and launching it at the monster!

Entangling Ectoplasm Spell-Like RTA: 1d20 + 7 ⇒ (14) + 7 = 21
Hit= DC 15 Reflex save (See spoiler for all details!)
Entangle Duration: 1d3 ⇒ 2

Entangling Ectoplasm!:

At 1st level, you can create a ball of ectoplasm and hurl it at targets within 30 feet. This ectoplasm acts as a tanglefoot bag that can also entangle incorporeal creatures.The ectoplasm dissipates within 1d3 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Will: 1d20 + 7 ⇒ (20) + 7 = 27

Know: Planes: 1d20 + 4 ⇒ (10) + 4 = 14

Snarling back, Dro’gan states the obvious…

”Kill it!”

He then moves to get a clear shot.

Dignity's Barb(+2 Seeking Darkwood Light Crossbow): 1d20 + 10 ⇒ (13) + 10 = 23
Piercing Damage(Magic)+Arcane Strike: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Putting the statue down safely, and Grimacing at the circumstances, Dro’gan immediately casts ‘Detect Thoughts’ and scans the area.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Moving in to the area softly, Dro'gan looks around carefully for clues to what is feeding here.

Skill Flurry!
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge(Nature) - Identify Animal?: 1d20 + 4 ⇒ (1) + 4 = 5

If nothing comes of these...

If the statue is small and light enough to grab using Mage Hand, Dro'gan will pull it into his free hand to look at it more closely once the group enters.

Appraise: 1d20 + 5 ⇒ (7) + 5 = 12
Spellcraft(Identify Magic Object?): 1d20 + 5 ⇒ (3) + 5 = 8

"Interesting...nest? I wonder what is living here."


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands
Naliah Lotheed wrote:

As Hasimir noted, we three newcomers came in at full WBL, so the two of you should lay claim to any undistributed loot you might want without worrying about us.

This said, if there's stuff (1) you two absolutely don't want and (2) would be useful to one of us--and thus, the party--it doesn't make sense to get rid of it. In other words, I don't we should let politeness conflict with making use of things that ultimately may help us all--as long as we're clear that Dro'gan and Amandine get dibs on their own stuff first. :)

The crossbow could be of interest to me, though annoyingly, you have to assign Rapid Reload to a specific type of weapon, and I've taken it for hand crossbow, not light crossbow (Naliah was originally built around concealed weaponry). But perhaps there's a way to either pay someone to rebuild it as a hand crossbow, or maybe the GM will let me retrain my Rapid Reload feat to apply to light crossbows instead eventually.

Yes to all of it.

Technically we haven't been in a combat yet and you could go ahead and change your Rapid Reload now with GM permission.

Should we go ahead and switch around the Relics? Get it over with before we enter the Slaughter House?

I will go ahead and take the Amulet of Natural Armor as well.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands
Dro'gan 'Manyfaces' wrote:
NOTE: There is a hidden magic item on the list: There is one listed as 'Black Marble Bust' in Book 2, but the further description includes a Amulet of Natural Armor +2, so someone should claim that ASAP. I could use the AC bump for sure, but I'm already feel like I'm grabbing too much stuff.

If no one else is going to take this I'm going to do so...I need an AC bump.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Truth be told, I would love the mask instead (even with it unlocked!).

Especially since we actually have a crossbow sniper here in the group that might WANT Dignity's Barb eventually...


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

This is what I found so far...

Dignity's Barb, 3 triumphs:
It is a +1 seeking darkwood light crossbow that reduces the miss chance for concealment by 10%. Once per day, when the wielder threatens a critical hit, you can roll twice to confirm the crit and take the better result.
*Updated: Third Triumph: Dignity’s Barb is (now) a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though he can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity’s Barb at the projectile as an immediate action. He rolls a ranged attack, and if the result exceeds the attacker’s roll, that attack is negated. This ability can be used only if Dignity’s Barb is loaded or if the wielder can use Rapid Reload or a similar ability.

Envoy Ring, 2 triumphs:
Provides a +3 competence bonus on Diplomacy, Linguistics, and Perform. Once per day, can speak a command word to transform your appearance and clothing (as per Disguise Self), with your clothing matching the nobility or ruling class of the local dominant culture; when you activate this ability, you can read, write, and speak the most common language in the area that you don't already know; this ability lasts up to 24 hours or until dismissed. You can also use the ring to cast Charm Person (current DC 17) and Comprehend Languages once per day each.

(Third Triumph?)

Koriana's Blade, 2 triumphs:
It is a +2 defending longsword. Once per day, as an immediate action, you can use the sword to absorb and negate all shots targeting you from a magic missile spell. When the wielder transfers at least 1 point of the weapon's enhancement bonus to their AC, they can also choose one other creature within 10 feet to gain a +1 bonus to their AC.

With each triumph, one of the gemstones on the sword’s pommel (determined randomly) repairs itself. Once repaired, a gem can be activated as an immediate action once per day to make the sword’s wielder immune to a single effect of a particular type, as described below, just before she would be affected by it. She must choose to activate the gem before attempting any save or other defense against the effect. The black gem protects against negative energy, the red gem protects against fire effects,the pink gem protects against mind-affecting effects, and the green gem protects against poison effects.

Gemstone Restored: 1d4 ⇒ 4 = Green gem

So once per day, you can activate the green gem to be immune to a single poison type effect.

Incidentally, the magic missile protection effect is tied to the white gem in the pommel, which was the only one of the five gems that began unbroken.

*Update NOTE: Koriana's Blade, Black, Red, Pink: 1d3 ⇒ 1

So, +3 Defending Longsword, and the black gem(negative energy) is operational now.

Subtle Mask, dormant:
Fashioned to surround the wearer’s eyes and cover the forehead and cheekbones, this mask is made of porcelain inset with blue and green gems and decorated with golden filigree. When donned, the mask seems to disappear, leaving its golden patterns as tattoos on the wearer’s face and coloring one of the wearer’s eyes green and the other blue. The wearer can remove the mask normally, causing it to appear as a porcelain mask once again.

The wearer gains a +2 competence bonus on Sense Motive checks and can use comprehend languages once per day.

(Did this unlock yet? I would think it had...)

NOTES on Relics!
**As he/she adventures, the wielder of a relic might achieve great deeds, called triumphs, tied to the item’s associated cause, which she can apply to the relic to increase its power. Each volume of the War for the Crown Adventure Path indicates which deeds qualify as a triumph for the relics of old Taldor. Each PC involved in achieving a triumph can apply that triumph to up to one of her carried relics, unlocking the next set of abilities for that item.

An individual relic can attain only the triumphs for which it is present, so if the PCs achieved two triumphs before finding Koriana’s Blade, the sword wouldn’t gain the benefits listed under First Triumph until the PCs’ third triumph. To be present for a triumph, a relic needs to be worn, held, or carried (as opposed to being stored in a bag of holding, for instance), and the PC carrying it must have been involved in the triumph in some way. Some triumphs improve on existing abilities, such as granting more uses of an ability per day or increasing a relic’s enhancement bonus from +1 to +2. All other triumph abilities are cumulative with the item’s base abilities and with each other. For example, a relic that has attained two triumphs grants both its first-triumph and second-triumph abilities along with its base abilities.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

While the others are opening and exploring the entrance he found, Dro'gan activates his innate ability to cloak himself in illusions. After a few seconds he looks like an older heavily bearded Taldane man in plain clothes.

Disguise(w/'Disguise Self' Spell bonus): 1d20 + 9 + 10 ⇒ (2) + 9 + 10 = 21

He then loads Dignity's Barb, and stand near Amandine to cover the entrance as Naliah looks inside.


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

He said the window was six inches tall. Unless you are a halfling acrobat…


Male Fetchling (Native Outsider/Human) Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)
Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands
Amandine Santon wrote:

Amandine seems disappointed, or maybe resigned to the filth to come as she looks at the building. She does throw out one last suggestion before they start mucking about in a sewer or walking around on what could be a rotten roof.

"I could probably just pick the lock if it isn't too rusted up. I'd only need some cover to work behind so it's not to obvious for a minute."

GM said all the doors were barred from the inside too. Picking the lock won't matter unless we want to batter the doors down somehow or similar. You said you have a potion of Gaseous Form right? He said there were smallish windows a lot of places, but who would want to go in alone to unbar the doors?

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