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This game's dead, gentlemen. I am graciously sorry but after so many absenses and college-related AND family related mayhem as of late, I can't in good graces give you a good campaign. I'll jot all of your names down, however, and PM you should the opportunity arise again.

My deepest apologies for the poor performance.

Sincerest apologies, ladies and gentlemen, on the massive delay. My parents recently got a divorce, and it turned into one of those "Pick your side" situations, and my father decided, in his stupidity, to destroy my 3000 dollar computer that I went halfsies on a year or 2 ago, and as a result, I've been with no internet, wifi, or data. I'm also completely broke! But now I'm back in my dorm and way behind on homework, so, I'm not sure what to do. Thoughts?

My god that's awful. Fortunately this village is dead!

Funny enough, in the future, when this game is ran, I plan on having a level 1 party start in this city and actually be *from* here, since that would make more sense. The stuff you're staring at is actually the aftermath of the first "Book" so to speak. A ruined village with no survivors, and a Grudge

Unfortunately none of the villagers are statted, or alive, but thankfully I have stand-ins for that.

Also, deepest apologies for the delay! We're back to our regularly scheduled AP now :D

As you look into the Village, and, begin traversing it's streets, you come to realize that it is completely and utterly vacant. The village is cold, unsurprisingly, and the windows blackened and broken. Bodies litter the place, long dead, seemingly. Many seem to have been reanimated and left there. In some places, the corpses heap into hills taller than 8 feet and, if it were actually warm, you could perhaps be defeated by what you imagine they would smell like. Completely in disarray, it seems the place has already had it's fill of necromantic subterfuge.. and yet... something catches the collective eye of the party.

On the hill, with just one torch lit outside, far and away, is a quaint structure. A strange building, in it's own right, that seems relatively undamaged and away from the chaos. It looms, looking out towards the castle in the far distance.

Guys I'm just downright afraid I have to cancel this. I can't muster up anything for it, and school is basically kicking my ass. I do sincerely apologize. I'll PM you when the summer starts though! We can try again, I guess.

I'll be looking forward to it, and, once again, I sincerely apologize. It was foolish of me to begin this game with very little material...

The treck through the giant icy fjord is brutally cold, but is mitigated in the fact that most people handle it surprisingly well. The chill is painful to most, but, thanks to the relative warmth of the stone that beads brought, it doesn't seem to do much in the way of actual harm. Thomas and the bald man, who eventually reveals his name to be Dunbar tag along as much as possible. The group comes, thanks to Doppel, to a massive ice spire that rises from the ground.

The group eventually comes to an opening, where their feet actually touch dirt. It seems the frozen sea finally gave way to land, and now, only a couple of hundred yards in the distance, is the village before the castle, bendt, lightless and quiet as death.

Vital strike does indeed sound scary, but the "Strong Jaws" ability that allows Furious Focus makes up for that. Theoretically the +2 from being invisible and having surprise rounds make up for the lack of bonus, but I like to keep things simple, number wise. Then again, with FF, the to-hit is even higher and the damage even more consistent, so Vital strike might just be the better idea, since it has only 1 attack... that might actually be for the better.

Would you happen to tell me which Archetypes those are? Derailing the thread a little, but I want to make sure my players aren't allowed that trait. I actually enjoy seeing the rogue being played, and, well... I mean it's one of my first classes I did well in, if only because I didn't make the beginner mistake of going two weapon fighting with them.

Generally speaking I liked playing the rogue because, whether I was amazing in combat or not, I still had the added benefit of being the guy who could detect and disable magical traps and normal one's alike, yeah?

If there're other classes that can just take an archetype to fill the roll (And be better in every way) that's fine, but the trait just seems... a bit much.

You know. Just a question, but, err. Isn't the Rogue the only class that can disable magical traps?

Also, I'll admit that I don't play the most optimized game in existence, but my combats aren't the easiest things in the world, and one of my players is a dedicated Oracle Healer who's optimized for it in just about every way he's managed to figure out (Which is minor), but, he's managed to atleast get 2 free empowered heal spells.

When he realized he wasn't doing anything but healing, however, he started to take every Summon Monster __ spell he could get his hands on, as well as that one chain of perdition spell. That said, he orders that, and heals whoever likely needs it.

Though with all due respect, I expect a party death soon, but, all the same, he has breath of life and raise dead. I kind of enjoy his character, but, at the same time I'm getting ready to hit them with things that do no less than 60 damage a round, and he can't outheal that. That said his party members are starting to get good in the DPS department as well...

Regardless, him aside, Why is the fact that Rogues are the only one's that can disarm magical traps ever brought up, or do we just assume that wizards just automatically dispel them with their caster level checks?

Dimitri the cape is tattered, but it's not damaged beyond effectiveness. It was mostly just slightly addled by the sudden shift into a necromantic creature and seems soiled and rather stinky as a result. Beyond that, it's still a functional cloak of sorts.

The party ventures onward, coming to the side of the boat and jumping down into the hard-as-steel ice flows below by using the ladder, looking back at the looming figure. The bald man smirks beneath his clothes; "Damned fool of a belmont's already ran off... Can't even see him in this godforsaken blizzard!" he exclaims as the wind picks up.

Oooooooooh. That map. Apologies, fixing that immediately.

Walking into the room, Thomas, and the other man both walk in against the winds of the cold in a slight hurry. "Seems you guys finished off the captain then..." he says as he looks down at the body and people look around at the items present. "That ring isn't gonna do us a lot of good, either, if we don't get onto the ice flows and make for the castle." he says quite keenly. Thomas stands around gruffly, obviously trying to shake off the cold.

On the top of the deck, Doppel manages to find a ivory parchment that seems strangely resistant to the cold, thanks to not being paper.

Apart from a careful route towards the castle that involved the weakest part of the ice flows, the route is practically straight for being on foot. One particular landmark is a rather large spire that the ship would normally avoid made of ice that he made specific notes to avoid.

Wait, Doppel, you've never seen the map? Jesus, sorry man. I thought it was obvious. Scroll up to the top of this page, look to the left and look for "The Ship" in blue. Tell me if you find it, I'm really, really sorry.

The main purpose for the blink spell is to make it to where the spider can quickly dogpile a single enemy with ethereal plane shifted friends. It's actually very unbeneficial against these particular enemies because. If these creatures were meant to attack alone, I would put the poison back, but the sheer damage from them dedicating attacks to a single enemy (4d6+32 a round against level appropriates is scary) and more than enough in my eyes. However, in the future, if these things get killed too easily by players, I'll likely give them the poison back.

What I'm going for is a "Relentless" form of the phase spider that isn't a hit and run type. I want this variant to be a merciless, unforeseeable force.

Phase Ungoliant CR 7 (Revision 2.0)
XP 3,200
Phase ungoliant
NE Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 73 (8d10+32)
Fort +10, Ref +9, Will +4
Speed 30 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite +12 (2d6+16) (Furious Focus) +12 (2d6+7) on AoO's
Space 10 ft.; Reach 5 ft.
Str 20, Dex 17, Con 18, Int 7, Wis 13, Cha 10
Base Atk +8; CMB +14; CMD 27 (35 vs. trip)
Feats Ability Focus (generic ability), Furious Focus[APG], Improved Initiative, Power Attack
Skills Climb +13, Fly +2, Perception +9, Stealth +3
SQ blinking poison, ethereal ambush, ethereal jaunt
Special Abilities
Blinking Poison (DC 20) (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 8 rounds; effect; poisoned player is under effects of blink spell; cure 2 consecutive saves. The save DC is Constitution-based.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Strong Jaws (Ex) For the purposes of Furious Focus, a Phase Ungoliant's Jaws function as a two-handed weapon.
Blink Clarity (Su) Phase Ungoliants are used to harming creatures that blink between planes, and suffer only a 20% miss chance against blinking targets.
Flight (30 feet, Poor) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

wraithstrike wrote:

There are problems with how the blink spell works since it mistakenly says ethereal creatures are incorporeal which is not true.

The will save is also wrong. It should be a +4

What is this:
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Is that what the player gets if he fails the save?

That was Herolab's way of saying that the creature has Climbing 20 and Darkvision 60. The player doesn't get that, rather, they get the blink poison.

wraithstrike wrote:
The phase spider moves at 40, so this one should also.

A Phase Ungoliant is a lot less agile than a normal phase spider, and suffers the movement speed reduction as a result.

wraithstrike wrote:
If you are going to give it skill focus stealth you should rearrange the skill points its stealth score is higher. Right now it is a wasted feat.

I agree with Skill Focus Stealth not being as handy, or useful, as I'd expected. As a result it's been replaced with Furious Focus, to use with it's bite attack for a total of +16 damage, which falls into proper damage for a Cr 7

wraithstrike wrote:

As it stand this creature actually seems less dangerous than a phase spider. The con damaging poison is actually something that is scary.

Your spider also does not do any more damage than a phase spider.

Maybe bump its strength up since it only gets one attack.

No need for that with the replacement of Skill Focus with Furious Focus

wraithstrike wrote:
Go back to the con poison. A 20 percent miss chance is not likely going to help much.

Whether the creature is actually incorporeal or not, it still visibly takes on ghost like properties and *is* on the ethereal plane for the duration of the spell, blinking in and out. This means that the Ethereal jaunted spider is completely capable of biting it while it's in that state of blinking.

wraithstrike wrote:
Many parties will figure out that they can ready actions to take care of the Ethereal Ambush, if the GM uses hit and run tactics.

Ready actions work, unless that person has been afflicted with the blink poison, which activates immediately, at which point the still-ethereal spiders can dog-pile them without shifting onto the material plane, which is the main fear of fighting them.

wraithstrike wrote:
I would give the monster an ability that allowed it to phase out as an immediate action to avoid the readied actions, but I would limit it. Maybe it becomes available again every 1d4 rounds. Doing it every round would be too annoying most likely.

That's the original phase spider in an absolute nutshell, though. The one saving grace of these creatures is that, on surprise round, they full attack. Then if they win initiative again, they phase back and move away. In the Ungoliant's case, they phase out and hit them with a standard attack, and chase the person who's been blinked until it dies while remaining invisible.

However I appreciate the help and the change!

Leng spiders are horrifying, but I find this thing to be different from them, as well as a comfortable middle between the 2 :D

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A Phase Ungoliant is a brutal, less subtle killer and cousin of the well-known Phase Spider. Where the Phase Spider prefers to bite a foe and then return to it's plane to watch the poison claim a life, the Phase Ungoliant is content with enjoying the company of others of it's kind, gathering around unsuspecting victims, and ferociously biting at it, inflicting their strange poison and ripping it to shreds as onlookers watch in horror as he disappears and reappears with more and more injuries.

They are also capable of rather poor, droning flight, which, for some reason, is audible on the Material plane.

Phase Ungoliant CR 7
XP 3,200
Phase ungoliant
Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 73 (8d10+32)
Fort +10, Ref +9, Will +3
Speed 30 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite +12 (2d6+7)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 17, Con 18, Int 7, Wis 13, Cha 10
Base Atk +8; CMB +14; CMD 27 (35 vs. trip)
Feats Ability Focus (generic ability), Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Climb +18, Fly +2, Perception +6, Stealth +7
SQ blinking poison, ethereal ambush, ethereal jaunt
Special Abilities
Bite—injury; save Fort DC 20; frequency 1/round for 8 rounds; effect; poisoned player is under effects of blink spell; cure 2 consecutive saves. The save DC is Constitution-based.

A Phase Ungoliant is fully capable of striking any creature that warps to and fro from the ethereal plane in a quick shimmer. Their poison destabilizes their matter and sends them frequently between their, and the material planes of existence. As a Phase Ungoliant is often Ethereal, this means that it can attack said blinking creature while it warps, but the creature has 20% concealment towards it.

Another issue of this spell is the difficulty of both escaping, and saving said person. The poison, however, is supernatural, and the blink cannot be dispelled via Dispel magic. Any spell that might heal the poison, however, takes into account the dispel concealment, as below in the spoiler.


School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Ethereal Clarity (Ex) Phase Ungoliants are used to harming creatures that blink between planes, and suffer only a 20% miss chance against blinking targets.

Ethereal Ambush (Ex) A Phase Ungoliant that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.

Ethereal Jaunt (Su) A Phase Ungoliant can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Flight (30 feet, Poor) You can fly!

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

What do you guys think of this thing? Is it an improvement over our beloved annoying spider, or does the blink make it much easier to kill?

A ring of Protection+1

Sorry for the delay, Midterms kind of slapped me in the face.

While it isn't much, the captain of the ship had a Cloak of some sort, and while it looks like it could be magical, is in tatters. Just as well, a soiled ring with strange runes upon it lays around on a severed finger.

Atop the upper loft, there's little more than a broken steering wheel. It seems before the man had jumped down he made it a point to sabotage the instruments of the ship, so, in a manner of speaking, you're trapped her from what it seems. It seems fixable, but, as it is the ship isn't going any deeper into the mainland.

I mean, it would be live, yes, but I have a strict 'No talking" rule.

It's basically accelerated Pbp Posting, to me, where we just get what we'd normally get done in a month in a matter of hours on the occasional off day.

It's not really a "Live" game so to speak, since voice and video would be completely off, yeah?

Okay, so, the map is finished, but I have a very specific set of questions I want to ask everyone before we continue. First, is how does this group feel about Roll20?

I ask because I've lately had Amazing luck with it, and It is without a doubt faster than this setup. Both because my posting rate is laughable due to a mixture of negligence and homework that I blatantly apologize for sincerely.

I know Lein is a busy, busy person, I believe. And I'm not sure about the rest of you, so, allow me to ask. Do you feel as though you could make it to a once-weekly 3 hour campaign that we schedule Every Monday for a point in the week according to everyone's schedule?

Or would you rather I just simply increase my posting rate. I mean, obviously that's what you guys want, but I'm really curious about Roll 20 in regards to you guys.


The Captain falls to the ground in a slump, with the red glow of hatred fading from his eyes as he dies once again. With him dead, the room seems... vacant somehow. Opposite the room are a set of stairs you're fairly sure lead up to the section above; where the man jumped down from.

Combat Over

I've been timing it by the Wight, and this is round 3, I believe, as he's only attacked Doppel twice. Regardless, I'm fairly certain he's dead this turn. That said, Doppel missed, and that means that Astrid and Dimitri have a chance to shine, yeah?

Bolded people may go, unbolded may not.

Sorry for the delay! I've been sort of stuck with midterms, and we'll be back on track in just a bit. Stay tuned~

Building an enormous map at the moment, sorry. Should be good by tomorrow, yeah? Fortunately at this point the party technically gets back together.

Only wait till your turn in init comes up. There's only 1 monster so... you could go now, but only if you think your action will actually happen/doesn't outright kill it.

Looking around the present room doesn't reveal much of anything, but as Aviz checks the situation above through the trapdoor, a rather decent number of goblins have collected around the sudden wildfire to the opposite of the area, and he can't even make out the present fire. There's roughly 16 goblins that have collected around the flame, each of which have the dark-ash on their bodies, but none seem to have the stripes on their bodies that seem to signify significant members.

Just chiming in here when everyone else is interested in the situation, but, I don't really think the original action was all that evil. If you're a nature loving cleric of a god that loves nature, and you see someone who happens to be a dick, beating said nature, and then you kill said dick when he decides he doesn't give a damn what you think, then... well... I wouldn't really call it good, but I wouldn't really call it evil either. That seems like it was a neutral act if anything.

Captain Frost Wight: 23/90

Taking the blow remarkably well, the captain, so to speak, raises up one of his large claws and brings them down rather painfully upon Doppel.

Slam Attack: 1d20 + 11 ⇒ (14) + 11 = 25 +2 Favored Enemy, -2 Power Attack
Damage: 1d4 + 14 + 1d6 ⇒ (4) + 14 + (5) = 23

The attack is frustratingly painful, and the cold that takes you is rather painful as well, but the true damage came from the sheer force of the blow. Catching you firmly in your left side, your armor does little in the way of stopping the sudden bludgeoning force of the attack.

Will Save: 1d20 + 7 ⇒ (16) + 7 = 23 Made it.
Captain Frost Wight currently taking -2 to Attack rolls
Everyone may now go, but do please try to keep it in order.

Well the concern is more progression speed than equipment. If I assume you all still have exactly 10,800 gold I can go from there, but that makes me automatically assume that you never sell anything of that. I mean you guys won't be getting any particular loot until you get to the castle anyway, I believe, but I still need to put something in here to get the gold train trickling, as there ARE five of you.

As Doppel slowly enters the room and looks about, the room is accosted by a supernatural chill, and is somehow far colder than it is outside. His breath frosts on the inside of his mask, and you can feel your skin gasp for you to leave, but, as you do this, the sound of the "captain" becomes apparent.

While it isn't fast enough to get the drop on you, from a small alcove above, the old "Captain" jumps from his level, looking at you, wielding nothing but long, icy claws and an intense red glare. It takes you little time to realize this is a far stronger version of the previous undead that put up no fight.

With a soft, sickly, almost raspy voice it says to you; "Let the cold take you... the bitterness of Dracula is warm, when you are dead!"


Dimitri: 1d20 + 5 ⇒ (4) + 5 = 9
Damon: 1d20 + 4 ⇒ (12) + 4 = 16
Astrid: 1d20 + 4 ⇒ (2) + 4 = 6
Beads: 1d20 + 2 ⇒ (17) + 2 = 19
Doppel: 1d20 + 1 ⇒ (20) + 1 = 21
Advanced Frost Wight: 1d20 + 7 ⇒ (14) + 7 = 21


Okay! Sorry for the delay everyone, I've been painstakingly making future maps for the lot of you, and I kind of have a very important question for everyone that is really important.

So, I love play by post, but I'm absolutely terrible when it comes to tracking equipment, which is a shame on account of the fact that I have no idea how to make your characters in hero lab.

That said, how do you all feel about rolld20? I was wondering that, maybe we could designate a single day in the week (Maybe 2) and have our game start then and last for a still-undetermined amount of time, and everything that happened could be put together with forum posts (Or jus tremembering it)

Until then, Back to PbP we go!

I'm actually just waiting to see what Rova does, on account of Monkey Wrench status.

Oddly enough, there are no bodies whatsoever on the ship aside from the dead ones that the wight's recently killed. Strangely enough, however, even though the bodies were slain by wights, the crew doesn't seem to feel the need to stand up attack you, and lay there, promptly dead.

Also, Damon, the guy who ordered you around earlier was the guy who came down and needed healing. Not the captain.

Doppel or DC 20:
You can hear the feint sound of what can only be described as "Rummaging" coming from well beyond the snow storm, and even then, only for the moment that it seems to calm down. But you know you heard Something within the main part of the ship.

As the group discusses what the creatures are, the Belmont wastes little time, and lowers himself off the side of the boat, and begins his treck towards the castle across the ice alone. The Drunkard, hangs over the railing and turns around after the fight's taken place and joins the rest of the group. "Blasted fool just left on his own... Good chance we'll be fighting his corpse on the way there." he grumbles. "As for the wights, or whatever they are, all the more reason to not get slain early." he says as he adjusts one of the furs on his left shoulder.

"Poor timing for it, but my name is Thomas. Thomas Vandam. I'm a knight from the south, and... you know why I'm here. If that captain's dead, he likely changed into one of these, eh?" he asks as he grips his pike rather tightly.

Doppel finishes the last of the wights, albeit out of initiative. The pain in Dimitri's hands seems mostly from his own punches driving so deep, rather than the cold of the weather. The combination of the heat rock and endure elements is enough to stave off the cold as long as you near it occasionally to regain temperature.

As the final Wight falls to pieces among the front of the ship, the hazy blizzard subsides for just a moment, revealing the castle, looming in the far, far distance. Miles, to say the least, but you can't seem to get a bead on the exact distance.

As this revelation takes place, and the castle reveals itself, it just as quickly hides back within the blizzard. A moment after, the man that had passed out downstairs walks up and says; "We need to check on the captain... I fear for him. I don't even know where these things came from." he says in a somber tone.

Cold Thing Black
Cold Thing Red
Cold Thing Blue

Cold Thing (Black): 9/42
Cold Thing (Red): 7/42
Cold Thing (Blue): 42/42

Cold Damage to Dimitri: 1d6 ⇒ 1 Wee bit Nipply
Cold Thing (Black) 5 foot steps away from flanking, and proceeds angrily swing it's scythe, grinning as the cold takes place upon being touched by the foolish monk.
Sickle: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6 6 damage

Cold Thing (Red) stays in place and attacks the lumbering Doppel with it's sickle as well, despite being surrounded.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4 4 damage to Doppel

Cold Thing (Red) makes will save. Will Save: 1d20 + 5 ⇒ (7) + 5 = 12 Failed
Cold Thing (Black) and (Red) are both suffering -2's

Doppel smites the (Blue) undead, dealing 25 damage properly.

Cold Thing (Blue) 27/42
Cold Thing (Red) 7/42
Cold Thing (Black) 9/42

Cold Thing (Black) and (Red) are both destroyed with Damon's sudden flurry.

Cold Thing (Red), (Black) - Dead

Belmont comes up the stairs, but doesn't seem particularly concerned with the situation as much as he is with the cold. Looking around, however, he looks to the remaining undead, but smirks as he knows he will likely not make it over to do anything.

Cold Thing (Blue) attacks with a final lunge at the mountain of a man that just severely damaged it.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Miss

It is literally everyone but Cold Thing Blue's turn.

Lein, just another little bit on your part. You'll be seeing each other rather soon, and the sooner we get this party back together, the sooner things will really kick off... I say months after the game has started.

Leaving an uncomfortable number of goblin corpses behind the lot of you, and heading on farther ahead, the group comes to a number of stairs, and after just a moment of scouting around, come to find a drop-down ladder at the top of the ceiling. A simple mage-hand from Deylar is all it takes to drop it, though the trapdoor above it betrays the sound of chaos above. The chaos to speak of, is uncertain, but mostly consists of goblins freaking out and shouting "Fire" in the distance, surprisingly in common.

Lizzie I'm actually surprised you haven't rolled a knowledge for these things yet, but I did, and the lot of you know that they are "Wights"

Frost Wights in particular.

I mean. My idea of character building usually goes as far as using 2 classes, and if that's what happens, I go for a prestige class. Being a duelist is nice, you know. On the other hand, I just like having a fighter with feint and combat expertise who can deal sneak attack damage with a few rogue levels, but making that into a duelist is the idea, isn't it? Frankly speaking Lars isn't going to do any of that, and is most likely going to stay straight fighter if he can help it.

Rise of the runelords is easily the singularly most popular AP on these boards. It's rich and buttery in story and downtime which means almost anything you want to do can be done. I'm not sure why more people aren't interested in it, but frankly speaking, I'm not about to encourage them, because that's how badly I want in on this.

It could be the fact you want core only, but I don't know.

With that, I present to you; Lars, the Masked Goblin Watcher.


Lars, the Goblin Watcher
Male human fighter (two-handed fighter) 1 (Pathfinder RPG Advanced Player's Guide 108)
CN Medium humanoid (human)
Init +1; Senses Perception +0
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will -1
Speed 30 ft. (20 ft. in armor)
Melee greatsword +6 (2d6+6/19-20)
Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack, Weapon Focus (greatsword)
Traits dangerously curious, goblin watcher
Skills Acrobatics -3 (-7 to jump), Appraise +4, Climb +4, Craft (blacksmith) +8, Handle Animal +4, Knowledge (engineering) +6, Perception +0, Use Magic Device +5
Languages Common, Goblin, Literacy
Other Gear scale mail, greatsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork artisan's tools, mess kit, metal mask (worth 5 gp), piton (10), pot, soap, torch (10), trail rations (5), waterskin, 5 gp
Special Abilities
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Character Concept:
Lars is a run-of-the-mill Two Handed Fighter with a number of quirks outside of doing as much damage in one swing as he possibly can.

Along with being a powerful hitter, his addled mind which he gained from watching the goblins tinker has spurned a talent in the craft and creation of various things. When he tinkers with his equipment, it's almost trance-like as he makes things with his makeshift, yet masterwork, artisan's tools. Down the road he may become even better at this, to the point where he could possibly create magical items without even being a wizard at all, on accident no less.

In addition to all of this, Lars is known for being a sociopath, and while this is a hindrance at first he slowly acclimates. His eccentricity has caused him to speak goblin better than common, but that could prove rather helpful considering!

Background and History:

Lars is an eccentric enigma in the small area of sandpoint. His history is one of confusion and chance-happenings, and strange occurrences. Wild and somewhat random, yet, if one got to know him, it would actually make a bit of sense.

For starters, Lars can not, at all, remember a time before he was 8 years old. Whether this is from a traumatic experience, apathy, or because he's suppressed any thought before that, no one is sure. With this taken into consideration, let's start with when he was a very young boy, around the age of 12. Mind you, this takes place after he started to wander the city aimlessly out of curiosity.

At the ripe young age of 12, Lars had no parents to speak of, and was an orphan who'd been left among the city's inhabitants. The parents in question didn't have the stability to handle him, and as a result, did little to raise him beyond feeding him and allowing him to wander about. It was, however, in this wandering, that Lars discovered the far and away location of Junker's Edge.

The giant heap of debris in the area fantastically shone at him like some sort of giant, glittery nugget of gold in the young, curious child's eyes. Made even stranger, Lars, who couldn't speak a lick of common at the time due to mental blocks, strangely took well to the language of goblins as he watched them deal with each other among the heaps of debris. In as little as a year, he'd grasped the majority of the goblin language, having full conversations with the unruly creatures from the safety of his high-peak above. They were rude and obnoxious, and absolutely vile in their threats to his well-being. They even occasionally threw something (with increasing frequency) to stave him away from the horde of items as he gained interest in it.

Returning to his home and speaking the new garbled language after just his first visit concerned his nameless parents, and as he increased in the use of it they eventually removed him from their home, leaving the boy to fend for himself, as the family was impovished anyway.

Feeling hurt, and unwanted, Lars did the same thing he'd always done; which was wander the city. This time, however, he took to a different direction. At this point Lars knew full-well that copper was what brought food to the belly, but he had little idea of how anyone actually obtained that. It was on one of his expeditions that he came across the lumber mill, and in his filthy, hungered state, the overseer at the time felt the need to give him a job there.

Lars was a natural when it came to chopping wood, if there can be such a thing. He never complained, and he was paid on a daily basis as he had no money to speak of. His life was simple at that point. He would go to the lumber mill to work for hours, get paid in mediocre amounts of copper, and go use all of said money to feast at one of the local taverns. and then he'd go watch the goblins at Junker's.

The first time that Lars walked into the Rusty Dragon, people gave him strange looked when a filthy child with no attendant merely came in and asked for a meal, mindlessly placing down his money. After repeated pleas for food, and the raucous sound of hunger hitting the ears of everyone within 5 feet, they eventually agreed. This became a daily habit for him.

This sort of thing went on for years, and the strangeness only ripened his mind into more eccentricity. 7 years later, he's 19 years old. Lars has done that sort of thing for every single day of his life, with only a few hits and misses considering that in the middle of all of that, he took up crafting makeshift pieces of equipment from what little gear he could get his hands on. One day, when he'd fashioned a full suit of scale-mail which took him quite some time with only scraps, he proceeded down to junker's edge, picking up what can only be described as a slab of metal, and fleeing from the goblins with it.

The years of working the lumber mill and chopping wood, and studying the goblin's habits, as well as learning what was most valuable in a hoard of metal, had paid off. The following day he took to his own personal smithing area, and while he hadn't learned that a weapon required heat and whatnot to actually make a weapon, Lars fashioned the slab throughout the following weeks into a weapon of solid metal. While it was heavy, he had little trouble wielding it with 2 hands.

After some practice, he finally went down to junker's edge and began to grab at the real, truly valuable trinkets that even the keenest of goblins had missed, and any of them that would have tried to stop him were felled rather swiftly with the 4 foot long make-shift greatsword that he'd created.

After he made off with every valuable little piece of gear he was aware of within the edge, he took to the various shops and sold them for real gold. Some baubles were worth an entire day of work, and worse, some were worth weeks!

Among the rubble, he one day found a ceramic mask that hadn't been damaged. While it was intriguing, and worth a good 5 gold, he didn't sell it, strictly because he enjoyed wearing the strange thing. It also seemed to intimidate the goblins, which he enjoyed. Unfortunately the strange piece of equipment intimidated the people who lived in sandpoint as well, and seeing the strange, rust-covered man returning more and more often with strange, yet valuable objects alienated them for the majority.

Despite his domineering appearance, and his lean muscles that he'd developed, the Eccentricity had eventually alienated him from the average person, and in his gut the masked man could feel a sense of wonder brewing within him. What was beyond sandpoint? What other valuables could he find? What else could he make and craft? Just what on earth was beyond the city of sandpoint. The question would eat at him for quite some time, until the day of the festival...


- Lars truly enjoys the company of others, but knows full well that he makes folks around him uncomfortable. He would like to rectify this, but lacks the charisma to do such a thing. Essentially he'd just like some friends.

-In addition to the above, Lars is intrigued with swordplay and crafting new, strange-looking, but functional weapons. He would like to pursue his talents in his craft and make even more wondrous, strange weapons if he could.

-Lars has lived his entire strange life in Sandpoint, scraping by until recently when he found that adventuring and risking his life earned him far more gold than being a lumberer. His sense of adventure is staggering, and even if he can't find a group, he'd likely risk his life going at it alone.


Standing at 5'11, lars is a reasonably tall human, but not exceptionally tall. His hair is a myriad of strange colors that he seemed interested in some time ago, and while it is mottled and obviously weird, he enjoys the colors, and what little beads he finds within junker's edge. A ceramic mask blocks his face, which, some believe is malformed. Others know this to be completely untrue as he removes it to eat and actually seems quite handsome, although, his issues with speaking properly alienate himself and ultimately hurt his interractions. In addition to all of this, Lars is rarely seen not wearing his metal, rusted scale mail that covers the majority of his torso. Oddly enough it doesn't cover his muscular arms. He wears crude, aged gloves that are worn with use, whether from a previous owner, or himself swinging a greatsword. Regardless, they always seem as if he could use new ones.
His appearance ultimately resembles the picture of my profile, which matches his Alias.


While it's happened recently in his life, Lars did actually take the time to stop at a library and read books. It was the same librarian that taught him how to read and write at a rather late age. Regardless, he discovered a book, containing a deity that went by the name of "Brigh" and was supposedly, of all things, made entirely out of metal. While the religion itself never appealed to him, the idea of accidentally creating something with life absolutely washed over Lars, and only fed his creative nature. At the same time, he does follow her faith and ideals, even if it is unconsciously. He's well-known for dismantling things, as well. It's even got him in trouble a few times.

In Character Post:

Setting: The Rusty Dragon

It was like any other day within the rusty dragon, as Lars sat at the bar corner, a full 4 seats away from everyone else. His mask sat promptly atop his head as he scarfed down the delicious food that had been delivered promptly by Ameiko as soon as he arrived. It had become somewhat of a ritual for him to show up and eat, and he kind of enjoyed that.

Occasionally, in the corner of his eyes he could see people giving him awkward glares, throwing their hands up and obviously whispering to people near them, obviously asking questions. People that came through weren't used to him, and even people that had lived in sandpoint forever still stayed curious about his motives, but, frankly he was just enjoying a meal.

At the same time however, that wasn't what was really causing their confusion, he imagined. To his right, Lars had actually sat down the majority of his tools, which bulged out of the back of his backpack, yet held tightly within through a manner of ropes. Even his poor backpack had been altered... Regardless, he had been tinkering with what appeared to be a dagger with plenty of holes in it. It was akin to a Goblin Slicer of sorts, but for a normal sized person.

"Ameiko! Hole dagger!" he said as he raised it in the air. "Light. Feathery, yes?" he asked as he presented the uncovered hilt of the weapon to her. She kindly shook her head for a moment. While Ameiko had learned to appreciate the strange man, she was rather busy. Tilting his head, Lars, merely sat the weapon back down and understood her reasons. With that, he silently began to file down the insides of the fragile thing even more. "Fragile. Twisty... Light. Stabby stab, functional!" he said as he marveled at his newest weapon.

Frankly he couldn't wait to test it, but the real marvel in the present situation was his enormous greatsword that laid against the counter. Forged from a massive number of pounded rivets, half of a clock's gear, and a long sharp blade from a slab of steel, the weapon was truly rustic, rusted, and intimidating.

Finishing his meal, he slid the dishes across the counter, stood up, and promptly collected his things. Lifting the greatsword over his shoulder with his left hand, he adjusted his mask to cover his face, and then proceeded to leave the Inn as he gently tossed the dagger over and over again into the air, enjoying the near-weightlessness of his latest handiwork. "Gonna be good day~ Goblins gonna pay~ Gonna make money~ Gonna get money~ Gonna be a good day~" he somewhat sang as he teetered out of the tavern with a strange level of glee and pride in his new lifestyle.

I've played plenty of games in play-by-post with varying degrees of success, and my longest standing one is Legacy of Fire with Leinathan as the DM. Second highest has been Wrath of the Righteous, but that very recently died. I have a lot of experience doing combat through Google Documents and it seems to be the very best way to do turn based combat. I can offer advice on how to do that if you'd like.

I should take the moment to point out that, while I know of the important starting NPC's of the AP, I have never played in the actual AP before. In addition, everyone and their mother has played this AP, which may be why your applicants are so low in number.

Exactly 5.

Cold Thing (Black): 22/42
Cold Thing (Red): 23/42
Cold Thing (Black) W Save: 1d20 + 5 ⇒ (9) + 5 = 14 Failed
Cold Thing (Blue) Moves into flanking with (Red) and attacks Doppel

As 2 resounding blows are struck, and a hex given root, the present enemies crack and crumble at the rather surprising brute force of the 2 who make up the "Bulk" of the party. Undeterred, whether by unholy mindlessness or not, the third frozen undead flanks the towering Doppel from behind.

Attack: 1d20 + 2 + 8 ⇒ (1) + 2 + 8 = 11

The boat seems to lurch as he does, however, and the swing of the sickle goes wide, misfortune spreading amongst their ranks.

Dimitri and Astrid's turn

Attack 1: 1d20 + 6 ⇒ (5) + 6 = 11 Targeted at Dimitri
Attack 2: 1d20 + 6 ⇒ (14) + 6 = 20 Targeted at Astrid

The first of the wretched, cold things slashes at Dimitri with it's ice-crusted sickle, but fails as he proves far too dexterous and merely dodges the light swing. Astrid, is just as fortunate. The blade drags, closely across her armor leaving a line of frost and chill as it slides, but does no damage.

The weapons of these creatures are unnaturally cold.

Second wave

Don't worry about particular order. Wait if you wish, but if you think your action won't change anyone else's feel free to go ahead and post.

Alright gents, so, right now, I've been going through the ropes trying to figure out what and all to do with my current players who are going through Dracula's castle. I was looking at their wealth per level, and presently our poor oracle has the least of the gold, and they've all just reached level 8.

What that basically means for him is that, at level 8, which requires you to have 33,000 gold, or roughly that in items, he has very little. Particularly, he has about 20,000 gold total, mostly because his character has shirked the need for other things.

However! The reason for this is because he is an oracle based entirely on keeping the party nice and alive, which is a good thing, I guess, but apart from the occasional chain of perdition and blessing of fervor he doesn't have much to offer the party. As a result, I had the thought of giving him a particularly tailored magic item; a Gauntlet.

Now, making a gauntlet with charges is simple enough, I think... I'm fairly certain you can make a gauntlet without an enhancement bonus have a magical ability, like a glove, so that's nice. Tell me if I'm wrong. Regardless, this current setup takes into consideration the idea that you don't make the gauntlet a +1, albeit it will be masterwork because that's easy to add... and who knows. He might actually hit something.

Anyways, here's my dilemma.

The price to make an item capable of casting a spell over and over and over again, is Spell level x Caster level x 1,800gp and that's easy enough to understand, although a cape of the mountebank isn't the best example on the srd... (Since it has charges). Fortunately, the gauntlet I want to make actually does have charges.

However that's the issue. I want it to be an item that has a "Pool" of charges, with multiple options regarding that single charge. Only 2 options, however. Cure moderate wounds and Align Weapon, Communal.

The question is, is giving the gauntlet options free? Or do I make the exact same gauntlet and add 50% to the price of that gauntlet and slam the 2 prices together?

Or, do I just add 50% more price to the overall item to signify the extra option? I could understand if the weapons had 2 different charges, 1 for each spell, but he could essentially use either one...

Or should I just treat the gauntlet like a staff in price? I'm confused. I can't treat it like a staff, however, because the 1 charge comes back automatically every single day because of the "Use per day".

Some assistance would be appreciated.

Monsters are officially up! And my 4 player group has officially just reached level 8. We usually do our games on Roll20 instead with the maps, and, thankfully, they're all folks I know in real life. Maybe in the future we could work something out for Roll20, yeah? Doubt it, but that's a possibility. Generally speaking, though, I do it completely text based.

On the bright side, enemies are officially up! There's 3. Enjoy.

After a few second of particularly unsettling work, the group successfully sheds the local goblins of their mortal coil. The work is grueling and leaves a bad taste in everyone's mouth but Rova's, but, after a moment of thinking, you realize that these things would likely have done the same to you, under the proper circumstances. Just another reason to finish the job you came here to do.

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