HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Sendi here. Settled on this as my alternate PC now that she is gone. Archon Blooded Aasimar Ranger: [dice=Alternate SLA] Class: Divine Marksman Ranger Trait: Gnoll Hunter (+2 favored enemy gnolls) Weapon Training (+1 damage Longsword and bows) Stats: Str (17) Dex (14) Con (18) Int (13) Wis (18) Cha (13) Feats with elephant: Lvl 1 (Weapon Focus Longbow, Bullseye Shot) Lvl 2 (Precise Shot) Lvl 3 (Erastril’s Blessing) Equipment: MW Agile Breastplate, MW Liquid Glass Longbow +3 Str Mod, MW LG Longsword, Mithril Dagger, MW Buckler Comes out to +11 hit with 1d8+7 damage. Gets a very solid +4/+4 vs gnolls. At lvl4 gets 1/2 of that vs everything. Increase to +6/+6 at lvl5. Gets manyshot at lvl6. All in all, a great archer. I’m heavily leaning towards this.
GM_Panic wrote:
Thank you. :) Looking at the feat, it says "Benefit: A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check." You're certainly right, the only way that this character will be able to do anything is if he invests heavily into fly. And even then, with Con12 and low fort saves, there is a glaring weakness which will require him to hide behind (or above) others.
Aasimar Alternate SLA: 1d100 ⇒ 99
Well now, that is interesting. Con 10 makes sense when one has wings...bones will weigh less, afterall. Yeah, I can make this work. Str (15) Dex (19) Con (10) Int (15) Wis (11) Cha (17) Yeah. High dexterity, with good strength, intelligence and charisma. Mediocre wisdom. Con that doesn't match his strength. Antiquarian. Rather than alchemy, he uses a collection of holy relics to power his abilities.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Hit: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Ki Hit: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Hit: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
The spriggarn lord wouldn’t die, and that was a problem. Digging into his reserves, Eldric launched a brutal attack, giving everything he had in a burst of energy and violence.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Grappled! Means -4 Dex, so easier to hit :) But 9 and 18 damage taken, so 27 wounds total. Ouch! Hit: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Ki Hit: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Hit: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
With the spriggan lord grappled, Eldric stepped forward and punched the enemy in the gut. He was reeling from the blow, and knew that he wouldn't survive another one like it, but now was not the time to worry about that. They had to take the enemy down quickly. Not only for their lives, but for Tharbenia.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Guidance Fort: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 "Dazzled: The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks." Bless: +1 Hit, Dazzled: -1 Hit Hit: 1d20 + 7 ⇒ (9) + 7 = 16
Ki Hit: 1d20 + 7 ⇒ (8) + 7 = 15
Hit: 1d20 + 7 ⇒ (2) + 7 = 9
Add +2 if flanking. Up to Relzak, I think, on whether he wants the heal or the flank. Suddenly everything went bright, as a display of flashing lights overtook Eldric's sight. Narrowing his eyes against the sensory overload, Eldric stepped forward and let loose a collection of punches and kicks, all of which were made difficult to land given how hard it was to see. 2, 9, 8, 2...could I get some new dice, please?
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Will: 1d20 + 5 ⇒ (7) + 5 = 12 14 damage, -2 DR -8 healing, 4 wounds Hit: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Ki Hit: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Hit: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
The force of the blow sent Eldric bouncing off of the wall. He had little to no space to maneuver, so instead could only throw a pair of desperate punches.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Round 1 King casts bless. Round 2 King opens door and casts burning hands. Burning hands: 1d4 ⇒ 3 Eldric Hit: 1d20 + 7 ⇒ (19) + 7 = 26
With the door open and flames filling the room, Eldric charged into the fray.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
"A plan, if you would all agree to it. My liege, if you would bless us, and once done we can throw the door open. Let your fire spread forth, while the Silver Witch attacks with ice. We charge in the second after the ice and flames." Round 1: Everyone casts their buffs. Melee readies action to attack should the fey open the doors to attack. If they likewise do not, then round 2 starts. Griselda does a move action to open the door and standard action Snowball. Handerbald readies burning hands. After that, the melee all charge in. It's cinematic, and constitutes teamwork.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Eldric looked to their King and said, matter of factly "It would seem that we have little choice but to remove this threat. While we could wait for your armies to arrive, I believe that if we deal with this issue ourselves it would serve to increase your prestige in the eyes of the people."
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
"The God King Handerbald III himself has come!" Eldric announced, somewhat haughtily. "To demand answers and restitution for the crimes committed against the people of Tharbenia. Open this door and parlay." The monk demanded. Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
I took the liberty of putting us on the map. Please, everyone, move yourself where you want to be. Also, given that our King isn't currently here right now, should one of us use him in combat, or should The Storm Crow possess him?
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
"It is decided then, that we will parlay with them. But I must ask our king to retreat from this, for we do not know what is in there. Should we fall, then more may be recruited to take our place. But should you be captured." He looked to the oracle. [/b]"Or worse, then our entire kingdom might be in jeopardy."[/b]
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
”Magic is the great equalizer. No matter how strong one might be, it levels the field. It could quite easily have been any of us who fell prey to their spell, so there is no reason for apologies. Or should I apologize the next time that a fireball sets my hair aflame?” Eldric responded with a good natured smile.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
"Relzak, get behind him and brace!" With that, Eldric took off running at full speed towards the last of the large gnomes. Rather than slow down, he leapt into the air, brought both feet into his chest, and kicked out with all of his might. Charge with flank?: 1d20 + 7 + 2 + 2 ⇒ (6) + 7 + 2 + 2 = 17
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Hit: 1d20 + 7 ⇒ (20) + 7 = 27
Ki: 1d20 + 7 ⇒ (20) + 7 = 27
Flurry: 1d20 + 7 ⇒ (10) + 7 = 17
Confirm 1: 1d20 + 7 ⇒ (8) + 7 = 15
Confirm 2: 1d20 + 7 ⇒ (8) + 7 = 15
With one gnome down, Eldric stepped forward towards the oversized one that was far too close to their king for comfort. He took a moment to size the foe up, and then gave a kick to the nether-regions, followed up by a punch to the throat, and finally a spinning kick to the ear.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Griselda the Silver Witch wrote: So a basic rundown of Griselda she came in threw her hair at someone twice then proceeded to scream and run away........just give me 32 cats and the image is perfect lol A hero’s journey must begin somewhere ;)
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Hit: 1d20 + 7 ⇒ (18) + 7 = 25
Hit: 1d20 + 7 ⇒ (5) + 7 = 12
Moving to get into a flanking position, Eldric let loose a flurry of blows aimed at the oversized gnome’s pressure points. One landed home, taking the gnome in the side of the neck.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Acrobatics avoid AOO if needed: 1d20 + 3 ⇒ (14) + 3 = 17 Charge Green: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Ducking a crossbow bolt, Eldric went for the gnome Relzak was fighting. Coming in at a full run he didn’t slow down when he got to the enemy. Rather he took one more step and then leapt forward, fist raised. He reasoned that the best course of action was to concentrate their efforts by taking down one foe at a time so that their numerical advantage would be all the stronger.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Linguistics: 1d20 + 6 ⇒ (7) + 6 = 13 "Ah, Sylvan. The tongue of the First World." Eldirc said. "Let us see if we can follow this trail. And given that they do talk, we can hopefully find out what has caused this aggression."
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Eldric nodded, making a point of ignoring Relzak's laughter. "Ghostwind is correct in this. Any threat from the fey is one which must be taken seriously. As comical as they might seem, their powers are not to be underestimated. Likewise, dealing with this threat may well be beyond the capabilities of our regular soldiers."
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
"That is a very broad statement." Eldric replied. "Is this a physical storm that will sweep away the islands? Is it a magical storm, that will leave destruction in it's wake? It is a metaphysical storm, a play on words to represent barbarian raiders? Will a portal to the abyss open up?" As he said this he looked over the audience, his face stoic. "I do not see how we are supposed to act upon such a paucity of information. If you saw all of the kingdoms fall in a vision, then perhaps you could share with us what you actually saw in this vision?"
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Eldric stood in his position at the side of the king, tall and stoic as the Storm Crow delivered it’s warning. The monk kept his face as dispassionate as possible, a skill he had picked up from countless hours of meditation and study within his monastery. Which was good, as he felt a twinge of annoyance that such a warning had been delivered in such a public manner. In an even manner he looked to his King and said: ”Tengus are known travelers and collectors of tales, my liege. Despite this one’s ragged appearance, I would counsel to hear what this storm may be. For even if it is embellished, the tale may be grounded in a truth that we might look into.”
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Interesting...each kingdom has different starting stats. Everyone starts with 32 Levies, but after that it is customized. For example, ours has fewer stores but more fervor. Also our armies appear to be pretty strong. Everything seems pretty balanced as far as I can tell. Now, I'm trying to get a hang of the rules here. But something sticks out to me, which I think could be really cool. Build a monastery. It alone gives us +2 Fervor and +2 Levies, and allows an army to be made of monks. Which is great! Because monks don't require being paid like a normal army, don't require weapons or armor, and because they are religious would be loyal to us so long as we stand by the faith. And that shouldn't be too hard for us. It seems like a great way to me to improve our position while staying very IC. I mean, who could accuse us of being warmongerers for building a monastery and training people in the way of their faith? The fact that they can do lethal damage with their fists is just coincidence. ;) And from there, I would prioritize building a temple, and then a seminary. While I'm sure that other kingdoms will do things like rush for arcane dominance, I think that we can push for divine dominance. It isn't as flashy as arcane power, but it has the benefit of making for a more stable kingdom. Being able to do things like provide healing and spiritual assistance to the common man should increase their loyalty and make them more willing to go through the inevitable hardships that will come. Plus, if we can get to the point where we can have clerics as a major force in all of our armies...well. I think that the power of that speaks for itself! And again, doing all of this strengthens us without being overtly threatening to any neighbors. Something which diplomatically is to our advantage.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
I'm sure that the GM is working on putting the touches of the kingdoms. I'm in a campaign of his that's run for over 2 years, so he's proven reliability when it comes to launching and running campaigns. But this project? It's ambitious. It's running 3 interconnected story lines at once. And more than just making a living, breathing town, he's making several kingdoms. That takes alot of time and prep work. So I'm sure that he's got a timeline on when to hit the launch button. In the meantime, we could start getting some RP in on the gameplay if you all like.
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
I have 340 gold. So... Upon entering the throne room of Tharbenia, Relzak came across Eldric. The aasimar stood tall, his bright red hair and orange robes identifying immediately as a Monk of Pacifa. In his hands was an ornate scimitar. With a warm smile, the aasimar lifted the weapon and presented it to Relzak. "Welcome to the Council of Tharbenia. While I am sure that you feel honored to have been entrusted with your post, so too are we honored by your presence. My name is Eldric, and as one of the fellow council members, I welcome you. As a token of our esteem, I hope that you will accept this meager gift. Amongst my duties at my monastery was the forging of weapons for our armory. When I heard that you were to take this position, I set about making this for you. I have heard of the fighting styles of your people, and have attempted to match it as best I can." 300 gold from me to you. You have 12 gold and a masterwork scimitar I have 40 and consider it gold very well spent
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Just realized that my character isn't legal! I was under the impression that an amulet of mighty fists is 3k gold. It's...4k. So I can't start off with my Wisdom to attack and damage. Nuts. Good thing I decided to do one last check. (sigh) will have everything fixed shortly. Just pointing it out for transparency. Edit: On the plus side, I just discovered handwraps! Which is a game changer for monks. As it finally gives them a weapon! It opens up the neck slot, which is something they've long had to forgo. It doesn't work with things like flying kick...but that's ok. Flying kick still gives insane mobility, so it's work it. In essence, after doing some hard thinking, I managed to make the mistake end up at just being -1 hit. Which isn't bad, all things considered. So in essence, it all worked out. :)
HP (38) AC (17/12/15, +2 Adaptation) Saves (8/6/6) Initiative (+2) CMD (18)
Free leadership! Cool. Well, Eldric has Cha8. Assuming he gets +2 from having a base of operations, and -2 for lvl penalty, that means at lvl11 he'll get 5 lvl 1 followers. Actually...screw it. Making some changes to the character sheet. Going from: Str (14) Dex (16) Con (15) Int (10) Wis (20) Cha (8) Now it is going to be Str (14) Dex (16) Con (14) Int (13) Wis (18) Cha (12) Yeah. The lower wisdom hurts (-1 hit, -1 damage, -1 AC, -1 Will, -1 CMD, -1 Ki!) but it feels more balanced. Less min-maxed, and feels much more like how a noble born aasimar should be. ---- Looking at the map, we start off at 2. We are surrounded by 1, 3 and 5. So those are the neighbors that we need to be most concerned about at first. Now, my basic idea is this: We need to get a lock down, politically, on 1/2/3, so this island falls under our sphere of influence. At the same time, we need to expand our power, so that we can be the defacto first among equals. Kingdom 1: Hunbar
Kingdom 3: Chilthen
Kingdom 5: Not there yet
Kingdom 4: New Butharge
------------- Anyways, that would be my basic gameplan. Focusing very heavily on getting our home island locked down and then expanding to the West. In my eyes, a mid-game "Victory" would look like this: Our Kingdom: (2/4/5), Our Allies (1/3) and then having us looking to at least keeping 6 neutral, or more preferably joint our sphere of influence. If nothing else, we could be a "nicer" version of the Delian League. Hopefully with a better ending.
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