Jamus Hainard

Ellioti's page

Organized Play Member. 1,039 posts (4,062 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 24 aliases.


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

I need to visit a weapons dealer, as well. After my bed rest. Can I find a Scorpion Whip in town?


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

With his knowledge, Garidan moves in to make room for the others and strikes.

Breaching Pike, 10 ft Reach: 1d20 + 7 ⇒ (5) + 7 = 12
Piercing and Holy: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺
Jack Daniels wrote:
Garidan Hemlock wrote:
Recall Knowledge sucks in a PBP forum format. Waiting for an answer to decide on possible actions delays combat by a day :(
I agree. Unless as a default action, you will do an RK check on your turn every time you fight a new enemy, I could roll the check for you and give you the info. However, you'd be spending an action each round on that. Up to you.

Well, we can agree that my first action of every combat will always be Exploit Vulnerability against the most prevelant enemy. And if I fail the standard DC, I will do it again. If there's another (boss-like) enemy, I will use another RK action on that.


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

"I take it back. Those obviously are." Garidan holds his lantern higher trying to shine more light at the enemy.

Exploit Vulnerability EV: 1d20 + 8 ⇒ (20) + 8 = 28 vs standard DC for its level and vs Recall Knowledge DC
@GM, What's its most notable offensive ability? 2nd question due to crit: Lowest save?

"I know them! These are GM insert and they are weak and resistant to GM insert."


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Hi everyone, glad to attend your party. I took Ghost Hunter, since Mac turned away.


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Goblin Thief Rogue Oracle 15 | HP 201, AC 36 (+2), F +25, R +30 , W +25 | Fire res 7 | Perc +27, Stealth +28 | Speed 40 ft | Focus 3/3 | Shield HP 120/120 | ◆ ◇ ↺

You clean that up, Jax!

attack Guard 1, off guard: 1d20 + 27 - 1 ⇒ (2) + 27 - 1 = 28
damage: 3d6 + 8 + 3d6 + 1 + 1d6 + 2d6 ⇒ (6, 1, 5) + 8 + (6, 6, 2) + 1 + (6) + (1, 3) = 45

attack Guard 1, off guard: 1d20 + 27 - 1 - 4 ⇒ (1) + 27 - 1 - 4 = 23
damage: 3d6 + 8 + 3d6 + 1 + 1d6 + 2d6 ⇒ (1, 5, 2) + 8 + (1, 1, 5) + 1 + (3) + (6, 5) = 38

Then he raises his trusty shield again.


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Paolingou wrote:
You gain a extra ancestry feat at 1st level, and every 4 level after.

Just a thought. Why not simply use Ancestral Paragon optional rule, which already exists? (and Pathbuilder has it ;))


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dot for interest. Starting at level 9 means, we'll be skipping some books, I presume?


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halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

in PBP usually block initiative is very useful to increase post speed. Ini moves from block to block and characters inside a block may post in any order.
Block 1: Griswald, Matilda, Bruce
Block 2: Daughter, Web
Block 3: Malik, Lie
Block 4: Grave (maybe handwave and move up to Block 2)
Block 5 = Block 1


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halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

Bruce was not at all afraid of the sudden emergance of undead monsters. No halfling is ever afraid! The strange creature did however irritate him, as mostly he had known skeletons und zombies. The battle field was wide and could surely need a few more bodies with claws to make life easier for his new allies. He stepped back behind Malik and Matilda, hoping they'd be able to shield him, while he prepared his summoning.
full round action Summon Nature's Ally. Spontaneously converting Poisonous Cloud


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halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil
loc wrote:

https://app.roll20.net/join/14116303/XxRn_A

Above is the d20 link you can follow. I will be using that for maps.

I believe you still need to add a character sheet for each one of us.


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halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|
Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

"Haha, I like it!" Bruce responded amused. He behaved a little like a child and not because of his child-like size. He simply wasn't accustomed to other people, but a playful lifestyle in the forest.

"Rosey is not a dog!" Bruce shouts at the other halfling that had arrived and ignores him for the rest of the gathering.

His face made a confused look, when even more people arrived. And his jaw dropped, when the butler announced a meeting with the prince. "Ey, Matilda, can you this clean up spell that makes my clothes look less dirty? Maybe, the way I am, I'm not well prepared for this."


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Hi Mightypion/Rorek, remember your Infernal lawyer friend from the Damned Troop?

After consideration, I'd like to have a go in your game. I'll choose a build other than the lawyer, though. Want to address the innkeeper theme.


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for Oracle, Ancient Lorekeeper works as always.

Loremaster PC always works, but is ridiculous to qualify. Pathfinder Savant if you really wanted to loose a spellcaster level.

Personally, I'd just build an Evangelist of Apsu.


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I love the Player's guide. It encourages you to build a character that is totally out of place, when the adventure starts.
"WTF am I doing here. I'm a sailor, not a dragon hunter."
"I don't know how to help you with your problem, I'm just a stupid rich noble visiting my uncle. But I'll see what I can do..."


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

I know a good lawyer who can draft a suitable contract!


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M Thaumaturge 3 / Ghost Hunter | Perc +7 (low-light) | Speed: 25' | HP: 38/38 | AC: 20 | Fort: +8 Ref: +8 Will: +7, Conditions: none | Hero Points: 1 | ◆ ◇ ↺

Impressed by the others' witty responses Garidan joins the general consent. "Well, well. I'm sure we can come to some sort of arrangement. It must be reviewed in detail, of course." He looks around at everyone. "I am certain, none of us wants to end up down here again."

For a few moments he seems lost in thought, mumbling to himself and apparently to his breast. "Well. Camina agrees with me, that such an offer from your side would certainly help your case..." the last part he said in a silent tone, barely hearable.


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Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

Beetly was startled at the friendly gesture and took the hand for an untrained handshake. "Friend? Oh, I don't know. But if you think so? Whatever..."
A worm crawls over his cheek and Beetly eats it.


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Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

Basically out of nowhere, from a dark corner of the hall, another goblin appears. This one comes as ugly and as dirty as every story tells. His clothes are filthy and vermin crawl all over him. Weren't it for his defensive gesture, the dwarves in the room would instinctively attack him.
my curse lowers inital attitude by one

The hideous appearance is further increased by a dark, formless veil that swirls around the goblin, making him extra hard to pinpoint.
Beetly does wear some standard things like a cloak, gloves and boots, but despite a buckler that seems to be made of very shiny metal somewhere under a layer of dirt and some pityful spikes on a mini gauntlet, he's not dressed for war. That is obvious.

The figure begins to studder:
Diplomacy: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
"Er...I'm sorry to intrude. My name is Beetly. I understand this is the time and place to seek permission to access the vaults. I've been following and spying on the hobgoblin army for, uh, weeks or months, I don't even know. I work in the name of he great Lord of Spies Kelinahat, to gather information on, well I guess, our common enemy. If you don't mind, I'd like to join so that I can keep on pursuing..."


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

I'm sorry for not keeping up. We're having trouble with the little one and I just don't find the time at the moment.
You'll solve the mystery without me.


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

Iryani stand there and looked slightly overwhelmed with the situation. "I'm just a librarian.. Not a firefighter... Wait... I co-authored a book once on firefighting"

Profession (Firefighter): 1d20 + 5 ⇒ (2) + 5 = 7

"Well, edited mostly..."

Without further mumbles he followed the others to set get some buckets and set up a line. At least he was pretty fast on his feet.


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My experience with several parallel tables is that eventually players disappear. And instead of re-recruit new players, the GM can just merge the remaining teams and continue with one table. Have seen this happen at least twice for games I played in.


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@DM yttras, if I wanted to play an Oracle with the Ocean's Echo archetype, do you require the Racial Heritage (Merfolk) feat, or would you handwave that race restriction?


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Elven Bolt Ace | HP: 26| AC: 17 FF 14 T 13 | Fort: +5 Ref: +6 Will: +2 (+2 vs enchant) | Perception: +9| Init: +3

short update: little one is all well and healthy, but very demanding. I won't visit anything gaming-related for another few weeks.

HF


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GM Losonti wrote:
Ellioti wrote:
Ellioti wrote:
Do you allow Age modifiers?

since you missed my short question :)

[dice=GP]4d6 x10 = 150gp

Knock yourself out!

I submit Ulix Marcellus Iron Priest Cleric of Groetus VMC Aberrant Bloodline Sorcerer.

He's a weird guy, believing aliens bring the end to the world which is the beginning of something new and better.
He also has weird anatomy: Grippli tongue and eventually long limbs.
Build-wise he'll be a debuffer/buffer going the "Bad Touch" route.

Crunch:

Ulix Marcellus
Male middle-aged Human Cleric 1 Archetypes Iron Priest
CG Medium humanoid (human, grippli)

Init +2, Senses Perception +9
Aura aura of good/chaos
=================================================
DEFENSE
=================================================
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 10 ((1d8)+1(con)+1(fcb))
Fort +3, Ref +2, Will +6
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee touch attack +2 (reach 10 ft.)
Melee cold-iron dagger +2 (1d4 /19-20)
Ranged light crossbow +2 (1d8 /19-20)
Special Attacks Touch of Chaos (7/day), Vision of Madness (7/day)

Prepared Spells
Cleric (CL 1; concentration +5)
1st-lesser confusion*, bless, murderous command (DC 15)
0th-create water, detect magic, light

*:Domain spell.
Deity Groetus; Domains Chaos (Entropy), Madness
=================================================
STATISTICS
=================================================
Str 11-1=10, Dex 15-1=14, Con 13-1=12, Int 13+1=14, Wis 16+1+2=19, Cha 7+1=8
Base Atk +0; CMB +0; CMD 12
Feats Racial Heritage (Grippli), Agile Tongue, Weapon Finesse (free)
Skills Heal +8, Knowledge (Arcana) +6, Knowledge (Religion) +6, Perception +9, Spellcraft +6
Background Skills Knowledge (Geography) +7, Knowledge (Engineering) +3
Traits Seeker, Stargazer
Languages Taldane Common, Hallit, Undercommon
Gear light Crossbow (35gp), 40 crossbow bolts (4gp), cold-iron Dagger (2gp), heavy wooden Shield (7gp), Scale mail (50gp), Cleric’s Kit (15.9gp, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, spell component pouch, trail rations (5 days), waterskin, wooden holy symbol), iron holy symbol of Groetus(5gp), Donkey with saddlebags (12gp), 19.1 gp
=================================================
SPECIAL ABILITIES
=================================================
Variant Multiclass Sorcerer Aberrant Bloodline
Channel Positive Energy (Su) When an iron priest channels energy to heal living creatures, she heals constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. This ability alters channel energy.
Spontaneous Casting An iron priest can spontaneously cast make whole and weater make whole in place of cure/ inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 7 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 7 times per day.


Background:

=================================================
BACKGROUND
=================================================
Ulix is a shabby 50 years-old man that noone would look at twice. Hard to say when he had the last bath, haircut or shave. Probably before his visions had started and when he was still a boring priest of Brigh. His job was overseeing the workshops and the students that, honestly, never were meant to succeed. Ulix is very knowledgable and knows quite a bit about many topics, but he's hard to talk to as he usually makes a very confused appearance. But let's fast forward to today.
Ulix came to Torch, and Numeria in general, looking for answers. Looking for prove he wasn't crazy. Aliens are real, he just knew it.
Too bad nobody at home in stupid Taldor believed him. "They're already here and they'll bring an early end to this world. The renewal is awaiting. Groetus is just around the corner." That's what he was trying to tell everyone, while officially being declared crazy. "I am only the messenger", he tried to explain. But those narrow-minded people were already lost it seemed. Or why would they not listen to an envoy of the Great Groetus. The Majesty that will finish this miserable life and start some thing new. Something better! Ulix only tries to help. Tries to warn of the alien invasion that may be brutal and catastrophic, but eventually good.
Maybe his claims, he had been kidnapped and been experimented on by aliens had something to do with people's reluctance to believe him. His strange limbs and tongue apparently were not prove enough, but disgusted people. "Your mother had a foul run-in with a demon-worshipping Grippli cult", they claimed. B!+%#~~~. It had to be the aliens, he had the visions and memories, after all.

Well, now he's here in Torch, hoping to research the aliens first hand, hoping to find prrof, hoping to get answers on how to help people face world's end. Hopefully he will find some likeminded individuals that will be less ignorant than the Taldane people at home. Someone who can accompany him would be nice. He's not th fittest person after all.

link to writing sample


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Whack-a-Rogue wrote:
I've made a private website that houses all the changes, but I don't know if I can post it because the class write-ups use art from Paizo.

Linking your website is not a problem. You should have proper references on your website anyways. It's common courtesy at the least.


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So these are the applications I found. Some are fully fleshed out, some less so. I don't think there was a hard requirement on it, though.

Human Vin - Bard - Marshall
Kalak Sun Rider - Barbarian - Champion
Kargoth - Human Occultist - Guardian
Sapphiria Paix - human oracle - hierophant
Ziebodug Bandmocken - Tiefling Investigator/Alchemist - Trickster
Thrall - Half-Orc Warpriest - Champion (are you still in the race?)
Trace - Human Rogue - Trickster
Grey, the Lady's dog - Halfling Rogue - Trickster
no name and crunch - dwarf cave druid - Champion/Hierophant
Buggles and Billy - Half-elf Bonded Investigator - Trickster
Taedric Starfell - Gnome Cavalier/Bloodrager - Marshall
Zero - Half-elf Ranger/Druid - Champion/Hierophant


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

"You're a funny one, aren't you?" Iyani responds to the inquisitor's laughter. She also looks at him with a stern and intimidating (1d20 + 7 ⇒ (10) + 7 = 17) face. "Look at us! We barely made is out alive and our loved ones are probably none better."

Wasting no more time, not waiting for an answer, she turns around and heads towards home.


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

"Thank you." Iryani gratefully answers to the inquisitor after his healing. At the same time, she starts surrounding the creature, trying to hit it, where her allies can't.

this thing is so large, maybe if I fight its rear side, I can avoid the lack of Precise Shot

Aiming for one of the faces, she looses an arrow.
attack, PBS: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 apply any modifiers, if aiming for a face is more difficult
piercing damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

Iryani let loose a loud cry of pain when the sleepers got to her. With two deep bites, they wounded her heavily. There was nothing left for then to withdraw from the flanking beasts. This was no easy task, as the intelligent creatures covered every direction.

withdraw action towards north-west. Tumbling to prevent aoo through the square east to the top sleeper
Acrobatics vs CMD: 1d20 + 4 ⇒ (20) + 4 = 24

I see your nat 20's - and here is mine!


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

"Definitely" Iryani answers. But instead of drawing an arrow, she walks past the returning Freya and picks up the apple. "But I'd rather save my arrows." She takes a bite.


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Ellioti wrote:
an all-bard party travelling circus group that fights crime whereever they're needed. Probably Vigilante 1 / Bard 19 for all of them.

uh. that sounds fun. I'm in


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an all-bard party travelling circus group that fights crime whereever they're needed. Probably Vigilante 1 / Bard 19 for all of them.


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

Iryani has never been more happy to not have pursued the track of Waternsinger than in this moment. She didn't comment any aspect of the situation, just oberved and smiled secretly. Politics was just not for her.

A moment later she remember her family. "Enough talking! Let's do something!"


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9
Dispassionate Monitor wrote:
"I knew it would be you to survive when things got bad. Tell me, daughter, do you still refuse to take the gods and their rituals seriously?" There is a gleam in her eye.

There was relief in Iryani's face, when she found her mother. And she was well, at least physically. Mother was not a strong person, she needed her faith to have something to hold onto in difficult times. While Iryani found this superstition meaningless, she knew better than to confront her now.

"I never did, mother. I know the gods are everywhere and in everything. Sometimes for good and sometimes for bad. It's now ours to understand their ways. And it was just never for me to be their tool. I met someone who might be able to help us. The whole town has been affected and I'll fix this. Promise!" With that she left her mother at the shrine. This was probably the best place for her right now.
Iryani went back home to get her stuff and then went straight to find the Inquisitor.


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

There was anger in Iryani's eyes, but she knew better and kept her composure. With a loud pff she turned her back on the rude man and towards the seamstress. "Are you ok, Yen?"


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Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 | Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

I'm doing much better than my alter ego :)


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

Iryani who got up early enough, because of her also early bedtime, slendered through the forest and meadow. "Good morning, Mr. Rabbit. Hello Crows!" She shouted at the animals, while also waving them. This was partly her nature-loving soul and partly sarcastic. She's no animal-speaker or any other kind like that and was well aware they didn't understand her or the concept of a good morning. But it was a fun pastime and ritual.
She finally arrived at the meeting place the same way she went home yesterday.
"Mang Sông, new anh ơi. Did you sleep well?"


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

Iryani took another detour on her way home, knowing, nothing interesting awaited her there. She went through the landscape her trail forming a long arc, before she reached the other end of the town, which was close to her home.
"Nothing, mother. As I said. Everything's sold out. Probably by yourself." Then she returned to her brother and awaited dinner and sleep.
She couldn't sleep very well, though. She was thinking about the people she met and the slikworms...


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9

It's nice to see everybody happy. I guess that's a plus. Iryani has mixed feelings about the festivities ahead. All the ceremonies require a kind of endurance that she just does not have. And her mother, oh dear, she goes from crazy to insane during this time. Their home always sprouts very spiritual decorations, but now it's a mad assembly of colours and statues. Hopefully, my friends don't come by and have to see this...

Iryani did her part, though. Her little brother Raymon was taking part in a play and needed help with learning his texts. Iryani already knew all the lines, because she had to perform the exact same thing several times in her childhood. She couldn't talk him out of it, and she wouldn't dare talk their mother out of it, so she stayed and helped...


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Male Elf Investigator 1/Monk 1 | AC 19 T 14 FF 15 | HP 10/12 | F +4 R +6 W +5 | Init +4| Perc +9
Dispassionate Monitor wrote:
Does Iryani worship any of the gods or their aspects?

added a relevant paragraph to her backstory. I also adapted traits and skills to reflect this new part of her backstory.


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Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 | Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

"Yummy! Do you think, we could maybe..." He was obvioulsy implying to take a good bottle of wine.

"Well, we wouldn't taste the difference anyway, would we? Let's head on then!"


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Picture

ini: 1d20 + 6 ⇒ (10) + 6 = 16

I would be OK, with the GM rolling initiative for everyone. Then he can go on with a potential first post.


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dotting


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Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 | Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

You're correct. It's gonna be busy season.

Meanwhile, my trip to Gran Canaria was great. For those of you on the other side of the pond. The Canary Islands are Europe's Florida. Nice weather all year, lots of old people and everyone speaks Spanish.


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Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 | Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

"whoa. Really? Now? But my bath..." Thomas had clearly made other plans already and seemed quite disappointed with his fellows' course of action.

Ya. Tell 'em! They can't bully us around as they please. We are in charge!!
OH shut up. Nobody's in charge of anything.
You weasel! We could do great things, despite your pathetic body, MY VESSEL.

Thomas shook his head as if getting rid of some thoughts. "OK, I'm coming with you. But then I want my hot bath! You understand, Jori?"


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GM Itzi wrote:
The goal is to finish the entire AP, so be expecting a ride of at least a year or two.

an entire AP in 1-2 years? That's basically one level up per month, i. e. one encounter per week or a full combat round per day. Not including RP breaks inbetween. Never gonna happen (without heaviest enforcement).

My experience is two to three level ups per year in a good running group.

Do you allow Variant Multiclassing? (never used it myself, but there's always a first time...)


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Tai Kaijitsu wrote:

[dice=R1]4d6 14

[dice=R2]4d6 18
[dice=R3]4d6 16
[dice=R4]4d6 14
[dice=R5]4d6 13
[dice=R6]4d6 12

I like it. Let's see if I can come up with something over the weekend.

Ok. I built a Cleric of an old egyptian god, Horus. This should fit well into the setting with the Goa'ulds' connection to ancient egypt.

His background is still very open, but he should have sufficient knowledge of the Goa'uld tradition to be a valuable team member.

Here is Efni Raan and his animal companion Horry:

Stat Block:

Efni Raan
Male Human cleric 5
LN Medium humanoid (human)
Init +2, Senses Perception +9
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 50 ((5d8)+10)
Fort +7, Ref +4, Will +7
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OFFENSE
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Speed 20 ft.
Melee longspear +1 +7 (1d8+5/x3)
Ranged Lightning Arc +5 vs touch AC (1d6 +2 electricity)

Prepared Spells
Cleric (CL 5th; concentration +7)
3rd-fly*, prayer
2nd-grace, lay of the land, resist energy, wind wall*
1st-burning disarm(DC 13), comprehend languages, obscuring mist*, shield of faith, shield of faith
0th-Create Water, Detect Magic, Enhanced Diplomacy, Light
*:Domain spell.
Deity Horus; Domains Air, Animal (Feather Subdomain)
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STATISTICS
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 20,
Base Atk +3; CMB +6; CMD 18
Feats Boon Companion, Combat Reflexes, Paired Opportunists, Selective Channeling
Skills Diplomacy +13, Fly +7, Handle Animal +10, Heal +6, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +9, Sense Motive +6, Spellcraft +9,
Traits Friend to Animals, Sacred Conduit
Languages Ancient Osiriani, Common
Consumables Scroll Case (Remove Blindness/Deafness, Remove Disease, Remove Paralysis, lesser Restoration), Potion of Enlarge Person, Wand of Cure Light Wounds (50 charges)
Gear amulet of natural armor +1, longspear +1, traveler's outfit, breastplate +1, cloak of resistance +1, 3x spell component pouch, holy symbol (gold), holy symbol (silver), holy symbol (wooden), barding +1 (lamellar/leather/large/darkleaf cloth), saddle (exotic/riding), saddlebags, 449 gp
SQ Channel Negative Energy (1d6 damage, DC 17 WILL or dazed, 8/day), Lightning Arc 5/day
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 1d6 points of negative energy damage to living creatures or to heal undead creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 17 Will save to halve the damage. You can use this ability 8 times per day.
Variant Channeling - Rulership Harm - Creatures are dazed for 1 round.
Domains Air, Animal (Feather Subdomain)
Eyes of the Hawk (Ex) You gain a racial bonus of 2 on Perception checks. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6+2 points of electricity damage. You can use this ability 5 times per day.
Animal Companion (Ex) You gain the service of an animal companion.

Traits
Friend to Animals (Handle Animal) You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Animal Companion:

Horry
Male Companion (Axe Beak) animal 5
LN Large animal
Init +3, Senses low-light vision; Perception +5
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DEFENSE
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AC 21, touch 12, flat-footed 18 (+5 Armor, +3 Dex, +4 natural, -1 size )
hp 51 ((5d8)+20)
Fort +7, Ref +7, Will +1
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OFFENSE
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Speed 50 ft.
Melee bite +6 (1d8+8)
Space 10 ft. by 10 ft. Reach 10 ft.
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STATISTICS
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Str 19, Dex 16, Con 16, Int 3, Wis 11, Cha 10,
Base Atk +3; CMB +8; CMD 21
Feats Combat Reflexes, Paired Opportunists, Toughness
Skills Acrobatics +7, Acrobatics (Jump) +15, Linguistics(Ancient Osiriani) -3, Perception +5, Stealth +3,
Languages Ancient Osiriani
Animal Tricks Combat Training, Attack, Come, Defend, Deliver, Down, Guard, Heel, Hunt, Stay, Watch
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SPECIAL ABILITIES
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Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.
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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Deliver The animal takes an object to a place or person you indicate.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.


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Human Monk 1 Paladin 7 / Vigilante 8 | HP 67/104 | AC: 33 T: 24 Fl: 26 | CMD: 12 | F +19 R +22 W +16; immune fear, all diseases | Init +6 | Perc: +16 | Active buffs: Shield, Heroism, see Invisibility, Haste, Smite evil (+7 attack, damage and AC vs HER) | Active conditions: on evil ground

FYI. I am considering (and scheming with GM) about reentering with a new character. But this would only be in a slightly later stage of the adventure. With the current speed, this will never happen :)


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Human Oracle 1 Barbarian 2 | HP: 25/25 | AC: 18 (12 TAC, 16 FFAC), Uncanny Dodge | CMB: +5, CMD: 17 | Fort: +6, Ref: +2, Will: +2 (+2 vs. ench) | Init: +6 | Perception +5 | Speed 40 ft | Spells: 2/4 , Rage: 7/8 | Active conditions: none

dibs on the cloak :)

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