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Java Man wrote:
I CAN'T believe that I never noticed that. Thank You!!! ![]()
Mysterious Stranger wrote: Since the only thing the max DEX limit affects is AC switching to a silken ceremonial armor will not really gain you anything. Darkleaf studded leather gives a +3 armor bonus where silken ceremonial armor only provides +1. The Darkleaf studded leather gives you a better AC even with a DEX bonus of +8. I add my dex bonus to hit and damage. I also want the additional initiative. ![]()
Are there any properties or magic items that will increase the max dex limit for a set of armor? I'm using darkleaf studded leather armor which has a max dex bonus of +7. Is there something that would let me squeeze out another point of dex bonus? Or do I need to switch to something like silken ceremonial? Thanks ![]()
*****This is for pathfinder society play **** I have a level 1 bard (dawnflower dervish)/level 6 magus (hex crafter). I’m feeling a bit lost on what to do with his new feat and magus arcana. He is heading into bonekeep 1 shortly and I’m a little focused on that at the moment as well. Stats: Str 8 dex 21 (w/ +2 belt) con 14 int 16 wis 8 cha 12
Where do I go from here? Equipment
I’m considering selling my sword and replacing it with an adamantine +1 scimitar as I’m worried about DR and I’m completely scimitar dependant. I keep scrolls of versatile weapon to deal with other non alignment based DR, but I’m vulnerable to adamantine. My AC is 24 with shield and 26 with reduce person thrown in. I definitely will throw cash at a ring of protection of amulet of natural armor if there is any to spare. Any other great equipment ideas? Feats/Arcana
I’ve considered taking the familiar arcana along with improved familiar to get a faerie dragon (yes..I know I need the boon). And while the idea is colorful and I like it, I think I’d really only use him to use a wand to reduce me or maybe cat’s grace me. Not needing to take the time to do that myself seems huge, but maybe there is something more valuable I’m overlooking that could be done with my feat and arcana? I apologize for the tomb. And appreciate your thoughts. Thanks in advance! ![]()
Yep. Moving the credit to a new char is easy. But it's not clear to me the best way to fix this char. The bad credit made a difference in the characters level and gold received for his last played session. Option 1: I could swap in a new gm credit for the next game I run, though that breaks the rule about applying credit as you earn it. Option 2: contact the gm for the last session and have him rewrite the chronicle to reflect the lower level. Though that gets messy because I think it would mean we played up that session when we shouldn't have. What an embarrassing mess. ![]()
Hello,
I've reread the guide to play and I don't see anything that would suggest that we aren't supposed to do this. Did I miss something? Thanks in advance ![]()
I actually struggle with haste increasing the rate of magic flight at all. Is my fly spell really more powerful/effective because I have been hasted? Seems a stretch. It makes sense to me that my natural fly speed (from wings or what have you) would increase because of haste. I realize that isn't RAW. But it seems right to me. ![]()
agreed...seems pretty straight forward Full Attack
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action." Now...lets say that our character is a magus (only one short sword)... who is is using a spell combat...
and spell strike....
Said magus casts a touch spell and swings his sword to deliver it (say he casts defensively and makes his concentration check). He takes a -2 to hit as he would for spell combat, b/c he might need to swing again to take the big bad down. But the fellow falls from one blow. Does he have the option to take a move action? he could have just cast the touch spell an delivered via spell strike with his sword (standard action). Did the fact that he took a -2 to hit in preparation for the need to follow up with second attack commit him to a full attack? Or is this simply a standard to cast a spell..spell strike (no action) to delivery the touch spell..with a (what turned out to be unnecessary) -2 in preparation for a full attack? . he starts by casting a spell and delivering it through is s ![]()
A character wields a short sword in each hand. At the beginning of their turn they attack an adjacent enemy. They take the penalty for 2-weapon fighting..say -2 if they are wielding 2 light weapons and have the feat. The enemy goes down on the first swing. Have they used a full attack? Or does that count as a standard and they still have a move action if they would like to take advantage of it? I know that they could 5 foot step and continue a full attack if they like. i'm interested in knowing if swinging once and taking a penalty to hit because you are preparing to swing with you off hand if needed commits you to a full attack even if you don't use your attacks. thanks. ![]()
I'm really partial to the idea of an arcane sneaky type character. I currently have an arcane trickster (rogue/wizard) who is great fun, but not generally very combat effective. I also have a dervish dancer magus who is great fun and very effective in combat. I guess I'm trying to revisit the trickster idea but this time make it more effective. I've also determined that a touch of magic is enough for the feeling I want so there isn't a need to work at getting into the AT class. Even with the SLA ability ruling to qualify, you are still walking into a .5 BAB class, which just isn't feasible if you want to have some martial impact. I've regretted going rogue rather than Ninja w/ my AT. One big reason is the vanishing trick for impromptu sneak attacks. I also like "pain points" combined with two sneak attack a round while flanked. I'd rather not go the two weapon route either by dipping ranger or taking the feat because of the cost of maintaining two magical weapons. I'm struggling to come up with something effective that has flair. I don't need to hit as hard as everyone's favorite 2-handed fighter waving around an earth breaker, but I want to have a punch. I wanted to avoid going dervish dancer. But being able to drop strength to 8 or so makes this seem much more feasible. I could go str 8, Dex 18, Con 14, Wis 10, Int 12, Char 14 to start. ![]()
Brand is a curse. Hexcrafters add all curses to their spell list. Alex Bradbury wrote:
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Hi All, I'm hoping for some advice. I'm trying to put together a combat effective ninja for pathfinder society. I've been toying with a two level dip in magus to open up the spell list, pick up an extra attack/round (hopefully with Sneak Attack) from spell strike, a nice damage burst (4d8) from shocking grasp a few times a day, and the swift action +1/+1 which helps make up for the multiclass BAB hurt. But I keep wandering in circles. I have been trying not to make his damage dex based for a few reasons.
So I've arrived at..Aasimar for +2str/+2chr Str 16, dex 16, con 14, wis 7, int 12, chr 14 I've pondering Magus 2/Ninja x wielding a katana. I'm worried about AC, low to hit with spell combat, and lots of failed concentration checks even with cantrips => no additional attack from spell strike. I've considered going Kensai to pick up weapon focus for free and the extra AC from int. Which of course leads me to think I should try to squeeze out 14 int to take full advantage of the 2 magus levels getting 2 AC from int. Losing the spell a day hurts, but pears of power are cheap. I like the idea of this build a lot, but its just not gelling in my mind. I've also thought..if I'm just trying to get the extra attack, which I'm not..I like the spells and access to wands, maybe I should just pick up a level of monk for flurry. But what weapon would I go with..and is their any flair there? Is the ninja/magus idea just a dead end? if not, any thoughts on how to make it work? If it is a dead end, how about pulling off a heaving hitting sneak attacking ninja monk? Thanks in advance for your thoughts. I've dumped a lot here. ![]()
I apologize in advance if this question has already been answered somewhere, I expect it has. But I haven't been able to find it if so. I'm hoping that someone can confirm my understand of how flurry of blows combines with non monk levels. As an example, lets take a monk 3/fighter 3. If I do a standard attack (no FOB) i would expect to get 1 attack with a BAB of +5. If I flurry, my BAB would be +6. Meaning that I would get three attacks at 4/4/-1. A monk 1/Fighter 5 would resolve in the same manner. Sound right? Thanks! ![]()
Thank you for the very thoughtful advice. I hadn't considered that not having a constant fly speed would be a disqualifier for the flyby feat. If it was a home game I would just check in with my GM. But this is for PFS so I want to be sure everything is completely on the up-and-up. I don't have three feats set aside in my build to get sping attack. Does anyone know if there is an official interpretation of the "fly speed" requirement for the feat? For 5 minutes a day at level 5 I have a fly speed of 60. But does the feat require that you have an inherent and perpetual fly speed to qualify? ![]()
I guess I'm looking for specific tactics and advantages from flight. I believe that I can claim higher ground pretty much all of the time for a +1 to hit. I've been pondering the fly by attack feat. It doesn't work with spell combat, but I could cast a touch spell, fly by to deliver it with my sword and then continue on to end my turn in a safe square. It still provokes but might still be useful in some cases....maybe to avoid closing with a mob with a crazy full attack. ![]()
Hello All,
Flight is obviously great for all sorts of reasons. But I'm trying to figure out how to leverage it in combat...and I'm not coming up with alot. Does anyone have ideas on how a dervish based melee fighter type can effectively use flight to his advantage in combat? ![]()
Hello,
I have some confidence that:
Here is my big area of fuzziness though. It seems that I'd read that for PFS you must be able to cast the spell required to create the item. Which means....no amulet of natural armor, since wizards don't have barkskin..no rings of protection b/c wizards are missing shield of faith and so on. Is anyone clear on how this is supposed to work? Thanks ![]()
Diplomacy
Are characters allowed to make multiple diplomacy checks to gradually improve an NPCs attitude in stages? By the rules you can increase the attitude by multiple steps if you exceed the initial DC by 5. But are their any limitations on repeated attempts? ![]()
Hello,
He is Bard (dawnflower dervish) 1, magus 2 (hex crafter)
His first level feat is extra performance..to get maximum use out of battle dance from the bard level. I want him to be consistently effective at dealing out melee damage. Since he isn't strong enough for power attack and pirhana strike won't work with a scimitar I'm not seeing alot of options to add damage until weapon specialization. At the moment i'm considering arcane strike or weapon focus (since there is no damage if you don't hit). Any thoughts would be appreciated. Thanks in advance. ![]()
Two questions 1. Are players eligible for 2 PP in the season 0 scenarios? If so, how does one determine if the second PP has been earned since the faction missions no longer apply 2. Are the season 0 scenarios easy enough that i should consider limiting them to four players? I'm running the silent tide on Monday and my current roster consists level wise of 1 4th, 1 3rd, and 4 2nd level characters..which means tier 1-2. After looking over the scenario I can't imagine that it will be remotely challenging. My plan was to run through the whole season doing one scenario a week and I'm considering limiting the number of seats moving forward. Any thoughts/advice? Thanks Hey...I just realized I'm the only one on this forum without stars after my name :-) This monday will be my third time running a session. ![]()
Ouch...that smarts more than a bit. I didn't realize my interest in the game was driving the developers into hiding. That said..I did overlook the specific reference to "attack", that does muddy the waters and make the statement of the spells intent much less clear. Secondly, I don't think its that far fetched that this spell might allow multiple sneak attacks. Up until 6 months or so ago there were a number of spells that allowed this. And given the dearth of arcane sneak attackers over the years I wouldn't have called the general concept overpowered. Generally the first sign of something broken is when it becomes the norm. This is a very fringe spell. Anyone actually ever seen it used? Not many wizards are going to use a bow hoping to hit, let alone drop something so that they can cast this spell and hope they manage to hit again with a second attack roll. On the other hand, how many melee characters are investing in 3 levels of wizard and then looking to use spells for other than buffs or utility? I think this spell on very rare occassions would allow a combat weak character concept have a moment in the spot light. Sorry to be a munchkin. The developers can come out now, I won't mention it again. ![]()
This is interesting...how about the spell "arrow eruption"? School conjuration (creation); Level ranger 2, sorcerer/wizard 2
If you make a kill with an arrow with sneak attack applied. the next round you cast this spell and can hit as many creatures as you have caster levels..and, so it seems..apply sneak attack to each of those attacks. I'm basing that off the statement, "they enjoy the full benefit of any bonuses or modifiers you applied to the attack from magical items, feats, and class or racial features". The circumstances were this would be helpful seem very slim..but if it did come up would you all thinks it legal? Since it is more specific than the general spontaneous spell effect rule? ![]()
Thanks guys..actually just found that ruling. Though it seems arbitrary since multiple attacks from high BAB would result in multiple sneaks. so the issue isn't that you lose stealth after you roll the first attack die. Its just that they don't like you getting multiple sneak attacks from spells. Still I wonder if the original ruling wasn't based on the idea that you lose steal after the first roll? It feels like the sniping rule should apply. Oh well. Whish I'd found this before I put time into building up an Arcane Trickers for PFS. I could still see a place for them in a home campaign. But given the limitations of PFS scenario play I'm not sure what the point of them is after this ruling. Best I can come up with would be...cast fiery shuriken round one. Round two release one shuriken as a swift action taking sneak attack damage then as a move action release another..since they aren't simulateous you would get sneak on both. Or you could swift to release one then us a standard to cast another spell with an attack roll to get off a second sneak attack that round. This would seem fair given that multiple attacks from BAB can get sneak..though by a strict reading of the rules I would think you'd need to make a snipe check between attacks. ![]()
Rules in question Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below). Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location. If I start with stealth and cast a spell with multiple attack rolls (scorching ray or fiery shuriken)would I get sneak attack on each ray since I'm releasing them all at once? or only on the first one that I roll? If I only get it automatically on my first roll am I able to make an additional stealth check (at -20)between each attack roll? What if I left cover to make my attack? I would have technically successfully used stealth 10 feet away, but would no longer typically qualify for a stealth check because I left cover to do it? I'm guessing the sniping rule is most specific and so would trump the standard stealth rule? Thanks. ![]()
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. Written by Kyle Baird ![]()
Thanks for the clarification Ravingdork. I've recently been playing a net figher in PFS (just hit level 2) and the question has come up. The DMs keep just wanting to shred the net. Which, while maybe logical seems counter to the game mechanics. I've just upgraded to a masterwork net and the idea that any random NPC could just pull out a pocket knife and destroy my investment has been a little disturbing. The other piece that has come up is the idea of the net taking damage as you attack a creature entangled in it.... My guy generally follows up a net entangle with a gladius attack. Again, logically you would expect my slashing weapon to damage the net, but I don't think that is true to the mechanics of the game. ![]()
Hello, I've recently started playing pathfinder society on line. My first character is a rogue and I'm planning to move him towards arcane trickster. I'm just about ready to level up to level 2, which means I have one last chance to make any character modifications before he is set for the rest of his career. I'm very tempted to take the sniper rogue archetype so the I can gain the benefit of an extra 10 ft on my ranged sneak attack from my third level of rogue. I feel that this could come in very handy for an arcane trickster. However, I'm having a hard time deciding how much losing the trapfinding ability is going to hurt. How much is it going to stink when I run into a magical trap and can't disarm it. Which way you would go? Anyone have thoughts or opinions? Thanks ![]()
I would be up for it. Warning ...I've never played PFS or online before so I might need a little hand holding getting started. However I've played tabletop pathfinder for a few years and feel confident in my understanding of the system. I just put together a level 1 teifling rogue as my first PFS character. blue ![]()
Say your character has a 13 str and you take power attack as a feat. Now, say your character takes a point of str damage from poison or disease or magic....your pick. Can that character make use of the power attack feat now that their str is 12? That i can find, RAW doesnt speak to this. You need the pre req to select the feat. But there is no mention of needing the pre req to use the feat once its trained. Anyone have an opinion, or better yet an official ruling? Thanks ![]()
pauljathome wrote:
Lingering performance isnt compatible with battle dance. ![]()
Just a note. You can gain extra rounds for battle dance: inspire courage (+2 to hit/dam) with the harmonic spell feat. Benefit: Whenever you cast a 1st or higher level spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance. At lower levels you would probably get more milage out of extra performance, but in the long run I think this feat might pull ahead. I'm still trying to make up my mind which to go with.
About Kaelmourn A'Darith CelairdirKaelmourn A'Darith Celairdir
Defense:
-------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 10 (1d8+2) Fort +3, Ref +3, Will +3; +2 vs. enchantments Immune sleep Offense:
-------------------- Offense -------------------- Speed 30 ft. Melee longspear +2 (1d8+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks sneak attack +1d6 Spell-Like Abilities (CL 1st; concentration +0) 1/day—cloak of shade APG (DC 10), dust of twilight APG (DC 11), ghost sound (DC 9) Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +3) 1st—cure light wounds , shield Statistics:
-------------------- Statistics -------------------- Str 15, Dex 12, Con 12, Int 14, Wis 12, Cha 9 Base Atk +0; CMB +2; CMD 13 Feats Brew Potion, Iron Will, Throw Anything Skills Craft (alchemy) +6 (+7 to create alchemical items), Craft (leather) +4, Heal +5, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +7, Spellcraft +6, Survival +5; Racial Modifiers +2 Perception Languages Common, Elven, Gnome, Undercommon SQ alchemy (alchemy crafting +1), ancestral grudge ARG, mutagen (+4/-2, +2 natural armor, 10 minutes) Combat Gear mutagenAPG; Other Gear lamellar (leather) armor UC, longspear, alchemist starting formula book, alchemy crafting kit APG, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit UE, pot, soap, torch (10), trail rations (5), waterskin Special Abilities:
-------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ancestral Grudge +1 to attack rolls vs. humanoids with the dwarf or elf (non-drow) subtype. Darkvision (120 feet) You can see in the dark (black and white only). Drow Immunities - Sleep You are immune to magic sleep effects. Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Mutation:
The green energy has given you excessive growths... both in and out of your control! Greater: Self-Multiplication: Once a month, multiply yourself into d4 clones plus your original. Your brain is limited though, and you can't get all of yourselves to act simultaneously. You get the normal standard action and move action with one of yourselves, and an extra move action for a different self. You decide which of yourselves moves and attacks. And hey, only one of you has to survive for you to make it to the next day! The next morning, all of yourselves die but one. Might not be the original. Which one is the real you, anyway?. Lesser: Extra arm coming out of your torso. Hold more items at a time. (doesn't affect # of attacks) Bad: New PC: You have a completely new body slowly growing deep within current body; eventually it will begin to push its way out...but what will it be? And what will happen to you? Back Story:
Kaelmourn laughs as a rock glanced off the top of his head, a numb pounding pain spreading from the wound. A stream of dark crimson blood begins to flow from the deep gash, washing over his silvery, matted hair. ”Any time now… I’d appreciate any help you wish to give.” He speaks softly, with no worry in his voice but a sense of frustration beginning to show on his face. After a long pause, he begins to struggle as if attempting to throw himself out of his rope restraints. His captor - an abnormally large armed man - had been watching all of this after his rock just misses its mark. Shouting out in a thick accent for Kaelmourn to keep still, he pelts another large rock, again seeing it fly past its target. He curses loudly and turns to look for a more appropriate rock to throw. ”Look maybe we can talk? I know I might have been a bit forward. But I can’t really remember much and I just wanted to see how you worked…” Kaelmourn could see his words fell on deaf ears. But his attention turned quickly to thoughts of how interesting it was for such small framed and a clearly malnourished man to have such large and muscled arms, another quirk of the green mist he could only surmise. His mind then began to wander. Thinking back he wasn't clear on all the details of how he found himself incarcerated and in such a strange predicament. The large man with the rocks had the upper hand on him and it was clear he was not long for this world. Then deep down he felt it, an intense nauseous feeling as though his skin were being ripped from him and then just as the pain was becoming too much to bare it was over. His head fell forward as he began to takes long deep breaths. He only snaps out of his daze when he feels the binding holding him get cut. Before he can fall over face first, an arm grabs him and helps him steady himself. Standing firmly on both feet he pulls off the rope from his hands his begins to dust himself off, taking out a dirty handkerchief and wiping away from blood from his brow, bringing back some semblance of normalcy to the way he looks. As he walks forward he staggers slightly, attempting to get the feeling back in his legs. The large-armed man now on the floor and crying out in pain. Standing over the man he can see his huge, flat hands wrapped around his own throat, desperately trying to staunch the bleeding. large arms desperate to stop the blood gushing from his throat. ”Now.” He smiles, looking down at the man and inspecting him as a scientist might inspect a specimen. ”How about a more civilised introduction. My names Kaelmourn A'Darith Celairdir. Head of the Ministry of Improvement, 2nd seat of the House of Flesh, 63rd in line for the council of Zirnakaynin.” A confused look washes over the dying man as another figure steps into sight, an exact copy of the Kaelmourn. ”Ah, I see this all seems a little shocking to you. This is me.” He gestures to the clone and laughs. ”Now now, I think you’ve got that the wrong way round. You are me.” the second Kaelmorn says holding up a pointed finger. Fear and shock hit the man hard now as he tries to shout for help. ”I wouldn't try that, the wound was intended to kill. Just let it happen.” The first kneels down as the second cleans his dagger with a dirty handkerchief. ”I was simply on my way to a town called Prevail - I had hoped a new place of civility. I didn't mean for this to get so out of hand.” He laughs again as his shirt falls apart and a third arm is revealed, it instantly lashes out at the dying man attempting to pull his hands away from his throat, pummeling him. ”I’m sorry about that.” The first Kaelmourn pulls back the mutant arm, looking a little embarrassed. ”I don’t really have control over it. Another side effect of the green mist I suppose. It seems to have a mind of its own and likes to... lash out.” He smiles as the arm settles down. He looks up at the other version of himself and then down at the man, most of the fight leaving him now as he settles down and accepts his fate. ”This is a new world. I understand my new place in it. But I still expect to be treated in a certain way. Maybe this was all my fault.” He gestures down to the dying man, the duplicate version simultaneously stepping forward and placing a hand on his shoulder. ”Don’t blame yourself, he was too proud. I think you were too kind. Let’s not let dwell on this.” Standing up now he sighs while taking out a tattered journal and begins to sketch the dying man, making precise notes around the page. ”You will be preserved make no worry of that.” the first speaks down to the man softly attempting to put any fear out of his mind as he fades away. Finishing up his notes he closes his journal, making sure to come back to it later. Then with a few moments of thinking, he turns to his clone. ”While I have you. I was tied up on that post and for the life of me I couldn't remember how we got here.” He brushes away some of his matted hair rubbing at the stubble under his chin. The clone copies his mannerisms exactly and both men attempting to remember something just out of reach. ”I suppose I remember just as much as you.” the clone states matter of factly. ”This whole back and forth is getting a little less strange. It’s quite nice talking to someone as reasonable as myself.” They both look at each other and smile understanding how absurd that sounded. As the blood of the freshly killed man pooled at their feet, they take a step back from the body. The duplicate Kaelmourn continues: ”But you must remember the night we woke to the blast. It was loud even deep in the Underdark. Then the chaos as the houses started attacking each other for power we hardly got out of there when the above races rushed to get to safety.” The first nods, remembering it in pieces but remembering nonetheless. ”I nearly went back for Ilvaria.” He turns away as his clone then places a hand on his shoulder. ”There was no saving her before all this and you knew she was gone.” the clone says. Kaelmourn steps away. ”I don't want to talk about it. We made it out, we left a lot to die but we made it.” He brushes at his tattered clothes again, trying to collect himself. ”The true shame was all our research was left behind, but we’ll rebuild.” They both hold on to their own thoughts for a moment. Kaelmourn then turns and pats the other him on the back. ”Now we can’t be standing around all day, we still have our destination to reach. You remember why we’re out here don’t you.” The clone smiles. ”I remember. This town or village called Prevail. I’ll be honest I’m no fan of the name but I’m sure it’s something we can work with.” Kaelmourn turns, holding up a hand. ”Now now, we talked about this - we’re changed. We have to show some class and civility to the savages up here. There’s also so much more work for us after all this green mist mixed everything up. We can’t be wandering around talking to ourselves forever, while you might be the most interesting person to talk to, we need a new place to start over where our research will flourish. I’m now the first seat to the House of Flesh and all that. Remember, the flesh is the key. It holds the secrets, the hidden words.” Kaelmourn smiles as he moves to pick up his backpack and throws it to his clone. ”You carry it for a while, we’ve got quite a way to go yet. I’ve got a lot to think about before we reach this new place.” Looks:
Kaelmourn is a typical Drow. He shares the slender build and features of elves. His eyes lack pupils and are solid white, his hair of a long and silvery. While his skin is dusky purple. He holds himself as a man in a high station, but there is something about him when looked at closer he has scars along his body, that all seem made with a purpose. Party Roll:
Kaelmourn is going to be a front liner, he will be buffing himself and augmenting himself with his discoveries. He will have skills to augment the team. |