Lamashtu Worshipper

Ixotl's page

56 posts. Alias of heliopolix.


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

It's alive!


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

I'm glad he is OK. That's the most important thing.

Ixotl cuts the interview short, realizing that Skald's lack of civilized social graces means he's probably less likely to be offended by Ix's brevity.

"No. Finding him will have to wait. See you on the docks."


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl collects newly drawn map, fanning it until he is sure the ink is dried. With the pouch in the middle, he rolls the hide up and ties it in several places with rawhide thongs, then caps the end of the rolled tube with wooden stoppers. Satisfied that the map is protected from accidental erasure from everything short of extended inundation, he turns back to their new navigator.

"Do you know where I can find Vark?"


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl nods along at the description, noting the names and places - some familiar to him, some foreign.

"Tides? Winds? Currents?" He enquires. " Reefs, shoals, and narrows? Squalls and typhoons? Pirates and natives?"


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl fishes a rolled, tanned hide out of his sack. He scrapes the surface with his skinning knife and rubs it vigorously with sand, erasing the previous contents. He rinses it with a small jet from his waterskin and dries it with a fur pouch - once white, but streaked with grey and black from such use.

He draws out a river reed and a small vial of ink from the pouch and tucks the hide under his arm. After sharpening the nib of the reed with the same skinning knife, he sets all three items down on a small work table and drags it in front of the stranger.

"Show us Sasserine to Farshore," he says without preamble and returns to sit on the padded stool he had risen from, watching Skald intently.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl slips back into the house without fanfare, listening to the discussion. He takes a small tin of ointment out and begins to massage his calloused, tanned feet while he listens. A pensive smile rests upon his face as he waits for a quiet moment to speak.

"The mudmen have fled back to their swamps. I tracked them to the edge of town and watched their trail burrow straight for home. They won't be back. The scoundrels I seek have made themselves scarce in Sasserine. No trail to Vark or Vanthus here; not from those acrobats nor the mudmen. Might be they've fled to this colony. I've not been that far from home, but I've no fear of water. Perhaps I'll glean some scent of theirs on distant shores and bring back that which was stolen. We have the same quarry, so I will gladly share the hunt with you."


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Time for Ixotl to single handedly track down and destroy the bullywugs, cause I have a great history of solo adventures in this game! What could go wrong?


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"I tracked the shaman and the surviving cronies to the edge of Sasserine. They fled into the swamp, and I don't think they are coming back. Was this assault orchestrated by Vanthus or Vark? Or someone else entirely?"


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Satisfied to be back on the hunt and secure in the knowledge that he can exact his vengeance on the shaman at a time of his choosing, Ix returns to the manor house. He drags the bodies of the attackers into the garden and buries them without ceremony. He does not desecrate the enemy's dead, but neither does he venerate them. Afterwards, he will carry buckets of water from the stream and scrub the flagstones in front of the doorway where the darkened pools of blood congealed until only the most stubborn crevices hold any sign of the attack. With that laborious task completed, he will bathe himself in the stream, washing away the dirt and grime and dry himself on the manor roof, where he takes a well-earned nap.

Waking later and stretching the stiffness from his muscles, he climbs down off the roof and goes inside to speak with Uro.

"Have you gotten the answers you seek from the prisoner?"


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Fights in kirthfinder are quite brutal, and there are a plethora of combat options that can deliver an alpha strike. Here's my perspecive on killing stroke in low-level play (the only scenario I've played it in so far).

Killing stroke is a great combat opener, but it comes with caveats. For KS to execute outright, it takes several rounds of observation, and you have to attack your target while they are flatfooted. Having your target spot you will spoil it, as will failing to close within range. Provided you can achieve surprise at close range, you still have to attack, and the dice can be fickle.

In combat, it can be a big burst of damage, but again, it takes several rounds to execute properly. Those rounds spent studying are ones the assassin will contribute little to the fight, and could be spent dealing moderate damage each round instead of a lethal blow after several. KS is spectacular against a single target, but those kinds of fights are ones that an adventuring party already excells at, and there are several defensive options that can mitigate the effectiveness or divert the blow from the big bad evil guy to a sacificial mook.

Returning to the line of thought from my opening, Kirthfinder rewards strategic play and the side that can set up combat on their terms has a decided advantage. Theres an entire section in the introduction about the sort of rock-paper-scissors dynamic that can emerge from these more powerful options, and I think KS epotomizes that design philosophy. At higher levels, I can see the potential for it to be exceptionally deadly, but I would argue that it becomes first-among-equals in some encounters and markedly worse in others.

The GM could certainly use the feat against the party quite effectively, but that would have to be done carefully to avoid being no fun for anyone. Perhaps a legendary assassin has been hired to slay the party's paladin or some similar story. If the feat is disruptive in your game, the ultimate use for these rules is to adapt them to fit your own group's playstyle. If it doesn't fit, remove or reduce it.

I've certainly had fun using it, though the last time I used it, it killed the bullywug boss and his cronies beat me to death's door afterward, so your miles may vary.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

I do like stabilize for the third orison. Would you allow penumbra for the fourth?


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Awesome. Then I'll just plan to save for the full-fledged frost enchantment!

Also, things are really going to rock once point-blank shot kicks in the extended range at higher BAB.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Yeah, but I realized that I had been using Killing Stroke wrong. As written, only melee coups de grace trigger the save vs death, so I figured I needed more damage to reach the -1 HP threshold so that death knell can trigger.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Frost would indeed be 2000, but frosty burst is only 500 per 1d6 on a crit, to a maximum of 5d6.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"Yes, you should do that. I'm going to look around the grounds for the shaman's trail. His magic was particularly foul and there is a chance it lingers still. If we can follow it back to their lair, we could surprise them before they had a chance to regroup."

He pauses, considering the first part of Uro's statement.

"It is true that I am used to hunting alone - not fighting, and never against so many at once. There is wisdom in what you say. I will think on it as I search for the trail and you have the chat with your captive."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)
Kirth Gersen wrote:
Ixotl wrote:
I am close to being finished. I have a question about extra spells for high casting stat. Do spontaneous casters gain additional spells known or spells per day for high stats? The ranger doesn't get class bonus spells, and the ranger class guide mentions that they cannot cast first level spells at first level (spell capacity 1) unless they have a wisdom of 12 or higher. But the spells chapter indicates that the bonus is only to spells per day, so I'm confused. Basically, how many orisons and first level spells should Ixotl have at 4th level (spell capacity 2) with an 18 wisdom?

Prepared casters gain additional spells prepared per day (more simply, "additional spells prepared;" I've amended the text in Chapter 8 accordingly -- thank you!). Spontaneous casters gain additional slots per day.

What's confusing here is that rangers, unlike most casters, don't have a selection of bonus spells (the "+1" on Spells Table 1).

If Ixotl wants to prepare spells (standard ranger):
0 level spells prepared: 4
1st level spells prepared: 1 +1 bonus spell (not gained by ranger class) +1 (Wisdom bonus) = 2 total.

If Ixotl wants to cast spells spontaneously:
0 level spells known: 4; uses/day: at will
1st level spells known: 1 +1 bonus spell (not gained by ranger class) = 1 total; uses per day: 4 +1 (Wisdom) = 5.

At one point I'd thought about making the ranger's tracking-related SLAs into bonus spells instead of being called out as class features. I refrained because that's a huge nerf to his effectiveness, going from at will to 1/day for a lot of those.

---

BTW, I love what you did with the dying condition and your sling -- that's exactly how I'd wanted the numen system to work.
The life-drinker property is even cooler if we use the converted death knwll spell: when the weapon reduces a creature hit to -1 hp or below, it deals an additional 3d6 negative energy damage; if this kills the victim, the wielder gains +2 enhancement to Str and 1d6 temporary...

Thanks, that was how I thought it would work but I wanted to be sure. I'd made the decision for Ix to spontaneously cast when I first made him, so that's what I'm sticking with.

The orisons I've selected already are detect magic (helps with tracking magical auras) and naturewatch (naturally). I also took cure light wounds for his only level one spell, as he can now ward his companions and divert the Lord of Death's gaze elsewhere (at least a bit). I'm keen to tie his spells to his underworld connection (metaphorical, not criminal), so I'm open to suggestions for the other two slots.

I'm totally down to use the revised death knell for the life drinker, and I'll also be adding icy burst as soon as I can afford it (would put me 100 numen over).


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl spends what seems like an eternity wandering through Mictlantecuhtli's realm, looking for the path the sun follows as it travels beneath the world. Ahead of him, the winged one flies, nameless in the darkness. He can hear the soft sound of the wind in its feathers, but can catch no glimpse of it through the gloom. After many hours, a great thirst overtakes him, and though he knows better, he stops and drinks from a darkened stream. The cool water bites into his veins like ice, paralyzing him momentarily and inspiring instant regret. When the paralysis has passed, he dips his sling in the stream and ties it about his forehead before continuing on his trek. This time, he seems to catch sight of a familiar hulking silhouette and hurries onward, trying to catch the lumbering figure. The shifting branches and dreary surroundings drain his spirit, and he never draws closer. Eventually he loses his quarry altogether and slumps, defeated, among the gnarled roots of some twisted mangrove. Resigned to his fate, he closes his eyes.

He opens them again at the base of a different tree, sputtering out the last drops of a slightly bitter elixir and looking upward into the ugly mug of the scarred orc. Giving Uro an hearty handshake, he rights himself and stands revitalized.

"I thought I saw your shade, wandering with me in the lands of the Lord of Death. Glad to see you made it out." He retrieves his sling from the ground nearby and receives an icy jolt as his fingers pluck it from among the torn branches. "It seems I have brought something else back with me. A dangerous omen, to be sure."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

I am close to being finished. I have a question about extra spells for high casting stat. Do spontaneous casters gain additional spells known or spells per day for high stats? The ranger doesn't get class bonus spells, and the ranger class guide mentions that they cannot cast first level spells at first level (spell capacity 1) unless they have a wisdom of 12 or higher. But the spells chapter indicates that the bonus is only to spells per day, so I'm confused. Basically, how many orisons and first level spells should Ixotl have at 4th level (spell capacity 2) with an 18 wisdom?


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Yeah, the studded leather would be sweet, but Jym is welcome to it. Hopefully Ix can do better at staying out of melee in the future.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Swarmed by the bullywugs before his allies can intervene, Ixotl is cut down among the branches.

Going to -9 from the attacks. Dreading the impending falling damage.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

That is a great idea.

Ix will cling to the treetop, using some fresh sap to bind the worst of the axe cuts.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Looks like I miscalculated the damage from the shaman's original attack. Saved for half against 15 damage, then took 14 more from the axe throwers, which would either equal his HP max, or put him one over, depending on how the damage rounds. If he's still conscious, he will do his best to hide in the treetop and get cover and/or concealement from it.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

His composure momentarily broken, Ix's ascent isn't attempted with the same calculated competence as his rooftop descent. His frantic antics propel him from branch to branch in a spiraling upward arc, culminating in a spinning flip atop the crest.

He howls in exuberant excitement, his confidence restored as his gaze locks with the shaman's.

Athletics: 1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Seeing the shaman conjure the crocodiles, Ix feels the cold death that the shaman used upon him earlier and freezes momentarily. He assesses the trees in the garden, seeking one that will give him a stable, crocodile-free firing platform. He sprits for safety just as the scaly death closes and scurries upward.

Init: 1d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl waits patiently, sliding slowly across the roof and down the adjacent side of the manor as his quarry throws herself angrily at the door.

He looks to the trees and shrubs of the grounds for cover, plotting his approach and stalks closer, mimicking the jaguars of his homeland.

He can see her fury drain away as she huddles with the others, whispering and plotting. He watches carefully for the perfect shot.

Taking 10 in Favored terrain
Athletics: 10 + 8 + 3 = 21
Stealth: 10 + 8 + 3 = 21 +1 vs quarry

Perfect shot: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 271d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
If she is flatfooted
Killing Stroke: 2d6 + 8 + 2 ⇒ (1, 3) + 8 + 2 = 14


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Oh, the main gate! I thought they were already at the front door to the house. Yeah with the manor wall in the way that is a heck of a difficult shot.

Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

HP 11/21

Ixotl throws himself flat on the roof, but the dark energy still saps his strength. Now aware of the spellcaster, he rolls along the roof and tries to reposition while he loads another ceramic bullet.

Stealth: 1d20 + 8 + 3 ⇒ (12) + 8 + 3 = 23 +1 more vs quarry only


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl feels the hungry pull of Miclantecuhtli through the owlish avatar that leads him to those who have wronged his tribe. The unforgiving god of death nudges his aim minutely, eager for a sacrifice.

Hero Point: 1d6 ⇒ 1

If she isn't flatfooted, I don't think killing stroke will threaten her in the same way. In that case, she only takes basic (not critical) damage with no death save required.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl watches the couryard, studying the supervisor and marking him as his quarry. He will try to strike from surprise before the others reach the door, but he will not reveal himself before he can see the whites of their eyes.

After studying for four rounds. Fort save vs Death. DC = Damage dealt.
Killing Strike, vs Quarry, Point-Blank: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 291d6 + 4 + 2 + 1 + 2d6 + 8 + 4 + 2 ⇒ (6) + 4 + 2 + 1 + (4, 2) + 8 + 4 + 2 = 33


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl is staying hidden on the roof, studying the swimmers. With Uro in the fray, there might be a chance for him to break another skull soon.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Yeah, damn stiltwalkers. Also, Ixotl really fits that description, so there's that.


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Yes! Take that you filthy pirates. Only a cowardly scoundrel would ambush someone and KO them on the surprise round. So there!

Ixolt grins wickedly and keeps his stomach planted on the cold clay roof. He watches the frogmen, waiting for another opportunity to strike.

His grin sours as the slimy buggers squirm toward the basement entrance.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl strikes as the last frog-man clears the gate. His sling blurs into action, lashing out like a scorpion's tail. The ceramic sling bullets whines through the air with lethal accuracy.

Init: 1d20 + 2 + 1 + 3 ⇒ (4) + 2 + 1 + 3 = 10

Killing Strike: 1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 233d6 + 12 + 3 + 6 ⇒ (1, 6, 5) + 12 + 3 + 6 = 33 Killing strike: Studied orc for 4+ rounds. Standard action coup de grace vs flatfooted orc. Sling damage + 1 point blank, +2 vs quarry, x3 crit. DC 33 fort vs death.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"They are six. We are six. They expect to surprise us. We will surprise them. Let them come and be destroyed."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"I can see behind the wall from above. There are none hidden against it. The swimmers in the stream don't look like a decoy. There are a handful of frog-men, and an orc pirate with a mean disposition. We can strike after they swim under the wall."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl lies motionless on the roof and wills his winged companion to swoop down for a closer look, using his spiritual link with the sacred bird to share its sight. He tries to get an accurate count of the invaders and then slips away, dropping off onto a balcony and intercepting Uro.

"We have company. An armored enemy approaches, wading upstream. Several companions swim beside him. They will be upon us in minutes. I will snipe them from the roof, and you can ambush them once the bullets fly. Good hunting!"

Warning given, he returns to his perch, waiting and studying the leading figure. He watches his target carefully, preparing to deliver a killing blow.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl stakes out a vantage on the roof overlooking the main gate. Laying supine on the cold clay tiles, he sends his consciousness out into the void.

Opening his eyes, he watches as the city slides slowly beneath his gaze, the sound of the unspeaking one's wings cutting through the air reassuringly familiar in this vigil. He smothers the doubt that sprouted in his recent defeat, putting it aside as the thrill of the hunt consumes him.

He watches all whom approach the wall, especially near the front gates and the flowing stream. Anyone he spots attempting to climb the wall or sneak inside will not be given charitable warning.

Perception: 1d20 + 11 + 3 ⇒ (2) + 11 + 3 = 16 +2 vs civilized humanoids


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Deepest sympathies. Loss is always tragic.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

A poisonous flash crosses Ixotl's eyes as he regains consciousness. The look of unbridled horror is fleeting as he gains control of his expression and rises to his feet.

"To strike from surprise and overwhelm your enemy before he is aware of the danger is something I have studied my whole life. I have not been so humbled by another since I was a child. My quarry - our common enemy - is powerful indeed to have such capable followers."

Turning to the discussion in securing the house, he offers his perspective.

"I will conceal myself upon the roof, or within a high window overlooking an entrance. Any who attempt to enter with hostile intent shall receive a lethal strike to the skull. The unspeaking one will alert me to any who approach so no entrance will lie unguarded. I will rejoin the fight wherever is needful, though melee is not my forte. Obviously."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Emergencies, definitely.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Ixotl is presently unconscious. A minor impediment to be sure, but one that interferes with his ability to engage more meaningfully at the moment.


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Too bad that Jym can't use his potions on the forums, too.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Happens to me every day.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Right there with you: 1d20 ⇒ 3


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HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

I've got no complaints! Ixotl is accustomed to using the exact same ambush method - blending in with a disguise and striking with deadly force to overwhelm your opponents before they can recover. It just goes to show the caliber of their enemies. If anything, this will provide Ixotl a strong incentive to team up instead of pursuing his investigation alone. Also, he will definitely read too much into their choice of costume, however coincidental it may have been. So, it works on multiple levels. Good DM hook!


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)
Kirth Gersen wrote:


-9 hp. Sorry, Ix!

It's all good. I haven't had a character die on the first session in a while. It's been years, actually. What is most unfortunate is that the pirates saw through Ixotl's local disguise and ambushed him so successfully. They used his own tricks against him. Definitely puts a blemish on the rugged huntsman vibe I've been trying to cultivate.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Uh oh! Another surprise-round crit. Thanks, dicebot.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

Streetwise (FT Urban): 10 + 7 + 3 = 20

"Drunken louts. They will celebrate any momentous event with deviance and debauchery. And they call us savages. *sigh*. It will take ages to get a cart through this crowd. A mob is like a jungle, though; there is always a path if you know where to look."

Ixotl will hop down off the cart, taking directions from the others to their intended destination, but leading the way through the surging throng of revelers. He will occasionally pause and close his eyes, gaining an excellent vantage of the way forward from the wood owl winging silently overhead.

Using terrain movement to move freely through the crowd, and using the companion bond to navigate efficiently.


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"Murderous pirates. That is something I am capable of assisting with. I shall come with you now and seek Vark once this matter is resolved. Tell me of the scum you hunt, and let us be on our way."


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"Vanthus. Another name to seek. Perhaps Vark will also know this name. If, as you say, he was in his employ, then he definitely will. At the least, Vark will speak of the Quetzalcoatl."

Ixotl considers Elebrin's offer as she talks herself into a tangle.

"I often hunt alone. Such is the life of a Seeker. If you have been hunting Vanthus, then it would be foolish to ignore what you have learned. Where should I find you when I have finished with Vark?"


HP 28/28, AC 20, Perception +13 (+2 fav terrain, +2 fav enemy)

"Call me Ixotl."

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