Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Damn straight. Best Demon Slayer in Cauldron. Nothing touches horizon walkers. (Okay, so an adventure path character not a PFS one)
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Of course we already have quite a lot of power with some of the other adds that the GM has factored in for us... Not that I don't like (effectively) bonus feats. But things like fighters... well.. their main schtick is being able to do all these things because they have so many feats.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
I'm away this weekend, but my timing is ahead of everyone else anyway. I've got to do the profile for 'Ogre' (his nickname) still, and am tossing up a small stat swap from STR to CON for survivability reasons.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
This is what I am up to with my background. Exactly how he came to be is unknown to him. Bastian was found near the edge of the Forest of Veils on the shore of Lantern Lake. Taken in by a townswoman he was given a home and a lot of hard work. The lad grew slowly but continually - causing the superstitious locals to fear the lad even more. While a kindly lad, he was thought a little... slow... but his strong arms kept him in the good graces of the locals... at least until the death of his adopted mother.
He took work as a caravan guard after a year of travelling, and rather enjoyed the life, growing his skills and taking a shine to a weapon that matched his still growing stature. One of the recurring risks facing caravans was that of the walking dead, and before long he had acquired quite some skill in dealing with them. It was around this time that his strange resistance to necromantic magics first became evident. Word of the odd caravan guard eventually made its way to Professor Petros, who sent word that he would like the meet the young man.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
If I was going pally, then I was thinking of a dip into life oracle to bulk up on healing a bit, but we have a bit of healing with cloistered cleric and bard. So I'm thinking more I'll go bloodrager, which will be something a bit new for me, and mean if Patrick wants to go paladin we won't have too much of a duplication.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Well, I could always multi-class between Paladin and Bloodrager. Unlike barbarian, there are no actual alignment restrictions against doing that. Given they are semi-spell casters, that might not be best, but on the other hand they are both full BAB so it could work. Still tossing the "Feel" for the character around. Either way I'm looking at the Angelblooded assamir with the deathless spirit ART and they will likely end up using some big weapon, Greatsword or Falchion in all probability. Likely they come from one of the barbaric tribes in Ustalav. In either case, they have been inspired by tales of the Shining Crusade and personal loss, to take up a weapon with the aim of putting the dead back in the ground. With a bard in the party, the paladin auras might be a little less helpful as they are generally morale bonuses. Which might be a strike for Bloodrager now I think of it. But its hardly a decisive call. If we are shorter on healing, I'll likely go paladin, shorter on muscle then bloodrager. How did the professor come to hear about them? Well, it could well be that tales of their remarkable resistance to necromantic magics slowly made its way out and the professor was keen to find out more.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
I played the very first Ravenloft (I6 I think).
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Right, lets try that. Undead bloodline for this campaign though. Gota swing with the vibe. Still thinking of an angelkin assamir with deathless spirit for a racial background.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Hmm "attention grabbers" as in... not in a good way? I confess to quite liking playing paladins, and having never played a bloodrager. Trying to survive as a paladin in Ravenloft... and here I am thinking staying a paladin being possibly as much of a challenge as staying alive, might be a worthwhile ambition. How do you feel about angelkin aassamir, with the Deathless spirit alternate racial trait? Really, how big a target could I paint on my jugular?
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Oh nice. I'm thinking barbarian or maybe bloodrager (perhaps undead bloodline?). Then again... Paladin might fit nicely as well. Just not with a barbarian :-( Of course, the best laid plans, sometimes things happen and characters grow in... unexpected ways.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Sure. Wow, I missed that somehow. Edit: Wait... Von Zarovich... as in Strahd Von Zarovich? Oh yes.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Looks like we may need a full BAB.
For background lets go Hiregaard just to have a variety.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
So for the legacies, we just pick a random one. I'm not that fussed about the mechanics, but the fluff might be helpful for character building. I'm vaguely leaning toward a bard type character at the moment. A bit of everything. How many players are you currently thinking of having?
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Any background guff about what the legacies mean? Also... automatic bonus progression how does that work with legacy weapons?
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
If you are keen on a white necro, then go for it. I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
I think a caster of some type may be what I am looking for. I have to admit that a ranger specializing in undead crossed my mind, but that sounded just a bit too much like JJ :-( I remember playing a LG necromancer a while back, he viewed his job as putting them back in the ground rather than raising them up.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
It's been a while since I played in anything other than Golarion, and about thirty years since I played in Kyrnn. Pretty familiar with Greyhawk and forgotten realms though.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
I remember playing the original Ravenloft. It was an odd mix of very scary, very cool, and then unusually funny (some of the tombstones!) Nuff said... colour me potentially interested. Some things may depend on how busy I get with various things. Once you have a firm idea of the AP or campaign structure I'll have a think and see if a character kind of jumps out at me or if RL is beating me over the head with a too-busy stick.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
On one hand, I'd love to have another long term game like this. On the other, I know it can be really hard to recapture a particular type of "magic" as it flows between games. I also know I have less free time than I did seven years ago. Still feels odd saying that number. I've not much experience with the latest version of PFS, although I'm playing it a bit more than I was a couple of years ago. Nor do I have a good feel for the various APs that are available. I know there was a kind-of-follow-on to Shackled City, maybe that was Legacy of Fire? Were you thinking of PF1 or FP2 for your game?
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
My eldest spawn is just about to head off to university. And when we started this, he wasn't even at highschool. Lives move. Day by day they don't seem to change, but when you look back a few years... well. This is definitely the highlight campaign of my PBP playing career. Long term, character development, fun, fights, respectful disagreements and an epic storyline that took us from orphans and rat catchers to legends. Well done Rutseg and my fellow players. Congratulations on your wife and baby girl. These things improve lives (well, they improved mine!). Marriage! You may have been married longer than you realise...
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
And I too want to express my thanks to one and all of you. It's an epic story that is fully deserving of its 20 levels. This is the AP that really made Paizo, and set it apart as a company. But a story needs to have characters, protagonists, actors. And you have all played fantastic parts. Each has shined. Each has flaws, and each a solid core of inner being that you have all had shine through. And of course to our GM. While each of us players only had one part to play... our esteemed storyteller had to play the part of dozens, and over six years, hundreds of different people, creatures, monsters and divinities. Fair, four or somewhat indifferent to us. It's been a pleasure and an hour to play with you all.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Bah, site ate me post. Reentered, more or less At the offer of Rouradont support in the future, JJ nods enthusiastically. "And the Malachite throne will have the support of the Surabar family too." He pauses for a moment. "Though we are a little thin on the ground at the moment." With a grin he adds "I think Sara might be keen on changing that situation sooner rather than later though." -=-=-=-=- Once in Redgorge, JJ makes quickly for the Surabar mansion. Alakast is hung with ceremony above the fireplace. If there was one piece of wood in the whole town that wasn't at risk of burning, it would be Alakast. "Rest well old friend. Perhaps it is just as well you can't talk, for your stories would surely terrify the strongest of hearts." He turns to see his wife looking at him a little oddly. "Honey, I'm home!" he declares. "No dashing off tomorrow to save the world. So far as I am aware it is currently saved, and will remain so for the foreseeable future." Even as he says the words, JJ gets a momentary vision of an all-seeing-undead-fiendish-beholder sitting just below the horizon. He shakes his head to dispel the vision. "So, I can do chores. Oh... how I am looking forward to just doing chores." he says with a grin in his eye. "Now.. before I forget.. I've not asked her yet, but how do you feel about Grandmother staying with us for a while? No need to answer straight away.". The youth sinks into his wife's arms, resting his weary head on her shoulder. And the scene fades to black.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
When the time to depart Occipitus arrives, JJ finds himself oddly reluctant to leave. The place is evil, for sure. Centuries in the abyss have had its effect on the place. But here and there are signs ... signs of the celestial origin of the whole lands. And of course the planes new ruler was having an effect too. One day, walking near the skull fortress JJ came upon a beautiful tree of crystal. The foul wind of Occipitus striking it generated pure notes, and came out smelling of rose, not brimstone. It was just the one "tree" but it was a start. "Well little sister, if I stay here any longer, someone else will try to grab Sara from me, married or not. Likely as not a cousin of Maxim spotting the real treasure of Redgorge and wanting to stick her in a store room!" he grins. "And even if that didn't happen, she will be worrying. After her hard life, I'd prefer to not be the source of any more worries than necessary." He offers her a final hug before joining with the other watchers who are intent on returning to the more natural environment of Cauldron. "Just call if you need help." he adds, fingering the amulet at his throat. "It might take me a try to two to get back, but I will get back here." --=-=-=-=-=-- As the abyss vanishes and the sweet smell of the jungles surrounding Cauldron return, JJ breathes in deeply, enjoying the scent of his home. He immediately coughs and spits out a mosquito. "Only thing going for the abyss is that these blood suckers don't seem to survive long there." he grins. Looking around for a moment he picks a direction, seemingly at random and announces "Redgorge is that way, not a long hike at all. Maxim, I think you are getting better." As he approaches town JJ pauses for a moment. "Gentlemen, I do worry a little about my sister. And I think the passing of a God deserves a marking. I propose we meet annually to return to celebrate with her. And provide any help she might be unwilling to ask us to cross the worlds for."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ nods. "You've grown up little sister. I don't somehow see Sara wanting to settle down here..." he says, gesturing to the rather gruesome surroundings. "And I can't help but think this wouldn't be a great place to bring up kids." he adds with a sly grin. The wanderer touches the amulet that hangs near his throat, and fingers the tuning fork in his pouch. "But I've got some tools now, that with a bit of practise, I think I might be able to come and visit of my own accord." He offers the halfling a slightly sad hug. "But Kikinnin is right. This is your place now, and if anyone can make it beautiful and a family friendly place, it is you. My life is back in our world. With Sara and peace." JJ's hands run fondly down the smooth length of Alakast. "And you my friend. You I think can hang above the fireplace. Your place is history is sealed. While you may thirst for demon blood, for the moment you may rest and also enjoy the peace you have helped bring us all."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
"Could it have gone back to his home plane? " asks JJ. He looks at Marigold... "I guess your plane now? Can you tell?"
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Where are we in the all-time campaign pages now? Still on that front page, or have some of them young upstarts usurped our rightful position?
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Wow, this was my first. And what an epic it has been. 20 levels. Six and a half years. And it is the granddaddy of all APs as well. I'll try to get a suitable epilogue written as well, but I had to put up a small short one in recognition of the milestone. Well done everyone, and most especially to our GM who has stuck by us and the slowly changing cast of support characters of the years. Who has kept the wheels spinning and dropping clues... that don't pay out for many years of real time! Unsurprisingly this is my alias with by far my largest post count (aside from my GMing one). I'm glad Marigold made those saves. Looks like our demon lord had a lot of save or die material there that we were a bit lucky to avoid at the beginning.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ looks at the fallen angel. Perhaps in death he might find the rest that he had lacked in life. Or maybe his essence really had become that of madness and it would seep into the plane around him, further corrupting the abyss, were that even possible. Withdrawing Alakast, the youth looks around his fellows, and his grandmother, and then back to the fallen angel once again. "Grandmother... I know you might not be welcome in the heavens any more, but I think his body... should be returned there."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Yowser! So, extra +7 to hit - shouldn't matter much this round. but 24x8 extra damage will make quite the difference.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
For a moment a black maze dances in front of JJ's eyes. A blinded beholder bespies him, opening its mouth wide to take a tasty bite. And then, out of nowhere, Eldgammel splits it down the middle. Kikinnin appears, waves and plummets down a suddenly appearing pit as JJ blinks and appears again, right in front of the mad god. "The power of friendship!" he says calmly. "Is stronger than the power of madness." And then the youths anger boils within him. Blue light seaths to the surface of his skin and his eyes all but start glowing. With a vengence Alakast strikes out, lashing the demon lord who took away the most solid stone of JJs existence. With Kikinnin in the maze, I guess I don't get his sexy auras.. but never mind, we'll do what we can. Removing the +7 to hit from Kikinnin and +4 from FE (evil outsiders) and adding in +20 from FT(abyss); removing +24 to damage from Kikinnin and +4 from FE(evil outsiders) and replacing with +20 from FT(abyss). Not adding holy damage, primary attack, TWF: 1d20 + 33 - 2 + 26 ⇒ (12) + 33 - 2 + 26 = 69
primary damage(blunt,magic,good): 1d6 + 14 + 24 + 2d6 ⇒ (6) + 14 + 24 + (3, 5) = 52
"RELEASE KIKINNIN!"
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ winces at the assault that Marigold endures. But he knows he has to stop it rather than just step betwene them. So steps around the back, striking the mad angel from behind. Alakast burning as a blue beam of light slams into the fallen angel again and again.
primary damage(blunt,magic,good): 1d6 + 14 + 32 + 2d6 ⇒ (3) + 14 + 32 + (6, 6) = 61
Blazing with holy vengeance the staff seems almost alive in the youths hands.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Extra +7 to hit and +24 to damage per attack. Poor demon lord of madness, vicious double team. And this kids is why D&D/PF is broken at our levels level!
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ lashes out at the beautiful angel. "Don't Hurt My Sister!" Alakast burns with a fierce holy light as it slams into the once-holy being. JJ slowly steps sideways trying to get around the back of the creature. primary attack, TWF: 1d20 + 33 + 10 - 2 ⇒ (11) + 33 + 10 - 2 = 52
primary damage(blunt,magic,good): 1d6 + 14 + 8 + 2d6 ⇒ (1) + 14 + 8 + (6, 4) = 33
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Heh. Lord of madness not making sense. Okay, so here is what I think my layered bonuses will be
+20 to hit and damage from favored enemy when he is in demon form
So in summary
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ Steps forward as Marigold is assaulted. "NOOOOOOOOOOOOOOOOOOOOOOOOOOOO" He cries out, spinning Alakast as he goes. Okay... so before I do the Wall Of Rolls(tm)... does Adimarchus count as:
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
"Adimarchus!" calls out JJ. "The time for revenge is past. It is now a time for healing. While trapped, your powers were siphoned off and caused.... hurt to a lot of people. But we together we can make this right. But to do that... first both you and the lands must heal." Yeah, not going to work, but JJ is all about giving just one more chance to folk.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
"Maybe he'll come out willingly as well... but after being in there for so long... I don't think he is an angel any more."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ is more than happy to help lower the cage. "You know... it kind of makes sence. " says JJ> "Even artifacts have ways to be destroyed. So... if this cage holds the true ruler of Octipus... then destroying it would release him." He grins. "So having the only person who could destroy it be the current ruler of that plane... well, why would they give up power over a whole plane of existence? You make the flaw in the design the one thing person in the whole multiverse who has the most to lose by breaking it!" He looks over toward the fallen lich. "It's kind of like a lich's amulet, in a weird way. Imagine a lich who ties their amulet to the soul force of their biggest enemy. Destroying the lich would destroy their enemy." He looks at his sister with concern. "If you do destroy it... you may find your connection with Octipus vanishes. Or summoned back there. Or we may have no way out of here... as you were our key in and out of this whole prison plane."
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
JJ dashes from the fallen lich toward the fearsome golem. Ducking under the golems poorly timed punch, he swings Alakast is a big circle... strike: 1d20 + 33 + 1 ⇒ (13) + 33 + 1 = 47
"Do lich's regenerate? " he asks, suddenly remembering a particularly gruesome arc of Beatinator and the lich-king of Agmarnagh. Everytime you thought he was dead, he came back stronger.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Well, JJ is built as the best demon killer I could think of. Given Cauldron's history... Against other evil outsiders he is okay, but not as bad. Against virtually anyone else he is a fighter with fewer special tricks. The dual benefits of bonus to hit and damage from FT/FE and two weapon fighting are what makes him totally lethal to demons. Even without Alakast he bypasses most demonic DR even when just using his fists. And with +20 to damage from fT, even if he didn't bypass it, he can still slap them hard. Against non demons with even moderate DR he really really struggles - Alakast makes up a big difference here. Honestly I'm not a big fan of the "bypass DR with a big enough bonus to your weapon" rule in PF. I get why it is there, but it takes away from a lot of creatures things that make them special.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
fort: 1d20 + 22 ⇒ (11) + 22 = 33 Blue light surges to the youths skin, enveloping the dark magics that try to consume him. JJ offers the lich a smile. "Yes!" He steps forward to offer a touch of justice to the dark jailer. "Perhaps it is time you experienced your own prison." Alakast, faced with a foe worthy of its nature spins and slams, slaps and slams once more into the face of Dark Myrakul. Trying to destroy the cruel creature before it can unleash more harm on the multiverse. the assault on Dark Myrakul: Okay, here I am assuming that the lich fiend is indeed a fiend, so bonuses against evil outsiders etc count FE +20 to hit and damage Evil outsider bane +2 top hit and +2d6 to damage an outsider (astral mastery) +1 to hit and damage holy +2d6 to damage prayer +1 to hit and +1 to damage Oh, heroism, +2 to hit Total of +26 to hit and +24+4d6 to damage Fervor for bonus attack primary attack, TWF: 1d20 + 33 - 2 + 26 ⇒ (6) + 33 - 2 + 26 = 63
primary damage(blunt,magic,good): 1d6 + 14 + 24 + 4d6 ⇒ (6) + 14 + 24 + (2, 1, 6, 3) = 56
Ouch!
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
This battle may go fast if JJs luck holds. Goodness he is a monster against the right enemies.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
Using the gift of speed from Marigold, JJ races toward the lich, but Alakast has no time to strike it.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
As he climbs the tower the blue light within JJ seems to grow stronger, pulsing as his celestial nature pushes back against the darkness of the realm. Casting protection from elements (acid and fire). Also resist energy (lightning) JJ pauses for a moment spitting words at the lich while be hopes for a favor from Marigold or speed from Maxim. "Well, it seems talk of our demise may be premature." he quips. In celestial. He's pretty sure the fiend will understand him, and maybe the language will give Adimarchus a hint of hope. And really, he's done with speaking that vile language. Assuming he gets blessing of fervor or haste, JJ will run around the right side, avoiding the golem, as fast as he can to try and get to the lich.
Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))
"Marigold!" gasps JJ. "So... Saureya was no fallen angel? But always a demon in disguise?" He puffs himself up, glacing up the stairs. "What more do we know of this Dark Myrakul? And do you think you can open the cage of Adimarchus, with what you saw?"
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