Dr Davaulus

Jared Stark's page

58 posts. Alias of Doomed Hero.


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HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Checking in. What's our status?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Daze again not he blue guy. I'm going to keep the pressure up.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Readied action to Daze the blue guy once he's visible to Jared, DC 15 will save


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"What... is this place?"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Smart." Jared nodded.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Let us confer." Jared said to the men, then lead his companions well out of earshot of the others.

"It is clear they will betray us. They also gave us all the information we need to perform this heist ourselves. We no longer need them." Jared said clinically.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared shrugged. "Go ahead."


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"If I was infected, why would I be bothering with this mask?

"I suppose if you really want to die we can work something out. Either by attacking us, or by a slow agony if you don't get the cure. Which we know how to make, so killing us is probably a bad idea. So what will it be? A quick death, or a slow one? Or maybe we can all just talk?"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

My favorite anestesia-analogue for pathfinder is the Eternal Slumber hex.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Don't mind them." Jared said, retrieving his crow-faced doctor's mask from his bag and slipping it over his face. "They just don't want you to get near us. You're probably already infected. We haven't seen how it effects teiflings yet, so my partner is eager to examine you. We honestly didn't expect to find people down here."

Bluff: 1d20 + 7 ⇒ (14) + 7 = 21

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Have you seen our party? Not a lot of Acrobatics going on.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Is there another path?" Jared said.

"Or, could be go above and purchase a long, sturdy board to lay across the gap? We'll need to move back and forth across. Might as well plan for the future."


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"I think that screw of yours must be a little loose..." Jared said dryly as Zorin pulled himself back up to where the rest of them were.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Aid?: 1d20 ⇒ 11


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Darkenss effects like that function much the same way as light. They emanate from a central point."

A small glowing orb appeared in Jared's hands.

"Cover that point and..." He closed his hands over the glowing orb so the light vanished.

"So in the future, if we run into a darkness effect, a good tactic is to throw a cloak down over the epicenter, or something like that. Holding a cloak or shield in front of your head will let you see right in front of you, which can be useful if you need to read a scroll or something like that."


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"This thing is not currently a threat to us. Is there any reason not to retreat for a few minutes and wait for the darkness to disperse?"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

I really wish I'd known all that before I spent my last turn stumbling around in the dark. >.<


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Gm, I don't want to quibble about rules or anything, but the way you're describing the darkness effect doesn't make sense to me.

On the map, the darkness area is circular, the right radius as per the spell description.

Darkenss is a spherical effect.

That means the point of emanation has to be on the ground.

The Darkmantle might have cast the spell when it was on the ceiling, but that's not where the effect is cantered. If it was, the darkness are would be much smaller down by us.

Jared is smart enough and familiar with the spell enough that by observing the area of effect from the outside he should be able to figure out where the point of origin is.

Based on the map it should be directly underneath Zoren.

Am I missing something?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Give me a moment..." Jared's voice came from out the darkness.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Just outside the darkness, Jared's eyes narrowed shrewdly.

Spellcraft to recognize spell effect: 1d20 + 9 ⇒ (11) + 9 = 20 That'll do.

Darkness magic. Emanates from a central point. An object. Obeys the properties of light, but in reverse. Based on the curve of the radius, the center of the effect should be... there.

Jared walked into the darkness whipping off his cloak and holding a hand in front of him, nearly bumping into Zorrin. A hand on his ally's back, he spoke calmly.

"Zorin, step left."

Moving at 1/2 speed so I don't fall (as per moving while blind rules). Removing cloak as I go. Ready an action to lay the cloak on the ground when Zorrin moves.

Because Darkness is an Emanation (which behaves like an 'anti-light") that must be cast on an object, laying the cloak over the epicenter of it should have the same effect as laying a cloak over a glowing rock or something. The "anti-light" won't be able to pass through the cloak.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Hmm. Confusing wording. You're the GM so your say goes. I think I have an idea of what to do about the darkness effect. Let's give this a shot.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Darkness doesn't make it pitch black unless the light is already dim.

We have light sources. Now they're just reduced to Dim light. All of us can still see in the area around the light. We just have miss chances now.

Darkness wrote:
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness.

For a spell like Daze, which just requires targeting, not an attack roll, there shouldn't be anything stopping the effect unless our Dancing Lights were dispelled too.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Guess we'll see if it works this time. Daze on the Darkmantle. DC 15 will save.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

You're right. The intended tigger was "when a hostile target in range makes itself known"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Is Jared's readied Daze able to target it as it descends?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared stepped back to clear space, having yet to really see the creature. He readied a simple spell to cloud the mind.

5' adjust back and ready a Daze spell.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Perception: 1d20 ⇒ 12
Initiative: 1d20 ⇒ 1


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Assuming we can clear this level of undesirables and make a few modifications, this would make an excelent place for a base of operations. A secret entrance, a reputation thatt keeps others at bay, and a so far lucrative source of wealth and resources. Quite useful for up and coming entreprenuers in a city rife with those who would want to quell our rise."

"The only other thing we will need are storefronts to act as the public faces of our businesses."

I'm ready to keep clearing this level.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Dungeon. Need more cash.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared's first order of business is to establish himself as an Undertaker. This mostly involves offering his services at churches and to families obviously in need, and also collecting unclaimed bodies from rough areas of town (this is offered as a public service).

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
Profession Undertaker: 1d20 + 9 ⇒ (9) + 9 = 18

As part of establishing himself he will go and introduce himself to the various local houses of worship and make sure he has all their funerary rights correct.

Knowledge Religion: 1d20 + 9 ⇒ (16) + 9 = 25

That's pretty much it for my week.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Fun but exhausting. I'll be glad to get back to normal life.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Extended Hold Person?

Lich Dust?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Elijah has a point." Jared said looking skeptically at the hole in the ground.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Might I suggest a rope. One can't go fishing without a line." Jared said, slightly amused.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Onward! We can check the other branches later


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Lead on then." Jared says simply.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Daze, DC 15 will save

Jared stepped back to get clear of the swinging weapons and made a small gesture toward the rat.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared nodded and followed as Zorin began to move them along.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared sighed. "Elijah, please don't do that again unless we are badly outmatched. The undead are valuable resources, hard to make and rare to find in the field. That one could have been quite useful to us."


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

I've used almost none of my resources so far. Onward.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

G~$*$!nit. >.<

Jared gave Elijah a baleful look before moving into the room and attempting to seize control of the remaining skeleton.

channel, dc 12 will


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Sorry about the delay. I thought I posted, but the boards must have ate it. Elijah, because Channel Energy is an Emanation effect, it is blocked by walls. The blue one is actually safe from you where it is. GM, thanks for picking Blue. That's the one I meant to pick anyway.

Jared set to trying to help Zorin stay out of danger while commanding his new minion to destroy it's fellows.

Aid Another to Zorin's AC, AC 10: 1d20 ⇒ 10
Zorin gets +2 AC this round.

"Destroy the skeletons in the room with you." he said softly.

The skeleton he'd seized control of began lashing out at the skeleton near the door.

Blue Claw 1 at Yellow: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Blue Claw 1 at Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Confirm: 1d20 + 2 ⇒ (13) + 2 = 15
Crit Damage: 1d4 + 2 ⇒ (2) + 2 = 4


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Channel, Control Undead, DC 12 will save to each undead within 30 feet. Jared can control 1 Hit Dice of undead with this effect.

"Stop." Jared said with quiet force.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Will we be tracking XP separately, or would it be possible for you to keep a tally in the Race line of your GM alias?

That would make the running total accessible to everyone every time you post. I've seen it work well in other campaigns. What do you think?


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared had scarecly moved during the attack. He'd raised a hand toward the ugly man, but he had been killed before Jared had done a thing. The rats he was ready to strike with hsi cane, but his companions were simply quicker.

He chuckled at the efficiency of the fight. It was nice to be working with competent comrades.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Eyeing the screw through Zorin's skull, Jared gave a half smile. "I believe you."


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Zorrin, are you keepig your character sheet elsewhere? I was looking to see who had the stealth skill and who didn't, and noticed you don't seem to have any stats.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared removed his cloak and turned it inside out so that the leather lining faced outward. He buttoned it up and pushed his hands thorough slits in the garment. He pulled on leather gloves and dabbed an ointment beneath his nose.

"Mister Ebonfeather, I have heard Tengu have a well deserved reputation as swordsmen. Perhaps you could take point for us?"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Jared Stark. Doctor by trade." the man with the cane said simply, nodding his thanks to Elijah's prayer.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared knew an opportunity when he saw one. The undercity was a potential tresure trove of usefulness for the ideas he'd been coming up with lately.

He nodded to the innkeeper. "Happy to help. Lets see this door in your store room."