HP= 18/26 | AC=14 | Shadow's Status |
Use Luck o' The Irish. Knowledge Local 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 take 2 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 PM coming your way.
HP= 18/26 | AC=14 | Shadow's Status |
In the King's Hall: Kass nods and smiles, "Indeed, we've retrieved tha' shard. We've also some news tha' p'rhaps ye've heard err not".
HP= 18/26 | AC=14 | Shadow's Status |
Old Biddy: Kass takes a seat. "There are two who I have come to care for greatly. Both are allies but yet at odds with one another. I am unsure of how to resolve this conflict. What is it that can be done to quell this rivalry?"
HP= 18/26 | AC=14 | Shadow's Status |
Kassidy has been quiet ever since Brother Ó Máille saved his life. Truly God works through his ally, it shows him just how unworthy he was to join the ranks of the priesthood, would he have such faith as to perform such deeds even if he remained in the clergy? The rhetorical question lingers in his mind until the group reaches Mary Murphy's home. Indeed, there are several questions that Kass has he turns to Old Biddy, "Would it be possible to read my fate elsewhere...?"
HP= 18/26 | AC=14 | Shadow's Status |
I'll try to catch up tomorrow got behind a bit and I had a number of games I had to update as a DM.
HP= 18/26 | AC=14 | Shadow's Status |
Amergin the Wise wrote:
I'll try to get to that and to leveling tonight, been trying to update the games I run with greater frequency so that east up a substantial amount of time on a given night.
HP= 18/26 | AC=14 | Shadow's Status |
We have enough Martial prowess methinks, I'll be advancing as a Rogue.
HP= 18/26 | AC=14 | Shadow's Status |
Constitution 1d20 - 5 ⇒ (9) - 5 = 4 Kass continues to breathe but his eyes do not flicker open.
HP= 18/26 | AC=14 | Shadow's Status |
Kass hit the ground so hard the ground is going to feel that smack for weeks!!!!
HP= 18/26 | AC=14 | Shadow's Status |
Round 2 Kassidy attacks the warrior that struck him Quarterstaff Attack 1d20 + 4 ⇒ (19) + 4 = 23
this time landing a solid blow. He tenses up a bit knowing that he may well find himself on the receiving end of yet another strike.
HP= 18/26 | AC=14 | Shadow's Status |
Round 1 Kass sees it clear as day, a direct line to the King. He takes his shot at cutting off the head of the snake... Kass steps up and swings his quarterstaff at the King's head. Quarterstaff Attack 1d20 + 4 ⇒ (6) + 4 = 10
--- Unfortunately, Kass' battle skills are not up to the opportunity given him and he misses.
HP= 18/26 | AC=14 | Shadow's Status |
Kass turns to Brother O'Maille and kneels down next to him, "Brother! Are ye well?" Heal Check? 1d20 + 6 ⇒ (5) + 6 = 11
HP= 18/26 | AC=14 | Shadow's Status |
I say go and find Niall, if you can. We will stay here and see what happens with Sean.
HP= 18/26 | AC=14 | Shadow's Status |
Kassidy and Brother O'Maille: "Lord, though ah've failed you in so many ways that ah've lost count I trust that you will watch and guide me, your wayward sheep. It is with sincere humility that I prostrate before you my sins and failings in the hope that yer wisdom will allow me ta' learn from those mistakes an grow in wisdom meself.
Ah've been vain and covetous of tha' which ah lost and I hope that ye shall show me the path as to why such a fate has befallen me that I may no longer stray from yer path. I ask that you here and now grace Sean in the same such wisdom that we can see a way through err current dilemma and arrive at a fair and equitable outcome fer all parties involved".
HP= 18/26 | AC=14 | Shadow's Status |
Kassidy and Brother O'Maille: Kass is lost in thought for a few moments, "Brother, perhaps we ken all three o' us pray on it an see if'n the Lord delivers some divine inspiration to us?
Yer game Sean?"
HP= 18/26 | AC=14 | Shadow's Status |
Kassidy and Brother O'Maille: Kass nods in understanding, "Actually Sean, I understand perfectly well what you are going through.
My familial birthright has been taken away after a judgement made by the pro-reform Archbishop of Tuam, Cadla Ua Dubthaig. All my families' lands lost! Worse yet, I left the priesthood to claim them and was cheated of what was mine!" Kass seethes with rage, something O'Maille had never seen from Kass before. "Still, I ahm tryin' ta make a difference despite what happened ta me. I am not sure of my place in the world anymore. What I am sure of is that I'd like ta' see justice done. Are ya lookin' ta join the clergy cause ya believe in tha' Lord an wish to devote yerself ta him err cause ya've no other choice? If ya want ta do it cause ya wish ta serve, then I suppose I could support yer callin'. Doin' it fer the wrong reason though ya won't make a difference, just another mistake. Make me believe ya want it, not that ya've decided ta tale the cloth cause nothin' else ta turn to in recourse".
HP= 18/26 | AC=14 | Shadow's Status |
With Sean (and Brother O'Maille?): Kass nods, "Right. Tell me, if'n yer sister wasn't 'ere makin' waves o' trouble, what would ye' want in exchange fer yer testimony? I'm thinkin' ye've got ta' have a request more reasonable than hers no?"
HP= 18/26 | AC=14 | Shadow's Status |
While the others seek Fintan, Kass attempts to seek out Sean. After all, his sister cannot be with him at all times. Perhaps alone Sean will be more amenable to compromise.
HP= 18/26 | AC=14 | Shadow's Status |
Kass shakes his head, "There's no way that ye should go alone Aoife. What happens if'n this time yer assaulted by those who'r not swayed from dastardly bandit deeds?"
HP= 18/26 | AC=14 | Shadow's Status |
Kass sighs, "This is indeed a difficult place fer us ta' be in. Yer Sanctuary once extended Father c'n be withdrawn. We could trade Sean fer the Shard. Surely their lands would fall back inta tha' hands of Brigit but that'd just mean that they would end up being owned by Padriac. A loss fer tha' Church but an expansion o' power fer Largay. We could threaten them so an see if'n their terms become more ehhh reasonable".
HP= 18/26 | AC=14 | Shadow's Status |
With Fintan "I will". At the Church Kass pulls Aoife aside after she speaks with the boys but before they approach Sean and Father O'Maille, "You may no fear the Queen but ye should. She is ruthless. Pushing her in such a manner is no good for any of us. Speak to Fintan in private about curtailing her influence but do no challenge her in such a direct manner again lest she be the one who... S#*&, do you think she was tha' party what hired the Green Man ta kill us? Who else knew our intended destination?"
HP= 18/26 | AC=14 | Shadow's Status |
Kass nods at the suggestion, "I agree that Sean Quinn would be tha' best witness. But we also aided in his escape and Sanctuary from tha' very same King of Boho. To utilize him in defendin' tha' claim to tha' fragment may well spark a war wit' Boho. Is the fragment so important as to take such a drastic step Fintan? One way err another ah'm behind ya but tha' fact o' it should no be ignored. O course, such a war may take place regardless once it's discovered tha' Sean still lives".
HP= 18/26 | AC=14 | Shadow's Status |
Amergin the Wise wrote:
Understood. I am good with how the game is progressing no worries on that front.
HP= 18/26 | AC=14 | Shadow's Status |
Amergin, Thorun, and Kassidy: "I do believe tha' Sean would. However, while it may settle a dispute it would also ignite another. We should ascertain from Fintan if tha' prize is werth tha' trials that may ensue therafter...
As fer Brigit, well, ah'm not sure she'd testify on our behalf."
HP= 18/26 | AC=14 | Shadow's Status |
No, I will update now and try to get my posts in more frequently, feel free to BOT me as needed if I am slowing things down. Just wanted to clarify that my lack of posting is due to RL issues and not lack of interest in the game.
HP= 18/26 | AC=14 | Shadow's Status |
No worries DM, my posting has been spotty as of late for various reasons, likely by February/March when the whole Holidays/Divorce thing is done my spottiness will be a thing of the past :-)
HP= 18/26 | AC=14 | Shadow's Status |
Traveling with the Bard: Kass considers the question posed to him, "Let's travel through Airgialla an' head t'wards Enniskillen. Better the Devil we know aye?"
Boho is our destination. A stop in Tuaim may cause the Bard even more consternation plus I don't think we want him finding out anything about our side dealings with the Hood in any way.
HP= 18/26 | AC=14 | Shadow's Status |
"Splitting up does seem the best course, Aoife wit the children ta be certain. As that is the case, Aoife, who would you wish with you?" As she responds Kass nods, "Yer correct, it seems Ruadhán makes the most sense while Brother Ó'Máille and Thorun come with me 'n the Bard. I bet we've more've a chance at encountering ah... difficulties along the way as none'll be lookin' fer ya'. Still, wit' what we 'read from tha' Hood seems someone is out fer us all. Both o' the groups will need ta' be cautious".
HP= 18/26 | AC=14 | Shadow's Status |
Before the End of the Night Kass shakes his head at Aoife's outburst, "I did not mean help them murder people. I meant help them find the conscience they so badly need". --- In the Night - Thorun & Kass:
Kass approaches Thorun and whispers to him, "I suspected that might be a way to "dispose" of Aoife. Besides that, I'm not fer murderin' her. If she arrives back wit' us though, the Queen'll have our heads if'n she can. Yer thoughts?" --- The Morning Kass wakes early and prays to God for Guidance in the coming events of the day. He then takes a piss so wicked, the Devil might not allow it in hell!
HP= 18/26 | AC=14 | Shadow's Status |
Kass has been taking it all in amazed at the man's connection to God. As potent if not more potent than Brother Ó Máille. "Aye, I will aid these wayward children". Kass frowns and turns to Aoife, "Does it make sense that after we accomplish what we have been bid to do that you join with the Green Man? There is much good that you can do with this band..."
HP= 18/26 | AC=14 | Shadow's Status |
Kassidy, Thorun, and Ruadhan: Knowledge Local 1d20 + 6 ⇒ (18) + 6 = 24 Knowledge Nobility 1d20 + 6 ⇒ (20) + 6 = 26 Kass nods to Ruadhán, "Well met. A friend of Thorun, especially one who saved his life so he could in turn save mine, is a friend I'd like to share more than one drink with!" After they settle in to the Tavern Kass addresses Ruadhán, "We've only just arrived ourselves, tell me, what brings you here?"
HP= 18/26 | AC=14 | Shadow's Status |
My idea was that by paying homage and then visiting with the Bishop that might provide us with a contact to ease our way to meeting with the King. Of course the busiest weekend I've had in weeks if not months is when every game I am a PC in decide to blow up! Regardless, checking in now!
HP= 18/26 | AC=14 | Shadow's Status |
"We should attend Mass ta' pay our respects and then seek tha' Bishop ta' accomplish what we came for, agreed?"
HP= 18/26 | AC=14 | Shadow's Status |
Kass shouts out a prayer to God to spare his loyal servant! Use Luck o' the Irish for a Swim re-roll for O'Maille.
HP= 18/26 | AC=14 | Shadow's Status |
Kass sighs, "I say we trust him. We free you. You tell us how to get to Armagh. Once we arrive safely, have tha' Green Man contact us as we would like to meet with him. Not only te' discuss how we c'n settle tha' contract wit' no bloodshed but how we can help he an his ken the Hoods. I am sure the rest of my companions here agree, slavery is the least noble thing about our people. There's threats from wit'out that'd enslave us all, if'n we're to resist 'em, how can we have slaves within?" Sense Motive 1d20 + 6 ⇒ (20) + 6 = 26
HP= 18/26 | AC=14 | Shadow's Status |
"He's the leader of these "Hoods" I'd not have thought to meet him. I think it's easier ta' kill a man ya've not broken bread wit'. We spared his man's life, that ought to be at least worth a conversation afore we get ta' the killin' no? Tis bad luck to kill a Priest after all".
HP= 18/26 | AC=14 | Shadow's Status |
"Perhaps we should have a meeting with the Green Man, Can you bring us to him?"
HP= 18/26 | AC=14 | Shadow's Status |
Knowledge Local 1d20 + 7 ⇒ (12) + 7 = 19 "The Hood eh? So you were once a slave? To what King and why attack us?" I see my earlier post was eaten...
HP= 18/26 | AC=14 | Shadow's Status |
Round 1 Kassidy will flat out run in a direction he thinks the pursuer is going to try and cut him off from (presumably) his mount. That moves me 120', not trying to get too close, just trying to box him in!
HP= 18/26 | AC=14 | Shadow's Status |
"We should spread out a bit but not be too far away from each other that we can rally together if needs be". Perception 1d20 + 7 ⇒ (1) + 7 = 8 Luck O' The Irish re-roll 1d20 + 7 ⇒ (8) + 7 = 15.
HP= 18/26 | AC=14 | Shadow's Status |
Amergin the Wise wrote: Note that the two last attacks took place from two different positions, hence the different encounter distances. That being said, you could attempt to guess his likely next position... With a Stealth check perhaps? Or a Survival roll? And then a luck roll? Better than laying around and being shot at!
HP= 18/26 | AC=14 | Shadow's Status |
"That's why I think the dummies again. I saw him or her just ride off. They'll need to regroup giving us some time to reposition ourselves for a possible ambush".
HP= 18/26 | AC=14 | Shadow's Status |
Kass considers charging but as he lacks a bow he knows it is pointless to pursue. He heads back to camp, "Damn, came close that time. I think it's time to set up our dummies once more and see if we can't catch this stalking rider..."
HP= 18/26 | AC=14 | Shadow's Status |
A NOT So Sleepless Night The Dane's voice could wake the damn dead and despite how dead Kass feels, he wakes up. Once more, he takes to the shadows and keeps his eyes peeled for their attacker. He parys to God once more to catch this damned Bastard! Stealth 1d20 + 11 ⇒ (8) + 11 = 19 - Luck O' the Irish - Re-Roll 1d20 + 11 ⇒ (18) + 11 = 29.
HP= 18/26 | AC=14 | Shadow's Status |
Sleepless Nights This time Kass does not wake unless prompted by Thorun, after all, he is on the last watch and has had little sleep already.
HP= 18/26 | AC=14 | Shadow's Status |
Kass whispers a spell for Luck. Touch himself for luck. Though groggy, he begins to move into the darkness to try and find this stalker. Stealth 1d20 + 11 ⇒ (3) + 11 = 14
Perception 1d20 + 7 ⇒ (7) + 7 = 14
HP= 18/26 | AC=14 | Shadow's Status |
Kass rides in quiet contemplation though he is aware of the surroundings. Survival 1d20 + 7 ⇒ (10) + 7 = 17
About Luanna Moonshade#105836-2702
Appearance and personality:
Tall, Slender, dark hair with glints of light, Dark eyes, pretty face, lyrical voice. Skin is dusky but glows nicely in moonlight.
Pleasant person to be with. Listens well, loves to discuss topics like science, literature, religion, philosophy, and the universe. She is not pushy about her religion, but she is not afraid to challenge ideas she doesn't think contribute to the accumulation of knowledge and improvement of society. She also enjoys sensual pleasures of good food, music, dance, and sex. She is gender fluid in partners but presents primarily as female, with pronouns She/her/hers. She carries a button accordion with her on adventures and plays melodies during downtime. Background:
Home Planet: Castrovel. Port of Call: Qabarat. She was raised by well-to-do parents who provided her with everything her voracious curiosity could want. She joined the Yaraesa religion and studied their lore in several universities, doing a dissertation on great libraries of the Gap (what little is known about them). She joined the Starfinders as a way to see the universe and help people with her gifts. Attributes
Defenses
Force Field mechanics:
While your force field is active, any physical or energy damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish 2 Hit Points each round at the beginning of your turn while they're active. Shield: 2 Carbon Shield Hardness 5 Max HP 20 BT 10 Has Baton which can add +1 if action taken to hold defensively. Does not stack with shield. Fort 4 Ref 5 Will 9
Combat
Knife +5 (1d4 + 1 P or S)
Ranged Strikes
Pulsecaster Pistol +5 (1d6 E, Nonlethal, Tech)(1 hand Range 30 ft. Reload 1 Magazine 10 charges Expend 2) Knife, Thrown +5 (1d4 + 1 P or S, Agile, Analog, Finesse, Thrown 10', Versatile S) Spells Spell Attack +7, Spell DC 17
Skills Bold = Trained
Languages: Common, Castrovelian, Pahtra, Diasporam
Reactions ↺
Common Actions
Raise a Shield ◆
No Cause for Alarm ◆◆◆
Epiphany Spells
Feats
Gear Quilted Armor with Force Field Armor upgrade, Carbon Shield, Baton, Knife, Pulsecaster Pistol, Sonic Rifle, Battery, Cable Line 50 ft, Comm Unit, Holospark, Hygiene Kit, Medkit, Musical Instrument: Button Accordion, Backpack, Dreamlink Serum, Spell Gem (Mind Skewer).
Lashunta Ancestry:
Size Medium
HP: 6 Speed: 25 Languages: Castrovelian, Common Traits: Humanoid, Lashunta Limited Telepathy You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn’t give you any access to their thoughts and communicates no more information than normal speech would. Heritage
Ancestry Feat 1
Background Disciple:
You’re a loyal disciple of a particular deity. You might have been raised in a religious culture or perhaps felt a kindred calling toward a god later in life, but you’ve honed your skills and devoted your life to living as a follower of that deity.
Choose two attribute boosts. One must be an attribute specified in your deity’s Divine Attribute entry, and one is a free attribute boost. You’re trained in the deity’s listed divine skill and a Lore skill related to your deity (Abadar Lore, for example). You gain the Religious Talisman skill feat even if you do not meet the feat’s prerequisites. Deity Yaraesa:
YARAESA
Lady of Wisdom Yaraesa was a lashunta who attained divinity through enlightenment, guiding others to follow her path. Areas of Concern knowledge, mental perfection, scholarship, science Edicts strive for perfection, make learning and teaching a lifelong practice, expand the boundaries of scholarship and scientific study Anathema destroy knowledge, disparage the wisdom of other cultures and generations, take credit for another’s intellectual labor Divine Attribute Wisdom or Charisma DEVOTEE BENEFITS Cleric Spells 1st: akashic download, 3rd hypercognition, 5th: dreaming potential Divine Skill Arcana Mystic Abilities:
Perception Trained in Perception Saving Throws Trained in Fortitude Trained in Reflex Expert in Will Skills Trained in one skill determined by your connection Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks Trained in simple weapons Trained in unarmed attacks Defenses Trained in light armor Trained in unarmored defense Class DC Trained in mystic class DC Spells Trained in spell attack modifier Trained in spell DC CONNECTION
Your connection is a mystical force that grants you magic. It could come from a divine patron, manifestation of a primeval cosmic force, or some other mystery. Your connection determines your spellcasting tradition and grants you the trained proficiency rank in the listed connection skill. You automatically add your connection spells to your spell repertoire, as described in the spell repertoire class feature. You gain the initial epiphany at 1st level and can gain the advanced and greater epiphanies by selecting the Advanced Epiphany (page 123) and Greater Epiphany (page 124) feats. You gain your chosen connection’s harmony at 1st level, which triggers whenever you Transfer Vitality, and your connection’s perfect harmony at 19th level. HEALING
MYSTIC BOND
You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they’re conscious, unconscious, dying, or dead. This ability doesn’t work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies. VITALITY NETWORK
TRANSFER VITALITY [one-action]
MYSTIC SPELLCASTING
As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table on page 119. Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on pages 394–395. Heightening Spells
Cantrips
SPELL REPERTOIRE
When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell. Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa. Swapping Spells in Your Repertoire
Feats:
Additional Lore (Heritage Feat) Feat 1 Traits General, Skill Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory (Libraries Lore). You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Library Lore Chosen. Also Lashunta Lore from the Ancestry feat Lashunta Lore. Background Skill Feat
Level 2 Class Feat
Level 2 Skill Feat
Gear:
Quilted Armor Traits Comfort, Tech Source Player Core pg. 248 Price 15 credits AC Bonus +2 Dex Cap +2 Check Penalty — Speed Penalty — Strength +1 Bulk 1 Category Light Group Cloth Upgrades 1 This armor is made of layered fabrics stitched together and is popular with scavengers. On Akiton, some suits of quilted armor are actually constructed of heirloom blankets and garments repurposed for protection. Filtered Rebreather (Commercial) Armor upgrade (currently uninstalled)
Force Field (Commercial)
Carbon Shield
Dreamlink Serum
Baton
Knife
Pulsecaster Pistol
Sonic Rifle
Cable Line (Commercial)
Comm Unit
Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand. Comm units that function at longer ranges aren't as portable; they include built-in generators that provide the necessary amount of power and rely on active Drift beacons to communicate. Short-term use of these units can be purchased in most major settlements. Holospark
Hygiene Kit
Medkit (Commercial)
Musical Instrument
Container (Ordinary)
Bulk Calculations
Chronicles:
Spent at character creation: Equipment 150 Item / Cost / Bulk Quilted Armor 15, 1 Carbon Shield, Commercial 25, 1 Baton 2, L Knife 2, L Pulsecaster Pistol 30, 1 Cable Line, Commercial, 50 ft 2, L Comm Unit 7, L Holospark 3, L Hygiene Kit 2, L Medkit, Commercial 50, 1 Musical Instrument: Button Accordion 8, 1 Cash: 6 Bulk: 5.6 1) Scenario #1-03 Disaster at Dreamlink Labs
2) Scenario #1-02 Mystery of the Frozen Moon
3) Scenario # 1-05 Sloughscar Summit
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