

LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I am posting this to all of my games, so apologies if you see this multiple times:
Unfortunately, I have some bad news.
A combination of work-related stuff has lead to me having to take some time off from the forums. I am, in all honesty, going to need to be gone for several months, as I am going to be travelling for extended periods of time (weeks or more) and I'll likely not have good access to the internet.
As I am not someone who would want to have you all sit and wait for me here, I am going to be withdrawing/closing all of my open forum games.
I want to thank everyone who I have had the pleasure to game with over the last couple of years here, as I have immensely enjoyed my time on the forums, and hopefully, once my work stabilizes, I will be able to rejoin the community.
Thank you again for your time and energy, and I am sorry that I won't be able to keep things moving forward in any of the games that I am running.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I joined, and my name is Vrog Skyreaver.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Molds and fungi are dangerous if not handled."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I can try deluging it in water, if that's helpful."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Can one of you determine if there is anything magical in the room? That could help us determine whether or not to interact with the bodies."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Must all these places stink? They really don't prepare you for that."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Posting this to all my games, so sorry if you see it multiple times:
This week both my office and I personally are going to be moving. It's been crazy busy and I am not going to be able to post until Monday at the earliest. Please bot me if I am in your game, and if you are in a game I am running, I will get a post up as soon as possible.
Thank you for your patience.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I am indeed prepared to continue."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I think the possibly best thing you could do with a chainsaw is use the Hand of The Mage school power on it.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I don't mind sharing multiple banes during a fight. It's an easy, useful turn for me.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
If you would prefer I took a different feat, I'm more than happy to.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell takes a 5' step next to Dirissa to prevent the flank and then touches Harg's weapon, giving it Bane (Plants).
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Gained the following:
+6 HP
+1 Ref saves
+1 bab
1.5 points of mental focus (1 from level and 1/2 from favored class)
Gained the technologist feat
+1 rank in each of the following skills: bluff, diplomacy, knowledge (engineering, History), Linguistics, Perception, Sense Motive, Spellcraft, UMD
gained an additional 1st level spell slot
gained the Side Step focus power from the conjuration implement.
can speak and read Hallit.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Interesting. I wonder what sort of device is making it warm in here?" mutters Kell to himself as he looks around.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell nods at Gauntlet's choice of door, and readies himself.
I don't really need anything, but I will eventually check everything for historical significance.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I don't know, but it's not magic."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I wish I understood the technology here better. I'm going to have to spend some time studying it...whenever we get a chance to spend some downtime."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell will also look around for hidden things.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16

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LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
As Harg finished his speech, Kell nods in agreement, then smacks him on the side of the head. "No stupid macho-ness. If you are so injured you're barely on your feet, you SAY SOMETHING! understand? we're all responsible for each other's life here, and if you die, what does that say about the rest of us?"
Turning to the rest of the group, Kell says "At least in part, it's my job to make sure that your bodies don't fall apart, and you don't die, so that you can all keep doing your jobs. If any of you think that being brave means 'sucking it up' or 'keeping quiet', let me dispel that notion right now. I will smack you unconscious then heal you back up if I hear or see that sort of thing again. Understand? Good" says Kell without waiting for confirmation.
He then calls upon his connection to the finer things in life to heal Harg further.
Flesh Mend: 1d8 + 2 ⇒ (6) + 2 = 8
As Harg's wounds completely close, Kell asks "Anyone else injured?" in such a way that it comes out as both a threat and comforting at the same time.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell, deciding that being in melee with this creature will not end well, steps away from it and heals Harg again.
Flesh Mend: 1d8 + 2 ⇒ (5) + 2 = 7
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Harg, when this is over, we need to have a conversation about your blatant stupidity." says Kell, a good-natured smile on his face, but apparently quite serious. "For now, however, we need to kill these things!"
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell reaches out and touches Harg, whose wounds begin to close.
Flesh Mend: 1d8 + 2 ⇒ (2) + 2 = 4
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell will move up and touch Harg's blade, similarly empowering it.
Same thing as Dirissa; you get bane (undead) if you have a magic weapon or a +1 enhancement if you do not.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Seeing the Skeletons still coming with no safe place to attack, Kell does the only thing he can: He makes Dirissa's weapon magical.
You can either have your weapon get +1 if it's non-magic, or Bane (Undead) if you managed to get a magic weapon. Harg, you're on deck, so you might wanna use arcane pool.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell points at one of the skeletons and a beam of electricity flares out at it.
Touch Attack Roll: 1d20 + 2 ⇒ (19) + 2 = 21
Damage Roll: 1d6 ⇒ 2
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"Agreed, there is something under the ground, likely waiting to ambush us."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell rises early and makes his morning journal entry. He then goes down to breakfast and from there takes a moment to go shopping as well, passing a note in a sack of coins to a certain vendor at a certain time.
His errands complete, Kell makes his way to the meeting with the others, preparing to once again dive into the subterranean world.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell nods to the others then begins making his way upstairs, mumbling something about expense reports.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell also laughs at Keldor, then calms himself and says "He has quite the way with words!" before laughing again.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"Here, here. I won't see someone who has spent their blood with me sleeping on the streets."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell nods at Khonnir's answer to his request, and then begins to furiously scribble notes as Khonnir describes his disasterous descent into the Under-Torch? Kell crossed out that name and then added a note to himself next to it Come up with a better name. Gallowspire is what it is because if it's name! before continuing to chronicle Khonnir's story.
Finally, as Khonnir finishes his tale, Kell's pen stops it's scratching as he asks "As you seem to know a bit about the objects from Silver Mount, do you think there might be a cure for what you were injected with in the location we found you? We didn't really take the time to properly search it. Any ideas you might have as to where we could find you a potential cure, I would be more than happy to check for you."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"That would be excellent. If you could also, when you have a moment, send a letter to my venture captain informing him that you are well, I would greatly appreciate it."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I'm fine with leaving things pooled for now as well.
"A drink sounds delightful." offers Kell as he joins Dirissa in heading for the local watering hole.
"I'm glad we found Khonnir. My Venture Captain will be happy to know he's well."
When discussion turns to the "dungeon" below, Kell would say "I have read about such things during my studies, but it's quite different between reading such things and seeing them firsthand."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell will use judicious applications of Create Water to attempt to clean him off.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Kell attempted to assess whether this being is what he appeared to be.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Seeing Dirissa get smashed, Kell heals her next.
Mend Flesh: 1d8 + 2 ⇒ (8) + 2 = 10
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell will reach out and touch Harg, pouring healing magic into his wounds.
Flesh Mend: 1d8 + 2 ⇒ (5) + 2 = 7
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Wishing to end the combat quickly, Kell moves behind Dirissa and touches her weapon, making it magical.
Giving you a +1 Enhancement, Dirissa.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Kell will move and blast the blue robot with a ray of fire, to try and spread out the elements.
Ranged Attack Roll: 1d20 + 2 ⇒ (2) + 2 = 4
Damage Roll: 2d6 ⇒ (2, 1) = 3
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Don't feel that you need to take Technologist Harg. I'm more than happy to, as I don't have a lot of feats I really need.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Dice roller is unhappy!
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I could still heal a bit using my pooled spell energy." says Kell. I haven't used any spells since we rested.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you!
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
"I know a Kellid you could sell the rights to that phrase to Gauntlet. He wants a good name for a bar."
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I would vote for the doors straight south.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
Sorry Harg, I thought you had a magic weapon for some reason. You should have a +1 weapon now instead.
Repeating his actions from the previous round, Kell will apply magic to Dirissa's weapon. either +1 if it's not magic or bane (constructs) if it is magic.
LG Halfling Occultist 3 | Max HP: 22 | AC 16; T: 12; FF: 15 | CMB: +2; CMD: 13 | Init: +1 | Fort: +7; Ref: +4; Will: +5 |
I didn't post an action. Let me fix that.
Kell will move up to Harg and touch his weapon. Nothing appears to happen immediately.
Adding bane (construct) to your weapon Harg.
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