Chung Po

Lang Fei Tong's page

32 posts. Alias of Edward Sobel.




This is the discussion thread

ask questions, finalize characters discuss out of character stuff, etc


Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
A couple of banners adorn the entrance to the wake they each are of a crimson red bearing the crest of the Vanderboren family

As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power.

Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests.

Currently, Lady Lavinia Vanderboren is not present

Kora
the Young Drow lady
the young drow lady's relative
the drow woman with daggers
the Drow male
the duergar
the pale skinned half-Drow

when you arrive please describe your character as others see you in this scene. it is most likely that you are dressed appropriately for a wake.

Each of you have had connections with the Vanderboren family, you know of their Daughter, Lavinia and her older brother Vanthus. You are also familiar with the Major Domo of the house, an apparently bleached gnome by the name of Kora.


Now recruiting for a Savage tide game but with a twist…

A little story; A few years back my face-to-face group ended a campaign and I asked what they wanted for the next game. Half voted for a Pirate game and the other half wanted to do something in the Underdark (aka Darklands) so we could play drow. (Can I still say that word?)

So, I pondered what to do and started looking at different things then while looking at Into the Darklands book, I saw there is a Sightless Sea. Then I saw that the sightless sea is inhabited by sailing races and so I decided why not do both.

Long story short (or is that too late?) behold - Savage Tide in the Darklands.

So If you are familiar with the Savage Tide AP this will be very much the same overall but there are several changes to make it different as well.

First and foremost, Some traditional Golorian lore will be modified to fit the game. The game will begin in the Drow city of Telderist (this city has been modified from what is already published so please take the time to read the players guide linked here

Now for some New lore that every character would know

lore info:

The city of Telderist is located on the edge of the Drow empire and is a rather active trade hub for much of the Drow. Located on the shores of Lake Nirthran, which is really, much larger than a lake (more like the size of the Caribbean Sea). As a trade port lots of things come through this city and dealings with the many different denizens of the Darklands visit Telderist. the corsairs of Telderist support numerous assassins, drug peddlers, and even pirates.

Much about Telderist itself is in the linked players guide, so nuff said here about that.

A group of privateers sail the Draklands known collectively as the Crimson Fleet. Some deal with Pirates, others are mercenaries going to the highest paycheck. The one thing to know is that many of the Drow houses of Telderist keep the Crimson Fleet on the payroll to avoid issues with shipping of their own.

The primary forces opposed to Telderist are the Skum tribes (kept in check by the forces of the Corsairs of Telderist. The second and much more dangerous foes are the Blood Raiders. Mostly operating out of the undead city of Nemret Noktoria. And as you probably guessed, they are a fleet of Undead Pirates.

Now you probably are wondering how do you get these ships down to the Sightless Sea and back? The answer is simple, Magic. A long time ago the Drow developed Navigational Orb to be placed on their ships. These orbs served a main purpose that a lookout would on a surface ship. Providing a scan of a distance out to about a mile around the ship as well as 200 feet above the ship and to depth of 50 feet below the waterline. These orbs have a second purpose as well, they are keys to portals to transport ships from Lake Nirthran down to the Sightless Sea.

While the Orbs can be operated by any user, the portal feature was magically restricted to only be available to Drow female Divine spellcasters.

The control of these orbs was left to the Harbormaster of Telderist


Telderist overview:

More detailed info will be found in the Players Guide
Telderist is divided into 7 districts. Each district has its own Drow noble house that governs over that district as well as serving on an overall council to govern the city.
Each District also has a primary faith but worship is not usually mandatory for residents in that district.
Here are very brief overviews of each district:
Azure District:
The Azure District is Telderist’s true waterfront. Consisting of two sections, the East and the West, the Azure District also houses the majority of the city’s lower class citizens. The Western section of the Azure District is primarily concerned with the city’s waterways, while the Eastern section is where the city’s Plesiosaurus industry (Darklands equivalent of whaling industry). Is located
Champion’s District
The Champion’s District is a district of soldiers, gladiators, and mercenaries who follow in the footsteps of one of the city’s founders and one time king Teraknian. The champion’s District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the rightful leaders of the city.
Cudgel District
The Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of Nurgal. It’s also the safest district in Telderist. The citizens of the Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack.
Merchant District
Telderist’s heart, and perhaps even its soul, is lodged in its Merchant District. The first district visitors reach, it’s often the only district visitors need ever explore. Little can’t be found in the Merchant District’s shops and markets, and its taverns host the finest range of food and drink within the city walls (publicly in any event).
Noble District
Although rule of Telderist has always been handled in Castle Teraknian, the city’s Noble District has traditionally been thought of as the city’s ruling district, despite Orren Teraknian’s treachery and the resulting years spent under Skum occupation. The other districts view the Noble District as a place of decadence and eagerly await the district’s fall under its own excesses.
Shadowshore
Although relatively small, Shadowshore is perhaps the most notorious of Telderist’s districts. This strip of land nestled in the shadow of the Champion’s District has long been a haven for thieves, assassins, and criminals of all kinds. Generally the only people who live here are the poor or those who can ably protect their property. The city watch has all but given up on Shadowshore, so long as a general state of peace remains.
Midnight District
Like the Cudgel District, Midnight is primarily residences, yet the citizens of Midnight are generally a bit better off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous resource caverns that abound surrounding Telderist. Midnight District is the hub of the city’s slave trade.

The following are the primary gods / demon lords of each district:
1. Azure: Dagon - (pronounced DAY-gon) is the demon lord of the sea and of the sea monsters that dwell in its darkest depths. His symbol is an octopus eye surrounded by a gold disk inscribed with ancient looking runes.
2. Champion: Andirifkhu - (pronounced an-de-RIF-ku) is the patron demon lord of marilith demons, sadistic inventors, and those who inflict pain for pay or sport.
3. Cudgel: Nurgal - the demon lord Nurgal was associated with warfare and the sun.
4. Merchant: Zura - (pronounced ZOO-rah) is said to have been the first vampire, and tales are still told of her blood-soaked bacchanals.
5. Noble: Urgathoa - (pronounced oor-gah-THO-ah) is the goddess of physical excess, disease, and the undead. She is mostly worshiped by dark necromancers and the undead. Sometimes, those wishing to become undead and those who live gluttonous lifestyles make supplication to her. On occasion, folk infected with plagues make offerings to Urgathoa.
6. Shadowshore: Nocticula - (pronounced nok-TICK-you-lah), is a demon lord who concerns herself with the metaphysical qualities of darkness and lust.
7. Midnight: Abraxas - (pronounced a-BRAHK-zuhs) is called the master of the Final Incantation, demon lord of magic and forbidden lore; he is said to know countless magical formulas, spells and secrets.


Ok enough text walls of Lore lets get to meat of what you need to do…

Character Creation:

This game will be Pathfinder 1e but there are elements of Pathfinder 2e that I liked and incorporated into this game. Mainly I will mostly use 2e conditions, as well as 2e for things like poisons and diseases. Also, the influence mechanic may be incorporated as well

Characters will begin in the city of Telderist you may be Drow, or any of the listed races available

Ability scores will be 25 point-buy and If selected I assign some bonus stat points based on background

The following races are available:
Drow (NOT Drow Noble)
Duergar
Duergar Tyrant **
Dark Folk – Caligani
Deep One Hybrid
Munavri **
Orc
Black Orc **
Half Orc
Fetchling
Dhampir
Svirneblin
Ratfolk
Half Elf – Drow Descendant
Half-Elf Drow Heritage
Gnome Dread
Gnome Lava
Goblin (Cave dweller or deep variants)
Hobgoblin
Tiefling
Whisper Gnome*

* Custom Race – see below
** these races will cost 1 CR (see below)
Black Orcs use the same stats as normal Orc with the following modifications:
Stats +6 Strength, +2 Con, -2 Wisdom, -2 Charisma (use these instead of standard Orc)
Gain +1 Natural Armor
Gain DR 1/- (does not stack with DR granted from class (such as Barbarian)
+4 on saves vs attacks and special abilities from Undead

All new characters begin as CR 1. Look at your character in HeroLab and take note of your CR! (This means some will begin as level 2 while others begin as level 1 depending on you race selection)
All characters must have at least 1 character level.

The following Templates are available:
Dark
Shadow
Fiendish
Fiery
Aqueous
Corruption – Shadowbound Creature
Corruption – Deep Creature

Be aware that the setting will be the Darklands. As such everything will be Dim Light or less. Without darkvision all attacks have 20% miss chance

Due to the additions of Templates advancement will be milestone advancement and I will specify what your new CR should be when you advance in level. That means that some with a template may find themselves skipping level ups during the adventure

The next thing to make sure all know: the guns setting for this game is guns are commonplace (the tech level of this game will be equivalent of late 1600’s to early 1700’s) only early firearms are available.

Unchained versions are not required but are available if desired

We are using background skills

All characters will have max HP at every level

Whisper gnome custom race:

*Whisper Gnome is a custom race as follows:
Humanoid
Subtype gnome
Size small
Speed Normal (30’)
Languages Standard – racial language is gnome
Ability scores: Specialized – select +2 Dex, +2 Con, -2 Cha (they also have -2 Strength)
Defensive traits:
Defensive Training – Lesser – Giant
Illusion resistance
Feat and Skill traits:
Sneaky (+4 to stealth)
Skill Bonus Perception (+2 perception)
Magic traits:
Fell Magic
Spell Like Ability lesser – Silence
Offence Traits:
Weapon Familiarity – select gnome weapons and Hand Crossbow
Hatred Select Goblinoid and Elf
Senses:
Select Darkvision 60’
Select Low Light vision
This should add up to 20 points
Alternative choices:
you may replace Weapon Familiarity with Poison Use
You may replace Darkvision with See in Darkness but you also gain Light blindness weakness

campaign traits:

All characters must choose one of the following traits as a campaign trait. This is not a bonus trait but you can take a single drawback to gain another trait.
(These traits are reworded but remain the same mechanically as the campaign traits from Carrion Crown Adventure Path.)

Chance Savior: Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
You gain a +2 trait bonus on Initiative checks.

Subject of Study: Verik and Larissa Vanderboren approached you as part of their studies, as they heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, they met with you and maintained frequent correspondence until several months ago. The scars of your experience and their continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. They helped you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.
Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.

Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the influence and impact of your idol.
Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.

Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that they would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety.
You gain a +2 trait bonus on saves against fear effects.

On the Payroll: The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Teachers’ Pet: When Verik and Larissa Vanderboren saw the potential for greatness in one of their charges, they took it upon themselves to nurture their spark. You were such a student. Over the course of several months, you and the adventurers spent hours debating the finer points of your topic of interest, and the intellectual doors they opened for you continue to flavor your outlook on the world. (This trait is restricted to Drow characters only)
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.

Once you have completed your character and I have reviewed it, you will proceed to the link I will provide the link via PM (or is it DM?) for the pre-selection role-play thread

Here is the set-up for the roleplay:

Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
A couple of banners adorn the entrance to the wake they each sre of a crimson red bearing the crest of the Vanderboren family

As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power.

Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests.

Currently, Lady Lavinia Vanderboren is not present

Kora
The young Drow Lady
The young drow lady’s relative
the drow woman with daggers
The drow male
the Duergar
the pale skinned half-Drow

Please feel free to post questions regarding character creation and submissions

I do not have a definitive timeline as to how long the recruitment will remain open but I do intend to announce the end at least 24 hours before closing. Any interest post made before the closing will be given time to create their charcter.


Ok, this is only an interest check -Do not submit any character concepts

Now to more details:

A few years back I asked my regular group what they wanted for their next campaign. I got a split vote between pirates and something with drow or underdark theme.

So I pondered this and started looking at the choices. I took a look at the Darklands in Golorian. There I noticed, the sightless Sea and how races of the darklands could sail about there. And then it hit me.

Savage Tide AP but move the setting to the Darklands.

I moved or rather changed, Sasserine to Telderist, a Drow city on the very edge of Drow territory.

I then re-wrote the entire players guide to fit the new setting. And been playing this converted AP ever since

I decided that I might try this same game here.

The game will be Pathfinder 1e but I added elements from pathfinder 2e and will also eventually include mythic.

Obviously everyone would be from the Darklands which changes up character creation a bit

Of course the Vanderboren's will now be a Drow Noble house.

In keeping with what was at my regular table a small selection of templates are available at character creation.

I also converted and added Whisper Gnome using the race builder (20 RP)

My intention is to use theater of the mind for combat as much as possible. I feel sometimes maps pulls away from role playing and becoming more a math exercise.

Thoughts?
Questions?
Interested?


Looking to create a bard adventure. Does not require the party to be all bard. But a definite music feel to the game.

Looking for some ideas for either a longer campaign or even a short on ahot.

Let's hear what you got.


discuss things here


Each of you have received a notice from your applicable commanding officer. you are each to report to S.D.F expeditionary battalion HQ briefing room 3.

report to Colonel Arvin for a special assignment.

you each reach the briefing room, and are awaiting for Colonel Arvin to arrive for the mission briefing.

you may introduce yourselves and converse until the Colonel arrives.


I am currently running this campaign with my tabletop group. and was wondering what interest there would be here.

first off -- this is an interest check only to see if it is worth it. when I presented this idea on a starfinder group on facebook I was told no-way would it work. calling starfinder a war game (like warhammer)

I refused to accept that and went forward anyway with me table-top group. it is going ok, though not entirely as expected.

anyway here is the pitch:

this game uses the standard Starfinder game setting, mostly as written, with some additions.

This game will be starfinder mashed up with Dr. Who, and Star Wars, and maybe other Sci-fi stuff I can dig up.

Changes to the setting

Pretty much just as detailed in the Core rule book except as follows:

The Azlanti Star Empire is a rather militaristic and very highly advanced civilization. They have been experimenting with time travel and have made several major breakthroughs.

This did not come without consequences. several time-rifts have recently been appearing. Opening worm holes to far off star systems, even other galaxies. This has brought new threats to the known star systems (including the Azlanti Star Empire) but this has also affected the Pact Worlds.

The Starfinder Society became the first to respond to these new threats. A new organization was formed, called the Starfinder Defense Force (the S.D.F.) a military arm of the Starfinder Society as well as leaders in the research of these newly appearing Time Rifts.

Where do you come in?

Each of the party are a part of the S.D.F in one way or another (up to you guys) You have been assembled by Brigadier Arvin, to make contact with Captain Vundemeer of the 3rd Expeditionary battalion on the remote planet Telos in the Telos system.

Telos is the larger of two planets orbiting a very small star. The only planet with an atmosphere capable of supporting life. But due to its distance from the sun as well as the smaller size of the sun, Telos is an ice tundra world. And is a recent discovery near the edge of the TABORI CLUSTER (page 469 of the core book) very close to the Azlanti Star Empire borders.

It is the belief of the S.D.F. that the Telos system was relocated to the Tabori Cluster via a Temporal rift created somewhere inside the Azlanti Star Empire.

The Last transmission from the Expeditionary force indicated that there is some sort of subterranean fortress found under the ice. Now all contact has been lost.

At your disposal, Brigadier Arvin is sending you with the S.D.F. chief Scientific advisor, Dr. Mortimer to travel to Telos and see what has happened to Captain Vundemeer and his expeditionary squad.

This will not be expected to start till after the new year, also I will take at most 4 players (I would like at least 1 player to be new to PbP here on Paizo.

Do Not Submit Characters right now! I am only looking for interest in such a game.


Ok I searched all over, but when did the tribal scars feat change to eliminate the +6 hp?

and I noticed that the Adventurer's guide (the source for the feat) is not even listed in the available resources for PFS anymore.

is this feat even PFS legal?, can someone help me find when are where this feat changed?

Silver Crusade

OK, twice now I saw request for someone to GM an AP.

And twice someone picked it up rather quickly,

I have been looking for a Wrath of righteous game for a long time. very few offered and most have been private.

been passed up a couple of times and promised a game a few more (these never came about)

so anyone out there interested in this?

I tried asking this a while back and got lots of volunteers but all of them pretty much vanished from the boards right after that.

So in short I am asking someone to pick up a Wrath game, we are not very far into it, in fact we are still in need of a recruitment thread.

In fact Gestalt and fewer players is an option for me as well...


OK hypothetical here:

looking at the entry for the Oathbound Paladin:

srd wrote:


Paladins who take up an oath may make a sacred promise to their god or temple to perform some specific and grand action associated with the oath. For example, an oathbound paladin who takes the Oath of Vengeance may be tasked with killing the orc warlord who razed her home city, while a paladin with the Oath against the Wyrm may be asked to secure a nonaggression pact with a family of dragons. When a paladin completes the sacred promise, the oath is fulfilled, and she may abandon the oath if she so chooses; she may then select another oath or become a standard paladin or a different paladin archetype.

so based on this what happens if someone else fulfills the oath.

say My Paladin is joining an adventuring group (has not joined yet) but before I join the party kills the creature that I have the Oath to kill.

thus is the oath fulfilled? I just made a vow or promise to my god to defeat this creature yet I get there and it was already killed by someone else.

technically it is oath fulfilled but I would think that there would be some repercussions as I did not fulfill the oath nor was I even present when it was fulfilled.

(note that this is NOT PFS, rather a PbP game where I would be joining later in the adventure )


kind of need some help here and something official would be better.

We are using auto bonus progression and I am playing a fighter with unarmed fighter archetype.

can I apply my weapon attunement on my unarmed strikes?

some are saying no because weapon attunement only applies to manufactured weapons and thus only the unarmed strikes of a monk or brawler count.

Hero Lab agrees with this idea and does not consider unarmed strikes as a weapon unless you are a monk or brawler.


was wondering if there might be any thoughts to having some Pirate style scenario's to go along with Skull and Shackles and Plunder and Peril.

maybe even more ways to earn Infamy and Disrepute.

2/5

I GM'd Emerald Spire for a second time. when I reported it and assigned my GM credit to a new level 1 character it says that I already GM'd it and got no credit.

should I not worry about that and apply the chronicle sheet anyway?


OK was doing some thinking / daydreaming / brainstorming / or whatever you would call it.

I was thinking of changing up the Skull and Shackles AP a little bit and was wondering if this sounds doable or even desirable.

changes I was looking at:

1. move the setting from the Shackles to real world Caribbean.

2. change the religion to basically real world religions.

3. vastly reduce magic items but still have magic as something mysterious, possibly use the auto progression idea from Unchained.

4. make the game as guns everywhere (basically a good ole Pirates of the Caribbean / Black Sails kind of feel.)

thoughts? comments? criticism?

2/5

ok I GM a scenerio for a Tier 1-2 but the scenerio also has Tiers 4-5 and 6-7 do I have to use the same tier that was GM'd? or can I apply it as GM credit for a different Tier (assuming that the character is of the appropriate level.

ie I gm Tier 1-2 but my lowest level character is level 4 can I apply that GM chronicle to the level 4 character and what Tier do I get apply?


Our group is again in need of a GM.

We have been together for quite some time having finished book 1 and 2 of Carrion Crown together.

Our first GM became a parent and could no longer continue,

Our second GM just started with us and had to drop due to RL.

We seek a new GM once more we have just started book 3

here is the link to our gameplay thread.

2/5

OK here is what I was wondering, Normally there is one person that regularly DM's, and that person cannot make it to a session, so I decide to get some GM experience and take over for a scenario.

looking over everyone's character I find a character that has purchased a magic item that was too expensive with regard to the amount of Fame that character had at the time of purchase.

now the said character does have the correct fame, but for the last scenario the character did not. since I was not the GM for the last scenario, I did not know this.

what do I do moving forward.


OK, I know how the feat works to increase the spell level of a spell.

here is what I want to see if it can be done;

an Aasimar has daylight as a SLA which is a level 3 spell, I want to heighten it to level 4 so that it cannot be removed by a deeper darkness spell.

is there a feat or ability that can allow this? I have not found any so far but there are many more books out there than I have access to.


has there ever been a conversion made of the Blood mage from 3.0/3.5?


We are group of fun players having nearly finished the second book of Carrion Crown AP.

nearly all original players since the start.

we have lost our GM due to RL commitments. As a group we would love to continue but need a GM that is willing to take on this endeavor.

Link to the current game

we are in the middle of the last battle of Book 2 (but we could probably narrate the end of that to move the group forward.

please take a look and let us know if you would like to take up the mantle.


I am sorry if this has been answered before..

character has Raging grappler rage power improved grapple, greater grapple, rapid grappler and vicious stomp feats.

level 2 barbarian/level 7 fighter (unarmed fighter archetype)

So is this sound correct: (assume all checks succeed)

Round 1 initiate a grapple. (raging grappler power allows me to inflict unarmed damage now)

Round 2: greater grapple allows me to maintain as a move action to inflict unarmed damage,

no at this point since i maintained the grapple raging grappler allows me to give the "victim" the prone condition.

this will trigger the Viscious stomp ability allowing me to make an Attack of opportunity (clever Wrestler fighter ability allows this)

Ok now greater grapple feat allows me to make another grapple check (maintain again) to inflict unarmed damage.

OK so since I was able to maintain the grapple as a move action, now rapid grappler feat kicks in, allowing another grapple check as a swift to "maintain" and inflict unarmed damge again.


Ok I got the answer about trip...thanks for the help.

new thought.

character is a fighter/alchemist.

can I have the conductive property on a weapon and use that property to add my bomb damage to my weapon damage?

conductive ability

bombs are Su. and require a ranged touch attack.


just curious:

back in 3.0 days the improved trip feat would allow a free melee attack if the trip was successful.

is there a feat or ability in Pathfinder that also allows this?

perhaps a rage power?
a fighter Archetype ability?

a monk ability?

2/5

couple questions really:

1. is there a magic item that allows a non caster to cast a single spell. (I would like my unarmed fighter to use Force Punch spell, or a self only blood rage spell)

2. how about custom items? can I have an amulet of mighty fists but instead fill a bracer or glove slot instead? (BTW same character)

Obviously I am not creating these with creation feats but can it be done within the PFS rules?

2/5

Ok I am very confused on the new factions.

I was part of the Sczarni but now I had to switch.

how does the switch work?

what about already earned Prestige points? do they transfer or do I start over?

I am going with The Exchange but I don't really know how this gets reported. as the web site is not updated yet and so I keep getting prestige reported to Sczarni.

any official help is appreciated.


I cannot change the picture for any board alias

I keep getting an error message that says the administrator has been notified


3 people marked this as a favorite.

Guess this could be the place to start my story of a fetchling that was born in the smoky rift to the shadow realm in the city of Ridwan


Looking for some new players in the Newark DE area for a bi-weekly Pathfinder game. losy a couple of players due to jobs looking to get going again.


current combat map group 1

first two done...still waiting for some to check in I think

Sarosha:

It wasn’t long after the whole incident with your shadow occurred. You were wondering about the key, when a male voice comes from out of the shadows nearby.

You seem lost; perhaps I could be of assistance. Perhaps I could have answers to your questions as well

The man is apparently half elf; he is dressed in dark clothing, and is armed only with what appears to be a cutlass or scimitar. He has odor of sea salt about him. What is a sailor doing here, and why would he be offering you advice?

You notice a tattoo on his hand, or could it possibly be a brand; the letter “P” the mark of a Pirate.

You are a hard person to find; In fact you seemed to be non-existent until you popped into our world. So tell me, are you still in possession of a Silver key? Would you like to know more about it?

His voice and demeanor seems confident, like he has no fear of you but he does respect your skill.

Balic Giantsmasher:

You sit enjoying your ale, and pondering the key. Suddenly your nose catches the scent of salt, like the ocean. Looking around you see a man approaching you. He is definitely half-elven the only weapon he wields is a cutlass. The basket hilt beautifully engraved with the image of a sailing ship. He has a patch over his left eye, and is clad in sailor’s attire; obviously not just a common sailor but one that holds a position of authority.

You notice a mark on his hand, a branding no doubt, the letter “P” the mark of a Pirate.

mind if I join you? I have been looking for you for some time, finally we can meet.

Before you can answer he takes a seat opposite of you. He motions for some rum. That key you hold. Care to share how you came upon it? I may have information about it you seek.

He takes swig of the rum bottle brought to him.

you share your tale, and then I will share mine. And then you will know what fate has handed you in the form of a silver key.


current combat map group 1

here we shall discuss the behind the scenes of the game.

please take a moment to check in.

Once you are checked in (with an alias I will PM you my e-mail to send your Hero Lab file if you have one.)

If not, I can make one for you.


Looking run a Homebrew adventure set in Golorion. This is a second table not a re-recruitment of my original game.

This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.

I also relocated all of them onto Golorian.

Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.

Here is the twist for recruitment.

Create a character back story. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. After character selection there will be some individual role playing to move the selected characters to the required starting point, and meet your fellow adventurers through the role-playing.

Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…

Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.

Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well. this will have no bearing on selection just a little something ot have fun and get some inspiration for your character.

I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).

Also based on learning from table #1...I do not want an entire party of characters that all try to stay in the back and wait to see what everyone else is going to do first.

Now on to the meat and potatoes of the character:

20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.

Allowed Races:
Core (human, dwarf, elf, etc.)
Aasimar
Fetchling
Tiefling
Changeling
Kitsune
Samsaran
Suli

Allowed Classes:
All Paizo (including ACG playtest)*

The following are exceptions:

No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)

Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutagens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.

No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.

No 3rd party – Period - do not ask (this include psionics)

I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…

*ACG classes may require changes as the playtest is updated.

About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.

Timezone: I am Eastern coast US

I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.

I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.

An Alias is not required initially, but it is appreciated.

Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)

I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.

I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.

Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.


I have a fire elemenatist sorcerer If I cast shocking grasp coverted to fire damage using my bloodline arcana would I still apply the +3 to hit if the opponent is in metal aromor or using a metal weapon?


Due to recent game failures and or DM /player drops I have two characters that I have been wanting to play.

one was built for a Jade regent game and now going on two years without getting into one (at least one that lasted more than 20 posts)

the other I only ever played in some homebrew stuff but would be an interesting character for a WotW game.


current combat map group 1

this is the gameplay thread. I will be begining individual introductions via spoiler. please only read the spoiler's addressed to you.


current combat map group 1

Here is where we can discuss what really is the "root of all Evil"


Looking run a Homebrew adventure set in Golorion.

This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.

Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.

Here is the twist for recruitment.

Create a character backstory. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. The character selection will be made via roleplaying and thus moving you to where you need to be to begin and meet your fellow adventurers through the role-playing.

Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…

Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.

Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well.

I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).

Now on to the meat and potatoes of the character:

20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.

a hint:

If you include the basis for your traits in your backstory you have a better chance of selection (still not a guarantee though)

Allowed Races:
Core (human, dwarf, elf, etc.)
Aasimar
Fetchling
Tiefling
Changeling
Kitsune
Samsaran
Suli

Allowed Classes:
All Paizo (including ACG playtest)*

The following are exceptions:

No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)

Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutegens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.

No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.

No 3rd party – Period - do not ask (this include psionics)

I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…

*ACG classes may require changes as the playtest is updated.

About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.

I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.

I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.

An Alias is not required initially, but it is appreciated.

Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)

I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.

I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.

Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.

hints on the adventure, don’t peek if you want to be surprised:

This adventure will put you in many locations, from the oceans of the Shackles, to the jungles of the Mwangi Expanse, to the Osirion desert. Old Thasselonion ruins even a dragon (or two) thrown in for good measure.

There will be headhunters, and cannibals, old fortresses (and new ones as well), even undead, Old senile sages and young ones as well, Pirates and bandits, maybe even slave traders and Pesh dealers.

Intrigue and scandal, curses, and disease. Maybe some blackmail as well


3 people marked this as FAQ candidate.

if you can not use power attack with a thrown weapon then why can you use raging brutality feat with thrown weapons yet you must be using the power attack feat.

so an ability that can only be used with a feat that cannot be used for the weapon?


trait says:

Spoiler:

if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

but according to the size modifier chart a large size is -1 so as your Eidolon gets bigger and more menacing then the intimidate bonus becomes a penalty?

in my case I am a gnome (size small) the eidolon is size medium so what is the bonus? if any.

If I get the large evolution what is the bonus to intimidate? (according to the chart it is a -1 penalty?)


random dice rolling

dice rolling:

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (3) + 7 = 10


Looking for any GM's out there that may be interested in starting a Jade regent AP or is in need of a new player in an existing one (not too far along though) or if your group is anticipating an opening soon
...
Lou here has been trying to get into one for a year now most of the ones he started in have died or been shut down for various reasons.

so if your group is looking to for a skilled cook and amatuer artist let me know ...


this character has gone without a Way of the wicked game for 13 different applications.

any will GM's out there looking to bolster their evil doers ranks in a "Way of the Wicked" campaign let me know...

the info is in the alias profile.

prefer to start at the beginning. but if there is an opening mid game - I could make it work without any PvP

if there are none out there then such is life...


current combat map group 1

The Gameplay thread for the Coins of Power AP


current combat map group 1

here is the discussion thread for my adventures


My shadowcaster wizard already has darkvision 60' what happens at 5th level when he is supposed to get shadowsight which grants 60' darkvision.

does he get 120' darkvision or has no effect and just keep the 60' darkvision?


I am wondering the best way to create a native American themed adventure but cannot figure out the best way to place it in the Pathfinder world.

where is the best place that fits in the campaign setting?
would this be another faction or type


I am currently playing in the Serpent's skull adventure path (just starting actually) anyway our party currently consistes of the following:

half-elf ranger (archer)
elf rogue (dagger thrower)
halfling fighter (thinks he is a dwarf-uses a battleaxe and like to drink)
gnome wizard - shadow caster illusionist (me)

as you can see there is no real healing or divine casting (except the ranger but we are only level one right now)

so the question comes up if I should (as the wizard) multi class into a divne caster (cleric or oracle) to provide necessary healing or should I stay wizard

My thoughts were as follows:
1) become a cleric of the gnome god of illusions (don't recall the name right now) (trickery and magic doamins)&(get bladed scarf prof. for free also)

2) Oracle of the heavens gain some cool boosts to my illusion(pattern) spells and go with the haunted curse

3) skip all of this and stay wizard and hope for the best until our ranger can cast spells

also our fighter has also volunteered to multi into cleric but I don't want to hinder out only real damage dealer right now.

the ranger and rogue players are relatively new to Pathfinder and it may be to much for them to multiclass until they are more comfortable with the game.

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

OUCH! That's a lot of damage!

Isaac takes the heavy blows! He frowns and is about to continue the assault when he sees something out of the corner of his eye. From the depths, he sees... a giant demonic pelican! It glowers at him as it begins to tower over all.

Will Save DC 19 (unflinching ability (+2 vs fear and mind-affecting effects)): 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 If Edward's inspire bonuses would continue to apply here, then the result is 20. I'll wait fo the result before posting my next action.


1 person marked this as a favorite.
Male Human (Taldan/Varisian) Pact Wizard (Mercy Patron) 4 | HP: 26/26 (2 STR DMG)| AC: 10 (T: 10, FF: 10) | CMB: +1, CMD: 12 | F: +2, R: +1, W: +7 | Init: +0 | Perc: +2 | Speed 30ft | The Artisan ability: 1/1 | Hand of the Apprentice: 5/7 | Active conditions: None

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Artyom frowns. "I don't hear or... smell anything."

Ricky's Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Ricky tilts his head. "No. They're right. There's something beyond the southern door."


1 person marked this as a favorite.
Male Human (Taldan/Varisian) Pact Wizard (Mercy Patron) 4 | HP: 26/26 (2 STR DMG)| AC: 10 (T: 10, FF: 10) | CMB: +1, CMD: 12 | F: +2, R: +1, W: +7 | Init: +0 | Perc: +2 | Speed 30ft | The Artisan ability: 1/1 | Hand of the Apprentice: 5/7 | Active conditions: None

Yeah. If there was a stable at the top floor, Artyom's brain probably would have melted.


1 person marked this as a favorite.
Male Human (Taldan/Varisian) Pact Wizard (Mercy Patron) 4 | HP: 26/26 (2 STR DMG)| AC: 10 (T: 10, FF: 10) | CMB: +1, CMD: 12 | F: +2, R: +1, W: +7 | Init: +0 | Perc: +2 | Speed 30ft | The Artisan ability: 1/1 | Hand of the Apprentice: 5/7 | Active conditions: None
Alara Shinrin wrote:
Alara blinks. "Wait. What do you mean, the book's way of adding spells? I thought wizards were supposed to do that themselves."

Artyom blinks and scratches his chin. "Hmmm.... That is right." He turns to Ricky. "Should we tell them?" Ricky tilts his head. "I don't know. Should we?" Artyom frowns. "I think we have no choice." He turns to the others. "You're right, Alara. I do write in my spells to my book. However, this book is not an ordinary spellbook. It represents a pact that I have forged. For all my life, I wanted to be a crusader knight. To defend Lastwall from all evil and to further Society. However, I was never gifted enough physically. Then I came across this spellbook in my sister's bookstore. When I picked it up, I felt... something. A connection to some... Patron. A Patron of Mercy. It offered me the power to protect everyone. It could help teach me magic. However, it would come at some form of price. After weighing my options, I agreed. I don't know who or what my Patron is. But I consider it a worthy sacrifice. So, every once in a while, my Patron will add a spell to my book from its sphere of influence."

The Revelation...

Artyom is in shock at the revelation that everyone in Roslar's Coffer is dead. His books fall from his hands, the spellbook pulling the lariat it's attached to. His quarterstaff clatters on the ground. "No... No... Vibia..." He falls to the ground on his knees. His thoughts are reeling, the fact that the town's gone while he was watching over it. Tears begin falling down his face. "This can't be! How can this happen?! I should've have done more! Send out my report sooner! Try to bolster the defenses before the Festival! Something! I can't have failed! Vibia's dead and it's all my fault!" Ricky flutters into the crook of his neck and nuzzles his cheek in an attempt to comfort him, tears falling down his own eyes.


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac once again swings his cutlass at the skum!

Attack (inspired): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage (inspired): 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Okay. So I made a normal attack. But, since this would reduce the slum to negative hit points, I'll finally use my Gory Finish feat. I only have one BaB so the attack would be made at my highest BaB.

Isaac manages to deeply wound the monster, but he's not finished. With a flourish, the Captain opens up the monster and cuts out innards, spraying guts and blood in a horrifying display.

Intimidate to demoralize (Gory Finish): 1d20 + 11 ⇒ (10) + 11 = 21

Gory Finish: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.

Standard Action: Attack
Swift Action: Gory Finish


1 person marked this as a favorite.
Male Human (Taldan/Varisian) Pact Wizard (Mercy Patron) 4 | HP: 26/26 (2 STR DMG)| AC: 10 (T: 10, FF: 10) | CMB: +1, CMD: 12 | F: +2, R: +1, W: +7 | Init: +0 | Perc: +2 | Speed 30ft | The Artisan ability: 1/1 | Hand of the Apprentice: 5/7 | Active conditions: None

"Hmm... Now this is interesting. I can make something out on this faded carving. There's an eye here that's connected to Aranzi, the Herald of Aroden and an important figure during the Shining Crusade. Also, Sir Priest, on the carving that looks like you, there's a symbol of Sarenrae on the shield." Artyom makes a note of this in the journal. "By the by, do any of you remember what happened to us? Anything that could explain how we got into this? The last memory I have is attending the Festival with my sister."

Journal Page 1:
Arrived at Roslar's Coffer. Defenses and the reconstruction seem to be sound from cursory glances. Will need to examine further to be sure.

Arrived at Lucky Cup. Construction and architecture is sound. Could be improved and made better. Vibia refusing help with this. Remember to put this into plan.

North walls seem sound. Noticed that foundation is soft under them. Possible risk in future?

Western walls seem to have some weakness and damage. Need to get these walls repaired and fortified as soon as possible.

Southern walls and Eastern walls have little damage. Mostly from animals scratching walls and underneath. Will fix this and discuss fortification.

Buildings seem to be mostly fine. Some seem to be beginning to run down. Shouldn't be a problem to fix.

Vibia's been talking about a festival happening in town. Wants me to come along and have fun. I believe that I need to continue my work before something terrible happens.

Journal Page 2:
Woke up in a sarcophagus. No memory about how I got here. There are four other people here as well within other sarcophagi. Crate with supplies here as well. Vibia doesn't seem to be around. Need to find her as soon as possible!

From the architecture, it appears to be a crypt. Various carvings on north wall, heroic in nature. Halfling on wolf, elf crouching in shadows, human with great sword beneath a tree, an older cleric, and a man with a raven casting magic. They seem to resemble myself and the others. However, these are not us.

Above carvings: "Red Shrikes - Noble Companions in the War Against Evil, Rest Well, my Friends." Red Shrikes have connection to Roslar and the Shining Crusade. Need to research. Possible death? Joke?

Equipment on carvings are what was being used during Shining Crusade (900 years ago).

A sixth sarcophagus is in room. Empty. Carving above is too worn and faded (ours seem to be newer. Look into?). Can make out religious eye symbol. Relates to Arazni, Herald of Aroden and central figure during Shining Crusade. Symbol of Sarenrae on shield of priest carving. Possible patron god? If so, is this connected? Or mere coincidence?


2 people marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

AoO (nonlethal): 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Nonlethal Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Isaac swings at Pierce as he flees. He then looks up at the chandelier and decides to make his move. Stepping onto the table, he then jumps up to the chandelier.

I have 12 in Acrobatics, so I auto succeed to jump to the chandelier.

Grabbing the chandelier with his free hand, he swings forward to get in front of Pierce.

Acrobatics (ACP): 1d20 + 13 - 1 ⇒ (19) + 13 - 1 = 31

I'm guessing I made that check.

With grace and a fluidity hardly seen, Isaac flips in the air and lands in front of Pierce, his hat landing back on his head, cutlass pointing at the other Captain. "An' wher' do ye think ye be goin'? We still hav' our figh'."

Don't know if I can attack in this turn. Am I able to? If I can, then I would like to end up in the space directly in front of Pierce.

Attack (nonlethal) (if possible): 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
Nonlethal Damage: 1d6 + 5 ⇒ (4) + 5 = 9


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Question before I make my move: would I be able to grab the chandelier from the table that Pierce was standing on? And if I were to make my Acrobatics roll, how far could I go in a swing?


2 people marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac growls as he takes the damage. However, when Edward liberates Pierce's sword, the new Free Captain gains a smirk. "Ye wer' sayin'?" He slashes at Pierce again!

Attack (nonlethal): 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Nonlethal Damage: 1d6 + 5 ⇒ (3) + 5 = 8


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

^Ditto. But, I'll stand ready to run in and get Teodor out of whatever he's dragging himself into.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Thank you for the heads-up, Teo! Hope your assignment goes well!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17
Callie Cobalt wrote:
She just laughs. "Darn, I guess I wouldn't have gotten you to put a coin in my cup were I busking."

Korriban's smirk widens. "You don't know that. A multitude of things could have happened if we met earlier."

I call for a smirk off!

Callie Cobalt wrote:
She raises her eyebrow, answering his ever-present smirk with one of her own. "And if you're ever finishing a sentence with, 'I'm just saying,' you're damned well arguing, while making yourself sound even more like an 'uffing bounce in the process. Good gods, you sound like Riceak."

Korriban's brow raises. "Point taken. And lesson learned."

Callie Cobalt wrote:
She pushes the coin into his hand. "And you've won the argument." She adds, back to using her spell."So when we hear someone coming to the door, I will make you invisible, because even you can't hide in plain sight with your sodding boots, and you dash out and hope because you talked to the guard beforehand like a ninny, you aren't expected to be in here."

Korriban nods. "Got it. Ready when you are."


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Well, I didn't roll for my Disguise check until now. Unless you did that behind the screen.

Norv:
Korriban smiles at his mother and gives her a big hug. "Thanks, mom. Wish me luck."

Korriban nods at Verik's advice. "Thank you. This would be good advice to have." When he reveals that Meliya Arkona gave him the silver knife, Korriban's shocked. "No... I got rid of that thing. But, the strange thing was... it kept up showing up. No matter what I did, no matter where I put it. I'd always find it. I thought it was cursed so I got it looked at by the church of Pharasma. They found out it was actually a Raktavarna in disguise. It's some sort of demon... thing that spies on other people. And if you got it from Meliya... then that means she could have been spying on us. Or all of the Arkonas have been spying on us!"

The Party at the Rosa before leaving:
Korriban runs up to the rest of his friends. "Guys! I just found something out! You remember that silver dagger?! The one that turned out to be some snake demon thing called a Raktavarna spying on us for some master?! I found out who that master could have been! Verik got that dagger from Meliya Arkona! That means that either Meliya or al of the Arkonas have been spying on us!"

Arkona Manor...

Hearing Lantresaa making a slight dig at him, 'Louis' decides to act slightly dimwitted. He follows the group inside and lets Lantressa do the talking.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Happy belated New Year to everyone!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

It's no problem, Teodor. It does give me some more locations to attack him from and opens up the space so that we can properly surround him.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

So, how would flanking work now that I can fly?


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Mutt is in shock as he sees the Starfall in the Armageddon Echo. He closes his eyes before they vanish and exit. He seems relieved when they are out of the Armageddon Echo.

During the trip back, Mutt is awfully quiet and shrugs off any conversation. During the week, Mutt decides to swap out some of his own gear and take some of the loot that they have. During the celebrations, Mutt just nods, makes little small talk, and gives small smiles. However, it is very clear that something is gnawing at his mind.

At some point, Mutt can't really stand just standing around, waiting for something to happen. He grabs his gear and leaves the base, heading out to a clearing in the woods with a small lake. Placing his gear on the ground, he grabs his greataxe and turns to a tree. He begins to swing at the tree, leaving deep gashes in the bark. As he swings, he reflects on the events of not just the last few months, but the last couple of years. The images play in his mind, as if he was reliving them. The death of his Shoanti friend by . Killing his master, his gang, and burning down his home. Arriving to Riddleport and joining the group at the Gold Goblin. Nearly dying several times. Discovering the drow and fighting them at every step. And... the Starfall. At the last image, Mutt yells and gives a mighty swing, felling the tree. He pants before giving a loud scream of frustration and anger. "Why?! Why did you keep letting me live?! Why did you let me kill you?! Was it for this?! WHY WON'T YOU ANSWER ME?!" He pants before moving to sit on the felled tree, placing his greataxe against the log. He looks at the lake, wiping the tears that begun to fall. He whispers, "Why did you let me kill you? Was it to bring me here? To make me see the Starfall and stop it? Why?" He sits, looking at the lake and contemplating it.

I will make a post about what's currently going on and spending my money on upgrades. This is connected to another player, so I will let them post their reaction to this first.


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Mutt stops his rage and looks around, panting. He looks at Keanu and nods in respect. "Nice job. You really did a lot of damage on them."


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Sorry about that. I'll move out of the way. Also, did the troglodyte get a hit on me? I assume so. How much damage did I take?

Mutt turns around to see everyone somewhat glaring at him for blocking the way. He decides to step back and let them in first.

Current Stats: AC 24, touch 8, flat-footed 24 (+5 armor, +0 Dex, +1 luck bonus, +6 natural armor, +4 shield bonus, -1 size penalty, -2 bloodrage penalty); hp 49/97; Fort +11, Will +6; Melee +1 elf bane greataxe +14/+9 (+16/+11) (3d6+7/x3) (deals extra 2d6 to elves) or masterwork cold iron warhammer +14/+9 (2d6+6/x3) or masterwork longsword +13/+8 (2d6+6/19-20) or +1 pickaxe +14/+9 (2d6+7/x4); Size: Large; Str 22 (+6), Dex 9 (-1), Con 20; reach: 10 ft; CMB +14; CMD 24; Skills Climb +13, Swim +10; -1 size penalty to attack rolls; Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls; Protection from acid: first 96 points of Acid damage you take will be absorbed. It'll last for 80 minutes.

Current Effects:
Shield 47/80 rounds left
Ironskin 47/80 rounds left
Enlarge Person 47/80 rounds left
Bloodrage 28/36 rounds left
Good Hope
Protection from Acid 792/800 rounds?


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Mutt screams as the dragon is brought down. He stops the rage and breathes in the healing magic. ”They do sting a bit. But it’s nothing I can’t handle. But, thank you.” When Lusk compliments him, Mutt gives a grin. ”Thanks. You did a good job as well. you took that thing’s head off!” When Thaddeus screams and redirects the swarm, Mutt nods. When Lusk picks up the head, Mutt’s brow raises. ”Are you sure you want to carry that? Will it be too heavy for you?” He then places a hand on the dragon’s body. ”If Lusk gets the head, I want this.”

When Variel threatens whoever is in the next room, Mutt growls threateningly.

Aid Another on Variel’s Intimidate check. Take 10 for 24.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban, continuing standing in his Crane Style, attacks to try and knock out the purple clad thug sprawled on the ground.

Was going to attack yellow, but purple does provide an easier target. Plus, I get to kick him while he’s down.

Attack (unarmed strike, nonlethal, fighting defensively): 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Nonlethal Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Or at least I would if I could hit him!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Okay. So I did the math. The bag is currently holding 31 lbs. I'm carrying 61.5 lbs. In order to carry a light load, I need to be carrying 50 lbs or less. So, I will put my iron caltrop bead, two cold iron caltrop beads, silence dust, fuse grenade, cold iron pellet grenade, silver pellet grenade, slime grenade, tangleburn bag, 4 flasks of alchemist's fire, the 3 books, and masterwork club into the bag of holding. That should lighten my load to 33.5 lbs. So, I should be able to hold onto the ball without a problem. The bag of holding is carrying 59 lbs. So it still has a lot of room.

While the rules of Blood Pig are being explained, Korriban realizes that he's going to be slowed down by the things his carrying. He takes the time to slip some of more utility items into the newly acquired bag of holding. When the game starts and Devargo intimidates him, the young swordsman shakes a bit, but steels himself. He looks at the mob forming around the ball, at Devargo, and at Lantressa. He then moves like a whip towards the mob, switching into his Crane Style (swift action). He then punches the purple clad thug in a nonlethal manner.

Attack (unarmed strike, nonlethal, fighting defensively, shaken, flanking): 1d20 + 7 - 2 - 2 + 2 ⇒ (4) + 7 - 2 - 2 + 2 = 9
Nonlethal Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Sneak Attack Damage due to flanking: 2d6 ⇒ (1, 5) = 6
For Debilitating Injury, I will pick hampered. If it hits, then all of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

And it whiffed.

Current is AC 25.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban frowns at the Emperor’s response and his goons laughing. He sees the look Teodor gives him and nods, deciding to drop the subject... for now.

Oh No, It's Laori Vaus wrote:
“D’you suppose ‘in our service’ means they’re lovers?” Laori mutters, quietly enough to avoid the ears of the Emperor and his goons.

Korriban smirks. He whispers (quiet enough so the enemies can’t hear), ”Not sure. Maybe the Emperor is having Scream paint for him.”


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Knowledge (local): 1d20 + 12 ⇒ (20) + 12 = 32

Got it!

Korriban looks at the scrap of cloth again. After a few seconds, it finally clicks. ”Guys! I finally recognize this cloth! It’s part of the sleeve from Seneschal Neolandus Kalepopolis’s jacket! That means that he was here!”


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban blinks and is taken aback as Callie chews him out, his smile quickly leaving. He frowns and becomes serious and apologetic. "Sorry. I was just trying to lighten the mood with a joke."


3 people marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I love how everyone's reaction to Korriban's flirting with Laori is, "Korriban, no."


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac scratches his weird manta ray chin with his weird manta ray hand. "Hmm... It be makin' sens'. They do need a way pas' th' jellies. So, ge' ready. We're seein' wha' will happ'n when we blow th' horn."


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac the Captain of the Manta Rays frowns at the sight of this and the grazing hit of the crossbow bolt. He swings his cutlass in a fanciful display, the light from the sun above the surface glinting against the blade. He hopes to try and put cowardice into them.

Dazzling Display (Intimidate check to demoralize all foes within 30 feet who can see the display): 1d20 + 10 ⇒ (10) + 10 = 20

Current AC: 21/12/19, can breathe underwater, swim speed: 60 ft, tail slap: +4 (1d6+4), Guidance: +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies, Bless: +1 morale bonus on attack rolls and on saving throws against fear effects

I don't know if the cloak gets me the +2 to Strength and +2 natural armor bonus that beast shape 2 gives me.


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I have to assume that Karthak is looking for one.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

I have my post up. Now, I need to work on my reclassing and stat block.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Also, I don’t think I removed the 50 gp to Samarith and the 75 gp to Eries. So I will remove that coin from my alias. I had 2,261 gp in the beginning. I subtract 1,200 gp for the retraining, the 75 gp to Eries, and the 50 gp I owe Samartih. That’s 1,325 gp in total. That leaves me with 936 gp. Now I have a question, Norv. Is it time for me to give Pash another 50 gp for his investigation?

Questions for Jolistina:
When Korriban is able to see Jolistina, he says, ”Hello, Joli. How have you been? I’m here about Rolth. You see, we came across him and fought him. He teleported out of there. I’m here to ask if you know where he could possibly be.”

Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34

“The Norv” wrote:
The old woman chuckles throatily. “I do indeed like roses, lad. You're right. You may call me Ilinica; best do so, I suppose, since that's my name. You say you wanted to be like Blackjack, but now times are changing...and the city needs more than just a hero. It needs the spirit to fight back against the Queen's depredations.” She glances around. “Best not speak on the street, child. Come. Follow me, if you'd know more about my roses and that spirit.”

Korriban looks at Ilinica oddly as she leaves. Shrugging, he follows her.

“The Norv” wrote:
In the small yard that Ilinica leads you to, you find a more varied garden, though still one that focuses on roses. Ilinica turns to you and says, "Now, to speak more frankly. I share many of your feelings, Korriban, but they are dangerous to share aloud on the street. There is a way of knowing, and speaking, and doing these things--a way of living in the world that fosters the spirit of rebellion. I speak of Milani, the Everbloom. A young goddess, to be sure, but one of the most important in these times. If you are willing, I would be happy to teach you about Milani's doctrine, educate you in the ways of rebellion, and take you under my wing. What say you?”

Korriban looks around the yard. When Ilinica asks if he is interested in learning the ways of Milani, Korriban thinks about it. He says, ”I’ll do it. But, I have a question. If I take this path, could I still worship Calistria and Shelyn? Or do I solely need to worship Milani?”

During the training process, Korriban has a multitude of questions. ”Wait, so doing it this way will let me be a better rogue?” ”So, I don’t need to read a lot. I can just be a fighter and keep my hand free and I will get a better effect?” ”So, this deific obedience thing? I need to do this every day? I don’t have any rose gardens of my own. So I need to train with people, right?” ”So, this Swordplay style will go well with my grandpa’s fighting style?” ”Wait. So I can just command people to do what I want once a day?!” ”This is going to cost me how much?!” But, despite every question, Korriban manages to persevere and finds a balance between his own style, Vencarlo’s teachings, and Ilinica’s teachings. He stand before his new teacher at the end. ”Thank you, Ilinica. I really appreciate this.”

“The Norv” wrote:
Finally, Korriban takes the silver dagger that has plagued him for weeks to the temple of Pharasma in the Gray for examination. The priests are still very busy, both burying the dead and healing the living, but a few make time to see you. An older man named Father Eugeni takes the dagger and examines it for several seconds, muttering prayers of divination under his breath.

Korriban is nervous as Father Eugeni pours over the dagger. He’s nervous as to what he will find or what he has stumbled into.

“The Norv” wrote:
"This...this is an evil thing, my boy," he mutters darkly. "I do not know exactly what its nature is, but I can tell that, at least. I wonder if it...just perhaps...stand back." So saying, he places the dagger on the floor, backs up, and speaks a sharp word of command.

Korriban sweats as he finds out that the dagger is evil. He watches intensely as Eugeni prepares to reveal the evil of the dagger.

“The Norv” wrote:
The dagger suddenly writhes, shifting, as it transforms...into a hideous, red-eyed serpent! Father Eugeni and several of the priests nearby yell, and move away, as the serpent whirls, hissing, and eyeing all of them and you, clearly searching for prey.

When the dagger turns into a snake, Korriban moves back a little, screaming his head off. ”AH! AH! AH! WHAT THE F**K?! WHAT THE F**K IS THAT?! WHAT THE F&++ IS THAT?!”

“The Norv” wrote:
Suddenly, it goes rigid, lets out a shriek, and is consumed in smoke and flame! The whole thing is over in seconds, and all that remains is a scorch mark on the floor. But you feel as though you can still see the serpent's red eye, glaring at you as it was consumed…

Korriban is scared as the serpent glares at him. When it’s gone, he’s just left muttering, ”What the f**k… what the f**k…”

“The Norv” wrote:
Father Eugeni approaches you solemnly. "You've been watched, lad. Having seen its true form, I know the fiend: a creature called a raktavarna. It is the least of a type of fiend known as a rakshasa, spirits of evil that seek dominion and lordship over mortalkind. These raktavarnas can shape themselves to appear as objects, and so spy on those that their masters command." He claps you on the shoulder. [b]"It seems to be truly gone; but whatever was watching you and your friends, it knows that it's been found out now.”

Korriban says, ”W-What? What?! You mean, that for months, there’s been some evil spirits watching me?! Watching us?! Learning about us?! Who would do that?! Why would they do that?! Where would they be?!”

“The Norv” wrote:
Korriban spends the rest of his free time this week on dates with Lily, who's a charming young alchemist.

Korriban enjoys his time with Lily, glad to see that she’s interested in him.

“The Norv” wrote:
He also helps Imperia and Celia prepare for their transfer into the Academae. The young nobleman who's services you've pressed has a contact on the inside who knows a way around the wards, and when all is ready, he sends a message to the wizard. The man appears in a puff of acrid smoke in the living room of the nobleman, Amin Jalento, and whisks Celia off with barely a dozen words, saying tersely to Amin that he's taken enough risks breaking the abjurations already. Imperia is tearful to be saying goodbye to her sister, but she sighs with relief when it's done. "At last, I can relax and move on with my life. The Academae has its own dangers...but I know that they're the kind that Celia will be able to overcome. And she'll be safe from all else in there!”

Korriban smiles at Amin Jalento. ”Hey, Amin. It’s been a while. Haven’t seen you since those riots were going on.” When Imperia shows relief at all of this, Korriban smiles. ”It’s no problem, Imperia. It’s the least I could do for a friend.”

“The Norv” wrote:
Finally, on the 7th of Lamashan, all four of you receive a summons to Citadel Volshyenek, signed by Cressida Kroft. When you arrive, you find the Guard--shockingly depleted, but nonetheless--turned out into an honor parade. The occasion quickly becomes clear when a beaming Kroft invites you up onto a platform that she's erected at the north end of the courtyard.

As Korriban approaches the Citadel, it becomes clear that he has made a change to his appearance. He is wearing his mithral armor, magic boots, and regular clothes. He wears both his rapiers on his left hip. His daggers are in their usual places. He still wears the gold necklace with a ruby pendant, the two rings on his hands, and the wo earrings in each of his ears. When you look at his hands, he seems to have gotten two new tattoos. On the back of his hands are tattoos of a very stylized rose. However, there are two things that definitely stick out. His trademark trench coat is gone, most likely in the backpack he has. In its place, he wears the rose emblazoned black cloak he got from the party. The other baffling thing is that his hair… has been cut. And not to a shorter ponytail. The ponytail is gone, replaced with shoulder length black hair. It does look uneven in some areas. His yellow and black bandana is still tied around his head. He looks at his friends. ”Well, well. You guys got the special summon surprise too, huh?” He enters the courtyard, shocked to see the honor guard. ”So, is there some kind of party or what?” He moves onto the platform and waits for Kroft to start.

“The Norv” wrote:
“You all know a little bit about my...teams of special contractors," she calls out to the assembled Guards. "I know that not all of you approve of such measures, and I know as well that they're quite necessary. But I also know that you're all aware of how much these four--Teodor Niculescu, Lantressa Darksong, Callie Cobalt, and Korriban Balros--have done to combat the plague. Now that blood veil is at last removed from our streets, the time has come to thank those who did the most to combat it. Three of these were among the first to raise the alarm about blood veil, and all had a direct hand in stopping it. It's with great pleasure, therefore, that I deputize all four of them as Special Agents of the Korvosan Guard--giving them all the rights and privileges that attend the office. Now, Guards--salute!" There is a ringing crash as all of the guards present slam their spear hafts into the surface of their shields.

As Kroft gives her speech, Korriban smiles as he feels pride in his actions and his new position. When the guards slam their spears on their shields, his face turns slightly red.

“The Norv” wrote:
Later, in private, a smiling Kroft escorts you to a large vault. "Sorry for surprising you with the display--but you've earned it, and it has to be witnessed by the Guards for it to be official. Now, let me help make sure that you can do your jobs properly, Special Agents..." With a nod at the Lieutenants guarding the door, she swings open the vault and leads you inside. Spreading her arms wide, she says, "Go ahead--grab something that strikes your fancy. Most of these aren't regulation, seized as contraband or tax or the like, and it's better they get use in your hands than continue to rust in mine!”

When Kroft reveals the armory, Korriban’s jaw drops. He then busts into a huge grin and jumps up and down in excitement. He then runs into the room like a kid in a toy store. He looks at all of the stuff there with interest. After some time, he manages to find some things. He finds a cool looking scabbard that he finds can help improve his weapons. He also finds a feather token and some caltrop beads.

So, for my reward, I’m getting a scabbard of vigor (1,800 gp. 3 lbs), a whip feather token (500 gp, 1 lb), an iron caltrop bead (40 gp; 2 lbs), and 2 cold iron beads (160 gp, 4 lbs). That should put me at the 2,500 gp limit.

During his looking around, Korriban sees some more mundane items. He asks Kroft. ”Hey, boss! I noticed that you have some more mundane things. Can I buy some of that stuff from you?”

This will give me a chance to do some more shopping.

Callie Cobalt wrote:
fter Callie hears from Derrick, she reports back to Korriban and the others that the smugglers can get them into Old Korvosa in another fortnight. "I know that feels like forever, but that's as soon as it can happen. Your folks I'm sure are as tough as you, so I know they'll hang on."

Korriban growls in frustration. "I know, I know. It's just driving me mad, you know? All this tension."

Callie Cobalt wrote:
After Kroft promotes them Callie pulls the others aside and says, "This is an honor, but it puts targets on our heads too--not that we didn't have them before. I know we can handle it, but pay attention to whomever you speak to, to who might be watching. I'm sure the Queen or one of her higher-ups know we know about her. And we have no idea WHY she's doing all of this. I doubt obeisance to Urgathoa is motive alone."

Korriban sighs. "So much for boasting. But, you have a point. This is starting to become a war with the Queen. We need to be careful and keep our hands hidden. And I have a feeling that we may need more allies in this fight at some point."

Callie Cobalt wrote:
She looks at them. "How are you all holding up? We've seen some terrifically awful things. I haven't been sleeping well some nights. And we may have a break, but I seriously don't think this is over yet."

Korriban frowns. "I've been doing well, I guess. I've been having trouble sleeping as well. Not just because of the Urgathoans or the Queen's tightening grip. But also because I'm worried about my family. But, I have been trying to keep busy." He rubs the new rose tattoos on his hands.


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I think I can help answer those questions, Jokum.

1) We are currently on our way on a path to the fort of Drezen.
2) We are tasked with retaking the fort so that the crusaders have a foot hold in the Worldwound.
3) Nurah is part of our war council. She's our Chief of Inspiration and Communication.


2 people marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban continues to pierce the undead abomination in front of him!

Attack 1 (silver magic rapier, fighting defensively, Crane Style, cat's grace, heroism, haste, inspire courage, flanking): 1d20 + 11 - 2 + 2 + 2 + 1 + 2 + 2 ⇒ (10) + 11 - 2 + 2 + 2 + 1 + 2 + 2 = 28
Damage (cat's grace, inspire courage): 1d6 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11

Attack 2 (silver magic rapier, fighting defensively, Crane Style, cat's grace, heroism, haste, inspire courage, flanking): 1d20 + 11 - 2 + 2 + 2 + 1 + 2 + 2 ⇒ (3) + 11 - 2 + 2 + 2 + 1 + 2 + 2 = 21
Damage (cat's grace, inspire courage): 1d6 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9

Sneak Attack due to flanking: 2d6 ⇒ (1, 1) = 2

He manages to land two decisive blows!

AC is currently 18 (normal) + 2 (FD) + 1 (Crane Style) + 1 (haste) + 2 (cat's grace) = 24/20/14. Current saves are +7/+14/+5.

Current Stats:
Haste
Cat's Grace
Heroism
Fly
Inspire Courage

I DID IT!!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Teodor! That was awesome! You totally rule!!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

That fits so well in this situation.

EDIT:

I would like to make some suggestions as well.

The Encounter & The Battle


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban is shocked at the bats going out to a fireball. When all is silent, Korriban steps carefully to Lantressa as he watches the spot where they were. "Lantressa... that was... d**n... That was amazing. I... I think you may have killed him. Heh... again, remind me again to never get on your bad side." He thinks for a few moments before chuckling. Turning to Lantressa, he says, "Those beams of fire and that fireball are just like you... they're hot." The rogue gives a few chuckles before going silent.

When Callie calls out, Korriban shouts back. "The bats just got vaporized by a fireball... I think. I'm not seeing anything left. I think Lantressa killed him. I'm hoping that, anyways."

When he walks back into the room and sees Teodor on the floor sobbing, Korriban rushes to him. "Teodor? Teo? Are you okay? Look, whatever that vampire did to you, it's over. He's gone. Look, you're here. With your friends. Whatever you're going through, we're here for you."


2 people marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

I think I've just become the team parent... or the team nurse.


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Seeing the demon fall, Voren immediately runs for Jokum. "Jokum! Jokum! Hang on!" He kneels down as he moves, sliding to Jokum's side. He places his hands on Jokum and begins to heal him. For one of the spells, he also puts some of his mythic power into it.

Healing Hex: 2d8 + 6 + 1 ⇒ (4, 7) + 6 + 1 = 18
Mythic Reach Cure Moderate Wounds: 4d8 + 12 + 1 ⇒ (5, 1, 7, 1) + 12 + 1 = 27

He breathes calmly as he sees Jokum's wounds close quickly. He says, "He'll be fine. He's going to be fine."


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Welcome back!


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
Edward Irmington wrote:

Edward stands up again, leaving the violin's bow lodged in the sorceress' eyesocket. His expression is the casual one, albeit a tadbit serious.

"Yes, sorry if that upset your stomach. I know of applications of a few others, but the how or why isn't important."

Isaac shakes his head. "It be not upsettin' me stomach. It jus' be... shockin', is all."

Edward Irmington wrote:
He taps Isaac on the shoulder, as he pauses walking towards the door. "Riddleport's full of people, but people are often acquaintances at best. It's either her death or the risk of the death of friends. My choice wasn't a difficult one. I'm off for some fresh air, see you outside."

Isaac sighs. "I was abou' to pass judg'men'. Bu' thank ye for doin' it."

Isaac smirks at seeing Jania and Edward get along.

Diana Seamyst wrote:
Diana only nods at the group, glad the deed was done. She retrieves the sorcerer's strange false teeth. These might come in handy at the right time if we go to see her 'benefactor'. she says.

Isaac nods at Diana's suggestion.

Diana Seamyst wrote:
She is more saddened that the sea snake had to be killed than the sorcerer and returns it to the sea. Unsure if she is worthy of burial at sea, but what else are we gonna do with the body? We could tie it to the rocks and give her to the crabs.

Isaac frowns. "Let us be sendin' 'er to th' sea. Fer Besmara an' out o' prop'r respect."

During his downtime, Isaac will visit his crew, making sure they are okay after the assault. He will also converse/flirt with Rosie (including making out) and checking on Mardus.


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban listens to Callie as she shares her thoughts and feelings. He says, "Hey. Listen. Truth be told, I'm scared as all hell too. It's not just that I'm scared of zombies, skeletons, and vampires. Though, that doesn't make things any better. I'm scare of this stuff too. Urgathoa, the blood veil, the f****d up art. This is all scary to me. I'm not a mage nor am I of a more holy path. So this is all scary because I don't understand. I get some things about religion. But I'm more used to brothels and vengeance. Not this stuff." His face also softens. "All of this s**t going on in the city, it's terrifying. People are going nuts. People are dying. The Queen has released a plague with the aid of some cultists that she hired as doctors. If feels like Korvosa is reaching a boiling point. And we may be the only ones who can help."

His face becomes more serious. "However, if that's the case, then we better make one hell of a difference. These a******s are doing this. And we will stop them. I don't want to think about what will happen if we fail. If I fall, then I'm taking as many of them with me as possible." His grip on his rapier tightens and his hand shakes. "I just wish I could do more."


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Danua wrote:
She follows straight up to the caves letting Jokum lead the way as she looks to Voren. Despite her injuries she was in high spirits. "I see you have survived as well. I have acolytes ale if you need it." She gives him a smile as she looks for the cave entrance.

Voren smiles at Danua. "Yes. I survived due to some fast thinking on my part. Conjuring up a sleet storm followed by summoning some celestial spiders to find the enemies via their tremorsense." Voren's brow raises in confusion at the term 'acolytes ale'. After a moment of thought, he then realizes what Danua means. "Oh! Sorry. I just was confused for a moment. No, I don't need any acolyte's ale. Thank you for the offer, though." He smiles at Danua. He then looks at her. "But, you may need healing." He holds up his hand, pulsing with white colored magic. "If you need it, that is."

I had to look all over to find out what acolyte ale was. But, I finally got an answer. It's basically a potion that has 5 doses of cure light wounds, right?

Arthas Sword of Ragathiel wrote:

Arthas looks around him.

"Its going to be hours before my commanders have their hosts ready for new direction and you are correct Voren, you are needed most immediately here."

...

Arthas tried assess how he might be of use with Voren torn between duty to his friend and his command.

Voren looks at Arthas. "Arthas. I can stay here if needed. However, if things are going to be alright without my presence, then I can aid all of you with retrieving Karthak. I've already administered healing to the crusaders that I was guarding. But, I understand that there are more people to heal. Overall, it's your call."


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban is in shock as Riceak goes down. He grimaces. He needs to take this guy out. He lashes out at the blue wearing cultist.

Attack (flanking): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Sneak Attack Damage due to flanking: 2d6 ⇒ (5, 4) = 9

The cultist falls before him!


2 people marked this as a favorite.

I'm thinking about a seducer witch with a backstory as a courtesan who becomes a spymaster. Just having trouble with a few things about him. Like whether to pick the enchantment patron or trickery patron. I also want to multiclass into the Enchanting Courtesan prestige class.


1 person marked this as a favorite.
Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac sees the giant beast fly from the Rahadoumi ship and his jaw drops. "Besmara's t***s! Wha' th' f**k is tha'?!" As Jania gets pumped about fighting it, Isaac quickly spins the wheel. "Ye can figh' it iffen it lands on th' ship! Bu' I'd rath'r not hav' tha' happen! Fire at th' thing!"

Profession (sailor): 1d20 + 12 ⇒ (20) + 12 = 32


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Sorry for the delay. I will get a post in tomorrow.


1 person marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

Oh, it's no problem. I just thought that Voren'd had not gotten a good grip or (the funny option) that instead of climbing down, like a rational person, Voren decides to fall in there.


2 people marked this as a favorite.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point

That failed Climb check was for going down into the riverbed. So, Danua just saved Voren from accidentally bellyflopping into dirt. Thanks for that.


1 person marked this as a favorite.
'Zov' Male Human (Varisian/Shoanti) Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13

Welcome, Keanu!


1 person marked this as a favorite.
Male Human (Varisian) hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Korriban sees Callie pull out the button. "And we already found it. We're the best. Let's go down."

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>