Logan Holt's page

Organized Play Member. 74 posts (3,576 including aliases). No reviews. No lists. 2 wishlists. 6 Organized Play characters. 24 aliases.


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Saw the thread necro of 2022 and it got my hopes up. Sad.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

"There are two spirits, recently returned to the great beyond that would disagree with that statement." Ashlyn responds to Tenchi with a playful sweetness in her voice. "But, I must agree, we are unharmed."

"What of you Vehemence?" Ashlyn moves close to the godling. She guides her hands up his chest, then dances her tender touch lightly down his arms. "You seem uninjured from your time in captivity, but wounds can be hidden."


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Sorry for the delay in posting. I've had a very very busy last couple of weeks. My life should be back to normal now.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Got called away very last minute on business. I will not be able to post reliably until the 5th. Sorry for the inconvenience.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Ashlyn nods at Tenchi's request. "It remains free for you to use, should you find the need." then tucks the vial back between her breasts. She is growing to wish they had the opportunity to change before becoming trapped here. A formal party dress is less the comfortably in these situations. No to mention the lack of pockets.

Are we in the next round? May I act again?


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Sad to see you go. It was a pleasure.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Ashlyn swoons, and tightens her grip around Attero's neck at his show of strength. At his whispered inquiry, she draws her lips to his ear, pressing a gentle kiss to his neck as she does.

Attero:
"You're deception, while clever, did not agree with the role I presented myself as to the guardian. When our stories did not match, I had to play my part in hopes that one of us be allowed to pass. A simple misstep in the dance, does not ruin the performance. We just need to find a rhythm with one another, until we can flow gracefully as one."

Once they have landed, she brushes her dress out from where the already high slit has ridden up. A smile spreading over her face upon seeing Thratch's marker. "Clever boy! I should have expected no less. Stay safe Thratch, were coming."

"We should hurry across, even if it means one at a time." she says quickly leaping into Attero's arms trusting him to catch her. As he holds her close she whispers once more to him.

Attero:
"I'll have to find a way to repay you for this, let me know if you have any ideas." she flashes him a private mischievous grin.

Having landed on the other side, she sends Attero back to the others.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Already took it.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Sorry,I have been sick and struggling to get a post up. I am reading along.

As the halfling is snatched away, Ashlyn is quick to chase after, until the black cloud appears. She remembered that pain well, and did not wish to experience it again. "We need to find him quickly! Those women can't be trusted even a second alone with him!" The worry and panic on her face are evident.

Seeing him drop his figurine, Ashlyn recovers it. "We could use this to find him. It should go straight to him, then return. It would give us a path to follow."


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Since it will be slow over the holiday, we should stay and play out our rest together.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Seeing the Curator chocking the life of the man, she gets an idea. Reaching beside her, she draws the blade Thratch had. She pauses, letting the magic of the sword flow through her, then Ashlyn will call out to it, "Curator, you have your painting. Let him live, spare him, and we will not interfere."

Is the sword's bonus to my score aka my 18 becomes a 19, or is it a +1 to my modifier aka +4 becomes a +5. If it is the modifier, both of the following rolls should be increased by 1.
Persuasion roll: 1d20 + 6 ⇒ (1) + 6 = 7

HAHHAHAHAHAHA, I'm just going to assume that fails and move on to my next action.

When the Curator does not stop, Ashlyn closes her eyes, focusing on the weave around her. "I will likely come to regret this. I am toiling with magic well beyond my control." Then with a smirk, "Well when has that ever stopped me." She pulls the weave into an orb of chromatic energy, then ignites it in flames. Spell in hand, she launches it towards her target. Not the Curator, but his painting.

I am using my tides of chaos to gain advantage on the attack because I really think I'll get his attention with it.
Ranged Spell attack: 1d20 + 6 ⇒ (13) + 6 = 19
Advantage roll: 1d20 + 6 ⇒ (15) + 6 = 21
Fire damage: 3d8 ⇒ (6, 7, 7) = 20

Wild Magic on natural 1: 1d20 ⇒ 1
Wild magic effect: 1d100 ⇒ 2
Results: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.


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Haladir wrote:
DM_Kumo Gekkou wrote:
Tacticslion wrote:

He was noted as being a super-mythic wizard - when and how he became mythic is, as noted, extremely vague, but even in ancient Azlant he had a kind of micro-cult devoted to him, because of his mad sword-making skills... so much so that even the Runelords of Thassilon knew of him and his importance.

See, it was his sword which would determine the next emperor of Azlant, but he found none of the potential heirs worthy; thus, he kept it for a worthy heir.

In the end, he became a god by raising the Starstone, but he was definitely godly prior to that moment.

Having the ability to make a blade like that (with so much importance resting on it) implies, to me at least, that he was mythic, even at the time, while his many various feats (including solo'ing a CR 39 demon lord and said demon-lord's horde; laying out a super-wizard hopped up on so much necromancy magic that he surpassed the noted ability of the Runelord of Gluttony himself*; to other great deeds) would be impossible for even a "normal" 20th level dude with lots of time on his hands.

* As I understand it. Admittedly, that loss was kiiiiiiiiind-of-sort-of on purpose, it was definitively a loss in personal combat to the point of death.

This is great info! Do you have sources for all this, I would love to read in more detail. The only info I have is from the pathfinder wiki and inner sea gods.
Check out the Aroden article in Pathfinder #100: A Song of Silver.

Awesome, thanks I'll buy it on my way home!


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First Time Stop is a 9th level spell, so unless you have some way of casting 13th level spells you cannot cast a quickened time stop.

Second prismatic wall would be a fine choice to cast during your extra turns.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Good evening everyone, I just wanted to let you know I am on a business trip this week. I will be posting, but it may be limited due to the increased workload and disruption to my routine.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

I loved this game, and I am very sad to see it end. I do understand, and very much appreciate you doing all you can for us. I know how busy the holidays and be, and maybe after you may feel more up to DMing again. No matter what happens though, you did a great job, and I really appreciate it.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Adding to Quinys's jab, "...or any stranger than a room full of honorable men not offering either of the ladies in the room food." Ashlyn will make her own way to the kitchen to take a light snack consisting of all small fruits.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Ra'hl can not steer his eyes away from the enchanting beauty of the creature before him. Her air alluring, her stride captivating, and as she approached his head swam with her intoxicating scent. Ra'hl can feel the dragon's blood stirring as it boils in desire for her, he clinches his hand tight, fighting against his impulse.

"A dragon would be a fool to stand against you in your own forest. We come as friends to aid you, please tell us what we can do for you."


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Ra'hl is struck by the woman's beauty, shocked that no one warned him what enchanting grace she would have. He clears his throat to speak, I am Ra'hl Rogarvia, first of his name. Blood of the Conqueror and the true and rightful Heir to the Dragonscale Throne. King of All Brevoy, in the Name of Choral, Lord of Issia and Prince of Rostland, Suzerain of New Stetven, Overlord of Restov, and Defender of the Lake of Mists and Veils. A lord of many titles, that mean little in these woods. The wind whispers that you are in need of aid, and we have come to answer that call. Please, speak that I may dry your tears."

Ra'hl listens to Duska emerge and speak, catching nothing other than his name.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Ashlyn's mind is reeling, "He touched me. He laid his hand on me, and everyone saw. I...I can't believe he touched me. I've hardly built a reputation in this town. I can't let him get away with that or anyone will think they can just lay hands on me however they like."

Enraged by the affront, her hand reaches in the slit of her skirt, drawing a wand from a holster high on her thigh, pointing it at the man who dared touch her. "Hands off the merchandise!" she yelles, seething in anger. She channels her arcane energy into the wand, as a bolt lashing out striking the elf in the hand that dared touch him, then another, and another, and another, and another, and another, and another. She fires each bolt as hard as the last. Giving no conern to the envoy of other elves that she will likely have to face next, or the damage to her wand she could cause by using it so recklessly. Her goal is to make an example of him, and for that she could show no mercy.

Wand of magic missile, expending 7 charges: 7d4 + 7 ⇒ (1, 2, 3, 1, 2, 1, 3) + 7 = 20 force damage
Wand breaks on a 1: 1d20 ⇒ 16

She keeps her wand pointed out at the Elf she struck, feigning that it is just her arcane focus, and she can unleash such an assault again. Unless he falls, at which point she turns to the other elves with him pointing her wand at them. "Anyone else planning to violate me without my consent?"

I'm very sure I'll regret burning this wand out later, especially on a random encounter, but I feel like it's in her character to be reckless for that particular issue.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

Ashlyn rises from her chair turning with a bright smile to the elves. "Good sirs, I hate to inform you of this. But the thief has stolen from myself and my compatriots as well. We were here first, and as such it is common knowledge that she must face justice from my companions and I before you. We will be more than happy to turn her over into your custody once our own business with her has concluded."

Deception check: 1d20 + 5 ⇒ (7) + 5 = 12

I spent the spell and sorcery point before the fight broke out to cast extended mage armor, so my AC should be 16 during this fight. It can usually be assumed that I'll do that every morning.


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Female Half Elf Sorceress (wild mage) 5 | AC 16 | HP 32/32 | Initiative +3 | Sorcery Points 3/5 | Spells 1st 2/4; 2nd 2/3; 3rd 2/2 | Tide of Chaos | Inspiration 1 | Passive Perception 11

An unkempt halfelf barmaid is quick to hurry back to Quinys's side refilling her drink. That is, until she spots her stolen ring on the table. Her hand darts out, grabbing the ring and slipping it onto her finger. The barmaid reaches up pulling the dirt matted blonde wig off as her own gorgeous midnight locks cascade free down onto her shoulders. She shakes her head from side to side shaking her hair free of its confines as it falls perfectly into place to frame her slender face.

Her angelic voice sings across the room, "Sir, I hate to tell you, but I quit. You can keep today's wage as compensation for the short notice." Shedding the apron and whats left of her disguise, the unassuming bar made is transformed into a fetching gem of elven beauty, worthy of tale and song.

In a graceful glide, she takes a seat between the Brother's empty seat and Vehemence granting the fallen godling a charming smile as she nestles in beside him.


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1d6 ⇒ 4
1d100 ⇒ 15

Stats are in the profile.

Background:

Entertainer
Traits: I get bitter if I'm not the center of attention.
Ideals: Fame: I am obsessed with fame, and will do almost anything to gain more.
Bonds: I want to be famous whatever it takes.
Flaws: I'll do anything to win fame and renown.

Born the only daughter of a small town human farmer and a lowborn elf, Ashlyn was a wild child, always dreaming of a bigger and better life. Most of her adolescence consisted of her father leading groups of friends into the city or forests searching for his runaway daughter. Unable to accept fate, the day she come of age, Ashlyn fled the hamlet she could never call home into the first big city she could find with little more than the clothes on her back and a gemstone necklace heirloom passed from her mother.

Ashlyn loved the big city, but she didn’t love the pain in her empty stomach. She sought hard to find a job, but outside of a few gigs dancing in seedy taverns, and more than enough offers from brothels she always refused, she finally had to leave. Finding a smaller human town, her exotic beauty was finally given a chance to shine. Elves seemed to be a rare commodity in this town, and her half elf features brought in as many customers as her dancing and playing did. Ashlyn wasn’t above flirting with her clientele to earn tips, but any customer who pushed too far was quickly rebuffed by the young sorceress’s budding powers.

Ashlyn one day hopes to open her own theater, a sultry show of music and dancing similar to her own performances. She wants to give young girls like herself the chances she fought so hard for. In that pursuit, she has joined adventuring companies that seem likely to earn coin or more importantly, fame. She wants to make her name known coast to coast so people everywhere will come to her long sought grand opening.

Painting:

Feeling the cold air against her fair skin, Ashlyn adjusts her robes one last final time before proceeding in. Opening the door, the smell of spilt mead and smoked meat overwhelms her senses. Spotting her mark, she glides across the room drawing the eye of every patron she passes. Catching her objective distracted, talking to a bar maid, Ashlyn pushes the burly man’s legs open, nimbly slipping her body snugly into his lap. Her arm quickly wraps around his neck, her fingernail dancing a subtle waltz between tickling and scratching. His attention turns away from the maid to the new weight suddenly in his lap. His senses overwhelmed by a sweet fragrance as Ashlyn leans in purring. ”Were you able to find what I needed Sargent.” The man shivers at her machinations, eyes wandering downward. Her garb is the perfect dichotomy of revealing and enticing. Leaving just enough hidden to draw in the desire for more.

The Sargent clears his throat, blushing deeply, ”Y-yes, I needed, er…well. His password is ’False Chanterelle’ for tonight. You promise no harm will come to him right?”

Ashlyn leans in letting her lips lightly grace the Sargent’s beard, ”What kind of lady do you take me for Sargent?” She slips away letting her hand linger as she makes her way out of the tavern. Ashlyn starts down the street and quickly disappears into the first alley, joining the small group of gathered miscreants. Ashlyn smirks at the gathered men, ’False Chanterelle’ will disable his alarm spell, you can have anything in there you can carry, as long as the painting makes it back to me.”

The leader nods, ”Ay, and drop it in the morning at The Sage and Shield on fox street. I remember love. You sure you ain’t want no cut?”

Ashlyn shakes her head, ”I’ll see you in the morning. It isn’t safe for a girl alone on the streets this late at night.” Ashlyn turns on her heels making her way home, as her gang makes their way over the fence of Lord Barrowmeres estate.

The next morning, Ashlyn awakes from a restful beauty sleep, proceeding downstairs in her nightdress to find a large portrait wrapped in an unopened paper shielding leaning against the wall of the common room. Ashlyn tears the covering off, seeing her own nude form and frowning deeply. Her rage boils into a tangible spell, her crystal necklace glowing in brilliant sapphire light as the panting begins to burn away. ”I warned you to paint nothing more than I showed you. Hopefully your empty coffers will serve as a sterner reminder.”


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Dragonguard Soldiers (8):

Dragonguard Soldiers CR 2
Human fighter (sensate) 3 (Pathfinder RPG Occult Adventures 118)
LN Medium humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 19 (21 if adjacent to ally), touch 11, flat-footed 18(20 if adjacent to ally) (+6 armor, +1 Dex, +2 shield)
hp 30 (3d10+9)
Fort +5, Ref +2, Will +2; +1 to saves vs. sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks (+1 to all saves per adjacent ally)
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk dagger +7 (1d4+3/19-20) or
mwk longsword +7 (1d8+3/19-20)
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Statistics
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Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Combat Stamina, Escape Route[UC], Improved Initiative, Lookout[APG], Shake It Off[UC], Shield Wall[APG]
Skills Acrobatics -3 (-7 to jump), Intimidate +2, Knowledge (nobility) +3, Perception +7, Profession (soldier) +7, Sense Motive +7
Languages Common
SQ improved initiative, shield wall
Combat Gear potion of cure moderate wounds; Other Gear mwk agile breastplate[APG], mwk heavy wooden shield, mwk dagger, mwk longsword, 26 gp
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Special Abilities
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Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Shield Wall [Combat Trick] 2 stamina points to increase bonus granted to ally by 1.
Stamina Points 5
Uncanny Dodge (Su) Retain Dex bonus to AC when flat-footed.

Dragonguard Soldiers are elite troops promoted to one of the most prestigious postings. These eight soldiers are tasked with protecting Ra'hl wherever he may go. Four remain with him daily, and two posted at his door at night. A silent sentinel, shadowing him. They are trained together perfecting themselves into a perfect team. Acting as one shield for their lord. Their routine has been stretched as of late as Ra'hl has ordered their services extended to the Lady Abera. One Dragonguard remaining with her at all times.

Dragonguard Wizard:

Dragonguard Wizard CR 2
Elf abjurer 3
LN Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +6
Aura protective ward (+1 deflection, 10 ft., 3 rounds, 6/day)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 16 (3d6+3)
Fort +2, Ref +5, Will +5; +2 vs. enchantments
Defensive Abilities resistance; Immune sleep; Resist fire 5
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Offense
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Speed 30 ft.
Abjurer Spells Prepared (CL 3rd; concentration +6)
2nd—glitterdust (DC 15), suppress charms and compulsions, suppress charms and compulsions
1st—alarm, alarm, invisibility alarm[ACG], shield speech
0 (at will)—detect magic, detect poison, prestidigitation, read magic
Opposition Schools Illusion, Necromancy
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Statistics
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Str 8, Dex 16, Con 11, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Improved Initiative, Lookout[APG], Scribe Scroll
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +9, Knowledge (religion) +7, Perception +6, Sense Motive +4, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ arcane bond (ring), elven magic
Combat Gear potion of cure moderate wounds, scroll of comprehend languages, comprehend languages, comprehend languages, comprehend languages, comprehend languages, comprehend languages, scroll of invisibility; Other Gear - arcane bond ring -, cloak of resistance +1, backpack, bedroll, belt pouch, colored ink, flint and steel, ink, inkpen (6), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 5 sp
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Protective Ward (+1 deflection, 6/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 3 rds.
Resistance 5 (Ex) When choosing spells, gain choice of energy resistance 5 until next day.

Kash Siemar is an Elvan wizard appointed to the title of Dragonguard Wizard. He remains with the Dragonguard Soldier's during the day. He is tasked with keeping Ra'h and the Dragonguard shielded from magic.

Kaleb Pipidash:

Kalep Pipidash CR 2
Halfling bard 3
LN Small humanoid (halfling)
Init +0; Senses Perception +10
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Defense
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AC 11, touch 11, flat-footed 11 (+1 size)
hp 17 (3d8)
Fort +2, Ref +4, Will +6; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 20 ft.
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 13], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 3rd; concentration +5)
1st (4/day)—comprehend languages, cure light wounds, heightened awareness[ACG], secret speech
0 (at will)—detect magic, light, mending, message, prestidigitation, scrivener's chant
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Statistics
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Str 10, Dex 10, Con 10, Int 15, Wis 14, Cha 15
Base Atk +2; CMB +1; CMD 11
Feats Dilettante, Scholar[ISWG]
Skills Acrobatics +2 (-2 to jump), Bluff +6, Climb +2, Diplomacy +8, Intimidate +6, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (history) +14, Knowledge (local) +16 (+18 for checks for cities in Rogvaria), Knowledge (nature) +13, Knowledge (nobility) +18, Knowledge (planes) +13, Knowledge (religion) +14, Perception +10, Perform (oratory) +10, Sense Motives +8, Spellcraft +6, Survival +2 (+4 to avoid getting lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ bardic knowledge +1, versatile performance (oratory)
Combat Gear ghost ink (2); Other Gear cracked mossy disk ioun stone (4), city maps for all cities in Rogvaria, colored ink (5), courtier's outfit, fashionable accessories, heritage book[UE], ink (5), inkpen (10), journal[UE] (5), pathfinder chronicles [ISWG] (9)], tome of epics[ACG], 9 gp
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Special Abilities
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Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Dilettante You can make untrained Knowledge checks up to DC 15.
Versatile Performance (Oratory) +8 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

A young halfling taken in by Ra'hl in the early years of the kingdom, Kalep Pipdash was a freshly minted bard spinning tales in a tavern. Seeing such work as a waste of his talents, Ra'hl took Kalep in. The halfling is a wealth of knowledge and education that Ra'hl never had. Kaleb is never far from Ra'hl's side, even his quarters are directly beside Ra'hl's own. The two have become close friends over the last two years, and Kaleb serves the role of confidant and councilor as much as his services as court herald and steward. Ra'hl and Ra'hl alone has bonded with the halfling enough to call him by the nickname "Pip", and the halfling will grow deeply offended by anyone else using the term.

Ra'hl's 30 levels of NPCS.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Sorry for the delay again. My stepfather passed away last week and I have been a mix of too busy and just not emotionally up to gaming recently.

I like the banner granting moral bonuses.

Land name idea would be "Rogarvia", using the name as a very obvious call out to Brevoy's noble families of who Ra'hl claims to be.

If we plan to build our first city/castle where the Stag Lord was, I like the name "Stagfall" for it.


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Tom works his magic on the lockbox and finds inside 4 scrolls holding down the corners of hundreds of papers. Rexas's eyes light up. "Mother was right, I bet those are the documents she believed the raven's hid here." Rexas hurries over to the box and thumbs through a few, lighting up even more as he realizes they're in some sort of code.

"I need to study these papers, and I need to reward you for your help here today. Please, let us retire to the Long Roads Coffeehouse. I have a friend there that will offer us a safe place to stay."


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Agreed, a divine caster or anyone with good access to healing. I know Matrim has Cure spells on his druid list, but it would be nice to have a bit more.

Honestly though, play what you want. Kingmaker is a long campaign and you'll want to play something with good personality more than you want anything else.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

perception: 1d20 + 6 ⇒ (14) + 6 = 20
Holy crap I did something!

Ra'hl watches for a moment and moves closer hoping to overhear the conversation.


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For anyone who does not make a character before the deadline, and for anyone who is not chosen. I have a recruitment open here. Please feel free to join.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Ra'hl smiles as he sees Aleria's arrow save him from the coming blow. "My guardian angle." He presses his attack against the guard while he is still off balance.

Bastard Sword Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 5 ⇒ (5) + 5 = 10


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

The strategies are fine. It's the execution of those that I fail at. Don't make me a general.


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My personal vote is he is going for the Teleportation Orb.

1. Drakula said he couldn't have done it without Roy's assistance.
2. Gontor is in V's room.

My only thing is, I don't know why he wants it unless his plan is to go break the gate to force the gods to end the world for Hel to get the dwarven souls.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

FYI - it's not a male protector thing. It is much more dangerous. Ra'hl feels responsible for everyone under his command. Which, in his mind, means everyone in Brevoy save a few lawbreakers and usurpers.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Good day happy PBPers.

I will be flying out later tonight to attend my wedding. For reasons yet unknown to me, my fiance believes I will not have time on our honeymoon to update games I am in. While I am befuddled why she would think such a thing, I am willing to entertain the possibility.

If you can't tell this is sarcasm.

In all seriousness, I will not be posting frequently again until October 15th. I may get a few in, but it is very low on my priority list.

Thank you all for your understanding, and I will see you soon.

Until then, Happy Gaming!


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Does the comic have an update schedule or is it just when the giant gets one up?


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Remember how much the fans of the comic questioned it as well. Once Hel was mentioned we finally had proof, but if we could be deceived for a time Roy (without our knowledge) easily can be, and he is more incline to want to be.


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Mutually Assured Observation #1002


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Forget 1001 I want him to surprise us all and put the rest of the story in one big post today and surprise us all with the full story.


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

Sorry, but my mind just tried to picture Cuddles running a game.

"Dice no good. Use Rock! No can read numbers anyways"


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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

"Well," Ra'hl starts tentatively, "Since introductions are done. We should look into organizing ourselves into two groups. Mattrim seems to be woods wise, as do you Duska. It would seem wise to split you apart. Cuddles seems quite interested in your cat, so he could go with Mattrim. Cuddles is without contest the strongest of each of us. That post can testify to that. I can think of no safer creature for a wizard to stand behind, if you are comfortable with that Anton. With the blessing of magic in Mattrim's group, I think having Aleria go with Duska would make sense. The two of you seem to be bonding well. If their are no objections, I would place myself in that group. I wish to prove myself worth of your trust milady. I will offer my blood to keep you both safe." Ra'hl says pointed towards Aleria. "That leaves you Natasha to fill the gap. Duska's group has the blessing of divine healing, so a second warrior trained in combat to the other group may be prudent. If we split outselves as such, that leaves Osk, Kesten, and his men to keep Oleg's safe." He lets the idea hang for a moment before breathing words to fill the gap of silence again. "I welcome your thoughts."

"This also keeps Duska and Mattrim separated. I fear her safety from that man, especially after she claimed herself a bandit in recent years and his desire to show them no mercy." Ra'hl thinks to himself going over the plan again in his head waiting on the objections he is sure to have lofted against his plan.


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Fair point, I forgot to with everyone luck.

Good luck everyone. There are some great entries here. You all did very well.


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Good luck everyone.


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Imbicatus wrote:
For anyone except a Swashbuckler, the answer is play what you want, the difference is close enough. For a swashbuckler, you want the crits for panache regeneration, and you have better uses for feats than EWP. Go with the rapier.

This is only true if you confirm the crit. Since he has a lower chance to hit with the rapier. It still means play what you want.


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Taking a poll of 10 random CR 5 monsters I found them to have an average AC of 18. Using your numbers I'll run a DPR on them using the normal h(d+s)+tchd formula

build 1: Falcata +14 (1d8+13/17-20/x3)

.8(17.5+0) + .2*2*.8*17.5
14+5.6= 19.6

build 2: Rapier +12 (1d6+18/15-20/x2)
.7(21.5+0) + .3*1*.7*21.5
15.05+4.515= 19.565

Your Falcata is marginally better dealing .045 damage per round more than the rapier. Also translated as, play what you want.


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The dual identity thing just doesn't make sense in a D&D game. He is still travelling with the same group, how does the DM make this work without making everyone an idiot.

For example, I'll set this in a non D&D game to make a point.

The president is captured by the Joker. Superman, Batman, and Wonder Woman bust into the warehouse fighting off a dozen henchman, save the president only moments before the Joker's deathtrap kills him. Safe from danger, the president warns the heroes. "Quick, I need you to take my to Congress immediately. The joker used a truth serum on me and got a launch code for a nuclear missile. Only congress can be convinced to change the launch code. They'll never believe what he is capable of without your help, as I can not speak to them directly since I'm still under the effect of the Joker's Serum."

The heroes quickly fly to DC and Batman slips away into a nearby bathroom for 5 minutes. Superman, Wonder Woman, and the billionaire Bruce Wayne step before congress and use Bruce's social skills to win over congress. Luckily no one asked why Superman and Wonder Woman gave such information to the billionaire before then, and the President never questioned why Batman refused to go to Congress.

Association will give away the identity every time. It makes no sense unless players sit out during certain situations.

Shadow Lodge

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From my experience it really comes down to you.

Running two of the same campaign is much easier since you have to spend less time preparing maps and things of that nature. And you only have to keep one main story in mind. Prep work is easier.

The one big issue is keeping the two individual stories seperated in your mind. For example if group A kills NPC Y and group B doesn't. Remembering who did what can be an issue. That issue is mitigated mostly in a PBP game, because even if you forget you can search the tread to remember.

All that having been said, it is true what was said about your players enthusiasm will help you keep going.

My only piece of advice is, it never hurts to try 2, but I would not start more than two until you are comfortable with those. Of you feel you've got these two groups down well then in a few months start up a new campaign (from your list with a twist), but don't start a bunch of games all at once until you have the pace of that game mastered.

Shadow Lodge

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I was just coming here to report the lack of a servitor demon. You guys beat me to it.


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Get mad when we travel halfway across the world and they don't speak common. Even worse most people know at most 2 languages instead of 1 person in every group knowing 5-10 languages.

Shadow Lodge

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It would be nice to have solo back. During season 0 when someone missed a game, rather than the whole group having to replay for that character, they made up the scenario in solo play so as not to hold back everyone else.

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