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Half-elf Rogue 4. AC 21, T 17, FF 14, HP: 24/34, Fort +3, Ref +10, Will +3, Init +6; Perception +10, Shield spell: 3/3
![]() Round 1: Jericho I will assume that we are standing since we were getting our bearing from the poison. Jericho tries to shake off the effects of the poison, as he hears the cook boasting. So the cook and his goon's plan was to knock out the crew and them and then murder them in cold blood...that was nasty and vile. Jericho was pissed. He rushes north toward the orange orc, drawing his elven blade as he moves, until he is adjacent and tries to skewer him! Attack: 1d20 + 12 ⇒ (20) + 12 = 32...threat
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Fort Save vs. Grim Tendrils: 1d20 + 10 ⇒ (10) + 10 = 20…if success, becomes critical success due to my Death Warden Dwarf racial trait. Round 7: Mac
If Rosk is still up, direct next attack to him. If not, direct to orange ghoul.
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Half-elf Rogue 4. AC 21, T 17, FF 14, HP: 24/34, Fort +3, Ref +10, Will +3, Init +6; Perception +10, Shield spell: 3/3
![]() Round 2: Jericho The half-elf weaves his blade around and tries to pierce the beast's scales. Attack: 1d20 + 10 ⇒ (18) + 10 = 28 --- threat
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Half-elf Rogue 4. AC 21, T 17, FF 14, HP: 24/34, Fort +3, Ref +10, Will +3, Init +6; Perception +10, Shield spell: 3/3
![]() Round 3: Jericho Feeling the weight of his sword in both of his hands, Kericho moves in and graceful slices the large gorilla! He provokes AoO moving into the creature's threatened area.
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Ooh, antiplague sounds perfect and is much cheaper. I'll chip in for the scroll of infuse vitality also, though it lasts only for a minute, so we should use it for the BBEG. ![]()
Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Hey Hagrym, if you use the Pathbuilder app, it's much easier to level up.
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Thank youuuuu, Jon! With the damage I did to the shadow, I was sure it was going to focus all of its attacks on me, given everyone else missed and with +15/+10/+5 and my lowly 19 AC, I was sure to take a ton of damage. Nice job with the Vitality damage! Mac accompanies Pen to have a closer look at the corpse to see if it is really dead and if human, if the party can identify it. ![]()
Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Those die rolls....8, 3, and 2! Geez! And the monster has +15 to hit...ouch!! Round 1: Mac
Can a shadow be off-guard? +1 Greatpick 1st Attack: 1d20 + 11 ⇒ (20) + 11 = 31
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() "Bad move, attacking my cousin, fiend!" Round 2: Mac ◆Rage
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Grym, you got everything right. HPs increase to 32
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Jon Yddina wrote:
Jon, why are we splitting it 5 ways? We just met Garidan and Willorn left the group. Split it 4 ways. Since I am selling the weapons, you should head to the Market to sell the snares. We should keep the elixirs. Is someone claiming the poison or Wolf Fang? ![]()
Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Penflower Khan wrote:
Thanks! I took some notes but went back through the posts to copy and paste the exact knowledge that we were told. We are definitely lacking in Arcane knowledge for the swamp dragon. Pen, can you inquire with Morlibint on that subject given your friendship? Perhaps Jon, with your thievery, you can approach the Crook's Nook to inquire if we can make gold from the guild for learning the fates of their "members". Hargym, Pen, and I would stand out and let's not even mention sending the Garidan, the night guard. With Jon's stealth and thievery, he would seem the appropriate person to investigate. Just some thoughts. ![]()
Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Mac introduces himself, his cousin, and the other party members to the human soldier (?) chatting with Wrin. "Well, we foiled the ludicrous plan of some gremlins who were trying to raise giant flies to ride on and invade Otari. It turns out these gremlins were driven above ground by some mushroom-eyed monsters from below, so it seems there is an underground level to the lighthouse. We found 2 different sets of staircases leading down. What else? We found a shrine to some elder god, Nhimbaloth. We learned that a group of 4 adventurers (?) who recently bought food from Crook's Nook were seen going underground. There is a swamp dragon around also in the area, who has a lair in the underground level. The ruins were populated by a number of wisps - fought at least 3 of them. On the island to the NW, we entered a building where we ran into a brownie, found one of the staircases down, and fought a raven-winged doll, who had a black gem in its back. We also found some portraits and learned of a drow named Volluk Azrinae. The gremlins also told us about a cloaked stranger who visits the lighthouse and leaves a trail of leeches with a glowing lantern. So we have a ton of questions:
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Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() "Good job all in that fight. Thanks cuz for the spell. It helped a lot, they were tough. I think the wand of heal and scroll of restore senses go to Grym obviously. Jon, you should take the lesser darkvision elixir." Mac assists his brother on Religion check since he is trained.
Knowledge Religion Recall Aid another: 1d1d20 + 5 ⇒ (19) + 5 = 24 Grym gets +1 status bonus!
"Let's check out the lighthouse since we appear to have the key now. If it gets hectic, we strategically retreat back." Cuz, you have 1 heal from spells and 1 heal from wand. If we go through those, it will be time to go back to town. ![]()
Male Dwarf Fighter 4| HP 62/62| AC: 22| Fort: +11; Ref: +9; Will: +10 | Init: +0 | Per +10/+12 | Spd 25 ft. | Hero Points:
![]() Mac loosens his grip on his halberd, as the boss mitflit surrenders. "Smartest thing you've done all day, Scrawng. So, I got a few questions:
Mac asks each question deliberately and he will have Jon resort to intimidation if he believes that the boss is not being helpful. He looks to Hagrym and the party and whispers, "Turn him over to the town for what crime? Has he committed any crime other than existing? He seems harmless without his trident and blow gun." ![]()
![]() Here is the background for my dwarven fighter, Mac (character sheet above). I've linked it to Gerald's character, Hagrym, since we're both dwarves. It made sense to me. I hope there's no issue with that. Mac Background and Otari ties: Maclin ("Mac") hails from Galizkhur, a largely dwarven mining settlement, on the southern coast of the Isle of Kortos. Ten (10) years ago, when Mac was only 15, one of his great-uncles, a wizard by the name of Magnus, was caught stealing by Mac's father, Valgrim. Valgrim was set to report Magnus to the dwarven authorities the next morning. During the night, Magnus, who was secretly practicing in the necromantic arts, decided to eliminate Valgrim before his crime could be revealed. He summoned a ghost and ordered it to Kil Valgrim and his family. During the night, while the family slept, the ghost passed incorporeally through the home's walls. Unbeknownst to the family, Mac could not sleep that night and was wandering the halls of the home looking to entertain himself, when the ghost appeared in his presence. Mac was paralyzed with fear as he heard the ghost's moan and felt his life draining away, as the ghost flew closer to him, his outstretched hand inching closer to him. Then, suddenly, a casting of divine magic made the ghost scurry away in pain, as Hagrym, Mac's older brother and an acolyte in training, who had been awakened by the ghost's moan, appeared with his holy symbol. Mac's father followed, with twin axes in hand, and the ghost was defeated. Magnus, knowing he would be executed for his crimes, fled Galizhur forever. Mac was forever changed by that experience. Several strands of his hair turned white at the sight of the ghost and never changed back. It was the most terrifying experience of Mac's life, and he promised himself he would never feel that way. While he was not as devout as his brother, Mac dedicated himself to the study of religion and hunting and destroying ghosts. This is the reason Mac has +5 in Religion score and he plans to take the Ghost Hunter dedication feat at 2nd level. Ties to Otari: As a miner, Mac has built up his muscles and brawn (+4/+3 in Str and Con) to become a capable warrior. He and his brother are charged with delivering the iron ore from the mines to Otari, so he knows Carmen Rajani from Blades for Glades, as well as members of the Garrison. When he is in town, Mac visits Brelda Venkervale, the current dwarven proprietor of the Rowdy Rockfish, to share drinks and stories. He cares for the quaint mining town and is always on the lookout for ghost stories and/or tales about a dwarven necromancer still on the loose. ![]()
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
![]() Round 1: Selina After signaling the party, Selina grips her dueling sword and dashes out of the room, trying to get the drop on the assassins, hoping the team will follow. As she strikes the first one with finesse and precision, her steely eyes look at the other two, "Who wants to dance?" Her hand glows as she covers herself in arcane energy. Stride to move-Strike Red rogue with sneak attack- (if he dies) Reaction Intimidate - Cast Shield on herself
That should be all 3 action and her reaction. Awesome debut! ![]()
CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1
![]() Luc cleans the wolf's blood off his blade on its mane. "That's all of them. You may call me Luc Wolf-Killer, if you wish." He laughs at his own joke. While the party heals, Luc grabs a torch, sheaths his sword, and drags the wolves' bodies a decent distance from their camp to avoid attracting more predators. Then he returns to the camp and goes back to sleep. ![]()
![]() Hey all, I am a little late to the game, but I am submitting Anya Flamehair - halfling cleric of Sarenrae (aka Pelor in Greyhawk). She's built to "aid another" - help party melee monsters with attacks and AC. She has healing domain so eventually (at 6th level), she'll have empowered heals for the party. Good range with firebolt and sling with sweet Dex. Great diplomacy skills - fireball hurler in the future. High perception. Quite a multi-tasker. I am in the EST and can post various times per day. Crunch:
Anya Flamehair Female Halfling cleric of Sarenrae 1 NG Small humanoid (halfling) Init +4; Senses Perception +4 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 shield, +1 size) hp 9 (1d8+1) Fort +4, Ref +5, Will +5; +2 vs. fear -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee light mace +4 (1d4) Ranged sling +5 (1d3) Special Attacks channel positive energy 6/day (DC 13, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) . . 5/day—fire bolt (1d6 fire), rebuke death (1d4) Cleric Spells Prepared (CL 1st; concentration +3) . . 1st—bless, burning hands[D] (DC 13), shield of faith . . 0 (at will)—create water, light, resistance . . D Domain spell; Domains Fire, Healing -------------------- Statistics -------------------- Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 16 Base Atk +0; CMB -1; CMD 13 Feats Combat Reflexes, Weapon Finesse Traits helpful, dangerous curiosity Skills Acrobatics -1 (-5 to jump), Diplomacy +7, Heal +8, Knowledge (history) +4, Lore (Undead) +4, Perception +11; Racial Modifiers +2 Perception Languages Common, Halfling Combat Gear acid, alkali flask[APG], healer's kit; Other Gear breastplate, light steel shield, light mace, sling, backpack, waterskin, wooden holy symbol of Sarenrae, 7 gp -------------------- Special Abilities -------------------- Cleric Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn. Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Fearless +2 bonus to save vs. fear (stacks with halfling luck). Fire Bolt 1d6 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft. Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target. Appearance:
Anya is 3' tall with red hair, green eyes, lithe body, and beautiful childlike demeanor. Something like this: Pic Personality:
Even though she's 30 years old, Anya's personality is more of a much older woman. She is caring, nurturing, and overprotective of her flock. She ingrains her companions on the wisdom of Sarenrae/Pelor and her/his ideals. She is always cautions and quick to scan the situation before acting. Unlike much of her impulsive brethren, Anya is curious yet methodical. Background: Anya's tale is one born of tragedy. She had a happy childhood until the age of 10, when giants invaded her town and killed all present, including her parents. She ran and ran until she collapsed from exhaustion. She would have died in the wilderness with no food, no water, no survival skills, and all of the dangerous predators present. However, she was found by a wandering pilgrim/warrior, who took pity on the halfling girl and dropped her off at a nearby Temple of Pelor, before continuing on his pilgrimage. From that point on, Anya, now an orphan, grew up under the teachings of the church. She was instructed by Malaga Briarbane, the head priestess of the church, a woman in her late 50s. Though initially very tough in her instruction of Anya, Malaga, or how she would become lovingly referred to as "Mala", came to appreciate the child's natural charisma, wisdom, and agility. Her insatiable curiosity also marked Anya as special. Thankfully, Anya had the "gift" and was blessed by Sarenrae to project her tenets to the world.
When she turned 30, Anya left the church, with much love for Mala, now in her 70s. She came to adopt the older woman's personality and beliefs that the group is stronger than the one and that an individual's success is the group's success. It is the strategy she follows in combat - heal the warriors and protect them - and their triumphs shall become your triumphs. Anya left the temple with a couple of goals: find the pilgrim who saved her and make the world a better place. Unfortunately, her first stop on her road was Diamond Lake, a nest of corruption. She hopes to convert some of the town to Sarenrae/Pelor's shining sun.
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Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22| +2 vs. poison and fear/+4 vs. spells/spell-like abilities
![]() Angelic Aspect gives you DV 60' for 13 minutes as well as wings - 5th level spell. Blessing of the Mole gives you DV 30 for 13 minutes - 3rd level spell. ![]()
Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Red leans down and pats Shel on the back with a smile on his face. "Great form and skill with your daggers. Impressive!" 2 confirmed critical strikes with sneak attack - that was nice! ![]()
Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Perri Purrun wrote:
LOL...big dumb hero! :) ![]()
Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Red is taken aback when he sees the skeletal figure. He had heard tales of the undead who came back from their graves to terrorize the Shoanti, but never actually seen one. And while they did look unnatural and scary, really all they were were just a big pile of bones. He was about to swing his axe when the Sheriff's words echoed in his ear. He shrugged his shoulders, said "Ok" and put all of his force into the shield bash! Shield bash: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25
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Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Shel Whispertongue wrote: Im glad someone can hit the bastards, Red! Thanks Shel...Rileth got off a good hit too. Your luck with the die rolls will change. You have taken no damage either. :) ![]()
Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Red takes a whack at Goblin 1 as well, while still raging! Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
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Male Human Barbarian 2/Ranger 1|AC 23, Touch 13, FF 21|HP 31/31| F +7, R +4, W +1| Init +2| Perc +6|Rage Rounds: 7/7|Elemental Blood: 3/3
![]() Hey Gerald, great to see you again! Hope we can reach 20th level together again on these boards! :) Rothgarr is the muscle and brawn, not very bright. He is sword and board warrior and not your typical 2-hander combatant. He has Survival and Intimidate to offer the party. ![]()
![]() Ok, I am back with my decision. I won't sugarcoat it - there were tons of great concepts and applications and amazing images which excite me to play this campaign. I am just going with my gut on this one so thank you for all the applications and time invested - it's not the classic party with all four bases covered - just picking the characters that intrigued me. Without further ado, here are the four selections: Zedna Lark - Female angel-blooded aasimar (angelkin) brawler 1/ranger (urban ranger) 1
To those selected, please report to the Discussion Thread: Link Thanks all again. ![]()
![]() Congratulations on all selected. Let's try to have some fun. Finalize your characters, talk among yourselves, and let me know your thoughts/questions on any topics. Please format your characters in the Race/Class Tabs so that vital information about your character is readily apparent and makes my job easier. ![]()
Male halfling alchemist (Crypt Breaker) 1/bard (dawnflower dervish) 1 HP 14/14|F: +2, R: +8, W: +2|Init + 4|AC 20 (16 T, 15 FF)|Bardic Performance 5/5 rds./day|Perception: +7/+8 vs. traps|Disable Device: +12|Alkahest Bombs: 3/day|Halfling Luck 3/day
![]() "We're helping the Council of Defenders from Trunau, a human settlement nearby. We staved off an attack from the Twisted Nail orc tribe recently. The Council is concerned there may be another attack on the town ordered by Grenseldek, the hill giant chieftain of the tribe. So they sent us to deal with them. Their lair is an abandoned outpost near the River Esk called Redlake Fort. We also have a map that shows us a hidden entrance into the fort through a sewer tunnel that a nice paladin named Calrianne, whose life we saved, gave us." "She told us the following:
I think that's all the intel we have, which I gathered from previous posts. ![]()
![]() Map of Osirion
Wati…if a foreigner walked up to you on the street and asked you how would you describe Wati, how would you answer?
Whatever your answer, the city has been buzzing the past few days after adventuring groups were assigned tombs to explore in the necropolis and the adventurers lucky enough to survive have found numerous relics and items of lore. The Grand Mausoleum of Pharasma has entered into an arrangement with the Canny Jackal, a prestigious auction house and art gallery located at the western edge of the Sunburst Market, to hold an auction where private collectors and other interested parties can bid on items recently brought out of the necropolis. ![]()
Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14
![]() Yay, took that bastard out! Love the party synergy! Valgrim is so joyful at vanquishing the legendary fiend, he does not notice the explosion until it is too late and he screams in pain as the blast engulfs him and he swears he can hear the Balor's laughs while he burns. When the blast is over, he falls to his knees in pain and fatigued, charred and smoky.
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Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14
![]() Valgrim sees the whip wrap around his neck and can see the Balor's evil intentions so he quickly maneuvers his falchion under the barbs of the whip, while his bracelet glows for a second, and he rips it off his neck, causing some damage but leaving his head intact on his body! "Not dead yet, fiend! Got to do better than that! Now I'm mad!" My fancy way of saying Valgrim uses his Bracelet of Second Chances to negate the critical hit and turn it into a regular hit - 4 beads left. GM, roll normal damage on me. Always prepared!
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