Holy Vindicator

Maverick Silidar's page

79 posts. Alias of Raisse.


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All I remember was fire and hopelessness... They came out of nowhere and then...silence.


How do you reload?


I lived a short and brutal life.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

That mythic forge ring feat is pretty awesome.

And yeah, the idea for the arcane bond ring is to eventually start adding powers to it. For now it's just a mundane ring.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Do we know what skills people are covering? My paladin/sorcerer idea currently doesn't have a lot of skill ranks, but I can change the build around if I need to cover more skills to support the party.

I currently am looking at having ranks in: Appraise, Craft (Armor), Craft (Weapons), Diplomacy, Handle Animal, Kn. Nobility, Kn. Arcana, Profession (Teacher), Spellcraft and Use Magic Device.

I only have 10 INT and both classes are 2+INT skills, so currently a bit tough to spread too much. I'm totally good to allocate skills differently if people have stuff they're set on.

How does an arcane bond ring work with the inherent item bonuses?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'm going try to finish up my character today, or at least get something a little more official. Hopefully will have a new character up tonight sometime.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Heh, no offense taken.

It's a bit pricey yes, but shouldn't be too hard to come by in time. Down the road I'll be trying to get both the mithral shield and mithral full plate. Arcane Armor Mastery can normally only reduce mithral full plate to 5% chance, but for very important clutch spells (or those that have expensive components) the Combat Stamina trick will let me expend stamina equal to the level of the spell to completely negate spell failure.

For now, I'm just going to have to eat the 25-30% spell failure until we start getting more feats, but I don't have many spells available at this level anyways.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'm imagining a sliding/folding shield like the iris in Stargate SG-1. If I wanted to go for a Force Shield I could just use Quickened Shield for +4 AC that works against incorporeals.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Ok. I have to include the hidden weapon compartment option and fit Quick Draw into my build somewhere now. Free action to deploy or retract a folding shield out of my arm is way too cool to pass up. I'll probably drop the electricity resistance and skill specialization body modification options.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

This is what I'm currently looking at, but I haven't really made up my mind yet. While my AC is pretty good for now, I don't know how easy it will be to keep it at acceptable levels as we level up due to the inherent item bonuses making magic gear extremely expensive. In a few levels he'll probably be using Bull's Strength most of the time to keep his attacks at a decent level, and I may just ditch the shield since it seems to be causing more difficulty than aid.

@GM What action is it for an Auttaine to deploy/retract a weapon hidden in their arm compartment? Would it be possible to have a light mithral quickdraw shield in it (since it meets the light weapon 3 lbs or less criteria)? Deploying and retracting a fold out shield sounds pretty cool.

Paladin:
Auttaine Paladin
Male auttaine paladin 2/sorcerer (tattooed sorcerer) 2/gestalt 2 (Pathfinder Campaign Setting: Inner Sea Magic)
LG Medium humanoid (half-construct, human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +1 shield)
hp 26 (2d10+6)
Fort +8, Ref +7, Will +5; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Resist construct resistance, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +4 (1d4+5/19-20) or
. . mwk falcata +5 (1d8+5/19-20/×3) or
. . warhammer +4 (1d8+5/×3)
Ranged bolas +4 (1d4+3 nonlethal) or
. . light crossbow +4 (1d8/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 3/day—dancing lights
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—feather fall, magic missile
. . 0 (at will)—detect magic, light, mending, read magic, spark[APG] (DC 13)
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 17
Base Atk +2; CMB +4; CMD 17
Feats Alertness, Power Attack, Varisian Tattoo[ISWG]
Skills Acrobatics -3 (-7 to jump), Appraise +4, Craft (armor) +6, Craft (weapons) +6, Diplomacy +7, Handle Animal +8, Knowledge (nobility) +4, Perception +5, Profession (teacher) +6, Sense Motive +1, Spellcraft +4, Use Magic Device +7
Languages Common, Common
SQ bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, familiar tattoo, lay on hands 4/day (1d6)
Combat Gear cold iron crossbow bolts (50), acid (3), alchemist's fire (3), holy water; Other Gear breastplate, light steel shield, bolas, cold iron dagger (2), light crossbow, mwk falcata[APG], warhammer, traveler's any-tool[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Haymot Steel-Arm, wrist sheath, spring loaded (2), 12 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Construct Resistance +2 save vs. disease, mind-affecting, poison, and exhaustion/fatigue effects.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

My current idea is something along the line of an Auttaine Paladin/Tattooed Sorcerer (Arcane bloodline maybe), with the tattoos being partly tattoed on the fleshy bits, partly inscribed glowing runes on the constructed parts. Probably going to go with falcata and shield, fighting in melee most of the time. I'll have to go with medium armor (mithral breastplate, once I can afford it) in order to get the spell failure to an acceptable level, unless there's some kind of heavy armor that isn't too high. It's also possible I could just use the Shield spell and 2 hand the falcata, but sword and shield looks cooler.

My only concern with the Auttaine is the half-construct subtype making it so he's not possible to raise from the dead. I think if I go this route, the reason he's traveling the stars is searching for something known in stories as the "Reanimator". He's not sure if it's an artifact, a ritual, or even a creature, but the legend says that it has the ability to enable magic to revive even constructed creatures. He hopes to bring it back to his people so that Auttaine heroes can be revived.

EDIT: I might drop the tattooed archetype and go for the Orc bloodline for some extra synergy with the Strength bonus. I'm just not a big fan of the bloodline spells for Orc.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Should we include a campaign trait from the players guide now?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'll handle full arcane, not sure exactly how yet. Possibly something like Wizard/Fighter or Sorcerer/Paladin. I'll probably be armored with the arcane armor training feats and either the feat or fighter to get the combat stamina tricks to use it as a free action.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

If you're thinking ranged with divine casting I'll probably see about doing melee with arcane casting. Can you handle traps?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Once I have some time to build a character maybe I'll give it a shot if I decide on one of the special races. Running a con all weekend.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Are there HeroLab files for the new races?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I'm very busy this weekend, so I may not have time to build a new character until Tuesday or Wednesday night.

Let's make sure we cover our bases this time, so please post the roles you plan on covering and I'll try to build to fill in the gaps.

Important roles I can think of: Melee damage, Ranged damage, Arcane, Divine, Healing, Traps, Knowledges, Buffs.

Obviously there's some cross over in some of those categories, so post all of the ones you plan on covering, and any others that you can think of that I've forgotten.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Ok cool.

Round 2

Seeing the skeletons take the bait, Maverick took up a defensive posture and stepped away from the damaged undead just before his golden eagle swooped in to attack.

Total defense, then 5 ft step away from the damaged skeleton, and on the side furthest from Arialora and Eliphas. Eagle will 5 ft and full attack again.

Celestial Eagle
AC 14, hp 5

Bite: 1d20 + 3 ⇒ (19) + 3 = 22, Damage (Bite): 1d4 + 1 ⇒ (3) + 1 = 4
Talon 1: 1d20 + 3 ⇒ (12) + 3 = 15, Damage (Talon 1): 1d4 + 1 ⇒ (4) + 1 = 5
Talon 2: 1d20 + 3 ⇒ (6) + 3 = 9, Damage (Talon 2): 1d4 + 1 ⇒ (2) + 1 = 3


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

If I 5 ft away, is my bird's target no longer next to anyone now?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Things suddenly went bad! I think I might have killed Eliphas >.>


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Didn't know if they were regular burning skeletons or not. So with that info...

"Lora, see if you can get Eliphas away from here, I'll try to draw them away. I'll meet you back at the alchemist's once I lose them. Even if we could beat them, these skeletons will explode when they're destroyed!" Maverick shouted while he tried to quickly come up with a plan. It seems that my training was far too narrowly focused. I am not prepared to deal with these. Perhaps after Lora and Eliphas are safely away, I can summon a pony to aid my own escape?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Round 1

Kn. Religion: 1d20 + 7 ⇒ (18) + 7 = 25

"Damn it, burning skeletons?! Arialora, use bludgeoning weapons if you can and I'll try to keep them off of Eliphas. Milda, stay focused, and keep away from these creatures."

5 ft step away from the skeletons, and away from Eliphas if possible, then summon a Celestial Eagle behind the skeletons. Move action to draw a chakram.

The eagle smites the skeleton and full attacks.
Bite: 1d20 + 3 ⇒ (11) + 3 = 14, Damage (B,P,S): 1d4 + 1 ⇒ (4) + 1 = 5
Talon 1: 1d20 + 3 ⇒ (15) + 3 = 18, Damage (S): 1d4 + 1 ⇒ (2) + 1 = 3
Talon 2: 1d20 + 3 ⇒ (1) + 3 = 4, Damage (S): 1d4 + 1 ⇒ (1) + 1 = 2

Celestial Eagle quick stats:
Celestial Eagle
AC 14, hp 5


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Perhaps these people attacked people in the temple, and those within rebuffed them with powerful magic? We have seen them attack in a pack once before. Working together like that does indicate something a bit different than just madness... Almost like a regression to a more primal animalistic state? Perhaps there will be some more clues inside the temple proper."

Perception to search the area and the temple: 1d20 + 5 ⇒ (14) + 5 = 19


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Let's head to the sherriff's office, checking any interesting buildings along the way.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Checking the stuff on the road would be my plan, yeah.

As for Milda, we could try to lock her up at the sheriff's office if there's a cell there, though that's a bit unpleasant for her. Alternatively, we can just keep her with us and try to protect her as best we can. I don't want to leave her alone where she can get to dangerous things since she's probably a bigger danger to herself than anything else while she's infected.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"I would like to head to the closer of the two, but checking the buildings we pass along the way. There's no telling what state we'll find Onessa or the militia in, so might as well start searching for clues now."


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Have you had any contact with anyone not infected within the last few days? Other than us of course." Maverick finished scratching notes and put his journal away. "If we don't have any more obvious clues, I suggest we work our way through town, searching house by house to assess the damage and hopefully find survivors. That way we may be able to get a more complete idea of what's going on, and we can hopefully avoid surprise attacks in the middle of the night."

Maverick turned back to Rexel and asked, "Is there anywhere in town I might find a sap? My equipment is more suited to hunting demons than subduing villagers and I would like to avoid any more unnecessary bloodshed if possible."


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"My education was focused primarily in other efforts. Namely, the theory and application of arcane magic, history and no small amount of martial training to handle fiendish attacks when they arrise. I find myself somewhat lacking in knowledge pertaining to assessing the health of people beyond not dead, dead and undead. Do you have any tips for identifying those who have been infected?" Maverick said as he took out a small journal and began scribbling down notes.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Very nice! I didn't participate this year. Too busy with work.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Maverick stepped in and found a nice place out of the way to sit. "After you've had a chance to take a look at Milda, would you mind explaining what's going on around here? Half the people we've met so far attacked us, and the other half left without giving us much information to go on. Just that there's something affecting people and driving them crazy, which we've unfortunately observed for ourselves."


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Rexel, is it? My name is Maverick Silidar, and these are my companions Arialora Toralamae and Eliphas Diomedes. As they say, we were traveling together when we arrived at your town and were attacked by some villagers acting like crazed beasts on the other side of the ferry. I was hoping that as the town's alchemist you might have made some headway in determining the cause of the current situation, or at least some useful notes detailing the full scale of what's going on. We hope to be able to help solve the village's current predicament so that we may continue our own business. Will you help us?"


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Please, wait here for a moment," Maverick says to Milda before following Eliphas up the stairs.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"We'll be happy to take you home after we've determined if it will be safe to do so. I sure hope this apothecary has some information, or at least left some notes behind if he's unavailable."

Sense motive to see if I can get any kind of hunch about what's affecting Milda?
Sense Motive: 1d20 - 1 ⇒ (18) - 1 = 17


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

As they pass the ruined buildings, Maverick remarked to his companions, "We'll have to head back here to check for survivors and clues after we've had a chat with the apothecary and found somewhere safe for our friend."

A few minutes later, Milda faltered and Maverick turned and grabbed her arm, "Are you feeling all right Milda? Is there something wrong?"


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Maverick nodded and continued along the path Milda indicated.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Milda, what's the quickest way to the apothecary's house?"


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Yup yup, it's all good. Just gotta get the feel for it.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Cool deal. We'll just have to see how this one turns out then.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Sounds good. For now I'll just keep the focus on melee oriented summons to balance things out a bit. Maybe I'll try to squeeze in Augment Summons into my archery feats.

Also, if you would like to have us participate more in a particular conversation, address my character in character. " What do you think, Mav?" Or something to that effect and I'll add in to the conversation. Otherwise I'll chime in when I have important things to say.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

As they walked past the seemingly abandoned buildings, Maverick made a mental note of the layout. We'll want to come back through here and make a careful search of each building liking survivors and clues once we get some more information from the apothecary.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

I was planning on making this my attempt at an arcane archer (without the actual prestige class). If we need to I can probably play around with it to go more melee instead though.

I do have standard action summons a few times a day, so perhaps that will be sufficient? What do you guys think?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Just had to spur us along Eliphas =P


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Arialora, what's your goal for your character's combat style? Will you be going up for melee later on when your abilities come online?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Elven:
"I said nothing of trust. We must be careful and watchful of course. This woman clearly suffers from a sickness of the mind and she's a larger danger to herself than she is to us. If infection is a concern then I'm guessing it's probably too late to avoid exposure, and our best bet is to determine what's happening here and fix it before it affects our minds. Besides, half of the goal of venturing out here is to meet new people with new ways of thinking, even if it is through the haze of madness. There's always an opportunity to learn, even though it might not be what you expect to find."

Looking back to Eliphas and the woman, Maverick apologized, "I'm sorry for excluding you from our discussion. This is my friend's first time away from Kyonin, and she's found her experience unnerving. Please, I've completely forgotten my manners. I am Maverick Silidar, traveling scholar, and I hope that when the problems in your town are put to rest I might stay a while and conduct some research. May I ask your name, ma'am?"

I know, and it's an appropriate stance to take. Please don't misconstrue my character's response as being against you personally. My characters perceptions of the outside are tempered with a bit of confidence forged from fighting lesser demons that wander in from the Tanglebriar. After fighting demonic twisted wildlife, he's less concerned about a crazy woman.

Leave her behind and I think she'll probably just kill herself. Even if we're attacked and she's killed, the result would be no worse than if we left her behind. I'm also hoping the apothecary might be able to help her.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Maverick looked up and shot a sharp glance at Arialora as she spoke.

Sylvan:
"We'll come back to find her dead if we do that."


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Consoling people after suicide attempts isn't exactly in Mav's skill set, and you took the initiative in talking her down. Besides, having multiple people crowd around her badgering her with questions while she's still on the down and injured felt too much like an interrogation instead of help. I'm still here though, so I'll chime in when I have something important to say.

As Eliphas calmed her, Maverick helped the woman to her feet. "We heard that the apothecary lives down this way," he said, motioning down the street, "Just outside of town. We're hoping that he might have some more information about the events going on here, and, if we're lucky, might have found a way to stop it or even cure it. Any information you have might help us repair some of the damage done to this town."


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Confident there's no immediate threat, Maverick offers the woman his cloak and steps back to allow Eliphas and the woman some space to talk.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

With the woman no longer in immediate danger, Maverick reviewed the last few moments, searching for clues. The woman had clearly doused herself in oil or some other flammable item before climbing to the top of a grain silo and immolating herself... grain silo... and fire!

Suddenly alarmed again, Maverick jumped to his feet and began searching for any signs that the fire had spread to the silo itself.


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

Shocked at the woman's actions, Maverick quickly starts patting out the flames with the tattered cloak. "Excellent thinking Eliphas, keep the water coming!"

Is the woman still conscious?


Male Elf Arc 1 / Slyr 1 | HP: 10/12 | AC: 19 / T: 17 / FF: 16 | Fort: +3, Ref: +5, Will: +3; +2 vs. Enchantment | CMB: +3, CMD: 16 | Init: +3, Perception: +5 | Arcane Res. 1/4

"Excuse me ma'am," Maverick calls out, "We're new in town and heard that you've been having some trouble. Are you all right up there?"

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