Lantern Bearer

Mekel's page

101 posts. Alias of Harakani.


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Congratulations Righteous :)


Quote:
Please provide a backstory, explaining your character's history, personality, and motivation, as well as a short rundown of your character's general gameplay roll, and any prestige classes you may be considering.

I realised I had buried a lot of this inside a lot of text, or implied it indirectly, so am breaking it down explicitly and succinctly

history:

Born in Kyonin.
Moved to the Worldwound in the initial fight as an infant
Parents vanished in the Worldwound.
Bought up by uncle and his wife.
Uncle spent years teaching elven wizardry (in a sort of karate kid miyamoto way)
Uncle vanished in the Worldwound.
Aunt persecuted for being different
Joined Abadar church for protection (at least their inquisitors required evidence)
Became a member of a part-time (Abadarian) militia Guard
Trained as a dwarven wizard.
Conflicting trainings left him a poor wizard and considers himself a failed apprentice. Whenever he tries to do wizardry he goes down the Dwarven route and falls over.
Became a full time guard.

personality and motivation:

Lacking in self-confidence
Lawful Good; joined Abadar as a reaction the witch-hunts. Doesn't like the LN nature of Abadar and considers it a bit cold.
Comes across as young.
Family oriented
Hates the worldwound
Believing he has little power his current motivation is to defend Kenabres and help ensure there are no witch hunts.
If he gets power he'll probably head out to (die in) the Worldwound like his uncle and parents. Someone has to stop this thing.

gameplay role:

Early game: Competent archer with utility spell backup. Knowledge expert.
I expect that as we level up the archery will be less useful and the spells will become more useful. I expect at some point he'll transition to ray attacks.
Early mythic on Arcane Strike, additional dexterity bonuses and Mythic Spells

Prestige Classes:

Boy am I tempted by Arcane Archer... but I have this theory that Mythic allows a full caster class to occasionally be useful in combat using a weapon (limited use gish).

refluffing:

I'd like to run Mekel as a naturally incredibly talented wizard whose got a block. As such I'd like to have as many of his spells as possible as "powered up minor spells". The sort of thing where Telekinesis is a really good mage hand, or ablative barrier is a better mage armour. Don't actually think this'll have nay game effect beyond my choice of what spells I pick up.

dilemma:

I am tempted by Arcane Bond (Longbow) just so he gets the concentration penalty for not having it out (as a way of explaining why he thinks he is no good). On the other hand, familiars are brilliant for allowing internal dialogue to become external dialogue.


In the hopes you'll say yes, here is Mekel.
Mekel has been through the first couple of encounters in a previous WotR game.

Mekel is a Riftwarden Orphan (Archmnage)

Mekel has been living in Kenabres since the Worldwound opened 90 years ago, when his parents joined the crusade from the fight against Treerazor. He is a devotee of Abadar and a member of the guard. He considers himself a failed apprentice, but all he really needs is confidence, practice and a challenge.

An excellent archer Mekel can hold his own in (ranged) combat. A lifetime spent reading has left him with a breathtaking breadth of experience.


Gear

Yep, or scale of disguise. +2 strength and darkvision/low-light.


Gear

power of the scales


Gear

Gear here

Are we redistributing the scales?


Gear

Oooh Thomas, I like that idea... was thinking half-elf oracle, but I really like the idea of "brothers" that look distinctly different but are still "family"


Gear

I'm groomsman at a wedding tomorrow, so I might have trouble posting.
Thomas - pick the PC you like most and I will link with that :)


Gear

I agree with Thomas - full speed ahead!

And while we didn't have a secondary healer, Nossac will be that secondary healer next level.

Mostly I think we died because Thomas and I couldn't roll for crap when it came to making a fort save, but losing our primary front-line fighter didn't help.

Thomas: I'm not against either. I can see both would be useful. Summoner would give us expendable front line fighter(s). I've had a game with a Mythic Summoner, and they're quite reasonable.

Alchemist would be very interesting - takes over the skill niche from Mekel, has the ability to craft potions at level 1 (sweet sweet CLW) and even a few of those would have made the difference in the early days of the poison scenario (you had touch of luck, I had guidance). I had actually been thinking of a trickster alchemist, so I would love to see it.

I'm fighting the urge to just go a healer. If you have an Alcy and we have Nossac, we're probably going to have enough healing to get by.


Gear

so half-elf summoner archmage or halfling alchemist trickster?

Hmmm... interesting.


Gear

@Hegron: thanks for trying :)

Thomas: are you interested in building linked characters? Maybe siblings?

If you're looking at a wild caller summoner, Can I assume your thinking race=half-elf and mythic=archmage?


Gear

Perhps we could have fallen in with Hegron and he rushed ahead for battle?


Gear

save: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12con damage = 1d3 ⇒ 1-2HP 2 con - dead
Was going to argue a point to see if Thomas could be saved - but his rolls are as bad as mine.
As Thomas passes, Mekel's chest stops moving.


Gear

Thomas is a turn ahead. If someone can get him a hp he might be okay...


Gear

Thomas, can't you touch of Luck yourself?


Gear

Not your fault - just keep yourself alive! I seem to have all the aid anothers with me...


Gear

As he slips into delirium and unconsciousness Mekel speaks to Nossac
"Dad? Did I... do well... dad...?"


Gear

fort save: 1d20 - 3 + 1 ⇒ (5) - 3 + 1 = 3 damage: 1d3 ⇒ 1


Gear

Not your fault... the way the dice fall. I'm worried for Thomas.


Gear

Mekel starts to wake up, delirious. He starts murmuring words, seemingly subconciously.

"It hurts..."

Casting Guidance


Gear

Mekel is at 0 HP, dies at -4, has 4 con. At 0 HP he can wake up - yes?


Gear

Mekel has a potion of CLW if someone could get it to him...
Taking this as the next round. Mekel is at -2 HP, dies at -7, is at 7 con. Making 3rd save.

fort save DC 17: 1d20 - 2 ⇒ (7) - 2 = 5 con dmg: 1d3 ⇒ 3
Now at -3HP, dies at -4.


Gear

GM:
Mekel took 11, was healed 4, and has taken 6 con (so 3 temp hp damage) . That means he has taken 11 HP and is at -3HP, and now dies at -4HP.

I don't think he has to roll a stablize because all the damage since he went unconscious has been due to con loss.

Give the situation I looked up the Treat Poison rules here and it turns out it normally just gives a +4 competence bonus to the fort saves, which means Mekel would have gotten 18 and made his save.
I'll go whichever way you like


Gear

Welcome and well timed :)


Gear

I think if Thomas treated the poison this round I can use that for my save and not have to take con damage, but if not ; fort save: 1d20 - 2 ⇒ (16) - 2 = 14 con damage: 1d3 ⇒ 3


Gear

con damage: 1d3 ⇒ 3Mekel took 11, was healed 4, and has taken 3 con (so 2 temp hp damage). That means he has taken 9 HP and is at -2HP, and now dies at -7HP. That right?


Gear

Yeah :(


Gear

Ouch! GM Shiffer, do you want to make the damage roll for this round?


Gear

dangit! just got me! fort: 1d20 + 0 ⇒ (8) + 0 = 8
Mekel falls unconcious, the long delayed poison flooding into his veins as he falls beneath the spider's fangs.


Gear

"AS ABADAR IS MY WITNESS I WILL NEVER COMPLAIN ABOUT MAINTAINING MY ARMOUR AGAIN!"

Holding his ground Mekel concentrates more on not being hit than actually hurting the spider.
Standard: Total Defence (+4 AC). Move: Draw Sword


Gear

I vote keep going


Gear

Glad to here you are still here!


Gear

Oh :(
If they have really dropped out then I'd like to find replacements.
At the moment I think we are still close enough to the start that perhaps the collapse at the start stranded them in a different cavern? Physically we might only be a few caverns away.


Gear

14 damage that missed by 1!
Mekel is knocked aside by the spider, enormous fangs dribbling poison down the front of his leather breastplate.
If I hadn't been wearing that leather that poison would be going inside me!
"Praise Abadar!" Mekel shrieks in the sudden fervor of a man saved from death.
Backing away he shoots once more
shortbow: 1d20 + 3 ⇒ (12) + 3 = 15damage: 1d6 ⇒ 4


Gear

Backing away frantically Mekel almost falls, scrabbles to his feet and launches an arrow into the spider.
shortbow: 1d20 + 3 ⇒ (16) + 3 = 19damage: 1d6 ⇒ 4
Nossac: not sure you recorded your damage against the spider


Gear

"Can you see it now!!!!"


Gear

Mekel flings himself aside as the spider strikes home

I hate spiders!


Gear

"On the wall! The giant Spider!"


Gear

Mekel points out the spider to the others "Just there! There it is!"
standard action that GM says allows a perception re-roll


Gear

is the spider at ground level on the floor?


Gear

Mekel calls back to Thomas as he trails after Nossac

"Thomas, I don't want to tell you what to do, but this was a পাষণ্ড - a Hecuva - cursed by his god for blasphemy. Cursed by a god of life and good to be a creature of death and evil. Whatever he did, I don't know if burying him is going to help him in the afterlife..."

Mekel, now outside, suddenly screams

"What is that!?!?" he shrieks, wildly reaching for an arrow while also trying to point up the wall.

gm:
is this enough to give people a bonus or reroll? Can I say more? Does this use Mekel's action?


Gear

gm:
perception: 1d20 + 6 ⇒ (9) + 6 = 15init: 1d20 + 3 ⇒ (20) + 3 = 23
is calling out to alert the others okay?
Otherwise he'll shoot and scream


Gear

Nossac: I think you have definitely made it to "older elf Mekel desperately wants to earn the respect of" if you're okay with it...


Gear

Mekel shares the water in his waterskin, then fills it up with holy water.


Gear

"Well, we might need the oil too. I guess we'll all need a drink. We could drink a waterskin and fill it up - holy water is still water"


Gear
Quote:
The surprises never end down here, good thinking Mekel.

"Thanks Nossac." Mekel beams at the praise

Quote:
Mekel, Dorotea how about each of you take one of these potions just in case. Aneivia, are you alright? You look troubled.

"Okay. Does anyone have something we can store the holy water in?"


Gear

Mekel is dilligent in searching every inch of the room for foes - or for supplies they might require.
Once he is confident there are no more surprises, and that every entrance is guarded he calls out
"ten minute rest"


Gear

Already caught by surprise once Mekel spends a minute looking for targets before relaxing again.

"Think there's more?"


Gear

shortbow: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17damage: 1d6 ⇒ 4

There's nothing to do - even if the creature could negotiate, if it is what he suspects it could never be trusted.

-4 for into combat included


Gear

don't be sorry - he's carrying a bow!
knowledge:religion: 1d20 + 10 ⇒ (10) + 10 = 20
perception: 1d20 + 6 ⇒ (3) + 6 = 9
Mekel hesitates in shooting the dwarf - is it possible it is some sort of temple guardian? Can it be reasoned with? Does it have a weakness?

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