MordredofFairy's page

Organized Play Member. 1,271 posts (16,871 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 52 aliases.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I'm still here.
And I'd love to continue.

But I doubt if trying to find a new GM would work out.
As Miron said, at least we got to finish Part 1.

I had so much more planned with Roya, and if an opportunity presents itself I'll gladly keep her ready to go.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

A co-player of mine in another game poly runs did reach out to GM a week ago or so.

GM replied to that saying they didn't feel too well.
I also suspect they are currently getting slightly swamped with messages - but from what I gather, they did not intend to disappear on us.

So lets give them some time and space, even if we don't hear back immediately.

I'll just consider it a short break to get some other things done I had backlogged.


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

As Thawm gasps for Breath with her second wind, Basil leans over to her, and suddenly places her own mouth over Thawms.
Healing to treat Poison: 1d20 + 12 ⇒ (19) + 12 = 31
She draws air from Thawms lung in a deep breath while at the same time lettings Nanites enter the mouth cavity via tongue contact.
Her own advanced filters easily deal with any residual poison she draws forth.
Fortitude: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
After several seconds, during which she makes sure to transfer as many Nanites as possible, she pulls away from Thawm, not wanting to give the Stalkers an opening.
Not acknowledging what she just did any further, she returns her focus to the enemies: "Good work, Harg. Only 2 to go."

The french kiss should be a standard action that gives a +4 competence bonus to the save - at least. If I can transfer either my nanite surge or the healing nanites, I will do so.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"It was my doing.", Roya responds, "I will find a way to deal with it. I did not even ask you, so I can't...I won't let you take that part of that debt upon you.", Roya is still riding the high of the magic she channeled, despite the fact she possibly put herself in debt for years to come.
"Still, we should look to your wound, in case it did not help. I'll clean it and will make you a herbal tincture."
Roya continues to work - then goes outside, to help with the bodies.
In other circumstances, she would have tried to avoid the task...or be shocked at their state - but she had seen a tomb filled with death, and they had brought their lost with them. It felt...different.

After about an hour or so, the temples main door opens, and Royas father stands in the frame. He seems tired, it is clear he was moving and searching for the group of youngsters, not resting since he departed.
As Roya looks up, she quickly puts away whatever she was working with, and races towards him.

He takes a few steps towards her, and she jumps up, wrapping her arms and legs around the burly man. Tears stream down his face:"I...should never have let you go. I am so sorry....I am sorry Roya..."
The girl does not stop hugging as she replies:"Then the others would be dead, too. Erastil saved us. I am sure he meant for me to go with them."
The man hugs her tight, nearly pressing the air from his daughter, and answers:"I am so glad to have you back...I was so afraid. Let's go home....tell me all...I'm never letting you leave again..."

The two made their way to she one-room shack they lived in, talking until Roya eventually falls asleep next to her father, in his bed.
Despite his earlier claim, he realises that he will have to let his little angel go once more, and lays awake most of the night, simply watching her as she sleeps, until eventually, with more tears in his eyes, sleep takes him, as well, shortly before the sun rises once more.


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Uhm. When you say the 18 misses, does that account for it not having acted yet in combat? It SHOULD still be flatfooted, unless it has means not to be. I'm just hoping that it does not have so much deflection and other modifiers to make an 18 touch versus flatfooted miss, because if the 18 would have hit, that would be a good indicator or wether their DR is 5 or 10+...(the precision damage is on me...)
Also, I previously took 26 mental damage here., so I should start at 51/77

Finally:
Reflex 1: 1d20 + 8 ⇒ (18) + 8 = 26 10=>4 damage
Reflex 2: 1d20 + 8 ⇒ (1) + 8 = 9 21=>15 damage
Fortitude: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 => -2 Con

However, I don't think the DC should be 20. Here's why: Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. ... However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack.
It seems this is some rider on the breath weapon, so unless they have some means to combine them(which the separate Reflex saves don't suggest), we should have to save against the first breath weapon at the regular DC, then a second save against the second breath weapon, and only suffer the increased DC or higher duration if BOTH fail. But here's the kicker: If this is inhaled, then after the first breath weapon kicks in, we would probably hold our breath, which SHOULD give us a 50% chance to not have to even make a save against the second breath weapons poisonous carrier effect. I mean, you are only affected by a dose if you fail a save - and you have to already be affected for them to stack. Plus holding your breath after getting blasted with poisonous chemicals seems a rather natural reaction.
In case any of my arguments manage to sway you, I'll add both a chance roll and a second fortitude roll

Holding Breath Chance: 1d100 ⇒ 100
Fortitude 2: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16

Which would mean in case of holding breath, I would get away without con damage, and in the case of no holding breath but independent doses, I would be affected by only one dose of it, so future saves would be against DC 18 and the duration would be 2 lower - something that could be quite important depending on how swiftly those breath weapons recharge.

"Excessive violence, perhaps?", Basil suggests to Harg, dismayed by her pellets ineffectiveness against the Creatures.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Roya is surprised when Zoya suddenly gives her kisses on her cheeks, but gladly accepts them.
She is looking around for her Father, but he seems to be nowhere to be found - she is quickly informed that the moment Perri arrived and the Mayor informed the families of the victims - and those of the youth that had been sent south - her father immediately set out south, hoping to meet the group of youth on the path - clearly, they missed him, having taken a slightly different route because of the Travois...
Since Perri told them they'd be shortly behind, she fully expected her father to return to Kassen by Nightfall - unfortunate that they could not have their reunion now, but that allowed her to see to her duties until his return.
Helping with the corpses, writing a report, and seeing to Miron.
Which is a bit complicated. I DID realize the zombies we fought spread disease, and even wanted to do preventative care for the whole group. The previous GM insisted that since heal does not say you can identify diseases, the only way to do so is via the spell Diagnose Disease and you have to identify it before you can treat it - I counter-argued that that would invalidate all non-magical practicioners of the healing arts, and he compromised that I could help Miron, but only after the disease broke out. So he should already have had my assist on that first roll you requested(not that it would have helped with the natural 1) But yeah, Roya knows about the Zombie Rot already, but was not allowed to help him before.)

Heal(Diagnose): 1d20 + 7 ⇒ (9) + 7 = 16
Heal(Treatment): 1d20 + 7 ⇒ (7) + 7 = 14
KN Religion: 1d20 + 5 ⇒ (14) + 5 = 19

She helps with the tasks at hand, and is glad to be near Father Prasst again. He had been to a war - he did not like to talk about it, but it was known. He faced such horrors before coming to Kassen. Which just made him all the more impressive. When he asks her, Roya is proud to know the answers, and puffs out her chest(not that there is much to puff out to begin with), and speaks in as firm a voice as she can manage: "It's Zombie Rot, from the Plague Zombies we faced in the lower level. Whatever their ichor touches, and they all but explode during their demise, is potentially exposed to this disease. Hard to deal with, because the person can not recover until the disease has run it's course.", Roya answers, then continues: "I was trying to clean the wound and keep the infection from spreading, and tried to control the fever. I know there's some spices that could possibly help, but I could not name them - we never really had money for more than salt. There's also magic that could undo a disease, but that power is far beyond what Erastil sees fit to grant me. I was thinking on this during the way here, you know. And I'd go run to see if Mister Holgast has some anti-plagues in stock, maybe. But I alone can't afford it. We did get a Platinum Coin each, and may have found some more, but I'll need to check with Joras and Conrad - I think they kept a tally. Maybe if I pool what I got with Mirons share, I could afford it."
She was not certain about the price, but it was costly, no doubt. She wonders if her answer had her mentors approval, and shifts her gaze from Miron to Prasst. She almost lost herself in his eyes, but managed to regain her composure before it became too obvious.
It's been a long, long couple days.

Also, Roya, not Lia :) Sorry for holding things up across multiple games-


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Basil had been silently watching the exchange, attempting to make sense of the two Isirahs. When things turn hostile, she breaks her silence:
Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12
"I prefer the Isirah we have with us, and reject you."
KN Religion: 1d20 + 7 ⇒ (17) + 7 = 24
"You are merely an anomaly, a traumatic memory that gained sentience. You are a ghost in the machine."
KN Planes: 1d20 + 7 ⇒ (20) + 7 = 27
I'll take Special Attacks(Elemental ones?) and Immunities/Resistances, tyvm.
Totally dismissing my Heightened Awareness.
Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27
She takes a few steps forward, stepping up next to Thawm: "Caution. The inferior copy may attempt to assume direct control on one of us via possession or a similar technique."
Not sure we even have something to spoil that attempt, but at least we'll know to be on the lookout.

I'll wait for the Knowledge results before deciding what to attack, and how(or if I want to cast a spell-). Also wether I want Bane or Judgement online...


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Well

T̸̩̞͖̣̟̪̰̘̳̝̳̉͋̊͆͆̾̓̐̿͜͜͠͝h̴̗̖͖̪͔̮̰̄́̆̋̅̇̃̉̀̓̈́͗͗̏͝e̶͔̜͙̬̳͛̌͂y̵̡̯̼̌̎̇̑̊̄̓̍̍̓ ̨͍͚̺̖͓̞̼̞͜ ̵̼̜̽́͛̄͆́͐̐̎̽̈́̆͝͝a̸̝̠͓͓͕̳̮̭̝̮̳̍̀̋́̔̀̽̑͑̓͋r̴̢̥̤̬͇̥̝̻̝͇̈̇̑̇̈̐̇̓̊̄̅̐̕͝e̵̋͐͊̈̍̌ ̛͉̲̮̲͙͙̙͊̑̓̀̈̔̕͝ͅ ̷̢̲̺͇̙̥̯͚̱̯͓̝̀̇̀͆̄̿̏ͅi̵̯̿͊͌̀̀͆́̏̍̅̊̾͂̈̕n̵͚͂̇̋̓́͑̃͊̔̇̚t̸̨̛͖̻̓̄̈́̃͛̏́͝e̸̋́̄͒̅͐ ̨̰̞̙̞̻̱͓̦͇͇̳̉͑͊̔r̸̢̡̫͔̳͖͖̖̥̗͕̙̥͇͛̔e̴̡̟̘̩̖̘̬͉̩̠̠̣̫̒͜s̸̻̼͙̯̼̱̩̺̺͚͚̈́̈́̈́͗͌́́̾̃͘̕ ̥t̸̼͖̙͊̈́̇̇́͒͘͠i̴͕͎͇͚̤̤̎̈́̂̉͐̀̆̒̔͑͝n̴̨̛̥̟̦̼̙̗͕̙̰̘̦͓̋͒̉̿͌͋̍͌͗̚͜͜g̶͎͑,̶̢̝̝̝͛͐̉̃ ̖ ̸̝͔͙̼̈͋̾̍͆ẁ̶̡̛͍̼̗̟̯͓̳̝̤̟͓̜̗̓͐ͅò̵̡̲̬̯͇̮͇͛̄̍̇̃͒͋͐̏̒̌̀́͘͜u̶̮̤͑́̿̑̇́͋͊͆͋̀͐͂̾̚ ̢̠̤͍̜̜̺͔̭͇͔̻̺l̷̛̞̙̞͇͇̼̭̏̚͠d̷̨̢̗̮͓̣̽͌̀̕ņ̴̛̲͍̹̬͇͉̹̻͍̠̫̆̆̍͝'̸͇̏t̵̝̘̬̪̲̀̎͒̄͋̃̋ ̱̮̹ ̸̮̙̯̪̥͇̞̭͍̬̺͖͎͖̆y̴̹͔̪̞̥̜̾́̃̐͛̈́̃̈̇̀̿o̸̢͓̯͍͎͈̠̥̟̖͚͂͜ȗ̶̜̖̀̂͗͒͒̂̏̓̾͝͝ ̸̛̳̯̥͎̙͇̫̯̳͍̯͈̭̱̬͑͗̆̆̔̈́͠ą̴̧̞̦̗̯͎́g̷͓̫̞̐̓̊͋̒̊r̷̖͈͑̆̓͂̀͂̆͂̔e̶̛̻͍̹̫̭̙͈͍͎̭̊́͋e ̷̧̻̤͔̤̳̠̼͓̈̆̿?̵̨̛͙̱͇̬̼͓̹͖͙̓̉̊̋͑͊͆̂͗


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

I'm always game for fun with linguistics.
So if you want to play, count me in :D

On a more serious note, I do think it's fascinating how language influences our way of thinking about things. While technically thought is abstract, we formulate ideas in words and patterns familiar to us. It is basically the mental set of lego bricks we get to use to construct a concept. And different language groups have a different emphasis on how bricks are formed, or how many of a certain type are there etc...yet as sullivan put it, form ever follows function, so there is mutual influence. The language influences thought patterns, and the thoughts evolve the language. Fascinating stuff, really.
Mind you, every person is their own person, but I think language is a large part of certain "tendencies" that are ascribed to certain native speakers and people speaking it well enough to form thoughts and ideas in the language.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

To be clear, I was talking about when we are away, about arranging something with the Mayor. I want someone to keep him company while we hunt down that Amulet. So we don't come back to the same situation because he snapped after a few weeks of restlessly pondering what ill could come from this all alone in the dark. I mean, we can play him some music now, too - but it was more of a "keep the ghost of our town founder happy so he does not turn into a vengeful undead as well" kind of thing.

"I will make sure to pass that on to the Mayor, see what we can do - it will be a few days before someone will manage to be here, though. Just know that we will do our best fix this. But it can take some time until we track down a lead, and follow up on that. Maybe we have to go all the way to Kyonin. Just...trust in us, ok? Even if we take a while! I promise we'll do what we can, Sir.", Roya curtsies to Ekat again, respectfully waiting if the Ghost had anything else to say or someone else had anything to say to him.

Once all is done, she will suggest to Dimira to return to her brother, see if she can possibly shake him out of his condition - but ask Conrad to be cautious and prepared to shield her - there was no telling HOW Roldane would react - with tears and laughter or hystery and violence...


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Arcane Pool 2/4 | HP: 36/36 HP | AC: 17 / T: 13 / FF: 14 | Fort: +5, Ref: +4, Will: +4 | M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 19 | Init: +3, Perception: +12 |

To be clear, I am perfectly fine with meeting Lord Vader early on.

But I'd prefer to be a lowly stormtrooper on the verge of deserting that watches as big daddy single-handedly storms some place.

Or be a civilian onlooker that watches him take apart a rebel group meeting in the cantina where I'm going to meet some smuggler.

When I am part of the Rebel Alliance, he storms my frozen base with a ground assault, randomly blasts some people, then lightsabers my supervisor, before shouting "stay off my lawn" and going back to the Executor, I don't quite feel confident making a new frozen rebel base on the same planet assuming I'll be quite fine if I prevent my Taun-Tauns from wandering near his flower garden.

Know what I mean?
These NPC's were not just introduced in the campaign. This was not a CR 25 evil-colored Dragon that was passing overhead or burning a village in the distance.
Their actions were in direct reaction to something we did and they took notice of us. They confronted us and slaughtered people associating with us.

I'm fine with evil superman flying around over the Stolen Lands, as long as we're beneath him, and he simple does not care if Staglord, We or Pitax calls the shots, because he is busy with things way out of scope.
It's when he takes time to land, slap some people into buildings producing fine red mist and a few ruins, then gives us the middle-finger before taking off again that I start to worry what else might trigger him.

Long story short: I totally don't mind meeting higher-level NPC's that eventually turn into allies or enemies.
What I do mind is higher-level enemies that take notice of us and act in direct opposition, or multiple equal-level enemies that get away and quite possibly plot revenge or will amalgamate into a threat beyond our capacity to deal with.

That said, I didn't join to play Skulls and Shackles, I want to play kingmaker. It just seems very dangerous to attempt ot start up an initial settlement with the political landscape we find ourselves in at this point.
I also originally picked Soul Forger because I expected extensive travel- and downtimes in Kingmaker, but gave up on that, we were basically rushed most of the time and I never even managed to finish my own chainmail. Which is also why I was waiting for the opportunity to retrain(/rebuild) since give or take about 2 years now.(I remember waiting on doing the last level-up because I hoped I might not need to retrain it)


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Regarding the save bonus suggestion from the Shoanti Trait - I think you MAY have talked at cross purposes there.

Karmid was suggesting the bonus would apply to ONE of his favored enemies.
I concur that a +1 per point to two saves would still be too strong, it would also mean that the bonus outpaces the class progression(at level 2 you would have it maxed, with the next opportunity to invest only at level 5).

But if it applies to only one favored enemy type, a + 1/2 to both saves, or a +1 to ONE type of save might be reasonable.
The +1/4 levels one you suggested, I think, should apply to all favored enemy types - with one caveat: Will is supposed to be the rangers weak save. So I think it should EITHER boost will, or fort+reflex, not mix.

Maybe simpler, then, to make it +1/3, across all favored enemies, on 1 save of Shoanti choice.
So by Level 6, Karmid could have +1 Reflex, +1 Will on saves against all favored enemies. By Level 9, +1 Reflex and +2 Will, by 12 +2/+2..., it is clearly something that starts weaker but scales strongly into the lategame - by level 15 thats +2/+2 for saves on 4 different favored enemy types(+3 on one save for all that are +4 or higher, or +1/+2/+2).

Sorry for interjecting myself in the talk, but I think the idea is not a bad one, but one interpretation too strong, one too weak, just trying to suggest some middle ground as food for thought.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Oh, totally, I reckon she didn't leave the 20 mile circle around Kassen since her birth - she may have seen maps but it'd be total guesswork to get them right. History, on the other hand, that's full of awesome stories :D

"Then all may be lost, unless we find means to contact her...", Roya seems despirited.
I think nobody mentioned yet that we got a dead Razmiran, and she doesn't currently recall that one recruitment-leaflet we found earlier.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Hum, after checking the Survival Traits, I think I joined Conrad on his search - Father Prasst, who is both our mentor, probably didn't want me to get lost out there alone, and figured he'd send us together.

Only that I'll have picked up survival skills from that. or you gain a +1 trait bonus in Survival, and the skill is a class skill for you. .
That frees up the milita training, and I can be curious and alert about the world around me with the ever popular Seeker trait(because honestly, it's a pity to have high Wisdom for Perception but not have it as class skill...)

One question regarding Healers Touch - RAW, it only works on healing spells - (...creatures using healing spells.) - that means other things like Healers Hands...or Channel will be invalid. In some way, it makes sense, since it affects healing spells if fulfilled, but I just wanted to clarify regarding channeled healing(which I opted to make my main form of party-wide healing out of combat.)
It's totally fine if it does not count, but I'd like to know because I'd be more likely to burn spells then to not lose too much progress towards the goal by healing via a different method.
(Or it could theoretically be argued that channeled energy is positive energy granted by the same deity that powers my positive energy healing spells when I spontaneously cast them.)
As said, just looking for clarification because obviously it would change how I handle certain situations.

Regarding the cat...it's complicated :D
I'll send you a PM regarding that, one of these days.
Suffice to say we are not in a hurry - the class feature activates on Level 4, and I do not intend to properly bond until I can pick up Boon Companion on Level 5.
Since we just GOT to Level 2, I don't think we'll need this resolved swiftly :)


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

@Conrad: No need really to worry things will be too easy. Max HP, for example, means our opponents also get max HP. It just makes crits or bursts less swingy, and tends to bridge the late-game gap from casters to martials a bit(as caster types typically will need an extra spell or two to deal with opposition, and will run out of the strong oomph faster).

That said, background skills don't add power or resiliency, traits are usually also just a nuance, and the extended favored class bonus also have negligible impact(because you'd choose the best option for you anyway, you basically get the 2 parts as freebie that you did NOT choose.).

The two big things are max HP, but as said that pendulum swings both ways, including our enemies, and the Story Feat, but i've not seem them break games, either - or they would be much more popular choices for some builds :)

So all in all, not worrying about the power level here.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Ces't la vie.
or Ces't la morte, I guess.

I really want to play a cheerful necromancer one day. Raising the dead is always so 'taboo' but that's just propaganda from the nobles and the bourgeoisie - I mean, as long as they are controlled, they are free workforce.
They are the magical equivalent of the promise of automation. They could tirelessly do mundane tasks. Their inherently evil and unnatural existance does not play into that, those are just factors that need to be controlled.
Of course, the character I had in mind got thrown out of the arcane college or temple for her opinions on the matter, but she'd cheerfully advocate for the widespread use of mindless undead to improve the lives of everybody.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I did petition for traits and background skills, if only to add some flavor :)

So i'd be game.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

For what it's worth, previous GM decided to run it perfectly old school, which is why we don't even have traits.
So if the statblock as printed is rife with errors in our favor, then there is no reason to retranscribe. :)
I know some things were supposed to work differently back then, so maybe that's why?


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I'm afraid he 5-foot stepped from in front of you towards Miron.
You and Perri are standing on corpses but the stairs ended behind you, so he does not have to walk around those.

Alas, yes, slightly worried on his hit rate as well.
Poly is really trying for that Undead Campaign.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Ok, now I'm pumped for us to lose :D

That aside, I totally wanted to run a Magical Girl Campaign with Vigilante and a shared Mascot. Not the Magical Girl EXACTLY as written, but as follows: Gestalt Vigilante Social Side+NPC Class would be the Schoolgirl(boy) identity that is totally hidden. Then the Vigilante Identity gets to Gestalt with any PC class but the character only has access to those things when in Vigilante Identity. (so there would be 2 different profiles with 2 different Gestalt Builds involved - but I'd imagine it to be so much fun.)
Just never had the spare time and capacity to seriously consider running a recruitment :D
One day...


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Roya fetches her Wand of Healing as she moves forward, then touches Conrads back: "By the grace of Erastil, let your wounds be healed."

CLW Conrad: 1d8 + 1 ⇒ (8) + 1 = 9


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Aye :) I just went with a good old-fashioned Bless :)

Also, I think Perri has a reach-weapon, so I vote or him going to one of the "raised sword ready to cut someone up nasty"-skeletons and attempt to poke it good.(If between him and Miron we manage to down one, then we can double-team the remaining one and only eat one AoO for it.)

Also, just for the record: This time I went first to get that Bless out before anybody else rolled anything it might affect.
But for the remainder of the combat, I will try and go last if there are any readied actions from enemies or something, so that I can do emergency healing if needed.(I do not THINK they will do Ready actions much, but could be.)


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Arcane Res. 6/9 | Consume 3/3 | Starsong 3/3 | Hero Points 2/3 | HP: 59/59(15 temp) | AC: 14 / T: 14 / FF: 10 | Fort: +7, Ref: +10, Will: +11 (+1 insight all) | CMB: 2, CMD: 16 | Init: +4, Perception: +8

Sense Motive: 1d20 + 13 ⇒ (17) + 13 = 30

Lia cocks her head, looking directly into the Mayors eyes with a confused expression, but speaks in a unwavering voice: "But you do not have anybody else who could handle this job...ýou know it, don't you? You knew of the troubles in Turtleback Ferry before we came to you, but had no one to send. You can't even spare a few of your soldiers, and if you could, you are aware they would not be up to the task. In all timelines where you dismiss us, Magnimar burns. We don't want that. We will try and make do with what you can provide. Just be aware that not stopping what is coming there will make it impossible to hide the danger from your people. When Turtleback falls, people will flee, they will come here, and rumors will spread. Civil unrest will follow, and when they march on your city, morale will be low and guards will desert. The moment the fighting starts, their victory will be assured already. We are your one best - and only - chance at stopping that from happening."
She looks around finding the serving plate she took possession of earlier, then continues with a carefree voice what lacks any of the solemnity she had before:"If you can't spare soldiers, you can certainly spare some leftovers from the banquet? How long can you store these fruits? Could I have a few of them for the journey?"
She holds up one of the juicy fruits she found delectable while listening to the band, minutes earlier.


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Aye, and reinforced with countless meals, no doubt.

I'll take some time to describe the items IC tomorrow, I'm afraid I won't have enough time to do a fitting post tonight :)


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |
GM Polyfrequencies wrote:
I think I was tired last night while I was typing. "a rectangular sheet of pale blue crystal the size of a large journal, reinforced with several metals, weighing about 8 pounds"

For what it's worth, I found the description very creative.

Made me think of this guy.
But it was puzzling me why a crystalline pale blue sheet would be formed like that, and still be so light.


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Good job, Keldor, yes, I was about to confirm your theory, but you already managed."

Basil takes a look at the chamber ahead, taking note of the various items scattered in the room.
Should I worry that you put nine(9!) items, but list 10 DC's? Should I assume one of them is being a trap to us?
KN Engineering+Technologist) DC 25: 1d20 + 20 ⇒ (4) + 20 = 24 -1, Assist?
KN Engineering+Technologist) DC 16: 1d20 + 20 ⇒ (9) + 20 = 29 Pass.
KN Engineering+Technologist) DC 24: 1d20 + 20 ⇒ (16) + 20 = 36 Pass.
KN Engineering+Technologist) DC 29: 1d20 + 20 ⇒ (9) + 20 = 29 Pass.
KN Engineering+Technologist) DC 29: 1d20 + 20 ⇒ (19) + 20 = 39 Pass.
KN Engineering+Technologist) DC 27: 1d20 + 20 ⇒ (20) + 20 = 40 Pass.
KN Engineering+Technologist) DC 20: 1d20 + 20 ⇒ (10) + 20 = 30 Pass.
KN Engineering+Technologist) DC 28: 1d20 + 20 ⇒ (2) + 20 = 22 Fail. -6
KN Engineering+Technologist) DC 28: 1d20 + 20 ⇒ (12) + 20 = 32 Pass.
KN Engineering+Technologist) DC 40: 1d20 + 20 ⇒ (13) + 20 = 33 Fail. -7

Pointing out various objects, she comments: "A lot of tech in here. With those 2, I don't recall anything...this one, I'm not entirely sure, but those other ones I'm pretty certain of their nature. They are..."


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Thanks Conrad for doing the summary.
It seems good to me, and what I would have to add would just be additional detail, but not necessarily of relevant value.


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

As for the rolls, just to chime in - I concur. High good, low bad, for the person rolling.

Personally, I only use two exceptions:
Pre-existing tables that list the results - such as Teleport mishaps.
While not a very hard task to re-calculate what range the seen casually off target range of 89-94 would be on a low roll, it simply seems like extra work.

Second, and that is very much personal preference: On Mirror Images(or similar abilities) 1 is always the "real" entity.
That is mostly a hold-over from table gaming, when two or three people would sometimes roll their attack simultaneously, then get mixed up over who may have hit a image or not.
No matter how many copies, the 1 is static, everything else is an image.

I see you kept with the "high is good for roller" on that and I'm totally fine with that. Just expressing my personal handling and reasoning, but I'll gladly use that method in your games.

Also@Harg: Theoretically I am ahead in Initiative, so I may have gotten the blast out...it was still acting up as motors fired for a last time or hydraulics stopped working...
What I am saying is....technically it may have been dead but still moving, so it's AC should have dropped significantly(as it was now a large object with 0 Dex), meaning your first strike would likely have hit as well...I'm fine sharing the kill(also you did most damage to it), that way your presentation of events also stands :)
And don't you argue, you were blind and didn't see what happened.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I would love for you to pick it up, poly. But please don't overstretch. If you suffer burnout and go missing, Roya, Lia and Basil will be very sad.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

I believe the usual thing is to give them a month, at least. There may be circumstances that simply forced them to focus on real life, and they had no energy to drop a message.

Lets just keep the thread alive, do a roll call in 2 or 3 weeks and decide then.

I do hope that our GM returns.
As this was a pre-pathfinder release(as indicated by lack of traits) and was supposed to go into homebrew, I think finding a replacement GM might prove difficult.


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Bluff: 1d20 + 3 ⇒ (1) + 3 = 4
Basil's attempt at a Paradox Bluff almost causes her own Nanites to turn on her in frustration.
She had fully expected the hard outer shells of the robots to mitigate the damage to a certain threeshold(or pretty exactly Hardness 10 by math via percentage) - which is why she attempted to maximize it - but was satisfied with the visible impact the pellets left on the hulls.


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Fortitude DC 17: 1d20 + 7 ⇒ (14) + 7 = 21
For information, I'll take Typical Feats, thank you.

Basil moves slightly forward, then fires a round of enhanced Flechette Pellets, cautious to not hit Keldor or Harg.
25-feet Cone from upper right of my position, swift for Bane, free for Scattershot and free(+1 Grit) for Targetted Blast
"Authorization code is Seven - Three - Nine - Alpha - Six divided by Zero."

Ranged Touch, Gearsman Orange: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 Damage with Targetted Blast, Bane and Assistance: 1d6 + 4 + 7 + 2 + 2d6 + 1d6 ⇒ (2) + 4 + 7 + 2 + (2, 2) + (2) = 21
Ranged Touch, Warden: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 Damage with Targetted Blast, Bane and Assistance: 1d6 + 4 + 7 + 2 + 2d6 + 1d6 ⇒ (6) + 4 + 7 + 2 + (4, 1) + (6) = 30


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Arcane Res. 6/9 | Consume 3/3 | Starsong 3/3 | Hero Points 2/3 | HP: 59/59(15 temp) | AC: 14 / T: 14 / FF: 10 | Fort: +7, Ref: +10, Will: +11 (+1 insight all) | CMB: 2, CMD: 16 | Init: +4, Perception: +8
GM Polyfrequencies wrote:
The Shadow [School] line of spells (up to and including Shades is among my favorite in the whole game...

Not much to say to that.


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Arcane Res. 6/9 | Consume 3/3 | Starsong 3/3 | Hero Points 2/3 | HP: 59/59(15 temp) | AC: 14 / T: 14 / FF: 10 | Fort: +7, Ref: +10, Will: +11 (+1 insight all) | CMB: 2, CMD: 16 | Init: +4, Perception: +8
GM Polyfrequencies wrote:
Totally fair, Lia. I was vexed for a couple of days with how to deal with it--intent vs interpretation vs what I saw on the map. I do want to encourage illusion stuff. Would you be open to working on some bounds on either side to construe what sorts of effects are feasible and which might be too powerful?

Hum. At the very core of illusions is creative thinking - or that's my take. It's a bit like stage magic...trickery, but if done right can fool even those knowing something is off.

I am not sure bounds of that sort are...useful. If you prefer, we can try and construe something...there's also certain spells that I stay away from.(e.g. Mirage Arcana. In theory, awesome. Without hands, a map, and verbal communication, almost impossible to work out intent).
That said, to me it's good enough that you deliberated over how to resolve it. My concerns were mostly if you had dismissed it instantly, which would have meant that similar attempts would mean wasted actions.
I don't expect illusions to work every time, and without fault, as long as there is a chance for them to do what is desired. I am also not sure if adding limitations or constraints would really help the case. :)


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Thank you a lot, Andochtuir - giving us your perspective really helps.
I've been travelling over the weekend, so was still early enough in the design process to shift a bit - I'm still going for Lunar Oracle, but there's still quite some wiggle room with other stuff.

I'll take a look at Swapping Pei Zin for Seeker, and see if I can do something about those sneak attacks(maybe go for Pranked Curse to get Glitterdust back on the table, if I can make it work storywise), and maybe pick up Moon Beam(that I would normally have passed up).

Still plenty of time to 9th of August for cooking something up.


3 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16

The vibrations take Basil by surprise.
When in situations where she expects combat, her muscles are always tense, ready to spring in a direction at a moments notice. (as per Defensive Strategist) - but when there's sudden vibrations, they turn her own tension against her, throwing her completely off balance.
Dropping prone and feeling last nights meal attempting another pass through her head, she attempts to focus, getting back up and facing the creature once more.

Yeah, guess I fall prone and use my move to get back up.
KN(Engi+Tech): 1d20 + 16 ⇒ (6) + 16 = 22
It also doesn't help her concentration, but she still manages to speak up:
<Androffan>"We are not a visitor. This is the overdue maintainance inspection. Stand down or be disassembled for malfunction."</Androffan>


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And thanks a lot to you, Robert, for curating the list -


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Aye, no worries, we can also wait until after camp number 2.
But there was no advance notice, and you posted very regular before, so it was likely something unexpected/unplanned - so yeah, I was a bit concerned but glad to hear you are ok.

As said, don't stress yourself on our behalf, GMing on the boards should never be a chore, always fun.


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Arcane Res. 6/9 | Consume 3/3 | Starsong 3/3 | Hero Points 2/3 | HP: 59/59(15 temp) | AC: 14 / T: 14 / FF: 10 | Fort: +7, Ref: +10, Will: +11 (+1 insight all) | CMB: 2, CMD: 16 | Init: +4, Perception: +8

"Ouch. That hurts. Don't do that.", Lia exclaims in surprise, noticing all the blood on the creature, not quite yet realizing it is hers.
She takes a step backwards and vanishes.

Spending my last arcane pool point for Dimensional Slide, to move to some location I see 60 feet away. That counts as 5 feet of my move action and does not provoke. I spend the rest of my move action getting somewhere without direct line of sight(e.g. around a corner), then spend my standard to cast Invisibility on myself.


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GM Polyfrequencies wrote:

Hmmm, maybe the final battle of the AP will be a Battle of the Bands...

"Thank you for coming out Varisia. We are...THE RUNELORDS!"
Squealing guitars and thundering drums drown out the BBEG's monologue.

Also meant to reply to this.

I'm game.
Lets do this.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Just to be clear: As player I'm totally fine with Brandark testing the fountain and drinking - the inscription invited us to.
But the timing of his test still warrants for Roya to chew him out a bit :)
As in, it's nice you didn't wake her for a glass of water, but she would DEFINITELY have preferred someone else being awake while he conducted his experiment.
Just saying, it's only some friendly drama, not trying to give you any trouble, Bran :)

Also, wow@HP distribution.
max, max-1, min, min+1 and I guess Brandark uses average(6+2)?


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GM Polyfrequencies wrote:
Ro (and anyone else looking to purchase a specific magic item): go ahead and give me a d100 roll to determine its availability. For me, high is always good for the players. So if you roll 26-100, you'll be able to find the belt. If you roll a 1-25, then it's not available this week in Magnimar but might be available next week or in another location.

AFAIK, there's also some input from city size and how high-level the magical item is(or the base prize, not sure), but for our purposes, financial capability and current location, GM decided on a fixed "1-25 fail", "26-100 success" distribution.

What GM did not comment on yet was if there is a price limit on individual items.(that is, no more than half our budget for any single item or something like that - but then, since we do check availability it seems we are shopping, not just outfitting, so it would seem we are not subject to limitations there.)


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Arcane Res. 6/9 | Consume 3/3 | Starsong 3/3 | Hero Points 2/3 | HP: 59/59(15 temp) | AC: 14 / T: 14 / FF: 10 | Fort: +7, Ref: +10, Will: +11 (+1 insight all) | CMB: 2, CMD: 16 | Init: +4, Perception: +8

They work exactly as regular boni of the type would work. That is, as if you had enchanted the armor(or were wearing bracers of armor).
That is to say the AC bonus type they provide is an "armor" bonus and subject to the same terms and limitations.

So yeah, they apply when flatfooted, but not against touch.


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Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

I am sorry to hear that.
Extend my condolences to your regular group.


2 people marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Still have to look through loot, please have patience with me :)

And maybe not "replace" the ballistae, but we could consider attaching one to the cart in addition. I mean, it's regular-sized, not like it needs a weapons platform - but anchoring it to the roof of our Hilux could allow us to grapple and pull something easily.


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

"Your blade gives me too much credit, but it is right in a way, I suppose. I learned of a being called Casandalee. A former prophet of a being named Unity that fled her master, taking with her an artifact of knowledge about Unity that Hellion - another spawn of Unity - desired. Her name appears in various fragments of my memory, but the pattern is redacted. I cannot access what I know, but the abundance of matches suggests that it is relevant to my past. As the smithy that was my home will probably go to my masters niece, or to Keldors choosen broodmate - which Thawm told me also diminishes the likelyhood of him renewing his offer to become my master for access to body fluids - I will be effectively homeless, so decided to learn more about my past, in Iadenveigh - which is the last known location of Casandalee. That is where I am headed after we return to Torch to inform them of what happened in Scrapwall.", Basil explains, briefly.

As said, won't be here a few days :) Feel free to address me directly but I'll take some time to reply.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

Do not worry. Personal reasons always take precedence.

We are here to have fun. All of us - that includes the GM.
When the GM has no time but forces themselves to post regardless, it becomes a chore.
We do not want that.

So you deal with your stuff, and come back when things are worked out sufficiently that you can have fun with us again.


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HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

"More of them?", Roya comments with her voice hovering somewhere between disbelief and slight panic.
She drops her bow and wades into the water in her undergarments, just far enough that she is confident her patrons energy would reach Conrad.
She had previously taked with Joras about this, but seeing what was probably the closest thing to a big brother she had get dragged away by a frog made the decision really easy, all of a sudden.
Channel Energy to Heal(3=>2): 1d6 ⇒ 5
Move, Channel - Should cover all of us and Frog 1


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HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, or a downward charge :D

I did place us higher up because there may be some GM variation on allowing exact timing. Some even say that you are not entiteld to the Feather Fall after a DD.
(in which case no worry because there is a maximum fall rate that if I remember correctly was about 500 feet per round, so one could simply DD 500 feet higher and fall until next turn, THEN feather fall with the swift and still do whatever else.

That said, yeah, if Kazador is along, going a bit lower may be reasonable as I do lack options for horizontal movement(that said, even if falling, some "gliding" or horizontal swimming could be reasonable - not talking like a wingsuit here, but slight adjustments in direction should be valid ) - I'd still like a round of overwatch though.

Also, Kaz, just for that expression of trust, I'll look into getting a scroll of Telekinetic Charge to copy into my spell book if we manage to get some spending money out of this...


1 person marked this as a favorite.
Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Oh, I'm totally fine with them running a Meritocracy.
If they wanted something more civilized, they would not have hung out in Scrapwall in the first place.
As long as the candidate in question is somewhat sane and smart enough to remember that we toppled the last guy with expansionist tendencies, they can do fine even with a benevolent dictator. Or a council with alternating rulership between the two remaining groups.

Worst case, we come back and have to make sure they really understand the lesson to be learned here the next time.
Best case, they develop into some functional Thunderdome-Society that may even be able to assist us sometime down the AP.

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