Adivion Adrissant

Narzor's page

121 posts. Alias of Vrog Skyreaver.


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WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor considered the walls and opted to fly up and then land on it (sticking to the crenellations to stay out of the guard's way). He made mental notes on how he would assault the citadel, before flying to catch up to the others.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I am.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

GM:

Suel works. They're basically supremacists anyway =)


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

GM:

I didn't give him a specific starting country, in case you wanted to change things, as you do =) If there is a nation that would make sense for 10,000 years ago that wouldn't ban necromancy or would openly practice it, that's where he's likely from; barring that, an ancient kingdom of magic would fit the bill nicely.


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WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

GM:

That's not creepy at all! =)

Narzor reflected on the situation, but said nothing. He opted to merely observe for now and then decide what to do with these odd guides he had chosen to follow. Perhaps he would raise them as undead when their actions led to their eventual demise? That could be an interesting situation.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor flew after the others, primarily determined to see where they were going and use them as tour guides to the powers of this age. As Arsione plays literal tour guide and talks about the Citadel and it's founding, he tries to remember if he has seen it before or if it is something new.

Knowledge (History): 1d20 + 20 ⇒ (1) + 20 = 21


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I'm fine with staying with the group for now. Narzor sees them as a good conduit to learn more about the current state of the world.

Oh, and that b@#$h insulted Orcus. He'll kill her for it, just not yet.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor watched the walking chaos that was the group leaving, and after a moment followed them, but not before issuing a command to his skeletons to wait until the creatures were gone then climb the walls and walk a day in that direction before collapsing back into bone piles.

He then hovered after the others.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Right, which is why I was saying that we as a group should vote to pick one, unless you want us to split up (which I don't think you do, but I could be wrong).

We're not saying that they are four discrete steps in a campaign arc, we (well at least Amunet-Ra and I) are saying that each one could be a separate campaign. I am also making the arguement that we really can't afford to follow more than one of them as (I'm guessing) if we follow the events of one major plot thread, things will keep happening in the other three.

To post an example, if we were to accept her invitation to the fort and spend some time working on that plot, it's entirely reasonable that an agent of one of the sorcerer kings could steal the greater seed, and, depending on the amount of time we're dealing with the slassians, months of in game time might pass, to the point at which it could be extremely difficult or even impossible to stop whoever gained the seed from becoming a full dragon. Keep in mind this is an example, not what I'm saying WILL happen.

What I'm (and I think the others are saying, but I can't say for sure) is that we as a group should just vote and pick the option that has the most votes. It's not a perfect plan, but it is a path forward.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Sorry for not posting in the discussion recently, as this game isn't in my list of games, so I have to save things as favorites and I missed the discussion tab had posts in it.

Anyway, I am ameniable at the moment to doing anything because Narzor is as much an outsider as possible, so he wants to see what is going on in the world, so that he can make his mark on it. He's still in the intelligence gathering phase.

With that being said, he's going to follow the party around for a while to see what they do, since they seem to be interacting with people of noble status without issue.

--------------------------------------------------------------------------

With that being said, Here are my thoughts about the four main storylines you mentioned:

1) I think this plot is interesting, cause it involves more or less an interdimensional invasion by a (possibly) corrupting force.

2) I'm surprised no one has gone and tried to take this yet. Narzor doesn't know about it, or I would go on my own to try and take it. It's probably best he doesn't =)

3) I will admit that this storyline is the one that I have the least draw towards, with the exception of collecting undead to add to my army.

4) I don't have the background on this (other than what you posted) but I believe that this fits the same vein as #1: an extradimensional invasion.

I think the problem is that each of these plots are easily enough to cover an entire campaign, and ultimately we'll only be able to cover one of them as a group....unless we split up (because as you rightly point out, events don't exist in a bubble).

IMO, we should just put it to a group vote as to which one we follow and go from there.

Also, benchmarks per your request:

AC: 47/33/29
Saves: +53/+45/+34

Immunities: undead traits, Acid, Cold, Fire

DR: DR 15/bludgeoning and magic, DR 5/piercing

To hit (melee): +34
To hit (Ranged): +26

damage (melee): (12.5) negative energy (plus paralysis)
damage (ranged): (20.5) untyped damage (eldritch blast)

vs. creature of my CR:
Attack: Blue for melee and high green/low blue for ranged.
Damage: orange to red for melee ranged attack, as high as blue for some shadowcaster abilities.
AC: Blue (creature my CR needs a 20 to hit me with primary)
Saves: Blue (I meet good DC for creatures my CR on a roll of 1 on my worst save)
DCs: Green to Blue (my save DC is 35, so even on the best save bonus they need at 15 to succeed)
Damage Dealt to me: Orange to Red (in addition to the creature almost always missing me, their best average damage does about 10% of my total health)

Vs CR 20:
Attack: Blue (melee), Green (Ranged)
Damage: Red (Shadowcaster abilities still have blue effects, cause auto no save ability damage is potent)
AC: Green (creature goes to hitting about 40% of the time from missing on everything but a 1)
Saves: Blue (I need to roll a 5 to save against the good dc from the chart)
DC: Green (targets have a 50/50 of making the DC for their primary save)
Damage Dealt to me: Green (more chances to hit plus damage goes up to about 1/8th my total health on the high end)


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

They won't stay around forever. I'm assuming that they're going to be attacked at some point in the near future, since their champion lost the duel.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor will again animate dead, but this time command the undead to remain in place. He will then repeat the process to grant him a pair of high HD skeletons.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

What's the highest HD of a creature that I can raise?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Okay, let's go with six 4HD Skeletons. And I will spend the 100 gp/skeleton to raise them permanently.

At Narzor's urging, six skeletons rise, leaving their flesh behind. They then turn and try to climb the walls to exit the compound.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Sorry, let me clarify: if each creature had (say) 3 HD each, then I would get 8 of them. If they're just Humans, then I would get 24. Just trying to figure out what I have to work with.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

How many creatures is that? were they each 1 hd, or did they have any class levels?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Okay, fair enough =)

Narzor draws upon his bargained power and commands the undead to rise, sloughing off their flesh as they rise as skeletons.

Animate Dead requires that I touch them as part of the casting, and I can animate 24 HD of bodies with a single casting. Not sure how many HD the dead beings hand, but I'll get as close to 24 HD as I can.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

That's fine. If I am immune to their breath weapons, I'll proceed as I had intended. Now that I know they have pets with stone breath capabilities, I want them more than I wanted the Tareks as undead.

If it does effect objectts then that's alot of dead bodies that get turned to stone as well =)

To outline Narzor's ideal outcome, the skeletons swarm the Tareks and kill a few before being destroyed. Narzor then raises the Tareks to undead form and they start mowing down the others and adding to his army. Like most necromancers, Narzor prefers to have lots of undead to attack his foes.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Does their breath weapon effect objects? If not, I'm immune to it per undead.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Stealth: 1d20 + 60 ⇒ (5) + 60 = 65 They do pinpoint my square, but I'm still invisible.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Fair enough. Initiative?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Invisible.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

It does indeed. I just wanted to make sure there wasn't anything else you needed first.

Narzor descended down behind the walls and out of sight of those still visually tracking him. Landing near some of the "fresher" bodies, he began reaching out and touching them. As soon as he touched them, they started to rise, until a mental command stilled them again.

I can control 48 HD of undead, so let me know how many I raise. Also, I am not spending money on them, so they'll only be around for 12 minutes. Raising Skeletons not Zombies.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I am using the Warlock Invocation The Dead Walk, which copies Animate Dead, but If I don't use a 25gp/hd Onyz, they only animate for 1 min/level.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

How many intact undead do I think I can raise from the remains?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Does it appear they're doing anything with the corpses other than burning them?


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I am indeed flying over the wall.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor circles towards the caravan he had followed and starts looking for dead bodies.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Saddened that the mortals were no longer trying to murder each other and were talking, Narzor decided to start exploring the rest of the area. Maybe he could find some dead further in that he could raise.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

For now I'm not going to be a deflier, mainly cause Narzor doesn't even really know it's an option. If he did, he wouldn't care all that much.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"I'm now rooting for the monkey men."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"And you clearly lack both social propriety and basic knowledge. It's rather sad, really. Arcane magic is the most pure and beautiful form of magic, and like all such things, comes from the individual, rather than relying on the external to grant it."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Is this not a world that has placed masters of the arcane upon their rightful throne?"


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Is the sun red? Oh, I guess it is. hrmmm." says Narzor.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Ya, I didn't want to pick rogue talents, cause I imagine you're familiar with those and know what they can do.

As far as the build concept goes, you're basically an earth elemental; you can earthglide and become large (huge at 16th level) can use an action to have tremorsense. You can also shape stone (basically unlimited uses of stone shape) and move earth around.

Your Kinetic blasts can ignore cover (snaking), attack at up to 480' range (extreme range), fight in melee (kinetic blade), and deal pretty decent damage:

Earth does a little over 50 a hit on average, and metal blast does about 75 on average. Metal blast can also bypass material dr (cold iron, silver, adamantine).

You're also a pretty decent unarmed combatant, doing about 30 a hit on average.

You have decent defenses (including up to DR 10/adamantine, if you're willing to spend the burn on it). Between favored class and toughness and a 19 con mod, you'll have a stupidly high amount of WP/VP.

Out of combat, you are a superb trapfinder/dealer with:

You have +38 to perception and 34 to disable device. As a matter of fact, most of your skills have great bonuses (about 30 as a minimum).

I didn't calculate it out, but you can also carry a ton of stuff.

You can also cast Overland Flight on yourself like 3 times a day.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Rilkus:

AL Mul Kineticist 10 | Unchained Rogue 10 (Champion 3 | Trickster 3)

str 28
dex 32/34
con 46/48
int 16
wis 30
cha 10
WP/VP:
AC: 38; T: 27; FF: 38
BAB 10; CMB: +25; CMD: 46
Init +22
Fort +42
Ref +35
Will +30
Speed 60'
Weapons:
1) Unarmed Strike: +27 to hit; 1d6+26b damage; 19-20/x3 crit
2) Earth Blast: +28 to hit; 5d6+33b damage; 20/x2 crit
2) Metal Blast: +28 to hit; 10d6+38b damage; 20/x2 crit
Adventuring Skills:
Acrobatics +34
Climb +36
Disable Device +34
Intimidate +22
Knowledge (Dungeoneering) +30
Perception +38
Sense Motive +32
Stealth +34
Survival +32
Swim +25
UMD +16
Background Skills:
Linguistics: +25
Sleight of Hand: +34
Traits:
*Quain Martial Artist (+1 trait bonus to unarmed damage rolls; region)
*Reactionary (+2 trait bonus to initiative; combat)
*indomitable faith (+1 trait bonus will saves; faith)
*Blood of Dragons (gain low-light vision; race)
*Wary (+1 to perception checks and perception as a class skill; social)
Languages:
Common
Dwarven
+3 more
Equipment:

Attribute Breakdown:

str 20 +4 race +0 level +2 mythic +0 abp +2 cdtct
dex 20 +0 race +2 level +0 mythic +0 abp +10 cdtct/+2 size
con 30 +2 race +0 level +2 mythic +4 abp +8 cdtct/+2 size
int 14 +0 race +0 level +0 mythic +0 abp +2 cdtct
wis 24 +0 race +0 level +0 mythic +4 abp +2 cdtct
cha 10 -2 race +0 level +0 mythic +0 abp +2 cdtct

Offense Breakdown:

Initiative: +12 dex +3 competence +2 trait +5 tier
Bonus to Hit: 10 bab +12 dex +3 competence +2 enhancement
Bonus to Damage: +9/12 str/dex +3 competence +2 enhancement
CMB: 10 bab +9/12 str/dex +3 competence

Earth Blast Damage: +19 con +3 competence +6 Elemental Overflow +5 dice
Metal Blast Damage: +19 con +3 competence +6 Elemental Overflow +10 dice

Defense Breakdown:

WP: ()
VP: ()x2
AC: 10 base +10 armor +12 dex +3 competence +2 deflection +1 natural armor (enhancement)
CMD: 10 base +10 bab +9 str +12 dex +3 competence +2 deflection

Fort: 7 base +3 competence +3 resistance +10 divine grace +19 stat
Ref: 7 base +3 competence +3 resistance +10 divine grace +12 stat
Will: 3 base +3 competence +3 resistance +10 divine grace +10 stat +1 trait
Energy Resistances:
Immunities: Fear, Poison, Disease, Nausea
Damage Reduction: Flesh of Stone
Negate Crit: 5%/point of Burn

Skills Breakdown:

Adventuring:
Acrobatics: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Climb: 10 ranks +3 trained +6 skill focus +3 competence +9 str +5 skilled kineticist
Disable Device: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Intimidate: 10 ranks +3 trained +6 skill focus +3 competence +0 cha
Knowledge (Dungeoneering): 10 ranks +3 trained +6 skill focus +3 competence +3 int +5 skilled kineticist
Perception: 10 ranks +3 trained +6 skill focus +3 competence +10 wis +5 skilled kineticist
Sense Motive: 10 ranks +3 trained +6 skill focus +3 competence +10 wis
Stealth: 10 ranks +3 trained +6 skill focus +3 competence +12 dex
Survival: 10 ranks +3 trained +6 skill focus +3 competence +10 wis
Swim: 10 ranks +3 trained +3 competence +9 str
UMD: 10 ranks +3 trained +3 competence +0 cha

Background:
Linguistics: 10 ranks +3 trained +6 skill focus +3 competence +3 int
Sleight of Hand: 10 ranks +3 trained +6 skill focus +3 competence +12 dex

Feats Breakdown:

+10 divine grace
Defensive Combat Training
Endurance
Toughness
Skill Focus (Acrobatics, Climb, Disable Device, Intimidate, Knowledge: Dungeoneering, Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Survival)

Unarmed Combatant
Extra Wild Talent (x11)
Chopping Down the Christmas Tree:
Heroe's Courage (Immune to Fear)
Iron Gut (Immune to Poison, Disease, Nausea)
Mythic:
Mythic Paragon
Mythic Improved Unarmed Strike
3
Horribly Overpowered Feats:
Army Fighting
Super Strength
Super Speed
Offensive Combat Training
Maximize Sneak Attack
Greater Super Speed
Healing Factor
Heroic Grace (Wis)
Prestigious
Spell-Like Ability (Overland Flight)
Horribly Overpowered Mythic Feats:
Improved Unarmed Strikes

Race Feature Breakdown:

Athasian Mul Racial Traits (19 RP)

Racial Modifiers: +4 Strength, +2 Constitution, -2 Charisma.
Darkvision: Muls can see in the dark up to 60 feet.
Dwarf Blood: Muls count as both dwarves and humans for any effect related to race.
Endless Stamina: Muls add a +4 racial bonus to Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. Additionally, Muls gain Endurance as a bonus feat at 1st level.
Ferocity: If the hit points of a mul fall below 0, but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
Mul Resilience: Muls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Furthermore, they regain hit points at twice the normal rate while resting.
Wild Talent: Muls begin play with a psionic talent, determined by a roll on the Wild Talent table.
Languages: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gith, Halfling and Kreen.

Kineticist Class Features:

Burn (20 max)
Elemental Defense (Flesh of Stone)
Elemental Focus (Earth)
Elemental Overflow (+3/6; +2 dex/con)
Expanded Element (Earth)
Gather Power
Infusion
- Kinetic Blade
- Extended Range
- Snake
- Rare-Metal Infusion
- Kinetic Whip
- Extreme Range
Infusion Specialization +2
Internal Buffer
Metakinesis (Empower, Maximize)
Utility Wild Talent
- Basic Geokinesis
- Skilled Kineticist (Climb, Know: dungeoneering)
- Earth Climb
- Tremorsense
- Pillar
- Earthmeld
- Earthglide
- Earth Walk
- Kinetic Cover
- Kinetic Awe
- Greater Skilled Kineticist (Perception)
- Enduring Earth
- Shift Earth
- Kinetic Restoration
- Stone Sculptor
- Kinetic Form

Unchained Rogue Class Features:

*Advanced Rogue Talents
-
-
-
-
-
*Danger Sense +3
*Debilitating Injury
*Evasion
*Finesse Training (Unarmed Strike)
*Improved Uncanny Dodge
*Rogue's Edge (x, x)
*Sneak Attack +5d6
*Trapfinding

Automatic Bonus Progression Breakdown:

Toughening +1
Armor attunement +2
weapon attunement +2
Deflection +2
Resistance +3
Mental prowess (Wis) +4
Physical prowess (Dex) +4

Chopping Down the Christmas Tree Breakdown:

+3 competence bonus to attack rolls, damage rolls, AC, saving throws, and intitative.

50% chance for all attacks to be treated as magic weapons for the purposes of striking incorporeal creatures or bypassing regeneration.

Champion Mythic Abilties Breakdown:

Champion's Strike: Fleet Charge

Basic Mythic Tier Abilities:
*Hard to Kill
*Mythic Power
*Surge
*Amazing Initiative
*Recuperation
Path Abilities:
*Always a Chance
*Impossible Speed
*Enhanced Ability (Con)

Trickster Mythic Abilties Breakdown:

Trickster Attack: Surprise Strike

Basic Mythic Tier Abilities
*Hard to Kill
*Mythic Power
*Surge
*Amazing Initiative
*Recuperation

Path Abilities:
*Path Dabbling (Enduring Armor)
*Supreme Stealth (Tremorsense)
*Enhance Ability (Dex)


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Sorry, thought I posted it to the discussion thread.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

My intent is to combine both concepts from both his iterations.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Shoot. Sorry. I meant to post an update. I am about 50-60% done with the build. I made him a Kineticist/Unchained Rogue, trying to stick with his history based on the notes I took from looking at the posts with the character.

"Ms. Grim, you are rather rude. Did your parents not teach you basic respect?"


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Narzor chuckled and said "No, I was sent here by my god to perform an experiment on...well...nothing I can share with you."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Alas, it's clear your education is quite lacking. No matter, however." says Narzor.

"And yes, dear child, Gods are quite real. A great deal of them. Although it sounds as though they have forsaken this world." he calls out to Amunet-Re.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Clearly your information is incorrect, as Orcus does indeed have the power to grant divine magic and has so for millennia."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"I serve the honorable Orcus." replies Narzor.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

I'm waiting for some people to die =)

"Oerth is a world much like any other."

"As for the city, I just followed a caravan here and found something interesting going on. As for why I am on your world, I can not say, as I swore an oath to my god, and have no desire to break such an oath."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"Very astute. I'm from Oerth."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

Initiative: 1d20 + 32 ⇒ (12) + 32 = 44

"Aren't all flying ships made of metal?"


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"I believe your exact words were 'emanates the black light which gives more and greater life to those who are blessed with its vivifying rays'." Narzor quoted.

"Vivifying is, at least in the Common tongue of which I am speaking, a word related to living or life. Black rays eminate from the school of Necromancy; a school of magic of which I am intimately familiar." Narzor shrugged as if she could see him and added

"but I digress. It appears the duel shall recommence, and I look forward to the outcome."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

"As an observer, I am afraid I must agree with the assessment. The use of mystic arts in a non-mystic duel is a poor showing, although there was certainly no provision that I heard in the terms of the duel that prohibited such, I would still say that if your goal is to avoid bloodshed and war (which, frankly, is rather silly), then you might wish to reconsider your stance on using magic and resort to barbarism."

"Also, my dear lady, I would point out that nothing from the positive energy plane radiates black light. But I digress."


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

GM:

I clearly wasn't speaking to....whoever this is. Narzor thought back at the voice that contacted him.


WP/VP: 100/668 | AC: 47; T: 33; FF: 29 | CMB: +34; CMD: 38 | Init +32 | Fort: +53; Ref: +45; Will: +34

GM:

Do I think that came from Gotak?

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