Seoni

Ororo the Storm's page

59 posts. Alias of bilbax.


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This seems somehow familiar...


This seems familiar.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I would like to continue; but this was sort of spooky's baby. It may be daunting to find a GM who can carry it forward.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Okay... well then letting you guys know that I will be camping for the weekend and won't be able to get on until Sunday seems much less important suddenly.

Good luck Spooky! I hope things get better for you soon. I sorry you won't be able to continue, it was fun as far as it got.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Round 1

Storm drifts up 5 feet, cape billowing in the winds that surround her. Her eyes have gone a step beyond white and have taken on a slight glow. She makes another graceful sweeping gesture, something between a bow, and a heavy object being hurled at the floor and the storm increases in intensity inside the swirling sleet.

"This should keep you busy, while we pay attention to your superiors," She announces.

Storm is casting Ice Storm roughly where the rogues were grouped inside the sleet storm.

ICE STORM:

School evocation [cold]; Level druid 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (dust and water)
Range long (720 ft.)
Area cylinder (20-ft. radius, 40 ft. high)
Duration 8 rounds
Saving Throw none; Spell Resistance yes

Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).

Damage Rogue 1: 2d6 ⇒ (4, 3) = 73d6 ⇒ (5, 5, 6) = 16
Damage Rogue 2: 2d6 ⇒ (2, 1) = 33d6 ⇒ (4, 4, 4) = 12
Damage Rogue 3: 2d6 ⇒ (1, 4) = 53d6 ⇒ (5, 2, 4) = 11
Damage Rogue 4: 2d6 ⇒ (2, 3) = 53d6 ⇒ (4, 2, 1) = 7

It occurs to me that I might not be able to do this because I can't see through the sleet storm. My druid class has an effects that say she can see through weather related effects. See Eyes of the Storm in the spoiler below.
If this attack isn't an option, because of LOS issues, I have something else almost as much fun up my sleeve.

Eyes of the Storm (Ex):

At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Understood. I think we can move from a desktop. I will put you where you describe. And... Not give you instructions to get out of the sleet storm.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm swings her arms in a wide sweeping gesture calling forth driving sleet at the group of rogues in the corner. She cries out, "Daredevil, follow my voice to escape the maelstrom. The way is treacherous, but the sleet shall not harm you."

Based on the map, I am aiming Sleet Storm at the intersection of between (N,O) and (5,6). That should catch only the rogues and daredevil within the area of the spell stopping right in front of Orchid and Selena.

Sleet Storm:

EFFECT
Range long (720 ft.)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 8 rounds
Saving Throw none; Spell Resistance no

DESCRIPTION
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

is the map accurate? All the rogues bunched up together in the corner? It looks like I can catch all of the rogues in a sleet storm.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

HOOORAY!!!! I finally rolled over a 5!!!!


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm will cast Shield, maximized call lightning, and then take on her elemental form before the surprise round. I have updated her stats in parenthesis to indicate magical bonuses.

Initiative: 1d20 + 9 ⇒ (19) + 9 = 28


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm is ready to go. Assuming all goes according to plan, and we find the "murder squad" with time to spare, she is going to use 2 standard actions before the action starts and cast shield and then "wildshape" into elemental form.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"If I see casters, I shall." Storm replies.

In case this needs to be clarified, I will include everyone who followed us into the building in the Message spell. It was a limited list before.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

That seems reasonable, and I am happy to go with it. This is my first Druid.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I like it," Storm says,"however it will leave you in quite a vulnerable position. I can improve my own defenses, but have little to add to yours. When we find him, I can bless you with the grace of a cat right before you approach, but it will only last for a few minutes."

"We should make haste. This Schultz only has to find his sleeping victims to slay them, so time is of the essence."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)
Cassandra Cain "Batgirl" wrote:
Is the no talking a flavor thing? Because normally Air Elementals speak Auran, meaning that you should still be able to talk, I believe.

Nope, not a flavor thing. I thought you couldn't talk while wild-shaped, and assumed that it was a general rule, rather than specific to the form taken... when I read it now, it does say specifically "animal form" in the line about not being able to talk. So it seems reasonable that if an air elemental can talk, then a druid can in air elemental form.

It would be bad form to steal your "I can't talk" Mojo, Bat Girl. ;)

GM What say you?


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I can put on one of these uniforms, but my appearance tends to be... distinctive. IF I stay to the back of the group, some sort of subterfuge could still be employed,"says Ororo.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Based on my reading of the Pathfinder rules, it looks like they don't say that it makes the target friendly in PF. I remember that it used to say that in the 3.5 rules.

now says:

Influence Attitude:

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If successful, the opponent will:

give you information you desire
take actions that do not endanger it
offer other limited assistance
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Influence Attitude Action

Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.

So as written I don't think it helps, but I say go for it. Spooky seems to be going for fun rather than being straitjacketed by the letter of the rules for this game, good RP may have no effect or it might have an effect, either way it's more fun.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

So this morning, I woke up and had a sudden realization.

There is a thematically appropriate wildshape Storm can do: air or water elemental. Basically she connects more closely to her extra-planar source, and channels the power more directly. She keeps her normal shape but takes on the qualities of an air or water elemental and the effects are all around her.
I have natural spell, so the only real crunch rule I have to keep track of is "no talking in Air Elemental form."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I am very impressed, you all fight very well. Clearly you have had training... I have brought wands of healing, let me tend to your wounds." As she speaks, the Garundi goddess reaches under her cape and draws a wand from one of the side pouches of the small bag concealed under there.

Storm starts with the most obviously injured companion.

It's a CLW wand, so everyone roll 1d8+1 per charge, and let me know how many charges you need. I will keep track of the charges. Storm is not stingy with the healing. I'm using 4 charges.

Healing 4 charges: 4d8 + 4 ⇒ (4, 3, 2, 3) + 4 = 16


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Blown like a leaf on the wind, Storm rises out of the reach of the flanked rogue and alights next to Batgirl's downed foe. She levels her Rod the two Sorcerers and asks them... "Fire is your game Gentlemen? Let me introduce you to LIGHTNING!"

Maximized Lightning Bolt Reflex save DC20:

EFFECT
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Damage: 48 points

DESCRIPTION
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (8d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.


Damage is 48pts, 24 on a save

STATUS:

Move: fly 40ft from threatened square
Standard: Cast Maximized Lightning Bolt at both sorcerers


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Good deal... just flying another 5 ft up, so that I am out of melee range, then dropping down to ground level to set up a line on two sorcerers.

Will post to gameplay shortly.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Those two mages moved apart.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

How high are the ceilings in the grand lodge?


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I still try and keep it off my team, because of that pesky "blocks all sight (even darkvision) within it." But I can drop it on DD with impunity.

It's also a domain spell, so I can spontaneously cast it.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I am flanked by 2 rogues... well I just flew up and out from between them. I don't know how they got past the front line, but here they are.

The technical term is "Narrative Combat." Spooky is kickin' it Old School...


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Wind courses around Storm filling her cape and raising her into the air above the heads of her attackers. 5 foot step straight up.
Her glowing eyes focus on the group of attackers that have not yet reacted. She glides up swerving to avoid the blows of her attackers. Best to keep them out of the fight.
Casting Defensively vs. 23 (15+2x4): 1d20 + 18 ⇒ (1) + 18 = 19

Storm raises her arms and the temperature drops around the three members of the gang that have not reacted. ”Tempest! Howl!“ and nothing happens... "I can't seem to pull the spell together in this confined space..."

I am trying to catch the sorcerers and as many of the rogues as I can in a sleet storm without affecting my own team... but instead missed my combat casting roll.

Sleet Storm:

EFFECT
Range long (720 ft)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 8 rounds
Saving Throw none; Spell Resistance no
DESCRIPTION
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).

The sleet extinguishes torches and small fires..


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Ouch! Storm got hit while casting a full round spell. Must make a concentration check to keep casting. Check DC should be: 10 + 20(damage) + 3(spell level) = DC 33

Concentration: 1d20 + 14 ⇒ (3) + 14 = 17 vs. DC 33


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Spent money and added scrolls:

remove disease
Bull's strength
bear's endurance
Owl's wisdom
Protection from energy (CL=7)
Protection from evil communal
Enlarge person (2)
Glitterdust
Toungues (2)
Water breathing
Haste
web

Spooky feel free to veto any that seem inappropriate, or veto buying scrolls after game start. Total is my remaining 3000 gp.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm's eyes begin to softly glow as she murmurs and gestures with her hands and magic rod to focus her power.
There is no obvious effect, but the sensitive members of the team feel the hair on their body stand up as the electrical potential shifts around them. A faint tickle on their arms and necks betrays her power and perhaps the slightest scent of ozone.

Storm's surprise round is the start of the 1 round action of casting maximized call lightning. I assume I don't get to call a bolt until next round because we only have a standard action in a surprise round.

Initiative: 1d20 + 7 ⇒ (3) + 7 = 10


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I'm going to roll initiative, then cast call lightning. I will post properly in the morning. Too exhausted to post tonight, on a phone.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"Orchid, Silent One, Daredevil, none of you are armored. I shall call upon the winds to protect you as we proceed in...
It is not as effective as leather or metal, but I have seldom needed more."

As the group moves through the door into the Grand Lodge, Storm casts Mage Armor on Black Orchid, Batgirl and Daredevil.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

That was awkward, my post really should have hit before your second post DD. Please pretend that it did...

I am not referring to you as one of the ladies. ;)


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Fantomex did a disguise roll further up the thread. It was 34. I totally blew it.
"Fare you well Mathias... and thank you for your help." Storm watches Murdock as he walks away thinking, He seems remarkably composed in the midst of this carnage, I wonder if that is because he cannot see it.

Storm Turns to the others, "Whoever did this was powerful and deadly. I intend to investigate what's beyond the threshold. I know Longshot and I are prepared for dangerous work. I know magic, and he is very good with knives."

We would not ask any of you ladies to risk your lives to accompany us."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Since I have met Fantomex professionally, May I make a perception check to see if I recognize him through his disguise? If yes:
Perception: 1d20 + 18 ⇒ (4) + 18 = 22

Storm begins walking toward the Grand Lodge. "Well, young lady, Please lead on..."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Ororo frowns and looks to Mathias, "Do you? Longshot and I are visitors to the city. Any connections we have are out of town.

Since we can't seem to wake anyone, and the victims are only sleeping or dead, so there is no one to heal. Perhaps we should see what is going on at the Grand Lodge. The Pathfinders are reasonable targets for this attack."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

"I wish our meeting was under more pleasant circumstances Mr. Murdock,"Storm says surveying the impromptu rescue team, "I know something about magic, but I am not seeing anything yet that is giving me a clue.
I can only assume at this point that the Grand Lodge was the target, but for all we know this malady has struck the entire Foreign Quarter or even the city. No telling which way is safe without some scouting."

She turns a full circle surveying the carnage. "I agree Black Orchid, we must investigate. This isn't normal...it seems hostile but I haven't noticed any other reaction since the initial effect. One thing is certain. It will make investigations easier if we can communicate."

Storm gestures and mutters, casting Message on the assembled team: Murdock, Black Orchid, Longshot and herself, "Now when you whisper..." dropping her voice to demonstrate, "all of us will be able to hear you at a great distance."


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

I am playing up Storm's take-chargeness. If it gets to be too much I can dial it back. I see her as the sort of person who will step into a leadership role when it is not clear who is supposed to be in charge.

I don't mean to undermine the group by declaring myself leader. She is a good team player whatever role she is in. But she is not going to stand around waiting for others to take charge in a risky situation.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm shakes off the drowsiness upon her and stands. She quickly takes in that Longshot is already on his feet. She turns slowly and looks around trying to see if there is an obvious threat or any signs as to the nature of the sorcery that befell them.

As she scans the area she says to her companion,"Longshot, It seems we are both less effected than most. We should work to rouse the sleeping, and get the wounded to some sort of cover; then figure out what is going on."

Perception: 1d20 + 18 ⇒ (2) + 18 = 20

Arcana (Looking for signs of the magic behind this attack): 1d20 + 5 ⇒ (17) + 5 = 22

edited for grammar


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Assuming Longshot is at the lodge looking for his history, I am there helping him research. With a secondary agenda of reminding him he doesn't need to search alone. We can help.

@Longshot, feel free to veto if this doesn't work for you.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Welcome Fantomex! Seems the Ex-men are all here.

It looks like both you and Longshot have written back-stories that have you on your own, Ex-Ex-men, if you will. It seems that I am Charles' only true-believer in the party. ;)

I too am looking forward to large numbers of mooks. I am just hoping that they charge at us down narrow hallways. BD


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

That's just what the Hydra want you to believe. That's as obvious a ruse as Vulcans can't lie.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Maybe as a long-winded Lawyer DD always takes 10 on Diplomacy checks? ;)


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Since the school is so close to Absalom, I could be in town for almost any reason. For example; visiting friends, shopping, or visiting the guildhouse on School of the learned business. Storm doesn't have a secret identity, but she tries to keep a low profile when in town.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Actually, I have some sneak attack... do not scoff at my +1D6... I just don't have anything to apply it with in human form.

Does bull's strength benefit anyone's damage? Seems like we are a dex/wis based attack party, but I don't know how that works with Damage.

I could trade in Natural Spell or Improved Initiative for Lookout if anyone else is going in on it.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Batgirl, I am thinking in the same lines you are. My current armor duration is 8 hours. For now, and if you are the only other person who needs it, I don't think it will be a tax on my resources to armor you for free. That way the gold is better spent on magic that benefits the party more.

I do appreciate that you are being a responsible party member and not expecting to mooch off of the cleric. We should figure out something better to spend that gold on! Scrolls or wands of utility spells for example.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

@Batgirl: My spell slot is less of an issue than the action economy of being able to do it every combat. If we know there will be a fight within the next 8 hours, I should be able to armor you up in most cases. I probably don't need a fancy pants Runestone. If my spells per day become an issue in play we will work it out then... if our lives depend on me casting first level sorcerer spells, we have bigger problems.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

@Longshot: Looks like I read what I expected to see, rather than what was there. Good catch.

@Black Orchid: I know a spell called Aspect of the Bear that does +2 AC and maneuver checks I think... I just realized... There is a PLANT PERSON IN THE PARTY... I need to check out my plant affecting spells.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

@Batgirl: Two things that I know of, Pages of power and Ring of spell knowledge. As you would expect, both are quite pricey.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm is one of the X-men. She was worshiped as a goddess in Garund, and came to help when the X-men needed her, and she never went back. She can control weather, and is generally in tune with nature. She is protective and a team player... Longer version of her backstory is behind the spoilers below.
In combat, Storm's shtick is lightning, and lots of it. Also have some wind spells for control, and I am very open to buffing my teamates, but I need to know what buffs would help... nothing is worse than slapping cat's grace on someone wearing those nifty gloves...

@Longshot: Agreed, we have known each other for a few years. I have never been someone to be impulsively attracted to a pretty boy. ;)

Backstory:
Ororo was born to N’dare and Davin Mun’ro, Garundan traders with a healthy trade between Absalom and Osirion. At the time of Ororo’s birth, N’dare and Davin were living in the great city of Absalom. As traders the couple, and now young family traveled frequently between Absalom and Sothis, and made homes in each of the great cities. As time passed, it became clear that young Ororo was not growing like the other children. N’dare was not concerned, her slow aging, along with her white hair and Blue eyes convinced N’dare that Ororo had inherited the ancient powers of her family line; She taught her child that one day Ororo would have to return to the lands of her people, and learn to control and understand her gifts. In Ororo’s 15th year, even though she seemed about 8 by human standards, the Mun’ro family home was destroyed. Ororo’s parents were killed and Ororo was buried alive, trapped in the rouble for almost a day. A band of criminal street urchins heard her cries and helped dig her free, leaving the poor girl orphaned on the streets of Sothis.
Homeless and orphaned, the gang of street urchins took her to their master, Achmed El Gibár. Achmed trained Ororo in the arts of thievery and she soon became his prize pupil, excelling in picking both pockets and locks. This arrangement lasted for another 10 years. Young Ororo only aged slightly but became much more confident, and her marks took her for being a much younger child. While working the crowd in the Malhitu Bazaar, Ororo the thief attempted to pick the pocket of a young Doctor Xavier. Xavier recognised the girl’s power and prevented the theft. He recognised the young girl’s power, and Ororo felt the power of Xavier, but Dr. X was not able to help the girl. Xavier was in the Old City of Sothis on the trail of an evil creature. His quarry “The Shadow King”, used the distraction of the attempted theft to attack Xavier, and Ororo fled. She left the city and wandered south, feeling the pull of her emerging powers and her ancestral homeland.

As Ororo traveled south toward the Mwangi Expanse and as she traveled she felt the land and skies open up to her. Animals seemed to speak to her, and weather followed her moods. The natural world gave freely to her, and she learned to survive in the wild. Eventually she found her great great grandmother Aniet, who was still alive thanks to her own gifts and she taught Ororo to control her powers, and how to focus them through Druidic ritual. Aniet taught Ororo some druidic magic as well. Ororo took on the name “Dhoruba” which means Storm in common, and became a goddess. She accepted tribute and worship from several villages, protecting them from Chilaxian slave raiders, and granting bountiful crops, protection from curses and disease, and healing.

Some Fifty years later, now looking like an adult in her late 20s. Xavier met the pickpocket again. This time his team of X men were chasing a magic thief called Mzungu. He drained Dhoruba’s powers and renamed himself Deluge. Xavier explained to Ororo about her Aasimar heritage and how she did indeed carry a spark of celestial power, manifested as a pure connection to nature and weather. He revealed that there were Plane-touched people all over the world, and he wsa working to help the good ones find their way in the world, and protect humanity from the evil ones. Dhoruba worked with the X men to defeat the villain and remained in contact with them after they returned to Absalom.
Later when the Xmen were captured by Krakoa the living Island, Dorhuba, called Storm by her new teammates, joined other associates of Xavier to rescue the team and defeat the monster. After that battle, convinced by the size of the threats against the world and the righteousness of Xavier’s cause, she joined the team and stayed on at the Doctor’s school to help guide and protect young people like herself.

Appearance and Role:
Storm is a powerful and protective member of Xavier’s school. She sees them as her family. She seems serene and controlled at all times, knowing full well that her emotions affect the weather, and her powers can be tremendously destructive if uncontrolled. In combat she works to protect the team with weather powers, inspires and empowers her team with Druidic magic and heals them if needed. Her primary offensive ability is calling down lightning and on her foes.
Many decades of living beyond civilization have left her unconcerned about social propriety, and her powers protect her from the elements, So she tends to dress in a cloak, to aid her flying, her goddess headpiece, and the skimpy clothing of the mwangi tribes.


Female Aasimar / Outsider (Native) Druid 8 || Rogue 2/ Sorcerer 6 (HP 76/80 | AC 19(28) T:15(17) FF:16(23) | F:10 R:11(13) W:15 | CMD:21(23) | Init:7(9) | Per:18)

Storm checking in. I'm excited to be part of this, and I look forward to playing with you all.

Fortunately, I have a good handle on the comic characters, because If this will be my first play by post game. So I may need a little coaching on that side of things. If there is a guide or faq that would help me avoid trouble down the road, I would love to know about it.

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