Dr Lucky

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Goblin Squad Member. 180 posts (1,180 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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Looking forward to delving the ruins again with the Bask Brigade!
Just dropped our son off at Uni in Winchester, England yesterday. Will be heading back to the states in a couple of days with mixed emotions. Proud of our son for going on this adventure, a bit scared for him since we will be so far away, happy to finally have an empty nest, sad to have an empty nest, happy to have been back in Europe these past few days and wishing we could stay this side of the pond, and other sundry emotions.
Very sorry to hear about your loss Mark.


So sorry to hear the news Mark.


Sorry for the extended absence. Our container from Denmark finally arrived after 99 days. We have been up to our necks in boxes and unboxing. Lots of work but very nice to finally not be living basically out of suitcases.


Ahhh...I've always wanted to do Age of Worms. Talk about epic scope.


The_Beetle wrote:

A high-pitched SQEEEEEEEAK is heard.

It is the sound of The Beetle scratching Diorio's name off his Christmas card list.

Hmmph!

I thought you might have an opinion on beetle cuisine. I've only heard rumors as to their delectable tastiness, I swear.


The Bask Tooth Brigade sounds good to me. The only thing I can think of is to modify this one a bit to The Smokin' Bask Brigade


Love the added backgrounds! Great way to use our back stories. Thanks for the awesome beginning. Let's see what we can all do together (and here's hoping the dice gods show favor on our attempts).


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I should be able to post my character by tomorrow night. Back from Korea and now need to head to Odense for a couple of days, but that will give me time on the train bring Diorio to life.


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So honored to be invited to this group adventure. I must say, it has been a long time since I've rolled the bones and swung the steel. What better time then now to shake off the mental rust, stretch these old limbs and take up my dice and blades once again. To that end, I can attempt playing Diorio, a Swashbuckling youth fleeing Absalom after being wrongly accused in the murder of his maestro, who declined imparting the secret of the unstoppable thrust to one of his wealthy, yet nefarious students. Homeless, without a patron and maestro, I must now seek the means to stay alive, learn the secrets of the blade, and one day avenge my maestro's death and restore my honor....something like that. Admittedly not too original, but now I can try playing virtually what I have played at in real life (minus the murderous intrigue).
I will definitely have to brush up on the PF1 rules again


Turvijagal wrote:

Take care of yourself first!

I certainly appreciate, and marvel, at the time and effort you've put into being a GM.

Second that. Be well and maybe we can look forward to taking up the adventure again in the future.


Welcome to the gang.


Naomi Chadwick wrote:
Sam Houston no Jarvis he was not an orc, he was either Aasimar or Tiefling, depending on who you talk to, or possibly which side of the river they lived on.

LOL! Well said.


May I submit Galero, Protean Sorcerer, for your consideration:

Galero:
Galero
Male half-elf sorcerer 1
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks protoplasm
Sorcerer Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—mage armor, snowball (DC 15)
. . 0 (at will)—acid splash, dancing lights, detect magic, flare (DC 14)
. . Bloodline Protean
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Eschew Materials, Point-blank Shot
Traits elven reflexes, focused mind
Skills Acrobatics +0 (-4 to jump), Knowledge (arcana) +6, Knowledge (planes) +6, Perception +3, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Elven, Protean, Sylvan
SQ arcane training, elf blood
Other Gear crossbow bolts (10), dagger, light crossbow, backpack, bedroll, chalk, earplugs, fishhook, flint and steel, grappling bolt, scroll case, torch, trail rations (5), waterskin, 103 gp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Protean +4 DC to dispel your [creation] spells
Protoplasm (7/day) (Sp) Throw a tanglefoot bag 30' that also deals 1 acid damage/round and lasts 1d3r.
--------------------
At first glance, Galero is a handsome half-elf with a care-free attitude that takes him far afield and wherever his whims carry him. Yet, those few that spend more time with him soon realize that his demeanor masks a strange, otherworldly persona. His mind will sometimes turn inwards and outwards to vistas that others can't see or comprehend, as if he is searching for enlightenment, wonder, darkness, separation. His appearance, while handsome, is strangely and subtlely mutable. His eyes will change color slightly from one day to the next, his hair seems to have a life of its own and will also shift in color ever so slightly.
He is a wanderer of the true sense, always looking for a great adventure or mystery to solve.


I've set this game to inactive.
Maybe another time we can try something again. Let me know if you would prefer to start one at first level, so characters, players, and gm have a chance to grow and learn at maybe a better pace or style.


Dotting for extreme interest. Would love to be a part of a psionics game and make use of my Ultimate Psionics book. Very interesting original recruitment thread. Any particular classes you are looking for?


carmachu wrote:
Its been 8 days, seems unusually high hold time waiting for the order.

Mine has been pending for 21 days without a response. What gives Paizo?


Throwing my hat into the ring with Nub:

Nub, Human Illusionist and juvenile miscreant:

Show:

“Nub” can’t remember any other cognomen flung his way that was not a more unsavory insult, and so Nub he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Pattern Masters Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Nub evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. This possibility only made life worse for Nub. The apprentice wizards took it upon themselves to both torment and teach Nub some rudimentary magics in an attempt to see if talent might surface that would prove telling. Nub outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening’s events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Nub has been on the run for three months now after learning about the Master’s lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.

Nub
Male human illusionist 1
N Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6) or
. . dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), obscuring mist, silent image (DC 14)
. . 0 (at will)—ghost sound (DC 13), mage hand, prestidigitation
. . Opposition Schools Divination, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 16, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats: Improved Initiative, Scribe Scroll, Sneaky Vagabond, Defiant Luck (human racial feat)
Traits child of the streets, looking for work
Skills Bluff +2, Knowledge (arcana) +7, Perception +6, Sense Motive +2, Sleight of Hand +4, Spellcraft +7, Stealth +0
Languages Common, Draconic, Elven, Gnome
SQ arcane bond (club), extended illusions (1 round), opposition school (divination, necromancy)
Combat Gear potion of cure light wounds, scroll of mage armor (x3); Other Gear club, crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, blanket, candle (4), chalk, charcoal stick, cooking kit, earplugs, fishhook, flint and steel, jug, mirror, hemp rope (50 ft.), scroll case, sealing wax, sewing needle, spell component pouch, waterskin, 36 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Club) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Divination You must spend 2 slots to cast spells from the Divination school.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scroll of mage armor (x3) Add this item to create a scroll with spells on it.
Sneaky Vagabond You get a +2 bonus on Hide checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Diplomancy and Knowledge (local) checks when trying to find a place to hide.
--------------------


I have been away on business to Los Angeles past three days, returning home tonight; so I will be able to post to the game thread tomorrow.


Cugal the Cryptic wrote:
lol!!! You don't know how funny that question is for me, although I am guessing Phil is feeling somewhat chagrined.... I'll let Phrip answer (with chagrin!).

I know how funny that question is for my brother and, I must admit with some chagrin, myself. The answer: he is younger and way more immature, though he looks far older and is actually prone to senility. For the past 25 years various people have wondered who is older and it has always surprised them to learn the truth. Glad you asked.


Cugal the Cryptic wrote:
Cugal's perception and knowledge rolls succeeded, but since I don't have a monster manual and no real knowledge of these bone devils, can you tell me more about them or point me in the right direction to read about them?

Oh, I don't know...google seems to work for most people.


GM JaceDK wrote:

Hi everyone.

I think it is past time to officially close up the Rolling on the Rivers games. Between work, family and freelance assignments, I haven't got the time or energy to GM two PbP games, let alone games where I cook up the content from scratch.

As such, we unfortunately have to pull the plug on the games. I thank you all for making such interesting characters and for the fun we had while the games were going.

Should any of you wish to pick up the GM mantle and run a game for the players involved in this campaign, or have openings in your existing games, drop a note in the OOC threads. Personally, I have room in my PbP schedule right now to be a player in another game, even if I can't manage to run one.

Once again thank you for playing while it lasted.

/Jacob

Thanks Jacob. Perhaps there will be opportunities in the future. Would certainly welcome teaming with Hurgah again. Keep me in mind.


Post out of character questions, statements, and general nonsense here.


I'd be up for the fun. I started playing D&D back in '77 with the Blue Box basic set, and I have run my kids through the Pathfinder Basic just recently and really enjoyed it. I know nothing about Ditzie but will check it out.


Faren "Untranslatable" wrote:
Harroan Sallemore wrote:
Vasrik, there's an edit function within 1 hour so that you don't have to leave in extraneous stuff.
Whaaaa!? You don't find my blather fascinating?

I am eagerly awaiting one of your excellent cut scenes. Blather away!


Faren "Untranslatable" wrote:


What do my fellow Bravoites think? I’m still open to re-making my PC to fill any holes.

I would love to see how the saurian shaman plays out, but that is just my own self interest coming through. Given that my character is going to be the squishiest in the group (I seem to have a knack for that), he would enjoy having any extra protection around him as possible.


GM JaceDK wrote:

All right, with no new expressions of interest over the last few days, I'm fairly certain we have the makings of a group.

I'd like everyone who have submitted a concept so far to begin fleshing out their characters, adding aliases, filling out crunch and fluff etc. Those who have submitted more than one concept can select one to move forward on.

This would also be a prime time to sort out any intertwining backstories.

As promised, I won't lock down party selection until after Easter, but there is no reason to delay things if we don't have to.

Sorry for the late entry, but now back from business trip.

For consideration:

Mellep: teenage human Illusionist, probably multiclass with Rogue; former kitchen drudge to the Sublime Patternists Guild, current fugitive of said Guild after stealing a minor folio of spells from one of the Pattern Masters. He is motivated by obtaining the status and wealth that he has been denied by his lowly birth, and by avoiding the wrath of the guild.

Firxx the Witch-Hunter: Young fool looking to make a name for himself by collecting trophies from vanquished hags, crones, warlocks, and various other practitioners of the wrong sorts of magic. Such a profession can be accomplished by several different classes, so I am open to suggestions. The Witch Hunter class from Super Genius is an obvious fit, if allowed. Otherwise, I was thinking Bardic Magician (for their improved counterspell); Ranger Infiltrator; Rogue Swashbuckler possibly multiclass with Wizard Counterspeller.


Dennis Harry wrote:

Well it was one of the best games I have ever played in and I have been playing for 25 years. Thank you all for making it a great experience.

Absolutely!


Karek Kogan wrote:
Thalia was a former player who was the first to drop out a couple months into the campaign. Pact took her on as a DM PC, until she majestically betrayed the party. When the party walked into the throne room of the Exemplar Khymrasa and started going about diplomatically asking if we could do some excavating, Thalia loudly declared all of us spies, resulting in a total mess that really annoyed Karek. This resulted in a big party split, with Donkor evacuating some of us to the elemental plane of water.

That whole incident and its immediate aftermath was brilliant. Well worth going back and reading. I truly thought the Potentate was doomed, so he pulled out all the stops in an attempt to survive and escape...and amazingly that worked with his buddy Hurgah's help. It also helped me understand some of the mechanics of 3.5/Pathfinder that I really did not have a good grasp on, such as attacks of opportunity. Made me realize just how vulnerable wizards can be when surrounded by a bunch of monks.

One question I always wondered about: What was the Beetle's plan if Moonpate hadn't started the battle and we surrendered?


Karek Kogan wrote:

Unsolved mysteries from a player perspective:

Ahh, good topic:

For Moonpate, not being able to make further contact with the gen in order to further his quest to become a full fledged daivrat. And tag teaming with Hurgah to put the ultimate smack down on Soan.


Dennis Harry wrote:

Too funny.

Indeed. I applaud your effort and the amount of work involved in trying to pull off such an elaborate deception. I did notice the Campaign Info tab and Xerissa's profile, so I knew that Thalia was in our mix and probably not for altruistic reasons. But...I did not want to meta-game that info and so Moonpate remained relatively clueless, or more precisely, too concerned about everything else going on to pick up on the not-alchemist's discrepancies in abilities.

As with Dennis, I too felt that Xerissa was not too helpful, and indeed somewhat of a liability in always wanting to throw around bombs, having been on the receiving end of one.


Jacob Trier wrote:


If you are interested, let me know and I'll post a link to the recruitment thread once I get it up.

Definitely interested.

Jacob, your highlights mirror my own. Hurgah and the Pate were quite the dynamic duo. The whole fracas in Khymrasa's tent and its aftermath were superbly entertaining and truly suspenseful as the danger to my squishy wizard was quite palpable. I was really looking forward to having a final showdown with Master Soan, but getting Sceptre was definitely rewarding.

Phil


Dennis Harry wrote:

Hey Beetle -

I would prefer to play out through the end but as it is time consuming on your end I do understand.

I certainly enjoyed this game immensely and I am sad to see it go. Especially when it felt like we were getting close to the end!

Looking forward to you revealing the secrets that we had missed. If you run another PBP let me know, I would certainly be interested in playing.

--Hal

I concur. It has been quite the adventure in every sense of the word and it has helped me learn the Pathfinder mechanics. I too would prefer to see through to the end but I certainly recognize how hard it has been to keep this going. My own posts have dropped significantly as I have been traveling so much for work the last six months. I have had a blast trying to portray the Potentate and have thoroughly enjoyed all the character personalities throughout (especially poor Anyo). This has been a wonderful group and would certainly relish the opportunity to game again with any and all of you, especially when my life hopefully stabilizes to a better level of normalcy in a few months.


Jacob Trier wrote:

And now a break for commercials...

I wrote stuff, and other people paid me for it and stuck it in a book.

Thank you for your attention. Carry on.

Cool beans! Did your membership in the infamous Dune Squad have any influence on this project?


Jacob Trier wrote:
Pact Stone GM wrote:

I see Moonpate has a +17 Spellcraft. That's amazing. But I am unable to reverse engineer it. What have I missed?

A max of 8 ranks at level 8, +4 for INT, +2 for Magical Aptitude feat.

I'm three short.

Not surprisingly, Spellcraft is a class skill for wizards, which gives you the last +3.

Thanks. I use HeroLab to make sure I am legit on all these crazy skills and feats (at least I think everything is correct), since this 3.5/Pathfinder stuff is an awful lot to keep track of.


Pact Stone GM wrote:

Awesome Jace! I love it.

I particularly dig that you have to fuel it with your own life force.

I agree. Very cool item. Does the wearer control the chain length; i.e. can the captive move and engage the wearer, or is it "entangled" such that its arms/abilities are useless?


Halstadt Morgrym wrote:
Now I am a bit frightened.....

LOL.


Merry Christmas to all!


Gandel wrote:

Good luck and best regards to everyone!

We'll miss you Max. Best to you.


Hurgah the Reaver wrote:
Speaking of babies, did I mention that the REAL baby Hurgah is due to arrive on the 4th of July?

Congrats indeed!

Sorry I haven't been posting much lately. I have been traveling a lot lately and currently am gone for my brother's wedding. I will be back home Tuesday and should be able to post more often then...not that the Pate has had much to do recently other than avoid another near-death experience.


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Halstadt Morgrym wrote:

Fortitude save 1d20+10

I roll much better when I am already dead...

Not all dead..."mostly dead".


Javell DeLeon wrote:

You shouldn't be dead, Pate. How many hit points did you have? If the 34 is correct that you have on your sheet, you should be at -9. And -12 would actually be death.

Ahhh, I thought -10 was the end of the line and that the 'Pate would surely expire before anything could be done. If it is -12, then perhaps he will survive, though crispier and far worse for wear.


Sorry for the absence. Have been travelling a lot lately and won't be home until Sunday.


Halstadt Morgrym wrote:
That sucks Gandel. When I was in my early 20's I used to do treework and I remember throwing 400 and 500 lb. logs on my shoulder and walking them out of people's backyards. I would throw my back out though picking up things off the floor like blankets and cd cases and that was when I was young! Now I injure my toes walking to work! Getting old is the worst.and I am not even that old yet!

Getting old definitely does not have much going for it. I've been trying to get back into fencing after a multi-year hiatus and I am hurting parts of me I didn't know existed. And it doesn't help that my gear is older than almost everyone I have to compete against. After a recent tournament I could barely walk for three days, much to my wife and kids amusement. The worst of it is that my brain remembers what my body used to be able to do, and it keeps trying to do it.

Sure hope you feel better soon Gandel.


Amorial Suth wrote:
Baby Hurgah is doing great! Will be posting tomorrow.

Congrats to the clan!!!


Hurgah the Reaver wrote:
Hurgah gains a new spell known for level 8. A 1st level spell from the sor/wiz spell list. I'm thinking of shield. Any other brilliant suggestions that would fit the Reavers unique style?

How about ear piercing scream.


Pact Stone GM wrote:


Anybody remember the original haste spell in 3.0 before they corrected it? Those were the days.

Original? Heck, I remember the 1974 version...now thems were the days sonny; back when dice were marked with crayons, elf was a class, and a feat was having your wizard survive more than one encounter.


Donkor Sooron wrote:
Thanks for the updates. Not sure if Paizo was entirely accurate on their artwork for this guy, at least as the Eye of Sooron scoped him out. Looks a lot more like a robot or an animated statue than a mummy!

That is one cool pic though!


Pact Stone GM wrote:

Just a brief off-topic post post to not-so-silently observe the cancellation of Kobold Quaretly magazine.

It was an awesome 5 year run and will be missed.

Thanks Wolfgang and crew.

Agree entirely. I looked forward to every issue. Sigh....


Javell DeLeon wrote:
That works for me. Especially since I don't even know who Anyo is. :P

Anyo was a great NPC who met a spectacular end care of Gandel's sabotage of the dig site crane. It was brilliant! I pasted the cut scene below, but you can look for Anyo's earlier posts to understand why he was so memorable and his demise so apropos.

[Cut Scene]
Now hooked-up to the great crane overlooking the pit, the Build Beast slowly advances. With the crack of a whip, the powerful creature picks up speed in earnest, hauling the thick ropes as it strides away. The resulting force is controlled and directed around a pair of carefully lubricated metal wheels, causing the winch platform at the bottom of the pit to rise in a graceful fluid motion. At precisely the mid-point of its elevation – exactly at the point were the platform is level with the very tip of the mysterious sand-covered pyramid. . .

“Ziiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiing”. The central cord flies completely free from the master pulley. The winch gives way to nothingness and the platform is in total free-fall. It crashes towards the bottom of the pit, screaming towards terminal velocity.
-----
The Exemplar Khymrasa screams in horror, that is until the magic that protects her suddenly kicks in. She then begins to slowly descend, as though levitating softly. She is not calm, however; her eyes seethe with anger. Her head lashes from side to side as well as up and down as she scans the pit for someone to direct her rage upon.

Looks like it might be a feather fall.

Whatever her magic is, it does not extend to the two well-oiled bodyguards who travelled with her.

Bodyguard #1: 10d6 ⇒ (3, 6, 2, 4, 2, 1, 3, 4, 1, 4) = 30

Bodyguard #2: 10d6 ⇒ (3, 2, 1, 3, 6, 2, 1, 5, 6, 2) = 31

Their bodies crumple as they hit, their internal skeletons unable to absorb that much force without shattering like glass.

Anyo the Testamentarian: 10d6 ⇒ (1, 1, 4, 4, 4, 3, 5, 6, 2, 4) = 34

The loudest scream belongs to Anyo the Testementarian. It’s cut short as he too hits the ground with a sickening squelch.

There are also four soldiers and two more administrators left airborne with outstanding appointments with the ground.

Consider them deceased.

Finally, when the platform lands, it crushes an unlucky torchbearers who froze in horror at the sight of the accident.

And what of the sharply attired druidess, Thalia. . .? Please do not all express your concerns at the same time.


Master Soan wrote:

Ever since the god-fiend had favoured him with the chance to consume an archon yesterday, his ki had scaled new heights of power, previously unreached.

Ouch! That is one amazingly awful recurring enemy, Master Beetle. Your cut scenes once again have flavored the stew we are in with more than a dash of terror.

Now I also feel bad about that poor archon I summoned. Pay back for all this crazy monk's deeds will come...right guys?

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