HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*
You didn't offend me as it is rather hard to do, being a nurse I have a rather twisted sense of humor. I fully understood what you are doing and applaud your RP. I was playing Fhingle to what I see him as, he was tortured as a slave and used as a conduit to channel Hellish visions and contracts through. He just has some PTSD that he has to work though.
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
HP: 1d4 + 4 ⇒ (3) + 4 = 7 Feat: Warrior Priest. Skills: +1 I was not ready for the post to blow up like that, I don't get the same access at work right now for a PC so I will be a bit slower I guess.
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
Seeing her allies begin to cut the enemies down quickly Sario tries to help out with her own Tiefling. "We will drive you from this place, you will no longer pervert this city with your wicked ways." Sario says loudly. Scimitar: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (4) + 2 = 6
Sario fakes high with her shield to deflect the Cultists weapon, slicing low with her Scimitar she cuts across the abdomen drawing a large spray of blood.
HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13
"Excite you?" Fen says with a wide smile as he nimbly catches the keys and opens the cages. Pulling out his own Healing wand Fen boops the two to hopefully bring them awake. CLW: 1d8 + 1 ⇒ (3) + 1 = 4 CLW: 1d8 + 1 ⇒ (5) + 1 = 6 doesn't matter who first
HP 33 l AC 20 (T 15/FF 15) l F +6, R +8, W+8 (+2 vs enchantments) l Ini +8 l Perc +13
Kasumi I like your addition to the slide Fen looks at the situation in the room. "You're awful crowded in there, maybe back out a bit so others can help?" Fen says. Going to Delay to see if they move out so I can whip
It would be 2 days for the bow to be enchanted as it is 2000 gold. Way Finder Powering Stone 26-100 to pass: 1d100 ⇒ 98the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power. There is also more stuff on the sheet, Things under 350 gp will be available anything over 500 will have to be rolled as right now they have what they have scavenged.
Yes you get Mythic at 6th, the end of this book, you wouldn't qualify for Vital Strike till 7th as you don't get a feat till then. Fighters get access at 6th and a few other classes since they get a bonus feat then. You could I guess in Theory train out your 5th level feat. I am good with Retraining, we can use your clans men as well as the teacher.
So I built Balder on Hero Lab, because he has the ability to wield Large size weapons the War Hammer stayed Large. Uskroth’s Armor:
Hero Chieftain Uskroth wore a suit of armor that blessed him with enlarged size and great strength. USKROTH’S ARMOR PRICE 11,350 GP SLOT armor CL 5th WEIGHT 100 lbs. AURA faint transmutation This battered, well-used suit of +1 half-plate automatically resizes itself to match the size of its wearer. Once per day on command, the armor can bestow upon its wearer the effects of righteous might for 5 rounds. The wearer’s alignment determines the DR gained from this ability. A good wearer gains DR 5/evil, an evil wearer gains DR 5/good, and a wearer who is neither good nor evil chooses which DR to gain the first time she activates this ability—once chosen, it cannot be changed. CONSTRUCTION REQUIREMENTS COST 6,350 GP Craft Magic Arms and Armor, righteous might AGRIMMOSH MAJOR ARTIFACT:
SLOT none CL 20th WEIGHT 10 lbs. AURA strong transmutation Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impactUE warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh c an u se t he h ammer to cast heightened enlarge person (Fortitude D C 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes. In addition, Agrimmosh has other powers that are currently dormant. When the Hammer of Unmaking is struck against Minderhal’s Forge in the Cathedral of Minderhal (see Pathfinder Adventure Path #93: Forge of the Giant God), these powers are reawakened, and Agrimmosh gains the following abilities. Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check. Agrimmosh a lso g ains 3 c harges, w hich r enew a t t he beginning of each day. The wielder can expend the listed number of charges to activate one of the following spelllike abilities as a full-round action; expending an extra charge to activate the spell-like ability reduces the casting time to a swift action instead. Regardless, the wielder of Agrimmosh can activate only one of the weapon’s spell-like abilities per round. • Heightened enlarge person (1 charge, DC 23; this replaces Agrimmosh’s 1/day enlarge person ability) • Heightened mass enlarge person (2 charges, DC 23) Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons. More details on this ability can be found in Pathfinder Adventure Path #93. DESTRUCTION If Agrimmosh is heated in Minderhal’s Forge at the Cathedral of Minderhal for 10 years and then quenched in the blood of a slain rune giant, it loses all of its magical abilities and is destroyed, shattering into a thousand pieces. A lot to read
Arrows 33/40 Blunt 20/20 HP 32/35 l AC 18 (T 14, FF 14) l F +5 R +8 W +2 (+2 vs enchantments) l Ini +5 l Perc +13 (+2 traps +1 vs giants +2 vs surprise)
Doors/Traps:
[dice=Trap]1d20+15[/dice][dice=disable device]1d20+14[/dice][dice=Stealth]1d20+10[/dice] Quiary pokes his head back in the room a bit as the two are talking "Shhh... I can hear you down the hall, at least go back into the big room. Plus Caeldren is right, a shield doesn't allow you to dip and dodge, put and arrow or blade where you want it to inflict the most pain." Quiary smirks then heads back out
HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law "I agree with getting to the safehouse first, once we know that it is "safer?" Chorlo smirks at his own bad joke "We can then go to this Pemak's Tincture and see what we can find out about the poison, it was recently burglarized and this poison is famous for use by the poisoner's guild here in Daggermark." You put reset, just funny because he does for the next group to go through this modules :)
HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*
Fhignle mutters something in Celestial, his body changes into what looks like white hot heat. Moving towards the down Hellknight Fhingle lays a hand on him. Energy Body: 1d6 + 4 ⇒ (2) + 4 = 6 If anyone else needs healing from this. Energy Body: 1d6 + 4 ⇒ (1) + 4 = 5
Fhingle offers his hand out to those in need of healing.
HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*
Will save: 1d20 + 5 ⇒ (2) + 5 = 7 Fhingle rocks in pain from the spell and from the Incoming damage all his friends tooks. Fhingle takes up to 5 from each of the damage you took.
Lots to Read, I will also give 1 minute of prep time before the battle starts, this is long play smart, "bodies" will be left on the battle field but turned upside down, they are dead and count as rough terrain. Also a new map is up for this fight. Sharpened Stakes: The easternmost barricade is equipped
Barricades: Two barricades have been set up on the
Flaming Boulder: A large boulder that came crashing into
Rolling Logs: Two bundles of logs have been lashed to the
Khaz I love the RP, I had to work the sword into the game since it is a big part of the story. You should have got it underground but this was the best place I could put it in. Now Khaz you don't use the mace that is your Deity's favored weapon, the Issue with this sword is that if it is in the hands of a different Paladin it will "morph" into the favoured weapon of your Deity.
HP 43 l AC 19 (T 13, FF17) l 3/3/5 (+2 vs Fear) l Init +2 l Perc +8 *Cover Name - Ba*
Fhingle watches the two men not get along, getting a bit more quiet himself/ Once they return he helps with some unloading then goes to painting. C Paint: 1d20 + 8 ⇒ (19) + 8 = 27 Fhingle does this till he is ready for bed then goes to sleep
Updated with some additional sorting by Traits: Melee
Divine
Skills
Arcane
Sorted by Traits Riftwarden Orphan
Touched by Divinity
Exposed to Awfulness
Stolen Fury
Chance Encounter
Child of the Crusades
The World wound Pours forth Demons of every kind, the Storm King has made and attempt on the Ward Stones once before and our Intel tells us that he will likely do so again but who knows when. We seek knights, Paladins and all those whom would serve in the 5th Crusade heading into the World wound to drive back the Demonic presence, and close the festering wound that has destroyed Sarkoris. Character Generation:
I am going to give 2 options here. 1. You can go 25 pt buy but you have to roll your HP and stay with whatever you roll. 2. You can go a 20 pt buy and have max HP at every level Backgrounds skills will be in effect. Variant Multiclassing Unchained Classed only Skill Unlocks – Rogue’s get it naturally Stamina System – Fighters get it naturally, everyone can feat into it. The new Poison/Disease system Races and Classes:
All Common races All Classes – Yes Gunslinger without having to go bolt ace is acceptable. Tiefling or Aasamir – Aasamir’s are welcome but Tieflings are not overly as they are suspect to their demonic partenage. This City does not like those who are not of the common races. I am not overly familiar with the Occult Classes but you can play them if you wish. No 3rd party please don’t ask this can get crazy enough as it is without some of the more powerful 3rd party classes. I do like them though I will tell people that much. Background:
Nothing to overly expansive, Most people are going to be new to adventuring or crusading and hoping to get their fair share of the loot that is left in the country that was Sarkoris. A 2-3 paragraphs max is good for me. Please no RP in the thread, ask any questions on the thread unless it is absolutely necessary. [b][/bigger]Recruitment is open for 1 week closing on Sunday Jan 7th at 11:59:59 EST [/bigger][/bg] I realize I am opening this on New Years Eve here in Canada but I find recruitments that run to long tend to get a bit much. I am running a game for some friends and am playing in some so this will be my first AP recruitment and 2nd overall on these forums.
"Many, I didn't leave this floor, I had my own work to do, to pervert to corrupt." The Tiefling hisses at Don The Room you are in
Office:
P9. Priest’s Chambers A long table and six chairs have been pushed against the western wall. On the opposite wall, a tapestry depicting a map of Mendev hangs from a silver rod—the tapestry has been slashed several times and splashed with filth. A bedroll sits on the floor, and on the nearby table is an array of alchemical devices and a long wooden sword case wrapped with cords, as if ready for travel. On the table are 3 Holy Symbols of Iomadae and Sheylyn. There is a Sword case and the what works out to be a masterwork Alchemy lab This provides a +4 to Craft Alchemy skills. Sword Case:
Inside is a Cold Iron Long sword, the magical aura on it radiates demon slaying. There is also a note See notes if this doesn't work Once in the next Room Alchemy DC 20: The Tiefling is trying to infest the holy symbols with Demon's Plague so that once someone touches they become infested.
As Iko travels down the alley ways he ducks into some debris to avoid some cultists that are moving by, there are 4 cultists all with masks on and a few Dretches. Iko: "We should have persued them right up to that blasted hold out, I bet we could have taken them." One of the cultists says. "Jeslyn says we cannot abandon the The Garrison, she is almost done the spell to corrupt that stupid stone fragment."
Specials: HP 29 AC 19, T 10, FF 19 /CMD 13/F+5/Ref+1/Will+6/Ini+4/Perc+6
Blessings 3/4 day, Fervor (1d6,0/3 day), After Aliva checks the room she comes back. "Not much up there, some skulls in cups and nice marble tables. They would be worth a bit but nothing else that I noted." Aliva then follows the group out with Ai'Sha
The man goes into the back again, coming out with a few nice out fits for the group. 100 gp each outfits for the PC's The man arrives at Tink, "I guess I will have to make a hole in the back for your tail to come out. As to sleeping, you are more than welcome to rest here for the remainder of the day."
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
"Merlin just end the demon, they wouldn't be so kind in turn. We are not taking prisoners here." Sario will then turn and move into the house. "Scared little man, come out to play, children cannot defend themselves like we can. Your demonic masters will kill you when you return with news of your failure here." intimidate: 1d20 ⇒ 20
Lady-J wrote:
I was just trying to work within the means of the game at present. People would still complain the fighter/rogue/monk are weak with 40 point builds.
Balkoth I read your posts, I do agree, I feel that you still want the stat boosting items, I am NOT calling you a min/maxer at all. I mean if your Human fighter is balanced using a 20 point buy Str 17 (+2 human)
He is suffering no negatives and at 4 (+1 str), 8th (+1 dex), 12 (+1 int) you are going to get bonus' at those levels PLUS those from ABP. I realize that it is not perfect for classes using a shield or 2 weapons but really unless you are using hero lab you can rule how you wish. Magic items that are stat boosting are like a crutch that everyone thinks they need. A fighter with an 18 Str should be enough to take you all the way to 20th, you don't need 24 str because you got the +6 belt and put all your extras into Str. Now you have a 29 Str but cannot get that 30th point. If a humans Str caps at 18 it would make more sense, it would keep those large beings more dangerous because they can have higher stat bonuses. Might Items should add quirky abilities that you cannot normally get from your class, boots of flying for a fighter because they cannot fly. Fun stuff not flat + x Stat
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