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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Good work with the tanks. What next?", he points towards the approaching bear with a questioning look on his face. "Take care of them, or move on?" With the tanks stopped I think it makes sense to take out other threats that would otherwise attempt to chase after us, as long as they don't dogpile us we should be kinda fine - ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Hej, things seem to have slowed down severely-
I finally did push myself to come here and check the situation - I am willing and motivated to go on, sorry for the unannounced absence rather than providing "new life". But seeing how discussion was silent from early january and a total of 4 posts in february, maybe a roll call would be in order? Everybody still here? Just waiting and biding their time? ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() I did, Vasily. We have Resist Energy(Electricity/Lightning)) online in the Communal Version. That's 30 points of that resisted. (I have 2 spoilers, one for personal and one for party-wide effects.) Reflex: 1d20 + 16 ⇒ (16) + 16 = 32
When the machine starts to arc lightning, Sigurd quickly withdraws from it, sidestepping the largest blast, and seeing the secondary, smaller ones harmlessly dissipate from the wards he formed earlier. "I saw that as well, Duardlara. It's possibly how we can use the towers to get to Rasputin...but all in due time." ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Aye, aethers are so nasty. Worst thing? Their Telekinetic Throw is EX - that stuff even works in an AMF.(THEY would blink out on entering, as per summoning, but they can violently pull you out of one, or throw you into an AMF and keep you there.) Sigurd attempts to cause the contraption to do something. Anything out of the ordinary would cause people to waste more time on investigating and fixing things.
I am totally fine not having complete comprehension. But I assume it is some means of control, and even if nothing is labelled in Russion, some stuff should be able to be found out ad-hoc via Trial and Error. Press a prominent large button or lever to attempt to turn it on, Rotate some valve to move/rotate what is above or improve throughput - basically not looking for a full manual, just for a chance to press some buttons to try and mess with the setup, maybe turn up the power to max and shine directly at another tower or something like that. I'm fine with that being a pure narrative aspect with no further input from me, but if there's controls of some sort there, he'll attempt to mess with them(as he has no disable device to rig them to break or anything). Heck, even if the thing reacts too slow to plan some result, he'd attempt to keep it moving or doing something as long as possible so it seems someone is operating it. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Sigurd uses his limited technical understanding to check out the complex metal contraption, assuming it to be some sort of control panel. KN Engineering: 1d20 + 6 ⇒ (14) + 6 = 20 "We leave shortly, but with a bang, or our objective here will not have been met. We wanted a diversion, so whatever reinforcements they mobilize will have to decide where to head, hopefully delaying them a while..."
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Something to remember us by. We wanted to raise a ruckus to draw attention here while we hit a different target. So far, we have not accomplished that-" I think last guy may still be standing, as he was not hit by the Breath weapon either. If my rough guess is correct, he should have about 20 HP left, +/-10. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Ha, good timing there - I was incredibly busy with work and some other stuff and basically "out of order" last week(and most of the one before).
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Pulling free his twin blades as he enters the tower, Sigurd does not wait for the expression of surprise to vanish from his marks.
Main Hand 1, Strength Surge: 1d20 + 21 + 7 ⇒ (7) + 21 + 7 = 35 to hit for Damage, Slashing: 1d10 + 17 ⇒ (7) + 17 = 24
Swift to activate Minor Blessing Strength, Full Attack, 5-foot step as needed to reach new targets if none remain next to him. Cutting down those which seem most wounded first in terms of target priority. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Aye, we decided on what to do and where to do it, and buffed up. I think it's DM to set the raid on the flashlight. If we DO want to streamline things, I'd also be fine with the diversion and attack on the spotlight thingie being "off screen" and us proceeding straight to the Vampire Chaplains. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Aye, maybe killing the chaplains sends the other forces into disarray :) ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Either is fine, Duardlara, and no specifics. One in DD range(or close) of our ultimate target, I'd guess. Vasily: Could you spare a slot for a Stoneskin? I do have material components for 4 castings myself, it would "just" be the slot you'd need to expend - and why the enlarge person? In case form of the dragon gets dispelled? ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "I concur. Lets go hit that spotlight tower, raise a ruckus, then go hit our real target. We can talk theory all night and not get something done...I think there is no optimal solution here." So, time to buff up I guess? Minute per Level or more should be sufficient to hit both locations and then some.
Sigurd: Freedom of Movement, Shield of Faith, 1xWeapon of Awe and Death Ward as personal buffs.
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Don't you worry, Duardlara, I have no style to nerf yet, just a concept :D Which is totally up for adaptation, plus needs actual in-combat testing to gauge where I stand, or what I may need more or less of. A thing of the warpriest is that I can spend a Fervor to cast a self-buff as swift action, so I loaded up on some of those to see - the basic idea was to start up divine favor or divine power (which provide a decent luck-type bonus for round per level), then start up deadly juggernaut(which scales up with number of targets felled but lasts minute/level). But I swapped Divine Power for Death Ward(because Vampires) so ... anyway, what I'm trying to say is that at this point it's all just theorycrafting anyway, I'll have to get a closer feel for how Sigurd handles during actual play, actual combats, then adapt his loadout based on that. Heroism would just have been nice because it lasts an eternity and the moral bonus would stack with most of my stuff :)
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() @Darkvision: I just searched again and stumbled on Blessing of the Mole. So, I'll drop Deadly Juggernaut and Dispel Magic(I trust you guys can cover that) and prepare it twice...(it covers all of us, but only for 14 minutes per cast). I COULD also drop Fickle Winds for Angelic Aspect, but that'll only cover myself. While Fickle Winds has diminished effectiveness against bullet weapons, I think if it even manages to make a few attacks miss it'll be worth it. So, I'll take over providing Darkvision to everybody who needs it.
BUT: It is only 30 feet. Enough to not incur a miss chance in melee or stumble into something, but for Jetthro or others hoping for ranged combat, a longer-ranged variant may make sense, still. Also...does one of the fine Arcane Masters possibly have access to Heroism? ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Well, if we fight in the dark, I'd most certainly appreciate a Darkvision if one is available. I do have a Communal Resist and a Communal Protection from Energy. Considering there's electricity and Russia, I would have done one with Cold and the other with Lightning, or would there be reasons for a different Configuration? And Vasily, think you could spare a Stoneskin? As mentioned I should have Material Components for 4 doses on me after dropping part of my purchase, I'd just need the Spell Slot... ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "If so, maybe it would be worth trying to hit a tower far from our objective, basically cause an alarm there, then jump over to our real target - the vampires, deal with them during the confusion, and get back out before the enemies manage to congregate on our position."
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Only regular vision as well - I think divine casters are supposed to light things up like a beacon if they want to see :D That said, if there's any requests for specific divine spells(albeit only up to level 5) do tell. "Those spotlights, could we possibly shut them down? They sound troublesome. Is their source of power beyond our reach?", Sigurd inquires further, "My apologies for not being better prepared, but we only arrived in the region recently and had would have spent some time observing before jumping into action - " ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Sight in the dark, unfortunately, is a gift of the arcane - we'll have to rely on those of our companions who are better suited to that to lead us and evade patrols.", Sigurd shrugs. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Short of actually blinding them, then telling them falsehoods, no. Maybe one of you could provide a magical veil or something? Or, if we are clothed as soldiers, we could pretend to have taken you prisoner, bringing you to the chaplains for interrogation - it could work better, albeit I am not familiar enough with their protocol that I'm confident I could pull off this bluff-", Sigurd looks at Vasily expectantly, hoping his comrade was more confident in his abilities or could provide some magical solution. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Then so be it." ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "The tanks, how do they know friend from foe? Could we turn them against Rasputins other minions, somehow? If we dress as Russian Soldiers, then attack them and flee, would they attack other Russian Soldiers assuming they are enemies now?", Sigurd inquires from Viktor. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() As it happens, I did fetch a Handy Haversack as well.
(I also do have 2 pearls of Power 1 - for 1k each, I could have taken just one and some diamond dust as well - then I could "pay" for my own castings. If changing that is permissible?) ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() @Vasily: Mirror Images is personal, unfortunately, unless you have some means to cast it on someone else...Stoneskin could be helpful, though...how many sets of diamond dust did you bring along?
@Variel/Duardlara: I had a very stressful couple days myself, so I'm actually glad not everything is always moving at a fast pace - definitely no need to be sorry in my book. :) ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "As I said, my God is the God of Wind of my people. I can petition him to help us for a few minutes, but in the face of firearms, I don't know how far his power will reach."
Ancestral Communion, lasts 14 Minutes and I can do multiple knowledge Checks, I'd do one for all the strange things we heared about but not sure what checks are called for - I'll just guess: Kn Religion: 1d20 + 12 + 8 ⇒ (9) + 12 + 8 = 29 Vampires.
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Sigurd notices the look, but remains silent.
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Was not sure if they were in Troll Form or regular for meeting. Troll form would probably have set off alarms in Sigurd, drawing weapons and preparing to fight expecting it to be an ambush after all - but no need for that drama post factum. "Unexpected, but sensible.", Sigurd responds, "We can perform a sweep of the grounds, clear the area to avoid being surrounded and overwhelmed when we bring Rasputin within our reach." He then turns to Victor:"If the tanks are automated, I suspect we cannot sabotage them? If so, we may want to try and take the smartest enemies out first - maybe the chaplains? Or we go and check out that forbidden shack, to see what they were trying to hide - any preferences?"] Personally I'd suggest Chaplains, shack, bears, tanks, troops. With the tree we'll probably want to see if it's necessary or worth fighting. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Well, what Viktor says here basically suggests that as soon as we start working on a tower, everything that Rasputin has left will come to the tower and try to stop us. Then in the next post it lists out 3 vampiric chaplains, a possibly immobile tree, a she-bear with bears, 2 automated tanks, regular troops, and something secret hidden in the shack. So my understanding was that we had the option to go kill any of those first, then when we head to the tower, everything that is left will come try to kill us. So the "logical" way would probably be to clean out as much as we can, THEN work on the tower to gain access to Rasputin in relative peace. (and heal up before we do that). What we are set to do now is go to the tower, trigger all the remaining encounters and fend them off, hopefully dealing with them before Rasputin joins the fray and hoping we come out on top. Anybody please correct me if I missed or misunderstood something. That said, while I do have a slight preference for "cleaning out first" even if it would just be a warm-up battle to see the groups battle dynamics, I'll go with what the group wants - going straight to the tower and doing the battle royale is fine, too, I'll simply throw out all the buffs and hope for the best :) ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() I am both scared and intrigued. Under normal circumstances, I'd say we are setting oursleves up for a TPK, but then, I'm new, and I guess we are just so awesome that we're saying "Oh, we're doing all the remaining encounters simultaneously. Saves time if they converge on us.". Color me impressed. Tower it is, then. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Aye, lets assume as much. Playing a language gap in situations with no time constraints is no fun, and I'll have spells to remedy it until I can pick up Common. Sigurd listens, and carefully watches the others reaction to Vasily's reveal. He knew of his companions nature - they had almost come to blows when they first met - but the lack of utter shock seemed to suggest what he had long suspected: That there was a world beyond this that was the origin of anything unnatural - something that would require additional investigation from any scholar worth his salt: "Well, I offer no such surprises as my travel companion. Just a regular human. I stab things. And the God of Winds among my people, Bieggolmai, answers my prayers, to empower me in cleansing this world from all that does not belong. I do have decent knowledge of Myths and Fables, and attempt to adapt to the foe I face. You are not from Earth, but your purpose with Rasputin is the same as mine, so I am confident Bieggolmai will allow me to extend his grace to you." ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "Aye...so sabotaging that tower will bring Rasputing within our reach. But Viktor said that all of Rasputins minions will also swarm there to defend him. Taking them out of the picture beforehand would seem reasonable, but I have no idea of your capabilities - if you think you can take on both Rasputin and his allies, I will do my best to help you." Basically an excuse to learn about people in-game(gladly off-screen), know what they are capable of, so that my OOC knowledge about the party can match up to IC. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() After some rudimentary translations, Sigurd thanks Vasily solemny:"It would seem beneficial to learn this tongue. I will ask my God for assistance on the manner, but if you'd be willing to teach me, I would be in your debt."
I think having actual translation all the time will be strenous, so if that's ok with DM can we streamline that unless there are time constraints? I'll get 2 Comprehend Languages and a Tongues on tomorrows prep and will spend the open language Slot on Common as soon as reasonable. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Sigurd recognizes the name spoken, but little else of the sentence. He looks to Vasily to see how he responds.
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Haha, true that, albeit he does not mean it in in a very nice way. And he is completely unaware that hopefully he will come along when the time comes. As said, I won't dwell on the Xenophobia, but so far he's had mostly bad experiences with beings from being earth - (I mean, he must have gotten the XP to get to that level somewhere...bad experiences provide plenty of those) ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Sigurd cautiously observes the others in the hut, not touching anything inside, listening to Vasily translate.
Sigurd is Xenophobic(Drawback), being a native from Earth and most non-earth things having meant trouble. Just playing that up a bit, he will not give you trouble once he understands that you are different. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() <Russian>"What. Does. It. Say?"</Russian>, Sigurd repeats his question, emphasising each word. He had no idea what Vasily just said, but he saw his companion spit and tense up before snarling something. He does not, however, allow his gaze to wander from the creature in front of them, in case she - it seemed to be a she - decided to react to the words with hostility. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Not yet, but I left a language slot open to learn it swiftly. Not an attack. So far, so good.
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() Sigurd, next to Vasily, was a man in the middle of adulthood. He originally hailed from Petersburg, but had roots with the Sâmi people, the "Laplanders".
He did not share his youthful companions boastful confidence, however, and his hands remained close to the blades on his belt.
Sigurd has reddish-brown long hair, and a beard of the same color. He wears a somewhat luxurious fur coat that is cut in a way that gives a wide range of movement, not hindering his agility - no doubt a custom-tailored item. His eyes are a light brown near the pupil, transitioning to green on the outer rim of the iris. The coat does not make it easy to estimate his build, be he seems to be tall and wiry. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() And a hello from me as well - (don't worry, no paladins in sight, but as mentioned, I transferred the Warpriest over to this profile.). ![]()
![]() Thanks for chiming in and explaining your current role, Miss Frostborn. Evpatiy Kholovrat wrote: Evpatiy would be a Bloodrager 12, Paladin 2, Fracutred Mind 1. May want to argue for those... DM Variel wrote: ...I prefer material out of the core rule book or any of the advanced player's guide, any of the ultimate books, or the unchained books... Bloodrager is Advanced Class Guide, Fractured Mind Occult Adventures. I avoided Hybrid Classes for that reason, albeit if they are in, I'd consider swapping to Warpriest, so it'd be interesting to know.
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![]() MordredofFairy here, got a draft version done.
I did not include a backstory, obviously, as the exact origin would need to be worked out with GM beforehand.
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![]() Aye...there is more to some than the raw stats show...damage is assuming one-handed wielding but could swap to two-handed and will permanently with unhindering shield. Composite bow with Str Rating was not in Budget, and accomplished Sneak attacker will boost SA to rogue level for a while the moment Slayer gets it.
Good Lück to all(and especially Robert Henry for old times sake). ![]()
![]() I'm not 100% certain: Are we talking forced mating when it's SA? "Meh. Let them try to impress me. Pretty sure my people have done worse, while raiding.", Sigurd shrugs his shoulders. I'm usually cautious not to overstep boundaries. But I literally have no lines to cross. It is fantasy, and if it furthers the narrative, all is fair in my book, as long as everybody knows what they are getting into. That said, I dislike elements that don't try to make a point and are only there to elicit a response from the audience. It doesn't sound like such would be the case here, though. Also, regarding the end of recruitment: I will be on a family visit from Friday to Sunday evening - I guess you'll take some time to review the applications but still wanted to put it in writing in case there are any questions(such as with those lines you mentioned). ![]()
![]() Background&Description added. I should also add that the Vanguard Archetype is optional.
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![]() Hej, throwing my hat in the ring with Sigurd - a Hallit clansman hailing from Numeria who, after a particulary unsucessfull raid, decided to try and make his fortune in the River Kingdoms, rather than return home.
In terms of mechanics, he's a straighforward Slayer. He should be a decent frontliner gladly trying to flank, with a variety of skills for outdoor survival.
I still have to put the background as well as the descriptions into writing - I tried yesterday but it's been too hot to think straight. I'll have that covered by Monday evening, but wanted to 'dot' in regardless(also to give other prospective applicants a better overview over which roles might still need applications and which ones are sufficiently covered). @Google drawings: Incidentally, my preferred option. I've had some trouble with roll20 in the past. ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() I can only speak for myself, but I wouldn't mind a slower schedule. You have been one of the most reliable GM's I had the pleasure of playing with.
I did write to you because I was worried about you. I don't know if your life situation changed or if it's simply become too much, or whatever else the reason - but I hope I made clear that is was not a complaint, only a poke to see if you're ok.
PS: If you do in fact decide to shut the game down, don't forget to let me know how many kids Fastvi and the Gods see fit to give me in the epilogue :P ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() I failed to note that, but I consider the action an attempt to be taking 20 on Intimidate. If a few crew members help(e.g. by holding the prisoners or keeping them in check) and Eydis is there, I think my result of 27 should easily get to 30+ ![]()
Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() While his allies are happily smashing the statue, Sigurd will have some prisoners or survivors of the battle lined up, questioning them:
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Ongoing Effects: Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward Ongoing Party Effects: HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) ![]() "I'll blunt my axes trying to dent that. You got any more of that divine wrath in you, Eydis?", Sigurd comments, while carefully watching the area. They were in hostile territory, and more likely than not, this was not over yet.
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