This is a PvP game and this is PvP in a different way. These boards can be used to smear your opponent while looking great yourself using nothing more as a little bit of hyperbole.
Anything goes int love and war right?
However this was nothing more then someone not knowing where to go for their issue, and our typical 'devil may care' style.
If we start a smear campaign it will be far more awesome and epic in nature that this. Trust me on that one.
We are working with a few of the other settlement leaders to clear up territory confusion issues as well as proper reporting of behavior undesirable to the given company. Seeing as how I want to know if one of my beautiful little butterflies is behaving in a fashion that Kabal finds unacceptable, I imagine others would like the same, and would desire the same understanding when weeding out the undesirables.
So that being said.
You can always find us Here. For all your basking in the glow of our awesomeness needs.
(Interestingly, lawful settlements will be able to pass more laws than chaotic ones can.)
How does that make sense.
As a chaotic settlement I should be able to have three times as many laws in order to contradict and nullify various laws or parts of laws that were decided to be to lawful, and thus allow more freedom from laws.
I read above that the meeting is open to anyone. Is it still planned for later this day? Is it indeed still open to all?
Anybody can drop by and say "hi". 8:30 PM Eastern. It's planned to go 2 hours but if folks want to talk longer, that's fine.
Later meetings will be more private as we discuss trade, non-aggression, alliances and such. Wouldn't want the wrong people at those meetings. :-)
If you find that the empire or Callambea itself is apart of the right people group please let us know.
As Guurzak said, we are not lawful stupid. Our settlements would love the opportunity to talk about trade with this potential power block.
Additionally if it works better for that conversation to happen outside of the meeting tonight that is also fine. The last thing we want to do is intrude.
Everyone is welcome. We will not rule anyone out based on their alignment, or even their reputation from... whatever. Every settlement or nation will have an opportunity to make their own bed.
That said I think this will be more of a meet, chat and maybe toss out some possibilities for more detailed discussions to happen soon after.
Living City was already dead when Ryan took it over; it just hadn't fallen over yet. You can't blame any one person for the fact that *nobody* wanted to write content for the campaign any more.
That's just out and out wrong. Living City had plenty of players who wrote modules. Dancey's response to them was "We don't need nor want you any longer, as we have our professional module writers who will be providing modules from now on. Module output from his "professional stable" dropped to one or two modules per year, and many of them were inferior retreads of modules that had been done before. That after telling LC players to shred their characters and start over in the "Ruins of Ravens Bluff" and then back treading running two parallel campaigns that were both starved for modules didn't help.
Did Living City have problems before Dancey took it over? Yes, it did, but it was functioning well enough for the players up until that point. The final years of decline as well as it's death, can be laid straight at his door. So yes, I have good reasons for my lowered expectations.
Indeed.
Like I said, its in no way proof of anything. Which is why I found people pointing at less informative things and 'calling people out' so amusing.
Anyway, the whole thing has been rather enlightening.
It helps to have a sheet that pulls the info every minute and makes a change log, including current applicants.
So, you know when you see three drops in the same minute as three adds to the applicants of another guild on your change log, it give you some interesting insight.
Certainly still not any sort of 'proof', but interesting information to peruse.
If you have more members than you need to hold your spot, consider providing doe last minute support to Tavernhold. Show Kabal they cannot KEEP F. Support Taverhold! Put Kabal back in its place. It has twice tried to oust Tavernhold. We cam back one. Help us do it again.
I find that statement amusing.
Acting in a fashion that YOU don't understand does not make one chaotic.
Acting in a chaotic fashion part of the time does not make one overall, chaotic.
I find the notion that anything in a game should terrify anyone amusing.
That being said, if we finish week 10 in X, I will personally deliver a kick in the crotch to every single citizen of Aragon, and then hand them a map from their new hex to X and tell them the stew is on, if they can get to it.
"Lady Priest Adanna Falcon'stalon of Iron Treetop Keep and the Kyonin Realm"
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Conditions Tracker:
Adanna's: Healthy with no added or reduced conditions.
Others: NONE
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Coin Tracker:
Review/Refine/Coin Remaining - 70,025
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Female elf oracle (ancient lorekeeper) 20 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 24)
CG Medium humanoid (elf)
Init +11; Senses darkvision 60 ft., lifesense 30 ft.; Perception +31
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Defense
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AC 40, touch 29, flat-footed 34 (+11 armor, +5 deflection, +6 Dex, +8 shield)
hp 184 (20d8+100)
Fort +18 (auto save vs. massive damage), Ref +20, Will +23; +4 Competence bonus vs. disease
Immune bleed, blindness, dazzled, death effects, disease, exhaustion, fatigue, nauseated, negative levels, sickened
Weaknesses light sensitivity
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Offense
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Speed 40 ft., fly 60 ft. (good)
Melee kyonin elven spear +5 +27/+22/+17 (2d6+8/18-20 plus 2d6 vs. evil)
Space 5 ft.; Reach 5 ft. (10 ft. with kyonin elven spear +5)
Special Attacks channel positive energy 10/day (DC 29, 10d6)
Spell-Like Abilities (CL 20th; concentration +29)
. . At will—light Combat Training (DC: 27; Practitioner Modifier (WIS): +8; Martial Focus: Y|Y):
. .
. .
. . Scout-Lurker, Scout, Sense and Resist Scrying
. .
Oracle (Ancient Lorekeeper) Spells Known (CL 20th; concentration +29)
. . 9th (7/day)—mass heal, summon monster IX, true resurrection
. . 8th (7/day)—mass cure critical wounds, euphoric tranquility, holy aura, greater planar ally, greater teleport
. . 7th (7/day)—mass cure serious wounds, destruction (DC 26), disintegrate (DC 26), greater heroism, greater restoration, greater scrying (DC 26)
. . 6th (7/day)—blade barrier (DC 25), mass cure moderate wounds, greater dispel magic, heal
. . 5th (8/day)—cleanse, mass cure light wounds, greater false life, life bubble (DC 24), smite abomination, spell resistance
. . 4th (8/day)—cure critical wounds, divine power, freedom of movement, haste, communal protection from energy, spiritual ally
. . 3rd (8/day)—bestow curse (DC 22), cure serious wounds, deadly juggernaut, invisibility purge, mirror image, communal resist energy
. . 2nd (8/day)—boneshaker (DC 21), cure moderate wounds, feather fall, ghost whip, grace, hold person (DC 21), magic missile, communal protection from evil, shield
. . 1st (9/day)—bane (DC 20), bless, cure light wounds, detect evil, hedging weapons, obscuring mist
. . 0 (at will)—create water, detect magic, grasp, guidance, mending, purify food and drink (DC 19), resistance, spark (DC 19), stabilize
. . Mystery Life
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Statistics
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Str 16, Dex 22, Con 18, Int 18, Wis 16, Cha 28
Base Atk +15; CMB +19 (+24 bull rush); CMD 39
Feats Augment Summoning, Combat Reflexes, Lunge, Run, Spell Focus (conjuration), Superior Summoning[UM]
Traits fate's favored, seeker
Skills Acrobatics +12 (+16 to jump with a running start, +16 to jump), Appraise +7, Bluff +8, Climb +10, Diplomacy +31, Disguise +8, Escape Artist +8, Fly +12, Heal +6, Intimidate +12, Knowledge (arcana) +20 (+30 on questions related to elves), Knowledge (planes) +20 (+30 on questions related to elves), Knowledge (religion) +20 (+30 on questions related to elves), Perception +31, Ride +24, Sense Motive +29, Stealth +37, Survival +15, Swim +10, Use Magic Device +28
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
SQ active defense +5, camouflage (forested areas), combat training, critical genius, defensive rider, deflecting shield, elven lore +10, final revelation, finesse fighting, lightbringer[APG], living steel, lurker, magic armor, oracle's curse (wasting), revelations (energy body, life link, lifesense, channel, safe curing, spirit boost), scout, sense and resist scrying, spear dancer
Other Gear armor of the celestial host, +5 mithral heavy steel shield, kyonin elven spear +5, belt of physical perfection +6, boots of the elven spirit, cloak of the elven spirit, handy haversack, headband of mental superiority +6, ioun gauntlet, pale green prism ioun stone, ring of chameleon power, ring of resistance +5, stone of good luck (luckstone), 70,025 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Beastmastery: Defensive Rider Spend an AoO to use a Ride check in place of your mount's AC or Reflex save
Camouflage (forested areas) (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Training (DC 20) You have training in one or more combat spheres
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Lore +10 Add half oracle level to Knowledge checks about elves.
Energy Body (1d6+20, 20 rounds/day) (Su) Elemental subtype and deal 1d6+20 to undead who touch you or heal 1d6+20 to allies who enter your square.
Equipment: Critical Genius (Longspear) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Finesse Fighting Use DEX in place of STR for attack/damage on light/finesse weapons
Equipment: Magic Armor Prerequisites: Equipment sphere.
You can coax great power from the magic in your armor. You gain a deflection bonus to AC equal to your worn armor’s enhancement bonus to AC.
Equipment: Spear Dancer You may wield spear and polearm weapons as one-handed and finesse weapons
Final Revelation of Life Ability damage/drain cannot take you below 1, auto-save vs. massive damage.
Fly (60 feet, Good) You can fly!
Immunity to Bleed You are immune to bleed.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Negative Levels You are immune to negative levels.
Immunity to Sickened You are immune to the sickened condition.
Life Link (20 max bonds, 300 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Lifesense (30 ft.) (Ex) Sense living things and creatures without seeing them.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Oracle Channel Positive Energy 10d6 (10/day, DC 29) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Shield: Active Defense +5 Spend an AoO (or martial focus) to increase shield AC against an incoming attack, and apply a (deflect) talent
Shield: Deflecting Shield Your shield bonus to AC applies against touch attacks.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Boost (20 HP, 20 rounds) (Su) Healing beyond maximum becomes temporary HP.
Superior Summoning When summoning more than one creature, summon an extra one
Wasting +4 competence bonus to save vs. Disease
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Animal Companion CR –
Male advanced giant deinonychus (Pathfinder RPG Bestiary 288, 295)
N Large animal
Init +10; Senses low-light vision, scent; Perception +27
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Defense
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AC 33, touch 15, flat-footed 27 (+6 Dex, +18 natural, -1 size)
hp 169 (13d8+117)
Fort +17, Ref +14, Will +7 (+4 morale bonus vs. enchantment effects)
Defensive Abilities improved evasion
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Offense
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Speed 60 ft., fly 60 ft. (average)
Melee bite +18 (1d8+10), 2 claws +18 (1d6+10), 2 talons +18 (3d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 30, Dex 22, Con 28, Int 6, Wis 16, Cha 18
Base Atk +9; CMB +20; CMD 36
Feats Extra Combat Talent, Improved Initiative, Improved Natural Attack (talon), Run, Wingover
Tricks Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track
Skills Acrobatics +30 (+34 to jump with a running start, +34 to jump with a running start, +42 to jump), Fly +20, Perception +27, Stealth +26, Survival +16 (+22 to find and follow tracks); Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
SQ attack any target, bloodied strike (3 bleed), cinderbrave, combat training, come, coordinated movement, defend, devotion, down, fetch, great senses, guard, heel, long cuts (10 HP or Heal DC 25), lurker, mobile striker, powerful wings, scout, seek, sense and resist scrying, stay, track, track the scene +6
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Special Abilities
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Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Mobile Striker As full-rd action, move up to your speed and make an attack action during your movement (no AoO from target from movement)
Athletics: Powerful Wings Hover and ascend vertically without making a Fly check
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Training (DC 17) You have training in one or more combat spheres
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Duelist: Bloodied Strike (3 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Duelist: Long Cuts (10 HP or Heal DC 25) Your bleed effects require more healing to stop
Fetch [Trick] The animal will get a specific object.
Fly (60 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scout: Great Senses Gain Perception as an associated skill with the Scout sphere
Scout: Lurker Unusual perception abilities do not automatically beat your Stealth and require Perception checks as normal
Scout: Scout Identify a creature's weaknesses as a swift action
Scout: Sense and Resist Scrying You can detect magical sensors with Perception, and while martially focused you become aware of scrying attempts and may resist with Stealth
Scout: Track the Scene +6 Competence bonus to Survival when following tracks, and you may learn what general actions the targets took
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
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Background:
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Description:
Unlike many elves on Golarion, Adanna is an exceptionally beautiful and an exotic elf; perhaps a rare race of elf?