Skeletal Technician

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HammerJack wrote:

1. Whether or not the archetypes are free, I'd say the main thing to look at is that some of the archetypes published in adventures instead of rulebooks get a bit janky or actually specific to the adventure promise and should get a closer look before allowing them.

2. If anything, the classes and ancestries from the CRB are probably stronger, and many of them have a very high "floor" on their performance level (alchemist does have a low floor, because they operate far below their potential without a good spread of alchemical items being used, and figuring out how best to split up reagents between the alchemist themself and things to be used by other party members, though their ceiling is fine, but basically every other class in that book performs very well even for beginners).

3. Both the character and the shield take 10 damage.

4. This is correct, refocusing more than one point without mid to high level feats isn't an option for most classes. Oracle and Psychic have their own things going on, a bit. This is one of the things that is going to change in the remaster, though.

Appreciate the replies HammerJack!


Some questions regarding Pathfinder 2e.

1. Free Archetype
Are there specific Archetypes I should be restricting due to issues of balance, or are they all reasonably balanced? Any that I should keep my eye out for to ensure they don't break my game?

2. Classes, Ancestries, et cetera Beyond the Core Rulebook
I just started with the core rulebook only, since I am a neophyte to the system, but there is an understandable eagerness of the player base to delve into the newer, shinier toys. This is something I am a tad reticent as power creep in splat books is a real concern, though I would love to give them room to soar.

How do later books, such as the APG and beyond, compare power-wise to the what's in the core rulebook - any glaring concerns?

3. Shield Block
With Shield Block (pg. 266) the line "You and the shield each take any remaining damage, possibly breaking or destroying the shield", if 10 damage is leftover after the Hardness does it split 5 and 5 for you and your shield, or do you read it as you and your shield both take 10 damage?

4. Refocus
The requirements for Refocus (pg. 300) are a bit confusing to me as they state, "...and you have spent at least 1 Focus Point since you last regained any Focus Points".

My druid has 2 Focus Points, which can used to cast Tempest Surge, by my reading it seems he would have to Refocus between each casting as he could not Refocus the second time he has not spent any Focus Points since his last Refocus and can only get 1 Focus Point of the two back. If that's right, it appears the upside is that he can drop a Focus Spells twice in a single combat, but only once in a day.

Appreciate any help that can be tossed my way.


As they currently stand...

Barbarian

Quote:

The hardy race of Barbarians, or Northmen, use their wisdom and formidable brawn to defend honor and justice. Their magnificent stature is a sight to behold; even more so when it is unleashed in battle. Barbarians are one of the tallest races to walk the lands of Norrath.

As a tribal culture, Barbarians are a little rough around the edges when it comes to interactions with other races. Even the Barbarians' mannerisms and features have a rugged quality.

The Barbarians consider themselves superior to other inhabitants of Norrath, particularly the Teir`Dal and Erudites, which are viewed as pathetically weak. Barbarians have a special place in their hearts for the Dwarves of Kaladim whom they view as steadfast and brave. The high quality of Dwarven mead may also have some influence on the cordial relationship between the two races. Ogres, Trolls, Dark Elves, and the other evil races are hated, as they directly oppose the Barbarians' sense of justice.

Barbarians live in the frigid city of Halas, nestled amidst the icy peaks of Everfrost in Northern Antonica. The city is rather rudimentary, but serves the needs of the Barbarians that call it home.

• Classes: barbarian, beastlords, rogue, shaman, warrior

• Size: Medium.
• Speed: 40’
• Attributes: +4 Str, +2 Con, -2 Cha
• Special:
o Powerful Build: Whenever a barbarian is subject to a size modifier or special size modifier for CMB, the barbarian is treated as large if doing so is advantageous to him. A barbarian is also considered to be large when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A barbarian can use weapons designed for a large creature without the -2 penalty (but the weapon size increases from light to one-handed or one-handed to two-handed). However, his space and reach remain those of a creature of his actual size. If a spell or effect changes the barbarian’s size to large or larger, the abilities of the spell or effect override the effects of powerful build.
o Fast. +10’ speed
o Resistances: Cold 5

Dark Elf

Quote:

The Teir`Dal, or Dark Elves, are a twisted reflection of the Elves of light, but are just as lithe and intelligent as their cousins. Their features are often soft and delicate, though the eyes of the Dark Elves betray their darker inclinations. The Dark Elves' skin ranges from blue tones to black and their hair is most often white with some variances. They reach a height of about five feet tall.

Innoruuk, Lord of Hate, created the Teir`Dal and his hatred flows through their veins and moves their black hearts. It runs so deep that the Teir`Dal hate all, including their own kind and their creator.

The Dark Elves view all other races as inferior; tools to be used for their own evil manipulations. Most races fear the Dark Elves. The Teir`Dal would desire the fall of the rest of the Elven world, leaving them broken, eradicated, or enslaved. Though viewed as inferior and dimwitted, Trolls and Ogres are tolerated as they are useful in the Teir`Dal plans for conquest.

There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.

• Classes: cleric, enchanter, magician, necromancer, rogue, shadow knights, warrior, wizard

• Size: Medium
• Speed: 30’
• Attributes: +2 Dex, +4 Int
• Special:
o See in Darkness. Can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Dwarf

Quote:

Though made lower to the ground than most races, the Dwarves created by Brell Serilis burst with pride and determination. The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles

Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.

• Classes: cleric, paladin, rogue, warrior

• Size: Medium
• Speed: 20’
• Attributes: +2 Str, +2 Con, +2 Wis
• Special:
o Darkvision. Can see in the dark up to 60 feet.
o Resistances: Magic 5, Poison 5
• Negative:
o Slow Speed. Speed is never modified by armour or encumbrance.

Erudite

Quote:

The Erudites trace their ancestry back to the great mage, Erud, who led them to Odus. They are descendents of the original humans on Norrath and inherited the best of human intelligence. Their extraordinary acumen came at the price of thinner, more delicate bodies. Erudites reach about six feet tall, with some of that height attributed to their high foreheads.

Unique accomplishments with magic and study have understandably led the Erudites to believe that they are the most intellectually superior race on Norrath. They are known for their serious demeanor.

Most Erudites spend their days absorbed in books and tomes, or magical contemplation, and they typically do not involve themselves in matters that do not directly affect them. They often pay no regard to anyone that hasn't achieved intellectual accomplishment. That in mind, Erudites do not associate with the evil races. Even the Erudite Heretics of Paineel are not fond of Dark Elves, Ogres and Trolls.

The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin - an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious Erudite Heretics who were banished from the city for delving into the forbidden realm of dark magic.

• Classes: cleric, shadow knight, enchanter, magician, necromancer, paladin, wizard

• Size: Medium
• Speed: 30’
• Attributes: -2 Str, +6 Int, +2 Wis
• Special:
o Light Blindness. Abrupt exposure to bright light blinds Erudites for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Gnome

Quote:

While Gnomes are knee-high to some of the taller races, they make up for it with their cleverness and skills. They are by no means a strong and sturdy race, but their edge is their dexterity and intelligence. They were the second race, after Dwarves, created by Brell Serilis.

Gnomes have an innate preoccupation and skill with gadgets. They are a curious race that creates strange, but very useful items that enhance their lives. Gnomes have created a number of fantastic machines, including an observatory which houses one of the most powerful telescopes in Norrath. Even with all of their accomplishments, gnomes are rarely taken seriously because of their size and behavior.

Gnomes are friendly with all good Elves, Dwarves, Halflings, and Humans. Although they do not quite understand the Erudites, they will interact with them. Gnomes have a general aversion to Trolls, Ogres, Teir`Dal, and other evil races, but don't necessarily hate them.

The clicking of gears and clacking of machinery fill the mechanized Gnome city of Ak'Anon that lies southeast of the Faydark, on the continent of Faydwer.

• Classes: cleric, enchanter, magician, necromancer, paladin, rogue, shadow knight, warrior, wizard

• Size: Small. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
• Speed: 20’
• Attributes: -4 Str, +4 Dex, +4 Int
• Special:
o Darkvision. Can see in the dark up to 60 feet.
o Master Tinkerer. Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Half Elf

Quote:

The mixing of Elf and Human is a common tale. Many stories of romance between these two races can be heard around Norrath. As a result, Half Elves are taller than their Elven ancestors and carry some of the strength of their human bloodlines. They have slightly harsher features than Elves, but the mix still makes them pleasant to lay eyes on.

Unfortunately, the children of these forbidden romances are often shunned, becoming victims of prejudice by Humans and Elves alike. Most Half Elves are unaffected by the discrimination and retain a pleasant manner. Usually Half Elves will develop a very close and trusted group of friends that act as a surrogate family.

The difficult lives of the Half Elves and their lack of ties to any one place makes them adept travelers of the world and exceptional friends and storytellers. Sadly, some Half Elves become embittered by the constant difficulty of finding a place in the world and choose a path of thievery. The Half Elves are on amicable terms with most races in Norrath, but have no affection for the evil races.

While Half Elves can be seen in many areas of the world, they are primarily found in the Wood Elf city of Kelethin and within the Surefall Glade.

• Classes: bard, druid, paladin, ranger, rogue, warrior

• Size: Medium
• Speed: 30’
• Attributes: +2 Dex, +2 Cha
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.
o Skilled. Gains an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
o Gifted Linguist. Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Halfling

Quote:

Halflings are aptly named, as they are half the size of the average height for most of Norrath's races. They usually measure about three feet in height and are often thick around their middles. Their lack of height is not be confused as a weakness though; if confronted or threatened, Halflings are very capable.

Halflings are happy-go-lucky and hospitable. Any one of them would readily give their life for a friend. They are renowned for their tomfoolery and humor, always appreciating a bit of fun. They especially like to tease Erudites for their lack of wit. Enjoying what each day brings is a large part of their lives.

Halflings tend to get along well with most races, except those that are truly evil, but even then rare friendships are made with members of the less savory races.

The quaint, stunted city of Rivervale lies between the Kithicor Forest and Misty Thicket in central Antonica. It is crowded with skilled tradesman, taverns, and friendly folk.

• Classes: cleric, druid, paladin, ranger, rogue, warrior

• Size: Small. Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
• Speed: 20’
• Attributes: -2 Str, -2 Int, +4 Dex, +2 Wis
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.
o Lucky. +2 racial bonus on all saving throws

High Elf

Quote:

The High Elves, also known as the Koada`Dal, are regarded as the closest relatives of the original Norrathian Elves created by Tunare, Mother of All. These noble creatures stand tall with ivory skin and gentle features. They are certainly not the sturdiest of races, but make up for that with heart. Throughout the ages, they have stood for freedom and justice, fighting evil with powerful magic and their skills with the blade.

The High Elves are known for their civilized conduct and, as such, are perceived as a race rather full of their own importance, though they are quite benevolent. They expect to be treated with respect and do have a haughty pride about them. As a result, it is difficult to make friends with a High Elf.

The High Elves feel their cousins, the Wood Elves, are to be sought out as loyal servants. This noble race views Humans, Gnomes, and Halflings as worthy of their presence. Dwarves, Barbarians, and Erudites, however, are simply endured. The High Elves expend little effort to help them. The evil races are looked upon with contempt and will be dispatched when opportunity presents itself.

The home of the High Elves is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer.

• Classes: cleric, enchanter, magician, paladin, wizard

• Size: Medium
• Speed: 30’
• Attributes: -2 Str, -2 Con, +4 Int, +4 Wis, +2 Cha
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.

Human

Quote:

The strength of the Human race lies in its diversity of thought, belief, and profession; though they tend be weaker than many other races. They have no particular specialty with the sword or arcane magic. While that is true, Humans are cunning and possess great ingenuity, which gives them an advantage. The Human mind is sharp enough to adapt to nearly all forms of study and this gives them a great range of options when choosing a profession.

Humans often divide themselves with their own squabbles, but they will always return to their brother's side in times of crisis, or to protect a mutual interest.

Humans generally get along well with most good and neutral races, depending on their beliefs and the path of their profession. Humans are not so friendly toward Trolls, Ogres, and other evil races. Dark Elves are tolerated within Freeport, but they tend to be mistrusted, even feared.

The port cities of Qeynos and Freeport lie on opposite coasts of Antonica, and are the most common homes for the Humans. These two cities are the center of Human activity, although this race can be found wandering on virtually every continent of Norrath and beyond.

• Classes: bard, cleric, druid, enchanter, magician, monk, necromancer, paladin, ranger, rogue, shadow knight, warrior, wizard

• Size: Medium
• Speed: Normal
• Attributes: +2 to two stats
• Special:
o Flexible Bonus Feat
o Skilled. Gains an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Iksar

Quote:

The fearsome and savage reptilian race on Norrath is known as the Iksar. With their significant height, scales, and long tails, Iksar are intimidating in their appearance. Their reptilian physiology grants them a natural affinity for water, as well as enhanced regeneration.

Their entire civilization developed in isolation for centuries and fostered an unusual culture. The Iksar are a tribal race with a very simple social structure. Allies to no one, the Iksar are intelligent and proud. Having seen their race crumble through the toils of war, the race has become bitter about its loss of power. After being slaves and warring with the Ring of Scale, they were nearly made extinct.

The Iksar depend only on their god and creator, Cazic Thule. Iksar are unwelcome in all known cities of Norrath. Iksar are no more fond of the other races of Norrath than those races are fond of them.

The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city.

• Classes: beastlord, monk, necromancer, shadow knight, shaman, warrior

• Size: Medium
• Speed: 30’
• Attributes: +4 Str, +2 Dex, +2 Wis, -4 Cha
• Special:
o Fast Healing. Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
o Darkvision. Can see in the dark up to 60 feet.
o Natural Armour +3 AC
o Swim. Iksar have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
o Resistance: Fire 5
• Negative:
o Vulnerable to Cold. A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.
o Extreme Social penalty / reviled
o No access to Hero Point System
o All purchases cost 50% more
o Heavy Armour restriction

Ogre

Quote:

With their lumbering gait and enormous breadth, Ogres are an ominous presence. Created by Rallos Zek, these massive creatures are feared in battle for their raw strength and uncanny endurance. While not very intelligent, Ogres are known to cooperate with one another quite efficiently.

The Ogres have a twisted sense of duty that could easily be mistaken for stupidity. They are, justifiably, quite single-minded. Their thick skulls also give them a high level of resistance to being stunned in battle.

Ogres have been known to be cannibalistic, but are more partial to eating Humans, Erudites, and High Elves. Nearly all of the good and neutral races avoid them out of self-preservation. Ogres have learned to work with the Trolls, but have no love for them, and they fear Dark Elves.

The crude tunneled city of Oggok lies within the Feerrott, a jungle-like area bordering the Innothule Swamp and Rathe Mountains in southern Antonica. The home city for the Ogres is a fairly slow-paced civilization that focuses on battle training and magic to give them an upper hand in battle.

• Classes: beastlord, shadow knight, shaman, warrior

• Size: Large. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
• Speed: 40’
• Attributes: +6 Str, +4 Con , -4 Cha
• Special:
o Darkvision. Can see in the dark up to 60 feet.
• Negative:
o Languages: Illiterate
o Extreme Social penalty
o No access to Hero Point System
o All purchases cost 50% more

Troll

Quote:

Trolls are often considered a hideous and deplorable race that carries a sickening smell. This view suits the Trolls, as they are generally unpleasant to everyone. Trolls are an immense race, at least twice as strong as the average human. They have the ability to regenerate faster than most other races. Trolls have two primary motivators: food and power. These grotesque creatures will eat just about anything.

Trolls are extremely cruel and their greed is almost insatiable. They trust no one, not even each other. Trolls also fancy that they have advanced abilities in the culinary arts, with their ability to pickle just about anything, or make a meal out of "spare parts."

Trolls generally detest the other races, including other Trolls. They tend to put up with the Dark Elves out of fear, much like Ogres do.

The city of Grobb lies within the Innothule Swamp of Antonica. The city is infested with mosquitoes and spiders, which serve as both pets and snacks for the Trolls.

• Classes: beastlord, shadow knight, shaman, warrior

• Size: Large. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
• Speed: 40’
• Attributes: +4 Str, +6 Con, -6 Cha
• Special:
o Fast Healing. Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
o Darkvision. Can see in the dark up to 60 feet.
• Negative:
o Vulnerable to Fire. A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure.
o Languages: Illiterate
o Extreme Social penalty
o No access to Hero Point System
o All purchases cost 50% more

Vah Shir

Quote:

The Vah Shir are a regal feline race that walk upright. They were once the ruling class of other similar cat-like races on Odus. Since being translocated onto the moon called Luclin by a collision of Erudite magic, they learned to survive and became stronger. Vah Shir are as tall as Barbarians and display a variety of different markings on their fur based on their lineage. Despite of their height, they are very agile and graceful. They are known for their integrity and the destructive feral power they bring down on their enemies.

Vah Shir follow no particular religion, but they do pay homage to their king, Raja Kerrath. Because of the adversity they have faced, the Vah Shir share a tight bond with one another and are extremely loyal to kin. The Vah Shir are selfless and focus on the good of all rather than their individual needs.

Because the Vah Shir are not exposed to the daily struggles in Norrath, they are indifferent to the various races of Norrath.

Shar Vahl is the majestic den of the Vah Shir. The city was built high above Norrath, on the moon Luclin. The city is located between the Hollowshade Moor and Shadeweaver's Thicket.

• Classes: bard, beastlord, rogue, shaman, warrior

• Size: Medium
• Speed: 40’
• Attributes: +2 Str
• Special:
o Fast. +10’ Speed.
o Expert Climber. Vah Shir have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
o Prehensile Tail. Have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Wood Elf

Quote:

The Wood Elves, or Feir`Dal, are more accepting of others than their cousins, the High Elves. Like their pale cousins, Wood Elves only reach about five feet in height and have very attractive and subtle features. They skins are tinged an oaken color and they blend with their natural surroundings in the forests.

Wood Elves generally regard those who respect nature as friends, especially rangers and druids. The Wood Elves believe in co-existing with their natural surroundings as opposed to shaping them. This leads most of their kind to worship Tunare, the Mother of All. The Feir`Dal harness the powers of song and the living, breathing properties of their environment. Wood Elves are known for their love of celebration and good food. A good song will tweak their pointed ears.

Wood Elves get along well with most good and neutral races, and merely dislike most evil races. They hold great malice toward the Dark Elves - an aberration of their ancestors as well as their allies.

The Feir`Dal are at home in the trees in their intricate city of Kelethin, which hangs high above the ground between the trunks and branches of the Greater Faydark. Comprised of platforms and suspension bridges, Kelethin is both well defended and beautiful.

• Classes: bard, druid, ranger, rogue, warrior

• Size: Medium
• Speed: Normal
• Attributes: -2 Con, +4 Dex, +2 Wis
• Special:
o Low-Light Vision. Can see twice as far as a race with normal vision in conditions of dim light.


You have given me a lot to think about Shiroi, so please accept my gratitude once again.

My thought was that the more powerful races would be able to achieve much higher statistics, since the other races would be restricted to a maximum of 18 before racial modifiers, putting the difference between the two as a 20 vs. 24 in the case of an Ogre's strength. The Ogre would be much more combat-fixated, and the other races would be much more rounded. That, mixed with the fact that one's point buy could not be used to purchase something like regen, which hopefully makes the Troll a strong contender, even if a Halfling Warrior is one of the most impressive specimens ever that escaped a womb.

Just thoughts though.

I have a dream of all races starting together and there being enough balance that someone would be torn between picking up a warrior of different classes, sort of like:
- Going with Ogre makes me a large creature that hits like a mother and is tough as nails
- Going Troll is still an incredibly strong option since the race is nigh unkillable with their high hit points and regen
- Iksar are strong, agile and well armoured with their natural scales, and also has regeneration, but cannot wear heavy armour
- Here is where I need to craft a narrative that makes the other races also attractive

I like the extra feat, gold penalty, some other penalty (no heavy armour for iksar, fire for troll, something for ogre), a social penalty, and I love the inability to access HEro Points.

More stuff to consider!


Thanks so much Shiroi and Darigaaz,

I think my preference would be to give bonuses to others rather than penalties to any of the races (e.g. a human with +2 to all attributes would certainly be interesting), though I am reconsidering that as we speak.

I like the idea of offering powerful feats. Would you do it as a bonus feat or a specific feat? Guessing you would have to make it a bonus, considering that a halfling could be a melee, hybrid, or caster. If we trusted Paizo's Creating New Races rules, that Flexible Bonus Feat would be worth 4RP so we might need to give a lot more as well.

The weaknesses is interesting. Trolls and fire and all that. Not sure how to approach balance, or know when I am even close though.

My preference would be to avoid the ECL mechanic.

My hope is not to weaken the strong races (and keep them crazy strong, including the Erudite that has a +6 to Int), but to buoy up the less powerful races to be able to compete. That might not be a viable option though, since the expansive rift between the power of an ogre and a human might be too large to traverse and not be completely ridiculous. I would love for all the races to be able to start at the same level and remain lockstep with one another through the levelling process.

I do plan to embrace a couple weakening factors, such as trolls being vulnerable to fire, iksars to the cold, and having massive social penalties for those characters (e.g. we don't serve your kind here, and if we did it is at a 2x markup).

Bonus feats are a great idea.

A thought I am playing with is coming up with my own values for Creating New Races. Giving each race a +2 to an attribute for free, then charging them point for point for any other bonus of +2, and double cost for anything higher than that. There are things that directly affect power (bonus to primary casting or melee stat) and other things that are just nice to have (dwarves with 200 bonuses that mean bugger all most of the time outside of roleplay), so I would mainly like to balance combat acumen and give other little bonuses to match the dwarf.

While balance is a goal of mine, I fully capitulate that it is far too lofty to actually accomplish, so I am looking to sidle up to it as close as possible. Along the way I plan to mitigate the power of casters by also increasing the power of straight melee classes as well. One challenge at a time though.

Going with EQ Experience Negatives (D&D v3.0 thinking), it had two races with a -20% negative (ogre, troll), one race with a 15% negative (iksar), and one race with a 5% negative (barbarian). If you started with a 20 point buy system, what point buy bonus would you give to the other races to counter that % negative.


I am looking to convert/update the EverQuest RPG to Pathfinder, which raises a fairly significant issue as the races have an extremely wide variance of power. As an example the Troll has a +4 to STR, and +6 to STA, Darkvision, and Regen, which immediately overshadows almost all of the races.

I have seen a number of techniques to rectify the power disparity, which all do not appear to be the answer in and of themselves:

1. All manner of negatives to attributes to offset the positive attribute bonuses. I understand the thinking behind this, but I find this problematic, since it typically affects attributes that mean next to nothing to the player's power (e.g. horrific CHA does next to nothing to mitigate the power of the above Troll warrior). There is also another reason why I do not adhere to negative attributes, and it is that it paints players into corners. I would rather have a world where the STR-based Gnome warrior is only hampered by small size and smaller weaponry, rather than also slamming a STR deficit on top of it (YMMV).

2. D&D v3.0 and v3.5 did experience negatives/ECL/LA, which all make sense on some level in their argument that the more powerful races need more challenging encounters to progress. Colossus and Wolverine are the perfect example of this, where Colossus has all the power, but is new, and Wolverine has all the skills one would imagine and decades of experience on him (read: higher level). While I understand the logic behind this thinking I would love the ability for everyone to start at level 1 together and proceed together. I also never use Experience (ditched it years ago and unnecessary bookkeeping) and just have the group all Ding to the next level at points when it appears that they have struggled enough to justify it.

3. Paizo has offered a "Creating New Races" way of tracking abilities and bonuses in a way to achieve balance, but I find it far from balanced, though probably an updated version would be a great way to start.

Rather than attacking the power of one race, I would love the ability to raise up the other races to all be balanced together. Nothing is perfect, but I am looking for a way to get much more balanced.

Would anyone have any suggestions? Ideas?

Some thoughts:
- Wondering if Small Size should cost something as well. If it costs to be large (upside to melee) it also provides a benefit to being small (upside to caster).

- I do like that everything has not been watered down until the difference between races is the exact same. Ogres should be scary strong, and I want to keep that. Perhaps I need to treat each race like it is a juvenile, with lower stats for a time, and have them grow into their full power as they level. I do not love this idea though, since it seems to just push the problem until later on one sip at a time.

- Perhaps the more powerful races should not get access to Favourite class bonuses to Skills/Hit Points, and/or maybe the less powerful races should get access to both.

- One of the ways I mitigated the difference was to give profoundly different point buys to the different races, so the Ogre/Troll/Iksar were really struggling and the Human was nigh perfect.


As a heads up/reminder, I will be in the mountains without Internets from Saturday morning to somewhere around the 8th.


Argon Alma wrote:
So, then, Lawful Evil ;-)

Xthian taught the drow how to roll.

We will have order, even if I am forced to flay the skin from your misbegotten bones to have it.

https://s-media-cache-ak0.pinimg.com/736x/97/7f/ae/977fae0536b2a25baf76f6d2 d852822a.jpg


Argon Alma wrote:
Begs the question. Is summoning a creature to fight and die for you an evil act?

One could see summoning a creature as an oppressive act, but I would see it as enlisting the aid of a creature of a similar alignment to further similar ethical ends, though they do so at no risk to the summoned creature, beyond the inconvenience of having to take 24 hours to reform in the case of a death.


Not sure how to proceed.

If Wrathe was aware that his summonings would be permanent, trapping a creature in this world forever, then he would not have done it. Short service, no risk (especially with how crazy he is about enslavement).

I had the thought that I would not get a creature from beyond this planar prison, but would have gotten a local equivalent.

Would it be acceptable to either have the information come when the creature does not disappear - or to have the casting fail? (though if you can summon people into Sigil, then that really changes access to this realm later on).


Oops, sorry, wandered off and didn't know we were live again.

Posting in the next 30.


How long has the group been trekking along?

Just wondering how long it will be before the group will need to rest for the "night".


Argon Alma wrote:
I get emails when posts are made. I use a subscription service called blogtrotter. Haven't touched it since we started the first game in this thread.

Is this the one?

https://blogtrottr.com/

Tell us about it, if you don't mind.

Just throw in the game thread, or all threads (Discussion)?


If there's a Knowledge check that can be made to know whether these corpses can be animated, perhaps when the lever is pulled and the torches are re-lit, I'd love to do it.

Or you can do it in super sekret if you wish.


Tentacledone wrote:
Very nice to have you back Loki!

/high 7


Argon Alma wrote:
By the way, it's good to have you back, Loki/Wrathe!

/awkwardmanhuggles


Evil JB wrote:
Or you add the feather fall to the ring of invisibly

I never thought of that!

Ring of Feather Falling 2,200gp

http://www.d20pfsrd.com/magic-items/rings/ring-of-feather-falling/

Ring of Invisibility 20,000gp

http://www.d20pfsrd.com/magic-items/rings/ring-of-invisibility/

How much to add them together?

I was looking at, "A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings", and figuring that the third ring donned would always be inert, but mixing them is much easier than the phalange dance I was envisioning.


Silly question as I'm spending some coinage on Wrathe, rather than just spells for the first time in the game:

On one hand he has a Ring of Sustenance, which he can't take off without attuning himself to it.

On the other hand I have a Ring of Invisibility, which is only used now and then. What I'm wondering is if he also wore a Ring of Feather Fall on that same hand, if it would be the default enchantment, but would also be overridden each time he used his Ring of Invisibility.

Thoughts?


I forgot:
Immunity to Charm/Dominate Person, and Command
Resistance (5)
Resistance (5)
Spirit Pouch
Grendel's Boon (+1 to two stats at random)
+2 to Knowledge Planes and Knowledge History
3 bonus feats


I saw a post in November asking for this:

"Spirit Pouch
Like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight, takes 1 minute of full concentration to open and a simple gesture to close."

Better late than never.

As a heads up I'm in high level talks with J about possibly bringing in another toon for awhile, and grabbing Wrathe once I make my save vs. ennui.

A couple posting conflicts coming up are:
- April 1-7th ish I will be out of town with no WiFi
- We put in for a teacher's exchange, and should know in the next month whether it's been accepted. If it goes live I might be in either the UK or Australia for a year. I will be able to post (likely I'll have silly amounts of time), but the start and end should be rocky.

As I zipped through leveling Wrathe again I collected the following bonuses:
+2 luck bonus to saves
+1 Favoured Skill bonus and HP bonus per level
17 Racial Points (11 initially, 5 bonus, 1 bonus)
Drow Hand Sign as a free language
Minor Contact
-1 Drawback (still can maintain the roleplaying aspect if you choose) from the initial 2
+2 traits from the initial 2

Hopefully that helps those who might have missed something as they repaired their sheets.

Did I miss anything?


Took me far too long, but Wrathe is level 10.

Updated Sheet

I haven't read through the entire thread, so I might be missing something bit that happened to Wrathe while I was away.


In 67 words or less could someone give me a heads up on what's up?

I'm thinking I need a couple weeks to find some smiles, but perhaps I could hit the ground running around Valentines.


Argon Alma wrote:

Oh, hello good sir! You're welcome to come back any time. Things are moving, albeit a little slowly (fault of all of us).

How are you and your family?

Feeling completely overwhelmed, but there is a light at the end of the tunnel, which hopefully won't be a train.

Family is in tatters, but slowly pulling the tendrils together.

Thanks for asking kind sir.


Greetings all.

Poking my head up to say hi. Not sure where I'm at, but I'm looking at returning at some point.


Surgery slated for Thursday this week. I'm working hard to get far enough ahead on my schoolwork that even if oxycontin'd out of the wazoo I'll not lose too much ground.

Either I'll have tons of time, as I'm bored out of my mind, that I'll be posting by the end of the week, or I will be so gorked on drugs/in so much pain, that posting will need to wait for after my convalescence.


While hard to watch, this is the best film I have ever seen.

http://www.problema-thefilm.org/#/film


Added in "Chapter 5" in the Campaign tab with level 8-12 as a placeholder.

Tentacledone wrote:

Sorry about that, I forgot to give you guys a link to the newest version of lizard lips.

http://www.myth-weavers.com/sheet.html#id=916563

ta-da!

Updated.

Tentacledone wrote:
I think Ssilax shall take the catacombs :)

Wrathe will take the tower.

Tentacledone wrote:
BTW, I threw mention of the noble's celebration/ball thingie as kinda a both way for us to waste some time while Mike is busy, and as a way for us to learn more about some of the rumors around Caern and whatnot.

I'll toss my dancing shoes on in the 'morrow.

Tentacledone wrote:
Plus, Loki is getting ready to take a vacation if I am not mistaken :) 24th through the 5th, correct?

I'm leaving Friday the 26th, so I should be able to post right up to then. Pretty sure I'm back late on the 4th, so the 5th makes sense.

I'm taking a block course, so depending on how crazy things are, I might be able to post over that period of time using my phone. Not sure though, so don't depend on it.

Argon Alma wrote:
Everyone taking Drow Sign?

Have it.

Argon Alma wrote:

Clanged!

http://www.myth-weavers.com/sheet.html#id=234752

Wrathe is CLANGed minus only me spending the moneys.


Travel to the ancient dwarven stronghold of Enwas is uneventful utilizing Grendel’s Grove to speed your travel.

A tenday remains behind you, each night your drinks were covered by the Caern citizenry, as tales of your bravery only gets more impressive as the tormented elves you saved step forward to sing your praises.

Having just crossed the drawbridge across the river of lava, you find yourself standing with glacial winds whipping swirling eddies of snow around your feet you feel eyes upon you long before Khosainat appears in the sky, winging forth upon tattered wings from it treasure hoard in Kinwyr. Landing before the group she takes a moment before speaking, perhaps unsure whether she should simply devour them or if they have any value. Only Daxniss and Ssilax, the members of the group with dragon blood flowing through their veins, are acknowledged. Argon and Wrathe are completely ignored, and Dog is smart enough to maintain enough distance that you wonder if the canine is running away from home.

Sibilant words spill forth from her gaping maw, which is better designed for meting out destruction than forming words, though you are certainly distracted by the volumes of acid that splash with each syllable, “Retrieve the forged obsidian hammer from the catacombs.

You get the impression that dragons are not patient creatures.

Entering the castle you work your way into the catacombs, which are accessed by the stronghold’s 'wellevator', a water-powered lift platform of gnome manufacture. Burbling roars warn you of the monster that waits. Corridors stretch out before you, filled with darkness and unsettling sounds, carrying the stench of rotten flesh and blood. It is a maze of dead ends and salt-encrusted undead walkers. A desperate warrior, having long ago lost his mind, collapses into ashes and dust leaving behind naught but his broken axe and rusty shield. What cruel design was behind this maze is unknown to all but the denizens of the labyrinth.

You find yourself before a lake of salt water in a room filled with treasure and two skeletons upon the ground. Daxniss recognizes the trap instantly; the ‘treasure’ is little more than worthless junk made to look valuable and is laced with poison dust. Within the water you catch a glimpse of movement and see a long-tailed 25’ long aquatic beast that resembles a massive snapping turtle with draconic features. It asks you to free it from the lich’s chain that entombs its leg, which Daxniss is able to accomplish with great difficulty considering the size of the shackle, the coldness of the murky waters, and the complexity of the lock. The dragon turtle swims along the underwater tunnels out to the Okeanos Sea, revealing a glow down below, which turns out to be what you seek.

The forged obsidian hammer is far too unwieldy to use as a weapon, which is a travesty considering that your fingers can feel the thrumming from the runes etched into the magically imbued tool. As the hammer is presented to Khosainat she directs them to submerge its head into the lava and beat the volume of lava into giant scales. The scale is lifted between two talons and pressed to an area where the plague and pestilence has rotted away her scales. It must be absolute desperation that forces the dragon to ask for assistance, but Argon finds himself perfect to the crafting task, especially when the ancient wyrm demands that the hammer slam into her side time after time. Likely due to the magic in the hammer, the scales magically-affixes to her body. Not only do the scales provide protection, but also appears to relieve much of the discomfort the lich’s curse had inflicted upon her.

It is a surreal time, but it only gets more surreal.

Khosainat reveals the binding ritual that will cause the defenders of Enwas to see the group as their masters. The stronghold is yours for the taking.

(please describe the area of the castle, grounds, church, tower, or catacombs that your character takes as their own)

Standing sentry duty is an unremitting animated suit of ancient plate armour, which turns the soulless depths of its helm to chill your bones, take your measure, and readily permits your passage once you complete the ritual. The black iron gates screech in agony, as its hinges are put into use.

As you move through the kitchens into the dining area you are welcome with a beautiful and delicious feast with hors d’oeuvres, four courses worth of food, and pleftiful drink (as Bountiful Banquet cast by a 10th level druid, refreshed daily).

Four days pass before you get your first visitor. It is Khosainat in her elven form as Onvyr. It is an uncomfortable affair, as she almost never speaks, has no social graces, and looks at the group like walking meals. What is even more uncomfortable is how often Khosainat drops by for meals.

It is a strange time indeed.


Fires rage.
Wounded to be tended to.
Dead to be buried.
Rebuilding to commence.

Your assistance is appreciated as you find yourself pitching in to close the wounds of the city and its citizenry.

Storm accepts the loss of the limb with impressive stoicism. She, like all the others the group knows, will have scars from the battle, but will survive the day's brutality.

Probably the most surprising event of the day is the gratitude that is extended to the magi of Akhyl. It is a fragile truce, but a truce nonetheless.

The fallen bronze dragon is buried with a ceremony that would normally be reserved for dead nobility.

Calvoric, Dandelion, and Grendel stand in the midst of the chaos of the moment, savouring every smell and breath, as life comes crashing in. Tears rim their eyes as their time of strife appears to be at an end. Gratitude is offered to the group, as are offers of lifelong friendship, before the trio departs. It does not take long before rumours spread about one of the most influential of the top merchant houses has been taken over by these three.

Me'lar is found to be safe and sound. Grinn offers an apology, but things will never be quite the same again.

With the death of the leader of Caern., Eoqium the VII, there will be much infighting to fill the vacuum left behind, but in the absence of permanent leadership it is surprising to learn that a full pardon is offered to all members of Umbrae for their past indiscretions. You are all considered to be citizens of good standing now.

Your reunion with the incarcerated members of Umbrae is kept short, but it is powerful nonetheless. They will support the search to find your master.

Morning's light brings a return to relative normalcy. Vendors walk the streets hawking rice, fish, and skins of ale. Noblemen and women have their servants fanning away the smells of death and decay as they peruse the markets not destroyed in the attacks.

Rumours, Whispers, Questions, and Lies

  • Recruit outsiders from Doldrom/Ayrtor to aid in internal Caern struggle against tyranny
  • Tymil is not ruled by a tyrant king, as he has been slaughtered by ancient monsters that now rule its people as slaves.
  • Has Lich Lord Azthoh finally been defeated – or is there perhaps another phylactery that even now is bringing him back from the dead?
  • What has become of the paladin imp Zafe?
  • What became of Deitus Athame after it disappeared?
  • Is there a future for magi and literacy within Caern?
  • The Stalker and Hunter continue to stalk the streets of the city.
  • What is Daxniss’ future with the thieves guild and Duran?
  • What is the future of trade with the slavers of Siranor?
  • Can an angel die forever?
  • What will become of the members of Umbrae?
  • What became of Wyver and the cult the troll represents?
  • How can so many undead live (poor choice of words) in Caern?
  • What will the next ruler of Caern be like?
  • Asmodeus personally has taken an interest in destroying the group.
  • What became of Lharoth's necromantic notes?
  • What does the ancient black dragon Khosainat want with the group?
  • Why was Dainoth taken to Sigil? Is the 500 mile wide maelstrom, called Kharbdys, really the means of reaching him?
  • A new deity has been unleashed upon Sel Torin. What does the godking plan to do with his new power?

    Enwas awaits.


  • As the call goes out, the tide turns immediately.

    Jagged shards of metal tear flesh as they are drawn forth, dripping acid blood, and the lich's memories of his family. Abominations stand stock still until a threat is perceived, and then they launch themselves at their brethren and Jaevan with homicidal intent. They do not last long before each abomination falls (2 rounds), their unnatural lives pouring forth from the open wound but none of the ex-lich's soul energy returning to him.

    Soon there is only Jaevan surrounded by Caern's battered, and bloodied defenders, their hard eyes sentencing him to a slow and painful death.

    His spellcraft is perfection itself, which is hardly a surprise considering the centuries of sleepless practice he must have undertaken. Jaevan releases two spells in succession. The first brings forth a vertical, opaque sphere. It is a shimmering, multicoloured plane of 7 lights that protects from all forms of attack from all directions at once. The Prismatic Sphere encompasses an area around Jaevan, which also leaves the party, a handful of refugees, and 3 half-orcs within the magical field (Prismatic Sphere).

    Blindness Duration in Tens of Minutes (Prismatic Sphere): 2d4 ⇒ (2, 4) = 6 (1 hour)

    Those defenders that try to pass through the wall either fall where they stand, or retreat screaming in anguish.

    The next spell brings forth a massive wave of water (Tsunami), which destroys buildings and defender alike.

    Tsunami Damage: 8d6 ⇒ (2, 6, 2, 6, 2, 3, 6, 1) = 28

    Forces he wields with such ease makes you think of gods.

    A hovering Jaeven, bleeding from a number of wounds that no longer heal on their own, directs his self-satisfied attention to the assembled throng within the sphere, "You are as nothing. Each of you little more than self-important gnats crawling and hoping my boot falls not upon your unworthy pates. I cannot believe that once I was as y..."

    Feeling someone walking up behind him, Jaevan slowly turns and cocks his head at the fragile elf standing so strong before death itself. This one would be die horribly for interrupting him in his glory.

    The illusion shatters (failed will save for Wrathe and Argon, no attempt made for Ssilax and Daxniss) revealing Onvyr.

    The mask slips once more. It is then that the ancient chromatic dragon Khosainat rises up before the one known as Jaevan, her every feature shuddering in rage. Khosainat throws herself at Jaevan, thrashing for position as she bears him to the ground.

    Impassive eyes watch as a man is devoured, screaming as his skin is dissolved by acid, by a great wyrm. The body shudders one last time and wheezes its last. The undulating heart slows, with each beat losing life force energy. At last the heart stills and Jaevan is set free to spend eternity either with his family, or perhaps the fates have other plans for him.

    (please include a DC 25 will save vs. frightful presence in your next post to avoid being frightened or shaken for 5D6 rounds)

    Khosainat drags the dead body about, as she waits for the lich's curse to fall as he had, but it remains. Growing enraged she unleashes everything upon his body, tearing into the body and leaving only mangled remains behind.

    She turns her attention to the party, "Travel to Enwas a tenday hence. It is not a request, though dragons are not known for their skills in diplomacy. With that she simply disappears, as does the Prismatic Wall a few seconds later.

    There is a moment of silence as the wide-eyed Caern defenders cover the remaining ground to stare at the group. Some hate you for your use of unforgivable magics, your past, inhuman features, or perceived slights, but on this day they hold their tongues and simply stand aside to let the others clap you on the back and call you friend and 'godslayer'.

    Caern, though sorely damaged, and hundreds lie dead or dying, will not fall this day.


    Daxniss Sassith wrote:
    Would I need to become invisible again? Or did steal action not negate the invisibly spell?

    Stealing dispelled your invisibility.


    The magics wash over the closest of the abominations, with devastating effect to their combat efficiency.

    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 4 (fail)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 14 (success)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 6 (fail)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 7 (fail)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 4 (fail)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 7 (fail)
    Will Save vs. DC 20 Slow (bonus hidden): 1d20 ⇒ 8 (fail)


    Argon sees the effects of his fireball not in how much damage it had inflicted upon Jaevan, but on how it burned the closest abominations. They did not appear to be especially vulnerable to fire, but it still hurt like the dickens nonetheless.

    Weapons were drawn back spoiled from wounds spurting forth acid, which burned flesh anew. Defenders screamed as they were granted horrible acid-washed deaths.

    Dandelion, Calvoric, and Grendel rise up as one to stand strong against the wave of darkness and despair. They stalk Jaevan, hoping to reach him with their words as much as their attacks. They had all been healed body, mind, soul, and heart, and with light steps they put on a dizzying display against their former companion.

    He bats them around cackling, mocking, and with scary ease. A cat toying with its prey before the killing blow falls due to boredom more than anything else.

    One of the two bronze dragons falls to an acidic death that is gruesome to behold.

    Reaching forth Daxniss and Wrathe's fingers feverishly clutch the shard of jagged metal protruding from the abomination. As the bloody metal finally pulls through the fleshy bits, a spurt of acid bursts singeing your clothing. A small electric shock runs up the metal and burns your skin, conveying images of Jaevan's wife and child both before and after their burning deaths. You look into the eyes of the creature that had once tried to voraciously end your existence as they slowly cloud over. The abomination stops its aggressive advance, it's life fluids rapidly dripping forth as it is dying, standing stock still.

    No energy returns to the lich, but the wideness of his eyes show that the group is on to something here.

    Ssilax seeks out the support of his deity, and it comes in spades as an explosion of light illuminates the night, spelling the difference between unconsciousness and one's eternal demise.

    The abominations collapse in further from all sides (no ability to withdraw further without the aid of flight).

    You stand in the common centre, able to be seen by all of Caern's defenders as you stand tall against oppression and evil.

    Abomination (Argon): 1d20 + 29 ⇒ (12) + 29 = 414d6 + 22 ⇒ (5, 2, 2, 3) + 22 = 34
    Abomination (Daxniss): 1d20 + 29 ⇒ (11) + 29 = 404d6 + 22 ⇒ (6, 4, 6, 1) + 22 = 39
    Abomination (Ssilax): 1d20 + 29 ⇒ (1) + 29 = 304d6 + 22 ⇒ (5, 4, 6, 3) + 22 = 40 (critical miss)
    Abomination (Wrathe): 1d20 + 29 ⇒ (5) + 29 = 344d6 + 22 ⇒ (3, 4, 4, 4) + 22 = 37

    Once more the fates intercede upon Ssilax's behalf (critical miss), as a highly unlikely incident of two abominations rushing forth too quickly leads to a collision, saves him from a heavy ridge of sharpened carapace tearing his head free of his body.

    Argon falls (dying).

    Only the dragonkin would stand upon the field of battle, as the two that bear down upon rogue and wizard would knock the former unconscious and the latter would dwell forever in the afterlife. This does not come to pass as the two abominations leap to defend the holders of the shards of metal, absorbing the blow meant for them and throwing themselves bodily at the other abominations.

    Argon (-3/98 hit points)
    Daxniss (34/73 hit points)
    Ssilax (37/77 hit points)
    Wrathe (26/63 hit points)

    Even should every abomination fall, there was none strong enough to stand against Jaevan for more than a few seconds.

    (end of round, start of new round)

    (tag PCs)


    Tentacledone wrote:
    Are the abominations undead? I cannot remember if we determined that or not.

    The abominations are not undead according to Deitus Athame, who was tracking Drowned Ones, the Lich, and all sorts of vampyrs (Grendel, Calvoric, and a bunch of vampyrs that live in the city).


    The second of the summoned dinosaurs falls dead. The first remains heavily injured, but still functional.

    Argon is able to back away from the immediate threat, though the abominations continuing to collapse inward will ensure that there is no place to run in short order, especially with the majority of the group not able to fly any longer.

    (end previous round's actions)

    Jaevan sidesteps Argon's attack with ease (evasion), which acts as a reminder that he was a highly trained rogue before his fall into vampirism and lichdom.

    Reflex Save vs. DC 17 (bonus hidden): 1d20 ⇒ 9 (success, no damage)


    Argon Alma wrote:
    Just reading through..... When did Dandelion appear? And is Jaevan stil around? I assume he's up in the air where he was before?

    Jaevan traded 1000 years of service to free Dandelion. Dandelion appeared as Asmodeus disappeared.

    Jaevan hovers a few feet off the ground where Asmodeus was.


    Argon Alma wrote:
    I'm awake and healthy now, so I'll be posting finally.

    Welcome!

    Please post your last round action and this round action together.

    BTW Grendel is on vampyr duty, so you're free there.


    Saranrae had come to Grendel and Calvoric over a millenium ago with the following words, "Forsake a thousand years of your existence to bring about Balance once more", which is why Grendel agreed to a second term of service, and also why he is chuckling even now. He served Jaevan's term without knowing it, and it appears that The Dawnflower was playing the longest of games; Saranrae had seen this day thousands of years prior when she came to the two. She takes a moment to consider the heroic trio, offering each a nod and cracks her porcelain features into a smile before disappearing with her daughter's body.

    All deities, angels, and devils have left the field.

    (please include a Will save in your next post)

    Caern's forces start to falter as the abominations push through the area Zafe had momentarily held. He had lead a contingent of warriors, who are each being overrun in his absence.

    Grendel pushes himself to his feet with a groan and surprisingly a chuckle, as the gloom that held him pinned to ennui had now lifted, holds Deitus Athame in his hand, and sets himself upon the task of freeing the others from the curse. Once done the dagger simply fades from sight.

    Calvoric and Dandelion draw their first breath in years. The heroic trio are reunited for the first time in thousands of years and share a wide-eyed moment one one another for the first time in years without the veil of vampirism running ramshod across their collective psyches.

    Even magically slowed the creatures move with quicksilver grace and impossible power.

    Abomination (Argon): 1d20 + 29 ⇒ (11) + 29 = 404d6 + 22 ⇒ (6, 4, 3, 4) + 22 = 39
    Abomination (Daxniss): 1d20 + 28 ⇒ (7) + 28 = 354d6 + 22 ⇒ (1, 6, 1, 1) + 22 = 31
    Abomination (Ssilax): 1d20 + 29 ⇒ (20) + 29 = 494d6 + 22 ⇒ (3, 2, 6, 5) + 22 = 38 (critical threat)
    Abomination (Wrathe): 1d20 + 28 ⇒ (7) + 28 = 354d6 + 22 ⇒ (4, 1, 3, 1) + 22 = 31

    Abomination (critical confirmation: 1d20 + 29 ⇒ (16) + 29 = 454d6 + 22 ⇒ (1, 4, 2, 6) + 22 = 35 (success)

    Argon (17/98 hit points) and Daxniss are both nearly torn asunder by the abominations, while Wrathe (2/63 hit points) is only standing due to the channeled energy. Ssilax (13/77 hit points) has never been hit so hard in his entire life.

    None will survive another attack such as this one for no healing the group holds could hold even against such massive damage being inflicted.

    There is something to Jaevan's expression that makes you believe he is not surprised by the revelation that he will not be serving any terms of service for Asmodeus, which greatly reduces the perceived altruism of the act of freeing Dandelion from eternal torment.

    Jaevan considers the arrayed forces on the field of battle, "I had come here to balance the ledger and sacrifice myself. I see that won't be necessary now. I have won my freedom."

    With feverish intensity he utters, "This world will be mine. Kill them, kill
    them all!
    "

    No longer does the group have value to the ex-lich, and they understand that he will deal with them in short order, but first he focuses on Caern's forces.

    His first spell barely misses Storm's head, taking her arm instead. The intensity of the spell was such that it does not even bleed, the tissues having been cauterized in the attack.

    (end of round, start of new round)

    (tag PCs)


    Calvoric stands strong as had Sanriel and Grendel before him. Their every movement little more than blurs that coated their weapons and the ground around them with their blood. He never stood a chance. With each passing year the vampyrs grew weaker while Jaevan only grew in power. You expect the vampyr to recover, but it does not appear that he is healing: Calvoric is dying.

    Jaevan's assessment of the finality of the exchange resonates through the scene, "It's over."

    It is a gruff voice, as if its owner had warmed up his vocal chords by gargling rocks, that responds. "I think not." The paladin imp Zafe, wielding a flaming sword, buoys up the forces pushing through the abominations' ranks. You have never seen the tiny creature fight, but it is breath taking, and for the first time since this battle was met do you have hope that the tide will turn.

    Asmodeus' dark eyes bore into the imp with unrestrained hatred.

    Those civilians caught up in this epic confrontation cower and pray that none take notice of them.

    Ssilax's assessment appears to be correct, as all of Jaevan's wounds, and Grendel's wounds had been repaired by Deitus Athame. If truth be told, it had also rid them of the madness that had affected them after so many years of torment, but such effects were hidden from a casual glance.

    Jaevan, awash in Calvoric's blood, shares an intense moment where his eyes meet Grendel's heterochromatic orbs. Grendel spits out, "I only have utter contempt for you Jaevan...we will all fight until our last breath." A moment later it is a stunned Grendel that nods sharply, as if they had been speaking during their short exchange.

    The ex-lich slides to stand before Asmodeus, hovering off the ground so they meet as equals at eye level. Surprisingly Jaevan takes a knee, "I offer myself to you Lord of Darkness." There is more to the conversation, but you cannot hear it.

    Asmodeus laughs with all the warmth of an anemic iceberg, while presenting a contract for the ex-lich to sign,"Sign and it will be done. 1000 years you will serve me in Hell and I will see to his release immediately." Panultimate smugness drips off his every pore.

    Grendel chuckles, while leaning against a destroyed building, finally understanding the truth, "The 1000 years has already been served m'lord."

    Asmodeus' eyes are wide and his anger palpable even from a distance. Perhaps it is the presence of Sarenrae that stops him from reneging on the contract, or perhaps there is honour to such deals that even he will keep his word. With a word he disappears, but his voice carries, "You will each rue this day for your part in it. And you...you will return to Hell...NOW!"

    A giant lava hand reaches up from the ground to pluck Zafe from the air and drags him screaming down into the very rock.

    All that is left behind is a dying and screaming Dandelion, only barely holding on due to his vampiric nature.


    Bunching up is ideal to stop any of the Caern defenders from piercing the malformed circle, but it also groups the enemy for spells that can affect many foes at once.

    3 of the 7 closest abominations find themselves fully affected by the rogue/sorcerer's magics (slow: 7 round duration, staggered, can only take a single move or standard action, -1 to attack, AC, and reflex saves, moves at half speed).

    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 20 (critical success)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 5 (fail, slowed)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 15 (success)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 4 (fail, slowed)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 2 (fail, slowed)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 18 (success)
    Will Save vs. DC 16 Slow (bonus hidden): 1d20 ⇒ 10 (success)

    Daxniss disappears.

    (initiative: abominations, Wrathe and Daxniss have completed their actions. Awaiting Argon and Ssilax's actions before moving into the next round)


    Perhaps as many as 30 abominations have been felled of the approximately 80 you have seen skulking about the field of battle.

    Spells of invisibility lapse, as do flight spells (1 minute per level duration. See invisibility and air walk spells remain (10 minutes per level duration).

    Wrathe finds that both bronze dragons, nearly all the defenders of Caern, and the wizards of Akhyl are all heavily engaged with only the abominations. All of the abominations have closed into a malformed ring about their master, continuing to give ground as they fall back to a common centre.

    Argon finds the half-orc Grendel clutching Deitus Athame and brushing off the dead flesh that formed a macabre cocoon about him. The slayer is close enough to see that the jugular wound has closed;. Glancing at his other hand Grendel appears to be confused by the inner dialogue. Shaking the cobwebs free of his head he casts a spell full of sub-vocalizations (Summon Nature's Ally VIII).

    Summoning: 1d3 ⇒ 2

    Before the druid are two great lizards. These bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth. Two tyrannosaurus force their ungainly bodies into motion to tear Jaevan asunder.

    Glancing up Grendel's mismatched eyes hold none of their previous power, and the Alman can see a slight flush upon his cheeks, perspiration on his brow, and his chest's rise and fall of each breath: Grendel lives once more.

    Daxniss is confident that should the group seek to escape that she could exploit a hole in the ring of abominations, as long as everyone acted immediately. One or two of the group may fall in the process of retreating though.

    Abominations rush forth to be overtaken now that they have freed the master of his curse of undeath. Only Ssilax is spared the immediate opportunity to bleed, and even Wrathe is not safe as the winged abominations seek to sup upon his crunchy bones.

    Abomination (Argon): 1d20 + 29 ⇒ (8) + 29 = 374d6 + 22 ⇒ (3, 3, 4, 5) + 22 = 37
    Abomination (Daxniss): 1d20 + 29 ⇒ (7) + 29 = 364d6 + 22 ⇒ (2, 6, 6, 5) + 22 = 41
    Abomination (Ssilax): 1d20 + 29 ⇒ (1) + 29 = 304d6 + 22 ⇒ (5, 4, 2, 6) + 22 = 39 (critical miss)
    Abomination (Wrathe): 1d20 + 29 ⇒ (9) + 29 = 384d6 + 22 ⇒ (4, 1, 6, 6) + 22 = 39

    One advantage of your close proximity to so many gruesome monsters is it affords you an up close view of their shoulders, or whatever passes for shoulders. Each has an identical long, jagged shard of metal stabbed into their meat, which seeps acid where the metal plunges into their bodies.


    The prophesy touches your ears, stealing the inevitable bout of self-pitying forlorn self-flagellation: "Only one with pure intent may prove worthy to wield Deitus Athame to light the darkest of hours." Unless the prophecy is wrong, or Jaevan has found a means of tricking the blade, it appears that Deitus Athame deems him worthy and his intent to be pure.

    An answer to the question that Ssilax asks is not found in religion, but in what Grendel showed the group under the effects of the soma:

    "For 1000 years Lich Lord Azthoh sought a means of ridding himself of the Asmodean Curse and slaughtered innocents en masse as he sought out the fallen angel Sanriel, who he blamed for murdering his wife and son at Dewsdam. Azthoh had made it a point of defiling every monument and shrine to the goddess Sarenrae for ever birthing the angel Sanriel. Sanriel remained hidden from all magical means of detection with the god corpse."

    They fly at one another, the perfection of a meeting of diametrically-opposed creatures. It is over all too quickly as Sanriel falls, her body casually cast aside. Jaevan stands over the fallen angel with her thick blood dripping from his dark blade, an unreadable expression of sorrow and vengeance splayed across his features.

    Sarenrae slides forward, the warmth of her divine light caressing her daughter's face.

    Grendel and Calvoric throw themselves at their old companion with animalistic fury. Too soon the athame finds itself lodged in Grendel's throat, and he falls clutching his neck and moaning burbles of foamed blood, some of it his, and some of it imbibed.

    The druid's words from days before follow you, "Only when Azthoh falls will there be balance once more."

    Each wound cut into the mortal rogue/sorcerer's flesh, no matter how horrible, is simply erase as the next abomination falls and conveys power back to the ex-lich.


    Tentacledone wrote:
    And I love Heath's Joker, probably one of the best things about the movie. I might catch flak for this but, I am not a huge fan of Bale's version of Batman.

    There's something about Christian, an intensity that makes me believe him in American Psycho, and to hear the tales of his weight loss around the Machinist days, that translates well into Batman.

    That being said, his voice was so distracting and over the top that it's almost unwatchably comical.

    There's not a lot of positive to take away from Bats vs. Supes, but I really liked the way they handled Batman's voice in the movie.


    Argon Alma wrote:
    What is it about Harley Quinn that I and every other straight male likes? I've never even read anything or seen anything with her in it, yet she has this strange fascinating effect....

    I think that we're all attracted to beautiful people, and she is that, but it goes beyond that since the entire film is filled with attractive people.

    Her rendition of the character was spot on, varied (we got to see some vulnerability to pair with homicidal ideation), and fun in a twisted sort of way.

    Tis too bad that we couldn't see her with Heath.

    The movie should be rated R.

    Tentacledone wrote:

    I thought the movie was fun, mostly because of the characters/actors, but, it needed to be an R rating, and left the possessed people as human beings rather than eye-blob zombie things. It definitely has flaws, I cannot say it is a great and awesome movie that will change your out look on life. I did think it was fun (course, a buddy and I got really stoned before watching it), and am looking forward to the director's cut.

    While it certainly had it's flaws, some of the more spastic editing and some annoying flash-backs, plus a lot of the funny bits have been in trailers. Not too mention a lot of the bar scene was cut down. I still thought it was one of the better DC films. Which still means they have a lot of work to do. I think less time spent on big effects and more time with the characters and them interacting would have been nice :P Practical effects on Croc where well done, I thought they where just going to do the standard slather him in CGI and call it a day, so that was a neat surprise. I liked the look of the Enchantress a lot more when when she was the smoky CGI effect rather than the make-up effect later in the movie.

    I really like the premise of the movie where you need bad to fight evil, but they spent so much time developing bad guy number 1 and 2, then the Joker and his people, flashing back into back stories, flashing back into how people were caught or where they were held, and then us needing to understand the motivations behind the team, and so on and so on, that we missed out on the actual Suicide Squad doing their thing.

    To give the SS time to gel would have been great, especially since it would have come with fumbling moments where they don't click (https://www.youtube.com/watch?v=yrDXseJRJIk).

    Heath Ledger has ruined me for all other Joker renditions (other than Mark Hamil) forever.


    Deitus Athame is all but salivating, screaming in the slayer's skull to be plunged into the undead monster’s desiccated flesh.

    Argon obliges.

    Far from adroitly dodging the incoming attack, Jaevan stands still, his arms spread wide and accepts it plunging into his breast.

    For a moment Argon is close enough to feel horrifying aura about the creature. It glides over the skin like a cold and greasy oil, something foul and cloying that makes you want to start brushing it off. It writhes up his arms, prickles of distraction and disorientation crawling over the Alman's limbs.

    Lava sears Argon's flesh (no damage due to magical resistance) as the liquid Sollight turns the dagger into a shaft of sunlight coalescing into solidity. The weapon is torn free from his hand, remaining lodged inside the lich.

    The tip of the blade pours through the lich melting through my tendons and bones. His vision blinks out as unbearable pain washs out all other senses. The scorching heat travels from Argon's hand up through Jaevan's torso until it engulfed his entire body. Screams remain firmly lodged trapped in his throat. You cannot how he remains standing, other then to guess what remained was pieced together by thousands of blistering scabs. Within that eternity of pain, a new sensation began to wash over the monster. Piece by piece it felt like a small stitch. And then another. Pleading to a higher being to end his tournament, all he could hear was a distant moan...his own agonized wails piercing through the wall of pain. And with a sudden burst of energy the body convulsed. Like a great oak shedding its discarded leaves Azthoh's body spasmed a few times, layers of burnt flesh shaking free of the form. A sheen of perspiration clung to his unblemished skin. Only a light pink scar showed where the dagger had pierced the flesh.

    Speaking in a inhumanly cold whisper, "My cold heart beats once more after so many years."

    You see the man called Jaevan for the first time. Dead corpse-grey eyes, devoid of compassion and warmth. Black hair cropped close to his head. Has been hideously burned in the past in the fire that took his family from him.

    A broad calloused hand with scarred knuckles reaching out Jaevan slowly draws the blade from his human flesh and considers the glowing blade for a moment. In his other hand, the one that held the phylactery holds now solidified shadow: a devil's blade. The ex-Lich Lord Azthoh snaps his fingers and 8 identical Jaevans appear (mirror image) and he throws himself bodily at Sanriel.

    Another being takes the field that is as much a contrast to the goddess as can be. It is a large, flame-enshrouded man with red skin, cloven hooves, and horns, surrounded by a pale flame nimbus.

    Asmodeus. The King of Hell looks ready to burn Sel Torin to an ember.

    His voice booms, "WHO DARES MEDDLE IN MY AFFAIRS?" It was a curse of eternal lichdom he wrought that has just been broken. Asmodeus glances about, seeking out whom is most justified to feel the full might of his ire, until his attention falls upon the implacable Sarenrae. Her presence changes his entire demeanour.

    You have never seen Wrathe so pale.


    BTW I offered for Argon to use his Hero Point for the attack, rather than the bluff if he wants.

    Called shots remain only a descriptive thing.


    Argon Alma wrote:
    Now we watch as Argon becomes red paint on Sanriel's pretty face. It's not a bad way to go, all in all...

    Your next character will know when to run.

    p.s. Estrogen unit just took me to Suicide Squad. Run far and fast from the movie. Yuck.

    p.p.s. Harley Quinn was epic in it though.


    Though invisible to everyone else, Daxniss watches (detect magic) tendrils of soul energy tear free of each of the fallen abominations and travel back to the lich, feeding him and strengthening him.

    Sanriel's dance is mesmerizing to behold as she slips aside from the abominations' clumsy attacks to put her in the proper position to launch devastating counter strikes. Those minions that stand between her and the lich are cut down one after another until the inevitable final confrontation is nigh.

    Jaevan's papery flesh cracks as a rare smirk drags the corner of his cruel mouth to the side, his predator eyes fixed upon the slayer as he offers his good hand to receive Deitus Athame. There is something odd to the creature's look, which is confusing, as it appears to resignation to the whims of fate.

    Sense Motive (bonus hidden): 1d20 ⇒ 19


    Good advice indeed.

    Entire hard drive is a smoking heap of horrors unimaginable, such that even Cthulhu is needing its blankey because it's scared.


    The bulk of Caern's defenders retreat toward the Ascendant Court to meet the threat, leaving behind only a skeleton watch to battle the "fodder" that continues to draw breath.

    Sleek dragons armoured in dull metallic scales of mottled blue scream across the skies drawing air into their bellows and raining electrified death upon those that seek to visit harm upon the citizenry of Caern.

    Your eyesight is stolen momentarily as lightning bolts and fireballs streak forth with devastating effect upon building and behemoth alike.

    The abominations fight and give ground constantly, as they collapse back toward a common centre. Many civilians are trapped in the ring they create, and often standing inches away from a battle, but they do their best to keep from underfoot.

    Argon and Wrathe move forth as if Calvoric's unlife was in peril, only to be held back by their other two companions. The falsity of the situation is easily conveyed, and the truth brought to the eyes of all present, especially when Ssilax waves his hand and simply dispels the figment.

    Daxniss catches a glimpse of an area 40', which glows with so much energy that she must clutch her hands to her head to stop her head from simply coming apart. Seeing an angel, another being, and one of the most powerful forces for evil, in such a spectrum was far from pleasant.

    Deitus Athame brings the slayer's attention to the lich and two closest vampyrs, closer than he had expected. Calvoric and Grendel throw themselves bodily at the onrushing horde. Abomination blood flows freely, its putrid acid leaving hissing trails of destruction in its wake.

    40' away. Lich Lord Azthoh, cloaked in night's embrace, hovers in the air not 12 paces from the angel Sanriel, who glows so brightly that you cannot look right at her, battles 4 abominations at once. Behind the deva is little more than a shaft of sunlight that looks like a human woman from some angles. Her beauty rivals even the angel, and tears fall freely down her porcelain face as she watches her fallen daughter, stripped of much of her power, stand strong against a force of nature.

    (Anyone with at least 1 rank in Knowledge: Religion recognizes this being to be the goddess of healing and light, called The Dawnflower, The Everlight, The Healing Light, or more commonly Sarenrae)

    Jaevan grows visibly stronger as each of the abominations falls, consumed by an inner fire that leaves only ashes behind. Something flashes for a moment, but only catches the eye of the most perceptive of the lot.

    (please include a DC 30 perception check in your next post)

    Success:
    You notice that as the abomination dies sparks of energy all converge upon its right shoulder. The energy lifts away from the body in a conical shape and flow towards the lich. Glancing around you notice that each abomination has a similar wound upon the same shoulder.

    Lich Lord Azthoh bares his teeth as he fixes his attention on the Alman, "Excellent timing. Bring me the athame. Quickly now Argon!"

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    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    Nigel’s eyes go wide at this reminder, ”That was real?!? I’ve been working for years with my therapist to try to figure that dream out. I can’t believe it actually happened!”

    He starts shivering, looking back at the museum. Finally he turns to Cashel and adds, ”Alright man, I’ll consider talking to Zarta. If you all can fix the current mess, obviously.”

    Success on Cashel’s faction chronicle boon mission!

    Jack has meanwhile wandered around to the other side of the building and is practicing leg sweeps at the front door.

    Anything else or any prep before heading in?

    Silver Crusade

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    LG Elven Fighter 1, Wizard 2 | Mods: NA | HP 29 (-0) | AC/Tch/FF 17/13/14 | CMD 16 | F/R/W +4/+3/+3 (5 Fire Res, Immune v. Sleep, +2 v. Enchants) | Speed 30ft | Folio Re-Roll 0/1 (Nature), Bonded Object 1/1 | PW: 6/6, Spells Tracked in Profile | Perc: +2 (LL), SM: +0 | Init: +3

    Merry Elfmass!

    Sovereign Court

    2 people marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Obviously we aren't starting anything super soon. But I did get Cannoli updated!

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Gold and xp here for sure.

    I’d say a 10% cut is fair. :D

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli responds to Kruptin’s booming voice, ”Damn right, now clean my boots!”

    She takes center stage as a distraction while the group does their business.

    Temple suggestion works.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli tries to swim up next to the bloodsucking leech. And also the giant vermin.

    Swim - ACP under barrel: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18

    ”Hey buddy, doing ok there? Looking a little pale.”

    She reaches out to brush Grizzlebin with healing energy.

    CLW: 1d8 + 3 ⇒ (1) + 3 = 4

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    I personally am just hoping you maybe decide to continue GM’ing for any of us that wish to stick together. Just sayin’. :D

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    The GM doesn’t know that Guardian is an ‘anyone’! #Androidsarepeopletoo

    The catfolk moves up and tries to remove the mite’s head with her mace, ”Little bugger just stabbed Guardian, get em!”

    MW CI Morningstar: 1d20 + 5 ⇒ (13) + 5 = 18 for CI/P and B: 1d8 + 2 ⇒ (3) + 2 = 5

    Liberty's Edge

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    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Leon nods, tucks his wayfinder away and then holds his hand out, ”Pament up frunt.”

    Dark Archive

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    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    I had been under the impression no one gave one to Angus, but taking a long look back at the actions way at the start, Newt definitely handed his to Angus. I will get it into use quickly if we survive this round.

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4
    Grizzlebin wrote:
    Grizzlebin shakes his head dismissively, muttering something about mortals must think they're going to live forever if they're standing around so long, and heads to the nearest unexplored area of the mansion.

    Cannoli replies quickly, ”Our bad, I guess us pathetic mortals wanted to actually do the right thing and help this lady out. Apparently patience isn’t a divine attribute in your plane.”

    After he leaves she asks Jakeric, ”Hey Jake, why do you bring that dick around every mission? I mean, you all bring me around and I’m an ass sometimes, sure. But at least I can heal and I’m cute. That makes up for it. What does he bring, other than a holier than thou attitude?”

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    I always pronounce the ‘G’ as a Y to really bug people. :D I will second a montage to get her sight back, but strongly recommend we search the near rooms instead of going to the basement next.


    1 person marked this as a favorite.
    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    Alright, thanks all for playing. I’ll give 24 hrs for any more requests, then bump this game to inactive. Anything after that, PM me.


    1 person marked this as a favorite.
    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    I'm gonna call this fight here. Even IF the enemy doesn't drop and even IF they get three confirmed crits, I don't think they could take one of you out. Maybe the stronger one could, but it's dead.

    The last beastman falls to the ground under the combined attacks of the pathfinders. A familiar face (your dog sled coach) pokes his head through a cracked open cabin door, then throws it open wide, "AHAH! Oh man, I thought we were goners. Ya got back just in time. And ya didn't even die on the way up or back!?! Pretty good training I'd say."

    Scenario Over!

    I'll do a little more wrapup and y'all are welcome to RP with any of it. But I'll start working on chronicles.

    Sovereign Court

    2 people marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli’s tail has been twitching in rhythm this whole time and her eyes are giving a long distance stare. Finally, she comes to and exclaims, ”I can’t resist!”

    Swaggering into the room, your lovely catfolk bursts out into a rowdy sea shanty.

    There once was a man,
    A Sarini man,
    The name of the man was wasted on me.
    The devil drew up a contract now,
    Soul below the demon boys own.

    Soon may the Sarini come,
    To bring us murder and pain and ruin.
    One day when the time is done,
    He’ll take your soul and go.

    She repeats the chorus several times, urging the team to join in, ending finally with a long, ”He’ll take your soul and GOOOOOO!”

    Bluff cause she made the story up, even if it is actually true she probably didn’t know the exact details + History Book: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30

    Perform: Sing just because: 1d20 + 3 ⇒ (16) + 3 = 19

    Hah, beat you Vreeka! Assuming you add the same mods we got back in town to both and the history book counts for the bluff. :P

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli shrugs as the grizzathing rushes past her and runs outside. She comments to the remaining group, ”Anyone else also need to potty before continuing?”

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli nods proudly, ”Sweet, that’s at least eight gold each.”

    She follows the group upstairs.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli puts up the hand sign to the group that means…

    Hold your attacks against Lucinus, he is probably already corrupted and leading us to our doom but let’s give him the benefit of the doubt. Besides, he is good looking and we should always allow good looking people more leeway. Do any of you remember if I left the oven on at the camp? My brain is trying to tell me I did.

    And with that simple hand signal resolving everything, she watches as Guardian or someone opens the door.


    1 person marked this as a favorite.
    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    Miriel doesn’t feel cursed, so that’s good. Red Reverend doesn’t know what the shiny magical pebble is, though Khellek suggests it is a ion stone of some sort. Those are neeeever cursed. Certainly not one that ended with its owner dissolved inside the gullet of a remorhaz.

    The group gets to the slick slope. The drums sound closer.

    How do they proceed down it?

    Silver Crusade

    1 person marked this as a favorite.
    LG Elven Fighter 1, Wizard 2 | Mods: NA | HP 29 (-0) | AC/Tch/FF 17/13/14 | CMD 16 | F/R/W +4/+3/+3 (5 Fire Res, Immune v. Sleep, +2 v. Enchants) | Speed 30ft | Folio Re-Roll 0/1 (Nature), Bonded Object 1/1 | PW: 6/6, Spells Tracked in Profile | Perc: +2 (LL), SM: +0 | Init: +3

    I just want to say it is great hearing from you, Nal. Difficult times in life suck, but I am glad you are well enough to check back in here. I wish you well during your retreat.

    Dark Archive

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    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    Angus raises his right hand and what looked like an odd shaped birthmark starts to glow, "Begone foul spirits! The power of Erastil compels you!!!"

    Channel Positive to beat up the Haunt: 1d6 ⇒ 6

    "Hopefully that works..."

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    *A three-way romance where she/he/they ends up with the wrong partner
    *Every bad trope
    *AI writing
    *Not enough smut
    *A tiny needle on the lock that poisons and kills a beloved character… (I’m looking at you, Dragonlance)

    Cannoli wakes with a *snrk* and scans the scrolls with read magic.


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    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
    Ezren_Core_Lvl7 wrote:

    I think you mixed up the initiative order, GM :) From these rolls, it should be Lite Brite/Bella > Ezren > Miriel > Red Reverend > Khellek > Remorhaz

    EDIT: Remember that the ongoing Haste effect gives you a +30 ft bonus to speed, Miriel!

    Yeah, I know. I cut and pasted from the last combat so I didn’t have to do a new tracker format. And since you all go together I didn’t care to move people around. Plus, I don’t really hold PCs in the same blocks to a strict order.

    Anyway, everyone is still up!

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli seems stunned. Or in shock? She stands still, dripping with ichor and bug parts. The only words you hear squeaked are ‘towel please’.

    After a few minutes of cleaning, she finally answers the question posed, ”Well, let’s just put it this way. I walk into a nice room with a nice devil angel statue and I and calmly keeping an eye on Guardian as he checks for traps. And then out of nowhere I feel lots of legs climbing up my backside. Now, as you well know, I am a pacifist at heart. But that. That was not something I could hold back my battle rage from. I am happy you all didn’t have to see it, actually.”

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Guardian’s furred… guardian moves into the big ole room to keep an eye on him.


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    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    Crit Confirmed, but only because you forgot IC. You owe your bard a drink for that assistance.

    A small voice in Bella’s head whispers with disappointment.

    There is always a choice…

    The yellow yeti drops to the ground from the two attacks, bleeding out.

    Round Three: Execute the Infidels!
    Group Buffs: Inspire Courage +2

    Bella (heroism)
    Khellek (heroism)
    Red Reverend
    Miriel (-6 HP, bless weapon 5rds, heroism)
    Ezren (sickened 9rds)

    RB
    Yellow (down and unconscious)

    Bold May Act!

    BELLA is the only one who could get sickened at this point. But she would have to get within 30ft of a living yeti.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli, who is currently up in a tree mesmerized by her own twitching tail, snaps out of it briefly, ”Wut? Where are we again?”

    She squints down at the group.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli instead moves over and swings at the little frog, ”Hold still Jake, you got a little evil frog that wasn’t even singing along with my song up on your head!”

    Presuming this round’s swing result of 10 misses the little frog…

    ”STOP MOVING SO I CAN HIT IT!!!”

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    The wise and always planning ahead catfolk who definitely knew what she was doing coming up to the roof rushes to the back corner and starts beating on the roof with her mace, shouting, ”DEATH FROM ABOVE!!!”

    Move while drawing morningstar, attack roof!

    MW CI Morningstar: 1d20 + 5 ⇒ (10) + 5 = 15 for CI/P and B: 1d8 + 2 ⇒ (6) + 2 = 8

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4
    GM Shadow Dragon wrote:
    Just to double check I marked the building to the left with a red heart, is that the building you want to check?

    YES, CHEF!

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli keeps out her weapon and dances around the immediate area vanquishing any remaining black goo. She then checks the bodies for valuables and points to the west, "That building there I think, it's to the left and we always go left, right? Except when we go right, left?"

    The catfolk chortles, having cracked herself up.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli draws her mace and steps over to engage the named foe, ”Well, the mites don’t even make me think that they might hit so… I’m a bit more worried about Drock Tack over here.”

    She swings her morningstar.

    MW CI Morningstar: 1d20 + 5 ⇒ (18) + 5 = 23 for CI/P and B: 1d8 + 2 ⇒ (7) + 2 = 9

    ”How did you know their name again? Seems like they have a personal vendetta against you, Vreeks.”

    I chuckled at the NIL joke, lol.

    Liberty's Edge

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    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Will + Bravery + Shannon: 1d20 + 2 + 1 + 4 ⇒ (8) + 2 + 1 + 4 = 15

    The Brute corrects Corba, ”Ahm tryn ta kill em, dey brawt de weppons.”

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli pulls her mace out and moves over next to the mite, ”This is gonna hurt me more than it’s gonna hurt you.”

    MW CI Morningstar: 1d20 + 5 ⇒ (14) + 5 = 19 for CI/P and B: 1d8 + 2 ⇒ (6) + 2 = 8

    ”Well, maybe that was a lie.”

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli barks mrowls a laugh, ”I’m pretty sure they are a lot more worried about me, or Guardian, or your so called master right now. But I do approve of the courage you are showing.”

    Dark Archive

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    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    Angus moves back to the entry hall and adds a positive note, "And we can pull your body back if something kills you."

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    I will add your death to be the poignant part of my one catwoman show.

    Liberty's Edge

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    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Perc: 1d20 - 1 ⇒ (6) - 1 = 5

    The Brute looks confused and turns to Corba, ”Eye Kurba, dey talkin bout us? We frumda sout?”

    He stays near Corba, wherever she moves to.

    Sovereign Court

    1 person marked this as a favorite.
    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli eyes the alchemist with jealousy, ”Oh yeah sure, NOW we get some after I already bought my own set. I see how it is…”

    To the earlier comment she shrugs, ”Bones don’t burn that well so we could always take a bag of skulls. Or cut off all their ears and then burn the bodies. I don’t know though, I expect she will just have to trust us. Plus we have all those notes and stuff about invading.”

    Liberty's Edge

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    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Leon wipes the trail of drool from his mouth after throwing up in the alley, ”Ya, aight.”

    He rinses his mouth out with some water and follows Corba with a yawn. His stomach rumbles.

    I could use some dinnah…

    Dark Archive

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    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    Angus’s first realization that something is wrong was the tight squeezing at the base of his neck. Immediately after that the piercing pain starts. Mercifully though before he can get out more than a squeak comes the empty darkness as his body falls limp to the floor.

    Stabilize DC 10 + Con - How Close to Dead He Is: 1d20 + 2 - 6 ⇒ (18) + 2 - 6 = 14

    Also mercifully he doesn’t have a comment about the situation.

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    The catfolk grins a sharp toothed smile, ”I’ve always had a way with metal tools and locks.”

    She stands up, stows the tools and pulls out her still bigger morningstar. Slapping it against her palm she eyes the group, ”first ‘catburgler’ comment gets smacked upside the head.”

    Cannoli steps back to let someone else open the gate.

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    It’s a gateway drug to more evil acts! :P

    Cannoli shrugs, puts away her weapon and wand and pulls out her tools. She starts getting to work on the lock as the group catches up and Vreeka heals the party’s pillar of faith.

    Disable Device - ACP + MW Tools t: 1d20 + 8 - 2 + 2 ⇒ (12) + 8 - 2 + 2 = 20

    Dark Archive

    1 person marked this as a favorite.
    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    I guess in theory I could do a rebuild and spend a point on DD and swap to a DD trait. He is decently dexterous but also won't be able to afford the MW thieves' tools necessary to be slightly competent at level 1. That also means the primary healer in the group is also the trap setter offer disabler.

    If the GM would even allow that at this point.


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    Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

    I personally would be interested in playing or playing/gaming the set. I have played the last one as well, but could GM it or use a replay. With a decent group we could rotate so everyone GM’s one and plays the rest. Or something like that.

    I (and I can’t stress the next word enough) MAY be willing at some point to just GM the whole series for a group.

    Dark Archive

    1 person marked this as a favorite.
    LN (bit o’ a bastard) Human Cleric of Erastil 1 | Mods: None | Init: +3 | HP 11 (-0) | AC/Tch/FF 16/13/13 | CMD 13 | F/R/W +4/+3/+4 (+2 v charm/compulsion) | Speed 20ft | 2 Star Folio ReRoll 1/1, Channel 1/5 | Calming Touch 5/5, Wooden Fists 5/5 | Perc +2, SM +2

    Angus suggests a plan that was wholly his idea and not mentioned (in character) by anyone else at all.

    ”Hey, why don’t I cast a Light cantrip on a pebble and throw it to the bottom. Those below can probably hear us anyway, so I don't think we'll attract any additional attention. Good plan right? I’m a pretty smart guy.”

    :P

    If no one opposes, he does the plan.

    Liberty's Edge

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    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Leon grunts, "Mule not strong as meh. An I kick hardah."

    He seems to genuinely believe this, and might even be right about some of it.

    The brute also taps the wayfinder hanging from his neck and mutters, "Laght."

    It glows.

    Liberty's Edge

    1 person marked this as a favorite.
    LN Human Fighter 3 | Mods: Cold Weather Clothing | HP 37 (-6) | AC/Tch/FF 18/11/17 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1, Bond Breaker 1/1 | 2 Star Reroll 0/1 (stealth) | Perc: -1, SM: -1 | Init: +1

    Leon nods to the halfling and then hands her the big key, ”Curba take kee, Curba know wenta user.”

    He also hands her two wands, ”Healy wun, cold an hot wun. You know wenta usedem.”

    Wands CLW and Endure Elements

    Sovereign Court

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    CG Catfolk Gorumacle 5 | Mods: None | HP 43 (-0) | AC/Tch/FF 22/13/19 | CMD 18 | F/R/W +4/+5/+4 (Cat’s Luck Reflex, Falls Min Dmg) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 7/7, 2nd 5/5 | Perc: -1 (60 ft Sight & Darkvision, 30ft Scent & Deathwatch), SM: +1 | Init: +4

    Cannoli flips the bird… coin to Guardian, ”Here ya go boss!”

    Carry on carrying on!


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    GM TOP wrote:

    Time for a higher level (Tier 5-9) Core scenario offering!

    Recruitment for a CORE version of 0-16: To Scale a Dragon is now open!

    No interest here so far, but I will leave it open for 48hrs to see if there is anyone who forgot to apply or hasn’t seen it yet.

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