High Clockmother Athenth Llanalir

Veronica 's page

262 posts. Alias of Melasoul.


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Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Hello everyone, sorry to have been quiet for so long. Life has just hit me really hard between family and work issues and I'm barely able to keep up with everything I have to do, much less things that I want to do.

I've been hoping that things would calm down soon and I would be able to jump back into things, but as it stands I don't know when that will be. Relatedly, I don't think it is fair to keep my status so questionable when I can't give any kind of time frame for it.

So I've decided to withdraw from all of my games. I've had a lot of fun with all of you, more than I've had in this hobby in a long time. Thanks everyone, for giving me the opportunity to play.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica listens to the back and forth, though somewhat inattentively. Between her own worries about the people outside, plus the lavish interior and offers of their host, she felt very uncomfortable. She did not want to endanger the group or their mission. But she had been taught that danger was no excuse not to do her duty.

Finally, with a heavy breath, she turns to their host and says "If thee couldst help me appear as on of thyne own, then I shall go tend to those in need. Otherwise... I shall stay..."

And with that she stands and examines the clothes of their host. Suddenly, her own clothes changed to match his, though styled for her own figure. Similarly, her skin was smooth, now scar-free, and her eyes less faded.

"Would I pass as an unknown healer like this?"


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica was glad that they were headed into the city, ready to change her outfit to match the local customs, to blend in and help the wounded. But instead they traipsed around the outskirts of the conflagrations. As they did so, as she saw the wounded being tended to, she grew more morose, though given her quiet nature it might be quite hard to notice.

When they arrive at the library, she seems particularly uncomfortable as she glances from spot to spot, noticing all of the... luxury. The sight of it makes her skin crawl, her guilt welling up inside of her. Finally, she has to ask "Wouldst it be possible for me to go and provide aid to the wounded? Wouldst the guards notice a new healer?"


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

@all, thanks everyone. It's... an interesting time. I appreciate the kind words.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Hey all, just a heads up.

I've run into some real family issues here as of late. My stepmother is on her deathbed and my nephew is moving in with me (as opposed to going homeless). I'm still planning on trying to keep up, but if I end up holding anything back, feel free to DMPC me as needed. And sorry if that becomes necessary.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

When the others had made their way up, Veronica quickly shuffled up the rope herself. She glanced around, but saw little but her normal hazy, pulsing red in the distance, though the smell in the air agreed that something else was going on.

The Paladin wants to hurry to the site of the fires, but she can't quite tell which way that is. Instead, she takes a deep breath, calms herself, and prays to Ilmater to protect the injured and the weak until they arrive.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Since it keeps coming up, when it comes to clearing our way through the tunnels, I would like to point out once again that my main weapon is an enchanted pick.

-- Earlier --
When Roland tells them about what the Pech said, Veronica shakes her head and adds "He was in just as much danger as we were before such a creature. He has done more than a fair enough job guiding us so far. I only hope he can get home by himself."

And once the Pech has been calmed, Veronica takes a deep breath and says to the party "I just wished to say... I'm glad that we decided not to aid the creature in its vendetta. It did not feel... as if it would be a legitimate use of violence."

-- Now --

Veronica frowns when Roland speaks of the town still burning. She wondered what a town ruled be an evil dragon was like, what the people would be like. And when the others spoke of going to look for the spear, Veronica couldn't keep from adding "There must be wounded there that could use our aid..."


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica was unsure of how to feel about this... 'offer'. There were not many tales of dragons in her books, and given their stories, almost always as enemies. Even more so, the idea of assaulting someone, even another dragon, without a valid reason did NOT sit well with her. This did not seem to be about helping innocents, or stopping the devils. Even the promise of the help of such a powerful creature was not convincing to her.

No, this whole deal and the promises within it remind the Paladin of a question drilled into her and her brethren throughout their lives: What will it profit a man if he gains the whole world, yet forfeits his soul?

Still, she was not sure of what the proper thing to do at this moment was, this time when they were so vulnerable. And she could do little to discuss this with her companions in front of the creature. Perhaps a deal could be struck, that they could continue discussions in a less dangerous locale?

Or perhaps the questions of the others would reveal this to be a properly righteous cause?

For now, Veronica stays silent, holding her suggestion in case it would lead to combat. But she feared waiting too long...


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica was still concerned with this plan as they made their way through the tunnels. But instead of voice her concern, she simply prayed silently and trusted that they had made the right choice. And when even she was getting too warm and debating about removing her cloak, she wondered if this was just going to be too much for them.

But Gromff and Catcher had magic at the ready to combat these things, and before long Veronica felt just as comfortable as she did before they even entered the tunnels.

Is this what other Brothers and Sisters use their magic for? While I agree that it is useful in this case, I have seen Catcher use this same spell while just being outside... It seems as if it would lead to weakness and laziness... Perhaps it is actions the same of this that allowed us to be conquered... And while I appreciate the protection, I worry that the inability to feel the heat will lead us to be inattentive... I can hardly wait for us to leave this place, that I might feel the heat or the chill again...

And when the impish creature reared its head, Veronica grasped her cloak and clenched her weapon, but waited on a signal from those that understood its demands. She had little time to wait, however, before a new creature appeared, a dragon.

This one was far more impressive than the little one they had faced before, and Veronica worried if they could even defeat such a foe AND leave this place alive. Every moment they tarried was less time they were protected from the ever enclosing magma, and a moment closer to their impending demise.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Who decided it was a good idea to let the blind woman take a turn at watch?

Perception vs DC 15: 1d20 + 0 ⇒ (9) + 0 = 9

-- Pre-initial attempt at the cave --
Veronica was unsure about this plan. While she wanted to end the devil tyranny as quickly as any, this seemed like an unnecessary risk. But again, it seemed like Brother Gromff was quite confident that this was the correct path, and she followed in his example.

-- Night/Day/Twilight/Final Watch --
Veronic leaned back against the wall of the alcove that they had set up their camp in. Her gaze was towards the magma caverns, and she was slightly fascinated with how the heat waves played with her blurred vision.

She wondered for a moment about their earlier push into the cavern. Gromff and Catcher had been soaked in sweat when they were barely into the place. And while she thought it was a bit warm, she had endured far worse before. She wondered for a moment if that was her being desensitized, or them simply being overly sensitive. After all, Roland seemed to be fine in the heat as well...


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica shakes her head at Gromff "It was never something the order taught. My order used to just expose us to extreme hot or cold to build up natural tolerances."


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

@Zedth Hey, you do what you need to! And if I/we can do anything to help, let me/us know!


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Now --

Veronica drops her eyes for a moment, a look of confusion on her face.

What... what is Brother Gromff speaking of? Should I be able to do that?... Is... is that a failure on my part?

Veronica lifts her face to look at Gromff and says "Ummm... My apologies, Brother Gromff, but I am unsure about that of which you speak. I have no ability to protect us from flames. I can absorb the burns after the fact... but not prevent them."


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

;_:


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]
Catcher wrote:

Oh, okay.

:(

Is that a frown because I already knew about the plot you explained or because Veronica is clueless?

If the former, I'm sorry, I wasn't trying to be dismissive! Just trying to differentiate between character and player knowledge.

If the latter, yeah, it has been interesting, though not the first time she's followed... blindly. (b'dum tish).


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Morning Conversation --

Veronica smiles at Catcher when she sees her moving about, still quite satisfied with herself. And with Catcher's question, she finishes her bite of root, sips am little water, and begins to respond when Gromff interjects.

Veronica wondered for a moment if she should respond at this point. Gromff seemed to be cutting the question off before it began, and it made her wonder if there was a reason he didn't want this discussed. It was certainly possible that he could be aware of the possibility of an eavesdropper that she was not. Or that perhaps speaking of these things would draw attention from unholy entities. Or, perhaps, he was worried how a theological argument could fracture them while they were still vulnerable down in this cavern.

Unsure of the correct course of action, Veronica decided to trust in Gromff's instincts. Taking another sip of her water, she stayed quiet, waiting to see what came of Gromff's statement.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

@Catcher
If that summary was for me, I appreciate it, but I know that out of character. It took me a while but I read through the old campaign up until the time that I joined. That was quite a ride, by the way.

Yeah, as you added IC, Veronica has no idea about any of this. Remember, she showed up basically going 'I heard there was an angel?' and then we were all like 'Hey look, I have that same ring!' and then we were sent off to find the spear. Veronica has basically just been following you all because she believes it to be divine providence and she doesn't have any better idea of what to do to stop the devils.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica, a smile still plastered onto her face, reaches into her bag and settles in with the usual heavy book of weaving patterns that she carries. However, it isn't long before she begins to nod off and falls asleep, leaning against the wall with her book still in her hands.

I've got no perception worth mentioning. I don't notice you guys talking or with happened with the girl. I also don;t really know anything about her, so I wouldn't understand what was going on anyway. I'll go ahead and skip my own description ahead.

Some time later Veronica awakens, stretches, and wipes dust from her pure white and whole robes and cloak. She pulls her armor and clothes over her shoulder, examining the faint scars left from her injuries as she rolls the still stiff joint.

After a brief morning prayer, she reaches into her pack and takes out what she assumes is a root vegetables that she had taken from the creatures larder. She quietly nibbles at it, waiting for the others to come around.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Not to butt into a rules discussion, but let me point something out:
Catcher can craft a new item with the same enchantments, for the same price that you can sell the old item for.

While you could go through the standard process (sell the old item to the magic market -> get gold -> buy fluffy materials for enchanting -> spend gold -> enchant the new item to be the same as the old), there is little to no WBL mechanical reason not to just allow the enchants to transfer at no cost other than the standard enchantment time (during which the old item is considered un-enchanted).

Of course, this doesn't take into account an RP reasons, such as rarity of the fluffy materials, access to a seller that could buy the old weapon, etc.


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Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica nods at Catcher's desire to stay, adding "We could use the rest, everything given. And this place seems safer than any we've run across so far."

Once they decide to settle down, Veronica sets to seeing about everyone's wounds, with both magic and simply her skilled hands.

Channel Energy: 3d6 ⇒ (2, 4, 3) = 9
Lay On Hands, self: 2d6 ⇒ (3, 3) = 6
Take 10 to Treat Deadly Wounds. Everyone gains their level in HP
Assuming the summary numbers are correct, everyone should be at full now.

Their wounds now gone or bandaged, Veronica finally collapses to a corner of the cavern, her robes squishing from all of the blood coagulated within it at this point. Laying her head back, she laughs for a moment before saying "This... has been daunting encounter. And it has been such a long time since I have had the opportunity to supplicate so intensely!"

And the contrast between her almost giddy voice and her form, her armor and clothes ripped and torn, her body covered in slowly healing wounds and blood both old and new, could not have been greater.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

As a warning to everyone, Tropical Storm Hermine will be rolling through my neck of the woods tomorrow, so if I'm away for a bit, that is why.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica was ready to close wounds, to summon forth even more red hot blood in the names of the Gods! She could feel it flowing through her, pulsing and writhing in her veins like the might of the Gods them... selves...

And then everything stopped. She stood there, adrenaline still pumping, still hyper-aware, as they went to parley again.

She takes several deep breath breaths, calming the power flowing through her, the blood dripping from her eyes slowing, and then stopping. The blood covering her face quickly browns, dries, and flakes away as if carried by some unfelt breeze.

She stands there for a moment, closing her eyes and concentrating on the tender tatters of skin in her shoulders and sides, the wounds beginning to heal just as her armor and clothes begin to knit themselves back together.

And then she nods at Roland's question, and adds "And how didst thee become its servant?"

Lay On Hands, self: 2d6 ⇒ (4, 4) = 8


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

I took Catcher's approach, and my profile now has a 'Combat Roll Templates' section that you can just copy and paste from.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 2 --

I take 1 bleed damage from Stigmata, but am immune to the other bleed damage.

Again the swing of the glass creature passes right through Veronica's cloak and defenses, tearing open new wounds on the same side as the last hit to her shoulder. For a moment, that arm goes weak, barely even holding up her cloak. But she can feel the blood being spilled around her, every splatter of it ringing in he ears like like the singing of a choir.

Her arm comes back up, her wounds still continuing to heal on their own, as she shouts again "Still!... Not!... Good!... Enough!" And with that the blood smearing the floor and walls rises into the air, hanging for a moment as crimson beads, and then bursts, releasing a soothing red light as each of the parties wounds begin close.

Swift to lay hands on myself. Standard to Channel.

Lay On hands: 2d6 ⇒ (1, 5) = 6
Channel Energy (Exclude golems and eyestalk-thing.: 3d6 ⇒ (6, 6, 1) = 13

-- Current Effects --
Stigmata
- 1 Bleed Damage per round
- +1 Sacred Bonus to AC
- Immune to Bleed and Blood Drain
Haste [7/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Dazzled [39/40]
- -1 Attack
- -1 perception checks... pfff, hahaha
Current AC: 23
Current Touch AC: 14
Current Fort: 14 (16 vs Charm and Compulsion)
Current Ref: 12 (14 vs Charm and Compulsion)
Current Will: 14 (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]
Gamemaster Zedth wrote:
A natural 1 is always a failure on saves and attack rolls.

I always think it is skills and not saves that work that way. Well, I made it. So there! :p

Also, whew for being a saving throw sponge!


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 1 --

Fort Save vs DC 20: 1d20 + 14 ⇒ (8) + 14 = 22
Dazzled Minutes: 1d4 ⇒ 4
Will Save vs DC 16 (Compulsion): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 I couldn't have failed anyway...

Also, wow, no will/fort for half or something on that wounding ray?

Bleed Damage: 1d8 ⇒ 7

Veronica bowed her head in a quick prayer, took a deep breath, and began her ascent. Cresting over the top of the cliff, she is greeted by bright, colorful rays of light. Luckily, her clouded vision provided her a defense against such an attack, though the intensity of it did still leave her eyes stinging.

What did hurt, however, was the slam of shards of glass that tore through her cloak, her robes, the leather straps of her plate, and into her shoulder, forcing her to a knee. Beyond that, the creature of glass had only just ripped itself from her flesh when more magical lights assaulted her. One struck her chest, the cold lifeless energy passing right through her armor. The other struck her face and she could feel the magic slam against the walls of her mental faculties.

Through gritted teeth she grunts and shouts "It shall take more than that to make me fall!" She rises back to her feet, her shoulder beginning to heal as new, fresh blood begins to run from her eyes and down her cheeks, as she takes a defensive stance, cloak pulled before her and pick tightly grasped.

Swift to lay hands on myself. Standard to activate Stigmata (with AC bonus). I take one bleed damage per round, but am immune to any other sources of bleeding damage or blood drain.

Lay On hands: 2d6 ⇒ (3, 2) = 5

So I took a net 32 points of damage on that round.

I'm going to assume the haste here.

-- Current Effects --
Stigmata
- 1 Bleed Damage per round
- +1 Sacred Bonus to AC
- Immune to Bleed and Blood Drain
Haste [8/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Dazzled [40/40]
- -1 Attack
- -1 perception checks... pfff, hahaha
Current AC: 23
Current Touch AC: 14
Current Fort: 14 (16 vs Charm and Compulsion)
Current Ref: 12 (14 vs Charm and Compulsion)
Current Will: 14 (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

If I'm going up first I'll spend a use of channel energy to use my Vindicator's Shield ability, which would give me +3 sacred bonus to AC for 24 hours, until I get hit, or while my cloak is removed (however that might happen).


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica watches Gromff's spell with a fascination. Spells like that were not known to her people, but it made sense that the Dwarves would know them.

Turning to the others, she asks "And what is our plan now? An enemy awaits us at the top of the climb, now ready for attack."[/b]

She glances around for a moment, examining the state of each of her companions. "If the enemy likes to throw spells, maybe I should go first to draw any attacks. Hopefully, it will give each of thee a chance to make thy way up."


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

I love playing magic users, arcane or divine. The multitude of options available is like solving a puzzle, and I love finding unusual or unexpected uses for spells (and items). My old GM used to just give me random magic crap just to see how I could use it to solve party problems.

I love making up intricate fluff for spells and abilities. If you look at my witch on here, Nahia, I'm constantly writing out long, detailed rituals even for creating simple items like a handy haversack or a headband of int +2.

Nahia is a witch that gets her spells and powers by bartering with and calling out to dark nature spirits, often with offerings of secrets or pain. Andros is my viper familiar, a guiding spirit from the Dark Prince Asmodeus.

Here is my handy haversack ritual.

And here is enchanting my clothes with a +2 to bluff and a +1 resistance bonus.

Here is creating and using a Lyre of Building, refluffed to a songbook

I've played pure warriors in the past, but the lack of creative options tends to bore me unless there is good RP involved.

I love the idea of playing a rogue. But I've been disappointed any time I actually play one. Except for picking locks and the occasional trap, the skills are barely ever useful. Because of the nature of opposed rolls plus needing to roll multiple times, stealth is practically useless without magic to enhance it. And the party based nature of the game discourages the GM from creating situations where stealth would be useful. The wealth by level system also means that stealing is often a lot of risk with no real reward. The classic rogue weapons, daggers and short swords, will never match damage or utility compared to a heavy, two-handed weapon.

There is pretty much no situation in this game where a bard won't be 10 times more useful and effective than a rogue. And that makes me sad.

- - - - -

As for races, I almost always play humans, half-elves, or elves. Maybe a dwarf or a halfing or something exotic every once in a while. Blame my love of Tolkien if you need a reason. :p

- - - - -

I like both tabletop and PbP, for very different reasons.

It is really hard to beat the energy and flow of a good group of tabletop players. That switch from making terrible jokes one minute to having some real drama the next, being able to play off of one another on the spur of the moment, and the little accidents that happen, are all just kind of magical. I also find it a lot easier to try weird, off-the-cuff ideas in person than over the internet.

That said, I find it really hard to find a good tabletop group. Most of the times I have tried recently I just find myself annoyed. I run into too many "I'm chaotic neutral, so it totally makes sense for me to cuss out the king and try to steal his silverware after he was so nice to us" kinds of players. Or the kind that really just play characters as a pile a numbers, trying to find every possible way to get another +1 or to cheese an enemy. I'm far more narrativist in my preferences, even if I do enjoy system mastery as a thought experiment.

PbP, however, I find to be much better for in depth creativity. When I write out a ritual, or a description, I have much more time to play with the wording and the flow of the ideas. I can really play with my use of similes and metaphors, really let my imagination get cranking, and to try and craft some deep imagery that just doesn't really work in person.

As you can tell by looking at my character backstories and some of my rituals and prayers, I can really get into my writing with some of this stuff. I love to write, but if I try to just write a story, I often get bored part way through. The back and forth of a PbP game adds quite a bit of unexpected spark to play off of.

That said, the frequent player churn can be really annoying. Again, being narrativist, I really can get annoyed when I spend hours developing stories, histories, and interactions with a player, and then for them to just disappear. I mean, I know it happens, and probably most of it is on me for putting that much effort into what should probably be considered an ephemeral experience, but still...

- - - - -

I like Pathfinder a lot. I played a good bit of 2nd Edition first, and the way it handled magic and player interactivity is still one of my favorites, even if the character creation possibilities were more limited from a crunch aspect.

Then I got a new group and we moved the 3rd and 3.5. I was almost exclusively DMing at this point, and I had a lot of house rules and I tended to play a little fast and loose, letting cool and interesting RP ideas trump hard and strict RAW, as long as it was reasonable, of course. I first started looking at Pathfinder when the free Beta PDFs came out, and I was very excited to see that a LOT of my house rules were actually already present.

When the first real Pathfinder stuff came out, I liked it a lot. I switched to it almost immediately, much preferring it over the base 3.5 rules. It also helped that I could use it as an excuse to throw out a lot of the old 3.0 and 3.5 splat books. Though I still do love some of the ideas from the end of the line 3.5 stuff, like the new types of items in the Magic Items Compendium and the Book of Nine Swords (despite it really being the book of Weaboo Fightan' Magic).

I've stopped keeping up with the new books in recent years, with ultimate Campaign being the last time I really read a Pathfinder book end to end. I've glanced at Unchained and Occult, and I do like what I see, but I don't have the time to join another campaign, online or in real life.

Some character ideas that I would love to play out given the right story and circumstances:
1) A Brood Master summoner with a specialization in insects. I know that it would suck hard when it comes to any kind of in combat usefulness, and suffers a lot of the same issues as I described in the Rogue above, but the idea is just so cool to me.

2) A false paladin. I mean a truly good person, who only wants to help, but who just can't keep up the Paladin code. However, due to familial and societal pressures, they still must keep up the guise of a true paladin, fooling even the church they serve. I've got a backstory and everything written up for this, and a few crunch ideas on how to pull it off, but it would need a LOT of GM assistance to pull of correctly.

3) A split personality Mystic Theurge that switches between a Lawful Transmutation specialist and a Chaotic follower of an ancient force Protean or Aberration descent. The dual ideas of creation and destruction in a single person, with each personality having no idea of the other. But as much as I love the idea of this, it just wouldn't work in a party, and only really being able to access half a character at a time would kill any in game effectiveness.

- - - - -

As for other games, I've always loved Traveller and Shadowrun. Sci-fi and Cyberpunk are my other great literary loves, so I'm naturally drawn to how these work. From a crunch perspective, Travellers characters creation system is just amazing. And I've always loved D6 systems. But I've only gotten to play a little bit of either.

I played a decent bit of Mutants and Masterminds, 2nd edition, and I still say it has the best point buy system I have ever seen in a game. You can really build anything, and as long as the GM keeps an eye on what they approve, it all tends to be very well balanced. Its combat system is a little wonky though, mostly how it handles health. Still, it is an amazingly cool game.

I've played some Warhammer 40k. I love the overly dark and gritty setting, though I tend to like it just a little bit romanticized when I play. The simulationist heavy system is pretty cool, where even a low level enemy with a full auto weapon can take down a higher leveled character of a similar power tier. It really encourage tactics and working together.

Finally, I like the old world of darkness systems, primarily Vampire and Mage. Both had some really cool RP ideas built into them, the setting is pretty cool, and if you aren't powergaming it it can really encourage some creativity. That said, the combat system (especially in Mage) can get really wonky really fast, and it isn't at all balanced (I'm looking at you Celerity and Thaumatergy: Blood Magic).

- - - - -

HA! And you thought you were being long winded...


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Yep, packing efficiency is what percentage of an area/volume can be taken up by a collection of objects based on their dimensions. And yes, your square example is correct.

Here's the wiki article on circle packing.

Sphere packing is pretty interesting too.

Gamemaster Zedth wrote:

Just for funzies -- help me understand the conclusion behind this line "...if Gromff is affecting the entire cone, he can affect an area with about 25% packing efficiency."

I'm not sure where that calculation came from.

Lets examine the small cones for more accurate numbers. As shown above, Gromff could remove/reshape 110 small cones with a single casting of 18 cubic feat.

At 90% packing efficiency, there can be at most 412 small cones. 110 is more than 25% of 412, which is 90% of full efficiency.

If we do the full math, we find that 100% packing efficiency is ~457.7777 small cones. So Gromff's precise efficiency is about 24.03%.

Gamemaster Zedth wrote:

and this one "This means if Gromff leaves 6" for a step, he could affect twice as many cones (a 50% packing rate)."

If his magic only affected the sharp end (anything greater than 6") of the cones, how/why would that affect the packing efficiency?

I was trying to keep consistent terminology, though that may not have actually been helpful here. When I speak about Gromff affecting 25%, 50%, 75%, and 90% packing efficiency, what I'm really saying is: Gromff could completely clear a wall that had at most that much packing efficiency with its spikes.

So if I said Gromff had "25% packing efficiency", that really means he could clear a 3' x 30' if up to 25% of that walls surface area contained spikes. (110 small spikes, or 6 large ones)

When I mention about only removing a portion of the cone and leaving the base, what is happening is we're assuming that the number of spikes on the wall stays the same, but Gromff is affecting less volume per spike, so he can affect more spikes.

In the quoted case, leaving 6" of cone on the wall means he can affect the entire wall if 50% or less of the wall's surface area contains spikes. He went from being able to affect 110 small spikes fully, to affect 220 small spikes from the tip to 6" from the wall.

Addressing the change in volume part, because of the shape of a cone, any reduction in height from the bottom (the thick part) has a much greater effect than cutting off the top. Because we're calculating volume, the change happens three times, one in each dimension (the cone is less tall, less wide, and less deep).

Lets assume we have a cone of height 1 and radius 1. That cones volume would be:
V_1 = pi * r^2 * (H/3) = 3.1415 * 1^2 * (1/3) ~= 1.04712

If we reduce the height and radius to 80% (.8) of normal, they become .8 and .8.
V_.8 = pi * r^2 * (H/3) = 3.1415 * .8^2 * (.8/3) ~= .53615

So V_.8 is about 51.2% the volume of V_1. Un-coincidentally, this is the same as .8^3.

- - - - -

I've got to run to a meeting, but I'll answer your meta-rpg question later.


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Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Feel free to disregard the below math. But thinking about this totally nerd snipped me while I was bored at work.

Math! For great Justice!:

Time for some rough estimation. Let's assume a spike is a cone. Let's go ahead and assume we are talking about a 3' x 30' path and an average spike length of 2.5 feet. We'll round our results to 4 decimal places along the way.

Volume of a cone is V = pi * r^2 * (H/3).
V = 3.1415 * r^2 * (2.5/3) = 3.1415 * r^2 * (.8333) = r^2 * 2.6179

The area of the circle that is the cones base is A = pi * r^2

So let's pick, arbitrarily, a small and a large radius. For a 2.5' long spike, let's just pick .25' and 1' (this is a diameter of 1/5 and 4/5 the length).

V_small = .25^2 * 2.6179 = .1636 cubic feet.
V_large = 1^2 * 2.6179 = 2.6179 cubic feet.

A_small = 3.1415 * .25^2 = .1963 square feet
A_large = 3.1415 * 1^2 = 3.1415 square feet

Now let's take a look at how densely these cones can be packed. Circle packing has ~90% maximum efficiency. The formula for number of maximally packed area of cones would be: Floor((W * H * .90) / cone_area)

max_cones_small = (3 * 30 * .9) / .1963 = 81 / .1963 = 412.6337 ~= 412
max_cones_large = (3 * 30 * .9) / 3.1415 = 81 / 3.1415 = 25.7838 ~= 25

Lets take the inverse of the most densely packed and pick ~10% for minimally packed, and the ceiling this time.

min_cones_small = (3 * 30 * .1) / .1963 = 9 / .1963 = 45.8481 ~= 46
min_cones_large = (3 * 30 * .1) / 3.1415 = 9 / 3.1415 = 2.8648 ~= 3

Ok, so no we can find the min and max total volume for our small and large spikes.
V_total_small_min = 46 * .1636 = 7.5256 cubic feet.
V_total_small_max = 412 * .1636 = 67.4032 cubic feet.

V_total_large_min = 3 * 2.6179 = 7.8537 cubic feet.
V_total_large_max = 25 * 2.6179 = 65.4475 cubic feet.

Not surprisingly, using big or little spikes doesn't really make nearly as big a difference as how packed they are. So how densely packed can they be and still all be affected by Gromff's spells?

#_small_cones = spell_volume / V_small = 18 / .1636 ~= 110
#_large_cones = spell_volume / V_large = 18 / 2.6179 ~= 6

So, if Gromff is affecting the entire cone, he can affect an area with about 25% packing efficiency.

But what if Gromff doesn't affect the entire cone? What if he just affects, say, everything more than 6" away from the wall? A cone 6" smaller than our example is 80% the height and 80% the radius of our previous cone. This means the new cone is about half the volume (.8^3) of our old cone.

This means if Gromff leaves 6" for a step, he could affect twice as many cones (a 50% packing rate).

To affect the entire 90% packing maximum, he would have to leave ~11" on the cone. For a 75% packing rate head would have to leave a 9" on the cone.

Of course, all of this partial cone stuff assumes he can affect a non-contigious area, which is up to DM interpretation.

- - - - -

Of course, we could say 'screw it' to the steps and just remove some spikes. If he wanted to affect a 3'x30' area, he could affect it to up to 2.4 inches deep. So he could just 'slice' that section wall away from the rest, letting it crash to the cave floor under it's own weight (which might necessitate needing to clear some of it away) and then we could try to climb the now-smooth wall, maybe even using the spikes left on each side as a sort of make shift ladder.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

@Zedth That house description for some reason reminded me of panel two in this comic.

Also, congrats Roland! I just bought my place a couple of years ago and it is kind of an intense time, even when you already have (you believe) everything ready to go!


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica gives each of the slaves a once over, at least the willing ones, and offers to bandage up any wounded. She is about to offer them provisions when they begin to raid the food stores of the kitchen. Once their raiding was complete, she took the time to refill her own larders, taking her standard fair of grains and beans.

When the others depart she takes a moment to pray, thanking her Gods for watching over them and for giving them the opportunity to show even ones as deep and traditionally wretched as this a more Righteous path. She prays that they will take this seed and tend it, to meditate upon it, and that it might foster more good. She ends her prayer with a smear of her own blood upon her lips and tongue, a symbolic gesture that her sacrifice and bravery might be as nourishing to her body as it is to her soul.

After a final hand gesture, she moves to rejoin her companions, glancing up at the tunnel as the little snake climbs ever higher. But when Catcher begins to scream, she gets worried look and asks "What? What is happening?"


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Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Veronica watched as the creature walked off, still unsure of how to feel about all of this. Catcher's words had rung true, this creature was not a devil, despite his wickedness. And it seemed as if he had been just as wronged by the moon beast as the others.

Still, she feared what other evil he may cause now that he was free. And chances were good that they would not be around to stop him. Still, in the absence of wrong doing would they be right to take his life for what he may have done, or may yet do?

All of this weighed heavy on her heart. But she took some comfort that this was the action that Brother Gromff supported. He had been a beacon of Righteousness so far. Still, she knew she had many nights of prayer and reflection ahead of her.

Putting the thoughts out of her mind for now, she instead focuses on what she knows to be right, and begins to inspect the ex-slaves for injuries and wounds that she might tend to.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Hey, Gromff, in the future, I tend to have a lot of healing left. We can use that instead of some of the wand charges.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]
Gromff Hammerhand wrote:
Catcher wrote:
So, what now? Let the villain walk free to torment and possible re-enslave all of underground, making it maybe worse than before it was free and possible earning ourselves a dangerous enemy for the future? Or do we go to arms again, after this difficult combat, against a very dangerous wizard?

You know how they say wizards can either be gods or batman with just a little consideration on spells? Pretty sure he's a god build. You took some fighter levels so you're like a demi-god. And every greek story I've ever read, the demi-god loses badly.

Gromff opens his mouth to respond but is cut off by Roland's poor tact. Gromff turns his head, mouth still agape and stares. He then shakes his head. The die had been cast. This was going to turn out well or not.

Note that 'little consideration'. He's been locked in a statue for hundreds of years and doesn't have his spellbook (assuming that wasn't a lie). He also dropped a couple of bigger spells earlier.

An unprepared wizard is like a fighter without his favored weapons: very annoying but only maybe lethal. He's fairly squishy and surrounded.

Right now we are injured and a moderately tapped for abilities. But we still have Protection from Evil, Roland has Rage, I've got Smite, You're still Gromff, and Catcher still has a big'ol sword.

Plus, we might get lucky and the darkfolk might get a crit on him.

Don't get me wrong, we'd probably still be screwed, because martials vs a high level magic user. But it isn't quite that hopeless Herculean battle yet.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

When the creature falls, Veronica is breathing heavy, her normally bright white robes and cloak nearly completely crimson by this point. She drips blood as she take a moment to cradle her fractured ribs, still feeling her wounds bleed as her heartbeat thuds in time with Roland's.

After taking a deep breath with a slight wince, she is back to her normal composure, joining the other in front of the released mindflayer. She takes a moment to examine it, looking for any traces of the wicked aura she expects it to have.

Yeah, I know, but you never know... Paladin Detect Evil

She thought about waiting until after it had answered Roland to add her own question, but seeing what these abominations do, she couldn't restrain herself. Taking a moment to spit the blood from her mouth, she adds "And I would like to know what thou intendst to do with thy freedom."


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Gromff, you have flanking with me, but Roland is not flanking with either of us.

-- Veronica Round 10 --

Will save (base, vs Evil, Focused Disciple trait) vs DC 21: 1d20 + 14 + 1 + 2 ⇒ (17) + 14 + 1 + 2 = 34

Veronica continues shuffling around behind the beast when she feels the mental assault coming from the creature, but such a desperate mind can not hope to sway the Paladin's determination. She glances at her allies, looking to see if any of them had been affected, but watching them continue to assault the creature puts her mind at ease.

Throwing her cloak back, she grasps her weapon in two hands and swings furiously at the creature, hoping to end it's struggle before it has another chance to assault their minds.

Rolands heals 5 HP and I take 5 damage form Lifelink.
Full attack.

Attack -Heavy Pick- two-handed, flank, power attack: 1d20 + 11 + 2 - 2 ⇒ (5) + 11 + 2 - 2 = 16
Damage -Heavy Pick- two-handed, power attack: 1d6 + 5 + 6 ⇒ (1) + 5 + 6 = 12

Attack -Heavy Pick- two-handed, flank, power attack: 1d20 + 6 + 2 - 2 ⇒ (13) + 6 + 2 - 2 = 19
Damage -Heavy Pick- two-handed, power attack: 1d6 + 5 + 6 ⇒ (3) + 5 + 6 = 14

-- Current Effects --
Protection From Evil [50/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Possession or Control from Evil sources.
Current AC: 20 (21 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 11 (12 vs Evil) (13 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Yeah, something Dominating Roland was exactly why I wanted to make sure Protection From Evil was in place before this fight, even if I had to use all of my spells on it.

Honestly, I was waiting for the Universe to throw us a curve ball, like the dominating thing not being Evil...


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 9 --

Hey guys, it's weak to piercing. Stop getting hit so I can finally hurt something almost as badly as you do. :p

Veronica begins moving about, trying to cover Catcher's escape. For a moment, she wonders if it is ok that the tentacled beast that was held within the statue is fleeing. But she quickly pushes it out of her mind, as there are more important things to focus on right at this moment.

As she makes her way to the best, she continues her chanting "Let me be thy vessel, let thy suffering flow through me, that I and the Broken God may ease thy pain!" The blood flowing from her begins to lift off of her in droplets before bursting into motes of twinkling red light, filling the area with a gentle warmth, closing the others wounds even as her own open up further.

I take 5 damage and Roland heals it from Life Link
Move to help surround the Moon Beast and Channel Energy.

Channel Energy (excluding the Moon Beast): 3d6 ⇒ (6, 2, 6) = 14

-- Current Effects --
Protection From Evil [51/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Current AC: 21 (22 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 11 (12 vs Evil) (13 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 8 --

I just realized I have some rolls to catch up on...
Spellcraft vs DC 19: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft vs DC 19: 1d20 + 9 ⇒ (4) + 9 = 13
Perception vs DC 15: 1d20 + 0 ⇒ (5) + 0 = 5
OH, what a surprise, the half-blind one is still oblivious...

Seeing the beast on the ceiling continue to rend right through Gromff's armor, Veronica begins a prayer and steps forward, ready to take on his pain. But before she does she notices his wounds already healing, and decides to turn her attention to Catcher.

Shifting into a support position behind Roland and Catcher, the Paladin focuses on the girls weakening heartbeat and gently places a hand on her back, whispering "Let thy burdens ease, for thou needst not carry them alone...".

And with that Catcher can feel her wounds beginning to close and a gentle warmth spreads from Veronica's touch and seeps into her veins. Though despite the new blood beginnings to drip from Veronica, much more can still be seen pouring from Catcher.

I take 5 damage and Roland heals it from Life Link
Move and cast Cure Moderate Wounds on Catcher.

Cure Moderate Wounds: 2d8 + 6 ⇒ (3, 4) + 6 = 13

-- Current Effects --
Protection From Evil [52/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Haste [1/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Current AC: 22 (23 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 12 (13 vs Evil) (14 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Ah! Forgot to mention the lifelink. 5 more HP for Roland and -5 for Veronica.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 7 --

Veronica, her cloak held before her, moves around to join the rest of the group. She wanted to join Gromff in striking the odd creature, but there were too many blows raining down among them. So instead she continues to call out to her Gods for their help.

"He who Endures! Grant me again thy power!" she cries as once again her eyes begin to glow. When she takes her position near Brother Gromff, that light again erupts force, covering the area in shimmering red motes and gentle warmth.

Move and Channel Energy

Channel Energy (exclude the Gug, Moonbeasts, and Mindflayer): 3d6 ⇒ (1, 4, 4) = 9

-- Current Effects --
Protection From Evil [53/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Haste [2/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Current AC: 22 (23 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 12 (13 vs Evil) (14 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 6 --

Veronica begins to shift her grip on her pick, ready to assault the monstrosity on the ceiling, when she feels A sharp pain in her shoulder, the familiar warmth of hot blood starting to soak into her robes. Glancing at Roland she winces as she sees blow after blow land on the large warrior.

Taking a step to the side, she touches a hand to each of her eyes and the symbol upon her forehead, her lips moving in a silent prayer. Placing her hand upon Roland's back, she lets out a heavy breath, her robes taking on more red stains as Roland's wounds begin to heal.

In a quick voice, she says "Roland! Help Catcher. Leave this one to Brother Gromff and I!" as she takes her hand off of him and holds her cloak between her and the thing on the ceiling.

Cure Moderate Wounds on Roland: 2d8 + 6 ⇒ (6, 4) + 6 = 16

Roland heals 5 from Life Link while I take 5. 5' step and Cure Moderate Wounds on Roland.

-- Current Effects --
Protection From Evil [54/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Haste [3/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Current AC: 22 (23 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 12 (13 vs Evil) (14 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Just as a comment, I have darkvision of 120', not that it would have really mattered, since I'v been so busy handling wounds and illusions and things.

Also, I find it amusing that the blind oracle has better vision than anyone else in the party right now. : )


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

I just noticed the AC in my last post is wrong. It should be AC 22, 23 vs Evil. Sorry : /


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

... Yes, yes it should. I was using the same CL for the Life Link.

That means it is 16, so Gromff is cured as well.

Good catch Roland!

In my defense, I have, like, four different CL's depending on what exactly I'm doing.


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 5 --

The hands and tools of the slaves rain down upon Veronica, but she continues to hold them at bay, her cloak and armor keeping her safe as she slowly worked her way towards her friends. But then the flash of fire hit and the Paladin gasped. Abandoning her careful gait, she rushes by the slaves, the scars around her eyes glowing with a faint red light. "Broken God, mend our wounds that we might stop these wicked fiends and free these people!"

The red light rushes outward, briefly leaving faint red motes of light, filling the area with a gentle warmth.

Caster Level For Life Link (Roland), DC 16: 1d20 + 3 ⇒ (15) + 3 = 18
Caster Level for Channle (Gromff), DC 16: 1d20 + 3 ⇒ (11) + 3 = 14
Channel Energy, not the Gug: 3d6 ⇒ (6, 5, 1) = 12

I take 5 damage and Roland heals it from Life Link
Move (taking the slaves AoO) to join the group and then Standard to Channel, healing Myself, Catcher, And Roland. And the slaves, probably not that that matters.

-- Current Effects --
Protection From Evil [55/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Haste [4/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Current AC: 19 (20 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 12 (13 vs Evil) (14 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

-- Veronica Round 4 --

I go before Roland so...

Veronica brings her cloak up, trying to ward off the slaves as she tries to shift around the crowd. But as she does she focuses on the feeling of Roland's heartbeat ringing deep within her own. Urging her heartbeat in sync with his, she can feel the heat in her body leaving and filling Roland, his heartbeat ringing in her ears.

5' step and life link with Roland. Next round he heals and I'll roll my check,

-- Current Effects --
Protection From Evil [56/60]
- +2 Def AC vs Evil Sources (does not stack with GM ring +1)
- +2 saves vs spells from Evil Sources (does not stack with GM ring +1)
- Immune to Posession or Control from Evil sources.
Haste [5/8]
- +1 Attack
- +1 Dodge AC
- +1 Ref
- +30 Movement
- +1 attack during full attack
Current AC: 19 (20 vs Evil)
Current Fort: 14 (15 vs Evil) (16 vs Charm and Compulsion)
Current Ref: 12 (13 vs Evil) (14 vs Charm and Compulsion)
Current Will: 14 (15 vs Evil) (16 vs Charm and Compulsion)


Female Human Oracle 3/Paladin 3/Holy Vindicator 2 [HP 74/74 | AC:21 | T:12 | FF:19 | CMD:20 | Fort:+14 | Ref:+11 | Will:+14 (+2 vs charm and comp.) | Fire Res:1 | Cold Res:1 | Init:+1 | Per:+0 | Sense Motive:+0 | Bluff:+5 | Dip.:+16 | Stealth:+0 | Spellcraft:+9]

Similarly, like my current effects says, my AC is 22 and that first attack missed.

Current AC = 10 + 1 (dex) + 7 (+1 breastplate) + 1 (ring-armor enhancement) + 1 (ring deflection) + 1 (haste) + 1 (shield) = 22 (23 vs Evil).

So much record keeping in this game... :/

And sorry for the troubles Catcher. I hope you haven't lost anything important.

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