Tanu nods quickly in support. "She has the right of it, sir. The hill giant was defensive of his home, but otherwise cooperative. He was also very wary of this drake lord, and we have already seen how dangerous the drakes can be. The enemy of my enemy is my friend, sir. Sometimes the fiercest enemy can become the most valuable ally." Aid Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21 Gives a +4 bonus
I had a few clarifying setting questions 1) Can any given person enter the tower once every 9 years, or can everybody enter the tower once every 9 years? In other words, is it like the Olympics where the tower opens every 9 years, or is it a personal time measure where you can choose to enter at any time, but once you leave you have to wait 9 years to try again? 2) Is the quest a one time only thing, and once you have completed the quest you can enter the tower any number of times thereafter, or do you have to redo the quest every 9 years also? 3) What is the normal end condition of the tower? Is it a fatal exercise for many people, or do most people just stop and retreat at a non-fatal point? Is there a "win condition", and if so, how many people reach it? 4) Is it normal to wait to try the tower until level 9? The character I'm planning is someone who grew up in Korryn in the shadow of the tower, and entering the tower has been his lifelong goal, so I'm trying to find out more details of what that would look like.
Wulfgar Ivarson wrote: Seeing the older dark skinned bald man aproach them, Wulfgar turns, watching the man. His left eye focusing on the man his right eye stops twitching, the unusual pupil widening. "Greetinks ComRade Tanu I am beink Wulfgarrrr' He gestures towards Lady Talia, "May I be presentink Lady Talia." Giving a wide smile, showing the gaps in his teeth, he nods "Dah, ComRade, as you are sayink, we are Mercenarrrries." Remembering seeing the man taking care of a particularly fine mount, He gestures towards the barracks. "Are you beink one as well?" Tanu gives a slight bow at this introduction, a practiced move that allowed him to be courteous but also not take his eyes off them. Thick accent, wonder where it is from? Interesting and more interesting..."Indeed, I have traveled for far too long now, eager to make a place for myself. I am glad for your arrival; things have gone less than smoothly so far." He started walking with the two of them toward the barracks, giving them a brief summary of events along the way. When they arrive, he goes in first, saying "there is one other mercenary already here, a woman named Portia, I'll introduce her if she is around, though she may have gone for breakfast. Did you come with anyone else, or was it just the two of you?" I'm assuming that Pavo is in the barracks, as he didn't indicate he was going to the stables yet. Feel free to poke in anywhere on our walk, purposefully left things vague so others could write introductions. Figure we can do a few introduction posts before getting down to brass tacks of questing.
Female Human Cleric 1 | HP 17/17 | AC 18 | F +5 R +4 W +9 | P +7 | Speed 25ft | Active Conditions: None
Kyra slowly stands back up, holding the savage cut to her side from that damn ogre's wicked blade. "Bloody bastard" she mutters, as she slowly limps around him and closer to Lazino. She gives a grim nod particularly to Seelah as she passes, and then begins to motion everyone closer to her and Lazino. "Gather around, anyone that got hurt, I'll give us some healing to get moving again." Once everyone is within 30 feet of her, she'll mutter a quick prayer under her breath. When she finishes, everyone feels a gentle breeze flowing around them, seeming to go in little circles around the group, and all their wounds close up a little. Channel: 1d8 ⇒ 3 "If you'll give me a few minutes, I don't have many spells left but I still need to see to my more serious wounds here." Kyra takes out her medical pack and begins to dress her own wounds. Medicine: 1d20 + 7 ⇒ (15) + 7 = 22
Female Human Cleric 1 | HP 17/17 | AC 18 | F +5 R +4 W +9 | P +7 | Speed 25ft | Active Conditions: None
Dot in the gameplay thread. In case you are unfamiliar, dotting is where you make a small post in the gameplay thread (often just a single period, hence ‘dotting’), and then you immediately delete said post. No post is left in gameplay to clutter history, but the system recognizes you as a player, also adding the campaign to your profile for easy access.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Yeah, no damage from that. Am going to wait to post my action until I see who is still standing after Marzela and Lily. Yous guys sure can make with all of the killing of whats been killed already, gotta say!
M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6
Sebecloki wrote:
Morgan listens as Aiko begins her tale, at first simply politely as he glanced around occasionally at the crowd. However, as her tale spins on, he quickly becomes engrossed, rapidly giving her his full attention as the story finishes off in such a gruesome fashion. However, at story end, Morgan simply looks confused. "Bu' how does that link back to th' fire? Was it in retribution somehow? Somethin' to do with the Sheriff's family, ye said?"
M Human incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6
Sebecloki wrote:
While I appreciate you not singling anyone out, I'll go ahead and single myself out - I went overboard with my snippy ooc response to Aleister in the gameplay thread. I apologize for that. I was in a bad mood for unrelated reasons that morning, and the comment about me ignoring a post just rubbed me the wrong way. Regardless, I was entirely too snarky in my response, and I should not have been. Sorry Aleister. To top it off, I then mentally merged Aleister and Vincent in my head, and got things all sorts of confused. Sorry about that too. I am also very much enjoying the game so far, and will endeavor to not allow my personal crap come through like that again. Sorry to all.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Note also that one of the guys in the rafters I just knocked out with NL, didn't kill. Could potentially get info out of him, either here or by dragging him back to Raheem.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
on the map, it looks like there is a room in the rafters, presumably the garuda's room, that could be searched still.
Male Human (Keleshite) Telekineticist 2 | AC 16, T 14, FF 12 | 20/20 hp | Fort +6, Ref +7, Will +1 | Init +6 | Percep +6 | CMD 15
Note, for those that don't know (because I had no idea before just now, so I thought others might not as well):
Sleep spell wrote:
So it might behoove us to wake up some sleepers to get us back up to a full fighting force here.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
While all this is going on, Carrakas remains outside the building, looking around, as though he was a good little citizen waiting for the merchant to return. He leans against the building, looking around at any passersby, smiling pleasantly as appropriate. Keeping lookout, figure if the merchant comes back I can talk to him somewhat loudly and alert those inside the building. Plus, it gives me something to do, as I'm not exactly the most sneaky type :)
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Carrakas smiles good-naturedly at his second loss, though a slight look of frustration does cross his face. Planning to give up on arm-wrestling, he changes his mind at Marzela's offer. "Sure, we'll give it a go." He sits across from her, and begins the challenge. Strength vs 11: 1d20 + 6 ⇒ (15) + 6 = 21
It was a lot closer than he would have liked, but ultimately the victory comes down on Carrakas' side. "A good match, Marzela" he says with a grin.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
If anyone is interested - https://discord.gg/yPwpbJy As for downtime, I could see myself galavanting around with Marzela and Lily. I would see it as my duty to protect the two of you, moreso than Jaed and Finnrick; also, I feel like I would have bonded with Marzela more than the others, given the fact that we came on board together (and she did hit me with that nat-20 diplo roll earlier too!). If that didn't work out, and I went my own way, I would probably just continue doing PFS jobs and generally merc-ing myself out. I don't really have any grand plans or ambitions, beyond simple self-improvement and the adventuring life. Question for the DM - if I want to upgrade a magic item, say my belt of mighty constitution +2 to a +4, would I sell the old item at 50% (so make 2,000gp) and then buy the new item at full price (16,000gp, for a net cost of 14,000gp), or would I just pay the difference in full price between the two items (12,000gp)? Only official ruling I could find was for PFS, where you just pay the difference in full price, but wasn't sure that would apply here.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Carrakas jumps at the Naga's distraction as it aims, and tries to ram it with his shield.
The rays of fire scorch him, though not as bad as they might have otherwise (5 fire resistance leaves me just taking 10 damage total, I believe). The tiefling just smiles. "Welcome back to the party" he says with a nod at Jaed's entrance. Then he gathers in his power and sends his whip toward the beast. Attack, PA: 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Carrakas frowns in annoyance, then glares at the cultist again. "Did you fools not read the notes on the walls before opening the gate? Do you really not know? The whole city has a built in defense mechanism - 72 hours after the gate opens, the whole city floods with molten gold. There is no way to stop it. You say it was dark? Was it prior to sleeping, or after? This morning? Tell me everything you remember about entering the city. Telling me serves to keep you safe from the molten gold, and it keeps me from getting more annoyed at you than I already am." Intimidate: 1d20 + 9 ⇒ (18) + 9 = 27
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Nope - my nonlethal is a special nonlethal from taking burn, and it can't be healed in any way other than a full night's sleep, unfortunately.
Male Tiefling GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)
Kinetic Knight 5
Skills: +1 Climb, Diplomacy, Intimidate, Perception, Sense Motive, Appraise, Profession (gladiator) New feat: Combat reflexes New Infusions: Entangling Infusion, Kinetic Whip
I'm very excited about Kinetic Whip, as it actually sticks around after my turn for the round, allowing me to make AOOs with my blast, AND it has reach, AND it can still hit adjacent. So (sorry, couldn't resist): When a problem comes along
Now whip it
Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2
Stepping out of the stone sarcophagus, Gabriel shakes his head. "Waking up in a bloody sarcophagus - I'm getting to old for this shit." Sorry, it had to be said at least once. Hearing Vars calling for help, he goes over to his sarcophagus. "Vars, is that you? Are you not out of there yet? We even gave you a head start!" Using detect magic, do the sarcophagi show up as magical? Wondering if I can animate one of them with Aether Puppet, which I would assume can only work on non-magical objects.
Male Human Kineticist 15 || HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 || CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2
Gabriel snaps his flask back to him, pockets it, then slowly stands up from his chair. "Let's get this over with, then" he says, as his cane flies over to his hand. He then begins to walk, painfully slowly, toward the office, leaning heavily on his cane with every step. When he reaches Mahb's pile of muck, his feet leaves the ground, as he flies right over it, before returning to the ground and continuing his hobbling.
Male Gnome Chaotic Good Wizard 4 | HP 26/26 | AC 17 T 13 FF 15 | F+2 R+3 W+4 (+2 vs illusions, +2 vs fear and despair) | Perception +8 | Init +6 | CMB -1 | CMD 11
Player Name: dwilhelmi
Separate from that is that I also recently took the feat Effortless Trickery, which allows me to concentrate on illusion spells as a swift action. One ruling question that sometimes comes up is whether or not I can maintain concentration on an illusion spell with a swift action and cast another spell with the standard action. The feat calls out the ability to maintain concentration on another spell with the standard action, but doesn't specifically call out the ability to cast with the standard, so some view this feat as really only being applicable once you can quicken a spell to cast two spells in the same round, and so maintain concentration on them both. Sorry to be a pain from the start - I think illusions are a lot of fun, but they do tend to lead to questions. For everyone: I have a wand of Infernal Healing I can use to heal myself, and don't mind using it to heal others, but some have problems with that, so up to you. I also still have a scroll of Enlarge Person, if anyone enjoys being embiggened.
Male Human Sorcerer 1 / Archmage 1 | HP 13/13 | MP 5/5 | AC 14, T 14, FF 10 | CMD 15 | F +5, R +4, W +3 | Init +10 | Perception +5
Domitian's motions, jerky at first, suddenly calm as he levels his gaze at the uninjured creature engaged with him. "This is your place no longer. In the name of Abadar and the order that he is, you shall end today!" As he says this, a wooden holy symbol he wears around his neck flares to life, and his gaze becomes much more determined. Smite Evil, targeting the undead woman who came after me, presumably the one not yet hit by anybody He takes a small step back 5-foot step away from the creature, to get back in reach range and takes another swing. Charisma mod to attack (+4), 2x level to damage for first attack against undead (+2), ignores DR
If she's still standing, I also get a +4 to AC against her attacks. I like Smite Evil!
Looks like I got this in just under the wire. Sorry it took so long, wanted to take my time on it and did so a little too much! Here is my submission, Cade Thorngage, a Halfling-Tiefling foresight wizard. I crafted many things; with a spellcraft at +13 and a valet familiar, I can take 10 and hit anything up to a DC25. I added my calculations for the DCs of crafted items after each item, for you to double-check. I don't know much about FR, beyond having read all of the R.A. Salvatore books (multiple times) a decade ago. So I thought it fitting that my character doesn't either! Well, he knows less than would be expected anyway. If selected, rediscovering his history could be an underlying plot point for him. Let me know if you want any more info. Thanks! Background:
Cade has no idea who he is. This is not meant in some philosophical, looking-to-find-himself sort of way; he literally has no idea who he is or where he came from. He woke up 10 years ago, naked, in an alley in Heliogabalus. He had no idea what had happened, or where he was, or even who he was. He did have a seemingly-unfounded nervousness, as though someone were after him. Luckily, his tiefling heritage served him well in this situation, as his scaly skin offered him some protection and his small size helped him to hide well. He stole some clothes, and slowly established himself in this new place. He took up a new name, and discovered to his delight that he possessed a natural inclination to the arcane. Now he sticks to the shadows as much as possible, trying to hide his freakish physical features and make his way as best he can. He found Milo, his familiar, to be a good friend; he too is small and ugly, but tough and sneaky. The two adventure together, and strive to make themselves useful enough to other adventurers to overlook their physical features. Given his background, he is understandably nervous venturing into stores too often, so he has dedicated many resources to crafting items for himself. This gives him something to offer his fellow adventurers beyond his magical prowess. This strategy has worked pretty well; it has kept him alive, and helped to integrate himself with others. It seemed to work well enough for Flarghin, anyway, who had contacted him about another job.
Appearance:
The creature standing before you appears to be a cross between a halfling and a demon; and as it happens, that isn't far off. His size is more like a traditional halfling, but he has several traits that clearly mark his fiendish nature: scaly skin, cloven hooves instead of feet, a long and flexible tail, and a large mouth full of very sharp-looking teeth. Most of this he keeps well-hidden; he has a large green cloak that covers his tail, with a deep hood to hide his face. Not much he can do about the feet (do you know how hard it is to wear boots with hooves?), but luckily most don't seem to notice - I mean, really, how often do you look at a man's shoes? Character Sheet: Cade Thorngage Halfling-Tiefling wizard 5 NG Small outsider (native) Init +12; Senses darkvision 60 ft.; Perception +14 Alternate Racial Traits Fiendish Sprinter, Prehensile Tail, Maw, Scaled Skin -------------------- Defense -------------------- AC 17, touch 15, flat-footed 13 (+4 Dex, +1 natural, +1 shield, +1 size) hp 32 (5d6+10) Fort +3, Ref +7, Will +5 Resist fire 5 -------------------- Offense -------------------- Speed 30 ft. Wizard Spells Prepared (CL 5th; concentration +10) . . 3rd—clairaudience/clairvoyance, haste, extended rope trick . . 2nd—create pit (2, DC 18), mirror image, see invisibility . . 1st—grease (2, DC 17), heightened awareness, mage armor, vanish (2, DC 16) . . 0 (at will)—detect magic, mage hand, open/close (DC 15), read magic . . Opposition Schools Enchantment, Necromancy Wizard Spellbook . . 3rd-clairaudience/clairvoyance, haste . . 2nd-create pit, mirror image, rope trick, see invisibility . . 1st-alarm, comprehend languages, endure elements, enlarge person, feather fall, grease, heightened awreness, mage armor, magic missile, silent image, vanish -------------------- Statistics -------------------- Str 7, Dex 18, Con 12, Int 21, Wis 10, Cha 8 Base Atk +2; CMB -1; CMD 13 Feats Craft Wand, Craft Wondrous Item, Extend Spell, Scribe Scroll, Spell Focus (conjuration) Traits seeker, twitchy Skills Acrobatics +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +14, Spellcraft +13, Stealth +13; Languages Abyssal, Common, Draconic, Dwarven, Goblin, Infernal, Orc SQ able assistant, arcane bond (milo, greensting scorpion [valet]), forewarned, prescience Combat Gear . . pearl of power (1st level) (2) (crafted, DC 5+17(CL)=22), . . scroll of comprehend languages (x2) (crafted, DC 5+1(CL)=6), . . scroll of mirror image (x2) (crafted, DC 5+3(CL)=8), . . wand of endure elements (50 charges) (crafted, DC 5+1(CL)=6), . . wand of enlarge person (50 charges) (crafted, DC 5+1(CL)=6), . . wand of magic missile (50 charges) (crafted, DC 5+1(CL)=6), . . wand of silent image (50 charges) (crafted, DC 5+1(CL)=6) Other Gear . . mithral buckler, . . talisman of freedom, lesser (crafted, DC 5+7(CL)+5(missing freedom of movement)=17), . . 5xtalisman of beneficial winds, lesser (crafted, DC 5+1(CL)=6), . . cloak of resistance +1 (crafted, DC 5+5(CL)=10), . . eyes of the eagle (crafted, DC 5+3(CL)=8), . . handy haversack (crafted, DC 5+9(CL)+5(missing secret chest)=19), . . ring of sustenance, . . bedroll, blanket[APG], chalk, hemp rope (100 ft.), scroll case, spell component pouch, wizard starting spellbook . . 500 gp, 8 sp -------------------- Special Abilities -------------------- Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Extend Spell Spell duration lasts twice as normal. +1 Level. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned 2 (Su) Can always act in surprise rounds. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. -------------------- Milo
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Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10
Rasmorn continues to be wracked with laughter. (Look at the fool try to stand up! He's GREASED! Came here to attack, and he got GREASED! Goblins trying anything is SO FUNNY! With the big ears and the dumb looks!) "He tried... and he couldn't...... right to the head... HA!
HP 11/20 | AC 21, T 19, FF 19 | CMD 20 | F +2, R +6, W +6 | Init +10 | Low-Light Vision; Perception +12
We could call our club "Amaekashu's Traveling Dojo and Band", since he has the funnest name and was the reserved spot (so technically was here first). We will sing songs and beat people up. It'll be fun. Regin can sing too. Tribim can do the light show. Dommer can be the bouncer. Good times!
Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10
Now I'm picturing you both tossing a single giant weapon back and forth in a single fight, like Cap and Bucky do with the shield in Civil War. I don't care if it's unrealistic, the image is awesome :D
I am currently playing around with a Samsaran Wizard character, and contemplating the option of selecting UMD for one of my two Shards of the Past skills, which would make it a class skill for me and give me a +2 racial bonus to it. I could also take Pragmatic Activator trait to use Int for UMD instead of Cha. In total, that would give me a total of +11 to UMD at level 1 (+5 int, +2 racial, +3 class skill, 1 skill point). I've always liked the idea of UMD, but what I don't know is how much it would really help a wizard to have it. In my regular party there will be an inquisitor and a bard, so any long term buff spells from those lists I can just hand a wand to one of them. So what really valuable uses can you think of that a Wizard could do with a high UMD, if any? I am very new to Pathfinder, so I'm not intimately familiar with what is really useful in practice. Alternatively, are there any really great arcane spells that are not on the wizard list that I would benefit from with the Mystic Past Life alternate racial trait? |