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Goblin Squad Member. Organized Play Member. 252 posts (2,003 including aliases). No reviews. 1 list. No wishlists. 9 Organized Play characters. 19 aliases.


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Happy holidays to you too. I figure posting will be erratic until the new year, so take your time.


Welcome.


Hi there! I'm planning to "reboot" Arkanost.

I'll build the character tonight/tomorrow an should be good to go by tomorrow night. He will still be a Gnome sorcerer based on mechanical tinkering. I'll be using the Mechanical bloodline

I'll skim through the existing posts as well, but could someone give me the cliff notes version of what is going on?


I'd be interested in building Arkanost with either Mechanical bloodline (3PP) or Nanite Bloodline (If no 3PP).


Pitviper and I are working on a shared backstory. So far its a skald and ranger. We are figuring out the specifics and should know more soon.


Dotting in with interest. DoubleGold it's been a while. It's good to see you on this side of the table.


Checking in, still excited for this game.


Toram, Warpriest of Calistria

background:
Toram is a half-orc warpriest that specializes in Calistria's favored weapon, the whip. He was raised in the church after his mother died in childbirth. His father was/is an orc raider that razed his mother's village, used her, and left her for dead. He seeks to bring vengeance to those who would destroy peace and civilization. He has since gone out on his own to seek out and destroy evil. He would find the challenges of the trial inviting to not only text his skills, but purge the evil inside.

I'll make a full profile if I am selected for the game.


I am interested. I'm thinking of some sort of warpriest.

Build and will come submission later today.

I would only be available for PbP however. Roll20 works great for the maps.


I feel bad doing this now, unfortunately I wont be able to make it for this table. I am sorry for the late response.


Is there still room for the last spot? I'm happy to play any of the pregens.


I'd like to play Marnarius, the Slayer.


It sounds like fun, count me in too.


Count me in. I have a level 1 barbarian. I'll post his info in a bit.


Thanks for the game, it has been great. I think we have all the chronicles at this point?

I am trying to clean up some of my games, is it possible to have this game marked inactive?

Thanks again. I look forward to playing with you again in the future, Farmagnuðr.


I have reported without a number before, but it doesn't matter really. go ahead and apply it to 90416-4.


Real name James Bailey
PFS# 90416

I don't currently have a high enough level character to apply it to, so no character number or day job.


Alrighty then, totally misread the intro. Ignore me. This is what I get for posting before coffee.

This actually works in my favor. Now the character will be a chelaxian expat, now working to take down her former homeland. (Changeling)


Dotting in. I am interested in making an inquisitor (infiltrator archetype, conversion inquisition). Not sure on race/etc yet.

I am wondering, instead of a diety, is it possible to gether my power from Cheliax and the devils that serve the nation itself? Basically, he would be zealously devoted to the nation just as powerfully as any follower would be to a god.


You awake on a padded floor, surrounded by spectators.


Things happen behind the smoke.

Your turn


Both attacks miss the elemental.

He retaliates with more icy fists.

miss chance: 1d5 ⇒ 2
attack: 1d20 + 4 ⇒ (20) + 4 = 24
crit confirmation: 1d20 + 4 ⇒ (1) + 4 = 5
you lucky bastard
damage: 1d4 + 1 + 1d3 ⇒ (3) + 1 + (2) = 6+ fort save


The elemental dodges your first attack, but your second connects. It is still standing.

It then turns and tries to attack you in the smoke.
miss chance: 1d5 ⇒ 5 miss on 1

attack: 1d20 + 4 ⇒ (8) + 4 = 12

And he missed with his slam.

Your turn


The room does not seem to be trapped, but it is locked.
You will need to draw your thieve's tools to open the lock

While you are investigating the door, the small ice creature springs from the ice and attacks.

attack: 1d20 + 4 ⇒ (13) + 4 = 17 vs flat footed
damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5 + Fort Save


The creature does not show itself.

Your turn


Still no creature.

go again


You do not see the creature, and it does not reappear.

Your turn.


The creature slides down into the ice and out of sight.

Perception to try to find it (very difficult) or knowledge planes/arcana to know what it did.


Timer 50/60

This room is one full sheet of ice. It is heavily sloped to the south. At the north of the room is a heavy stone door. Skating along the ice is a small, vaguely humanoid, chunk of ice. It stops and turns to you as you open the door.

Initiative time! init: 1d20 - 1 ⇒ (9) - 1 = 8

Ice Rules:

Ice (Slick)
A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.

Beyond the ice rules listed, this ice is sloped. The DC to move north is increased by 5, the DC to move south is reduced by 5. If you fail, you slide south the number of feet you fail by, rounded up to the nearest 5.


The door does not seem to be locked or trapped, but it does seem to be frozen shut.

Str check. Or take 20


The door opens easily to an open room.

Muwahahahah dead end.


The door seems unlocked, untrapped, and opens easily to another hallway.


You look around the room after the woman falls and find: 21 gp, 31 sp, kukri, 9 shuriken, silver flatware (185gp), fine china (160gp)


As you bring your hand near the flame, you feel no heat at all. When you drop the cloth it falls into the flame. You are unable to tell of the flames are simply obscuring your vision, or if the cloth was destroyed. There was no smoke or smell, however.


With the second blow, the woman falls to the floor, unconscious.


You make it past the partygoer unhindered.

Your blow connects, but she is not stunned.
fort: 1d20 + 2 ⇒ (14) + 2 = 16

She draws a kukri, spits on it, and attacks.
attack: 1d20 + 1 ⇒ (1) + 1 = 2
Fail


The people still do not seem to notice you. They make no attempt to move out of your way. Do you push them aside to get by/enter their square?


As you are looking over the door, the woman southwest of you draws a small weapon, spits on it, and throws it at you. As she spits, you notice her face wrinkle and crack as if a plaster mask was cracking.

attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs flat-footed
damage: 1d2 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9 + fortitude save


You notice that there are no traps, but that the fireplace does not seem to be warming the room. It seems as cold in here as any other part of the dungeon. Strange, considering the size of the blaze.


Your words fall on deaf ears. The party goes on and no one so much as looks up to you as you speak.


As you enter the room, it is as if you have entered the house of a noble of the highest social stature. The air is heavy with perfume and rich foods. The sound of music and laughter fills your ears. Ten men and women mill about the room. They make no note of you as you enter them room. It is as if you do not exist to them at all.
A fireplace commands the east side of the room. The partygoers stand around the five wooden tables.


The music and revelries get louder as you approach. You would need to get closer to see what exactly is going on.


The hallway continues, as you round the bend, you hear the faint sound of music and laughter in the distance. As you get closer, you can tell that it is coming through the archway where the hallway splits.


There do not seem to be any traps, but you do notice that the air is much colder to the south, as if it is seeping from the door.


Timer 35/60

After much effort, the door gives way to another hallway. It Ys north and south. The north path continues on beyond your sight, the south path has a wooden door.

Give me a perception check for the hallway.


The door creaks with your effort, but does not move. The wood of the door is hard and seems to absorb the impact from your blows. Objects like doors and walls have something called hardness, which is similar to DR/- in that it reduces all physical incoming damage by a certain amount. It might be better to take 20 on the strength check. This will take 10 minutes.

Cold timer: 25/60


The wooden door does not appear to be trapped or locked. However, when you try to open it, it does appear to be stuck.

Strength check needed to open.
1d20+str mod


The zombie falls over, re-dead.

As you search through the bodies, you find:
45 gp, 14 sp, Milky Quartz (35 gp), Masterwork Leather Armor (160 gp)


The mindless beast still stands.

It moans and attacks again.

attack: 1d20 + 4 ⇒ (6) + 4 = 10
So much fail

your turn


The zombie is still standing and takes another swing at you.

attack: 1d20 + 4 ⇒ (13) + 4 = 17
Bah.

Your turn