Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)
Crafting:
Taking his first order, Dhaavan works tirelessly on the on the way to Drenchport and stays aboard ship for some of the afternoon, locked in the study, completing Rain's Headband.
DC13 + 5[accelerated crafting] = DC18, take 10 for a 22 spellcraft. Then on the 4 days to their island, He works on items for Flynn, (either the 2 AoNAs +1 and upgrading to a +2 OR a belt and headband) Rain:
Rain, I have your circlet completed, He says, bringing out a wrapped package. I had to get some help with the script, but it's a runic etching based on Elven and Aquan. words for sea, sight, forethought, and such, The fine emerald etching is an almost alien flowing script that glints with deep blues of the sea. The dye for the inks is actually made with water that splashed up on the ship while you piloted us through the Eye, he adds.
[ooc]Not sure if you want it soon as it's done or after we hit the sea and start sailing toward our island I can get some scouting done. Just give me a moment, Dhaavan steps into his study briefly and comes out, glancing into the air, Jack twittering with agitation, Dhaavan replying in the same twittering speech. Imm:
I send my companion up into the air, under the affects of invisibility so he can get a good read on the island, having him report back telepathically within 50 ft, then heading up a little farther to get a solid lay of the land. Hopefully being able to speak language will give a more thorough report than from a non-speaking bird.
Jack complains about it, but after being reminded again about the mantacore incident, he acquiesces, saying that his new buddy is better suited to that anyway... Dhaavna will report back and draw up a map for the party after a short wait.
Human - (Status: normal) Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)
Heh, riddles... Took me a minute, that one dhaavan gives Sandara an appreciative nod, We got someone in the crows-nest with the Farsight Spyglass, keepin a lookout, although we gots a mission right now, Dhaavan assists with the identifications
Dhaavan does have a key as well, since he's in the cabin most of the time, crafting and napping while Variel and/or Rain are not using it. crafting: It takes dhaavan 2 days and 1000gp in components to make the powder horn
Spellcraft DC 13: 1d20 + 10 ⇒ (12) + 10 = 22
Of particular interest to Victor and Desula as they can learn some of these spells and put them in your books
scrolls:
Desula, you are actally able to ID the spells with a simple read magic spell, my bad... The scrolls you were given are: Tongues (CL5) I was going to use Comprehend Languages, but I already said it... ;} Summon Monster III (CL5) Blur (CL3) Shield Magic Weapon x2 Adhesive Spittle Cure Light Wounds Tzardusk, Kalagan, do you take any interest in the scrolls?
WIth Desula's Craft check, and some time, further foraging for parts, and assistance from other party members with construction, you think you can make these items Bone Equipment: Weapons: Choose up to 2 to make from the giant crab's large claws "Bone" Greataxe (or other two-handed hafted weapon) "Bone" Longsword (or scimitar) "Bone" Battle Axe "Bone" Scizore "Bone" Bastard sword "Bone" Scythe Choose up to 10 to make with the small crabs claws
Choose up to 8 to make from the small crab's small claws
Alternatively, You can use 4 of the small claws to make a Star-Knife Armor:
Choose up to 4
There is pretty much enough materials to make armor and weaponry for everybody, just pick what you want.
You can also make improvised armors. All improvised armor has -1 to DR and Max Dex, and +1 to ACP from the core versions Bone Weapons and Armor all have the Fragile QUality
*Bone Breastplate can be used as part of a piecemeal armor set to create better heavy armor, but is still Fragile
to hide text:
you use the tag "spoiler" rather than "hide" I'm not sure about the feat, it complicates spellcasting with all the die-rolling and once you get a few ranks it seems like you'd be able to get an extra 2 metamagic feats that you don't actually have. There is always a chance that it won't go off, but I'd rather not allow that feat.
If you don't do damage you still stun (fort negates), so its something to do against DR, for what its worth.
Then Step-up and Strike and Standstill turns you into a big area of YOU SHALL NOT PASS. Add dazzling display for a debuff for high fort enemies Snake-fang iif you're a MoMS to punish missing your high AC
Its tough to ignore a guy that hands out flanking to the rogue, shuts down charges, sticks to casters and stuns anything w/o a beastly fort save
The rain pounds down upon you as the twilight begins to darken. You hurry towards the doors, to the sounds of people clamoring within the 'church' you walk toward. Double-doors open easily on well-oiled hinges and allow you entrance to the Church of Gemidar, god of Alchemy. Before you stretches a wide entryway to the gathering hall, dust hanging in the air above and clinging to the 'pews' and tables in the large space. A man stands to the side, by a staircase, and receives the weapons of the worshiper entering before you, as is custom. You too give your weapons to the man, who hands them to a boy that takes them to a holding area, like a coat-check.
A riotous good time is had by these churchgoers, for Gemidar brought the men of the Central Kingdoms both Medicine and Alcohol, and his worship services are more parties held in the taverns that act as his churches. While business is not as good as it once was, and the Great Hall upstairs has fallen into disuse, this chapel serves well enough. Crowded and intimate, peoples of all walks gather here and all that is asked is that a good time be had by all, and of course that they pay for their drinks. You catch the eye of Tevissa, one of the head Priestesses, as she carries a tray of libation and sustenance to the table. She welcomes you, saying "Come on in, and take a seat," gesturing to the round tables scattered about or the bar-stools at the alter. "One of the Brothers or Sisters shall be with yea shortly, hon." She then makes her way through the crowd which parts before her, even the drunkest know not to get in her way. Welcome! Check the discussion board for character-Gen rules and ask questions there. Introduce yourself and mess around here in character so we can get to know you. You can post with different Characters, if you want to get a feel for a couple before you decide, just make sure to note which one you are using! Please describe your appearance as you enter and lemme know what you do, go to a table, the bar, look the place over or anything else you can think of. Please do not s#~~ on anything or bleat like a goat, tho.
Perception and Init, as well. those are big ones that come up often. If your GM make some rolls like that for you in secret, it makes life a little easier if they are posted. a field for misc. resources, rather than specifically spell slots
Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport
You took two points of con damage, so your Con bonus went down by 1. That's 1hp per Hit Die, so Ria shoudl only have taken 2 damage, im pretty sure, not 8.
Edit: you don't subtract the kind of die you roll. I understand the confusion, but that's not what it means. Can someone else try to explain it, cause i don't think i can define the difference between Hit die in the way Ria means (1d8), versus the number of dice to make up the HP (2 HD)
What i find intriguing is figuring out a way to get the flavored reactions to show something about the enemies. SInce they tend to die quick, having an enemy dodge an attack can show players that they didn't beat Touch AC and give a little more information. Glancing blows could be because they didn't score a hit, but got past touch, or the enemy didn't bother dodging, and just took the attack. Parries could be used whenever a combatant with a weapon doesn't get hit and not give any information. The attack would have made Touch AC, but was blocked. How would you respond to a GM playing that way, telling you the enemy dodged when you don't make touch AC and Dodge+shield means blocking, with glancing blows being up to full AC depending on wether or not the enemy dodged? would it be fun to analyze what the hits mean, or frustrating if there's parries and any inconsistency in terms of what is applied?
HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6
Variel, sorry if You answered, but i seem to have forgotten...
im updating the winter sheet now and the wrath one next. aniera, thanks a million for paking the posts with the loot listed for me. i appreciate it. =] Has Venja or Variel been able to ID the magical cloak yet? that way i can get it logged as well here is a Link to sheet
Beck's Level:
+6 HP +5 skill ranks (FC to skills) +1 Bab +1 frort and Will +1 orison and Lv 1 spell Arctic Native replaces Woodland Stride SHeelah
Im planning on getting Sheelah some barding. Studded Leather for 50 gp with ehr light armor prof.
Dotting as the party Diplomancer in a PBP S&S game =} I've had a few really lucky rolls and some crushing failures, unfortunately... I think the first NPC I talked to during the day was Sandara, and knocked out a 27 to get her helpful that first day, just hedging my bets. It was that night that i really hit it! That night after the rum rations, I got a +2 to Cha, and I decided to cozy up to the Quartermaster. I rolled a nat 19+11+1 to hit a 31 and popped her up to Helpful in one fell swoop. Scored us all easy access to all our gear. She even cried as Plugg spirited us away onto the Man's Promise! We all miss her. We got mobbed by Plugg's toadies, Syl, Tate, Jape, Maheem, Arietta, and Fipps. So while everybody goes getting into fights dealing non-lethal damage, the Sorcerer (with 8 str) screams and hides in a corner (while summoning) then pops a fiendish eagle anf throws an acid orb, Crits, and nearly kills Jape. The enemies run away, and Plugg comes down, and someone's in for a keelhauling! Luckily some of Jape's damage was non-lethal, so we were able to heal him and get him back up on his feet so we saved out lives. I did get us a lashing with the whip and we got beat even after passing out, so some of us were bleeding out by the time he was done. But we all lived through that one, so i made up for it by getting half the crew on our side. We got in all kinds of trouble with Peppery Longfarthing. FIrst our druid kept trying to hit on her. First she threw a fireball at him, and then he shouted that he wouldn't drink the rum till she acknowledged him. eventually she called him in and tolf him to be more respectful cause of her place as a woman on the boat and stuff, and he made peace with her. I was not so lucky... First i tried to check her out, using Detect Magic and she hit me with the Caster's Croak spell-blight. She lifted it when I managed to summon a dolphin to aid in saving the crew-member that fell overboard (ours was Rosie Cusswell)
But thus far, our best moment was our first ship that we raided out on our own. We catch the ship, start the boarding action, and our Pirate Rogue uses his Swinging Reposition to swing right over to the captain, scores a crit, rolls really high damage and gets a 1-shot kill, and we take the boat before everyone's even taken a turn! Not that i'm that surprised. This particular Kitsune has dropped bosses before. The Grindelow Queen popped up during our fight on the Man's Promise. Our Rogue got dropped to exactly 0hp, and used his standard action to fire a Ballista bolt at the queen. Took a range penalty, -4 penalty for proficency, and yet still managed to hit, taking her out in one shot and falling unconcious, bleeding out due to taking an action. We gave him a heal, and he woke up to a chorus of chears asking "What happened? Did I get her?" it was fantastic!
Male commoner 1
OK, i'm going to be super busy this week/weekend so i dunno abou thavig time to write much. we'll see what i can pull off today... but if i'm AFK, dont' be surprised. got a job assignment for a new gig, doing actual design work as opposed to game testing so that's my priority after sleep, so i can survive work.
Male commoner 1
Waterborne movement has charts that denote waterborne movement. Movement on a sailing ship entails the ship sailing for 24 hours, that is noted in the speed. The rule issue in question is what about at night, cause we aren't sailing for 24 hours a day, since we need to sleep. so it's up to Imimrtl what we have to do about how long we can sail on our crew. Watch duty is assigned for the night when people are sleeping so we don't get hit at night. Imm wants watch for the night time, so a few folks should stay asleep for the better part of the day so we have a decent watch for perception at night.
Seeing as claws are B and S, i'd say if she used her Grab ability, then she grabbed the succubus by sinking her claws into the demoness. which in some circles itself is considered an act of passion...
Upon further thought and seeing SP's thoughts, having the 16 for Dex still gives 3 AoO's aand an 18 str boosts hit and damage by 1, and in the circumstances when you do want damage, you can loose the shield, and 2-hand the Dorn-Durgar and deal an extra 2 damage 1.5(+3str)=4 damage, but 1.5(+4str)=6 damage. SO it will likely be more useful at low levels. And going with Mythral Full Plate gives you +12 AC and you get to take full advantage of his +3 dex. Hurts his Reflex a bit and costs an AoO, but 4 is pretty respectable.
Combat Reflexes, and Stand Still would be good, if you go with 16 Dex or more. You also wrote something wrong on your rolled stats.
So if you rolled 18, 18, 16,15,15,11 i'd say put them 16
Your top stats are Dex for AoO's and Cha for LoH & Spells. Con and Wis are boosted by your race. I'd honestly suggest taking the 16 str as opposed to 15, cause 1 hp vs doing 1 damage may e more useful at level, then take a stat bump at level 4 for 4 more HP, as opposed to the Str boost at Lv 4. Feats: there' a few issues. Stationary tank wants lots of AoOs so Combat Reflexes rather necessary. I'd say even more so than PA, in that one lets you hit for 3 more damage. The other gives you three more attacks with a reach weapon. 16 str, buffs, and stone strike would make you a primary target anyway, and even if the enemy tries to avoid you, you have reach enough to get those hits in as they try to avoid you. 1: Combat Reflexes
Next feats: Stand-still, Power Attack, Darting Viper (why not), shield focus, combat patrol, bodyguard, In Harm's Way are all decent feats for this build. May want Imp TWF as well While your damage suffers somewhat, you get so many attacks that you are certianly a target, and
Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1
A quick note in response to what Raz said. "I do agree that that may be a good plan. I have quite liked the idea of having districts, although there may not be quite the space for a full mapping out of several districts on this plot of land. As we expand the city, we can spread to more districts." "On a related note, speaking with Sylvath, there are many threats within the marsh that have yet to be addressed. One thing that may make life easier for us is to complete the dam, build up walls and re-flood the lake. It will be expensive, but worthwhile. Now with with greater area, we will need more men, thus a larger garrison, but these are more long-term plans." To Ariarh's report, and Henry and Gladius's comments "This is a very interesting set of folk, then. Claiming to be peaceful preachers. I've gotten information about a shipment of Pesh and Opium, among other things, belonging to the Black Koda. I believe it to be coming through the canyon where we met that Djinn from Osiron. Now, I have a bit to say about my source, but I'd rather focus on the Koda at the moment. Now, I think we can intercept the caravan, and seize the goods, taking prisoners to interrogate, or letting them lead us to either their masters and hideouts, or their contacts within the city, or perhaps let them enter, and raid their drug-den, and take everyone involved. There's just the likelihood of things going poorly within the city walls as opposed to out-and-about where we can set an ambush. Especially considering the killers that they have here in the city. My Captains have very little information about the Koda here, they don't seem to be making any overt violence as of yet, but with the Drug-running, we maybe able to build a case against them. What other information do we have here about them and their activities?" |