Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I'm ok with either calling it in favor of the PC party, or in favor of team construct.

Either way, Tik survives, so all good. :P


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

On Jorin's question, we have a lot of alchemists' fire and acid (probably not ideal for helping Jorund) and smokesticks (maybe ward off the smaller spiders).


Male Human Level 3 Investigator

I don't believe swarms can make attack of opportunities so he can step forward to hit the big one while other alchemist fire the hell out of the swarm.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry for being botted, I thought I was caught up on both games. Somehow I got out of synch. The games move so fast sometimes I think I'm caught up and I'm not.


Male Human Level 3 Investigator

I assumed it was the Paizo website causing trouble with you being able to post... it got me once or twice yesterday!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

It might well be worth our while to buy multiple muleback cords back in town, so we can more efficiently loot the halls and the spire. What do you all think?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Well, yes and no.

It might be worth it to buy one set, but by level 5 Tik can give you permanent tattoo's of mulebacks for the same price.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Ah. That is a very good point. In that case, it might be worthwhile to just ignore muleback cords for now and just make another trip or two.


Male Human Level 3 Investigator

Looks like you guys are going to be beginning the actual adventure path (modified) shortly. Any last loose ends in Thornkeep before heading to Restov? Responding to the Blue Bassilisks offer or going to ponder it a bit longer.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

We could be open with the Blue Basilisks about what we'll be doing next. If they rescind their offer there and then, fair enough. But I suspect they'd be tickled to have "one of their own" in charge of a charter.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

That is a very good point. Having some people who are associates, members or just friends with a charter for a region could be very profitable for a mercenary company.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

We should probably get a wagon and a mule. It will help with carrying loot and other stuff. It would be good to know what our money is now, this is our last bit in town before we head off into the wilderness, so getting any supplies we can't make is a good idea.

Backup Spell Component Pouches, healing potions, extra flint and steel, extra blankets, food rations...


Male Human Level 3 Investigator

Well there's Restov which is a much better town. Currently the stolen lands aren't well set up for wagons but investing in horses and masterwork backpacks aren't necessarily a bad idea.


Male Human Level 3 Investigator

The Blue Bassilisks wont be opposed to the Charter thing though it has the potential to change your relationship with the organisation as time goes by.

Let me know if you want to do a scene accepting/declining or handle it offscreen and move things ahead to the Stolen Lands.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

i'm good to jump forward to the stolen lands!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm okay with skipping ahead.

If we can tell them the situation, it's up to them what they do.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Would the Basilisks let us store things as members? It would be good to store any bulky things (like golems) until we have a settlement and room for storage.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Good question!


Male Human Level 3 Investigator

If you're not present a large footlocker could be stored... so if someone was to loan Tik'klik their storage space it'd be doable.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen has no objection to that.

I think the loot sheet is up to date. Is there anything that folks want to pull off it for their own use, or to keep for party gear besides potions, scrolls, and wands? Oh and the seven gems for accessing the Accursed Halls?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

We should keep the cogs, gears, and tools. Those will be very handy in the greenbelt, and we should get a mule or packhorse to carry them. Beyond that, nothing on the list other than the scrolls that Tik can use.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Brainstorming for a bit.

The Arcanolembic to make potions stronger could be really useful, if situational.

Diamond dust as buying that would be a pain.

A formula book and alchemical apparatus could be a big draw for a NPC alchemist.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I've marked what I've taken from the list in the past.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Johund has claimed the mwk dagger and the potion of bull's strength. Those alchemist fire could be handy, too. How many are left?


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

12 flasks of alchemists's fire after the last battle. Yeah, we should keep those and the acid for sure.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

A catapult loaded up with brick sized rocks can be absolutely devastating against a group of people in a small area, if you can get them to bunch up against each other in a pre-determined spot. If the bandits like to come to the fort and rob it, they will have to enter the fort. If we get one catapult working, and fill it up with stones, we can calculate how far back to pull it with that load and have the load land in that open area by the gate inside the fort.

Basically, aim the catapult at the opposite point from the open area outside the wall. Mark the ground under the catapult with chalk on either side of the wheels once it's lined up correctly. Load it up, and test fire it until it's launching the stones the exact arc we want out of the fort, and the right distance.

Distance is easy to figure out, take two or three ropes tied together, hold one at the bucket, and stretch to the center of the gate area. Then mark the rope with a red scarf tied around it at the center of the area. Then take the rope, and stretch it out of the fortress from the wall and stake it down and practice until the stones are landing where the red rag is. Then just turn the catapult back around (keeping it in the two chalk lines) and the next catapult launch will hit that central area, dropping 5 or 6 hundred pounds of stones on anyone in the area.

Tik's got clockwork skills, and we have the repair parts, might as well give it a try, no? Sure will make cleaning up the bandits messy though, all that shoveling of innards and squished brains...


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I like it! And prestidigitation can make cleaning up easier. ;) I'll post ic tomorrow.


Male Human Level 3 Investigator

I'm not breaking the crafting limits as it will cause serious problems for game balance.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Can he at least work on different things throughout the day, if you won't let him work on one thing all day?


Male Human Level 3 Investigator

He can read books, do various other activities but not craft or perform a Kingdom role... you're going to have plenty of downtime with this adventure path anyway.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I see.

If I had known that half my racial abilities were going to be disallowed, I would have come up with a different concept. Part of the fun of playing a construct is that you can do things not everyone can. Mundane crafting has never broken a game, and being able to craft mundane stuff and do kingdom stuff in the same day is about the only special thing Tik had from a Roleplay thing. If it was just magic item crafting, I wouldn't mind as much, since I can actually see that as a limit on how fast the magic can be put into things. But to basically put an artificial limit on my character that's not in the rules, and that doesn't apply to any other construct in the game world...

I really hate it when GM's add in house rules designed to nerf a character after the game begins, without telling anyone. I had this happen in another game, a GM told me my boots of the Cat didn't work because it was silly to fall from orbit and take minimum damage, so those were not allowed in his game. He withheld this information for 4 levels where my character had those boots, until he jumped from a cliff and then almost got killed because the boots didn't work.

I think I'll just politely withdraw from the game now. It's been fun everyone. I hope your game continues well.


Male Human Level 3 Investigator

Alright, have fun with your other games and may the dice gods be kind to you!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Good luck Tik.


Checking in. I hear that another PC is needed. Just need to catch up a bit and look things over.

——

4d6 ⇒ (2, 6, 3, 1) = 12 11
4d6 ⇒ (6, 6, 4, 2) = 18 16
4d6 ⇒ (1, 1, 1, 2) = 5 4....What....?
4d6 ⇒ (4, 4, 6, 4) = 18 14
4d6 ⇒ (5, 2, 5, 5) = 17 15
4d6 ⇒ (1, 5, 6, 4) = 16 15

Just not sure what to make or, really, what to do with that 4.

Tiefling Alternate SLA: 1d20 ⇒ 12
Does not need to sleep and is immune to sleep effects.

So...an elven tiefling then.


Male Human Level 3 Investigator

...There's always points buy but the other rolls are not bad, but a four damn.


No...I got this.

Elven Tiefling Bladebound Kensai
Str (11) Dex (18) Con (15) Int (17) Wis (12) Cha (4)

Cha4 means -4 penalty.
Beguiling Liar means +0 Bluff

Trait 1: Empathic Diplomat (Wis for diplomacy)
Trait 2: Clever Wordplay (Int for intimidate)
Drawback: Umbral Unmasking
Bonus Trait: Magical Lineage Shocking Grasp

Feats:
Lvl 1: Weapon Finesse (Dex to Hit)
Lvl 3: Dervish Dance (Dex to Damage)

———-

End up with a Cursed Elven Tiefling, bound to an intelligent blade, who has been exiled from his people. The Cha4 becomes only a hinderance for the leadership feat and Handle Animal...as well as stat drain.


Male Human Level 3 Investigator

What is an Elven Tiefling?

Oh and since the previous character was a Wyrwood (very high racial points) I gave everyone else a bonus feat to make it a bit fairer... thats now kind of a legacy thing you'll benefit from.


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Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Welcome on board Grumbaki.

We've been working quite tightly together in combat, taking down most enemies pretty handily, if not necessarily quickly.

Varying alignments haven't really been an issue here. The party members are much more focused on getting things done.

And I'm sure that you'll find that extra feat at level one handy.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Great on the bonus feat!

Elven Tiefling wrote:


Non-Human Tieflings
The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans.

Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations

It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).

In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)
Amadeen Irian wrote:

Welcome on board Grumbaki.

We've been working quite tightly together in combat, taking down most enemies pretty handily, if not necessarily quickly.

Varying alignments haven't really been an issue here. The party members are much more focused on getting things done.

And I'm sure that you'll find that extra feat at level one handy.

Thank you for the warm welcome. :)

Should be fun to have two elves in the party. One with Drow blood and the other with Demon blood.

My character is getting close to being finished. Sadly due to him being a Kensai, his arcane powers aren’t what they could be.

Still. With Shocking Grasp against someone holding or wearing metal:

To Hit: +9/+9
First Hjt: 4d6+8 (18-20 crit)
Second Hit: 1d6+8 (18-20 crit)

So he should be able to push out decent damage.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Amadeen is a full arcane caster, albeit one with few spell slots. I've found that the hexes make up for that though. :)

More damage is handy, and whatever spells he can bring to the table will be welcome.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Indeed, hexes are amazing. I was even tempted to go hexcrafter...but your build is solid enough to provide all the hexes we’d ever need.

Also, if anyone is interested:

Background:

Eluvias is one of the forlorn. An elf who has grown to adulthood in human lands. He never knew his true parents, rather he was raised by a swordlord by the name of Rodrim. In truth, the man had killed Eluvias’ mother in a duel over a dispute on the road. Upon realizing that she had a child with her, he took in Eluvias out of remorse.

Throughout his life his questions as to where he came from and how he came to be Rodrim's charge was always left unanswered. He stopped asking when he was old enough to recognize the air of sadness around Rodrim when the topic came up.
His early life was happy enough. He had a family who genuinely loved him, a community that accepted him, and he had the skills needed to thrive in his environment. Sadly, his story was destined to end in tragedy. Rodrim grew old while Eluvias, in true elven fashion, stayed young. Like all people, he had to watch his 'father' grow old and die. So too did his “mother.”

But his world fell apart when the same happened to the love of his life, one of his father’s students whom he had grown up with. He watched her grow old before him, wilting like a flower before his very eyes. He held her hand as she died, vowing to love her forever. Just as she died, so too did all of his friends and comrades . For Eluvias, he felt that he had outlived his time.

For some years he continued to live in Restov. Like his father he taught others in how to use a blade. He turned his attention to books...hoping to find knowledge to be less transitory than life. He earned the moniker ‘The Grim’ around this time, for he saw no need to befriend anyone. They would just die like all the rest. His life collapsed when his depression led him to the bottle. At the age of eighthy seven he hit his lowest point...his savings gone, his career in shambles, and without anyone to care about...or who cared about him.

His story might have ended there, were it not for fate. One night ended especially poorly for him when he passed out in the streets while walking home. When he woke, he had a scimitar in his hand. It was unlike anything he had ever seen. The blade was black, so dark that it looked to be the absence of color. He brought it home with him...and that is when the dreams started.

What started as dreams soon became an obsession. He had to go to the Stolen Lands. Why? He did not know. It had something to do with the sword, he knew. There were times that he could have sworn that it was alive. But try as he might be could not bear to part with it.

On his eighthy-eighth birthday, Eluvias sold his home, and most of his worldly possessions. Buying what armor he could afford, he set out. Somehow, he knew where to go. For his dreams were his guide. And he dreamed...of an emerald spire.

Please tell me when to pop into the gameplay thread.


Male Halfling Monk 2, Hp 25/25 Fort+5, Ref+7, Will+6, AC16(17),CMD 13, CMB+4 Flurry +1/+1
Eluvias the Grim wrote:


Thank you for the warm welcome. :)

Should be fun to have two elves in the party. One with Drow blood and the other with Demon blood.

My character is getting close to being finished. Sadly due to him being a Kensai, his arcane powers aren’t what they could be.

Still. With Shocking Grasp against someone holding or wearing metal:

To Hit: +9/+9
First Hjt: 4d6+8 (18-20 crit)
Second Hit: 1d6+8 (18-20 crit)

So he should be able to push out decent damage.

Another Elf!....well ok I suppose, the first one hasn't been too bad. :) Seriously though welcome to the group, a Kensai sounds like something cool to have around.


Male Human Level 3 Investigator

@Eluvias, feel free to approach the group. You can just be passing through Oleg's trading post. Perhaps you escaped an encounter with bandits not long ago, their numbers giving them too much of an advantage.

We can set things up for a fight outside or in the Fort.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Welcome to the party Eluvias!


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Thank you :)


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Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

Btw, my other builds I was thinking of with a:
16/15/15/14/11/4

The Crippled Noble:

Race: Human
Stats: Str (18) Dex (4) Con (15) Int (11) Wis (14) Cha (15)
Trait: Wisdom in the Flesh (Wis for ride)
Lore Oracle (1) Paladin (2)
Feats: Noble Scion of War (race), Tribal Scars (lvl 1) Power Attack (lvl 3)
Revelation: Sidestep Mystery
Curse: Lame

So...movement 25ft, 20ft in armor. Cha for Initiative, AC, CMD, Reflex. Also as a bonus to all saves. Dex just means he would be horrific at Acrobatics, Stealth, and Escape Artist

So end up with a nobleman who is heavily scarred, has a crippled leg, and enough wounds to explain -1 BaB. Sustained all the injuries when his younger brother hired an assassin to pave the way to a better inheritance. Was left for dead, and fled to the stolen lands.

Because Cha would replace Dex for AC, he’d eventually wear a mithril breastplate. Would look very noble-ish and would make the use of the planned high Cha.

Would probably have gone Vampire Hunter at lvl4 for the bonus feat and at-will Detect Undead...just because it’d be cool to have him Sense them.

The Drow Exile:

Race: Drow
Str (14) Dex (18) Con (13) Int (14) Wis (11) Cha (6)

Trait: Blind Zeal (You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.)

Classes: Unarmed Fighter (2) Inspired Blade Noble Fencer Swashbuckler (1)

Lvl 1 Trait: Blind Fight
Lvl 1 Class: Blinded Blade Style
Lvl 1 Class: Improved Unarmed Strike
Lvl 1: Improved Blind Fight
Lvl 2 Class: Greater Blind Fight
Lvl 3: Blinded Master (While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures’ locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.)
Lvl 3 Swashbuckler: Weapon Finesse, Weapon Focus

A Drow who was blinded and dumped on the surface, under the idea that he would certainly die. Was taken in by monks of Vildeis.

Mechanically he would be blind, but gets blind sense and 0 penalties.

After getting fencing grace, he’d focus on the Drow Nobility Feat chain.

Anyways, thought I’d share the runner ups of my attempts to overcome a roll of a 4.


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Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

@Eluvias:

I like both of those character ideas. Perhaps they'll appear some other time, if not necessarily in this campaign.

I'm 99% certain that Amadeen's misfortune won't end up having much effect, but I'm cool with that. She did not expect that first strike from Eluvias to be that quick or that deadly. It gives an opportunity for the party to fine-tune tactics for the future too. :)


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near
Eluvias the Grim wrote:
Given their Leader just took 50 points of damage you might want to pick a different target...

I know, I know. But to start hexing the strongest-looking enemy is her default tactic for starting a fight. And it feels too much like meta-gaming to choose another target when that is the clearest one for her attentions. I'll adapt her tactics from next turn on, taking into account Eluvias' performance in the first round.


Magus (8) CD (+17) W (0) HP (64) AC (29/21/19) S (10/9/10) Lvl 1 (3/5) Lvl 2 (4/4) Lvl 3 (2/2) WF (1/1) AP (4/7) BAP (2/2) Initiative (+20)

I like the RP choice of doing the IC thing instead of optimized based on ooc.

Also glad you liked the runner up. I decided to go with Eluvias in large part because of your background. Thought that the two characters meshed well thematically.

As of now am also pretty happy to have gone with the crit-fishing magus for mechanical reasons.

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