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Silver Crusade

Herkymr the Silly wrote:

Question for ya:

Being an Alchemist I craft alchemical items frequently. Is the crafting of alchemical items the same as the crafting rule you placed of 2 items only?
If not what do you want me to do with crafting alchemical items?

You must be able to craft when taking 10 (heh), but otherwise n

As long as it's not a magic item (like a potion) then you can craft all you want.

Just a mort, that's fine, I have a wizard that may try something similar


This is Vrog Skyreaver's Submission. He's basically an alt from a previous higher level game that I have dusted off and levelled up.

I'll get his backstory written up in the next day or two.


Here I present Nariya the Rager. Nariya was a caravan guard until during a battle with bandits she got disarmed and then knocked unconscious. After that she vowed to never be reliant on a weapon again.

I will build more backstory to tie her to the campaign shortly.

character sheet:

Nariya the rager
Of the bloodbeak clan
Barbarian 11 (savage barbarian) monk 7 (martial artist)
Init +4
Senses: perception +24 darkvision (120ft) all-around vision
DEFENSE
AC: 35 touch 24 flat-footed 26 (+8 armor, +3 nat armor, +5 dex, +4 wisdom, +3 dodge, +2 monk)
HP 190 (11d12+7d8+37)
Saves: Fort +24 ref +22 Will +21 (+5 against fear, +2 vs. spells, spell like abilities, and poison)
Defensive abilities: extreme endurance (fatigue), naked courage +3, natural toughness +2, improved uncanny dodge, evasion, physical resistance (ability damage/drain/temporary reduced by 1)
OFFENSE
Speed: 50ft
Melee: unarmed strike +27 (1d10+12 19-20/x2), flurry of blows +27, +27, +22, +22, +17 (1d10+12 19-20/x2)
Special attacks: Rage 27 rounds/day, rage powers (fueled by vengeance, internal fortitude, raging grappler, powerful blows, crippling blows) flurry of blows, exploit weakness, stunning fist 10/day (stun, fatigue), pain points,

STATISTICS

STR: 20 DEX: 20 CON: 16 INT: 12 WIS: 18 CHA: 8
BAB +16 CMB +21 CMD 39

FEATS: improved unarmed strike, stunning fist, deflect arrows, combat reflexes, improved disarm, deep vision, boar style, boar ferocity, boar shred, weapon focus (unarmed strike), weapon specialization (unarmed strike), mobility, improved critical (unarmed strike) +1
SKILLS: acrobatics +26, climb +26, perception +25, stealth +26, intimidate +20, escape artist +26
Languages: common, dwarven
Traits: Zest for battle, vengeful
SQ: fast movement, fast movement (monk), martial arts master, high jump, physical resistance, greed, rock stepper, weapon familiarity, hardy, stability, ancient enmity, defensive training
Gear: 11250 gp

Monks robe 13000
Juggernaut pauldrons
Belt of physical might +4 (str, dex) 40000
Arachnid goggles 15000
Boots of the cat 1000
Grappler’s mask 5000
Amulet of mighty fists +5 100000
Havoc headband of the stalwart warrior 28000
armbands of armor +8 64000
Gem of seeing 75000
Ring of energy resistance (major) 4 rings 1 for each element. 112000
Steel hand circle 12000 gp


Thanks I'll get gear finished up and then I will get back story up in next da or two due to work I am somewhat limited on time this week.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Sir Cornelius Pimsberry-Level 18 Human Paladin

Not sure how much of a background you wanted since we'll only be going a short while and charging through a lot of bad guys. I have ideas of a personality but you probably don't want to wade through loads of background. Regardless I had fun making him.

Stats, Defense, Offence, Feats:

Str 20, Dex 12, Con 20, Int 14, Wis 16, Cha 28
HP: 234, Fort +30, Ref +21, Will +28
AC: 32=10+1/Dex+14/Full Plate+7/Shield, Touch: 11, FF 31
DR: 5/Evil, DR 3/-, Immunity to compulsion spells and spell like abilities. SR: 23. Regenerate 1+5 HP a round (Ring of Regeneration+ Fast Healer)
Initiative: +9
Melee:
Holy Avenger: +29/+24/+19/+14, 1d8+10, 17-20/x2
Ranged:
Longbow: +20/+15/+10/+5, 1d8+6, 20/x3
Traits: Magical Knack, Armor Expert
Feats: Toughness, Die Hard, Endurance, Fast Healer, Craft Wondrous Item, Weapon Focus (Longsword), Noble Scion (Scion of War), Weapon Versatility, Fast Learner, Improved Critical (Longsword), Power attack, piranha strike, and deadly aim

Spells and Class Abilities:

Aura of Resolve, Aura of Justice, Aura of Faith, Aura of Righteous
Mercy: Fatigued, Diseased, Poisoned, Blinded, Deafened, Petrified
Smite Evil: 6/Day
Divine Bond (Weapon): 4/Day, 18 Minutes

Spell Slots: CL 18
1st-7 Veil of Positive Energy x5, Lesser Restoration x2
2nd-5 Resist Energy x2, Weapon of Awe x2, Zone of Truth
3rd-4 Remove Curse x1, Burst of Speed x3
4th-4 Eaglesoul x2, Sacrificial Oath, Restoration


Skills and Languages:

Adventuring Skills
Diplomacy +30=18+9+3
Knowledge Religion +23=18+2+3
Ride +1=1+1+3-4
Sense Motive +24=18+3+3
Spellcraft +24=18+2+4
Fly +19=17+1+5-4

Background Skills
Handle Animal +17=5+9+3
Heal +11=5+3+3
Knowledge Nobility +25=18+2+3+2
Linguistics +20=18+2

Languages: Common, Celestial, Necril, Abyssal, Infernal, Orc, Dwarf, Elf, Halfling, Goblin, Giant, Auran, Ignan, Terran, Aquan, Gnoll, Sylvan, Aklo, Draconic, Treant, Gnome

Gear:

Equipment: Headband of Mental Prowess +6 Wis, +6 Cha-Built for half cost, Belt of Physical Prowess, +6 Str, +6 Con, Ring of Regeneration, Holy Avenger, Wings of Flying, +5 Adamantine Full Plate, +5 Mithril Heavy Steel Shield, Orange Prism Ioun Stone -CL +1-Built for half cost,Ring of Freedom of Movement, Clear Spindle Ioun Stone (Sustains without food or drink), Western Star Ioun Stone (Using to hide his Ioun Stones), +1 Longbow (Str +5), Cyclops Helm, Diamond Dust (1300gp), Handy Haversack, Paladin’s Kit, 39gp


Here is what I am working on. A character from an old Razor Coast game that is on an indefinite hiatus. Now I can hear you asking why a Water and Weather domain cleric is on land fighting a war against a lich and anti-paladin trying to make the world undead. The answer is threefold. First, I imagine the mist will wreck all kinds of havoc on weather and the ocean. Storms, black fog and ghost ships come to mind. That's her domain and she's there to protect it. Second, she's a NG cleric of Gozreh. Gozreh is a deity of nature and thus against anything unnatural. He/she is against anything that is destructive or disruptive to his/her domain. The third is weather spells are cool and might be extremely helpful in driving away the mist. Also, Tsunami still works on land and that is awesome.

But yeah still working on it. Backstory in the profile though.


I'm going to toss an 18th level monk into the mix :)

Liberty's Edge

Is the world based on Golarian with Golarian deities? If not can you direct us to some general info on the world and deities?

It looks like there will be a lot of submissions so competition will be fierce. But challenges are part of what makes character creation fun. Sun (current alias) is a 1st level brawler (wild child) created for PFS with the intent of building toward the darechaser prestige class from Paths of the Righteous. I will create a character that will start with this character, with the higher point buy of course, and will make him 8th level brawler and 10th level darechaser. I will want an answer to the question above about the world culture before doing up a background story.

I won't have the submission ready until the weekend so if you plan to make your selection before then, let us know.

Silver Crusade

For simplicity, the world uses golarian dieties.


Hi Rorek - archetype questions from Monk to Unchained.

If I take Monk of the 4 Winds - Still Time would replace the 12th level ki power?

Also - Spirit Master (which seems very thematic for this campaign), what would the Unchained Monk give up for Spirit Combat and Purifying Palm?

Finally - is the campaign going to hit level 20? If not could I stack Monk of the 4 Winds and Spirit Master, since they don't clash until level 20? :)

Planning to go Aasimar so variant ability rolls here: 3d100 ⇒ (73, 48, 39) = 160
I think I'll take 73:

Quote:
If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.

And finally, just for fun - rolls on the aasimar appearence table! 3d100 ⇒ (1, 28, 28) = 57 Reroll: 1d100 ⇒ 37
1: Arms appear to be made from marble.
28: perfectly symmetrical face
37: blackened knuckles
I think I can work with this. I'm getting a living statue vibe...

Silver Crusade

the campaign will be hitting level 20, so no stacking sorry.

I am also wary of letting unmonk make use of archetypes not designed for it. Let me think about it.


Dotting for interest. I have a few builds in mind that I've been itching to play.


I would like to know if I can make my Gnome a Bleachling?

Story-wise, it ties in with her current worship of Pharasma, and her alignment as neutral-good.

Even if I don't get the speak with animals ability, the calmer nature, as well as the connection with death, that a Bleachling has is relevant to her story and progression as a fighter against Undead.


Rosa has most of her back story in place now, its a bit long, But you did offer GM


Rosa Luminass wrote:
Rosa has most of her back story in place now, its a bit long, But you did offer GM

a lot like Talon's story. it was long enough to get a whole thread devoted to his story. see the link in the alias.

it is still growing, just wondering where to take it from where It stopped.

Silver Crusade

No no, I enjoy a good story, Rosa and talon.

Also, feel free to be a bleachling T.Y

Silver Crusade

Dotting for a Druid.. lets see if I can get him done.

Scarab Sages

Rupert, the Blade of Light:
Rupert, the Blade of Light
Male peri-blooded aasimar (emberkin) arcanist (blade adept) 6/eldritch knight 10/paladin (virtuous bravo) 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Player Companion: Heroes of the High Court 12, Pathfinder RPG Advanced Class Guide 8, 76, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 36, touch 23, flat-footed 29 (+8 armor, +5 deflection, +7 Dex, +1 insight, +5 natural)
hp 224 (18 HD; 6d6+12d10+96)
Fort +27, Ref +25, Will +22; +2 vs. death, +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee black blade +25/+20/+15 (1d6+20/15-20)
Special Attacks arcane reservoir (3/9), arcanist exploits (close range[UM], eldritch blade[ACG], spell strike[ACG]), consume spells, smite evil 1/day (+0 attack and AC, +2 damage)
Spell-Like Abilities (CL 18th; concentration +23)
. . 1/day—lesser age resistance[UM]
Paladin Spell-Like Abilities (CL 2nd; concentration +7)
. . At will—detect evil
Arcanist (Blade Adept) Spells Prepared (CL 19th; concentration +27)
. . 8th (3/day)—sunburst (DC 26)
. . 7th (5/day)—control undead (DC 25), prismatic spray (DC 25)
. . 6th (5/day)—chain lightning (DC 24), disintegrate (DC 26), true seeing
. . 5th (5/day)—intensified boneshatter (DC 22), break enchantment, life bubble[APG] (DC 23), overland flight
. . 4th (6/day)—dimension door, geb's hammer, resilient sphere (DC 22), telekinetic maneuver[OA]
. . 3rd (6/day)—dispel magic, force punch[UM] (DC 21), halt undead (DC 21), slow (DC 22)
. . 2nd (6/day)—command undead (DC 20), glitterdust (DC 20), mirror image, see invisibility, stricken heart[ACG]
. . 1st (6/day)—chill touch (DC 19), liberating command[UC], magic missile, shield, shocking grasp
. . 0 (at will)—detect magic, detect poison, light, mage hand, mending, message, open/close (DC 19), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 24, Con 20, Int 26, Wis 10, Cha 20
Base Atk +15; CMB +12; CMD 38
Feats Deadly Aim, Dervish Dance[ISWG], Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Favored Prestige Class, Improved Critical (scimitar), Intensified Spell[APG], Maximize Spell, Piranha Strike, Power Attack, Prestigious Spellcaster, Quicken Spell, Spell Focus (transmutation), Spell Perfection (disintegrate)[APG], Weapon Focus (scimitar)
Traits indomitable faith, magical knack
Skills Acrobatics +27, Appraise +10, Bluff +7, Climb +2, Diplomacy +16, Disguise +7, Escape Artist +9, Fly +30, Heal +2, Intimidate +7, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +17, Knowledge (planes) +31, Knowledge (religion) +31, Linguistics +18, Perception +24, Perform (dance) +9, Ride +9, Sense Motive +4, Spellcraft +31, Stealth +9, Survival +2 (+4 to avoid becoming lost), Swim +2, Use Magic Device +28
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Necril, Sylvan, Terran
SQ black blade, black blade: energy attunement, black blade: strike, black blade: unbreakable, bravo's finesse, deathless spirit[ARG], immortal spark[ARG], lay on hands 6/day (1d6), sentient sword, spell critical, sword bond
Combat Gear extend metamagic rod, lesser extend metamagic rod (2), spellstrike gloves[UE], wand of cure critical wounds, wand of good hope (50 charges); Other Gear amulet of natural armor +5, belt of physical might +6 (Dex, Con), boots of speed, bracers of armor +8, dusty rose prism ioun stone, dweomer's essence (6), handy haversack, headband of mental prowess +6 (Int, Cha), orange prism ioun stone, pale green prism ioun stone, ring of protection +5, ring of spell knowledge iii (bladed dash)[UE], stone of good luck (luckstone), wayfinder[ISWG], arcanist starting spellbook, spell component pouch (10), spellbook, spellbook, eye drops (true seeing) (worth 250 gp) (4), 630 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Consume Spells (5/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Immortal Spark You gain +2 to saves vs. death.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Lay on Hands (1d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sentient Sword (Su) You gain an intelligent bonded weapon whose power grows with your own.
Smite Evil (1/day) (Su) +5 to hit, +2 to damage, +0 deflection bonus to AC when used.
Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Disintegrate) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Strike (Su) You can deliver touch spells with your bonded weapon.
Sword Bond (Scimitar, 1/day) Arcane bond with proto-black blade.

Crunch is pretty much set now. Not sure why, but HeroLab seems to be having trouble with the Eldritch Blade arcanist exploit. The black blade should be based on a caster level of 19. Due to the wayfinder, spells are cast at CL 19+1d4-2.


When are you closing Recruitment? Just trying to figure out when i need to have rest finished up. Got a busy next 2-3 days.


Raisse wrote:
** spoiler omitted **...

did you update? i had issues with the same thing until I pdated and reactivateed my license.

Silver Crusade

recruitment will be open for about another 2 weeks


dot


Hmm. This is interesting to me. I really like playing the epic-power hero subtype of character, so I'll have to see what I can think of in terms of making a character that appears epic and is fun to play.

This screams Tortured Crusader to me, honestly... but I don't really want to play one.

This seems like a perfect opportunity to tool out Baalrak, the 'paladin' of Gorum who wouldn't have to fight everyone's battles for them if everyone would just stop being so weak.

The character would likely be a skald 15/chevalier 3, focusing on party support and melee bruiser-y-ness.


I'm gonna throw this guy in there instead: Durgan


@Rorek - any word on Spirit Master? I'd suggest losing the 4th and 14/16th level Ki powers for Spirit Combat and Purifying Palm, but if you prefer I can just go for a Monk of the 4 Winds instead? :)


Thinking about the character, I had a re-imagining.

History, Venn 2.0:

While all Pharasmans fight the undead, there are special orders dedicated to seeking out the unbodied. Ghosts, shadows, specters, wraiths. These elite forces seek out the unquiet spirits and send their souls on.
Venn was found as a child, born to a necromantic cult. The cult was destroyed, but the child could not effectively fight. But the youth had a connection to the spirit realm and the ectoplasmic energy. A rare talent and one worth cultivating. Their inherent talents made them perfect weapons against the spirit threat. Because of his looks, it was months later that they found out he was plane-touched.

Venn trained to become a warrior, wielding ectoplasm and positive energy to kill the fiends. He fought hard for a dozen years, sending many dead to their judgement. At the end, their group was drawn into a vortex into a necromantic demiplane locked away ages ago. A strange geometric temple was filled with the dead and a primordial spirit of death. Perhaps a dead god. When they finally disrupted the plane and left, half of them were gone.

After such a career, he chose to stand down. He married a widow with children. There was no need to pass on tainted blood. He continued in Pharasma's service, preparing the dead for proper burial.

But with the new threat looming over over them, he could not stay alone. He once again donned the suit of grey silk emblazoned with a spirit trapped in the red spiral of Pharasma.

stats, Venn 2.0:

Venn Kamen
Male archon-blooded aasimar (lawbringers) telekineticist 18 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 10)
N Medium outsider (native)
Hero Points 3
Init +3; Senses darkvision 60 ft.; Perception +28 (+30 vs Undead)
--------------------
Defense
--------------------
AC 34, touch 18, flat-footed 32 (+10 armor, +5 deflection, +1 Dex, +1 dodge, +1 insight, +6 shield)
hp 396 (18d8+279)
Fort +28, Ref +19, Will +20 (+1 insight bonus vs spells, spell-like abilities, and supernatural abilities of Undead, +2 vs. emotion effects); +2 vs. death, energy drain, negative energy, or necromancy spells
Defensive Abilities fortification 50%, greater resolve 8/day; DR 3/—; Resist acid 12, cold 12, electricity 12, fire 12, negative energy 7, sonic 12
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +23/+18/+13 (1d4+9/19-20)
Special Attacks kinetic blast
Kineticist Spell-Like Abilities (CL 18th; concentration +17)
. . Constant—nondetection
Kineticist Wild Talents Known
. . Defense—emptiness, force ward
. . Infusions—blade rush, blade whirlwind, bowling infusion, darkness infusion, draining infusion (DC 30), enervating infusion, foxfire infusion, kinetic blade, kinetic whip, pushing infusion, whip hurricane
. . Blasts—negative blast (9d6+5 negative energy), positive blast (9d6+11 positive energy), telekinetic blast (9d6+20)
. . Utility—absentia, basic chaokinesis, basic phytokinesis, basic telekinesis, expanded defense (emptiness), no breath, self telekinesis, self telekinesis, greater, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers
--------------------
Statistics
--------------------
Str 28, Dex 15, Con 32, Int 10, Wis 22, Cha 9
Base Atk +13.5; CMB +23; CMD 41
Feats Combat Patrol[APG], Combat Reflexes, Deadly Aim, Dodge, Iron Will, Mobility, Power Attack, Pushing Assault[APG], Spirit Beacon, Spirit Sight, Weapon Trick (one-handed Weapons)
Traits unscathed
Skills Acrobatics -1 (-5 to jump), Appraise +3, Bluff +0, Climb +6, Craft (alchemy) +22, Diplomacy +0, Disguise +0, Escape Artist -1, Fly +10, Heal +14, Intimidate +0, Knowledge (religion) +15, Linguistics +9, Perception +28 (+30 vs Undead), Profession (embalmer) +18, Profession (librarian) +18, Ride -1, Sense Motive +24 (+26 vs Undead), Sleight of Hand +12, Stealth +21, Survival +7, Swim +6, Use Magic Device +6
Languages Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Elven, Infernal, Necril, Nightsong, Shae
SQ basic chaokinesis, basic phytokinesis, burn (5 points/round, max 14), composite specialization, crusading magic, deathless spirit[ARG], elemental bastion, elemental blade, elemental overflow +6, emptiness, expanded element (void, wood), expanded element (void, wood), gather power, hero points, infusion specialization 5, internal buffer 3, no breath
Combat Gear gravewatch pendant[UE], alchemical cement[UE] (6), alchemical glue[UE] (9), alchemical glue accelerant[UE], alchemical solvent[APG] (9), alchemist's kindness[APG] (30), scent blocker (15), tunnel creeper (6); Other Gear +1 acid resistance cold resistance comfort creeping electricity resistance fire resistance ghost touch shadow sonic resistance spell dodging adamantine full plate, +5 arrow deflection ghost touch mithral light steel quickdraw shield[APG], dagger, belt of physical might +6 (Str, Con), boots of speed, clear spindle ioun stone, cloak of displacement, minor, dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of inspired wisdom +6, pale green prism ioun stone, ring of feather falling, ring of protection +5, robe of infinite twine[UE], alchemist's lab, bedroll, belt pouch, bottled sunlight (15), flint and steel, mug/tankard, sewing needle, signal whistle, tindertwig (60), trail rations (7), wandermeal[UE] (21), waterskin, whetstone, 2,186 gp, 5 cp
--------------------
Special Abilities
--------------------
Absentia (Sp) Aways under effect of nondetection; 1 burn to grant to touched creature.
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Basic Phytokinesis (Sp) Garden plants within 30 ft. without tools. Search wooded and plant-heavy areas from a distance with sift.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Blade Whirlwind Create and swinging it in an arc around you, making one attack against all foes in reach.
Bowling Infusion Blast also trips foes.
Burn 5/round (18 nonlethal/burn, 14/day) Burn HP to gain greater effects on your wild talents.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Composite Specialization (Su) Reduce the burn cost of composite blasts by 1
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkness Infusion Each squire in path of ranged atk kin blst, targ mel kin blst, or AoE kin blst, treated as darkness.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Draining Infusion (DC 30) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Elemental Bastion (- Custom / magic armor -) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +6/+12 (Max +6, +6 CON, +2 DEX, +4 STR, 40% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emptiness (Su) +2 to Will saves vs. emotion effects.
Energy Resistance, Acid (12) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (12) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (12) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (12) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (7) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Sonic (12) You have the specified Energy Resistance against Sonic attacks.
Enervating Infusion (DC 30) You kinetic blast deals 1 temporary negative level (Fort negates).
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Fortification 50% You have a chance to negate critical hits on attacks.
Foxfire Infusion (DC 21) Flickering flames reveal the target's as per faerie fire for 1 minute (Will partial).
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Resolve (8/day) (Ex) Your resolve can remove effects, reroll saves, or ignore crits.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Specialization 5 (Ex) Reduce burn cost of blasts with infusions by 5
Internal Buffer 3 (Su) Store burn for use later
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Kinetic Whip Negative Blast (Sp) Level 9; Burn 0
Kinetic Whip Positive Blast (Sp) Level 9; Burn 0
Kinetic Whip Telekinetic Blast (Sp) Level 9; Burn 0
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +25) Your kinetic blasts makes Bull Rush CMB using Con.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Self Telekinesis, Greater (Sp) You have greater control over your self telekinesis.
Spirit Beacon (Undead) +2 Percept & +2 Sen Motive & +1 dodge vs Undead,+1 will insight bon vs spells of Undead
Spirit Sight Invisible creatures of the fey, outsider, & undead types gain only concealment from you.
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Weapon Trick (One-Handed Weapons) You may perform weapon tricks with the chosen weapon type.
Whip Hurricane Element universal; Type form infusion; Level 6; Burn 4


Philo Pharynx wrote:

Thinking about the character, I had a re-imagining.

** spoiler omitted **

** spoiler omitted **...

Note, the HP total includes 81 temp HP from Fore Ward. I also generally have 144 nonlethal from burn, so it's 252 effective HP.


Rosa Image

Part 1 - The tower

The snow had been falling for weeks, it was always like this in deep winter. The high tops would be cut of and no one would be coming down the pass until will into the spring. This is why it was surprising that screams came down the valley. Not that anyone but the wind was there to hear but the screams came, Some low, some long. They where coming from a light tower, a gray pillar of stone formed from the very rocks of the mountains surrounding the valley. No normal hand could have crafted this tower, such was its size. Magic had been at work here. And from this tower high up the screams came. Now at the foot of the tower a figure came into being. Tall very tall standing in black and sliver.Came into being as if the cold snow had formed it in a florry. The form tilled its head as screams came to from above. There was no door into the tower that it could see, so reaching behind it the large from pulled a ling thin evil looking blade from its back. It Held the blade a moment as if listening to it.

"Well if there is no door then we will make one"

She said to it, hefting the blade and slamming it in the wall of the tower. The hold tower shuck and the screaming stopped. The from cut again and a v shamed slab of tower wall fell away. She stepped throw the hole she had made into the tower, and seeing steps started up them. It was a long walk up and she found things on her way to slow her, but she and her blade deal with everyone until at last she was at the top and facing a door. She looked at it, smiling and then knocked. All manner of spells hit her, when she did. But as fire Ice acid all hit her, she with stood the pain and hurt. Until it ended, then with she shrug she healed herself.

"We can be at this all day if you like, but in the end I will still be here. It would be best if you just let me in, if not I will get angry and you don't want to get me angry Grand Wizard McHalock"

The door opened and she entered, she found herself in a mages lab, the mage one Grand Wizard McHalock was sitting behind a large desk, on each side of which stood a best of some kind, a creation of his no doubt. He smiled at her.

"I am honored, they sent the big bad hound herself, It is a pleased to meet you at long last Rosa"

Grand Lodge

Dot


I am currently working on Azorn the Unscathed, a fallen warlord looking for revenge at any and all costs.

Backstory is in his profile, and as I work on his statblock he will be updated. I will post again when I am completely done.


I think I am basically done.

Here is a rundown of my mechanical choices:

Mechanics:
Ability Scores:
Str 16 [10 pts] + 2 lvl + 6 belt = 24
Dex 14 [5 pts] + 2 racial = 16
Con 14 [5 pts] + 2 racial + 6 belt = 22
Int 12 [2 pts] = 12
Wis 10 [0 pts] = 10
Cha 14 [5 pts] + 2 lvl + 6 belt = 22

Traits:
1.) Magical Knack (sorcerer)
2.) Axe to Grind

Feats:
FREE: Power Attack
1.) Extra Rage
5.) Steadfast Personality
9.) Furious Spell
13.) Selective Spell
17.) Arcane Strike
EDK1.) Weapon Focus (heavy flail)
EDK5.) Weapon Specialization (heavy flail)
EDK9.) Greater Weapon Focus (heavy flail)

Rage Powers:
1.) [level 2] Knockback

Magus Arcana
1.) [level 7] Disruptive
2.) [level 15] Bane Blade

Skills: [2 + 2backround + 1 Int/sorcerer or EDK level, 4 + 2backround + 1 Int/barbarian level, 94 ranks total)

Diplomacy +23 [12 ranks]
Intimidate +29 [18 ranks]
Knowledge (engineering) +16 [12 ranks]
Profession (soldier) +21 [18 ranks]
Linguistics +6 [2 ranks]
Spellcraft +14 [10 ranks]
Perception +15 [12 ranks]
Survival +13 [10 ranks]

Spells Known: (cast as 15th-level sorcerer)
7th (2) - caustic eruption, vision
6th (3) - chains of fire, greater dispel magic, shadow walk
5th (4) - passwall, wall of stone, fire snake, feeblemind
4th (4) - enervation, wall of fire, black tentacles, telekinetic charge
3rd (4) - heroism, fireball, ash storm, force punch
2nd (5) - scorching ray*, fog cloud, see invisibility, frigid touch, mirror image, pyrotechnics
1st (5) - burning hands*, shocking grasp, mage armor, liberating command, vanish, thunderstomp
0 (9) -

Equipment: 530,000gp to start

hobgoblin tyrant's crown (headband of alluring charisma +6/band of the stalwart warrior) - 43,000gp
belt of physical might (Str/Con) +6 - 90,000gp
jaunt boots - 7,200gp
gloves of arcane striking - 5,000gp
amulet of natural armor +4 - 32,000gp
juggernaut's pauldrons - 40,000gp
Azorn's Conquest (+3 keen furious flaming burst adamantine heavy flail) - 98,075gp
handy haversack - 2,000gp
folding boat - 7,200gp
instant fortress - 55,000gp
ring of survival (ring of protection +4/ring of evasion) - 69,500gp
ring of free travel (ring of freedom of movement/ring of sustenance) - 43,750gp
fogcutting lenses - 8,000gp
versatile vest - 2,000gp
- - -
27,275gp remaining


Swapping out Selective Spell for Intensified Spell. Really want to emphasize burning it with fire on this guy, and spending 15,600 to add boots of speed to my jaunt boots.


Gonna try and get an aasimar channeling cleric together at a higher level. I've got my at a lower but going to raise him up and tweak him a bit.

1d100: 1d100 ⇒ 86
1d100: 1d100 ⇒ 12
1d100: 1d100 ⇒ 92


Stat block for Sun Zhang Lao is in the profile. Soon I'll update the profile with the requested background, complete with stories of how a half-orc from one of the states of the Dragon Empire, with little else but his fists and a faithful gorilla companion, rose into the ranks of one of the few heroes who can stop the undead menace.

Sun is an 18th level Brawler with the Wild Child archetype.


How much longer do we have in hours for those in other timezones?

I know it's really soon, but don't know if its You should spend all night finishing this soon or You have time tomorrow to finish this soon


On Wednesday the GM said we would have another two weeks, so I think tomorrow is totally safe. :)


Phew, thanks.

I didn't know making a level 18 would be so time consuming.

Also, a question for anyone who knows about Oracles - it says that they get all cure or inflict spells when they can learn them.

Does this include Cure, mass spell? They do have it in their name, which seems to be the only requirement.


It does include mass cure spells, yes.


TheoreticallyYours wrote:

Phew, thanks.

I didn't know making a level 18 would be so time consuming.

Yeah, it's an absolute bear. Mainly due to the umpteen million options there are.


Rosa has Mass inflict as her options.
also you can have fun with
variant-channeling


Hey, speaking of options, are any of the other applicants interested in knowing my PC? I would love to be somebody's former nemesis, as Azorn was ambitious and ruthless as a youth in taking over his homelands.


Azorn may not he Rosa's nemesis, but they may have crossed paths. He would probably know of the hounds of the hells and what they do. He may even have called her.


The Ancient Albatross Inn was of the last watering holes available in the part of the world that still had not yet fallen to the hordes of undead. When the news reached those gathered their that a call had gone out for the greatest heroes to come to the aid of the world to try to turn back the threat, word came of the arrival of an unusual pair. "The man was odd enough--looked like a half-orc but prettier than most, with bushy sideburns, a widow's peak and long black hair, strong and agile looking. Looked like maybe he came from the Dragon Empires, you know with the eyes. He was armed only with a quarterstaff and a few exotic weapons. Figured he's just another merc. Then around the corner comes this big ape. No not another big fighter, an honest to god ape, like a gorilla, but like eight feet tall and his muscles make the first guy look puny. He's got armor on, like a chain shirt. He was heading for the palace."

Skyler whistled and said, "That's no mercenary, leastwhiles no ordinary one. That's Sun Zhang Lao and Wu Kong. He's surely applying for the job of saving the world. He never was much of a one to be self-sacrificing, but the one thing he can't resist is a challenge. Seeing has he's tackled most of the challenges mere mortals might be expected to achieve, it makes sense the ultimate challenge of saving the world would warrant a look-see."

"Never heard o' 'm," a man mumbled absently, more focused on his drink than news.

"Well, refresh your drinks and I'll solve that problem," Skyler said.

The Tale of the Ransom of the Forlorn King:
Sun was indeed born in the Dragon Empires. He was not what you might call a pure half-breed, born of an orc and a human, but there was that in his parents' ancestry and as sometimes happens, the heritage re-emerges many generations later. They did not reject him as many others in the same situation might, so Sun actually got to grow up a half-orc without many of the usual challenges from the prejudiced populace. But he sought out his own challenges, loving to compete and fight. By the time he was of age, he had bested all the best athletes in the area and so he fashioned himself a quarterstaff and crossed the Sea of Stars and sought out challenges along the northern coast of Tartrass, eventually venturing into the jungle. When he emerged, he was accompanied by a young gorilla he had befriended, named him Wu Kong.

Then he heard about a call for the best warriors and athletes in the land to compete for a huge prize in gold from the king of the Castlainia, which was being held in its capital city. The city was built up around a small mountain, with rings of walls. The first competition was a race around the streets of the lowest level, which was many miles long. Sun and Wu Kong won that handily and the top one hundred advanced to the next ring where they faced another challenge, this time a swimming competition. The next level required the competitors to climb a cliff that took them to the next level.

Well on it went like that, but toward the top, the dwindling number of competitors now had to fight various wild beasts, to safely navigate a building full of traps, and finally at the top, the best 8 had to fight each other, using a variety of weapons. Now Sun was a different kind of warrior. He did not specialize in one weapon or one martial arts style. Instead, he picked up and used all kinds of tricks and weapons, and he was just as deadly with a chair or his fists as with a longsword or rapier. So eventually, he wins the grand prize.

He stood at the top of the mountain in the center of the king's palace on the top of a pyramid that had been on the mountain since before the city was established. He was awarded his pick of magic weapons and armors, choosing a body wrap that turned his fists into magic weapons and a mithral chain shirt, preferring light armors that allowed him freedom of movement. Given how his ape had helped him it was given a some magic that improved his defenses. Then he and Wu Kong stood atop the pyramid to the cheers of the people. And then the top of the pyramid vanished and they dropped from sight.

Now this king's dynasty had always had a strange curse that seemed to always led to the death of one of the kings oldest children. Well, turns out this was actually a tribute demanded by a strange race that lived inside the mountain, granting the king and his family good fortune so long as they sacrificed one of their first born to the people in the mountain every twenty-five years. The king had arranged it so at the appointed time of the sacrifice, it would be the greatest hero he could find instead of one of his children.

So Sun had to fight his way to the heart of this shadow race. To him, this was delightful, another challenge. Little is known about what he did in the underground, but a year later, he emerged with a chest full of gems and jewels looted from the dark ones, along with the news that the king would never have to pay tribute to the dark race again, for they were driven back into the underdark from whence they had come.

Tale of the Slave's Revenge:
Sun and Wu Kong traveled the world seeking out adventure in the form of competitions and sometimes mercenary jobs if the challenge was sufficient. While on his way to one such opportunity, his ship was set upon by pirates who managed to subdue the ship without a fight using subterfuge and magic rather than brute force. They were sold at the next stop to a religious kingdom ruled by a man reputed to be a god incarnate.

Thus Sun and Wu Kong found themselves working as slaves under the oppressive rule of a religious despot. He watched and bided his time, gathering a small group of like minded slaves who decided they would not only escape but bring down the despot. They escaped into a labyrinth under the city, discovered that many of the comforts the people of the city enjoyed were due not to the miraculous powers of the god-king but to the enslavement of dwarves and gnomes charged with maintaining their sewers and their water works.

Sun led his team of escapees into this area and liberated the slaves and with their help, they cut off the city's water supply and stopped up all their sewage tunnels. This forced the despot to send his troops underground, where the rebels had devised a host of traps, many involving raw sewage being dumped over the soldiers. He always gave the soldiers he captured the option of changing sides, something they almost always did once they realized the true source of the city's utilities.

Before long he had driven back the invaders and launched a counter-invasion that led to the downfall of the despot, exposing in the process how the despot had been faking most of the miracles that he performed. The people offered Sun the job of ruling, but he had not appetite for something so boring as being a bureaucrat, so he took a substantial reward and set off with some of his new partners in adventure.


Tale of the Wages of Lust:
By this stage in his adventures, Sun had acquired the use of a ship which he used to explore, always looking for bigger challenges. But his next big adventure involved a different sort of challenge. He and his men discovered an island not found on any of their charts. He and his comrades started exploring the island and discovered it was populated by enchanting women, all with exotic beauty and prodigious appetites for pleasure. Thinking they were in paradise, they did not realize the women were a rare race of fey who enslaved them with their charms, after which they had to fight the dangerous beasts that tended to need dealing with due to some portals to outside planes which let in strange creatures from various elemental planes.

So for a while, Sun and Wu Kong fought these beasts for the women they thought were enchanted with them, not realizing it was they who were being used. While in the jungle wilderness that the women rarely had to enter, the group was freed from the spells by band of elves who had ventured into the realm while exploring one of the other planes that had a portal to this island. The elves were able to dispel the fey magic and the two groups fought their way back to the ship and managed their escape.


Tale of Rosamondz Hand:
By this stage in his career, Sun was able with just his hands to hurt creatures that most fighters would need special weapons to touch. He had acquired a wide range of combat tricks, specializing in upsetting his opponents with throws, holds, disarming, and a host of dirty tricks. He could make use of just about any weapon, although he still preferred his quarterstaff and his fists over fancier weapons. While he was well fortified with magic armor, he did not look it, wearing only a chain shirt and his body wrap under his simple Dragon Empire traveling suit. By this time, Wu Kong had grown to full size and was stronger than ever, for he responded to the challenges of his master much the same way that Sun did, getting better, stronger, and faster.

Sun had fought some of the most ferocious beasts and the wiliest of humanoid opponents, had won all major sporting competitions to the point where he was not allowed to enter such events. Then, some of his comrades were murdered and he joined up with a famous supernatural investigator to seek out the murderers. It turned out to involve a caravan led by a human diviner using a set of fortune telling cards to discover ways to increase her personal power in hopes of becoming the leader of an undead revolution. She had minions almost as powerful as herself, a vampire, a ghoul, and a few foul assassins. The diviner was named Rosmundz and her group was called Rosmundz Hand.

The investigation involved following a bloody trail that led them into haunted castles, villages decimated by the group, and finally into a ruined temple to a dark old god. Sun and his group managed to get denizens of the temple, undead but definitely not loving it, to help them defeat Rosmundz Hand and by so doing, earn themselves release from undeath. This last adventure put Sun onto the threat that was brewing in the land a threat to use necromancy to destroy civilization and enslave the living. He was no paladin, but he hated the prospect of a world that would not have the comforts of civilization and new challenges for him to overcome. So I guess that is why he is here, eager to help save the world.

"When he was finished with Rosmundz Hand, he became intrigued with those with the powers of prophecy. At his birth a soothsayer predicted he would eventually become a rival to the gods. He had since heard rumors that there was a place where a mortal being such as himself could prove himself worthy of becoming a god. He sought out the most powerful card reader he could find and she told him he would have to wait to become a god and save the realm of mortals so the realm of gods could have the power to maintain life. This may be driving him to succeed even more than the raw necessity of saving the world. I guess we'll have to see if he gets picked for the mission. Seems a fool's errand to me, but I guess it's a good thing there are fools such as Sun Zhang Lao and Wu Kong to accept such errands. Let's drink to their success."


Azorn has no ranks in Know(planes) or Know(religion), does not care for the working of celestials, fiends and gods, and wouldn't want to rely on outside help for some kind of military victory. However, if he and Rosa were to come into contact, it would probably be by accident. Perhaps the same human or fire giant king who Azorn sought to conquer also owed some debt to Hell, and Rosa would benefit from Azorn's invasion in order to more easily reach such a target.


Going to put this little bit of fun Roll play under spoiler from here on, so as to keep it away from Question and true recruitment. I think some of us would like to play out our PCs a little to get a Feel of them GM. If that is ok.:)

Part 2 The Tower:

High on cold ice tower a the fat mage smiled at Roses.

Standing her 10'6 Rosa looked down at him and the things by his side.

"I care not if you think this is an honor. You have a debt and I need information. I want to know about him!"

She reached into one of the pouches on her silver and black belt and took out a small Silver wayfinder, placing it on the desk an image came into being just above it. It was that of a Anti-Paladin, the Runes of hells lord over her black armor.

"Well. well well. So I am not the target of you hunt, that is a relief."

She reached into his desk bringing out a bottle of fine red wine. Two goblets came next. One of the things by his side poured the wine, and slid it over to Rosa before once more going make to its still pose.
The fat mage picked up his wine and with a small move of his hand a seat came into being for Rosa to sit on. She looked at the seat and then sat. As she did the large black blade on her back, blinked from her back to her side and lay itself across her lap. She took the goblet and sipped the wine.

"Miral-lyth Red, I did not thing a single battle survived the battle of Cress-Lyth."

The mage seemed happy she know her wine and that she know how rear it was.

"Its the last bottle. I kept it for my death-day but seeing how your not here for me, I think we can share it."

He took a sip.

"He has a few names, I know him as Azrock the Dark-lord A name he used while rising in power a lot time ago. That was before he teamed up with and old student of mine, The Grand lich as it likes to call itself in our ranks. It was they that hacked this undead apolitical end to the world. But you know this already, Azrock has a packed with the Hell's. So your asking me where is he now. Which with you being here means..."

Rosa new the mage, known him longer the states on the world have existed. He was one of the oldest and cleverest Magic wavers in the ranks of mages. His passion was knowledge and just her being her and saying what she did would be payment. For he was more than intelligent to work out why she was really here. She know this and he know she know this, but they had to pay thire parts.

"He's broken his pact with the Hell's, what ever he and the The Grand lich are doing has NOT been sanctioned buy the Master of the Infernal. HAHA I wondered when he would, it was only a matter of time, I had seen it, worked out the probability and at last the day has come. Rosa I never thought I would ever say this to one of your kind and most of all not the lead hound her self. But I am please you came."

Grabbing he's gobbet he jumped up and walked across his study to a map of the worlds "Prime" He said walking to it and it shifted to show the prime world. There where 100s or markers and tabs on it, Runes shifting and changing. What ever they meant only the mage would now for it was no language Rosa had ever seen.

"This shows the current areas where the undead war has taken effect. As you can see large areas. Most of those with power have relocated to other planes. Some are making a factions of good and law. But... well lets just say there is a much infighting there as with the war itself. So helpless as getting organised and..."

Rosa interjected,
"I know all this we have the same maps in the office, I did not want to be told what I know. I want to know where he is"

He turned and looked at her.

"The Ancient Albatross Inn, the ones who will know where he is are meeting there. Me and the others have not been able to pin point the Enemy."

She finished her wine and stood, as she did the Black Blade blinked once more and reappeared on her back.

"You could have just told me that at the start, Mages, more Ego than sense. Show me"

The map changed as the mage smiles and said.

"And where would have been the fun in that, When you get there look for Sun Zhang Lao and pet Ape, O and Azorn the Unscathed may be coming. You helped him once did you not, with the Giant lord. Might be a good idea to have him pay that debt with help. Because dear Rosa, your going to need all the help you can get. The gods themselves are getting tangled in this one and you know what that means. It why me and the other are heading to out pocked planes."

She know what it mean, the possibly of a god war. Something no one wanted, the last one had cost countless lives and covered the world in darkness for 100s of years. She looked off into the distance.

"That's why I'm here, this has to end before we get to that."

She then bowed at the mage.

"Open the wards, I'm going, Until next time Grand Wizard McHalock"

And then she and her sword where gone. His task done the Grand Wizard McHalock also left the prime, wanting nothing to do with the battle to come.

The Ancient Albatross Inn:

She came into being in the center of the Inn and regretted it, as there was a loud clang. As mugs that where hanging on the Inns beams clattered to the floor. Rosa was bent over, being so tall she had to crane around to see the lay out of the in. She Spotted a fire and table. Hunched over she made her way to it, knocking more mugs and copper pans off the beams. There where two old boys sitting at the table. She pointed at the empty space in front of the fire.

"Do you mind?"

She asked, The two looked at her eyes wide, then grabbed there ale mugs and scooted out the way and across the room. She wanted them and then taking out a folding Chair from a belt pouch, opened it and placed it with its back to the fire. She reached around her back, and taking the Hells Blade placed it to the left of the fire. Only then did she sit, crossing her lags out in front of her and sitting back to a creaking sound from the chair. Arms folded she at last looked at the parents in the inn. A serving maid was looking at her an all was silence.

"Bottle of the best sweet wine, and please"

She pointed at the mugs and plates on the floor.

"pick up the mess, and tell your master I'll pay for the breakages."

She placed some coins on the now empty table next to her. For a moment the only sound was a drink wetting himself, then the shock was broken the Inn once again started up with talking and chatter.
As Rosa looked around, she pulled out a large gold cigar case, she opened it, taking out a cigar, reaching back she cut off the end on her Hell's blade and with a finger lit it. She took a deep pull and sent a cloud of hellish smoke into the inns rafters. There to join the smog from other pipes.


You name that ape Wu Kong and you better give him a quarterstaff. Just not right without.


Hey, that's a good idea!

The Inn:
Azorn's flail was like an orbiting meteor, trailing sparks and streaks of flame as he swung it around himself. With enough momentum built up, he smashed its head into an approaching monstrosity. The weapon burst with flame, sending the monster staggering back long enough for Azorn to reach out a hand, and out of his outstretched palm spills a torrent of flame which rushes around the battlefield like a serpent, devouring the creature in front of him as well as a half-dozen common zombies behind it. He squinted in the uncomfortable full daylight to see that the ranks and ranks of creatures were not stopping, and that behind them the miasma loomed.

Standing with him are a dozen paladins. Undead scourges of the Knights of Ozem, they glow with holy light as they smite each creature who comes their way, but he can tell that they begin to tire, and the waves of undead are too near to ignore. He bellows out a command - "Fall back! I saw an inn not too far south, fall back in that direction!"

While the paladins falteringly fall back, he calls for a crossbow barrage from a score of hobgoblins that he had lifted out of a besieged fortress. "Fire!" he booms, accentuating their volley with a trio of piercing fire rays which sear right through the skulls of several more of the undead.

With his men removed from melee, Azorn casts another spell, and a shimmering violet curtain of flame separates the men from the walking undead monstrosities. Two hundred feet long, waves of heat radiate from it, warding the undead back. "Go, go! They're not going to wait for you to pull the sticks out of your asses!" he shouts as he begins to run as well.

Also, I'm spending 5,396gp on a +1 silver handaxe and a lesser metamagic rod of silent spell. This leaves me with 6,629gp left.


If we can keep going I'll give this a shot.

The Inn:
As Azorn and his men run away a lone woman coming from the direction of the inn heads towards them. Before the bowl her over she stops and appears to cast some spell. A spell that causes translucent wings to sprout from her back and halo to sprout from her head. She leaps into the air and takes flight low over the rushing army. She shouts as she flies over Azorn, who she assumes is the leader given all the shouting. "Keep going!" Is all the has time for.

Before his spell of fire stops, she pulls a rod from he pack and points it at the fire and the army of dead beyond. "Hyjarth, Aspect of Gozreh. She who guides the wind. Grant the boon of your fiercest storm." She says her prayer and a spiral of violent wind circles the rod. She brings the rod back in slow motion. The spiral gets larger and larger, turning into a whip of violent wind. When she swings it back forward. The wind continues like a horizontal hurricane, blowing through the flames and whipping them into a conflagration damn near cataclysmic. At some predetermined point, the wind erupts outward into a violent tornado, throwing lesser undead all over the place like a giants plaything.

Her work done, she flies back towards the retreating soldiers and slightly above Azorn. "That will hold for about 6 hours." she says cheerily, as if she hadn't just caused a natural disaster. "Any of your people need healing? Or inflicting?" she asks looking at the undead wearily. They were fighting other undead so were they good undead? Was that a thing?

At the inn's door, she folds the wings away and they completely disappear along with the halo. She gets as far as the fireplace and nearly collapses into a bit of furniture. "Wow. That big ones really make me light-headed." She shakes her head and realizes the furniture she is leaning against is awfully soft for furniture. Hang on. That wasn't furniture. That was a person. A really big person. "Wow, you're big," she says stupidly.


The Inn:
Azorn laughs grimly as the strange woman creates a tornado in order to help cover their retreat. "Worry about reaching a place to lie down before you worry about what to do when you get there!" he yells, as an answer to her query regarding healing. He runs along with everyone else, pulling ahead of the armored paladins easily in order to make it to the tavern's door first. When he arrives, he slams the door open with a foot and shouts, "I will be needing a bath!"


The Inn:

A few moments later a voice comes in from above. "There was another breach of the ward behind the wall. A squad of wraiths and shadows were trying to get through to infect the living." The source of the voice fades into view. As he pulls up the visor on his adamantine plate, you see a face that looks too smooth to be human. "None got through." Venn keeps his shield handy and leads against the wall in his armor.

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