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zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Also interested. Probably some sort of fighter, or a cavalier, or something like that. Sword and shield, good at weathering attacks, sort of laconic and casual. I'm imagining her having a slightly critical view of "all this magic and steam nonsense," having seen it go wrong so often (though obviously nothing that would actually conflict with the party).

e: What about a samurai/ronin/knight errant, without the whole eastern flavor? Someone who's pledged her service before, served in the wars, and was pretty much the only survivor of those she was supposed to protect.
The samurai class for the resolve feature, over the tactics one from cavalier, but otherwise just a knight with a horse and a big sword.

zachol fucked around with this message at 04:45 on Jan 26, 2013

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zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Probably a human from northern Geareg. The follower of local count or baron or however the government works, one of the early ones to be conquered. He, along with his retinue (including me) fled, then aided those farther south, occasionally trying to strike back. The entire group was slowly chipped away, and the lord was killed in a particularly bloody conflict, with my character surviving somehow. This was near the end of the war--whatever that last fight was, it and the lord's sacrifice was an important part of the pushback, some pivotal turning point or something like that.
She gets a little grumpy talking about the war. Although it was won, eventually, and the sacrifices she made were truly worthwhile, she lost her lord, anyone she might have cared about, and her homeland is still despoiled and uninhabitable. Basically, in her mind, she's already done enough. Now she's trying to get by, mostly.
Although the war makes her grumpy, she's otherwise perfectly normal, and hasn't lost her taste for combat. If anything, she's a little oddly relaxed and cheery, considering what she's been through, and there are a lot of people who don't want to talk about the war anyway.

Need to figure out what her code's going to be (ronin still apparently need 3 edicts?). It would be something subconscious, I think. Probably something along the lines of "protect those in need who have nobody else to turn to," "never pledge yourself indefinitely, without some sort of deal or temporary purpose" and "never let someone demand for you to fulfill some duty or obligation you never explicitly agreed to."
Or something like that, you get the idea. Again, subconscious, not something she really thinks about, but still something where it would shake her up to go against.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Nessa



pre:
Vanessa Carmine Staere of Draunt
Human Sam (ron) 3/Inq (sbk) 1/Ftr (ubk) 4/Stal Def 5
Neutral Good

Strength      24 +7 (17, +2 rc, +1 lv, -2 code, +6 enh)
Dexterity     14 +2 (12, +2 lv)
Constitution  18 +4 (14, +4 code)
Intelligence  12 +1
Wisdom        12 +1
Charisma       8 -1

HP 142 (7d10+1d8+5d12+68; 10, +6x5+4+5x6, +52 con, +13 tough, +3 fav)
AC 29 (+10 armor, +2 dex, +3 dg, +4 defl); +8 w/ tower shield
+2 to AC vs critical confirmations w/ tower shield
FF 29 (uncanny dodge), Touch 19
DR 2/- in heavy armor
DR 1/- otherwise? stacking?

Init +2
Speed 20'

BAB +12/+7/+2
MAB +19 (12, +7 str)
RAB +14 (12, +2 dex)

CMB +19 (12, +7 str)
CMD  31 (12, +7 str, +2 dex), +5 w/ shield

Fort +18 (+12, +4 con, +1 res)
Ref  +7  (+4, +2 dex, +1 res), +1 w/ shield
Will +9  (+7, +1 wis, +1 res) +1 vs mind-affecting

Attacks
Sword  +23 (1d8+10, 18-20/x2, S, deadly); 2/day 15' reach
  +19, +1 focus, +3 enh; -4/+8 power attack; -2 w/ tower shield
  challenge +5 damage, +3 conditional attack/AC
Knife  +19 (1d6+5, 18-20/x2, S/P, deadly)

Defensive Stance - 16 r/day, free enter/end, on end 2x rounds fatigued (-2 Str/Dex)
+4 morale Str, +4 morale Con, +2 dodge AC, +2 morale Will

Skills
Acrobatics     -6  (1r+3+2d-12a) (+24 to jump)
Bluff          +8  (6r+3-1c)
Climb          -2  (3r+3+4s-12a)
Craft (armor)  +5  (1r+3+1i)
Craft (weapon) +5  (1r+3+1i)
Diplomacy      +15 (13r+3-1c)
Handle Animal  +5  (3r+3-1c)
Intimidate     +9  (6r+3-1c+1m)
Know (dungn)   +11 (7r+3+1i)
Perception     +17 (13r+3+1w) +2 in dim light
Profession     +1  (+1w)
Ride           +7  (6r+3+2d-12a)
Sense Motive   +18 (13r+3+1w+1m)
Stealth        -12 (+1d-13a)
Survival       +7  (3r+3+1w)
Swim           -2  (3r+3+4s-12a)
ACP from armor (-5) and shield (-9), +1 trait, +1 fighter. 

Languages
Common
Underdark

Traits
Armor Expert - Reduce ACP by 1.
Dim Seer - +2 to Perception in dim light, Perception a class skill.

Feats
1L - Weapon Focus (katana) - +1 to attacks with selected weapon.
1B - Armor Focus, heavy - 2/- DR wearing heavy armor.
3L - Old Codes - -2 Str, +4 Con; Gale Slash 2/day, standard action.
       3x1 AoE within 50', 1 attack at highest attack vs AC.
       Roll for each square a creature occupies within AoE.
5L - Toughness - +HD hit points.
5B - Endurance - +4 to various things.
5B - Diehard - Automatically stabilize below 0 hp. May go disabled.
       Staggered. Standard actions deal 1 damage. Die at neg con score.
6B - Power Attack - -1/+2 attack/damage, -1/+2 for every +4 BAB
7L - Lunge - Increase reach 5' UEoT for -2 AC UNT (decide before attacking).
8B - Dodge - +1 dodge to AC.
9L - Leadership - Leadership score 12 (level + 1).
11L- Shield Focus - Increase shield to AC by +1.
13L- Shield Specialization (tower) - +2 vs crit confirm to AC, + shield
       (no enh, but yes focus) to CMD (+4+1 for tower). 

Features
Human - +2 to one ability, bonus feat, skills

Challenge - 1/day as a swift action, challenge a target within sight. Gain +class
  level bonus to damage against target, take -2 AC to attacks besides those from
  target. When issued in return against a challenge, smite, quarry, etc, gain a +1
  morale bonus to attacks and +1 dodge to AC against the target.
Mount - As a druid's animal companion. Do not take ACP to ride on the mount, and
  mount is considered combat trained with light armor prof. No share spells.
Order - Ronin/Knight Errant. Knowledge (local) and Survival as class skills.
  Protect those in need who have no-one else to turn to.
  Never pledge yourself indefinitely, absolutely, or unconditionally.
  Never let another appeal to a duty you never chose.
Resolve - 2/day (+1, up to max of 2, when a target is defeated), for:
- Determined - As a standard action, remove the fatigued, shakened, or sickened
    condition; if the condition has a duration longer than 1 hour or is permanent,
    it is instead suppressed for 1 hour.
- Resolute - When making a Fortitude or Will save, can spend one use as an
    immediate action to roll twice. Must decide before rolling.
- Unstoppable - When reduced to fewer than 0 hp but not slain, can spend one use
    as an immediate action to instantly stabilize and remain conscious. Staggered,
    but do not fall unconscious and begin dying on a standard action.
Self Reliant - After failing a Will saving throw against an effect with a duration
  greater than 1 round, can attempt a second saving throw at the end of the second
  round. If made, this has the same effect as if the original save had been made.
  Further, when brought below 0 hp, can roll twice to stabilize on the next turn.
Weapon Expertise - Can draw katana ("sword") as a free action, as if with the
  Quick Draw feat. +2 to crit confirmation rolls. Samurai levels stack with 
  fighter for feat selection w/ this weapon (ie Weapon Specialization).
 
Domain: Liberation (Freedom)
Liberty's Blessing (Sp) - (3+wis)/day, touch willing creature as standard action.
  Within 1 minute, creature can as a swift action make a saving throw against a
  single spell or effect it is suffering from that grants a save at the original DC.
Judgment (1/day) - As a swift action, pronounce judgment. Ends with combat. Can
  change with another swift action.
- Destruction - +1 sacred damage
- Healing - Fast healing 1
- Justice - +1 sacred attack
- Piercing - +1 sacred conc. and CL checks to overcome SR
- Protection - +1 sacred AC
- Purity - +1 sacred saves
- Resiliency - DR 1/magic
- Resistance - 2 pts energy resist (choose which)
- Smiting - Weapons light up, count as magic to bypass DR
Stern Gaze - 1/2 level morale to Intimidate and Sense Motive (min +1).
Strong-Willed - Roll twice and take the best result when making a Will save vs. a
  mind-affecting effect (replaces monster lore).
 
Unflinching - +1 Will vs mind-affecting effects.
Armor Training - Reduce ACP by 1; increase MDex by 1.

Defensive Stance - 4+Con rounds per day, +2 per level after 1st, free action to enter
  Renewed after 8 (nonconsecutive) hours of rest, don't add temporary bonuses to Con
  +2 dodge to AC, +4 morale to Str and Con, +2 morale Will saves (temporary bonus to
  Con increases hp, but these are then lost). While in stance, cannot willingly move
  from current position by any means (mount, teleportation, being carried), but can
  be maintained in a moving vehicle not controlled by the defender. Movement under
  own power induced by Bluff or an enchantment spell also ends the stance.
  Stance can be ended as a free action. After ending the stance, fatigued for twice
  the number of rounds spent in the stance. Cannot enter the stance while fatigued.
  If the defender falls unconscious, stance immediately ends (hp are then lost).
  Stance requires calmness, cannot be maintained while in a rage.
Defensive Powers - Even levels new power, gain benefits only in a defensive stance.
  Bulwark - Add ACP as a bonus to DCs of opponents attempting Bluff checks and to
    Acrobatics checks made to pass by without provoking an AoO.
  Halting Blow - On a successful AoO when drawn by movement, target's movement
    immediately ends. Cannot move further this turn, but may take other actions. 
Uncanny Dodge - Cannot be caught flatfooted. Still loses Dex from immobile or feint.

Spells (1st: 2/day)
CL 1, Save DC 11+level
0: Detect Magic, Read Magic, Sift, Stabilize
1: Cure Light Wounds, Protection From Evil

Gear
Mst Full Plate           1650g, +9, +1 MDex, -5 ACP, 20' spd, 50lb
- Black Chain Thing      ?g, +1 enh, negative resist 5
- Folding                10,000g, folds to occupy shoulders (epaulets)
- Auto Shield Arm        +1 AC & Ref w/ shield, -1 ACP Stealth/Thievery
Amulet of Resistance     1000g, neck, +1 resist saves
Iron Talisman            5g, 1lb, divine focus
Ring of Goat's Leaps     +30 jump, no limits
Void Rend Walkers        2/day move, dimension door 50', occupied square forced
                           Deals 1d10+5/5' forced, also to disrupted things
Song of Planes           +3, 1H, 1d8, 18-20/x2, 6lb, S, deadly
                         +2d12 vs Elementals/Constructs, +2 challenge bonus
                         2/day free functions as reach 15' until next round
+1 Tower Shield          1,180g, +4, +2 enh, +2 MDex, -9 ACP, 45lb
- Boombeard Plating      ?g, +1 enh, 1/day reactive vs miss, deal 2d6+enh 3x3 area
                           only in front of blocker, 2 square knockback Ref DC 20
Belt of Giant Str +6     36,000g, +6 strength
Ring of Protection +4    32,000g, +4 deflection to AC
Wakizashi ("knife")      35g, L, 1d6, 18-20/x2, 2lb, P/S, deadly
Spell Component Pouch    5g, 2lb
Belt Pouch               1g, .5lb
- Traveler's Any-Tool    250g, 1lb, generalized masterwork tool
- Compass                10g, .5lb, +2 circ Survival avoid lost
- Mirror, small steel    10g, .5lb
- Signal Whistle         8s, 1/4 mile Perc 0, -2 per 1/4 mile
- Everburning Torch      110g, 1lb, continual flame
- Manacle Keys, 3        3g
- Chalk                  1c
Bandolier                5s, "retrieve a stored object"
- Superior Manacles      200g, 3lb, EA 35, Str 28, DD 40, 10 hard, 10 hp
- Hammer                 5s, L, 1d4, x2, 2lb, B, improvised
- Waterskin              1g, 4lb, 1/2 gal
Backpack                 2g, 2lb
- Rope, silk, 50'        10g, 5lb, Str 24, 4 hp
- Climber's Kit          80g, 5lb, +2 circ Climb
- Flint and Steel        1g
- Dagger                 2g, L, 1d4, 19-20, 10', 1lb, P/S
- Waterproof Bag         5s, .5lb, 10 rounds immersion
-- Wandermeal, 10 days   1s, 5lb, week+ requires Fort save
-- Blanket               5s, 3lb
-- Traveler's Outfit     1g, 5lb
- Mess Kit               2s, 1lb
- Grooming Kit           1g, 2lb
- Sacks, empty, 6        6s, 3lb, cap 1cf/60lb
- Waterproof Bags, 2     1g, 1lb, 10r

At Home
Mst Katana ("sword")     350g, 1H, +1, 1d8, 18-20/x2, 6lb, S, deadly
Longbow, composite +1    200g, 2H 1d6, x3, 110', 3lb, P
- Arrows, durable, 6     6g, 1lb, P, doesn't break
- Arrows, common, 20     1g, 3lb, P
- Arrows, smoke, 3       30g, P, 5' cube of smoke
Steamer Trunk (?)
- Bedroll                1s, 5lb
- Blanket                5s, 3lb
- Arrows, common, 80     4g, 12lb
- Arrows, grappling, 4   4g, 2lb, 30'
- Crowbar                2g, 5lb, +2 to appropriate Str checks
- Sledgehammer           5g, 2H, 1d10, x2, 8lb, B
- Dagger                 2g, L, 1d4, 19-20, 10', 1lb, P/S
- Rope, hemp, 200'       4g, 40lb, Str 23, 2 hp
- Rope, silk, 100'       20g, 10lb, Str 24, 4 hp
- Grappling Hook         1g, 4lb, 10' range inc vs AC 5
- Chain, 20'             60g, 4lb, Str 26, 10 hard, 5 hp
- Twine, 300'            6c, 3lb, Str 14, 1 hp
- Vials, iron, 6         6s, 6lb, Str 14, 5 hard, 3 hp
- Gear Maintenance Kit   5g, 2lb
- Fishing Kit            5c, 3lb
- Cooking Kit            3g, 16lb
- Fletcher's Tools       5g, 5lb
- Explorer's Outfit      10g, 8lb
- Cold-Weather Outfit    8g, 7lb, +5 circ Fort vs cold weather

20,010g 8s 3c remaining
Carried 146.5lb (med), or 96.5 w/ folded armor (light)
Load 100lb (light), 200lb (med), 300lb (heavy)


pre:
Sjoerd "Sikke" Cazegn, Order Purifier
Human Cleric 5 / Inheritor's Crusader 3
Lawful Good

Strength      14 +2
Dexterity     12 +1
Constitution  12 +1
Intelligence  10 +0
Wisdom        20 +5 (16, +2 rac, +2 item)
Charisma      17 +3 (13, +2 lv, +2 item)

HP 57 (7d8+3d10+10; 8, +6x4, +3x5, +10)
AC 20 (+6+1 armor, +1+1 shield, +1 dex)
FF 19, Touch 11

Init +1
Speed 30'

BAB +8
MAB +10 (8, +2 str)
RAB +9 (8, +1 dex)

CMB +10 (8, +2 str)
CMD 21 (8, +2 str, +1 dex)

Concentration +13 (8 CL, +5 wis)

Fort +9  (+7, +1 con, +1 res)
Ref  +5  (+3, +1 dex, +1 res)
Will +15 (+7, +5 wis, +2 ft, +1 res)
+4 vs mind-affecting

Attacks
El Swordo +11 (1d8+3, 19-20/x2)
  w/ divine favor +13, 1d8+5

Skills (2+1)x7
Diplomacy      +13 (7r+3+3c)
Know (dungeon) +8  (5r+3+0i)
Know (relig)   +4  (1r+3)
Perception     +17 (8r+3+5w+1t)
Sense Motive   +17 (9r+3+5w)

Languages
Common

Traits
Latent Psion - +2 saves vs mind-affecting
Eyes and Ears - +1 Perception, class skill

Feats
1L - Selective Channeling - Up to Cha targets not affected by channel
1B - Iron Will - +2 will
3L - Scribe Scroll - Scribe some scrolls
5L - Extend Spell - Meta +1; double duration
7L - Reach Spell - Meta +1/increase; touch -> close -> medium -> long
9L - Quicken Channeling - Spend 2 channel uses to use as move action

Features
Human - +2 one ability, +1 feat, skills

Proficiency - Simple weapons, light, medium armor, shields, longsword (favored)
Aura - Strong Lawful Good
Spells - Based on Wis; DC 10+SL+Wis; meditate at twilight
Channel Energy - Standard AoO, 4d6 positive, 30' burst, 3+Cha/day (6)
  DC 10+lvl/2+Cha (16) Will save for half; variant channeling, half healing
- Variant Channeling - Self-Perfection - On heal, creatures may ignore one
  temporary condition of their choice until the end of your next turn
  On harm, take a channel penalty (-2 at l5) on attempts to dispel, remove,
  or make additional saves against ongoing conditions for 1 minute
Domains - Void/Stars - 1 feather fall, 2 hypnotic pattern, 3 fly, 4 lesser p
  binding, 5 overland flight, 6 p bind, 7 sunbeam, 8 g p bind, 9 meteor swarm
  - Guarded Mind (Ex) - +2 insight saves vs mind-affecting effects
- Liberation/Freedom - 1 sanctuary, 2 r paralysis, 3 r curse, 4 freedom of  
  movement, 5 plane shift, 6 g dispel magic, 7 refuge, 8 mind blank, 9 freedom
  - Liberty's Blessing - Standard touch, target can as a swift action make a
  save against a single spell or effect at orig DC, within 1 min; 3+Wis/day (8)
Orisons - 0-l spells not expended when cast
Spontaneous Casting - Channel any spell into equal lvl cure spell
Aligned Spells - Can't cast spells opposing deity's (Neutral Good)

Champion of Honor - Purifier's Code (similar to Paladin)
Aura of Great Courage - Immune to fear, allies within 10' +4 morale vs fear
Destroyer of Tyranny - Any creature targeted by channel positive energy gets
  new save against any ongoing charm or compulsion effect; at GM's option, may
  also cover other effects based on belief, intimidation, or trickery.
  While under a charm or compulsion, may spend uses to attempt new saves,
  once per round as a free action; may also incidentally target self.
Sword Against Injustice - Super sword of smiting the guilty and stuff.

Spells
CL 8, Save DC 15+level
Prepared (usually) (* domain spell)
0 (4): detect magic, light, stabilize, 1 open
1 (7): command, moment of greatness, protection from evil, sanctuary*, 3 open
2 (6): grace, hypnotic pattern*, extended divine favor, 3 open
3 (5): bestow curse, magic circle against evil, fly*, 2 open
4 (5): blessing of fervor, summon monster IV, freedom of movement*, 2 open
5 (3): breath of life, overland flight*, 1 open

Gear
+1 Mith Breastplate      5200g, +6, MDex +5, -1 ACP, 10%, 30', 15lb
Traveler's Outfit        1g, 5lb
+1 Glowy Longsword       2315g, 1d8, 19-20, S, 4lb
+1 Buckler               1155g, +1, -0 ACP, 5%, 5lb
Iron Symbol              5g, 1lb
Spell Component Pouch    5g, 2lb
Holy Tattoo              100g
Headband Wis/Cha +2      10000g, +2 Wis, +2 Cha
Cloak Resistance +1      1000g, +1 saves
Ring of Sustenance       2500g, no food or water, 2h sleep
Pack                     2g, 2lb

Scrollcase
- align weapon, 3        75gx3
- comm. endure elements  75g
- ghostbane dirge        75g
- touch of truthtelling  12.5g
- water breathing        187.5g

642g

Carried 34lb (light)
Load 58lb L, 116lb M, 175lb H
Changelog

quote:

Inquisitor 1 (Spellbreaker)
d8 (4, +2)
6+int, +1 hum (8)
Sense Motive +1, Diplomacy +7
Fort +2, Will +2
Domain: Liberation (Freedom)
Liberty's Blessing (Sp) - (3+wis)/day, touch willing creature as standard action. Within 1 minute, creature can as a swift action make a saving throw against a single spell or effect it is suffering from that grants a save at the original DC.
Spells (4 0, 2 1st known)
0: Detect Magic, Read Magic, Sift, Stabilize
1: Cure Light Wounds, Protection From Evil

+1 Str lv 4

Fighter 1 (Unbreakable)
d10 (5, +2)
2+int, +1 hum (4)
Perception +2, Knowledge (dungeoneering) +2
Fort +2
+1 BAB
Endurance, Diehard

Amulet of Resistance (from Hecate, 500g)
Masterwork manacles, superior lock (50+150g)
Iron holy symbol (5g)
Traveler's Any-Tool (250g)

Ftr 2
+1 BAB +1 Fort
Perception +1, Diplomacy +2, Know (dungeoneering) +1
Bonus Feat - Power Attack (-2 attack, +4 damage)
Unflinching (+1 Will vs mind-affecting effects)

Redo skill points:
Previously: Climb 3, Diplomacy 9, Handle Animal 3, Intimidate 6, Knowledge (dungeoneering) 3, Perception 9, Ride 6, Sense Motive 7, Survival 3, Swim 3.
Diplomacy, Perception, and Sense Motive reduced to 6, giving 7 points. 4 put into Bluff, and 1 each into Craft (armor), Craft (weapons), and Survival.

Redo feats: Feat missing at level 5. Add in Toughness.

Tent and armor are broken, rations reduced to 3 (?).

Armor fixed.
Ftr 3
+1 BAB +1 Ref +1 Will
Know (dungeoneering) +1, Diplomacy +1, Perception +1, Sense Motive +1
Armor Training I
7th level feat - Lunge
Get Song of Planes sword

Replace Parasitic Growth with Old Codes
Lost shield

lvl 8 +1 Dex

Ftr 4
+1 BAB +1 Fort
Know (dungeoneering) +1, Diplomacy +1, Perception +1, Sense Motive +1
Bonus feat (dodge)

Stalwart Defender 2
2d12 hp
+2 BAB +1 Fort +1 Ref +1 Will
Know (dungeoneering) +2, Diplomacy +2, Perception +2, Sense Motive +2
AC bonus - +1 dodge to AC
Defensive Stance
Defensive Power - Bulwark

L9 feat - Leadership

Equipment
Start 190g 8s 3c
+50g for horse
+11,000g
Purchase folding for plate armor (10,000g)
Purchase +1 tower shield (1,180g)
End 60g 8s 3c
Add Goat Ring & Void Rend Walkers

Added cohort.

Shield arm & plating.
20k gold.
-50 gp tour.

Stalwart Defender 1
1d12 hp
+1 BAB +1 Fort +1 Will
Acrobatics +1, Diplomacy +1, Perception +1, Sense Motive +1
Uncanny dodge - no flatfootery

L11 feat - Shield Focus

Sikke: Inheritor's Crusader 1
lvl 8 +1 Charisma
1d10 hp
+1 BAB +1 Fort +1 Will
Diplomacy +1, Knowledge (religion) +1, Perception +1
+1 spells cleric (CL 8, +1 3rd and 4th level)
Sword Against Injustice - strike of judgment etc

Stalwart Defender 2 (3 -> 5)
lvl 12 +1 Dexterity
2d12 hp
+2 BAB +1 Fort +1 Ref +1 Will
Bluff +2, Diplomacy +2, Perception +2, Sense Motive +2
AC Bonus +1
Defensive Power - Halting Blow

L13 feat - Shield Specialization (tower)

Equipment:
+50,000 gp (70,010g 8s 3c)
Belt of Giant Strength +6 (36,000 gp)
Ring of Protection +4 (32,000 gp)
2,010g 8s 3c remaining

Sikke: Cleric 2 (5 -> 7)
2d8 hp
+2 BAB +1 Fort +1 Ref +1 Will
Diplomacy +2, Perception +2, Sense Motive +2
Channel Energy +1d6
+2 spells cleric (CL 10, +1 2nd and 4th level, 2+1 5th new)

Current plan: Stalwart Defender all the way to 18, then ???.
Cleric for Sikke.

Doomykins posted:

Old Codes
"I admired the old nobility of the Humans, who took to war as a matter of honor."

-Vanessa has permanently lost her infected arm, reducing her Strength by -2.
-Surviving this and other near-death experiences grants her a permanent +4 to Constitution.
-Song of Planes can use it's Wind Reach Ability 2/day now.
-Vanessa gained an ability usable with any weapon, Gale Slash. 2/day, Standard Action: Targets 3x1 AoE within 50 feet and attacks each target within the AoE once at highest attack roll vs AC. Roll for each square a creature occupies if target is larger than Medium(so a 2x2 Large creature can be struck twice, etc.) All properties of weapon/class/meleeing apply as per a regular melee attack.

zachol fucked around with this message at 04:49 on Jun 17, 2014

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Eh, not that keen on them. Maybe tone them down a little, or... I dunno, not have NPCs use it? Or maybe only have "important" NPCs use it, instead of every mook?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Rtwo I am loving these illustrations.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Okay so if someone thinks Vanessa going off to talk to Carbon is a stupid idea say so. Can edit in something about a meaningful glance and head-shaking.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Okay actually I'm a little confused why James is focused on Nessa right now. Did something happen offscreen?
I mean specifically who's the "witness," sort of confused about the interpretation there.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Okay but how is Nessa actually "associated with Oreom"? She entered early on, before Hecate/Thor/Oreom and presumably Nick has entertained multiple parties in a night in the past.
Or is Nick just thinking "any guests tonight are suspect"?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmmmmmmmm.
Well whatever. Nessa's still going to try to talk him down.

By the way, if anyone were to happen to mention that Carbon had a Mind Flayer hiding down in the basement, pretty sure Nessa would flip her poo poo.
Hint hint.

The hint is for you guys to get up here and start something jeez. Come on.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well Vanessa's plan right now is to go and kill that mind flayer. Get the device, hopefully without using force, then push past and down.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
How long does the device take to get going?
Also do I still have a partial turn or did I spend it picking up the thing?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
They are seriously the best.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Taking a level of Inquisitor (Spellbreaker) and one of Fighter (Unbreakable). Get my rerolls on.
Need to do spells and something with that money.

e: I'm building towards the Stalwart Defender PrC. Need Dodge and Toughness, should hit it on level 9. Not sure if we'll get that far?

e2: Argh why doesn't Hecate know Resistance. Gah.
Anyway, do Sleeves of Many Garments work on armor?

e3: Any comments on this list for known spells?
0: Daze, Detect Magic, Sift, Stabilize
1st: Command, Protection From Evil

zachol fucked around with this message at 14:11 on Mar 6, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmm... what's the easiest/cheapest way to have armor that poofs into clothes and then back again?

e: vvv I'm thinking for Amulets/Cloaks of Resistance. Nice to throw them around at 500g. Everyone can use one of those.

zachol fucked around with this message at 15:25 on Mar 6, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well yes, but glamered has it retain its properties. It's just an illusion. I'm looking for an actual transformation, so it would lose the AC bonus but also things like the weight, ACP, and the "can't sleep in it" problem.

e: Also I'm sort of hoping for something more in the range of, like, 400g than 2,700g.
e2: Specifically, double the cost of the Sleeves because they no longer take up a slot gets +400g to tack on to magic armor. Vanessa has a spare 1,400g and would've had hers enchanted or something during the downtime.

zachol fucked around with this message at 15:29 on Mar 6, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmmm well whatever. Still think there should be a cheaper option.
Will go with the amulet and some other junk.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Right, now I've got equipment updated and ready.
Hopefully not forgetting anything.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
So I was bored the last couple of days and made a summoner.

Just in case stuff doesn't work out. For whatever reason.

pre:
Salzra Brighttongue
Fetchling Summoner (Shadow Caller) 5
N Medium Outsider (native)

Strength       8 -1
Dexterity     14 +2 (12, +2 rc)
Constitution  12 +1
Intelligence  14 +2
Wisdom        10 +0 (12, -2 rc)
Charisma      20 +5 (17, +2 rc, +1 lv)

HP 25 (5d8+5; 8, +3x4, +5)
AC 17 (+5 armor, +2 dex)
FF 15, Touch 12

Init +2
Speed 30'
Darkvision 60'; low-light vision

BAB +3
MAB +2 (3, -1 str)
RAB +5 (3, +2 dex)

CMB +2 (3, -1 str)
CMD 14 (3, -1 str, +2 dex)

Fort +2 (+1, +1 con)
Ref  +3 (+1, +2 dex)
Will +5 (+4, +0 wis)

Attacks
Light Crossbow +6, 1d8 (19-20/x2), 80'
Frost Bolt +5 (ranged touch) 1d3 cold

Skills (4, +2 int, +4 fav class)
Craft          +2  (+2 int)
Diplomacy      +14 (5r, +3c, +5 cha, +1 trt)
Fly            +2  (+2 dex)
Handle Animal  +5  (+5 cha)
Know (planes)  +9  (2r, +3c, +2 int, +2r)
Linguistics    +7  (2r, +3c, +2 int)
Profession     +1  (+1 wis)
Ride           +2  (+2 dex)
Sense Motive   +9  (5r, +3c, +0 wis, +1 trt)
Spellcraft     +10 (5r, +3c, +2 int)
Stealth        +12 (5r, +3c, +2 dex, +2r)

Languages
Common
Aklo
Infernal
Elven
Read Lips

Traits
Fangwood Diplomat - +1 Diplomacy, always a class skill. 
Talented Organizer - +1 Sense Motive, always a class skill. 

Feats
1L - Spell Focus (conjuration) - +1 to save DCs for conjuration spells.
3L - Augment Summoning - Creatures conjured with summon spells gain +4
       to Strength and Constitution for the duration of the summon. 
5L - Craft Magic Arms and Armor - Craft magic arms and armor. 
	   
Features

Fetchling - +2 Dex, +2 Cha, -2 Wis; Medium Outsider (native); 30' speed
 - Darkvision 60', low-light vision
 - Shadow Blending (Su) - Dim light grants 50% miss chance (not tot. conceal).
 - Shadowy Resistance - Resist cold 5 and electricity 5
 - Skilled - +2 K (planes), +2 Stealth
 - Spell-Like Abilities (Sp) - 1/day memory lapse DC 16, CL total HD. 
 
Summoner (Shadow Caller)
Proficient with simple weapons and light armor. Can cast spells in light armor
  without incurring the normal ASF (but not apply to heavier armor or shields).
Shadow Caller Class Skills - Add Stealth, remove Use Magic Device.
Spells - Spontaneous spells, based on cha. Saves are 10+sp.lvl+cha.
Cantrips - Unlimited 0-level spells per day. 
Eidolon - Similar to a summoned creature. Not sent back home until -Con score.
  Not warded off by protection from evil and similar effects. Summoned 
  by a 1 minute ritual. Returns with same hp total (unless slain last time, in 
  which case returns with 1/2 hp). Does not heal naturally. Dismissed with a 
  Standard Action. If slain, cannot be summoned again until the next day. Cannot
  be sent back with dispel magic, but dismissal and banishment
  function normally. Immediately banished if summoner is unconscious, asleep, 
  or killed. HD, saves, skills, feats, abilities tied to summoner's level. 
  Evoluton point distribution is set until the summoner gains a level. 
  Eidolon is the summoner's detached shadow (neither has their own). 
Life Link (Su) - When the eidolon takes enough damage to be slain, the summoner 
  can sacrifice hp to heal damage (1 for 1). Additionally, summoner and eidolon 
  must remain within 100'. Past 100', up to 1,000', the eidolon's current and
  maximum hp are reduced by 50%. Up to 10,000', reduced by 75%. The eidolon is
  immediately banished if it is ever more than 10,000' away. Current hp lost 
  this way are not restored if the eidolon moves closer, but max hp is. 
Summon Monster III - Can cast summon monster III as a spell-like ability 
  3+cha times per day. Can only be used if the eidolon is not summoned. Cast 
  as a standard action, creatures remain for 1 minute per level. Can only have
  one active Summon Monster effect this way at one time. Considered to be part 
  of her spell list, can be used for item creation, etc. 
  Replace fiendish and celestial with shadow. 
  SMII: Remove elementals and lemures, add zoogs. 
  SMIII: Remove dretches and lantern archons, add augur kytons. 
Bond Senses (Su) - As a standard action can share senses with eidolon, for up to
  summoner level rounds per day. No maximum range, must be on the same plane. 
  Can end as a free action. 
Shield Ally (Ex) - Within eidolon's reach, +2 shield to AC and +2 circ. saves. 
  Lost if eidolon is grappled, helpless, paralyzed, stunned, or unconscious. 

Eidolon (N Medium Outsider)
Init +2; Senses darkvision 60'; Perception +7; Speed 30'
AC 18, touch 12, flat-footed 16 (+6n+2d); hp 24 (4d10+4c)
Fort +5 (+4b+1c), Ref +3 (+1b+2d), Will +4 (+4b)
Melee kukri +7 (1d4+4) and 3 kukris +7 (1d4+2); or 2 claws +8 (1d4+4)
Str 18, Dex 14, Con 13, Int 8, Wis 10, Cha 11; BAB +4; CMB +8; CMD 20
Feats Martial Prof (kukri), Multiweapon Fighting
Skills Acrobatics +7 (2r+3c+2d), Bluff +0 (+0c), Climb +11 (4r+3c+4s),   
  Intimidate +4 (1r+3c+0c), Know (planes) -1 (-1i), Perception +7 (4r+3c+0w), 
  Sense Motive +7 (4r+3c+0w), Stealth +17 (4r+3c+2d+8r), Survival +4 (1r+3c+0w)
Languages as summoner
SQ Link, Share Spells, Evasion, Evolutions
Link (Ex) - Free mental communication with summoner. Magic item slots shared.
Share Spells (Ex) - Summoner may cast a spell with a range of "you" on eidolon
  as a spell with a range of touch. 
Evasion (Ex) - If save vs. Ref for 1/2, take no damage. 
Evolutions (Evolution Pool 8; free claws, limbs (arms), limbs (legs)
Reach (weapon) (Ex; 1) - Increase reach with weapon attacks by 5'.
Skilled (Ex; 1) - +8 racial to one skill (Stealth).
Limbs (arms) (Ex; 2) - Extra pair of arms. 
Shadow Blend (Su; 2) - In any condition besides bright light, get concealment.
  With shadow form, get total concealment. Suspend or resume as free action. 
Shadow Form (Su; 2) - Constant concealment, melee attacks affect incorp. as 
  with ghost touch property, and half damage to corporeal creatures. 

Spells (1st: 6/day, 2nd: 3/day)
CL 5, Save DC 15+level
Known: 6/4/3
0: Acid Splash Frost Bolt, Detect Magic, Mage Hand, Mending, 
  Message, Open/Close
1: Grease, Mage Armor, Lesser Rejuvenate Eidolon, Unseen Servant
2: Alter Self, Haste, Lesser Evolution Surge

Gear
+1 Mithral Shirt         1600g, 12.5lb, +4, MDex +6, ACP -0, ASF 10%
Traveler's Outfit        1g, 5lb
Mst. L. Crossbow         335g, 4lb, 1d8, 19-20/x2, 80', P, reload move
- Bolts, 10              1g, 1lb
Ring of Sustenance       2500g, ring, don't eat or drink, sleep 2 hours
Component Pouch          5g, 2lb
Bandolier                1g, .5lb

Eidolon
Mst. Kukri, 4            1232g, 8lb, 1d4, 18-20/x2, S
Kukri, 20                160g, 40lb
Bolts, 50                5g, 5lb

27g remaining
Load 25lb (light 26; medium 53; heavy 80)
E. Load 53lb (light 100; medium 200; heavy 300)

quote:

Shadow Creature Template (+1 CR)
Senses - Darkvision 60' and low-light vision.
Defenses - From HD. 1-4, resist 5 cold and elect; 5-10 resist 10, DR 5/magic; 11+ resist 15, DR 10/magic.
Spell Resistance - SR equal to new CR+5.
Shadow Blend - In any illumination other than bright light, blend with shadows to gain concealment (20% miss chance). Suspend/resume as free action.

Summon I

Shadow Eagle (CR 1) (N Small shadow animal)
Init +2; Darkvision 60'; Perception +9; Speed 10', fly 80' (average)
AC 14, touch 13, flat-footed 12; hp 7
Fort +5, Ref +4, Will +2; SR 6; Resist cold and electricity 5
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7; BAB +0; CMB +1; CMD 13; Feats Weapon Finesse; Skills Fly +8, Perception +10
Concealment (20%) in any lighting other than bright.

Shadow Viper (CR 1) (N Tiny shadow animal)
Init +3; Senses darkvision 60', low-light vision, scent; Perception +9; Speed 20', climb 20', swim 20'
AC 16, touch 15, flat-footed 13; hp 5
Fort +3, Ref +5, Will +1; SR 6; Resist cold and electricity 5
Melee bite +5 (1d2 plus poison)
Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2; BAB +0; CMB +3; CMD 10 (can't be tripped); Feats Weapon Finesse; Skills Climb +13, Perception +9, Stealth +15, Swim +13
Poison (Ex) Bite injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Concealment (20%) in any lighting other than bright.

Summon II

Shadow Giant Spider (CR 2) (N Medium shadow vermin)
Init +3; Senses darkvision 60', tremorsense 60'; Perception +4; Speed 30', climb 30'
AC 14, touch 13, flat-footed 11; hp 22
Fort +6, Ref +4, Will +1; Immune mind-affecting effects; SR 7; Resist cold and electricity 5
Melee bite +4 (1d6+2 plus poison); SA web (+5 ranged, DC 14, hp 2)
Str 15, Dex 17, Con 16, Int --, Wis 10, Cha 2; BAB +2; CMB +4; CMD 17 (29 vs trip); Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Poison (Ex) Bite injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.
Concealment (20%) in any lighting other than bright.

Shadow Wolf (CR 2) (N Medium shadow animal)
Init +2; Senses darkvision 60', low-light vision, scent; Perception +8; Speed 50'
AC 14, touch 12, flat-footed 12; hp 17
Fort +7, Ref +5, Will +1; SR 7; Resist cold and electricity 5
Melee bite +4 (1d6+3 plus trip)
Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6; BAB +1, CMB +4, CMD 16 (20 vs trip); Feats Skill Focus (Perception); Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
Concealment (20%) in any lighting other than bright

Squid

Zoogs

Summon III

Shadow Ape (CR 3) (N Large shadow animal)
Init +2; Senses darkvision 60', low-light vision, scent; Perception +8; Speed 30', climb 30'
AC 14, touch 11, flat-footed 12; hp 25
Fort +9, Ref +5, Will +2; SR 8; Resist cold and electricity 5
Melee 2 slams +5 (1d6+4)
Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7; BAB +2; CMB +7; CMD 19; Feats Great Fortitude, Skill Focus (Perception); Skills Acrobatics +6, Climb +16, Perception +8
Concealment (20%) in any lighting other than bright

Shadow Leopard (CR 3) (N Medium shadow animal)
Init +4; Senses Darkvision 60', low-light vision, scent; Perception +5; Speed 30', climb 20'
AC 15, touch 14, flat-footed 11; hp 25
Fort +7, Ref +7, Will +2; SR 8; Resist cold and electricity 5
Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5); SA pounce, rake (2 claws +7, 1d3+5)
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6; BAB +2; CMB +7 (+11 grapple); CMD 21 (25 vs trip); Feats Skill Focus (Stealth), Weapon Finesse; Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)

Augur Kyton (CR 2) (LE Tiny outsider (evil, extraplanar, kyton, lawful))
Init +7; Senses darkvision 60', deathwatch; Perception +7; Speed 20', fly 50' (perfect); Space 2.5'; Reach 0'
AC 17, touch 15, flat-footed 14; hp 25; regeneration 2 (good weapons/spells, silver)
Fort +4, Ref +8, Will +4; DR 5/good or silver; Immune cold
Melee gore +6 (1d4+1 plus bleed); SA bleed (1d2), unnerving gaze (30', DC 9)
Spell-Likes (CL 6; concentration +4); Constant deathwatch; At-Will bleed (DC 8), mage hand, open/close; 3/day inflict light wounds (DC 10)
Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 7; BAB +3; CMB +6; CMD 15 (can't be tripped); Feats Imp. Init, Lightning Reflexes; Skills Bluff +4, Escape Artist +9, Fly +11, Intimidate +4, Perception +7, Sense Motive +7, Sleight of Hand +9, Stealth +17; Languages Common, Infernal (can't speak)
Unnerving Gaze (Ex) - On a fail, shaken for 1 round.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmm, probably right. Back to the drawing board.
Or character sheet or whatever.

e: Making a Strix. Woop woop.

zachol fucked around with this message at 00:46 on May 9, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well the summoner is meant to be sort of like a virtual tank. Partial concealment on her summons most of the time, just throwing out a bunch of eagles or wolves or whatever to harass the enemy and soak up hits. Eidolon has total concealment most of the time, but also only deals half damage and has fairly anemic damage from the start. She can also handle diplomacy somewhat, good cha etc.

Still poking at the Strix, but she'll probably be a melee combatant, or just ranged if I can't figure out something neat with flyby.

How should we do equipment? Marisa has about 5867g, which is what I gave the summoner, but I don't know what that's based on.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Oreom is super the best and I am sad to see him go.





e: Hey look it's a thing.


pre:
Maas Aalhadottir, 12th LRRG
Strix Scout 7
N Medium humanoid (strix)

Strength      10 +0 (8 [+2 item])
Dexterity     22 +6 (16+2rc+1lv [+2 item])
Constitution  12 +1
Intelligence  14 +2
Wisdom        10 +0
Charisma      10 +0 (12-2rc)

HP 39 (7d8+7; 8, +6x4, +7)
AC 23 (+5a+1e+6d+1d)
FF 23, Touch 17

Init +6
Speed 35', Fly 60' (average)
Darkvision 60'; low-light vision

BAB +5
MAB +5  (5+0s)
RAB +11 (5+6d)

CMB +5 (5+0s)
CMD 21 (5+0s+6d)

Fort +4  (+2+1c+1r) +1 vs poison
Ref  +11 (+5+6d)
Will +2  (+2+0w)

Attacks
Bow +12 1d6+1 x3 70'
Dagger +6 1d4 19-20 10'

Skills (8, +2 int; +6 fav class)
Acrobatics         +16 (7r+3c+6d)
Bluff               +0 (+0c)
Craft (bows)       +10 (3r+3c+2i+2i)
Diplomacy          +10 (6r+3c+1t)
Disable Device     +21 (7r+3c+6d+3c+2i)
Disguise            +0 (+0c)
Escape Artist      +12 (3r+3c+6d)
Fly                +16 (7r+3c+6d)
Handle Animal       -- (+0c)
Intimidate          +6 (3r+3c+0c)
Knowledge (dung)    +8 (3r+3c+2i)
Knowledge (geog)    +8 (3r+3c+2i)
Knowledge (nature)  +2 (2i)
Linguistics         -- (+2i)
Perception         +10 (7r+3c+0w) +3 traps
Profession          -- (+0w)
Sense Motive       +10 (7r+3c+0w)
Sleight of Hand    +10 (1r+3c+6d)
Stealth            +16 (7r+3c+6d)
Survival           +10 (7r+3c+0w)
Swim                +5 (2r+3c+0s)

Languages
Strix
Common
Elven

Traits
Fangwood Diplomat - +1 Diplomacy, always a class skill
Wasp Whisperer - +1 Fort vs poison, make Diplomacy checks to improve 
  Hostile or Unfriendly insectile vermin toward Indifferent

Feats
1L - Point-Blank Shot - +1 ranged attack and damage within 30'
3L - Precise Shot - No -4 to shoot into melee
3B - Fleet - +5' speed
5L - Flyby Attack - Can make standard action at any point while flying
7L - Hover - Can hover w/o check
	   
Features

Strix - +2 Dex, -2 Cha; 30', Fly 60' (average)
Nocturnal - +2 Perception and Stealth in dim light or darkness
Tough - +1 Fortitude
Darkvision 60', Low-Light Vision

Scout
Trapfinding - 1/2 level Perception to locate traps and Disable Device
  Can use Disable Device to disarm magical traps. 
Targeted Strike +4d6 - When the scout uses the attack action, extra damage. 
  Not multiplied on crit. Ranged within 30'. Must match lethality. 
  Cannot be used against targets with concealment.
Uncanny Dodge - Cannot be caught flat-footed. 
Scout Talents
- Trap Spotter - Gain an immediate Perception check vs traps within 10'.
- Fast Stealth - Use Stealth at full speed. 
- Hit and Run - Use targeted strike with Shot on the Run or Spring Attack. 
Trap Sense +1 - Reflex and dodge against attacks vs. traps. 
Fleet - Bonus feat. 
Evasion - On a successful Reflex for half, take no damage. 

Gear
+1 Mithril Provoc. Armor   5075g, 15lb, +5 Armor, MDex +6, 
                             ACP -0, ASF 10%, Speed 30', partial
+1 Comp. Shortbow          2375g, 2lb, 1d6, x3, 70', P
Arrows, 20                 1g, 1lb
Mst. Dagger                302g, 1lb, 1d4, 19-20, 10', P/S
Ring of Sustenance         2500g
Ring of Protection +1      2000g
Thieves' Ring              300g, can make DD checks, +2 SoH conceal
Belt of Str +2             4000g
Gloves of Dex +2           4000g
Handy Haversack            2000g, 5lb
- Arrows, 40               2g, 2lb
- Mst. Thieves' Tools      100g, 2lb, +2 Disable Device
- Mst. Fletcher's Tools    55g, 5lb, +2 Craft (bows)

790g remaining
Load 24lb (light 33; medium 66; heavy 100)

zachol fucked around with this message at 07:52 on May 23, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Updated Vanessa. Nothing interesting, just another level of fighter. Took the Lunge feat (-2 AC for 5' reach).

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
I guess I've sort of lost track of where we are and what our options are. To be honest, sometimes the way things work in this game make me hesitant to go out on a limb and try stuff because it'll end up biting me in the rear end, or I won't really have understood what's going on and I'll make a choice that's obviously stupid from an in-character perspective.
Or I don't really get what's going on with the maps.
Could we get like a quick recap of what's going on from your perspective as a DM?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well there's 12 from Nessa's two CLWs. 7 for Hecate and 5 for Nessa bumps them both into "functional," right?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
No changes. Away from my home computer right now, but I've been pretty careful to keep everything in the original post updated and tracked. Will repost Sundayish.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Okay, character sheet is double super actually updated.

Currently I'm frowning at the way the Void subdomain's granting of planar binding spells interacts with cleric restrictions on alignment (ie can't summon up and bind some demons as a good cleric), but I think the best solution is to just ignore them.

zachol fucked around with this message at 04:40 on Nov 3, 2013

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Ahahah, that's horrible.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Ooo, was hoping for some quick wondrous items to shore up the numbers.

With the crafting discount, Belt of Str +2 for 2k and Ring of Protection +1 1k for starters.
Doom, would you allow augmenting the ring of jumping with +1 deflection for 1,500 gp (+50%)? Would also add natural armor +1 to the amulet (which I think would increase the total price to 3,500 and be 1,250 for crafting?). Also, maybe add the Boots of Speed property to the Walkers for 9,000 gp? Or... less, depending on the price of their current property.

Depending on all that, possibly 13,750 gp of stuff.

e: Napkin math pegs the Walkers at around 22k. Even with the distance limitation, probably still more than 12k for Speed. So yeah, 13,750 gp, assuming the +50% stacking is kosher. If a second property always takes the +50% (instead of bumping out lower priced properties) then 14k total.

zachol fucked around with this message at 06:32 on Jan 17, 2014

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Belt of Str - 2k craft + Bull's Strength 150g
Deflection +1 - 1.5k craft + CL 3 + Shield of Faith 25g
Nat Armor +1 - 1.25k craft + CL 3 + Barkskin 150g
Speed - 9k craft + Haste 375g

Can't you just skip the prerequisites by adding +5 to the Craft DC? They would generally be fairly low. Boots of Speed would be 5+10+5 or DC 20, deflection and natural armor at DC 15 or 20 depending on whether Marisa has a caster level, everything else equal or lower, and I assume you can take 10?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Huh, weird. Usually someone crafting an item can just ignore a prerequisite by adding +5 to the final Spellcraft or Craft DC (which is usually just 5 plus the item's CL), but I guess machinesmiths can't do that?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Hmm, alright. I'm assuming the negative energy resistance property is a static cost, and that my armor is still just +1? If so, bump that up to +2 for 1,500 gp (which shouldn't require any prerequisites). If Marisa already has Bull's Strength then the total should be 14,275 gp.
Might as well give the Haste scroll to Tinsy to add to her spellbook, right? If this is all happening during downtime anyway, she should be able to collab for the final result.

Doom, could I have a slotless deflection charge for x2 cost (4,000 gp for +1, 2,000 to create)? Alternatively, do I still have two ring slots?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well other than the feat of course. 13,750 gp in that case.

Also jeez Doom way to be a jerk to Hecate. Ugh.

e: Don't you get CMA&A as a bonus feat?

zachol fucked around with this message at 02:48 on Jan 18, 2014

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
How about a Talisman of Soul Eating? The Ring of Curing is a little underwhelming but also a possibility. Otherwise I'm not finding anything that will easily work to augment healing.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
e: Wait, nvm.

Alright, 'bout to get this show on the road.

zachol fucked around with this message at 00:02 on Jan 25, 2014

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
I thought there was a reason we couldn't just kill Barnabus.

Also I'm pretty sure we need to find Ilessa (sp?) no matter what? Don't we need to still interrogate Goldbeard about that?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Bah. Who cares what his name is.

Also, how could Barnabus be strong? He's an elf! Sheesh.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
I'm pretty sure Nessa isn't doing anything horribly illegal. At the moment.

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Just putting this out there: some freaky otherworldly demon thing said he's going to consume the world in fire and we're dicking around with this Barnabus chucklefuck, trying to help out Richard with something he really should be able to figure out himself.
I am still not entirely sure why we can't just go, kill Barnabus, and bribe the dwarves to ignore it. Barnabus is in a fairly privileged position to take over the Society that I don't think some other guy could repeat, and Richard is, like, an important hero person who should be able to smooth it over.

I mean, should we be escalating this "heads up the world is literally going to end" business up to someone... more important than Richard? Or what?

zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well then if it's alright with everyone else Nessa's probably gonna start warpathing this thing soon as we get the brewery properly exploded.

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zachol
Feb 13, 2009

Once per turn, you can Tribute 1 WATER monster you control (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.
Well I don't really mean in relation to the recent stuff about his plan, I just mean in general it feels like dealing with Barnabus shouldn't be our highest priority or really our responsibility at all.
I don't think Barnabus is the big villain. If anything, I'm not sure why Richard is the "good guy." He's a blackmailing, power-grabbing jerk, and the Society's basically just propped up vaguely blundering murderers (us) and seized and gathered dangerous flayer tech. The only reason Barnabus is worse is because he's (apparently) going to kill people while trying to seize control of the organization itself. If he'd stuck to legal methods and not hired psychotic freaks who blew up a train I'd... have a hard time seeing a problem with the situation, I guess?

It's more that it feels a little tiresome when the other side can blow up a train while nothing happens, while we have to put up with being questioned for being near attacking and destroying some blood orbs. Barnabus (or at least his side) is the one who escalated to blowing things up first, and it's irritating that we can't respond in kind.
Like, if we're doing sneaky politics I'd wish it had just stayed at sneaky politics.

e: Blarg, I'm not trying to be a butt about this. I probably should've just started with "it's kind of irritating that Barnabus can do all this nonsense while we can't really approach it" in the first place.

zachol fucked around with this message at 08:03 on Feb 14, 2014

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