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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 |
# ¿ Jan 26, 2013 04:31 |
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# ¿ Apr 20, 2024 02:11 |
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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.
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# ¿ Jan 26, 2013 08:32 |
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Nessapre: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. 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 quote:Inquisitor 1 (Spellbreaker) Doomykins posted:Old Codes zachol fucked around with this message at 04:49 on Jun 17, 2014 |
# ¿ Jan 26, 2013 10:13 |
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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?
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# ¿ Feb 13, 2013 11:51 |
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Rtwo I am loving these illustrations.
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# ¿ Feb 14, 2013 06:32 |
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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.
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# ¿ Feb 15, 2013 06:44 |
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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.
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# ¿ Feb 19, 2013 11:18 |
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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"?
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# ¿ Feb 19, 2013 14:25 |
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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.
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# ¿ Feb 19, 2013 14:32 |
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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.
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# ¿ Feb 22, 2013 00:38 |
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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?
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# ¿ Feb 22, 2013 02:55 |
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They are seriously the best.
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# ¿ Feb 27, 2013 10:58 |
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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 |
# ¿ Mar 6, 2013 13:00 |
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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 |
# ¿ Mar 6, 2013 14:59 |
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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 |
# ¿ Mar 6, 2013 15:20 |
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Hmmm well whatever. Still think there should be a cheaper option. Will go with the amulet and some other junk.
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# ¿ Mar 6, 2013 22:26 |
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Right, now I've got equipment updated and ready. Hopefully not forgetting anything.
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# ¿ Mar 15, 2013 11:12 |
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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: quote:Shadow Creature Template (+1 CR)
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# ¿ May 8, 2013 16:49 |
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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 |
# ¿ May 8, 2013 23:58 |
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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.
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# ¿ May 9, 2013 02:57 |
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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 |
# ¿ May 23, 2013 02:49 |
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Updated Vanessa. Nothing interesting, just another level of fighter. Took the Lunge feat (-2 AC for 5' reach).
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# ¿ Jul 8, 2013 03:04 |
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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?
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# ¿ Aug 16, 2013 21:44 |
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Well there's 12 from Nessa's two CLWs. 7 for Hecate and 5 for Nessa bumps them both into "functional," right?
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# ¿ Sep 17, 2013 04:48 |
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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.
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# ¿ Oct 31, 2013 12:48 |
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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 |
# ¿ Nov 3, 2013 04:37 |
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Ahahah, that's horrible.
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# ¿ Nov 11, 2013 07:48 |
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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 |
# ¿ Jan 17, 2014 06:26 |
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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?
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# ¿ Jan 17, 2014 22:22 |
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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?
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# ¿ Jan 17, 2014 23:19 |
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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?
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# ¿ Jan 18, 2014 00:06 |
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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 |
# ¿ Jan 18, 2014 02:32 |
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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.
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# ¿ Jan 18, 2014 03:18 |
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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 |
# ¿ Jan 24, 2014 23:58 |
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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?
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# ¿ Jan 28, 2014 05:25 |
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Bah. Who cares what his name is. Also, how could Barnabus be strong? He's an elf! Sheesh.
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# ¿ Jan 28, 2014 05:48 |
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I'm pretty sure Nessa isn't doing anything horribly illegal. At the moment.
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# ¿ Jan 28, 2014 07:04 |
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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?
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# ¿ Feb 14, 2014 02:09 |
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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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# ¿ Feb 14, 2014 03:27 |
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# ¿ Apr 20, 2024 02:11 |
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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 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 |
# ¿ Feb 14, 2014 07:49 |