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Sorry, I've been out of town mostly and not really thinking of Pathfinder. I asked twice in the chat but both times Dawnfiend seemed to be away, but what kind of Check would I want to make to try and track down the source of those bugs?
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# ? Nov 5, 2013 01:03 |
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# ? Apr 28, 2024 03:35 |
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Apologies, my connection to IRC is a bit unruly at times so I must have missed the message. A knowledge (nature) check or a knowledge (arcana) check might reveal useful information on the bugs. A survival check would be required to 'track' them back to their hive, if they have such a thing, although they can fly and you can't, so that might complicate any tracking. You have scent, however, so that might overcome some of the problems inherent in tracking a flying creature.
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# ? Nov 5, 2013 01:12 |
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I had a dream that everyone posted, and it was glorious. Will I ever realize my dreams?
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# ? Nov 21, 2013 03:38 |
I'm moderating a mafia game on another site that's eaten all my time these past few days, but I will go check the thread right now as the game is currently night phase. Thanks for the bump Waador.
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# ? Nov 21, 2013 04:19 |
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It may be asking a bit much but if someone would be willing to add me to Skype (Anonymouses1) and remind me I'm in this game and need to post that'd be great. I'm horribly stressed and forgetful lately. Edit: I also have no idea what to provide from Uru'vi at the current moment, so I'll likely delay posting until I can figure out something to do. KittyEmpress fucked around with this message at 05:35 on Nov 23, 2013 |
# ? Nov 23, 2013 05:29 |
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Apologies for the delay since this most recent post, have been working 12-14h a day since mid-December trying to get some software released. Things are cooling down now so I should be able to get back to a proper update frequency.
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# ? Jan 29, 2014 07:34 |
Awesome
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# ? Jan 29, 2014 08:18 |
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Waador, would you be opposed to Uru'vi just taking off, possibly offering the two who aren't on the other side of the entity a ride back 'home'? Because ditching the skeleton and the orc is too good.
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# ? Feb 16, 2014 05:38 |
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KittyEmpress that is rude! Haha I'll just take your share of the treasure in the cave.
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# ? Feb 16, 2014 20:53 |
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El Fappo posted:KittyEmpress that is rude! Haha Hey, she's not going to fight a big magic crystal to save two evil people!!
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# ? Feb 16, 2014 21:28 |
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You can definitely high-tail it back to base if you want.
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# ? Feb 16, 2014 21:38 |
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Yeah, the two casters can probably handle a magic crystal.
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# ? Feb 16, 2014 22:36 |
Ok, so again out of character because it's quick: Did we ever nail down the items we want from kraken? Which way do we want to explore next?
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# ? Mar 7, 2014 15:24 |
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I don't know which item we agreed on, but I think exploring that cave I was in would be a good idea. Seemed like a pretty important place. It probably has some good loot or something that will kill us all.
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# ? Mar 7, 2014 17:18 |
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As far as I recall you guys never agreed on which treasure you wanted to keep from his stockpile. He's going to want to plane shift away before you head out into the wilds again, though, so you'll have to make that choice (somehow) in the near future. As to which direction you want to explore in next, I'll update the map for the next post so you can get your bearings.
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# ? Mar 7, 2014 20:00 |
nm I am dumb, rejoining #FTNO
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# ? Mar 8, 2014 00:03 |
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I think there was a general lean towards getting the cauldron and spike, but after that it was more of a tossup. And even those weren't solid.
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# ? Mar 8, 2014 07:04 |
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The cauldron would actually work really well for us if I pick up the Cauldron hex next level. The cauldron's bonus to craft checks would stack with the bonus the hex gives me and would let me churn out potions for everyone.
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# ? Mar 8, 2014 07:55 |
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Post, ye knaves.
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# ? Apr 23, 2014 19:16 |
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Post incoming tomorrow or Thursday. Got roped into teaching a class I know nothing about so have been furiously learning material to teach it once for no apparent reason other than 'because'.
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# ? Jul 9, 2014 06:23 |
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Miscellaneous posts are desired.
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# ? Aug 1, 2014 06:54 |
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I will put up a post shortly, but trying to get a bead on the players. I know Fappo recently had an emergency he had to deal with which appears to be keeping him away from computers, which puts us one down. I am also not sure if Kitty Empress is still interested, trying to get confirmation over Skype on that front. It seems there is still engagement for the game from Zachol and Anias, and I believe Lord Koth is still interested as well. If we need to replace one or two people not a big deal but going to give it a bit of time to sort itself out before forcing you guys too far ahead.
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# ? Aug 22, 2014 05:18 |
I am super interested in this game, but kinda at a loss for what to post at the moment.
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# ? Aug 23, 2014 01:03 |
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Sort of similar? This seems like a bad situation. The illusion thing is sort of my best shot, but (just metagaming for a second) it won't be sufficient to deal with blindsense (or blindsight, for that matter). Unless the dragon lingers at the entrance for a little bit and Zoka can get the door open, not sure where this is going to go.
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# ? Aug 23, 2014 01:12 |
zachol posted:Sort of similar? This seems like a bad situation. The illusion thing is sort of my best shot, but (just metagaming for a second) it won't be sufficient to deal with blindsense (or blindsight, for that matter). Unless the dragon lingers at the entrance for a little bit and Zoka can get the door open, not sure where this is going to go. Just open ze door and into a dungeon crawl and life is fine.
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# ? Aug 23, 2014 04:49 |
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If you do rerecruit I am still interested in playing as the Quickling, or reuploading the Contemplative Alchemist or something.
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# ? Aug 23, 2014 05:56 |
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Z'gell Long, long, long ago Z'gell's people were much like other humanoids. Well they were considerably more intelligent than most, but for the most part they were like other humanoids. And then they found a great secret within themselves. They sought greater intelligence, they unlocked the secrets of the mind. They focused solely on the mental realm, and their bodies atrophied. Their minds, and brains, expanded. They evolved. They mutated. Many centuries had passed and Z'gell's people were physically nothing like they once were. They then looked like floating brainsacs above an atrophied body something like the cross between an insect and a fetus. They were already quite hard to look at. And then the world fell apart. Things kept going wrong all across the world, people began to turn on each other. And Z'gell's people were decried for being "mutants" for being unnatural and monstrous. Basically they were hated for being different and ugly. They were hunted down and exterminated. Z'gell is the last of his kind, a mutant that barely survived the purges. Captured, and spared, he found himself locked away in a mighy prison, held in place by a force cage that blocked anything he could bring against it. Locked up for thousands of years he waited, and atrophied, his skin began to rot. Already disturbing from his racial mutation he became all the more hideous as he took to looking like a giant brainsac atop an atrophied and now rotting looking cross between an insect and a fetus. pre:Z’gell Contemplative (CR 2, 4 HD) Alchemist 1/Oracle 1 Neutral Strength 10 -4 06 (-2) Dexterity 10 +2 12 (+1) Constitution 14 -2 12 (+1) Intelligence 16 +14 30 (+10) Wisdom 10 +6 16 (+3) Charisma 16 +10 26 (+8) (+1 level) HP 28/28 [8+14+6 (Con)] (4d10+1d8+1d8+6) BAB +04 Init +1 CMB +2 CMD 14 AC 18 = 10 + 8 Cha Touch 18 Flat Footed 10 Fort: 02 = 1 Base +1 Con Refl: 12 = 4 Base +8 Cha Will: 11 = 8 Base +3 Wis Attacks Claw +2 melee (1d4-2) Speed: 5 feet, 30 feet fly (perfect) Feats 1st - Cosmopolitan (gain 2 languages, make 2 Int/Wis/Cha skills class skills: Dungeoneering and Religion) 1st - Brew Potion (bonus) 1st - Throw Anything (bonus) 3rd - Point Blank Shot 5th - Master Alchemist Skills Total = Ranks + Stat + Misc ----- ----- ---- ---- Climb +02 = 01 - 2 St +3 Craft Alchemy +19 = 06 + 10 Int +3(+2 for alchemical items) Disable Device +10 = 06 + 1 Dex +3 Diplomacy +12 = 05 + 8 Cha +3-4 Fly +18 = 06 + 1 Dex +3+8 Heal +11 = 05 + 3 Wis +3 Intimidate +16 = 05 + 8 Cha +3 Know. Arcana +21 = 05 + 10 Int +3+3 Know. Dung. +15 = 02 + 10 Int +3 Know. Engine. +14 = 01 + 10 Int +3 Know. Geogra. +15 = 02 + 10 Int +3 Know. History +16 = 02 + 10 Int +1+3 Know. Local +15 = 02 + 10 Int +3 Know. Nature +18 = 05 + 10 Int +3 Know. Nobility +15 = 02 + 10 Int +3 Know. Planes +15 = 01 + 10 Int +3+1 Know. Religion +14 = 01 + 10 Int +3 Perception +11 = 05 + 3 Wis +3 Profession +06 = 00 + 3 Wis +3 Ride +05 = 01 + 1 Dex +3 Sense Motive +11 = 01 + 3 Wis +3 Sleight of Hand +05 = 01 + 1 Dex +3 Spellcraft +19 = 06 + 10 Int +3 Stealth +09 = 05 + 1 Dex +3 Survival +07 = 01 + 3 Wis +3 Swim +02 = 01 - 2 Str +3 U. Magic Device +13 = 06 + 8 Cha +3-4 Languages: Telepathy 100 ft., Tongues, Planar Trade Common, Giant, Qualith, Minotaur, Tsochar, Draconic, 6 more that can be written. Traits - Gifted Adept - Magic Missile gets +1 CL (Now CL 5 and 3 missiles) - Scholar of the Great Beyond - +1 trait bonus on Knowledges: history and planes, one is a class skill Racial Traits: - Senses: Blindsight 60 ft., Darkvision 60 ft., Detect Magic - Immune: mind-affecting effects - Speed 5 ft., Fly 30 ft. Perfect - Claw dealing 1d4 - Spell-Like Abilities (CL 4; Concentration +12): Constant: Detect Magic, Mage Hand, Read Thoughts, Tongues At Will: Daze (DC 18), Detect Thoughts (DC 20), Ghost Sound (DC 18), Magic Missile 3/day: Telekinesis (DC 23) - Languages: Telepathy 100 ft., Tongues Class Features Alchemist (gain 1st level at 3rd) - Mind Chemist - Gain proficiency in simple weapons and bombs, and light armor - Alchemy: Can create alchemical items, gain level as competence bonus to such craft rolls, can create extracts and mutagens. - Extracts: Know 12 1st level formulae. 1+3 1st level extracts per day. - Bomb: 1d6+10 fire damage to target on a hit, splash damage of 11. Can use 11/day. - Brew Potion: Get brew potion as a bonus feat and can brew potions of any formulae he knows up to 3rd level. It must be one that can be made into a potion. - Cognation: Increase one mental stat by +4 alchemical bonus, and +2 natural armor bonus, take a -2 penalty to one physical stat opposite the mental stat. Int/Str, Wis/Dex, Cha/Con. Takes 1 hour to brew and lasts 10 min/level. - Throw Anything: Gain the Throw Anything feat, add Int mod to damage done with splash weapons, including any splash damage. Already included in bomb class feature. Oracle - Gain proficiency in simple weapons, light armor, medium armor and shields but not tower shields. - Spells: Cast spells from the Cleric list. Spells known 4 0th level and 2 st level. Add all Cure spells to spells known at levels when I can cast them. Can cast 3+2 1st level spells per day. - Mystery: Lore – Add Appraise, Spellcraft and all Knowledge skills to class skill list. - Oracle's Curse: Wasting – take a -4 penalty on Cha based skill checks except for Intimidate. Gain a +4 competence bonus to saves vs disease. - Orisons: - Revelation: - Sidestep Secret – Add Cha instead of Dex to AC and Reflex. Known Formulae: 1st - Ant Haul, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Endure Elements, Enlarge Person, Targeted Bomb Admixture, Polypurpose Panacea, Reduce Person, Shield, True Strike, Spells Known: 0th - Create Water, Enhanced Diplomacy, Purify Food and Drink, Stabilize 1st - Cure Light Wounds, Entropic Shield, Shield of Faith Gear: Alchemy Kit 5 lbs 25 gp Formulae Book Ring of Protection +1 2000 gp Ring of Sustenance 2500 gp 3475 gp remaining Ryuujin fucked around with this message at 04:56 on Sep 13, 2014 |
# ? Sep 9, 2014 06:38 |
Hrm
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# ? Sep 9, 2014 15:01 |
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Two changes for character creation purposes - if you are playing a creature without a CR (i.e a normally playable race, such as human), you can: • gestalt as any two Pathfinder classes, with the exception of wizard, cleric, and druid; and • use a point-buy of 32 as opposed to 25. There's obviously a bit of an imbalance between the creatures with seven hit dice and ability scores approaching thirty, so hopefully this addresses that. Obviously this means those characters (Zoka and if he returns, Skullguy) get the benefit of that on level up as well. Prestige classes would probably not be able to be doubled up on from a gestalt perspective, as well, though I haven't thought too far ahead on that. Also the IRC channels I am in appear to be SpiderQueen on SynIRC or FTNO on Freenode. I'd say just use the former. Waador fucked around with this message at 17:48 on Sep 9, 2014 |
# ? Sep 9, 2014 17:27 |
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Kol'qarsi He should have been the leader, in truth. He was always first in everything. In speed, none could match Kol'qarsi. In height and size, he towered above his kin. Luna chose him as a stunning example of all that a unicorn could be in the forest, in doing so, harmed his gait by imbuing him with so much power. And Kol'qarsi's thoughts, for the first time in his long life, turned dark. No longer was he the fastest, struggling even to keep up with the children. No longer the strongest, for his sister's brawn began to outpace him. Eventually, as his blackened emotions took over and his pelt turned kohl, and then a sleek shadowy black to match, he was no longer even the brightest. The moon he had so worshiped shunned him. His own hubris had driven him to the outside of his clan, and so his people turned to Uru'vi, his sister, for leadership when his parents passed. And it began to reverse. His sister looked to him for wisdom, and he felt like an adviser. No longer did he have to be the center of attention. He realized that much of his burden was the result of his own stress at the expectations of others. With no one to disappoint, he started to run free in the wind again. He began to hear Luna's voice again as she waxed and waned. He was the first to hear her shrill warning, and Uru'vi, on his advice, lead their clan to higher ground. When the Kraken came, he had predicted it, a frightful dream come to life. It towered above him in his mind, and while he cowered, Uru'vi arose to the challenge. She said she would lead their people to their safety. And with that they were gone, transported to a lush world seemingly devoid of all the things they knew. Except, of course, for the song that drifted lazily into Kol'qarsi's ears. He glanced up through the canopy, and saw not only a moon, but a moon of massive size, its color a pale crimson. "We'll survive here," he assured his clan as Uru'vi left to scout ahead. "We'll thrive here."
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# ? Sep 10, 2014 02:53 |
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His people were dying. Under attack by vicious predators that only wanted to sate their appetite on brains. His people had the misfortune of coming to their attention. Some fought, some hid, and some ran. Lokar fought, and when the battle became hopeless hid. With what survivors he could find he ran. Was there anywhere safe for them? He doubted it. They took shelter in one of their temples. The people prayed for salvation. He prayed for life. Their god sent a messenger. "Your fear is at a end. Take my hand." They did, and died. "Lokar, you ask for life. You shall have another." Lokar blinked, confused, then felt himself falling into sleep. pre:Lokar Nogard Half-Giant Aegis/Brawler 4 Neutral Good Strength 16 +2 +2 +1 21 (+5) Dexterity 15 -2 13 (+1) Constitution 14 +0 +2 16 (+3) Intelligence 16 +0 16 (+3) Wisdom 12 +2 14 (+2) Charisma 08 -1 -8 (-1) HP 48/48 BAB +04 MAB +09 RAB +05 Init +3 CMB +10(+13 Grapple) CMD 21(24 vs Grapple) AC 20 = 10 + 8(armor) +1(trait) +1(shield) Touch 10 Flat Footed 18 Fort: 07 = 4 Base +3 Con Refl: 05 = 4 Base +1 Dex Will: 06 = 4 Base +2 Wis Attacks +9 2d8+5 Customization Points 7 / Power Points 5 Fortification Hardy Stalwart Brawn Augmented Weapon Flexible Suit Darkvision (60ft) Energy Resistance (5) Traits Defender of the Society (+1 ac) Excitable (+2 init) Feats Improved Unarmed Strike 1st - Power Attack 2nd(Brawler)- Improved Grapple 3rd - Snapping Turtle Style Skills 28/28 Name Ranks Stat Mods Total Acrobatics 4 1 3 +8 Craft (Armor) 4 3 4 +11 Craft (Stoneworking) 4 3 3 +10 Knowledge (dungeoneering) 4 3 3 +10 Knowledge (local) 4 3 3 +10 Perception 4 2 3 +9 Survival 4 2 4 +10 Languages: Common Racial Traits: - Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race. - Low-Light Vision - Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects. - Powerful Build: Count as once size larger when advantageous - Survivor: Half-giants gain a +4 racial bonus to Survival checks Class Features Aegis - Astral Repair: Can repair mundane items, 2 HP per standard action, at will. Can fix broken items. All pieces must be present for it to function. Does not undo warping or transmutation - Craftsman: at 2nd level, receive +1 to craft skill of choice. at 6th level and every 4 levels after this increases by 1 - Damage Reduction: At level 2 receive DR 2/- when wearing astral suit. Increases by 1 at 5th level and every 3 levels afterwards - Invigorating Suits: Gain feat Endurance when wearing astral suit - Reconfigure: At 3rd level can reconfigure astral suit points up to Int Mod one per day as standard action. Increase per day by one every 2 levels afterwards. - Augment Suit: At 4th level, may spend 1 PP per 4 levels to gain temporary customization point. Standard action, lasts Int mod rounds. Brawler - Brawlers Cunning: If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. - Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). - Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. - Brawler's Flurry (Ex): Full attack action, counts as having two weapon fighting feat. Apply full strength modifier to damage rolls. May substitute disarm, sunder, or trip CMs for attacks. Gain ITWF at lvl 8, GTWF at level 15 - Maneuver Training: At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. - Knockout Blow: At 4th level, 1/day a special attack. If it hits and target takes damage, target must make Fort save vs(10 + 1/2 brawlers level + Str modifier) or falls unconscious for 1d6 rounds. May make new saving throw at beginning of each new round. Does not affect creatures immune to crits or non lethal. At 10th, 2/day, at 16th, 3/day Gear: Muleback Cords 2,000gp Handy Haversack 2,000gp Masterwork Tool x2 100gp Anvil 10gp Tent, Large 30gp Gold: 3,860gp Quornes fucked around with this message at 00:30 on Sep 12, 2014 |
# ? Sep 10, 2014 02:57 |
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Background incpre:Male Half Giant Gestalt Psychic Warrior/Fighter 4 Lawful Good Strength 16 +2 18 (+4) Dexterity 15 -2 +1 14 (+2) Constitution 14 +0 14 (+2) Intelligence 12 +0 12 (+1) Wisdom 16 +2 18 (+4) Charisma 08 +0 08 (-1) HP ??/?? BAB +04 Init +3 CMB +9 CMD 21 PP 18/18 [8 (Wis bonus) + 6 (Psychic Warrior) + 2 (Psionic Talent) + 2 (Unlocked Gift)] AC 21 = 10 +2 Dex +0 Natural +6 Breastplate +3 Shield Touch 12 Flat Footed 19 Fort: 06 = 4 Base +2 Con + Refl: 02 = 1 Base +1 Dex + Will: 05 = 1 Base +4 Wis + Attacks Large Earthbreaker +4 melee (3d6+4) Speed: 30 feet Feats 1st - Unlocked Talent 1st(PsyWarr) - Psionic Meditation 1st(Fighter) - Dodge 2nd(PsyWarr) - Psionic Weapon 2nd(Fighter) - Weapon Focus (Great Sword) 3rd - Improved Metamorphosis 4th(Fighter) - Shield Focus Traits Civilized - Gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you. Reactionary - +2 to initiative Skills Total = Ranks + Stat + Misc ----- ----- ---- ---- Autohypnosis +08 = 02 + 4 Wis + Climb +08 = 01 + 4 Str + Intimidate +05 = 03 - 1 Cha + Know(dungeon) +05 = 01 + 1 Int + Know(engineer) +06 = 02 + 1 Int + Know(local) +06 = 01 + 1 Int +1 Trait Know(nobility) +08 = 01 + 1 Int +2 Path +1 Trait Know(psionics) +06 = 02 + 1 Int + Perception +08 = 01 + 4 Wis + Prof(engineer) +08 = 01 + 4 Wis + Ride +05 = 01 + 1 Dex + Spellcraft +06 = 02 + 1 Int + Survival +12 = 01 + 4 Wis +4 Racial Swim +08 = 01 + 4 Str + Languages: Common, Giant Racial Traits: - +2 Wisdom, +2 Strength, –2 Dexterity - Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race. - Low-Light Vision - Fire Acclimated: +2 racial bonus on saving throws against all fire spells and effects. - Powerful Build - Naturally Psionic: Psionic Talent feat. - Spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier. - Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. - Survivor: Half-giants gain a +4 racial bonus to Survival checks. - Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan. Class Features: Psychic Warrior: Weaponmaster Path: Powers: Empty Mind, Metaphysical Weapon Bonus Class Skill: Knowledge (Nobility) Path Skill: +2 Knowledge (Nobility) Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus on attack rolls made with a weapon (natural weapons do not count for this benefit). This bonus increases by 1 every four psychic warrior levels thereafter. Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action when an enemy attacks you to make a single melee attack against that enemy and then take a 5-foot step. The enemy’s attack is resolved before you take your action. At 8th level and every five psychic warrior levels thereafter, you gain a +1 competence bonus on the attack and damage rolls made for this attack. Fighter: Bravery 1: Fighter gains a +1 bonus on Will saves against fear. Armor Training 1: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. A fighter can also move at his normal speed while wearing medium armor. Power List: Psychic Warrior: 0th Conceal Thoughts 0th Detect Psionics 0th My Light 1st Inevitable Strike 1st Precognition, Defensive 1st Skate 1st Minor Metamorphosis 1st Metaphysical Weapon 1st Empty Mind 2nd Dissolving Weapon
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# ? Sep 11, 2014 00:45 |
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The party will be taking on: - Kol'qarsi (played by Swags), next of kin of Uru'vi, former queen of unicorns; - Z'gell Marx (played by Ryuujin), timeless mutant oddity; and - Lokar Nogard (played by Quornes), the faithful man who was rewarded by his god with death. And life. I am tempted to take all four and see what happens but I think that might be a disservice to the existing party so am going to avoid doing so. The events that need to transpire to introduce Kol'qarsi and Z'gell will be occurring today and tomorrow, and Lokar Nogard will be occurring shortly after that, such that hopefully everyone is in play by Wednesday or Thursday. edit: running behind schedule and I apologize for that. 90% of the chapter shift is up with the next pieces being opening the door and getting to safety and finding Ryuujin. You should be able to start interacting with the environment and the gross brain sac tomorrow evening. Waador fucked around with this message at 06:29 on Sep 17, 2014 |
# ? Sep 15, 2014 06:51 |
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https://www.youtube.com/watch?v=zIcC8YJrevQ
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# ? Sep 17, 2014 22:37 |
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OK, post is up, Ryuujin is in play, and Szandra and Kol'qarsi are currently conscious. I suspect Zoka and Sieversii will also be conscious immediately after level-up (which takes about 5 minutes when knocked unconscious).
Waador fucked around with this message at 22:48 on Sep 21, 2014 |
# ? Sep 21, 2014 22:40 |
HP @ Level up to 4: 9+5d6+15+1d8+3 51 Level up (4) hp for Sieversii, now with correct first level hp included. 51/51 hp, so conscious barely. I'll get my sheet updated, but I'm reading your post as I'm out cold for the next 5 minutes in game time. pre:Sieversii #2 Dryad druid 4 (Pathfinder Player Companion: Animal Archive; Pathfinder RPG Bestiary 116; Pathfinder RPG Ultimate Magic 38) LN Medium fey Init +11; Senses low-light vision; Perception +16 -------------------- Defense -------------------- AC 20, touch 15, flat-footed 15 (+2 armor, +5 Dex, +3 natural) hp 51 (1d8+(max1d6)+5d6+21) Fort +9, Ref +10, Will +12; +4 vs. fey and plant-targeted effects DR 5/cold iron Weakness tree dependent -------------------- Offense -------------------- Speed 30 ft. Melee starlight, cold iron longsword +10 (1d8+2/19-20) and . . scythe +3 (2d4/×4) Ranged longbow +8 (1d8/×3) Special Attacks wild shape 1/day Spell-Like Abilities (CL 6th; concentration +12) . . Constant—speak with plants . . At will—entangle (DC 17), tree shape, wood shape (1 lb. only) (DC 18) . . 3/day—charm person (DC 17), deep slumber (DC 18), tree stride . . 1/day—suggestion (DC 18) Druid Spells Prepared (CL 6th; concentration +11): . . 2nd—feather fallD, gust of wind (DC 17), lesser restoration, spider climb . . 1st—calm animalsD (DC 16), cure light wounds, cure light wounds, dream feast, faerie fire, obscuring mist . . 0 (at will)—create water, detect magic, know direction, light, mending, read magic . . D Domain spell; Domains Animal, Feather -------------------- Statistics -------------------- Str 11, Dex 20, Con 16, Int 16, Wis 20, Cha 22 Base Atk +3; CMB +3; CMD 18 Feats Boon Companion, Deadly Aim, Improved Initiative, Martial Weapon Proficiency (longsword), . . Point-blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Finesse Traits magical knack, reactionary Skills Acrobatics +9, Bluff +10, Climb +9, Craft (sculpture) +10 (+16 when affecting wood, and +2 circumstance bonus from masterwork tools), . . Diplomacy +10, Disguise +10, Escape Artist +16, Fly +9, Handle Animal +15, Knowledge (nature) +12, Perception +16, Sense Motive +9, . . Sleight of Hand +9, Stealth +16, Survival +14, Swim +4, Use Magic Device +15; Racial Modifiers +2 Perception Languages Common, Druidic, Elven, Orc, Sylvan; speak with plants SQ eyes of the hawk, nature bond (feather domain), place magic, spirit sense, spiritual guidance, tree meld, wild empathy +18, woodcraft Other Gear leather armor, starlight, longbow, scythe, 30 gp . . Enveloping Pit with Enclosed Arboreal Garden (3740, pit 3600, 1 ioun torche (75), Ladder, fertile soil, artisan gardening tools (65)) Settlement gear Heavy Wagon x 11 = 1100, Cow x 20 = 200, Ox x 20 = 300, Leather Armor x 21 = 210, . . Longbow x 2 = 150, Shortbow x 5 = 150, Barrel x 20 = 40, Arrows x 1000 = 50, Sheep x 20 = 40, . . Canvas (200 sq yards) = 20 -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD). Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Druid Domain (Feather) Add Fly to your list of class skills. . . In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Druid) +2 CL for a specific class, to a max of your HD. Place Magic (8/day) (Su) Free, +1 to caster level for 1 round. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously. Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, . . targeting itself or its master. In addition, a totem guide's master can spontaneously cast the following spells . . while adjacent to the totem guide by sacrificing a spell of equal or higher level: . . . . 1-detect animals or plants, 2-augury, 3-helping hand, 4-divination, 5-commune with nature, 6-find the path Tree Dependent (Su) Sicken and die if more than 900 ft from bonded tree. 24 hr ritual attunes to new tree. Tree Meld (Su) Can meld into a tree as meld into stone but with unlimited duration. Wild Empathy +18 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day. Woodcraft (Ex) +6 to Craft checks involving wood, and treated as having masterwork tools for it. pre:Moonlight Roc (totem guide) LN Medium animal Init +5; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural) hp 28 (-4) Fort +3, Ref +9, Will +2 -------------------- Offense -------------------- Speed 20 ft., fly 80 ft. (average) Melee bite +8 (1d6+1) and . . 2 talons +8 (1d4+1) Spell-Like Abilities (CL 4th; concentration +4) . . —spiritual guidance -------------------- Statistics -------------------- Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11 Base Atk +3; CMB +4; CMD 19 Feats Piranha Strike, Weapon Finesse Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel Skills Fly +9, Knowledge (geography) -3, Perception +5, Use Magic Device +1 SQ attack any target, combat riding, fetch -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Fetch [Trick] The animal will get a specific object. Flight (80 feet, Average) You can fly! Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons. Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will . . as a full-round action, targeting itself or its master. In addition, a totem guide's master can spontaneously . . cast the following spells while adjacent to the totem guide by sacrificing a spell of equal or higher level: . . . . 1-detect animals or plants, 2-augury, 3-helping hand, 4-divination, 5-commune with nature, 6-find the path Anias fucked around with this message at 07:43 on Sep 24, 2014 |
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# ? Sep 22, 2014 04:36 |
Since it's come up in IRC a few times, waador/dawnfiend's clarification on how the exits work for this room: We're in a big square room that branched off a long mostly vertical tunnel. Think elevator shaft and we're on a lower floor. We entered up above ourselves, and fell down the shaft and were shunted into this room. So the only exit we see at the moment is the 20' diameter tunnel entrance on the west wall, and we can climb up into it to find the next area.
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# ? Sep 29, 2014 12:29 |
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# ? Apr 28, 2024 03:35 |
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derp.
Swags fucked around with this message at 23:57 on Sep 29, 2014 |
# ? Sep 29, 2014 18:27 |