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  • Locked thread
KittyEmpress
Dec 30, 2012

Jam Buddies

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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Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
I had a dream that everyone posted, and it was glorious.
Will I ever realize my dreams?

Anias
Jun 3, 2010

It really is a lovely hat

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.

KittyEmpress
Dec 30, 2012

Jam Buddies

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

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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.

Anias
Jun 3, 2010

It really is a lovely hat

Awesome

KittyEmpress
Dec 30, 2012

Jam Buddies

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.

El Fappo
Dec 26, 2012
KittyEmpress that is rude! Haha

I'll just take your share of the treasure in the cave.

KittyEmpress
Dec 30, 2012

Jam Buddies

El Fappo posted:

KittyEmpress that is rude! Haha

I'll just take your share of the treasure in the cave.

Hey, she's not going to fight a big magic crystal to save two evil people!!

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
You can definitely high-tail it back to base if you want.

El Fappo
Dec 26, 2012
Yeah, the two casters can probably handle a magic crystal.

Anias
Jun 3, 2010

It really is a lovely hat

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?

El Fappo
Dec 26, 2012
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.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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.

Anias
Jun 3, 2010

It really is a lovely hat

nm I am dumb, rejoining #FTNO

Lord Koth
Jan 8, 2012

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.

El Fappo
Dec 26, 2012
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.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Post, ye knaves.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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'.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Miscellaneous posts are desired.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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.

Anias
Jun 3, 2010

It really is a lovely hat

I am super interested in this game, but kinda at a loss for what to post 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.
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.

Anias
Jun 3, 2010

It really is a lovely hat

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.

Ryuujin
Sep 26, 2007
Dragon God
If you do rerecruit I am still interested in playing as the Quickling, or reuploading the Contemplative Alchemist or something.

Ryuujin
Sep 26, 2007
Dragon God

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

Anias
Jun 3, 2010

It really is a lovely hat

Hrm

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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

Swags
Dec 9, 2006

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."

Quornes
Jun 23, 2011


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

Arkangelus
Jan 23, 2007
Background inc

pre:
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

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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

Swags
Dec 9, 2006
https://www.youtube.com/watch?v=zIcC8YJrevQ

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
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

Anias
Jun 3, 2010

It really is a lovely hat

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

Anias
Jun 3, 2010

It really is a lovely hat

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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Swags
Dec 9, 2006
derp.

Swags fucked around with this message at 23:57 on Sep 29, 2014

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