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Tavar
2012-04-22, 04:16 PM
This is the Out of Character thread for the Shards of Terna game. In your first post in this thread, please put all of your character's information/a link to said information. Remember that the recruitment thread will be erased.

Setting information:
Introduction:
Terna is a world rent asunder. Two thousand years ago, an age of Monsters and Demons began, covering the land in darkness. Some fought the darkness, great heroes rising up to bring forth the Light once more. But they could not win, not against the host Arrayed before them. So they found a third option: the Sundering.

They broke the world, and in doing so broke the back not only of the Dark, but civilization as well. Now the Shards of Terna float in the astral sea, and in the time since the Sundering the world has rebuilt, and incorporated the wonders that have emerged.

The most important of these wonders, however, is the existence of portals. Stable rifts, they connect the shards of Terna together, allowing the contact between the far-flung fragments of a broken world. And such, they bring the basis for conflict: nexuses. Places where, instead of the normal 2 or 3 portals, one finds many. Highly prized, they have made and broken nations before. With the discovery of a Nine-portal nexus, it looks like they might once again. The question is, which?


At the time of the fall, the world was similar, development wise, to our World around the time of the Roman Empire. More advanced in some ways, due to the presence of magic and the like, but lacking in others. The Sundering knocked the world back centuries, development wise. And made advancement all the more difficult, though society has painfully pulled itself out of the ashes.

Out of the ashes of the nations of the age, new civilizations formed. Primarily what were essentially city states, with 3 known exceptions. The largest is the Uromathia Range, the militant and advanced nation of the Canim. The supposedly second largest is the Principality of Eniath, which is rather far away from the others, and the distance keeps them from much interaction beyond trade caravans. The final nation is the Eternal Kingdom of Tosaria, a relatively recent merger of 4 city-states, born out of a military alliance against the Uromathia.


More information on Portals.

Portals have many interesting properties, ones that have dictated the course of development. Most evident are their immediate effects on magic. Spells, powers, manifestations, and the like, all have trouble going through a portal. Transport spells, such as Dimension door and other Teleportation magics fail altogether, and Scrying spells can only breach them with difficulty. Current theory holds that each Shard is a separate demiplane, which would account for the trouble, though so far no one has been able to craft a planar magic spell that links plane to plane.

Additionally, spells aimed through a portal seem to simply collide with the portal itself, doing nothing, except in the case of emanations. A fireball aimed for one side will spill through, for example. Continuous spells moved through a portal seem disrupted in the same way that casting spells on certain outsiders or great magical beasts, though like in those cases this is not constant.

Less evident are the ways Mortals can interact with the portals directly. Really, their are only 2 currently known, mirror images of one another. Anchoring and un-anchoring. Portals form naturally as far as one can tell, but they also dissipate naturally, over the course of moths, years, or decades, depending on the strength of the shard in question. Strength is a measure of the shard's size, the size of the portals in the shard, and the number of portals in a shard, given a rating of 1 through 7. Stronger shards lose portals slower, and weaker faster. The only known way to stop this is the Anchoring ritual. The process is somewhat in depth, but after completing it the portal will not weaken. The un-anchoring process is largely self-explanatory: it removes the effect of the anchor. Both processes are long, taking up to weeks in some cases, and neither can be hidden.


Shard Politics
The Principality of Eniath is only really a factor with Trade negotiations, due to it's distance. The Free City states generally have great influence only within their borders, though their are many alliances between different states, of varying degree's of strength. The main things preventing the spread of influence is that they tend to counteract each other, preventing any one players dominance.

Thus, at least for the current age, the so called superpowers are the Canim and Tosarians. The Canim have long been present, but in the past 200 years have they begun to expand. At first, like all such events, no one really cared. But that time is past. City States that border Canim territory have begun to create stronger alliances, and 100 years ago the Eternal Kingdom formed in response to increasing Canim pressure.

Soon afterword, both nations were expanding into a new Plane, one that connected to both of their nations. Tensions were high, and soon fighting broke out, small raids at first, then larger. Until, finally, war broke out, a scant 25 years since the founding of Tosaria. It was a war they couldn't win, their position in the shard difficult to hold. Worse, a second portal connecting the shard to the Canim territories opened up, and the Tosarians were crushed. So much that the home shard of one of the founders was all but lost before momentum could be reversed. Peace followed, uneasy even after all these years.


In the Spoiler is a rough map. Grey indicated Canim shards, Bule are Eniathian shards, red are free city states, and Green are Tosarian shards. Black lines indicate portals linking demiplanes. No scale involved, and not all shards are marked.
http://i189.photobucket.com/albums/z77/Ilavator/shards.jpg

Eternal Kingdom of Tosaria.

Due to the increased danger felt by the expanding Uromathia Range, many city states began creating stronger alliances. Some went even further. Having had peace for over 400 years between them, the nations of Deng, Calirath, Sharona, and Tezoca joined together, naming the joint nation they had become after a Holy mountain from Pre-Sunder Days, still recognizable, and located within one of the periphery shards.

The formation was none too soon, as a new portal opened up, but the shard in question was already being explored by the Uromathia. The two sides kept peace for some time, but eventually war broke out, known as the War of Tears by the Tosarians, as not only were they forced from the new territory, but the Sharonan home shard was conquered.

The next 72 years were taken as a time to rebuild, but also to truly integrate the nation. It has not been entirely successful, but there is a growing segment of the population that really thinks of themselves as Tosarians first. Most such individuals live in periphery shards, as those are they ones that have the most mixing.

Military, Tosaria focuses on the defense. Their last war's disastrous conclusion has created a crop of officers rather hesitant to take risks, though as usual in this situation the up and coming generation seems to be bucking the trend. Overall, the populace is eager for a new war, hoping to beat back the Uromathia.

Brief Descriptions of the Major Cultures
Deng-Based in an area considered small for a home-shard, it was a confederation of several Dwarf and other mountainous race communities. They even have a Dragon as part of their nation, a being even more rare than before the Sundering. Overall, they tend to be a stable, conservative group, due to the long lives of it's most populace members. Culture changes with the generation, after all. It is the Industrial powerhouse of the kingdom. While it's former head is not part of the succession, it does contain the Second highest noble of the land, as well as control over several key departments of the Council.

Calirath-The Largest province of the kingdoms, they are represented in the Royal Line. They are also the most divided over going to war; on one hand they were the most militant of the previous city states, and would like to regain their lost face. On the other, they respect the Range's powerful military, and aren't sure that the current Kingdom's military can truly match them offensively. In a way, they are the most normal of the 4, being Human dominated, without the strange anomalies of Tezoca or the Bubble kingdom legacy of Sharona.

Sharona-Fair Sharona was the key to to formation of the kingdom. For it was a rarity among the citystates, one that the others could all trust. Every other nation had, at one point or another, been expansionistic, looking for resources, land, and power at the expense of someone else. Except Sharona. It had been isolated from any outside contact for centuries, a few shards connected together, with no outside contact. Thus, when they finally were introduced to the wider world, they wanted simply to coexist. The consolidation was their idea, and their Premier became the First King. And even though they were formed for defense, they remained hopeful for peace.

But that was before. Now Sharona is lost, the shining towers toppled, the white walls blackened. And the King is dead. Now they are the most hawkish of the groups, eager to get revenge.

Tezoca-Pre-sundering, this Shard is thought to have contained a Wizard's massive home and research station. That's the only reason the current inhabitants can possibly explain the even more numerous oddities that exist within the shard than normal: the magics of the home reacting with the Sundering to create the anomalies among the island chains. It population has a reputation as being crazy and over-eager, especially when it comes to research and advancing their knowledge of the world. Or making a really big explosion, if you listen to their critics. They also have some of the best medical and mental health care available in the Shards. They also have no real connection to the line of succession, but no one can really tell if they care. They do have a couple key positions on the council.

On the Government:
Scholars call it a Constitutional Monarchy. The King and Queen are rulers, but their powers are not absolute, in this case tempered by a Parliament, consisting of the Upper Lords of the Land, as well as a system of courts, whose Judges are jointly appointed by Parliament and the Monarch.

The Monarch also has a Council. Each member of the council oversee's a specific domain, whether the Treasury, the military, or something else. Their power over these areas is at the pleasure of the Monarch, though. A Wise one, however, will realize that he or she cannot do everything by themselves, and that competent subordinates should be trusted. This isn't the only purpose, however. They Council also acts as a go-between for the Monarch and the Parliament, giving the latter a bit of distance so they aren't seen to directly question the head of state. The number of positions, what exactly their duties entail, and who fills said position is largely up to the Monarch, except for 5 positions specifically called out in the Constitution. These Five, sometimes called the Upper council, do have some control, and their appointment is done by the nobles of the Province the position was given to. These positions were given to Tezoca and the Deng, in recognition that they would not have a direct tie to the Royal line, nor would they demand such a thing. Other such positions can be created, but only if the Constitution is amended. The positions are Councilor of the Military, Justice, and Treasury, the three positions given to the Deng, and Councilor of Education and Development, given to the Tezoca. Neither the Upper Council or normal Council positions are for life: in the latter case they serve till the Monarch wishes to replace them or till they wish to leave. In the former case they serve till they wish to leave or their home Province wishes to appoint someone else. In the latter case, a Monarch can ask for someone to be kept on or be replaced, but their is no official pressure they can apply.

Additional note about portals: They only occur on the edges of Shards. Also, the average size is about 4 miles wide, 1 mile high, sort of a half oval shape.

Additional Note about the Uromathia Range. Of the shards show, 3 were Shards owned before contact. Almost all of the other shards used to be independent City States, conquered over the course of 200 years. There's a reason people are nervous about them.


On names, Explorer brigades, and Shard contact:Sharona would be Indian, though don't hold me to that. I'm super horrible with names. Calirath is Gaelic, Tezoca would be mezo-american with some Pacific Islander traits. Deng is complicated, as many of the different races have different naming traditions. The Dwarves favor Norwegian names, for instance.

Yuppies in all of the cultures chose names based on others, though.

Explorer Brigades are a valued part of any nation's forces. When a new portal opens up, these groups are sent to investigate the Shard. If a government(or governments) exist on the Shard, they act as first contact groups. If, on the other hand, is often the case, there aren't sentient, non-anathema species on the Shard, then the Brigade acts as surveyors and, well, explorers. Even if there are no sentient at all, there's often quite a bit of magical loot, and abundant natural resources.

Brigades are required to report all magical items that they find. Generally, that is all, though certain items, if found, must be given to the Governments, though in this case compensation will be given. The Government does have first dibs if you wish to get rid of the items, though, generally paying 50% of sell cost. Natural resources that you find default to the governments control, thought again, compensation is awarded, as well as first sell rights if you wish to purchase it.

Anathema species are those that are viewed as inherently hostile. Mind Flayers, and several others types of abberations are good examples of this.


Pre-sundering, the fair Folk lived in Between.
[12:13:05 AM] T: Between one moment and the next. Between Earth and Sky. And so on.
[12:13:22 AM] T: They did many things, in their Immortal courts.
[12:14:36 AM] T: To most observers, it would seem like a play, but it was politics and war of the highest order. True, the characters could not truly die, but they could be diminished, and a lose of status can hurt just as much as any blade.
[12:15:44 AM] T: Now, they did not rule nature, for that implies dominance over it. They were part of nature, though, tied to the world and its cycles.
[12:16:07 AM] T: And while lacking dominance, they had some measure of control.
[12:16:31 AM] T: The Sundering was a dark time for all, and the Fair Folk were not excluded.
[12:16:59 AM] T: For the first time, they died the true death in massive numbers as the world burned.
[12:17:37 AM] T: The Palaces of Glossomar and Dream are no longer filled with faces.

DracoDei
2012-04-22, 08:14 PM
Player | Character | Class | Race | Purpose | Time Zone
SamBurke |Serol Merias (http://www.dndsheets.net/view.php?id=24850) | Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) | Human | DPS (http://www.youtube.com/watch?v=opU5L1tQ-tE) | GMT -6, US Central
mhvaughan | Chōṛā hu'ā (http://www.myth-weavers.com/sheetview.php?sheetid=389119) | Shield Warrior (http://www.giantitp.com/forums/showthread.php?t=192533) | Human | Tank | GMT -5, EST
DracoDei|Kajal Pala (http://www.myth-weavers.com/sheetview.php?sheetid=388028) (Enlarged Version (http://www.myth-weavers.com/sheetview.php?sheetid=388633))|Grace-Gift (http://www.giantitp.com/forums/showthread.php?t=229090)|Human|Defensive Buffer/AoO Controller/SLOW Healbot|GMT -5, EST
Necroticplague|Solooze (http://www.myth-weavers.com/sheetview.php?sheetid=390521)|Spellsage (http://www.minmaxboards.com/index.php?topic=853.0)|Living Rockslam (http://www.minmaxboards.com/index.php?topic=4370.0)|Battlefield Controller|GMT-5,EST
Admiral squish|Mirra Eil'alreth (http://www.myth-weavers.com/sheetview.php?sheetid=391620)|Barbarian/Changeling Warshaper (http://www.giantitp.com/forums/showthread.php?t=239838)|Changeling|Murderizer|GMT -5, EST
Milo v3|Varden (http://www.giantitp.com/forums/showpost.php?p=13032135&postcount=93)|Binder (http://www.giantitp.com/forums/showthread.php?t=234102)|Durzite (http://www.giantitp.com/forums/showthread.php?t=237208)|Minion Master & Enchanter|GMT +10


And later arriving characters:
Kriznik (http://www.myth-weavers.com/sheetview.php?sheetid=497038) Lesser Giant Adephage(racial abilities included on sheet) NO CLASS YET by Spheniscine (http://www.giantitp.com/forums/member.php?u=72616)

Carillon (http://www.minmaxboards.com/index.php?topic=4149.msg131827#msg131827) Zenythri (http://deepingdale.wikia.com/wiki/Zenythri) Cycle Warden (minmax version) (http://www.minmaxboards.com/index.php?topic=7095.0) by sirpercival (http://www.giantitp.com/forums/member.php?u=63636)
"Backup" version of Cycle Warden (http://www.giantitp.com/forums/showthread.php?p=13790725#post13790725) on GitP

Charsheet:

Carillon
LN Lesser Zenythri (http://deepingdale.wikia.com/wiki/Zenythri) Cycle Warden (http://www.minmaxboards.com/index.php?topic=7095.0) 6

Pic
http://file051.bebo.com/8/large/2009/09/02/07/7677712378a11531833481l.jpg

Ability Scores
Racial adjustments: +2 Str, +2 Wis, -2 Cha
32 point buy, items included

Str 16 [10p] +2 racial +1 level = 19
Dex 12 [4p]
Con 14 [6p]
Int 8 [0p]
Wis 16 [10p] +2 racial = 18
Cha 10 [2p] -2 racial = 8

HD: 6d8+12 (48 hp [max 1st, 3/4 after])
Saves: F +7, R +6, W +6
AC: 17 (+1 Dex, +6 armor), touch 11, flat-footed 16
Initiative: +2
Senses: Spot/Listen +13 (in Revolution stance) or +4
Defenses: Electricity, Sonic resistance 5; variable resistances based on season rating; light fortification
BAB/Grapple: +6/+10
Attack: Greatsword +11/+6 melee (2d6+7, 19-20/x2)

Feats
1st - Cycle Awareness
3rd - Frozen Earth
6th - Long Days, Long Nights

Skills
Survival 9 ranks + 4 Wis +2 racial +2 insight = +17
Heal 9 ranks + 4 Wis +2 insight = +15
Martial Lore 9 ranks +4 Wis +2 insight = +15
Balance +2 Dex +2 racial = +4

Class Features
Cycle Warden 6

Maneuvers (7/4/3, IL 6)
Changing Seasons: Season ratings, Equinox & Solstice axes; +rating damage to associated maneuvers.
Epoch 1: One season is 1-5 instead of 0-4; can't pick same season on consecutive days.
Eternal Gift: +2 insight bonus to Wis-based skill checks.
Rise and Fall: Resistances! Acid -> Autumn rating, Electricity -> Spring rating, Fire -> Summer rating, Cold -> Winter rating. Only when appropriate axis.
Renewal: Swap readied maneuvers when swapping stances within same discipline.
Skill Mastery: Take 10 on Wis-based skill checks.


Equipment & Wealth
WBL: 13k
Bluewood Greatsword +1 (2850gp)
Bluewood Breastplate +1 Light Fortification (4800gp)
Healing Belt (750gp)
Anklet of Translocation (1400gp)
Third Eye Clarity (3000gp)

Remaining Funds: 200gp

Maneuvers & Stances
Equinox (http://www.minmaxboards.com/index.php?topic=7095.msg109051#msg109051), Solstice (http://www.minmaxboards.com/index.php?topic=7095.msg109052#msg109052), Revolution (http://www.minmaxboards.com/index.php?topic=7095.msg109053#msg109053)

Maneuvers Known [7] (*readied [4])
Growing Season* - E1, Spring Counter. Heal a dying ally for 1d4 + half your Heal check result.
Sapling Strike - E1, Spring strike. Grow weapon by 1 size category for 1 attack.
Frozen Trail - S1, Winter boost. The path you move becomes slick and difficult to move on.
Deep Chill - S2, Winter strike. Make an attack which slows an opponent for 1 round.
Scorcher - S3*, Summer strike. Make an attack which deals +2d8 fire damage, can daze your opponent.
Transient Thoughts* - R1, Strike. Make an attack which may force your enemy to try and predict others' actions.
Second Harvest* - E3, Autumn strike. Make an attack which deals +3d6 acid damage, can sicken your opponent.

Stances Known
Cycle's March - R1. You gain benefits from changing your targets.
Brittle Branches - E1. Attacks you make reduce opponents' damage reduction.
Tamed Blizzard - S3. Create an area of wintry weather around you.


Background
Selected excerpts from And the Wind, by Carillon duManthe

Time is a tide,
and with its flow and ebb
comes
the Cycle of Seasons.

[...]

Sprung from the earth
am I, through
spirit if not flesh:
born to weave again
what
has been torn asunder.

Piece by piece
I walk
the shattered world,
feeling the rough-sharp edges
abrade this weathered skin.
I tread lightly over
the land's wrinkled bones,
and in my hands I hold
an azure blade, red-ripe with
my enemies' blood.

Their reaping
was a necessity.

[...]

When a single step
takes me from Summer
to Spring,
how can I stitch the threads
of the Cycle?
How can I preserve its
inexorable march?

These questions
cannot be answered,
and yet still
I press on.

Equipment Wish List
Solstice discipline weapon (+1 bonus) on greatsword.


Valon Alamir (http://www.myth-weavers.com/sheetview.php?sheetid=491721), Human Phoenix Knight (http://www.giantitp.com/forums/showthread.php?p=11375303#post11375303) by Quellian-dyrae (http://www.giantitp.com/forums/member.php?u=20374).

Quick Summary (may be out of date)
Valon Alamir (http://www.myth-weavers.com/sheetview.php?sheetid=491721)
M NG Human Phoenix Knight, Level 6, Init +4, HP 50/50, Speed 30'
AC 21, Touch 14, Flat-footed 17, Fort +6, Ref +7, Will +4, Base Attack Bonus 6
Spiked Chain+1 +10/+5 (2d4+1, 20/X2)
Mithral Shirt+1, Buckler+1 (+5 Armor, +2 Shield, +4 Dex)
Abilities Str 10, Dex 18, Con 10, Int 12, Wis 12, Cha 18
Condition None

Milo v3
2012-04-22, 08:19 PM
Varden
Small Humanoid (Durzite)
Binder 6
Neutral Evil
HD: 5+(4*5) (25/25 HP)
AC: 14 (+1 Dex, +1 Scholar’s Outfit, +1 Ring, +1 Size), Touch 14, Flatfooted 13
BAB/Grapple: +3/-2
Space/Reach: 5 ft/5 ft
Attack: +1 Flaming Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
Full Attack: +1 Flaming Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
Abilities: Str 9, Dex 12, Con 12, Int 17, Wis 19 (21), Cha 13
Saves: Fort +3, Ref +3, Will +10
Feats: Necromantic Binding (3)(B), Spell Focus (Conjuration), Augmented Summoning, Combat Casting, AlertnessB
Skills: Bluff 4 (+9), Concentration 5 (+6), Decipher Script 4 (+7), Diplomacy 5 (+7), Intimidate 5 (+7), Knowledge (Arcana) 4 (+7), Knowledge (Planes) 7 (+10), Knowledge (Religion) 6 (+9) , Listen 0 (+2), Spellcraft 5 (+8), Spot 0 (+2)
Racial Features: Inborn Summoner (Planar Agent), Low-Light Vision, Shielded Soul
Class Features: Spells, Familiar (See Below), Gate of Souls, Binder’s Pact, Obedience Sigil (10ft.), Soul Master (5/2), Twin Soul, Dominating Soul (1), Enchanting, Perfect Understanding
Possession: +1 Morningstar, Backpack, Bedroll, Flint and steel, Chalk, 10 torches, Waterskin, Spell Component Pouch, Spellbook, +1 Glamered Scholar’s Outfit, Ring of Protection +1, Periapt of Wisdom +2, Hand of the Mage, Dagger, 85.79 gp, Wand of Light 48 charges, Platinum Ring.
Weight of Gear: 22.75 lb.
Encumberment: Light - 23lb., Medium - 34-45, Heavy - 46-68.
Spells in Spellbook: 0 – All. 1 – Charm Person, Protection From Evil, Summon Monster I, Summon Primal Being I, Summon Planar Agent I. 2 – Deathknell, Summon Planar Agent II, Summon Primal Being II, Summon Undying Servant II. 3 – Clairaudience/Clairvoyance, Summon Planar Agent III, Summon Primal Being III, Tiny Hut
Caster Level: 6
Effective Binder Level: 6
Spell DC: 10 + Spell level + Intelligence Modifier (+3)
Spells Per Day: 0 – 4, 1 – 3, 2 – 3, 3 – 2
Spells Prepared:
0 – Arcane Mark, Daze, Detect Magic, Detect Magic
1 – Protection from Evil, Summon Primal Being I, Summon Primal Being I
2 – Summon Planar Agent II, Summon Primal Being II, Summon Primal Being II
3 – Summon Primal Being III, Summon Primal Being III

Vardan specializes in the use of conjuration, relying on allies in a fight rather than his own strength. He can speak Common, Draconic, Ignan, Infernal, Terran.

Backstory
In Varden's mind Good and Evil is subjective. To most, demons and devils were seen as personifications of evil. To Varden most people were seen as personfications of evil.

Varden's family specialized in binding Devils, using them for information, servants, and assassins. Generally these devils were whichever ones his father could conjure which could get the job done. They were the most skilled Infernal Binders in all of Deng.

Except for a single Imp named Ronove, he protected Varden as he grew up and taught him Rhetoric so that he will be able to not only speak correctly but also prepare loop-holes and protect against them in pacts with outsiders.

Varden viewed ronove as his greatest and only friend, regardless of his fiendish nature.

But others didn't see it the same way. One night mercenaries attacked his family and killed both of Varden's parents. Ronove was released from his binding, but he strangely remained. The Imp wounded the warriors using skill and intelligence to supplement his weak form.

But in doing so Ronove was slain. Varden didn't know why the Imp remained, there was no logic behind it. After that Varden started to be disgusted by Canim.

After a few years of life on his own he finally learned to bind souls to his will. But the society in which he dwelt disliked his talents as they brought fiends into the world. He was attacked several times, until he stopped being public about his abilities.

Currently he is trying to find the Canim warriors who killed his parents and ronove. He uses brutal methods to gain knowledge, and has murdered a few people along the way, but he no longer cares. Once he finds the crimals who ruined his life he shall finally get vengance.


Appearance
Varden has pale skin and is very short (standing only 4 feet high). He wears a white tunic with a black robe over it. Thin brown bands with runes of binding lie in his palms. His eyes are yellow and serpentine.
His spines are tainted by his magic, which have now changed to a pale green.

He looks like this (http://images4.wikia.nocookie.net/__cb20111127130760/blazblue/images/7/78/Y%C5%ABki_Terumi_%28Story_Mode_Artwork%2C_Normal%2 9.png), with the following changes:
He is wearing a white tunic and black robe rather than a suit.
The hair is actually spikes
The bands in his palms have runes on them.

Personality
Varden maintains a cheery and sarcastic demeanor around most people, pretending to be a harmless and weak mage. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and doesn't seem to show any kind of remorse for his actions.

Despite this he is perfectally willing to work with goody-two shoes, as long as they don't directly go against his interests.

Familiar - Ourboros
Snake, Tiny Viper
Size/Type: Tiny Fey
Hit Dice: 6d8 (12 hp)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/–11
Attack: Bite +6 melee (1 plus poison)
Full Attack: Bite +6 melee (1 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, Deliver Touch Spell
Special Qualities: Scent, Improved Evasion, Share Spells, Empathetic Link, Speak with Master
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 4, Dex 17, Con 11, Int 8, Wis 12, Cha 2
Skills: Balance 0 (+11), Climb 2 (+7), Hide 2 (+9), Listen 3 (+8), Spot 2(+8), Swim 0 (+8)
Feats: Improved Initiative, Weapon FinesseB
Environment: Temperate marshes
Alignment: Always Neutral

Ourboros is a swift viper, he is the eyes and ears of Varden. Ourboros normally lies coiled around Varden.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

COMBAT
Viper snakes rely on their venomous bite to kill prey and defend themselves.

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.

Size|Fort DC
Tiny|10

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Pacts
Pact Slots: 9
Current Pacts: 1/3

Hellhound, Enchantment (Flaming)

Barbarian MD
2012-04-22, 08:39 PM
Subscribity.

Chōṛā hu'ā/Forsake - Level 6.0 - Human Shield Warrior -Round 0

Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=389119) | Shield Warrior (http://www.giantitp.com/forums/showthread.php?t=192533) Bold indicates temporary bonuses
HP: 54/54, AC: 24, T: 19, FF:24. DR: . Fortitude: 9. Reflex: 5. Will: 3. Initiative: +2.
Size: Medium, Reach: 5', Speed: 30',
Feats/Class abilities: 1/2 class to shield ac; Shield Throwing; Adaptive Style; Point Blank Shot; Precise Shot; Shield Parry x2; shield bonus to bull rush, disarm, trip, overrun, and grapple attempts; shield not disarmable or sunderable; 1/4 shield bonus to saves;
Items: Platinum ring, Survival Pouch (MIC), 79 gp

+1 Warhammer (Bldg)
+10/+5 (1d8+4) x3
+1 Light Shield (Bldg, Slash)
+10/+5 (1d3+4) 19-20/x2
Two Weapon Fighting
+8/+3/+8



Skills:Balance +10, Climb +2, Concentration +3, Craft (Armor) +10, Hide +1, Intimidate +9, Jump +2, Knowledge (History) +10, Listen +9, Move Silently +1, Profession (Soldier) +9, Search +1, Spot +9, Swim +3, Tumble +5, Martial Lore +9

Active Stances:
Other Stances:
IT Stance of the Defending Shell (+1 shield AC /2 IL, max 10 [+3 AC, +1 Saves)
AOO Master of the Field (+5 damage on attacks of opportunity)
SD Giant's Stance (+1 size category for weapon damage and checks)

Maneuvers
Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173) | Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377) | Stone Dragon (http://www.giantitp.com/forums/showthread.php?t=191693%94) | Iron Heart

Readied: 6
Available:
IT Turtle Shell Wall (counter, adjacent ally gains my shield bonus + 4 to shield AC
IT Angering Bite (-4 penalty to attack rolls against others, usable in full attack)
IT Iron Shell (counter, opposed attack roll using your shield (BAB + Str + shield AC) to deflect a single melee or missile attack (that is not a spell or power))
SD Charging Minotaur (charge + bullrush, 2d6 + STR in addition to pushing the target back as normal. can push your target back more than 5 feet without having to follow)
SD Stone Bones (DR 5/adamantine if hits)
IH Steel Wind (two attacks as a standard action)
SD Stone Dragon's Fury (+4d6, double damage against constructs/objects, sunder without provoking)
SD Mountain Hammer (+2d6, overcomes DR and hardness)
IT Tortoise Trip (free trip attempt if attack hits, usable in full attack)
IT Mirror Shell (counter, attack roll BAB + shield AC opposing the enemy’s caster level check. If successful, the targeted spell or effect is negated.)
AOO Vanguard of One (two duplicates x1 round, share HP, each can make move + standard or initiative 1st level maneuver (not readied or expended), can move with a duplicate)




Active Buffs: none


BackstoryChōṛā hu'ā (literally "Forsaken" in Hindi/Sharonan) received such a fell name from his grandfather, a husband without a family, a Sharonan without a home, and a man with no purpose.

Some 50 years prior to Chōṛā hu'ā's birth, fair Sharona had fallen, crushed by the merciless invasion, and his grandfather had fled for his life. The man's two daughters died in the flight, and only he and his pregnant wife escaped. They sought refuse in Calirath.

Chōṛā hu'ā's father's birth was the end of his mother, so his grandfather did his best to raise him, but in the end was forced to beg for food for his family.

Chōṛā hu'ā's father did little better. He himself, thrown into such a poor situation, sought the safety of opium, and retreated farther and farther from reality. It was almost a miracle that he had enough drive to get a young girl pregnant in a brothel. Chōṛā hu'ā's grandfather took the girl in when he learned of her condition, and Chōṛā hu'ā's father died of an overdose.

When Chōṛā hu'ā was born, his grandfather gave him a cursed name, because he and all of his line and all of his nation had seemingly been cursed themselves. One could even think it true, as the boy's mother was killed one night in an alley of Calirath, and his grandfather perished in a fire.

Little Chōṛā hu'ā was taken in to an orphanage, but not before he had learned one lesson well: his homeland had been conquered, and his family had suffered for it.

A quiet and reserved boy, he made few waves in the orphanage. At least until he turned 12. It was then that he killed another boy in the group home. The circumstances of the death were never examined, but in Chōṛā hu'ā's eyes, at least, the boy had it coming.

The prison system in Calirath is especially hard on children, and the boy quickly toughened up. By the time of his release, the tattooed, scarred, and bulked man was a terror to behold.

But revenge gave him purpose, and he quickly enlisted, training in the Calirath military as an expatriate, hoping that one day war would come, and he would have revenge.

Placeholder
Medium Humanoid
Shield Warrior 6
True Neutral
HD: 6d8+18 (54)
AC: 24 (+2 Dex, +7 Shield (+1 light shield, +2 enhancement, +2 shield specialization, +3 superior shield), +5 Chain Shirt +1, Touch 19, Flat-Footed 24
BAB +6
Space/Reach: 5 ft/5 ft
Attack: +1 Warhammer, +1 Keen Light Shield (30' range)
Normal: +10 melee (1d8+4), +10 melee/+10 ranged (1d3+4)
Full Attack: +8/+3 (1d8+4)/+8 (1d3+4)
Abilities: Str 17, Dex 14, Con 16, Int 12, Wis 10, Cha 10
Saves: Fort +9, Ref +5, Will +3
Feats: Shield Throwing, Adaptive Style, Point Blank Shot, Just realized I have one more
Skills: Balance 9 (+10), Craft (Armor) 9 (+10), Intimidate 9 (+9),
Knowledge (History) 9 (+10), Listen 9 (+9), Martial Lore 9 (+9), Profession (Soldier) 9 (+9), Tumble 4.5 (+5)
Class Features: Shield Parry 2/round, Improved Shield Bash, Shield Ward (shield AC to touch and some opposed checks), 1/4 Shield AC to saves, shield not sunderable nor disarmable, favored shield: light (keen, two-weapon fighting with full strength to damage)
Possessions: +1 Warhammer, +1 weapon/+2 armor light shield, +1 chain shirt,
3429 gp available to spend before campaign starts (thought I'd wait until recruiting to finish)
Maneuvers known (6 readied): IT Snapping Strike, IT Angering Bite, IT Iron Shell, SD Charging Minotaur, SD Stone Bones, IH Steel Wind, IH Steely Strike, SD Mountain Hammer, IT Tortoise Trip, IT Mirror Shell, AOO Vanguard of One
Stances known: IT Stance of the Defending Shell, AOO Master of the Field, SD Giant's Stance

Admiral Squish
2012-04-22, 08:44 PM
Whoo!

For names, I like Behind the Name (http://www.behindthename.com/). If you hit the more button under browse names it calls up a full list of regional types of names. Hit Indian and Voila!

Okay, big question. What does the scenery look like in the world? Can you see the 'shores' of an average shard from the middle of it? Is there a hard edge and a bottom to a shard, or is a shard more like an odd-shaped planetoid? Is the sky blue? Is there a sun, or some other direct source of light? Are shards arranged in 3d or are they arranged more flat-ish? Can one fall off a shard? How does gravity work on and off shards?

DracoDei
2012-04-22, 11:01 PM
Are the ruins on the "known" side of the portal, or the "unknown"?
Also, for the guy who can't read any of the sheet websites, here is a slightly updated version of my character. Not guaranteed to be accurate in all details.



Timothy RansomKajal Pala
Medium Humanoid (Human)
Grace-Gift 6
Neutral Good
HD: 6d12+12 (64 HP)
AC: 23 (+1 Dex, +5 mithril chain shirt +1, +1 amulet of natural armor +1, +6 Deflection), Touch 17, Flatfooted 22, FF Touch 16
Enlarged: 21, Touch 15, Flatfooted 20, FF Touch 15
BAB/Grapple: +3/+5
Enlarged: +3/+10
Space/Reach: 5 ft/5 ft(10 ft with spiked chain)
Enlarged: 10 ft/10 ft (20 ft with spiked chain)
Attack: Masterwork Cold Iron Spiked Chain
Normal: +6 melee (2d4+3)
AoO: +14 melee (2d4+12)
Enlarged: +6 melee (2d6+4)
Enlarged AoO: +14 melee (2d6+13)
(Note that I have Power Attack)
Full Attack: (As above)
Abilities: Str 14, Dex 12, Con 12, Int 8, Wis 12, Cha 18(20)
Enlarged: Str 16, Dex 10
Saves: Fort +11, Ref +11, Will +11
Enlarged: Fort +11, Ref +10, Will +11
Feats: Power Attack, Improved ToughnessHuman Bonus, Touch of the Grace-GiftGG Bonus, Combat Reflexes*GG Bonus, Exotic Weapon Proficiency (Spiked Chain), Blocker GG Bonus, Lesser Mage-SlayerGG Bonus, Burden Bearer
*Since this was taken as a Grace-Gift bonus feat he can use his charisma rather than his dexterity for determining how many AoO's he gets per round.
Skills: Balance 0 (+3), Bluff 0 (+5), Concentration 9 (+10), Diplomacy 0 (+6), Heal 9 (+12), Intimidate 0 (+3), Jump 0 (+4), Listen 0 (+1), Sense Motive 4 (+5), Spellcraft 4 (+3), Spot 0 (+1), Survival 1 (+2), Tumble 9 (+10)
Class Features: A General Rule, Divine Protection(Deflection), Gift of Resistance(Penalty to 2 Saves), Gift of Shielding, Gift of Tolerance, Swift to Protect(+6 to initiative if accepts only movement and using class abilities first round), Defensive Strike(+8/+9), Life Saver(Most Heal checks), Master of the Healing-ward, Divine Grace, Hands of the Healer, Helpful, Status 1/day, Courage, Carry the Burden(1 ally, fly, 150 ft), Enhanced Defensive Strike(Magic), Gift of Breath, Gift of Soul, Gift of Time(Move Action)
Possessions: Masterwork Cold-Iron Spiked Chain, Mithril Chain Shirt +1, Amulet of Natural Armor, Healer's Kit x3 (One carried, 2 more on mule), Belt of Enlargement(Continuous Enlarge Person when buckled, extra set of belt-loops, and strings tied through holes around belt keep both pants and belt itself from being easily snatched), Wooden Holy Symbol, Spell-component Pouch, 50 GP Platinum Ring,

Mule: Packsaddle, Bit and Bridle, Tent, Rations (how much?), Waterskin, Whetstone, Soap, Needle and Thread, Mule Feed (how much?), Bedroll, Bull's Eye Lantern, 10 pints oil, Flint and Steel, Extra Traveler's Outfit, Cleric's Vestments OR Scholar's outfit, Rope?
Weight of Gear: 30.5 lb. + stuff on mule
Enlarged: 61 + stuff on mule
Encumberment: Light - 58lb., Medium - 59-116, Heavy - 117-175
Enlarged: Light - 152lb., Medium - 153-306, Heavy - 307-460
Caster Level: 6
Spell DC: 10 + Spell level + Charisma Modifier (+5) (this is unlikely to ever come up.
Spells Per Day: Status 1/day

Backstory
Born the second of three children, Kajal Pala is of Sharonian decent. Although he feels that the imperialists must be stopped, he views this as simply preventing future harm, and views vengeance as something for those who can not rule their own hearts. Regaining the home-shards would be nice, but is something for a future generation.

Growing up, Kajal showed a talent for treating injuries. His desire to help his fellow sapient drove him not merely to find a teacher, but the best teacher he could. This turned out to be the houses of healing associated with the local church of Heronious.

The clerics found him enthusiastic for most parts of their practical teachings, although he had a reserve that prevented him from being willing to give himself directly to their god's service. He had little patience for weapons drills, although as a precaution he did partake of the long-spear drills, seeing it as the best way to serve as a last line of defense for the house of mundane healing that he served in. In similar fashion he would use only minimal armor in his drills. Partially because he could not readily afford more, and partially because he did not wish to take too much time away from his work as a physician.

Kajal's talent grew, and the scream of the insane or the pain-maddened did not distract his hand as it would guide cat-gut thread through the tender flesh of a small child. He would work himself harder, and do more good than almost any other his age. While his effect on any single patient was paltry compared to those who could summon the more varied power of Heronious, he could help more patients per day, and even his mere prescience and well-wishes could provide good effect for those in the throws of illness, and his hands could cure wounds with a touch.

Matters came to a head when a paladin commander of great renown took refuge at the church, after his command was attacked by a mob of demons associated with sleep and armed with both horrible dreams and claws. Kajal tended them through the night as they succumbed to many days without sleep, thinking themselves safe. But some of the demons had been hidden in the realm of dreams itself(does this fit the setting?), and the dreams of their foes shone forth like a beacon to them. That relatively tiny remnant came upon the church, and slew the guards at the doors. Many screams did not wake those who slept within, for sleep was the demons' and none could wake (and more fell into slumber) while they bent their will against that. Kajal prodded his patients, firmly first, then, reluctantly, to the point of mild injury, but wake they did not.

Then did Kajal take up his spear and stand in the doorway of the room, and a good account of himself he gave. When finally aid arrived the paladin and a few of his comrades were dead, but upon being summoned back to life the champion declared that such bravery should be given better tools to work with, and equipped the healer with such things as would best augment his talents.

Not wishing to waste such kind gifts, though he somewhat doubted he could do more good in an offensive group than as he had before, Kajal Pala ventured forth in search of causes worth championing. He was surprised at his own success, although if no worthy cause was to be found at any given time, he would eagerly fill every day he could at the nearest house of healing, where he usually earned a fair reward for his work from those not able to afford the faster efforts of his more overtly magical comrade-competitors.

Tavar
2012-04-23, 07:34 AM
Known side. It's actually fairly close to the portal and the fort.

SamBurke
2012-04-23, 11:15 AM
My Name | My Character | My Class | My Race | My Purpose | My Time
SamBurke |Serol Merias (http://www.dndsheets.net/view.php?id=24850) | Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) | Human | DPS (http://www.youtube.com/watch?v=opU5L1tQ-tE) | GMT -6, US Central




There's all my info. I'd recommend editing the table into the OP of the OOC; it helps when looking up info.

As to the question posed on the other thread: a +5 to Will Saves should allow me to hit it reliably throughout the day. Otherwise, I'm going to be an extreme hazard, and I really don't want to hurt team-mates. THOUGH, that would make for some great role-play.

DracoDei
2012-04-24, 03:19 PM
As to the question posed on the other thread: a +5 to Will Saves should allow me to hit it reliably throughout the day. Otherwise, I'm going to be an extreme hazard, and I really don't want to hurt team-mates. THOUGH, that would make for some great role-play.
Right, so that is my swift action for round 1 of most fights probably.

SamBurke
2012-04-24, 03:24 PM
Right, so that is my swift action for round 1 of most fights probably.

Thanks! I appreciate it!

SamBurke
2012-04-24, 03:31 PM
Also, I seem to have lost the link to the IC. Could someone re-post it so I can re-sub?

Barbarian MD
2012-04-24, 03:47 PM
Also, I seem to have lost the link to the IC. Could someone re-post it so I can re-sub?

http://www.giantitp.com/forums/showthread.php?t=240710

SamBurke
2012-04-24, 05:09 PM
Thanks. Posted and re-subbed.

Barbarian MD
2012-04-24, 05:19 PM
So, typical marching order:


Serol the Harrowed Scouting ahead.

Forsaken in front of the group (or at least adjacent to whomever needs protection. Perhaps between two really squishy people?).

Followed by...

Milo v3
2012-04-24, 09:28 PM
So, typical marching order:


Serol the Harrowed Scouting ahead.

Forsaken in front of the group (or at least adjacent to whomever needs protection. Perhaps between two really squishy people?).

Followed by...

I'm really really fragile so I'm probably stay behind and diagonally adjacent to Forsaken.

DracoDei
2012-04-25, 08:48 AM
So, typical marching order:


Serol the Harrowed Scouting ahead.
VERY risky based on what we said before.
Listen -1 and Spot +5 isn't horrible for seeing stuff before it sees you, but everything that has been said before indicates that it is a REALLY good thing for him to stay within 10' of my character at almost all times when combat is a possibility. Of course, if CR<=2 he can just not activate any of his save-required stuff (I don't think that popping the claws and tentacles requires a save) or if he manages to not get too.... *looks up the rarely used "withdraw" action* yeah, ok, works OK as long as nothing gets in too close or doesn't get surrounded(his reach + Combat Reflexes makes both less likely, although since most stuff has to take AoO's just to close to melee with him they might as well go to adjacent if they are serious about attacking). Anyway, if he doesn't get too locked in, or is willing to take a few hits (and Slooze has infinite healing last I checked), then 60' movement means he can get back to the group to make our stand.

As for using "actual resources" to heal a pain with no mechanical effects... mechanically touch of the Grace-gift is basically ONLY for healing Slooze if he gets KOed but not killed or if we are in enough of a hurry that 3d6+6 party healing per round is low enough that an extra 3 points per round makes a big difference. I... guess I should consider replacing that feat, but IS good to have a bit of breathing room on Slooze so we can get him back into action, rather than merely stabilizing him, and it is kinda part of my backstory.

Admiral Squish
2012-04-25, 02:13 PM
This is surprisingly awkward.

Barbarian MD
2012-04-25, 02:20 PM
What are you referring to?

Admiral Squish
2012-04-25, 02:56 PM
The whole meeting. No real introductions or anything, just having everyone show up and sending us through the portal. I'm just getting this very awkward vibe out of the situation.

Barbarian MD
2012-04-25, 02:59 PM
We could roleplay it like we're an established team that has worked together in the past and would need no introductions. We would need to come up with character relationships OOC for it to work, though.

Admiral Squish
2012-04-25, 03:16 PM
Meh, I guess we could just have our proper introductions over a campfire later.

Tavar
2012-04-25, 03:24 PM
Either way works for me: didn't want to force anyone into something.

I'll be moving things along in the next day or so. Need to finish a paper, but after that, Adventure!

Admiral Squish
2012-04-25, 03:32 PM
Nono! I mean, it makes sense for us to be dragged together on short notice. But that doesn't make it less awkward.

SamBurke
2012-04-25, 04:35 PM
Nono! I mean, it makes sense for us to be dragged together on short notice. But that doesn't make it less awkward.

I don't actually know what awkward is, honestly. I don't even understand myself IC, and I'm not paying attention to anyone's emotions other than the leader and Draco Dei.

EDIT: Good thing you didn't slap me. I'd guess a mental patient to be preeeeetty jumpy.

Milo v3
2012-04-25, 11:18 PM
Did he notice the evil aura of Varden and Ourboros or is he fine with it?

SamBurke
2012-04-25, 11:29 PM
Did he notice the evil aura of Varden and Ourboros or is he fine with it?

I'm going more with a smelling of emotion, a'la dogs and cats...

I'd guess that he might smell that, though. Your choice.

Milo v3
2012-04-26, 12:31 AM
I'm going more with a smelling of emotion, a'la dogs and cats...

I'd guess that he might smell that, though. Your choice.

Guess I should've read the class properly, rather than skimming.

My character is currently thinking about manipulating your character soul and turning it into two pieces and see what make them. Emotion wise I'd say it was sick joy. Might not say he is evil or anything but still.

Admiral Squish
2012-04-27, 05:58 PM
So, are we all through the portal yet?

DracoDei
2012-04-27, 06:01 PM
Note: TECHNICALLY my mule is probably at speed 20 right now, due to nobody having taken the shovel and... whatever else I wanted someone else to carry, but I don't see any reason to let that get in the way of Slooze's earlier roleplay

Milo v3
2012-04-27, 06:01 PM
I think we are all through.

Tavar
2012-04-27, 06:14 PM
You'll be through the portal. Sorry, busy week. typing on my kindle. I'l try and get something up soon.

SamBurke
2012-04-27, 10:10 PM
You'll be through the portal. Sorry, busy week. typing on my kindle. I'l try and get something up soon.

I know how this feels. I tried DM'ing off an iPod once.

Never lived down giving the players "Beavers of Armor." Curse you auto-correct. Curse you.

DracoDei
2012-04-29, 02:09 PM
Was the trail cut by the advanced team, or is it a game-trail?

Tavar
2012-04-29, 08:55 PM
It was the advanced team.

Tavar
2012-05-01, 08:43 AM
Just pointing out: a forest fire likely wouldn't clear the trees, but it very likely would be a danger to you. Never mind the difficulty in starting a fire: it's early spring, not exactly the best time to be trying to get a large fire going.

Admiral Squish
2012-05-04, 09:27 PM
*pokes game with stick*

Tavar
2012-05-05, 02:24 PM
Would be helpful if someone specified if you were taking the northern trail or the southern one....

Barbarian MD
2012-05-05, 03:41 PM
1 North. 2 South.

[roll0]

DracoDei
2012-05-06, 02:16 AM
1 North. 2 South.

[roll0]

Works for me. As far as I know they appear identical to our players. CHARACTERS.

EDIT: Fixed the above.

Admiral Squish
2012-05-06, 05:32 PM
South it is.

Milo v3
2012-05-06, 06:16 PM
To the south!

Tavar
2012-05-08, 10:54 AM
Okay, here's how it works. The portal is on the Eastern wall of the shard. You've basically followed the edge of the shard south. So, the portal is to the north. Eastern directions are blocked by the wall of the shard. You can go any combination of north, south, and west that you like.

Barbarian MD
2012-05-08, 01:00 PM
To the south!

Milo v3
2012-05-08, 06:27 PM
Was I able to identify the creatures?

Tavar
2012-05-08, 07:27 PM
Nope, they don't match anything you've ever heard of. Granted, there's quite a bit that was lost in the Sundering.

Barbarian MD
2012-05-15, 11:43 PM
How far away are the animals and do they have any sort of cover?

Tavar
2012-05-15, 11:52 PM
They're about 40 feet away, and don't qualify for cover at the moment.

SamBurke
2012-05-16, 12:23 AM
Do we want to go stabbing, then?

Milo v3
2012-05-16, 01:58 AM
I prefer slashing personally.

SamBurke
2012-05-16, 09:39 AM
But the face! Stabbing in the FACE!

Barbarian MD
2012-05-16, 10:03 AM
My damage roll worked just fine. I rolled a 3, for a total of 8.

(you don't need the "1" in front of the "d" if you're only rolling one die.)

SamBurke
2012-05-16, 10:08 AM
1d6+10

That's my new damage.

EDIT: OH COME ON.

I'm an idiot.

SamBurke
2012-05-16, 10:09 AM
[roll0]

New new damage roll.

Tavar
2012-05-16, 11:17 AM
You're not going to be able to truly run, given everything that's in your way. Never mind the fact that it's essentially difficult terrain.

Also, keep in mind that this action is going to take place after your normal action. Thus, they'll already have had at least one turn to flee, and they were 30ft distant from you at the start.

Barbarian MD
2012-05-16, 03:26 PM
Whoops. Meant serol but wrote Solooze's. Fixed it.

SamBurke
2012-05-16, 06:26 PM
You're not going to be able to truly run, given everything that's in your way. Never mind the fact that it's essentially difficult terrain.

Also, keep in mind that this action is going to take place after your normal action. Thus, they'll already have had at least one turn to flee, and they were 30ft distant from you at the start.

Can I roll something? Because Serol is pretty hungry, and in bloodlust. Besides that, if I'm going to use Rage, I'm going to USE it.

Barbarian MD
2012-05-16, 06:44 PM
One could argue that if your speed exceeds theirs, you will EVENTUALLY catch them. You might take a while doing it, though.

Tavar
2012-05-16, 08:40 PM
That would require him to be faster, though.

How far are you willing to go?

SamBurke
2012-05-17, 01:49 PM
I can run 60 AND attack, or push as far as I can (I believe that's triple-timing it?), and since they just moved 30, I should be able to catch at least one in the next 10 seconds of real-time, possibly two.

I'm willing to go at least a quarter mile, maybe more. Serol's not thinking rationally enough to know that it would be dangerous to run out into the woods of a wild and unexplored jungle without backup or knowledge. Or even much light.

I am so going to die. :smallbiggrin:

DracoDei
2012-05-17, 04:38 PM
Having connectivity problems. They might last a week or two, or they might be resolved by the time I return to my house from the library I am typing this on. Will keep up as best I can from public terminals.

Tavar
2012-05-17, 06:52 PM
I can run 60 AND attack, or push as far as I can (I believe that's triple-timing it?), and since they just moved 30, I should be able to catch at least one in the next 10 seconds of real-time, possibly two.

I'm willing to go at least a quarter mile, maybe more. Serol's not thinking rationally enough to know that it would be dangerous to run out into the woods of a wild and unexplored jungle without backup or knowledge. Or even much light.
They started 30ft away. They then used a double move(run can't be used, for various reasons, but then neither can you). You're speeds are equivalent. Thus, unless you're going to try running them into the ground, you aren't likely to catch them. And if you do try running them into the ground, need I remind you that you only have until your rage runs out, at which point you'll be fatigued.

SamBurke
2012-05-17, 07:00 PM
They started 30ft away. They then used a double move(run can't be used, for various reasons, but then neither can you). You're speeds are equivalent. Thus, unless you're going to try running them into the ground, you aren't likely to catch them. And if you do try running them into the ground, need I remind you that you only have until your rage runs out, at which point you'll be fatigued.

Thus the first downside of playing an animalistic character. Because they're fleeing, I have to chase them: it's a natural instinct of all predators.

I'm gonna give a limit of around... 1000 feet before I tire out or run them into the ground.

Hopefully I don't die. Sometimes I hate IC/OOC knowledge conflicts.

Tavar
2012-05-17, 07:08 PM
Actually, here. You get to try to catch one(opposed dex checks, by the rules). The others going to continue running.

You:[roll0]
Creature:[roll1]

Congrats. You are able to tear down the smaller one. You can write up that post, as well as what you do after.

DracoDei
2012-05-20, 06:41 AM
Internet issues under control for the moment.

DracoDei
2012-05-29, 04:17 AM
The past two spot checks (which I thought were regarding encounters) have made me realize there is a flaw in the way the thematics interacts with the crunch of the Grace-Gift. I am going to change it so you can use Draw actions on the first round when using "Swift to Protect". That way you can be ready to AoO faster when a threat emerges, even if you aren't going to be aggressive looking by walking around with your weapon drawn. If anyone objects to this being used in this game then tell me and we can talk about it (or the GM can fiat and just tell me "No" of course, but I think it is reasonable).

Barbarian MD
2012-05-29, 08:54 AM
The edge of the shard is east, so I guess we'll go west on the old road. That means we'll be southwest of the portal, for those of you keeping track at home.

Tavar
2012-05-29, 09:25 AM
DracoDei, that sounds reasonable.

DracoDei
2012-05-30, 09:02 PM
Tavar(and everyone else can feel free to chime in): I believe your reaction to reviewing my class was "Well, I will take your word that it is useful." Do you have any further refinements to that? Anyone else have any thoughts so far (I know we haven't done much so far, but just time might help).

Tavar
2012-05-30, 09:28 PM
Not at the moment, sorry.

DracoDei
2012-05-30, 09:49 PM
Not at the moment, sorry.
That is OK. As I said, not much has happened with the class mechanically, so it may be hard to comment on it.

Tavar
2012-06-04, 04:57 PM
Sam, is your character returning to the rest of the party?

I'm going to move things along shortly. Thought you might have had something planned.

SamBurke
2012-06-05, 09:51 AM
Sam, is your character returning to the rest of the party?

I'm going to move things along shortly. Thought you might have had something planned.

Yeah, he's on his way back. Not as fast as he moved out, but loping along pretty solidly.

What say three turns, maybe four to get back, since he's moving at 60', not 180'?

Tavar
2012-06-05, 10:11 AM
Yeah, he's on his way back. Not as fast as he moved out, but loping along pretty solidly.

What say three turns, maybe four to get back, since he's moving at 60', not 180'?

Since we're not in combat, and simply waiting for you to get back, you're back. Unless you have something planned.

SamBurke
2012-06-05, 10:23 AM
Since we're not in combat, and simply waiting for you to get back, you're back. Unless you have something planned.
DM ONLY:

I plan to murder them all in their sleep, but not yet.

Kidding. Whether that's fortunate or unfortunate is your call.

DracoDei
2012-06-05, 12:43 PM
Since we're not in combat, and simply waiting for you to get back, you're back. Unless you have something planned.

Well, that might interact with the getting the meat off the corpse (I would say he might even have been back before I could finish my brain-examination, but we already got the results from that so...).

SamBurke
2012-06-05, 12:46 PM
Well, that might interact with the getting the meat off the corpse (I would say he might even have been back before I could finish my brain-examination, but we already got the results from that so...).

Maybe I'm back and trying to eat the brain?

Ewww. It'd happen, but still.

Tavar
2012-06-05, 01:04 PM
If you want to do it, do it. I would like to move things along at some point.

Tavar
2012-06-09, 08:08 PM
Do you get any sensory impression from the thorn, or are you judging it purely by observations?

Tavar
2012-06-12, 11:49 AM
Necroticplague, an answer would be nice.

Barbarian MD
2012-06-12, 01:10 PM
Anything from my 17 knowledge check?

DracoDei
2012-06-12, 10:53 PM
Necroticplague, an answer would be nice.

I assume you PMed him?

Also, I would assume he gets no more sensory feedback from it than a Druid gets from their Wall of Thorns. IE zilch.

Necroticplague
2012-06-13, 12:24 AM
Purely observation, I'm not connected to the thorn (and ensuing vine patch) in any way, it's just to see if stops at the visible surface and grows, goes through but we can see some of the vines (indicating a shallow illusion), or if we see nothing happen, indicating the illusion is deeper than the radius of the vines.

Barbarian MD
2012-06-13, 01:32 PM
Oh man. I've spent the last two days digging a trench for a drain pipe in my yard. My blisters have blisters that are blistered. The thought of digging, een i a game, is not appealing.I'm almost tempted to move on IC purely because of that!

SamBurke
2012-06-13, 01:36 PM
Oh man. I've spent the last two days digging a trench for a drain pipe in my yard. My blisters have blisters that are blistered. The thought of digging, een i a game, is not appealing.I'm almost tempted to move on IC purely because of that!

I once dug a 5x7x5 hole in the ground with two friends over the weekend because we thought it would be fun.

Then it got filled in.

I can sympathize...

Though I never could get blisters or calluses to show up.

Barbarian MD
2012-06-13, 01:44 PM
Holy crap that's a big hole. This is a 100x1 foot trench, and it wouldn't be so bad except there are several really hard-packed places that I have to take an inch at a time, and I had to dig around the gas line (inexplicably buried at a depth of only 8 inches!) with a little hand shovel.

SamBurke
2012-06-13, 01:57 PM
Holy crap that's a big hole. This is a 100x1 foot trench, and it wouldn't be so bad except there are several really hard-packed places that I have to take an inch at a time, and I had to dig around the gas line (inexplicably buried at a depth of only 8 inches!) with a little hand shovel.

http://www.myfacewhen.net/uploads/154-house-do-not-want.jpg

NOOOOOOO. NOOOOOOOOOOO. That is torture.

Barbarian MD
2012-06-13, 02:58 PM
Nearing the end! About 10 more feet to go and I'll be done! (and then I can go make a long IC post in another campaign that I've been waiting all day for--these little interludes are just my way of staving off heat stroke...) :smalltongue:

SamBurke
2012-06-13, 03:02 PM
Nearing the end! About 10 more feet to go and I'll be done! (and then I can go make a long IC post in another campaign that I've been waiting all day for--these little interludes are just my way of staving off heat stroke...) :smalltongue:

Here's a tip: take a rag or towel, dunk it in water, and put it under a cap. Let it hang back on your neck.

It's just awesome.

Tavar
2012-06-13, 07:11 PM
DracoDei, you realize that, given the condition the bodies are in, larger size is more of a hindrance than a help. Even Forsaken's somewhat glancing blow to the swords almost split it in two.

At least, assuming you want to find anything out regarding the bodies.

DracoDei
2012-06-13, 10:06 PM
Err... I just noticed a MAJOR miswording in the Grace-Gift, specifically the Hands of the Healer ability. Just going to say that to do anything with it you need ONE success, NOT two in a row on two consecutive days. That ability is already weak enough compared to clerical healing that it doesn't need such a limitation. I am probably going to add in some sort of acceleration of the time required for that (and maybe even for some of the more mundane uses of the Heal skill) but those will happen... later than 6th level.

Again, this is how I am editing out an error in the class, not necessary what has to fly in this campaign.

Tavar
2012-06-14, 11:44 PM
I approve the change.

Dwarves are well represented in Deng, and their are minor populations in the other areas. The Deng were not part of the Neo-Slokan.

There is plenty of grass inside the walls for at least a few days. You could even close the gate, and allow it to roam free.

Preservative magics are a bit more complex than that. When put down in conjunction with the construction of a building/buildings, they are essentially perfect. When simply cast they don't last nearly as long. In addition, the magics don't effect everything brought into the area, only what was their before hand.

DracoDei
2012-06-15, 02:52 PM
We can see a stream? I don't need a huge amount of water, I just need to wash my hands.

The "dried up river-bed" used to be a road if that is what Milo is talking about.

Tavar
2012-06-15, 06:00 PM
We can see a stream? I don't need a huge amount of water, I just need to wash my hands.

The "dried up river-bed" used to be a road if that is what Milo is talking about.

Thw creek does run outofd the door. the source appears to be a somewhat broken fountain or well.

DracoDei
2012-06-15, 07:49 PM
Welp... I (not my character, me) missed a spot check. Messes up some of my comments, but shouldn't be any real problem.

Tavar
2012-06-15, 09:33 PM
Oh, god. Sorry about the spelling, that was from my kindle while at diner.

And, I don't think I specified where the source of the stream was.

SamBurke
2012-06-16, 02:16 PM
Oh, god. Sorry about the spelling, that was from my kindle while at diner.

And, I don't think I specified where the source of the stream was.

I hate posting from my kindle. It is paaaaaaaaaaaaaaaaaaaaaaaaaaaainful.

DracoDei
2012-06-17, 05:23 PM
Yet another set of minor upgrades to the grace-gift:

Just put a bunch of upgrades into Gift of Time. There are some range increases starting at level 8 (IE Not going to come up in this campaign for a while).

What DOES make a difference is this part:

At 4th level a grace-gift may grant an additional moment to act to a single ally within 10 feet(however the grace-gift and the target do not need to REMAIN within this range of each other after this effect is cast...). The grace-gift may expend a move action to grant an ally within 10 feet a 20 foot bonus to their base speed for all forms of movement they have for one round. This may not increase any base speed to more than double its starting amount, and a given ally may only benefit from one movement rate increase from a grace-gift per turn.

I also discovered the feats in the psionics section of www.d20srd.org, lots of which don't require the character to have any psionic ability. I added most of those to the bonus feats list, but that doesn't change anything about my character since there is a dry spell of bonus feats until 9th level.

EDIT: Updated update to allow for multi-targeting.

Barbarian MD
2012-06-19, 10:32 AM
So do we want to investigate the keep, or follow the road? I was thinking we'd look at the keep, but my understanding of the last couple of posts is that you'd rather keep walking?

Tavar
2012-06-19, 11:28 AM
The DM wonders this as well.

DracoDei
2012-06-19, 02:38 PM
So do we want to investigate the keep, or follow the road? I was thinking we'd look at the keep, but my understanding of the last couple of posts is that you'd rather keep walking?
I thought we were going to the keep too. My character had been saying that that was what they favored for a while I think.

Tavar
2012-06-19, 03:28 PM
Well, since there is disagreement in character, you should probably settle it there.

DracoDei
2012-06-19, 05:22 PM
Yes, but that doesn't change the fact that I (and other people too?) need to read (and type?) more carefully.

EDIT: Edited my last post in the IC thread.

SamBurke
2012-06-19, 09:44 PM
Going with keep.

See sig, updates slow. Sorry.

Barbarian MD
2012-06-20, 06:30 AM
I vote we explore the keep. We may not want to stay there, but I think it's our priority. Tavar, how long have we been exploring, in game time?

Tavar
2012-06-20, 11:11 AM
Started early morning, and now it is, I believe, early afternoon.

DracoDei
2012-06-23, 02:00 PM
Rescuing some stuff from the recruitment thread since I know it is going to get deleted eventually. Sorry for any problems with the cut and paste.

Campaign Description

Eternal Kingdom of Tosaria.

Due to the increased danger felt by the expanding Uromathia Range, many city states began creating stronger alliances. Some went even further. Having had peace for over 400 years between them, the nations of Deng, Calirath, Sharona, and Tezoca joined together, naming the joint nation they had become after a Holy mountain from Pre-Sunder Days, still recognizable, and located within one of the periphery shards.

The formation was none too soon, as a new portal opened up, but the shard in question was already being explored by the Uromathia. The two sides kept peace for some time, but eventually war broke out, known as the War of Tears by the Tosarians, as not only were they forced from the new territory, but the Sharonan home shard was conquered.

The next 72 years were taken as a time to rebuild, but also to truly integrate the nation. It has not been entirely successful, but there is a growing segment of the population that really thinks of themselves as Tosarians first. Most such individuals live in periphery shards, as those are they ones that have the most mixing.

Military, Tosaria focuses on the defense. Their last war's disastrous conclusion has created a crop of officers rather hesitant to take risks, though as usual in this situation the up and coming generation seems to be bucking the trend. Overall, the populace is eager for a new war, hoping to beat back the Uromathia.


Brief Descriptions of the Major Cultures
Deng-Based in an area considered small for a home-shard, it was a confederation of several Dwarf and other mountainous race communities. They even have a Dragon as part of their nation, a being even more rare than before the Sundering. Overall, they tend to be a stable, conservative group, due to the long lives of it's most populace members. Culture changes with the generation, after all. It is the Industrial powerhouse of the kingdom. While it's former head is not part of the succession, it does contain the Second highest noble of the land, as well as control over several key departments of the Council.

Calirath-The Largest province of the kingdoms, they are represented in the Royal Line. They are also the most divided over going to war; on one hand they were the most militant of the previous city states, and would like to regain their lost face. On the other, they respect the Range's powerful military, and aren't sure that the current Kingdom's military can truly match them offensively. In a way, they are the most normal of the 4, being Human dominated, without the strange anomalies of Tezoca or the Bubble kingdom legacy of Sharona.

Sharona-Fair Sharona was the key to to formation of the kingdom. For it was a rarity among the citystates, one that the others could all trust. Every other nation had, at one point or another, been expansionistic, looking for resources, land, and power at the expense of someone else. Except Sharona. It had been isolated from any outside contact for centuries, a few shards connected together, with no outside contact. Thus, when they finally were introduced to the wider world, they wanted simply to coexist. The consolidation was their idea, and their Premier became the First King. And even though they were formed for defense, they remained hopeful for peace.

But that was before. Now Sharona is lost, the shining towers toppled, the white walls blackened. And the King is dead. Now they are the most hawkish of the groups, eager to get revenge.

Tezoca-Pre-sundering, this Shard is thought to have contained a Wizard's massive home and research station. That's the only reason the current inhabitants can possibly explain the even more numerous oddities that exist within the shard than normal: the magics of the home reacting with the Sundering to create the anomalies among the island chains. It population has a reputation as being crazy and over-eager, especially when it comes to research and advancing their knowledge of the world. Or making a really big explosion, if you listen to their critics. They also have some of the best medical and mental health care available in the Shards. They also have no real connection to the line of succession, but no one can really tell if they care. They do have a couple key positions on the council.


On the Government:
Scholars call it a Constitutional Monarchy. The King and Queen are rulers, but their powers are not absolute, in this case tempered by a Parliament, consisting of the Upper Lords of the Land, as well as a system of courts, whose Judges are jointly appointed by Parliament and the Monarch.

The Monarch also has a Council. Each member of the council oversee's a specific domain, whether the Treasury, the military, or something else. Their power over these areas is at the pleasure of the Monarch, though. A Wise one, however, will realize that he or she cannot do everything by themselves, and that competent subordinates should be trusted. This isn't the only purpose, however. They Council also acts as a go-between for the Monarch and the Parliament, giving the latter a bit of distance so they aren't seen to directly question the head of state. The number of positions, what exactly their duties entail, and who fills said position is largely up to the Monarch, except for 5 positions specifically called out in the Constitution. These Five, sometimes called the Upper council, do have some control, and their appointment is done by the nobles of the Province the position was given to. These positions were given to Tezoca and the Deng, in recognition that they would not have a direct tie to the Royal line, nor would they demand such a thing. Other such positions can be created, but only if the Constitution is amended. The positions are Councilor of the Military, Justice, and Treasury, the three positions given to the Deng, and Councilor of Education and Development, given to the Tezoca. Neither the Upper Council or normal Council positions are for life: in the latter case they serve till the Monarch wishes to replace them or till they wish to leave. In the former case they serve till they wish to leave or their home Province wishes to appoint someone else. In the latter case, a Monarch can ask for someone to be kept on or be replaced, but their is no official pressure they can apply.

Additional note about portals: They only occur on the edges of Shards. Also, the average size is about 4 miles wide, 1 mile high, sort of a half oval shape.

Additional Note about the Uromathia Range. Of the shards show, 3 were Shards owned before contact. Almost all of the other shards used to be independent City States, conquered over the course of 200 years. There's a reason people are nervous about them.


About the Characters: You're going to be sent as an exploration and first contact team, exploring a new shard chain that opened up, connected to the upper-rightmost green shard on the map(I'll have an updated map soon). Some of you can be military/government workers, while others could be adventurers, mercenaries, or something else if you wish.

Also, if you ask a question about the nations, I'll endeavor to answer it quickly.

My character's sheet (for Milo) and backstory:


Ok, let us see if I can create a legible draft (not necessarily a final draft) of my character sheet for Milo v3 since he can't access myth-weavers.
Stuff in Red is stuff the GM hasn't approved yet but which I think it probable that he will (should just be the lower-level use of Gift of Time I added since I had already asked about that, and an Aura that I am actually going to be so bold as to even list here since the movement-rate boosting I already posed the question about, and the aura seems like more of a disadvantage than an advantage).

This IS NOT a up-to-date as my character sheet on Mythweavers, but may be more detailed on some issues.
Kajal Pala
Medium Humanoid (Human)
Grace-Gift (http://www.giantitp.com/forums/printthread.php?t=229090) 6
Neutral Good
HD: 6d12+12 (64 HP)
AC: 23 (+1 Dex, +5 mithril chain shirt +1, +1 amulet of natural armor +1, +6 Deflection), Touch 17, Flatfooted 22, FF Touch 16
Enlarged: 21, Touch 15, Flatfooted 20, FF Touch 15
BAB/Grapple: +3/+5
Enlarged: +3/+10
Space/Reach: 5 ft/5 ft(10 ft with spiked chain)
Enlarged: 10 ft/10 ft (20 ft with spiked chain)
Attack: Masterwork Cold Iron Spiked Chain
Normal: +6 melee (2d4+3)
AoO: +14 melee (2d4+12)
Enlarged: +6 melee (2d6+4)
Enlarged AoO: +14 melee (2d6+13)
(Note that I have Power Attack)
Full Attack: (As above)
Abilities: Str 14, Dex 12, Con 12, Int 8, Wis 12, Cha 18(20)
Enlarged: Str 16, Dex 10
Saves: Fort +11, Ref +11, Will +11
Enlarged: Fort +11, Ref +10, Will +11
Feats: Power Attack, Improved ToughnessHuman Bonus, Touch of the Grace-GiftGG Bonus(120 hp of out of battle healing others or myself per day), Combat Reflexes*GG Bonus, Exotic Weapon Proficiency (Spiked Chain), Blocker GG Bonus, Lesser Mage-SlayerGG Bonus, Burden Bearer
*Since this was taken as a Grace-Gift bonus feat he can use his charisma rather than his dexterity for determining how many AoO's he gets per round.
Skills: Balance 0 (+3), Bluff 0 (+5), Concentration 9 (+10), Diplomacy 0 (+6), Heal 9 (+12), Intimidate 0 (+3), Jump 0 (+4), Sense Motive 4 (+5), Spellcraft 4 (+3), Survival 1 (+2), Tumble 9 (+10)
Class Features:
Aura (AKA I show up really strong on Detect Good)
A General Rule(Stuff about how I cast that the other players don't have to worry about too much)
Divine Protection(Deflection bonus to AC, can be given away for 1 round as a swift action)
Gift of Resistance(Penalty to 2 Saves to grant bonus to all allies within 10' to ONE of those saves, and half strength from 10' out to 30')
Gift of Shielding(1 round Shield Other)
Gift of Tolerance(Endure Elements)
Swift to Protect(+6 to Initiative but I can't attack the first round)
Defensive Strike(+8 to-hit/+9 to damage for AoO's)
Life Saver(Take 10 on PHB Heal checks)
Master of the Healing-ward(Treat 4 Diseases at once via working as hard as when dungeon-delving)
Divine Grace(Cha to Saves)
Helpful(Take 10 on most Aid Another checks)
Status 1/day
Courage(Immune to most fear)
Carry the Burden(1 ally, fly, 150 ft range)
Enhanced Defensive Strike(AoO's count as being made with a Magic weapon for purposes of DR, ability to hit incorporeal creatures, etc)
Gift of Breath(Take Con penalty to remove need to breath from one or more allies)
Gift of Soul(Donate XPs to crafting and spell-casting)
Gift of Time(Use all actions to give ally extra Move Action, or move action to give +20" to most movement rates)
Possessions: Masterwork Cold-Iron Spiked Chain, Mithril Chain Shirt +1, Amulet of Natural Armor, Healer's Kit x3 (One carried, 2 more on mule), Belt of Enlargement(Continuous Enlarge Person when buckled, extra set of belt-loops, and strings tied through holes around belt keep both pants and belt itself from being easily snatched), Wooden Holy Symbol, Spell-component Pouch, 50 GP Platinum Ring, Martyr Flitter (a magic item that takes the form of a living creature)

Mule: Packsaddle, Bit and Bridle, Tent, Rations (how much?), Waterskin, Whetstone, Soap, Needle and Thread, Mule Feed (how much?), Bedroll, Bull's Eye Lantern, 10 pints oil, Flint and Steel, Extra Traveler's Outfit, Cleric's Vestments OR Scholar's outfit, Rope?
Weight of Gear: 30.5 lb. + stuff on mule
Enlarged: 61 + stuff on mule
Encumberment: Light - 58lb., Medium - 59-116, Heavy - 117-175
Enlarged: Light - 152lb., Medium - 153-306, Heavy - 307-460
Caster Level: 6
Spell DC: 10 + Spell level + Charisma Modifier (+5) (this is unlikely to ever come up.
Spells Per Day: Status 1/day

Backstory
Growing up, Kajal Pala showed a talent for treating injuries. His desire to help his fellow sapient drove him not merely to find a teacher, but the best teacher he could in his home-town. This turned out to be the houses of healing associated with the local church of Heronious.

The clerics found him enthusiastic for most parts of their practical teachings, although he had a reserve that prevented him from being willing to give himself directly to their god's service. He had little patience for weapons drills, although as a precaution he did partake of the long-spear drills, seeing it as the best way to serve as a last line of defense for the house of mundane healing that he served in. In similar fashion he would use only minimal armor in his drills. Partially because he could not readily afford more, and partially because he did not wish to take too much time away from his work as a physician.

Kajal's talent grew, and the scream of the insane or the pain-maddened did not distract his hand as it would guide cat-gut thread through the tender flesh of a small child. He would work himself harder, and do more good than almost any other his age. While his effect on any patient was paltry compared to those who could summon the more varied power of Heronious, he could help more, and even his mere prescience and well-wishes could provide good effect for those in the throws of illness, and his hands could cure wounds with a touch.

Matters came to a head when a paladin commander of great renown took refuge at the church, after his command was attacked by a mob of demons associated with sleep and armed with both horrible dreams and claws. Kajal tended them through the night as they succumbed to many days without sleep, thinking themselves safe. But some of the demons had been hidden in the realm of dreams itself(does this fit the setting?), and the dreams of their foes shown forth like a beacon to them. They came upon the church, and slew the guards at the doors. Many screams did not wake those who slept within, for sleep was their's and none could wake (and more fell into slumber) while they bent their will against that. Kajal prodded his patients, firmly first, then, reluctantly, to the point of mild injury, but wake they did not.

Then did Kajal take up his spear and stand in the doorway of the room, and a good account of himself he gave. When finally aid arrived the paladin and a few of his comrades were dead, but upon being summoned back to life the champion declared that such bravery should be given better tools to work with, and equipped the healer with such things as would best augment his talents.

Not wishing to waste such kind gifts, though he somewhat doubted he could do more good in an offensive group than as he had before, Kajal Pala ventured forth in search of causes worth championing. A few years later he joined a hastily formed exploration team.

Chōṛā hu'ā (literally "Forsaken" in Hindi/Sharonan) backstory.
Chōṛā hu'ā (literally "Forsaken" in Hindi/Sharonan) received such a fell name from his grandfather, a husband without a family, a Sharonan without a home, and a man with no purpose.

Some 50 years prior to Chōṛā hu'ā's birth, fair Sharona had fallen, crushed by the merciless invasion, and his grandfather had fled for his life. The man's two daughters died in the flight, and only he and his pregnant wife escaped. They sought refuse in Calirath.

Chōṛā hu'ā's father's birth was the end of his mother, so his grandfather did his best to raise him, but in the end was forced to beg for food for his family.

Chōṛā hu'ā's father did little better. He himself, thrown into such a poor situation, sought the safety of opium, and retreated farther and farther from reality. It was almost a miracle that he had enough drive to get a young girl pregnant in a brothel. Chōṛā hu'ā's grandfather took the girl in when he learned of her condition, and Chōṛā hu'ā's father died of an overdose.

When Chōṛā hu'ā was born, his grandfather gave him a cursed name, because he and all of his line and all of his nation had seemingly been cursed themselves. One could even think it true, as the boy's mother was killed one night in an alley of Calirath, and his grandfather perished in a fire.

Little Chōṛā hu'ā was taken in to an orphanage, but not before he had learned one lesson well: his homeland had been conquered, and his family had suffered for it.

A quiet and reserved boy, he made few waves in the orphanage. At least until he turned 12. It was then that he killed another boy in the group home. The circumstances of the death were never examined, but in Chōṛā hu'ā's eyes, at least, the boy had it coming.

The prison system in Calirath is especially hard on children, and the boy quickly toughened up. By the time of his release, the tattooed, scarred, and bulked man was a terror to behold.

But revenge gave him purpose, and he quickly enlisted, training in the Calirath military as an expatriate, hoping that one day war would come, and he would have revenge.


For those who can't see sheets:

Chōṛā hu'ā (Lit. Forsaken)

Medium Humanoid
Shield Warrior 6
True Neutral
HD: 6d8+18 (54)
AC: 24 (+2 Dex, +7 Shield (+1 light shield, +2 enhancement, +2 shield specialization, +3 superior shield), +5 Chain Shirt +1, Touch 19, Flat-Footed 24
BAB +6
Space/Reach: 5 ft/5 ft
Attack: +1 Warhammer, +1 Keen Light Shield (30' range)
Normal: +10 melee (1d8+4), +10 melee/+10 ranged (1d3+4)
Full Attack: +8/+3 (1d8+4)/+8 (1d3+4)
Abilities: Str 17, Dex 14, Con 16, Int 12, Wis 10, Cha 10
Saves: Fort +9, Ref +5, Will +3
Feats: Shield Throwing, Adaptive Style, Point Blank Shot, Just realized I have one more
Skills: Balance 9 (+10), Craft (Armor) 9 (+10), Intimidate 9 (+9),
Knowledge (History) 9 (+10), Listen 9 (+9), Martial Lore 9 (+9), Profession (Soldier) 9 (+9), Tumble 4.5 (+5)
Class Features: Shield Parry 2/round, Improved Shield Bash, Shield Ward (shield AC to touch and some opposed checks), 1/4 Shield AC to saves, shield not sunderable nor disarmable, favored shield: light (keen, two-weapon fighting with full strength to damage)
Possessions: +1 Warhammer, +1 weapon/+2 armor light shield, +1 chain shirt,
3429 gp available to spend before campaign starts (thought I'd wait until recruiting to finish)
Maneuvers known (6 readied): IT Snapping Strike, IT Angering Bite, IT Iron Shell, SD Charging Minotaur, SD Stone Bones, IH Steel Wind, IH Steely Strike, SD Mountain Hammer, IT Tortoise Trip, IT Mirror Shell, AOO Vanguard of One
Stances known: IT Stance of the Defending Shell, AOO Master of the Field, SD Giant's Stance


My character is complete, by the way. I'll hold off on final purchases for when the rest of the party is chosen. As an audition, I present my current campaign (http://www.giantitp.com/forums/showthread.php?t=177420) of which I have been a member since March 2009.[/QUOTE]


Solooze:
Solooze's sheet (http://www.myth-weavers.com/sheetview.php?sheetid=390521)

Physical Appearance:
Eschews its ability to mold itself into a humanoid form, for the large part. Its form normally appears to be a large, rounded, but relatively flat piece of granite (like a good river skipping stone meant for a troll). Oddly enough, it still flows like a liquid, despite his hard appearance (it derives his nickname from this, it's a portmanteau of "solid" and "ooze"). It carries most of its magic items within itself, keeping them out-of sight.

Personality:
Like the stone from which is was born, it is incredibly patient and will often wait for long amounts of time waiting for the right time to do something it planned. It prefers to have a plan when he acts, or at least a way out. It is prone to getting irritated when dealing with stupid people,and resents having to explain something twice. He is calculating in his methods, preferring to gather information on something before dealing with it, and conserving resources for the tougher times.

Backstory:
As this world was shattered, many places became battlefields, as various cities fought for control of portals. Where Solooze emerged from was one such place. These battles were bought on large scales, in very high stakes wars. Destructive magics were used on both sides, leaving a formerly beautiful mountain rage a mere wasteland. Seismic magic had caused the are to be constantly unstable, prone to random fissures and mountains forming and disappearing in instants,fueled by large earthquakes. The very land itself made become tainted, with only the toughest animals surviving, and the remaining plantlife had become warped by the magics. From these chaotic magics, one day, a particularly violent magic quake formed Solooze, a creature purely of earth magic. Its almost immediate response was to flee from this place, its new mind capable of recognizing the inhospitability of this place. He managed to find an undiscovered portal in the middle of a deep fissure crack. He has since constantly sought knowledge, answers to important questions in life. What is behind what caused me, is it possible to make more, and is there anyway to reverse the damage that was done? He finds that the best way to find these answers is to research the portals that everyone seems to fight over. To this end, he works as as a form of mercenary, offering his psuedo-magical skills in exchange for the opportunity to learn more about the vast worlds and the portals that connect them.


Just found something that seems perfect thematically.

Draco's guy has a mule and has meticulously packed and sorted his gear for exploring the wilderness.

My character bought a Survival Pouch (MIC). He walked into a store, looked around awkwardly for a few minutes and, said, "What do I need to go into the wilderness?" He then plopped down 3,300 gp when offered a Pouch by the store owner. He has no concept of whether it has everything he needs or not.

:smallbiggrin:


Player | Character | Class | Race | Purpose | Time Zone
SamBurke |Serol Merias (http://www.dndsheets.net/view.php?id=24850) | Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) | Human | DPS (http://www.youtube.com/watch?v=opU5L1tQ-tE) | GMT -6, US Central
mhvaughan | Chōṛā hu'ā (http://www.myth-weavers.com/sheetview.php?sheetid=389119) | Shield Warrior (http://www.giantitp.com/forums/showthread.php?t=192533) | Human | Tank | GMT -5, EST
DracoDei|Kajal Pala (http://www.myth-weavers.com/sheetview.php?sheetid=388028) (Enlarged Version (http://www.myth-weavers.com/sheetview.php?sheetid=388633))|Grace-Gift (http://www.giantitp.com/forums/showthread.php?t=229090)|Human|Defensive Buffer/AoO Controller/SLOW Healbot|GMT -5, EST
Necroticplague|Solooze (http://www.myth-weavers.com/sheetview.php?sheetid=390521)|Spellsage (http://www.minmaxboards.com/index.php?topic=853.0)|Living Rockslam (http://www.minmaxboards.com/index.php?topic=4370.0)|Battlefield Controller|GMT-5,EST
Admiral squish|(insert name here) (http://www.myth-weavers.com/sheetview.php?sheetid=391620)|Warblade/Changeling Warshaper (http://www.giantitp.com/forums/showthread.php?t=239838)|Changeling|Murderizer|GMT -5, EST
Milo v3|Varden (http://www.giantitp.com/forums/showpost.php?p=13032135&postcount=93)|Binder (http://www.giantitp.com/forums/showthread.php?t=234102)|Durzite (http://www.giantitp.com/forums/showthread.php?t=237208)|Minion Master & Enchanter|GMT +10


I've made my character sheet for if I am able to play a binder.

Varden
Small Humanoid (Durzite)
Binder 6
Neutral Evil
HD: 5+(4*5) (25 HP)
AC: 14 (+1 Dex, +1 Scholar’s Outfit, +1 Ring, +1 Size), Touch 14, Flatfooted 13
BAB/Grapple: +3/-2
Space/Reach: 5 ft/5 ft
Attack: +1 Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
Full Attack: +1 Morningstar +4 melee (1d6) or Dagger +3 melee (1d3-1)
Abilities: Str 9, Dex 12, Con 12, Int 17, Wis 19 (21), Cha 11
Saves: Fort +3, Ref +3, Will +10
Feats: Necromantic Binding 3HD(B), Spell Focus (Conjuration), Augmented Summoning, Combat Casting, AlertnessB
Skills: Bluff 4 (+7), Concentration 5 (+6), Decipher Script 4 (+7), Diplomacy 5 (+5), Intimidate 5 (+5), Knowledge (Arcana) 4 (+7), Knowledge (Planes) 7 (+10), Knowledge (Religion) 6 (+9) , Listen 0 (+2), Spellcraft 5 (+8), Spot 0 (+2)
Racial Features: Inborn Summoner, Low-Light Vision, Racial Boundry, Shielded Soul
Class Features: Spells, Familiar (See Below), Gate of Souls, Binding Circle, Binder’s Pact, Elemental Binding 6HD, Monster Binding, Outsider Binding 4HD, Apparatus Binding
Possession: +1 Morningstar, Backpack, Bedroll, Flint and steel, Chalk, 10 torches, Waterskin, Spell Component Pouch, Spellbook, +1 Glamered Scholar’s Outfit, Ring of Protection +1, Periapt of Wisdom +2, Hand of the Mage, Dagger, 85.79 gp, Wand of Light 50 charges, Platinum Ring.
Weight of Gear: 22.75 lb.
Encumberment: Light - 23lb., Medium - 34-45, Heavy - 46-68.
Spells in Spellbook: 0 – All. 1 – Charm Person, Protection From Evil, Summon Monster I, Summon Primal Being I, Summon Planar Agent I. 2 – Deathknell, Summon Planar Agent II, Summon Primal Being II, Summon Undying Servant II. 3 – Clairaudience/Clairvoyance, Summon Planar Agent III, Summon Primal Being III, Tiny Hut
Caster Level: 6
Effective Binder Level: 6
Spell DC: 10 + Spell level + Intelligence Modifier (+3)
Spells Per Day: 0 – 4, 1 – 3, 2 – 3, 3 – 2
Spells Prepared:
0 – Arcane Mark, Daze, Detect Magic, Disrupt Undead
1 – Charm Person, Summon Planar Agent I, Summon Primal Being I
2 – Deathknell, Summon Primal Being II, Summon Undying Servant II
3 – Summon Primal Being III, Summon Planar Agent III

Vardan specializes in the use of conjuration, relying on allies in a fight rather than his own strength. He can speak Common, Draconic, Abyssal, Ignan, Auran.

Backstory
[SPOILER]In Varden's mind Good and Evil is subjective. To most, demons and devils were seen as personifications of evil. To Varden most people were seen as personfications of evil.

Varden's family specialized in binding Devils, using them for information, servants, and assassins. Generally these devils were whichever ones his father could conjure which could get the job done. They were the most skilled Infernal Binders in all of Deng.

Except for a single Imp named Ronove, he protected Varden as he grew up and taught him Rhetoric so that he will be able to not only speak correctly but also prepare loop-holes and protect against them in pacts with outsiders.

Varden viewed ronove as his greatest and only friend, regardless of his fiendish nature.

But others didn't see it the same way. One night mercenaries attacked his family and killed both of Varden's parents. Ronove was released from his binding, but he strangely remained. The Imp wounded the warriors using skill and intelligence to supplement his weak form.

But in doing so Ronove was slain. Varden didn't know why the Imp remained, there was no logic behind it. After that Varden started to be disgusted by Canim.

After a few years of life on his own he finally learned to bind souls to his will. But the society in which he dwelt disliked his talents as they brought fiends into the world. He was attacked several times, until he stopped being public about his abilities.

Currently he is trying to find the Canim warriors who killed his parents and ronove. He uses brutal methods to gain knowledge, and has murdered a few people along the way, but he no longer cares. Once he finds the crimals who ruined his life he shall finally get vengance.


Appearance
Varden has pale skin and is very short (standing only 4 feet high). He wears a white tunic with a black robe over it. Thin brown bands with runes of binding lie in his palms. His eyes are yellow and serpentine.
His spines are tainted by his magic, which have now changed to a pale green.

He looks like this (http://images4.wikia.nocookie.net/__cb20111127130760/blazblue/images/7/78/Y%C5%ABki_Terumi_%28Story_Mode_Artwork%2C_Normal%2 9.png), with the following changes:
He is wearing a white tunic and black robe rather than a suit.
The hair is actually spikes
The bands in his palms have runes on them.

Personality
Varden maintains a calm and quiet demeanor around most people, pretending to be a harmless and weak mage. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and doesn't seem to show any kind of remorse for his actions.

Despite this he is perfectally willing to work with goody-two shoes, as long as they don't directly go against his interests.

Familiar - Ourboros
Snake, Tiny Viper
Size/Type: Tiny Animal
Hit Dice: 6d8 (12 hp)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/–11
Attack: Bite +6 melee (1 plus poison)
Full Attack: Bite +6 melee (1 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, Deliver Touch Spell
Special Qualities: Scent, Improved Evasion, Share Spells, Empathetic Link, Speak with Master
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 4, Dex 17, Con 11, Int 8, Wis 12, Cha 2
Skills: Balance 0 (+11), Climb 2 (+7), Hide 2 (+9), Listen 3 (+8), Spot 2(+8), Swim 0 (+8)
Feats: Improved Initiative, Weapon FinesseB
Environment: Temperate marshes
Alignment: Always Neutral

Ourboros is a swift viper, he is the eyes and ears of Varden. Ourboros normally lies coiled around Varden.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

COMBAT
Viper snakes rely on their venomous bite to kill prey and defend themselves.

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.

Size|Fort DC
Tiny|10

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Bound Creatures
N/A

Sorry if this gets REALLY messy after this point, I am having to rush so my nephew can get back to watching anime with me on this computer (he having returned from the RL playground).



Just found something that seems perfect thematically.

Draco's guy has a mule and has meticulously packed and sorted his gear for exploring the wilderness.

My character bought a Survival Pouch (MIC). He walked into a store, looked around awkwardly for a few minutes and, said, "What do I need to go into the wilderness?" He then plopped down 3,300 gp when offered a Pouch by the store owner. He has no concept of whether it has everything he needs or not.

:smallbiggrin:


Player | Character | Class | Race | Purpose | Time Zone
SamBurke |Serol Merias (http://www.dndsheets.net/view.php?id=24850) | Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) | Human | DPS (http://www.youtube.com/watch?v=opU5L1tQ-tE) | GMT -6, US Central
mhvaughan | Chōṛā hu'ā (http://www.myth-weavers.com/sheetview.php?sheetid=389119) | Shield Warrior (http://www.giantitp.com/forums/showthread.php?t=192533) | Human | Tank | GMT -5, EST
DracoDei|Kajal Pala (http://www.myth-weavers.com/sheetview.php?sheetid=388028) (Enlarged Version (http://www.myth-weavers.com/sheetview.php?sheetid=388633))|Grace-Gift (http://www.giantitp.com/forums/showthread.php?t=229090)|Human|Defensive Buffer/AoO Controller/SLOW Healbot|GMT -5, EST
Necroticplague|Solooze (http://www.myth-weavers.com/sheetview.php?sheetid=390521)|Spellsage (http://www.minmaxboards.com/index.php?topic=853.0)|Living Rockslam (http://www.minmaxboards.com/index.php?topic=4370.0)|Battlefield Controller|GMT-5,EST
Admiral squish|(insert name here) (http://www.myth-weavers.com/sheetview.php?sheetid=391620)|Warblade/Changeling Warshaper (http://www.giantitp.com/forums/showthread.php?t=239838)|Changeling|Murderizer|GMT -5, EST
Milo v3|Varden (http://www.giantitp.com/forums/showpost.php?p=13032135&postcount=93)|Binder (http://www.giantitp.com/forums/showthread.php?t=234102)|Durzite (http://www.giantitp.com/forums/showthread.php?t=237208)|Minion Master & Enchanter|GMT +10


It is done! Perhaps not polished, but it is finished. Worth the wait? You decide! I was intending to include a 'becomer' phase in there, but it didn't quite work out.

Mirra was born in one of the larger cities of Calirath, the child of a human blacksmith father and an elven woman. Her father had prepared himself mentally for his child to have pointed ears and perhaps never be quite as tough as him, but when their daughter was born, there was nothing that could have prepared him for the milky-skinned infant in his bride's arms. Her mother had in truth been a changeling, a passer who had lived her life as an elf, and her husband took the news... poorly. Mirra never knew her father.

In her very young years, Mirra was kept inside and away from the windows until she had learned how to fully control her shapeshifting abilities. Her mother picked up work as a seamstress, and over dresses she taught her daughter how to control her shape and how to deal with people. The young girl was taught to perfect a half-elf disguise, how to maintain a shape and refine details, and the social aspects of maintaining her cover identity. The girl showed great talent for the shapeshifting, though she had some trouble keeping the details straight when she got emotional.

Eventually, her mother relented and allowed the 5 year old Mirra to leave the house for the first time. But children can be cruel, and the local children were not welcoming of the strange girl. Young Mirra clearly inherited her father's stubbornness and much of his strength, and when the other children picked on her, she fought back. But all the strength in the world couldn't save the little girl when outnumbered by the bigger kids. She certainly didn't go down quietly, but they beat her in the end. But with each beating she learned, and she got stronger.

She learned to use her shapeshifting powers to cover bruises and cuts, to keep her mother unaware of her scuffles. She learned how to fight dirty. And perhaps most taboo, she learned how to use her shapeshifting to impersonate her enemies and sow chaos. By the time she was ten she was becoming quite the hoodlum. That was when one of the city's gangs recruited her. She ran with them for a few years, getting steadily worse, stealing at first to help keep herself and her mother in their home, then eventually simply for the thrill of it.

She was on a dark path, and had things gone even the tiniest bit differently, she could have ended up dead in an alleyway. But then she was the brute on a mission to rob a mansion. It went well at first, but none of the gang had been expecting the mansion's owner to be entertaining Master Karu, a weapons master. The theives were first. Then Mirra, when she came to their defense. Mirra might have been the strongest soldier of the gang, but she was nothing compared to Master Karu. But after the third time she got back to her feet, master Karu took interest. He offered the girl a choice. She could go to with the guard and spend time in prison, or she could come with him and really learn how to fight.

At first, Mirra only intended to stay long enough to make an escape from Master Karu's school. But she soon began to make friends among the other students, and began to learn more about the philosophy that Master Karu taught. A philosophy of growth through understanding, and understanding through truth. It was meany months before it truly sank in and Mirra revealed her true form to the master. Her training stepped up to the next level with her mind unburdened by deception.

Master Karu took much interest in her ability to change forms, and pushed her to use the power more and more during her training. He taught her body-controlling techniques, methods of hardening flesh, sharpening the mind, and drawing new strength and speed from muscles. And it was with this knowledge that she discovered power in her ability to change shape, warping limbs into weapons and skin into armor.

But she'd only just begun to practice this new technique when the kingdom's runners arrived at the door of Master Karu's school. They came seeking one of his students for a new team being formed, a team of elites to probe new portals and explore new shards. It was to everyone's surprise that Master Karu recommended Mirra for the job.


Ok, at first glance I am seeing the following marching order:
Chōṛā and Eil'alreth up front
Tim(enlarged) and Serol as 2nd rank/flanks (We have reach)
Mule (on lead held by Tim) and perhaps Slooze

If Slooze feels safer in a given situation in between Tim and Serol instead of back a bit, that would be an option. If I don't need to tumble or move fast, he can be 20' up/near the ceiling instead.


Because it's been bugging me and I had to fix it.

Player | Character | Class | Race | Purpose | Time Zone
SamBurke |Serol Merias (http://www.dndsheets.net/view.php?id=24850) | Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) | Human | DPS (http://www.youtube.com/watch?v=opU5L1tQ-tE) | GMT -6, US Central
mhvaughan | Chōṛā hu'ā (http://www.myth-weavers.com/sheetview.php?sheetid=389119) | Shield Warrior (http://www.giantitp.com/forums/showthread.php?t=192533) | Human | Tank | GMT -5, EST
DracoDei|Kajal Pala (http://www.myth-weavers.com/sheetview.php?sheetid=388028) (Enlarged Version (http://www.myth-weavers.com/sheetview.php?sheetid=388633))|Grace-Gift (http://www.giantitp.com/forums/showthread.php?t=229090)|Human|Defensive Buffer/AoO Controller/SLOW Healbot|GMT -5, EST
Necroticplague|Solooze (http://www.myth-weavers.com/sheetview.php?sheetid=390521)|Spellsage (http://www.minmaxboards.com/index.php?topic=853.0)|Living Rockslam (http://www.minmaxboards.com/index.php?topic=4370.0)|Battlefield Controller|GMT-5,EST
Admiral squish|Mirra Eil'alreth (http://www.myth-weavers.com/sheetview.php?sheetid=391620)|Barbarian/Changeling Warshaper (http://www.giantitp.com/forums/showthread.php?t=239838)|Changeling|Murderizer|GMT -5, EST
Milo v3|Varden (http://www.giantitp.com/forums/showpost.php?p=13032135&postcount=93)|Binder (http://www.giantitp.com/forums/showthread.php?t=234102)|Durzite (http://www.giantitp.com/forums/showthread.php?t=237208)|Minion Master & Enchanter|GMT +10[/QUOTE]


While we are waiting, unless people want to do this in-character, let me get people thinking by starting a poll (I don't necessarily expect to FINISH, especially not before game start).
Namely, what is going to be each of your character's default favorite buff from Kajal Pala:

+5 Untyped Bonus to ONE type of save(Will save for Serol Merias known to be tasty especially on round 1 of a fight). (Note that this is an emination that affects all allies within 10' at full strength, and those out to 30' at half strength, IE +2)
+6 Deflection bonus to AC
Fly
Shield Other(I take half your hit-point damage(max 30 transferred if you don't have a ring), and you get a +1 Deflection bonus to AC if you have a ring).
+2 untyped to-hit (this is via Aid Another, and thus doesn't weaken any of my defenses).
+2 untyped to AC (this is via Aid Another, and thus doesn't weaken any of my defenses).
Extra move action on your turn (AKA "Pounce" among other things).
Just stand nearby and AoO anything that tries to close/escape.
Endure Elements or "Waterbreathing" (lumping these two in together because they are so situational they seem unlikely to be default options, note that it isn't quite Waterbreathing it is more that you don't need to breath at all until I dismiss it to get the constitution I have "invested" in it back.)



((Can you tell I am a "tactician"/"brain" type player?))


Probably the deflection bonus for now. Just 'cause I haven't gotten my competence bonuses yet.


The deflection bonus is huge at these levels. My will save is paltry, though the distance requirement will be troublesome. To-hit might be more situationally helpful if we're struggling. The extra move action would be very helpful for me as I two-weapon fight, but only on certain rounds.


Just try to keep on the same flank in the marching order so I will be right behind you. That gets you the first turn (assuming you are willing to go after I do, which shouldn't be a big deal most of the time since I have a total of +7 to initiative when I use "Swift to Protect", which I am going to default to using, since my in-turn attacks are that of a 6th level Commoner who picked up Power Attack and EWP[Spiked Chain]).


I would prefer the Deflection bonus in combat, but the Will Bonus will help allot when I do binding.

Tavar
2012-06-23, 07:11 PM
Good point. I'm going to thread dive for anything else that I posted, but would everyone else do the same? If your information is lost, especially after repeated reminders, well, that's not a good start.

DracoDei
2012-06-23, 07:36 PM
FWIW I think only Milo's sheet has its main copy actually on this site, rather than on Myth Weavers or some other such site. Since I THINK I got the ONLY copy of Milo's sheet that existed when I started I think we should be good (Milo should confirm or disprove this).

Backstories I am less sure of, although I did take the opportunity to copy my backstory onto my sheet.

Random notes of importance... well I was in a hurry, but I can think of nothing irreplaceble for me, and the only items of any importance (the default buff requests) has been copied over as far as I can tell. I do note that I don't have a request (or set of requests) from everyone I don't think, so either I DID miss something, or at least one player has no particular preferences on the subject.



In other matters, by my count we have only three votes, all for the keep. For roleplay purposes all votes are important, but one vote more in favor of the keep would let us move things along. While I would be strongly AGAINST this factor influencing anyone's in-character vote, any further votes could be written in the past tense.

Milo v3
2012-06-23, 07:43 PM
My current character sheet is on the 3rd post of this thread and is more up to date then the old one.

Barbarian MD
2012-06-23, 08:27 PM
I've got everything on my sheet.

To the keep!

SamBurke
2012-06-27, 12:43 AM
All I need should be sheet-side.

Also, I've already removed the Recruit thread from my subs. I keep that list clean for some random reason.

DracoDei
2012-06-28, 06:24 PM
How wide are the corridors? It matters for formations, including if I want to take up a 5' square or a 10' square.

What is the ground like? Grass? Any sharp stones, or large area of rough stone around? How far are we from the nearest tree with a trunk at least 2 inches in diameter (if it is more than 200 feet don't bother with being more precise with that last one).

Thinking of tying my mule to something (a piton into the oak of the door if nothing else) so it can graze while we explore. Don't want to cut my 100' of rope, but also don't want it to get worn on being dragged around.

Tavar
2012-06-29, 06:41 PM
15ft corridors.

Ground is worked stone: it's the interior of the inner keep. Didn't we cover the mule earlier?

DracoDei
2012-06-29, 09:26 PM
We discussed grazing, not hitch-points and rope abrasion.

Neither of which was really the hold-up I don't think. It was more about the corridor.

Tavar
2012-06-29, 10:39 PM
There is plenty of grass inside the walls for at least a few days. You could even close the gate, and allow it to roam free.

whitetextwhitetext

Welknair
2012-07-08, 03:58 AM
Sam got me to check this out.. If you could use an extra player, I'd love to join.

SamBurke
2012-07-08, 04:02 AM
Gonna second that.

*begs as pitifully as a deranged man-beast can* :smallredface:

DracoDei
2012-07-08, 10:22 AM
Welknair:
We could use a trap-find and remove guy (and other aspects of "skill-monkey"?), and, oddly enough for a party with two characters who can heal hitpoint damage, and one whose backstory is as a doctor, we could use someone who can repair ability damage and drain and such. My guy can DO those sorts of things, but REALLY slowly.

Of course, finding homebrew you like in those areas might be hard. Don't let us cramp your style.

Welknair
2012-07-08, 11:38 AM
Welknair:
We could use a trap-find and remove guy (and other aspects of "skill-monkey"?), and, oddly enough for a party with two characters who can heal hitpoint damage, and one whose backstory is as a doctor, we could use someone who can repair ability damage and drain and such. My guy can DO those sorts of things, but REALLY slowly.

Of course, finding homebrew you like in those areas might be hard. Don't let us cramp your style.

Hmm.. I was originally thinking Swasbuckler 3 / Wizard 3 (Taking Practiced Spellcaster, of course) and taking my Battle Mage for 7 and on. Hmmm.. Perhaps I could try Kellus's Xenoalchemist? Of course this is all assuming Tavar wants me at all :smalltongue:

Edit: I think I need to go digging for a more appropriate class. Just reread Xenoalchemist and I think I'd just be adding to the list of "I'm a healer, but can't heal much" characters in the party. Hm..

DracoDei
2012-07-08, 01:07 PM
Hmm.. I was originally thinking Swasbuckler 3 / Wizard 3 (Taking Practiced Spellcaster, of course) and taking my Battle Mage for 7 and on. Hmmm.. Perhaps I could try Kellus's Xenoalchemist? Of course this is all assuming Tavar wants me at all :smalltongue:

Edit: I think I need to go digging for a more appropriate class. Just reread Xenoalchemist and I think I'd just be adding to the list of "I'm a healer, but can't heal much" characters in the party. Hm..
Yeah, everything is subject to Tavar's approval. :smallcool:
Well, don't sweat it too much. Play something that is fun for you. I actually have a few ideas swimming around in my head for tweaks to the Grace-Gift that could help this out in the long-term (IE when we get some loot and a chance to spend it, or level up a bit), but it is my intent to only request those IF there is a genuine need. The first would just be to allow a limited range of clerical spell-item use. Scrolls, wands, and staves like an equal-level cleric, but ONLY of the sorts of things Grace-Gifts can do anyway (perhaps with Heal skill requirements, or even making it so instead of blanket ability, it is a limited ability to substitute Heal for UMD).

Again, only if there is a clear need (which does NOT necessarily mean before such a need arises in-game), and ONLY with Tavar's permission. I actually wonder how the slower healing would change the play dynamics.


As for traps... well, I have an idea about that too, which doesn't require tweaking anything.

Welknair
2012-07-08, 05:53 PM
What do you guys think of RoC's Trickster (http://www.giantitp.com/forums/showthread.php?t=169664)? 6+Int skills, plenty of delicious skills. It gets UMD and it's abilities are CHA-based, so I ought to be able UMD a CLW wand or similar for our healing needs. Plus it gets to spontaneously cast illusions/enchantments, which I like. The only questionable bit I can think of is that it necessitates a Faeri Court in the game world. If Tavar doesn't like that, we may be able to refluff a bit as necessary. Again, this is all assuming Tavar's willing to take on another player in the first place.

SamBurke
2012-07-08, 11:57 PM
We appear to have a slightly AFK DM right now.

That class has a TON of abilities... A. TON.

It does seem balanced, just hard to remember.

Welknair
2012-07-09, 12:07 AM
We appear to have a slightly AFK DM right now.

That class has a TON of abilities... A. TON.

It does seem balanced, just hard to remember.

I am playing the Grace-Gift in my IRL campaign, I think I can handle it. The question is if Tavar wants to deal with that, or if I can be trusted to correctly keep track of all my own features. Assuming it gets accepted, could it fit?

DracoDei
2012-07-09, 12:39 AM
What do you guys think of RoC's Trickster (http://www.giantitp.com/forums/showthread.php?t=169664)? 6+Int skills, plenty of delicious skills. It gets UMD and it's abilities are CHA-based, so I ought to be able UMD a CLW wand or similar for our healing needs.
Solooze can heal an unlimited number of hitpoints per say. Replace that(EDIT: that = "wands of CLW") with scrolls of Lesser Restoration, Remove Blindness/Deafness, Remove Curse would be more germane to our needs. Will probably look at the class when I have an actual brain, and some time. Might be a few days, if at all.

Welknair
2012-07-09, 12:49 AM
Solooze can heal an unlimited number of hitpoints per say. Replace that with scrolls of Lesser Restoration, Remove Blindness/Deafness, Remove Curse would be more germane to our needs.

I figured as much. I take it is your Grace-Gift?

What's the current status of party-face? I don't want to move in on anyone's territory, but Trickster tends to do great in social situations, especially with +1/2 level to all social interaction checks starting at 2nd level.

SamBurke
2012-07-09, 01:31 AM
Solooze can heal an unlimited number of hitpoints per say. Replace that with scrolls of Lesser Restoration, Remove Blindness/Deafness, Remove Curse would be more germane to our needs. Will probably look at the class when I have an actual brain, and some time. Might be a few days, if at all.

Wait, he has unlimited hit points...? WUT

Welknair
2012-07-09, 01:57 AM
Wait, he has unlimited hit points...? WUT

Improved Touch of the Grace Gift, I'm assuming. Heals unlimited HP, but only up to 1/2 class level per round.

DracoDei
2012-07-09, 01:06 PM
I figured as much. I take it is your Grace-Gift?

What's the current status of party-face? I don't want to move in on anyone's territory, but Trickster tends to do great in social situations, especially with +1/2 level to all social interaction checks starting at 2nd level.


Wait, he has unlimited hit points...? WUT


Improved Touch of the Grace Gift, I'm assuming.
Heals unlimited HP, but only up to 1/2 class level per round.
*Head-desk*
Solooze (http://www.myth-weavers.com/sheetview.php?sheetid=390521) is Necrotic Plague's living rockslam Spellsage (http://www.minmaxboards.com/index.php?topic=853.0). One of his formulae(Nourish, from Natural Balance (http://www.minmaxboards.com/index.php?topic=867.msg5310#msg5310)) lets him heal someone (including himself) within 10' for 3d6+class-level. It is at will in a ToB sort of way.

Kajal Pala (http://www.myth-weavers.com/sheetview.php?sheetid=388028) (Previously named Timothy Ransom) is my Human Grace-Gift (http://www.giantitp.com/forums/showthread.php?t=229090). He took a class-specific feat "Touch of the Grace-Gift" that currently lets him heal people (including himself) for a total of 120 points per day at a rate of 3 points per full-round action. Starting at 13th level or so, he will get access to a feat "Improved Touch of the Grace-Gift" that removes the daily cap.

When I saw Necrotic Plague's character-sheet I almost rebuilt my character without Touch of the Grace-Gift, but it would have required tweaking his backstory, and I wasn't sure about my alternate feat selection. It is also good to have Touch of the Grace-Gift because Solooze has very low hitpoints due to d4 hit-dice and a lack-luster constitution score. Ergo, having a secondary hit-point restorer to bring the primary hit-point restorer back to consciousness so Solooze can heal the rest of us is a good thing.

Kajal Pala can heal most level appropriate non-hit-point-based afflictions... the PROBLEM is that his doing so is based on the MUNDANE methods of using the Heal skill to treat MUNDANE diseases. The fact that he can use the heal skill to treat, for example, negative levels and level drain is pretty awesome from certain perspectives. However the fact that the "casting time" for that ability is either 8 hours or 24 hours depending on what he is doing and how you look at it might be seen as kinda a problem. He can also take 10 when treating poison and disease, which basically means that the secondary damage from poison should rarely be a problem, and that diseases shouldn't get very far with this group.

The Grace-Gift ability in question is "Hands of the Healer", and I will reproduce it below in a spoiler for clarity... and two or three more things, just in case anyone is still confused.

Hands of the Healer(Su): Nota Bene: Despite referring to treating a variety of conditions as if they were diseases, all uses of this ability require only one successful roll to have the listed effect, not two in a row.

At 3rd level, the healing abilities of the grace-gift transcend the limits of mundane medicine. They may treat most blindness or deafness, or any magical effects reducing one of the patient's(or more than one patient if master of the healing-ward is used) ability scores as diseases for the purposes of the heal skill. In any of the above three cases this requires 24 hours of bedrest for the patient(s), and the grace-gift must treat them for the first 8 hours of this time. Roll at the end of the 24 hours, and retries (with another 24 hours of bedrest starting with 8 hours of treatment) are allowed, and only one success required to cure the condition. For blindness or deafness the DC is a flat 22. However, this ability does not restore ears or eyes that have been lost, but it repairs them if they are damaged. For a magical penalty to one ability score (effects reducing more than one ability score must have each ability score be treated separately) the DC is equal to that of the effect that caused the penalty in the first place, or 10+1/2 inflictor's hit-dice(or caster level as appropriate) + constitution(or casting ability) modifier if no save was initially allowed. The patient rolls no saving throw, the grace-gift's heal check is always substituted. The grace-gift MAY take 10 on such checks(but not yet on the any other uses of this ability).

At 6th level, they may treat negative levels, level drain, and ability score drain as if they were diseases. Each level drained or point of ability drain is considered a separate disease and requires a SEPARATE treatment period. Treating all negative levels on a given characters counts as treating a single patient for a single disease. Patients treated using this ability count against the grace-gift's limits as if they were being treated for a disease (IE only one at a time unless master of the healing-ward is used). In no case may this ability work against something that Greater Restoration could not. Examples include the negative level imposed on a Good-aligned person wielding an Unholy weapon or the constitution penalty imposed by the gift of breath class feature on another grace-gift (or themselves if they somehow have the ability to treat themselves). As with all uses of this ability, only one success is needed to have an effect.

To dispel negative levels, the patient (or patients if Master of the Healing-Ward is used) must take 8 hours of total bedrest while the grace-gift tends to them. If this time is completed before the time for the secondary fortitude saves to remove the negative levels comes around, then when those secondary saves are rolled (or immediately if secondary saves are not relevant), then the grace-gift makes a heal check paired with each fortitude save. If the heal check is higher than the matching fortitude save then it is used in place of that fortitude save. This may not be retried for any given negative level (so spending two 8 hour sessions before the 24 hour limit on the re-reroll is up does NOT allow two heal checks with each fortitude save).

If restoring ability drain then the Grace-Gift must select the ability score he will be restoring drain to, then the patient (or patients if Master of the Healing-Ward is being used), must take complete bedrest for at least 24 hours continuously, and the grace-gift must devote their full attention to them for the first 8 hours of that time. At the end of this period the Grace-Gift makes a heal check against DC 25. If this check is successful a single point of drain to that ability score is converted to ability damage.

If attempting to restore a drained level then it functions as per removing a point of ability score drain, with the caveats that success removes the drained level completely, and that the process must be completed before a number of days equal to the grace-gift's class level have passed from when the drained level in question was inflicted. Note that this process may be repeated multiple times in that time-period if initial attempts fail, and/or if more than one negative level was inflicted. A character who has a level restored in this way has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. This ability can not restore levels or Constitution points lost due to death. Only one success is required to remove each individual negative level, not two in a row (as is required for recovery from a mundane disease).

At 11th level the time limit for removing drained levels increases to one week per grace-gift level.

At 13th level the grace-gift may take 10 on all heal checks made as part of this ability.


A related class feature which lets Kajal Pala (my character) "multi-cast" several instances of these things (and/or mundane disease) at once is as follows:
Master of the Healing-ward(Ex): When providing long-term care or treating disease a grace-gift of at least 2nd level may provide for a number of additional patients equal to half of his grace-gift level. Any patients being treated for disease count against BOTH the number of disease treatment patients (one for a normal character without this ability) AND the number of long-term care patients allowed(six for a normal character without this ability).

Using this ability causes the eight hours per day required to use those uses of the skill to count as strenuous activity rather than light activity.


And just in case anyone is STILL confused about what "Touch of the Grace-Gift" (which Kajal Pala HAS) and/or "Improved Touch of the Grace-Gift" (which NOBODY in the party has) do, here they are:
Touch of the Grace-Gift [Grace-gift]
You are able to slowly repair harm to your allies... or even yourself.
Prerequisites: Grace-gift level 1
Benefits: A grace-gift may heal wounds with a touch (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to her grace-gift level × her Charisma bonus × 4, provided her charisma modifier is 1 or greater.((Tweak this to (Charisma-10, min 1)*Level*2 so that odd points matter?)) Otherwise the amount per day is equal to twice his grace-gift level. A grace-gift may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once, however this ability may not be used on any creature that lacks both an intelligence and a constitution score, and only a number of points of healing equal to half the grace-gifts level (minimum 1) may be healed per use of this ability. Using touch of the grace-gift is a full-round spell-like with somatic components that provokes attacks of opportunity.
Note that this ability CANNOT be used to harm undead (or anything else), and heals undead (and characters with the tomb tainted soul feat, etc) perfectly well. It also is fully effective for healing any construct that has either an intelligence or constitution score (or both).
Special: A grace-gift may take this feat as one of his grace-gift bonus feats.

Improved Touch of the Grace-Gift [Grace-gift]
The well of healing within you is bottomless.
Prerequisites: Grace-gift level 13
Benefits: There is now no per-day cap on the amount of healing Touch of the Grace-Gift may provide.
Special: A character with at least 13 levels of grace-gift may take this feat as one of his grace-gift bonus feats.



Did I forget anything?

EDIT: To provide more detail on an earlier statement: I have been considering adding an ability to use wands, scrolls, staves, etc etc of restorative magic* to the grace-gift as if they were a cleric of equal level. The hardest part is defining "restorative magic" in a comprehensive and rules-worthy manner. I am also working on more uses for the heal skill for them, emulating more spells, plus some in-combat restorative stuff that costs them ability damage/drain/burn. I am actually wondering if the more valuable experiment might be to see how the slow-down of non-hitpoint healing effects the feel of game-play. In any case, as I said earlier, I am not bringing such changes in unless we become pretty sure they are needed.

*Anything with Remove or Cure in the name, Heal, and perhaps limited applications of Dispel Magic.

SamBurke
2012-07-09, 03:29 PM
Gotcha. It aaaaaaaaall makes sense now.

It's all awesome, too. Glad to know we've got that kind of backup.

DracoDei
2012-07-09, 05:06 PM
Looking at the Trickster, it looks like a pretty good face. Our current Face is the Changling Warblade/Warshaper Mirra Eil'alreth (http://www.myth-weavers.com/sheetview.php?sheetid=391620) with +11 to total modifiers to Diplomacy and Sense Motive, +14 total to Disguise (with no ranks!), and +13 to Intimidate. I can (almost) flawlessly Aid Another by taking 10 on diplomacy checks and still have my +6 total modifier to offset any penalties. Ditto for Sense Motive(with a +5 total modifier), although that would require slightly more special circumstances to use (talking privately about "Do you trust him?"... or publicly if we don't mind that sort of thing).

I don't think Mirra Eil'alreth has any class abilities or feats to back those skills up with. Racially, of course, she is a changeling.

Talk to Mirra's player about if they mind, but what I am NOT seeing is the Trapfinding/Search/Disable Device combo. We would still be "stuck" with Chōṛā hu'ā (AKA Forsaken) taking point and finding traps the hard way.
Tavar may wish to "play fair" by not reading the following analysis of our party's abilities.

Of course, when I offered to reenforce his defenses to let him survive that better, the player had him demure on the grounds that he wanted to see how well his class stood up on its own. In AND Out-of-character we also had the reasoning that if we find combat before we find traps that having our resident madman go nuts and decide to attack the rest of the party would be kinda bad so I should keep boosting will saves (not that magical traps can't target that). If I swap to boosting fort or reflex, or to using Gift of Shielding to replicate Shield Other on Chōṛā hu'ā we might turn him into a really GOOD "Polish Mine Detector" (sorry, I don't know a more politically correct term for it). Then again we might not. AoE's and automatic reset traps would be the biggest problems. For the AoEs I can back off to 30 feet, but that drops the save bonus to +2 instead of +5 (and still only to a single save a a time).

Hitpoint damage isn't going to be a problem unless it kills us outright or is paired with an alarm that means enemies will be arriving before Solooze can heal us.

SamBurke
2012-07-09, 06:57 PM
Of course, when I offered to reenforce his defenses to let him survive that better, the player had him demure on the grounds that he wanted to see how well his class stood up on its own. In AND Out-of-character we also had the reasoning that if we find combat before we find traps that having our resident madman go nuts and decide to attack the rest of the party would be kinda bad so I should keep boosting will saves (not that magical traps can't target that). If I swap to boosting fort or reflex, or to using Gift of Shielding to replicate Shield Other on Chōṛā hu'ā we might turn him into a really GOOD "Polish Mine Detector" (sorry, I don't know a more politically correct term for it). Then again we might not. AoE's and automatic reset traps would be the biggest problems. For the AoEs I can back off to 30 feet, but that drops the save bonus to +2 instead of +5 (and still only to a single save a a time).

Hitpoint damage isn't going to be a problem unless it kills us outright or is paired with an alarm that means enemies will be arriving before Solooze can heal us.


NO DM:

I can do mine-detection duty for now. I have decent-ish saves, and solid enough hit points to do the job we need. Besides that, from an RP perspective, I'm the least valuable member. It would make sense for me to step to the front.

Because nobody wants Serol out of control.

DracoDei
2012-07-09, 10:26 PM
The UMD for Restoration, Lesser etc scrolls or whatever could be good though, although as I said, testing what the slower pace feels like (especially with Kajal Pala being rather limited in his food-supplies...) then again we are doing pretty good for hunting so far.

Welknair
2012-07-10, 01:54 AM
The UMD for Restoration, Lesser etc scrolls or whatever could be good though, although as I said, testing what the slower pace feels like (especially with Kajal Pala being rather limited in his food-supplies...) then again we are doing pretty good for hunting so far.

It's worth noting that Trickster can use Tap Leyline to spontaneously cast any low-level Druid spell, and that by level 6 they can Rebuke/Command Animals, which could be directed to do hunting. So if food was a problem, he could pitch in. But as you said, it still doesn't cover trapfinding. If need be, I'll keep looking for one that covers it better. Most trapfinders get UMD anywho, so it shouldn't be too difficult. I do like the Trickster's Illusions/face abilities, though..

DracoDei
2012-07-10, 09:29 AM
Very sorry, don't know how I missed that Tap Ley-Line could handle some restorative stuff... but not all, since it is a slower progression of maximum spell-level than a cleric or druid (which is as it should be).

Sounds good from my end the Trickster could handle the smaller stuff via Tap Ley-Line testing out how they work as a secondary healer, and we still get to see how it works out as far as pacing when/if we get hit with the higher-level stuff. If it goes sour, we can invest as a party in some scrolls for UMD after the first time.

NO GM:
And both of the people who would be on trap detection duty agree that what we have now is more fun. I really want to see if
"Iron-Defense Class" + "Give Away Iron-Defenses" = "He's the Juggernaut B****!".

In short, the Trickster has my full approval in terms of effects on the party dynamics (and I don't hear anyone else saying anything against it, although we are missing several, including the most important one)...


Two other matters:
Actually, there is one bit of nerfing I think they might MAYBE need which I now noticed. "Silver Tongue" should probably be limited to charisma based social interaction checks, otherwise it makes them able to hit higher DCs with UMD... of course the Warlock in more reliable (if not as cheesable during extended down-time, but then again you could just hire someone who has the spell on their class list to use the item for you as long as the range isn't "Personal" but most down-time cheese spells wouldn't be that).

The second is that depending on exactly what order things happen in and how much feed-back Lead Astray gives, it could have solved our issue with making sure not to kill a sapient that just looked really weird. Oddly enough this might stop working at 12th level.

Welknair
2012-07-10, 10:49 AM
Silvertongue: Huh, how could I have not thought of using it for UMD? When I first read it, I could have sworn it was social interaction checks. I'm 100% fine with us making that tweak.

Lead Astray: I don't know much about the current situation - has accidentally killing sentiments when you thought they were non-sentient been a problem? :smallconfused: But I suppose it could do that, assuming it is capable of relaying the reason a creature wasn't Lead Astray. Though personally I don't think it'd give that much feedback.

Edit: At this level I can also speak with animals - That may be capable of similar hijinks. Doesn't help much against plant and vermin disguises, though.

So we're basically waiting on Tavar's approval, now?

Editedit: What ability score selection method is being used?

DracoDei
2012-07-10, 12:21 PM
Silvertongue: Huh, how could I have not thought of using it for UMD? When I first read it, I could have sworn it was social interaction checks. I'm 100% fine with us making that tweak.
It seems safest even if the Warlock is arguably on the same level.

Lead Astray: I don't know much about the current situation - has accidentally killing sentiments when you thought they were non-sentient been a problem?
Not really, but I was roleplaying my character being careful on that issue... to the point of AFTER the first creature was dead and the Harrowed had run off after another one in the grip of hunting frenzy Pala was doing a rushed dissection examining the brain for size and "telepathy lobes" and major neurological connections to the horns (Confession time: OOC I was wondering if it was a refluffed My Little Pony: Friendship is Magic unicorn). Basically at that point I would have been accepting a charge (but hopefully not conviction) of "Accidental ManThinking-beingslaughter" as being acceptable given the level of precautions I had taken before that point. However I was still wanting to prevent "Genocidal Action" if I listed them in our magic log-book as "These things appear to be unafraid enough to be easy to hunt for the moment, and, assuming I don't report a stomach-ache in the morning, good eating." resulting in the OTHER exploration teams putting them on the top of the menu.

After that I continued to the "gut and clean" stage, mixed with a more general anatomical survey.

:smallconfused: But I suppose it could do that, assuming it is capable of relaying the reason a creature wasn't Lead Astray. Though personally I don't think it'd give that much feedback.
It is an interesting question... with the NORMAL way information tends to flow around a game-table you could tell, but that might be a problem of OOC vs IC.


Edit: At this level I can also speak with animals - That may be capable of similar hijinks. Doesn't help much against plant and vermin disguises, though.

Intelligent plants that aren't aggressive, and can't communicate "please don't eat me!" verbally or via telepathy would be vanishingly rare.


So we're basically waiting on Tavar's approval, now?
Players who I wouldn't be annoyed at objecting at this point* would be mhvaughan, Necroticplague, Admiral squish(As our current Face this is the one I could most easily see objecting... but they didn't want that role in the first place and teamwork can be good), Milo v3.

*Well, maybe a little TINY bit for not paying enough attention/being communicative enough to have spoken up by now, but when you are doing better than the GM... (Note: Not a complaint against the GM!).


One other note on healing. Technically there is (Solooze's character should consider not reading this link or opening the following spoiler if he can't roleplay a coversation in which it is revealed to him well despite knowing OOC in advance) a third source of healing (http://www.giantitp.com/forums/showthread.php?t=51127) in the party but it is really more for anti-undead than in-combat healing, and even if we didn't have Solooze I would only use it for out of combat healing in a very desperate situation.

(and I want to roleplay turning that into TWO additional sources of healing when I discover that Solooze can do at-will healing and/or when I "feed" the living magic item after washing up and completing my log entry for the day). There are two and a half reasons why I didn't list this earlier.
1.) I really consider it more of an anti-undead thing (50 points of total damage, no saving throw... although if that turns out to be overpowered I could put in a "save for half effectiveness*" clause which would end up having a really low DC if that appears to be overpowered, but I would prefer to accelerate the metabolism and increase the reproductive requirements.)
2.) Because of the feeding requirements (not a problem with Solooze around...) and the fact that I don't seem to have a "leash" for it, I wasn't going to split it until we knew we were heading for undead. Killing our only one would be "killing the goose that laid the golden egg" so it is sitting in a box (it doesn't need to breath) in the pack-saddle of my mule.
2.5)... I forget what I was going to say here.

*"effectiveness" instead of "damage" because if the closest target is an undead with 49 hitpoints or less it ISN'T going to be half damage although for anything with 26 or more hitpoints the effect from the perspective of that individual undead will be the same ("Save or be destroyed, if you make it, take 25 damage").

SamBurke
2012-07-10, 12:30 PM
Killing sentients may indeed be a problem.

We really don't know.

EDIT: Me killing Twilight Sparkle would have been a problem.

A big problem.

Welknair
2012-07-10, 12:47 PM
Well it sounds like my character should fit in decently. If someone would kindly tell me the point buy and if you're using WBL, I'll draw up a character for review. I really hope I'm allowed to join, it looks like an awesome game.

SamBurke
2012-07-10, 12:56 PM
I forget, and don't have the link to the old recruit thread...

Now to wait for Tavar.

Welknair
2012-07-10, 01:03 PM
Did a bit of google-fu and ended up laughing my butt off. Is this (http://www.giantitp.com/forums/showthread.php?t=237205) the recruitment thread?

It would appear I was interested in joining when Milo first started advertising, then dropped out due to IRL busy-ness which has since dissipated. I didn't realize it was the same game :smallbiggrin:

Edit: Found the information I need for character generation. I'll get cracking on a sheet.

Edit: I'll be playing a Feyborn (http://www.purpleduckgames.com/mccotf1), if that's alright.

DracoDei
2012-07-10, 05:31 PM
Did a bit of google-fu and ended up laughing my butt off. Is this (http://www.giantitp.com/forums/showthread.php?t=237205) the recruitment thread?

It would appear I was interested in joining when Milo first started advertising, then dropped out due to IRL busy-ness which has since dissipated. I didn't realize it was the same game :smallbiggrin:
I can see the humor, yes.

Edit: Found the information I need for character generation. I'll get cracking on a sheet.
Great!

Edit: I'll be playing a Feyborn (http://www.purpleduckgames.com/mccotf1), if that's alright.
Fluff is obviously a really good match for the class. One single sentence PERHAPS contradicts the class slightly, but it is all good.

Crunch-wise it works very well with the class, but it looks like it MIGHT be an LA +1 race, what with the bonus to a mental ability score in exchange for a "mere" physical ability score, plus scattered other goodies. Then again the con hit might matter if you go for a melee-focused, rather than ranged-focused character.

Welknair
2012-07-10, 05:42 PM
Crunch-wise it looks like it MIGHT be an LA +1 race, what with the bonus to a mental ability score, plus scattered other goodies.

Hmm.. It's good for an LA 0 race, but seems like it may be a bit weak for LA +1. If Tavar has a problem with it, I suppose we could try dropping an extra.. The most powerful goody is of course +1 DC on Enchantments, which I'd be sad to see go.

Also, I'm very tempted to try a one or two level dip into Grace Gift just for Cha to AC and Saves, given the amount I have. I don't think it'll happen, but that is very nice for a dip.

I'm nearly done, just picking gear now. Highlights: +14 to UMD, +21 to Diplomacy, +17 to Bluff, can use Bluff as a standard action as if I made a Diplomacy check to influence a target's attitude towards me, and I have Pounce.

DracoDei
2012-07-10, 06:20 PM
Hmm.. It's good for an LA 0 race, but seems like it may be a bit weak for LA +1. If Tavar has a problem with it, I suppose we could try dropping an extra.. The most powerful goody is of course +1 DC on Enchantments, which I'd be sad to see go.
Alternatively increase the goodies and make it worth LA +1. Take 1 HD worth of Generic Fey that DOESN'T go away when you take a class-level (that is what I did for my Mepholk, except I used a hybrid of Monstrous Humanoid and Commoner I think).


Also, I'm very tempted to try a one or two level dip into Grace Gift just for Cha to AC and Saves, given the amount I have. I don't think it'll happen, but that is very nice for a dip.
Dipping Grace-Gift is something I tried nerf slightly with the design of the class, but I may have been overzealous. The AC bonus for multi-classed grace-gifts is capped at class level.

Basically I was worried about... I dunno... Frenzyied Berserker's dipping the class and becoming hax. Actually, what I was REALLY worried about was probably full-casters, especially arcanists, but they can't afford the missing spell progression... maybe warlocks would be problematic?

In short, I might MAYBE drop that restriction EVENTUALLY.


I'm nearly done, just picking gear now. Highlights: +14 to UMD, +21 to Diplomacy, +17 to Bluff, can use Bluff as a standard action as if I made a Diplomacy check to influence a target's attitude towards me, and I have Pounce.
Sounds good.

Regarding UMD: If it comes to that, the supplies should, of course, come out of PARTY funds, not your personal share of the haul.

Welknair
2012-07-10, 08:11 PM
I give you Elatheon Page (http://www.myth-weavers.com/sheetview.php?sheetid=421360). I'll write backstory/personality/description stuff a bit later, assuming Tavar's alright with it. If there's any errors you see or suggestions you have, please do let me know.

DracoDei
2012-07-10, 10:58 PM
EDIT: Me killing Twilight Sparkle would have been a problem.

A big problem.
I was more thinking someone on the level of Lyra Heartstrings, leading to us ending on on the receiving end of Miss Archmage, but yeah.


I give you Elatheon Page (http://www.myth-weavers.com/sheetview.php?sheetid=421360). I'll write backstory/personality/description stuff a bit later, assuming Tavar's alright with it. If there's any errors you see or suggestions you have, please do let me know.
While Everfull Mugs are, in fact, full of "win", I think you meant "wine".
What does the belt of healing do?
Your total attack bonus with the bastard sword should be +11/+6. You forgot your strength bonus.

Welknair
2012-07-10, 11:10 PM
What does the belt of healing do?

MIC p 110. I can use it to heal myself or others basic HP damage, 3 charges a day. 1 charge=2d8, 2 charges=3d8, 3 charges=4d8. It's only 750gp, so it seemed worth it. It's frequently referenced as a common way to get around a lack of a party healbot. For 750 I thought it might come in handy some time, despite having so many teammates capable of healing HP. And I'll fix that typo.

DracoDei
2012-07-10, 11:55 PM
MIC p 110. I can use it to heal myself or others basic HP damage, 3 charges a day. 1 charge=2d8, 2 charges=3d8, 3 charges=4d8. It's only 750gp, so it seemed worth it. It's frequently referenced as a common way to get around a lack of a party healbot. For 750 I thought it might come in handy some time, despite having so many teammates capable of healing HP. And I'll fix that typo.

And I edited in that you forgot your strength bonus on your to-hit.

Welknair
2012-07-11, 01:02 AM
And I edited in that you forgot your strength bonus on your to-hit.

Ah, fixed as well. See anything wrong in the build itself?

SamBurke
2012-07-11, 02:13 AM
I was more thinking someone on the level of Lyra Heartstrings, leading to us ending on on the receiving end of Miss Archmage, but yeah.

The mental image of Twilight yelling at Solooze and Serol is hilarious.

On another note, Welk, your sheet looks good!

DracoDei
2012-07-11, 10:13 AM
What does Wonderer's* Diplomacy do?
*Should this be "Wanderer's"?

What are the daggers supposed to be for? A minimal ranged attack? If so, I would go with a MWK Mighty Composite Longbow instead. I know I recommended not to go ranged over melee to keep the Con penalty relevant, but I meant more in terms of your ability scores and feats (which are built that way).

The 1,200 gp you have sunk into the masterwork quality of the daggers could be better spent on that (or even keep a single masterwork dagger since it is concealable and just about the ONLY thing one can use to cut their way out when Swallowed Whole).

We have a pretty diverse group, but due to the way Solooze's race and class work our firepower takes a nose-dive at exactly the 60' mark. It isn't your damage I am worried about, the weapon could be seen as more a vehicle for your Fairie Blade's damage and maledictions than it is a core source of damage. Your to-hit on the other hand is a concern due to the range penalties adding up.

I don't THINK Mirra can turn her arms into crossbows and shoot pieces of herself at arrow-hawks.

It seems that Forsaken can go Captain America with his shield. The base damage is not impressive, but again, it is the extras that matter, and he is a martial initiator. Basically this makes him our best ranged attacker past 60' right now.

If the changes to the Grace-Gift get approved I might be able to pick up some bolas for trip attacks when we get a chance to shop.



On another issue entirely, if we need to cross a canyon or something, remind me to have Kajal borrow your gauntlets to avoid having to lay down on the ground before flying people over.



EDIT: Items I would add: A change of clothing, Tent, Food, pen and ink (these last two items can perhaps be played for ironic comedy if you end up joining the party before we encamp for the night). There is probably a lot more, but that is what comes to mind at the moment.

EDIT^2:

The mental image of Twilight yelling at Solooze and Serol is hilarious.
"A rock?! That's one of her murderers? What is your problem universe? I come all the way out here for a rock? Grrrr! Dumb rock?"

Welknair
2012-07-11, 01:28 PM
I didn't pay anything for the MWK quality of the daggers. My Faerie's blade ability makes any weapon I hold be treated as Masterwork if it wasn't already. The daggers were really intended for backups and utility. Cutting bonds, hiding one in a boot, etc. etc.

Wanderer's Diplomacy is page 85 PHBII and allows me to:
1. Use a diplomacy check to find a purchasable magic item within a settlement even if it is beyond the usual gp limit
2. Get the gist of any language by listening to it for a minute then making a Sense Motive check. It says it allows me to "Communicate with the creature" but that it "doesn't give you any special talent to speak the language". So.. I suppose it's really simple messages and I need to make the same check each time I use the ability, even if I've used it with a language before.
3. Make a bluff check as a standard action in place of a diplomacy check to sway a target's attitude towards me. Sadly the effect wears off after 1 minute, at which point the attitude switches to one step worse then where it started. Still, the ability to buy a minute of time before combat begins could be very useful.

I will go about adding the items you suggested.

And of course Kajal can borrow my gloves :smalltongue:

Edit: One of my Social Ascension abilities gives me +10 to survival checks to hunt for food. Do I still need to take the price out of my starting gold, or can I just give myself a couple day's worth of food and say I hunted for it?

DracoDei
2012-07-11, 02:32 PM
I didn't pay anything for the MWK quality of the daggers. My Faerie's blade ability makes any weapon I hold be treated as Masterwork if it wasn't already.
Oh... I read that, but it had slipped my mind.

Welknair
2012-07-11, 02:38 PM
Alright, I have now gotten a lot more items. I want a couple more, actually, but I don't know where to fit them..

SamBurke
2012-07-11, 04:00 PM
Alright, I have now gotten a lot more items. I want a couple more, actually, but I don't know where to fit them..

We don't have a handy haversack yet... And will probably need one.


"A rock?! Thats one of her murderers? What is your problem universe? I come all the way out here for a rock? Grrrr! Dumb rock?"
LOLOLOLOLOLOL.

Welknair
2012-07-11, 04:35 PM
We don't have a handy haversack yet... And will probably need one.

I currently have a Bag of Holding type I that I'm stuffing most of my things into. I think my gear may actually be able to fit in a Handy Haversack.. But I think I'd rather have space over speed, given my readily-needed items are held on my person. I was actually referring to my inventory list being full. I litterally don't know where to write more items.

SamBurke
2012-07-11, 05:58 PM
I currently have a Bag of Holding type I that I'm stuffing most of my things into. I think my gear may actually be able to fit in a Handy Haversack.. But I think I'd rather have space over speed, given my readily-needed items are held on my person. I was actually referring to my inventory list being full. I litterally don't know where to write more items.

Well that's a good problem to have.

My sheet makes new spaces, I think... You can also write them in the "Notes" section.

Welknair
2012-07-11, 06:05 PM
Well that's a good problem to have.

My sheet makes new spaces, I think... You can also write them in the "Notes" section.

Well, things put in the Inventory section of Mythweaver sheets automatically have their weights added, which is kinda nice. I think I managed to squeeze most of what I wanted onto there, including 3 pounds of flour.

Also, I think I could have hypothetically bought a lot of my mundane gear with Fool's Gold, but that'd be difficult to keep track of and could mean having made a couple of enemies I'd rather not start with.

So yeah, I think I'm about done build-wise. Now to read the setting and come up with a backstory.

DracoDei
2012-07-11, 06:40 PM
So yeah, I think I'm about done build-wise. Now to read the setting and come up with a backstory.
FWIW, my backstory involves fighting off demons from The Realm of Dreams, so I don't think the realm of fairy will be a problem, but you might want to keep that part easy to change, just to be on the safe side.

EDIT:
Milo v3 , glancing at the Binder the only thing I see effected by Will save is the total number of HD you can have bound at once. Since the bonuses my character can provide are VERY temporary in nature, I don't see how that would help.

Milo v3
2012-07-11, 08:06 PM
EDIT:
Milo v3 , glancing at the Binder the only thing I see effected by Will save is the total number of HD you can have bound at once. Since the bonuses my character can provide are VERY temporary in nature, I don't see how that would help.

Really...
Damn it most of those wisdom checks where meant to be Will Checks, I can't believe I didn't notice until you pointed it out.

I'm going to have to fix that.

DracoDei
2012-07-12, 09:26 PM
Well, I just checked (for the first time) and it looks like Tavar is currently on the site, so we should be hearing something soon I would GUESS.

Tavar
2012-07-12, 09:32 PM
Yes, you will.

Welknair
2012-07-12, 10:06 PM
Well, I just checked (for the first time) and it looks like Tavar is currently on the site, so se should be hearing something soon I would GUESS.


Yes, you will.

Now I feel like I'm going to be judged :smalleek:

SamBurke
2012-07-13, 12:24 AM
Yes, you will.

Not creepy at all.

Tavar
2012-07-13, 12:52 AM
The class seems ok, as does the Race.

You can assume to have hunted a bit.

As for backstory...hmm. I have some ideas of where you could fit in. Do you have an AIM? Might be easier to do this over IM(my current sleep schedul non-withstanding.)

Welknair
2012-07-13, 01:30 AM
The class seems ok, as does the Race.

You can assume to have hunted a bit.
Splendid!


As for backstory...hmm. I have some ideas of where you could fit in. Do you have an AIM? Might be easier to do this over IM(my current sleep schedul non-withstanding.)
Sadly I do not at the moment, though I do have both a Steam and a Skype account.

DracoDei
2012-07-13, 01:38 AM
Incidentally, I have a long-term... well, we will call it a sub-plot.

The first step is that Kajal wants to understand The Beast in Serol. What does it like, what does it NOT like. Behavior patterns, preferred reactions from its victims as they die horribly, that sort of thing. Not trying to cure him (I know I can't) and he doesn't care about the origins or metaphysical nature of The Beast.

He will not be above hiring expert help on this subject, but doesn't want Serol to know about this, since anything Serol knows, The Beast does too.

Milo v3
2012-07-13, 01:49 AM
Incidentally, I have a long-term... well, we will call it a sub-plot.

The first step is that Kajal wants to understand The Beast in Serol. What does it like, what does it NOT like. Behavior patterns, preferred reactions from its victims as they die horribly, that sort of thing. Not trying to cure him (I know I can't) and he doesn't care about the origins or metaphysical nature of The Beast.

He will not be above hiring expert help on this subject, but doesn't want Serol to know about this, since anything Serol knows, The Beast does too.

I could likely examine his soul and how it has been affected.

DracoDei
2012-07-13, 02:16 AM
I could likely examine his soul and how it has been affected.
Kinda the opposite of what I was thinking of? Maybe?

Milo v3
2012-07-13, 03:27 AM
Kinda the opposite of what I was thinking of? Maybe?

I was thinking that by viewing the two seperate souls, you can tell how much his actions are controlled by the thing and how much is his behaviour.

Necroticplague
2012-07-13, 09:37 AM
We have a pretty diverse group, but due to the way Solooze's race and class work our firepower takes a nose-dive at exactly the 60' mark.

I thought of this ahead of time, and have a bit of a workaround. Thanks to Sculpt Spellshape, I can attack out to much farther than normal, while also forcing reflex saves instead of attack rolls, so my blindness doesn't matter as much. All I need is a spotter to tell me where to fire at.

DracoDei
2012-07-13, 11:33 AM
Didn't read sculpt spell-shape, but if it lets you bypass the CLASS limit on range, then that is fine.

Of course, it DOES help that I can Fly one person at a time out to a range of 150' (outside of which they fall).

SamBurke
2012-07-13, 01:27 PM
I was thinking that by viewing the two seperate souls, you can tell how much his actions are controlled by the thing and how much is his behaviour.

Well, there's also the psychosis, PTSD, Paranoia...

I need to read up on mental afflictions. But, I'm basically going for a beast man meets River Tam sort of feel.

Welknair
2012-07-14, 08:04 PM
I'm gone for a week, and will be back next Sunday. Perhaps I can jump in then?

Tavar
2012-07-14, 10:54 PM
Sure. I'll pm my Skype when I get back to my comp

DracoDei
2012-07-14, 11:26 PM
I hope we aren't waiting on that though?

Welknair
2012-07-15, 02:01 AM
I hope we aren't waiting on that though?

I certainly hope not. It ought to give Tavar plenty of time to find a natural way to introduce me, as well.

Tavar
2012-07-16, 01:43 AM
Nope, waiting on me to get back to my computer, and thus access to my materials, instead of a kindle.

SamBurke
2012-07-16, 12:13 PM
Nope, waiting on me to get back to my computer, and thus access to my materials, instead of a kindle.

I feel that pain. I really, really, do.

DracoDei
2012-07-16, 03:55 PM
Untrained Knowledge Nature (not going to say what this is for here, but anyone who looks INSIDE the nest should roll this too).
[roll0]
GM ONLY:
Roll(s) are to know that birds poop in their nests. I would imagine that even the most slovenly of sentient nest-building creatures would not do so.

DracoDei
2012-07-16, 03:57 PM
That roll didn't seem to work... probably the fact that I hit the 60 second waiting period on posting the first time around and when I hit the "submit" button on that same page after waiting it must have gotten confused/thought I was trying to cheat.
Let's try that again. Untrained Knowledge(Nature)
[roll0]

DracoDei
2012-07-17, 01:56 PM
Moved "Combat Reflexes" from the II bonus feats list to the I when I realized it has no pre-requisites and that I had picked it as my 2nd level bonus feat. This makes my character legal again. :smalleek:

SamBurke
2012-07-17, 05:17 PM
Moved "Combat Reflexes" from the II bonus feats list to the I when I realized it has no pre-requisites and that I had picked it as my 2nd level bonus feat. This makes my character legal again. :smalleek:

GASP! YOU'RE NOW LEGAL!

:smallbiggrin:

Milo v3
2012-07-18, 04:26 AM
I've updated the Binder severely and placed the revision in a new thread. Tavar do I have the okay to use the new version?

Here is a link. (http://www.giantitp.com/forums/showthread.php?t=249734)

Also if anyone is interested can they please PEACH what I've got as I haven't got a single reply.

DracoDei
2012-07-19, 10:13 PM
They way it looks to me, we are waiting on any/all of the following players/characters:
mhvaughan/Chōṛā hu'ā(AKA Forsaken)
Necroticplague/Solooze

The following could also respond, but aren't being addressed by anyone directly in conversation:
Admiral squish/Mirra Eil'alreth
Milo v3/Varden

SamBurke
2012-07-19, 11:57 PM
Gotcha.

*Jeopardy theme plays*

Milo v3
2012-07-20, 03:43 AM
Gotcha.

*Jeopardy theme plays*

Took me a few seconds you meant the game show not the BBC Series.

DracoDei
2012-07-20, 12:01 PM
The move-action thing probably won't fly(at least not yet), but I like to cover my bases.

SamBurke
2012-07-20, 01:01 PM
Took me a few seconds you meant the game show not the BBC Series.

Still reading through your class, by the by... Gotta make sure I've read all of it before I can offer a critique.

Welknair
2012-07-21, 07:05 PM
I have returned from my week-long trip, and am now ready to join the game, if you guys'll still have me!

DracoDei
2012-07-21, 07:47 PM
Tavar: What would the catch be? Straight dexterity check? Touch To-hit vs Dex 1 for a helpless and/or cooperative target? I don't suppose I could argue for movement provoked AoO touch attack?


I have returned from my week-long trip, and am now ready to join the game, if you guys'll still have me!
Can't think why things would have changed...

Necroticplague
2012-07-21, 08:26 PM
Tavar: What would the catch be? Straight dexterity check? Touch To-hit vs Dex 1 for a helpless and/or cooperative target? I don't suppose I could argue for movement provoked AoO touch attack?


.....
Did I miss something, or was this a response to a PM?

DracoDei
2012-07-22, 09:05 AM
.....
Did I miss something, or was this a response to a PM?
I am merely inquiring in case of the future possibility. Assuming you are good with the idea and we DON'T get jumped before we even try it.

Tavar
2012-07-28, 10:09 PM
Are people going to do things/react?

Milo v3
2012-07-28, 10:24 PM
Are people going to do things/react?

There isn't really anything I can think of that my character can do. Unless he sees a creature, then he can see if its undead or not. Other than that, Varden probably will be doing as told and not touching anything.

Also any news on if I can use the Revised Binder (http://www.giantitp.com/forums/showthread.php?t=249734).

Tavar
2012-07-28, 11:16 PM
Not sure about the revised binder, but to be clear, because so far I'm not certain: is anyone moving forward? And if not, what are you doing? Standing at the beginning of a room isn't really going to do much.

Milo v3
2012-07-28, 11:24 PM
Not sure about the revised binder, but to be clear, because so far I'm not certain: is anyone moving forward? And if not, what are you doing? Standing at the beginning of a room isn't really going to do much.

I think I'll send out Ouroboros to get a better look.

SamBurke
2012-07-28, 11:50 PM
I'm not the analysis bro. I just show up and kill stuff.

I mean, I get detect magic, but there's not terribly much else. I've already rolled for what I will anyway.

DracoDei
2012-07-29, 12:43 PM
*Resists the urge to head-desk.*
Yeah, that sounds good.

SamBurke
2012-07-29, 01:16 PM
*Resists the urge to head-desk.*
Yeah, that sounds good.

What did I do this time? :smallbiggrin:

DracoDei
2012-07-29, 06:17 PM
What did I do this time? :smallbiggrin:
Well, having failed my sensory checks, and responded to others pointing out the vague location of the creature I felt the ball was out of my court. I now realize I could have responded to Solooze's demurring by going back to the original plan about Mirra taking the lead.

Also didn't think about suggesting flight for Ouroboros (too late now with him being out of LoS), and didn't specify where my points of attention were. Both handled IC now.

Tavar
2012-07-30, 11:34 AM
Umm....what egg is he setting down? And are you with the others, or with the snake? This is important.

DracoDei
2012-07-30, 05:45 PM
Umm....what egg is he setting down? And are you with the others, or with the snake? This is important.
I chose to work on the assumption he has mis-read something. We shall see.

SamBurke
2012-07-31, 01:42 PM
Umm....what egg is he setting down? And are you with the others, or with the snake? This is important.

With the others. I must have misread: there aren't any eggs?

Also, someone can take Serol for a bit; RL issues and being only on an iPod male posting difficult. Working on it.

Tavar
2012-07-31, 01:49 PM
Milo v3, also note, none of what you said are feelings...

Milo v3
2012-07-31, 05:33 PM
Milo v3, also note, none of what you said are feelings...

What Varden sent along the Empathetic Link was more feeling than
"There is something. Many somethings inside. They smell of rats-not-rats." :smallconfused:

Tavar
2012-07-31, 05:42 PM
The Snake saw/thought what was in my post. However, the emphatic link only carries feelings. Either the snake needs to return to you to give an accounting, or you just get feelings, like danger or such.

DracoDei
2012-07-31, 05:58 PM
Brain wrecked ATM, but I wonder if the doctor-patient (for lack of better words) thing between Serol and Kajal means I should play Serol, or that anyone BUT me should.

Milo v3
2012-07-31, 06:01 PM
The Snake saw/thought what was in my post. However, the emphatic link only carries feelings. Either the snake needs to return to you to give an accounting, or you just get feelings, like danger or such.

I was under the impression that what you posted was what I was aware of. Also I sent the message of Danger and Varden being safe, that is more a feeling than anything else.

SamBurke
2012-08-01, 10:21 AM
Brain wrecked ATM, but I wonder if the doctor-patient (for lack of better words) thing between Serol and Kajal means I should play Serol, or that anyone BUT me should.

You should. You have the sheet?

DracoDei
2012-08-01, 11:33 AM
You should. You have the sheet?
I can follow the link just fine. Since I can't edit it the hit-point tracking will have to be done in the threads, but since Solooze is probably going to be wiping out any damage at the end of each fight, that shouldn't be too much of a head-ache.

Don't know how good my grasp of Harrowed is, but it shouldn't be TOO hard, right? Let me take a quick look...

I don't see how your will saves work out... do you have the Indomitable Will as the Barbarian class feature via some sort of ACF. I know you dipped barbarian, but normally that doesn't come until 14th level. Oh, wait, that is the flavor of your Tenebrous Touch. Still not seeing how you can auto-make your saves for the mantle or Imbue, even when in Rage (which you have used up for the day).

How does the True Strike on the breast-plate work? Looks like uber-cheese on the sheet, but I don't think it worked out that way against the "deer", right?

Why do you have both studded leather armor and bracers of armor +1?



Conclusion: I can muddle through, but it might be a bit messy.

EDIT: Why isn't Death Sight on your sheet? That would have been useful to know about when doing our "archeology".

SamBurke
2012-08-01, 07:48 PM
Ultimate cheese, yes. I figured on not using it.

Those... Sorry. That should be an amulet of protect.

>.>

<.<

When I read Death Sight last, it was something about cults, so I figured it wasn't terribly useful here.

Welknair
2012-08-01, 08:24 PM
I think I'm set to join whenever the story permits. Just send me a PM.

Barbarian MD
2012-08-01, 10:42 PM
I'm working in the ICU this month. I'm driving home after working a 17 hour shift. Please NPC me as necessary for the rest of the month. I'll understand if you kill me off. My apologies.

Tavar
2012-08-04, 09:56 PM
I understand. Either you'll retire, or I'll work out something.

And, I would like to get a bit farther before I introduce someone new. That said, does anyone want to do anything? If you don't take actions, either everything stops or I have to play your characters....

SamBurke
2012-08-05, 04:31 PM
I understand. Either you'll retire, or I'll work out something.

And, I would like to get a bit farther before I introduce someone new. That said, does anyone want to do anything? If you don't take actions, either everything stops or I have to play your characters....


Cntinuing to have no connection save an iPod. Sorry for now. I would love to keep this up, if possible somehow.

Tavar
2012-08-06, 09:48 PM
DracoDei, I'm not sure. Care to enlighten?

DracoDei
2012-08-07, 04:00 PM
Ok, I could have SWORN there was a post from Serol's usual player saying he detected something away from the nest.

Looks like it was mhvaughan and Milo v3's characters instead, in posts 198 and 199 of the IC thread.

Tavar
2012-08-07, 04:30 PM
That was in reply to this:


There's a rustling, at the very edge of your hearing. And the sound of...wind, perhaps?

Does really tell anything, including direction.

DracoDei
2012-08-07, 08:49 PM
That was probably inside a spoiler I didn't make the Listen DC to open.

I will probably edit my last post in a few hours when there is a chance I will have a brain, but I don't think that people should wait up for me.

DracoDei
2012-08-08, 11:04 AM
Edited a bit.

Tavar
2012-08-09, 11:45 PM
So....are you actually going to move towards the nest? And if so, what order and so on.

SamBurke
2012-08-10, 10:24 AM
I detect much pain in our GM's life readings.

We should probably charge in and begin to destroy things at random.

OR get a move on. I'll go first.

DracoDei
2012-08-10, 06:12 PM
I detect much pain in our GM's life readings.

We should probably charge in and begin to destroy things at random.

OR get a move on. I'll go first.
No random destruction (Serol's job if anybody's, IE mine for the moment). I keep forgetting which character goes with which player, but by this point I am past caring about my carefully laid plans if it is going to cause this much pain.

SamBurke
2012-08-10, 06:27 PM
The OP of the OoC should have info about that. It'll help.

DracoDei
2012-08-10, 07:18 PM
The OP of the OoC should have info about that. It'll help.
Yes, I know, I just can't be bothered to look it up unless it actually matters (which it usually DOES).

SamBurke
2012-08-10, 11:08 PM
Let's just say we're doing the same thing as bEfore. What WAS before? I was first, then.... I dunno.

DracoDei
2012-08-11, 10:15 AM
Let's just say we're doing the same thing as bEfore. What WAS before? I was first, then.... I dunno.

We have been through so many permutations...

EDIT: And now Solooze is doing something completely unrelated to ANYTHING we have discussed. *headdesk*

My first reaction would be to have Pala try to talk him out of it, but that would just slow things down even more. Ok... I know what i will do. This is going to be kludgy.

SamBurke
2012-08-11, 10:41 AM
Let's just charge in like normal PCs.

At least if we die, it'll be funny, right?

Right?

DracoDei
2012-08-11, 10:51 AM
Let's just charge in like normal PCs.
Doesn't seem like as good of a test to me, but I guess it could be. A few of us have very few racial or class abilities that apply outside of combat.

At least if we die, it'll be funny, right?

Right?
No, not really.

SamBurke
2012-08-11, 03:43 PM
Doesn't seem like as good of a test to me, but I guess it could be. A few of us have very few racial or class abilities that apply outside of combat.


That would be me.

Besides, we can test with the next area, after the DM has been relieved of his/her pain.

Milo v3
2012-08-11, 10:08 PM
A few of us have very few racial or class abilities that apply outside of combat.


Though I lack any combat abilities other than Summoning spells. Also any news on if I can use the revised Binder.

DracoDei
2012-08-11, 10:20 PM
That would be me.

Besides, we can test with the next area, after the DM has been relieved of his/her pain.
I mis-spoke.
I should have said that MOST of us aren't very interesting mechanically until combat comes into the picture. Competent? Hopefully, but much more so on the basis of skill-ranks than anything else. Is Solooze interesting in his movement and sensory abilities? Yes. Will it be interesting exploring the pragmatics of Pala's slow patch-up abilities? Yes.

When our new character joins that balance will shift a bit more.

And no, I don't think we should change our roleplaying a bit. Keep doing what we are doing, just faster.

Tavar
2012-08-13, 08:40 AM
Will Save: Chōṛā hu'ā-[roll0]
Serol-[roll1]

SamBurke
2012-08-13, 08:19 PM
Sorry about that.

Also, glad we all made it... close one.

Milo v3
2012-08-14, 09:14 PM
What about my Sensitive Sight??? :smallconfused:

Tavar
2012-08-14, 09:38 PM
Right: It's helpful if you actually state what abilities your using. Also, not really sure the ability gives you that information: it only tells you if a creature is in certain categories.

All those before you are Fighting off Death(more than 4 Hp).

You may use the new binder, because the old one seems decently incomplete, and with the new version it is unlikely to be finished.

Milo v3
2012-08-15, 01:01 AM
Right: It's helpful if you actually state what abilities your using. Also, not really sure the ability gives you that information: it only tells you if a creature is in certain categories.

All those before you are Fighting off Death(more than 4 Hp).

You may use the new binder, because the old one seems decently incomplete, and with the new version it is unlikely to be finished.

Sorry I should have been clearer.

Also I believe that if it is one creature, then I'll only see the conditions of that creature. But if it is multiple creatures acting as one, then I should get the conditions of every single creature.

Also I'll update my character sheet ASAP.

EDIT: I just noticed that I don't get sensitive sight until 12th level with the revised binder so don't tell me if they are multiple souls or not.

DracoDei
2012-08-18, 06:27 PM
Attempting to get the dice-rolling to work from my last post in the IC thread
Bluff check, hopefully with a bonus for the simplicity of the omission to say the bit about using evil things for good ends with a straight face and not give any hint I am talking about Serol's (more specifically his "inner demon") [roll0]

Diplomacy check, open only if needed [roll1]

DracoDei
2012-08-19, 06:20 AM
I wonder if a rat-sized hole knocked in the wall or a thin tree leaned up against the lowest part of the wall would let him climb out? The hole could be plugged afterwards.

This doesn't figure into my calculations of my time-estimate because I would prefer to be conservative.

Milo v3
2012-08-19, 06:51 AM
If we need to I can get the Detect Evil done in 15 seconds. Create Obedience Sigil (6), Summon Lantern Archon (6), Binder's Pact (0), Archon uses Detect Evil (3).

DracoDei
2012-08-19, 07:49 AM
If we need to I can get the Detect Evil done in 15 seconds. Create Obedience Sigil (6), Summon Lantern Archon (6), Binder's Pact (0), Archon uses Detect Evil (3).
Yeah, you might want to mention that...

Milo v3
2012-08-19, 07:55 AM
Yeah, you might want to mention that...

I was hesitant since, he will likely detect that Varden is evil which could have some problems...

DracoDei
2012-08-19, 08:31 PM
I was hesitant since, he will likely detect that Varden is evil which could have some problems...
Yes, that would have some problems. Sounds like an in-character conundrum. I wouldn't dream of influencing you... except I may be too late since I also note that the IC thread has you as the last poster.

EDIT: Or not.

SamBurke
2012-08-20, 07:54 PM
He hasn't fired up the summoning yet, so we're OK.

If he knows he'll be evil, maybe he could leave the vicinity and throw down a Message?

Milo v3
2012-08-20, 07:57 PM
He hasn't fired up the summoning yet, so we're OK.

If he knows he'll be evil, maybe he could leave the vicinity and throw down a Message?

That would be suspicious though. I guess I'll just stand behind the Archon.

Wait.. Lantern Archon's don't have backs....

SamBurke
2012-08-20, 08:04 PM
That would be suspicious though. I guess I'll just stand behind the Archon.

Wait.. Lantern Archon's don't have backs....

But they do have an evil-scanner radius of 60' or 2 feet of stone.

Milo v3
2012-08-20, 08:13 PM
But they do have an evil-scanner radius of 60' or 2 feet of stone.

I knew I should've added a sheet of Lead to my character sheet. :belkar:

SamBurke
2012-08-20, 08:28 PM
Be a pretty smart idea, actually.

Milo v3
2012-08-22, 07:03 PM
Sooo.....

Is the Archon going to respond or are you waiting for me to do something?

DracoDei
2012-08-24, 11:23 AM
I posted a "do nothing" post in case it would help the GM feel that nobody else was going to do anything.