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nyarlathotep
2012-12-13, 04:44 PM
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Pathfinder with 3.5 material available on request
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Homebrew world
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4-6 players
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS forum
5. What is the characters' starting status (i.e. experience level)?
Level 4 though ogres, dragonkin and a few other races will start at level 3
6. How much gold or other starting funds will the characters begin with?
6000 gp
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Most classes are available though paladin might be tricky in most of the starting locations.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
There are a lot and they will be listed shortly
9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6b3 seven times drop lowest, or if you dont like your rolls you can take a 20 points buy.
10. Does your game use alignment? What are your restrictions, if so?
Yes no real restrictions
11. Do you allow multi-classing, or have any particular rules in regards to it?
No restrictions
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
players make rolls for actions intiated by them and I will make rolls for those actions initiated by other people.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
There will be a few homebrew races, and in general you can ask me if you want to use homebrew and I will look it over
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Short enough to maintain interest but long enough to get everything important. Everyone should vote on a starting location first and then write backgrounds to end up there. Pre-existing relationships with other players will make you more likely to be selected.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Hopefully a mix of the lot
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Anything first party paizo is allowed other than optional rules like called shots. For homebrew or third party ask me first.

As there will be two more races added to the legion.
Dragonkin: Creatures created by Agamen bathing captured orcs and gnolls in blood harvested from the wound in his chest. They are reptilian humanoids with long tapered jaws, scaly skin, and membranous wings. These artificial creatures remember nothing of their old lives and see themselves as children of the dragon Agamen. This belief fills them with a sense of superiority and haughtiness. They are the Legion's leaders and administrators.

Ghouls: Degenerate descendants of humans trapped undergound for many generations. Ghouls are partially undead cannibals with pale skin, a hunched back, and sunken eyes. They tend to associate mainly with their own kind forming familial packs that are led by their oldest member. They now follow Agamen in return for promises of food and protect from their many enemies. They tend to be used as infiltrators and spies for the legion.

Races

Ogre

Ability Racial Traits: +4 Str, +2 Con, -2 Int, -2 Cha
Size: Ogres are Large size
Base Speed: 30 feet
Reach: Ogres have 10 foot reach due to their large size
Type: Humanoid (giant)
Languages: Giant is an automatic language with Aklo, Goblin, Orc, and Gnoll as bonus languages
Natural Armor: Ogres have +2 natural armor
Senses: Ogres possess 60ft darkvision and low-light vision

Minotaur

Ability Racial Traits: +4 Str, +2 Con, -2 Int, -2 Cha
Size: Minotaurs are Large size
Base Speed: 40 feet
Reach: Minotaurs have 10 foot reach due to their large size
Type: Monstrous Humanoid
Languages: Giant and Draconic are automatic languages with Aklo, Goblin, Common, and Orc are bonus languages.
Horns: Minotaurs possess a gore primary natural attack that deals 1d6 damage. This gore attack deals double damage when used at the end of a charge.
Maze Born: Minotaurs live within immense maze-like caverns and as such have a natural talent for finding their way in even the most difficult to navigate locations. They recieve a +4 bonus to all survival checks made to avoid becoming lost and all Intelligence checks to escape maze spells.
Senses: Minotaurs possess 60ft darkvision and low-light vision

Dragonkin

Ability Racial Traits: +2 Str, +2 Con, -2 Wis, +2 Cha
Size: Medium
Base Speed: 30 feet
Type: Dragonkin are the dragon type and as a result possess immunity sleep and paralysis effects. They also possess darkvision out to 60ft and low-light vision.
Languages: Draconic is an automatic language and Common, Giant, Orc, Dwarven, Goblin, Elven, Aklo, and Gnoll are bonus languages.
Natural Weapons: Dragonkin possess a bite primary natural attack that deals 1d6 damage and two claw secondary natural attacks that deal 1d4 damage.
Burning Blood: Though they cannot manipulate it directly dragonkin's blood still carries the fire of their draconic progenitor. Whenever a dragonkin is damaged by a melee slashing or piercing weapon the attacker must make a reflex save (DC 10+1/2 dragonkin level + dragonkin's Con modifier) or take 1d4 fire damage per 4 hitdice the dragonkin possesses (minimum 1d4).

Ghoul

Ability Racial Traits: +2 Con, -2 Cha
Size: Medium
Speed: 30 feet, 20 feet Climb
Type: Ghouls are half-undead and as a result possess the following qualities.
* Half-undead have the darkvision 60 feet racial trait.
* Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
* Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
* Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Languages: Common and Draconic are automatic languages. Aklo, giant, goblin, orc, dwarven, and elven are bonus languages.
Senses: Beyond the standard for a half-undead ghouls have darkvision out to 120 feet.
Immunities: Ghouls are immune to all ingested poisons, all diseases, and all fear effects.

Gnoll

Racial Ability Modifiers: +2 Str, +2 Con
Size: Medium
Speed: 30 feet
Type: Humanoid (gnoll)
Languages: Gnoll is automatic. Goblin, Orc, Aklo, and Giant are Bonus languages.
Senses: Darkvision 60 feet.
Fur-Covered: Gnolls recieve +1 natural armor bonus and a +2 bonus to all saves to resist penalties due to weather and environmental effects.
God-Touched: Due to a strong cultural belief in the divine nature of their leaders gnolls recieve a +4 bonus on all saves made against fear and enchantment effects.

Bugbear

Racial Ability Modifiers: +2 Str, +2 Dex
Size: Medium
Speed: 30 feet
Type: Humanoid (goblinoid)
Languages: Goblin is an automatic language. Giant, Aklo, Orc, Gnoll, Dwarven, Draconic, Elven, Infernal, and Abyssal are bonus languages.
Keen Senses: Bugbears possess darkvision out to 60 feet and the scent special quality.
Stalker: Perception and Stealth are always considered class stills for bugbears.
Boogeymen: Bugbears get a +4 racial bonus on all Stealth and Intimidate checks

nyarlathotep
2012-12-13, 04:48 PM
Duergar Holy City

A metropolis dedicated to the Nix, Duergar god of night, dreams, and insanity. It is built atop mines rich in iron, coal, and a rare metal known as aurichalcum which has strange effects on magic and causes insanity after prolonged exposure. As a result large numbers of slaves are captured and forced to work in these mines.

Races

Duergar: Naturally considered first class citizens but only just barely the majority of the population.
Derro: Insane duergar believed to have been touched by Nix. They form a protected prophet caste within the church's hierarchy, but there are still many derros who escaped the church's "protection" and are either on the run or acting as street preachers.
Slaves: The majority of duergar slaves are orcs, goblinoids, and other assorted monstrous humanoids which are forced to work in the mines, but occasionally a slave can be freedom or prove meritorious enough to be entrusted with a position of power.
Gladiators: Duergar consider blood sports to be among the greatest of entertainment and as such there are many combatants, both free men and slaves, fighting within the city's arenas. The arena is one of the few guaranteed ways for slaves to rise in rank and earn freedom.

The Broken Horde

They were once part of a mighty horde that ravaged vast swaths of the surface, under the leadership of mighty titans. This group of savage humanoids has found themselves leaderless and trapped beneath the surface following a cataclysmic battle. Now members of the horde are fighting amongst each other for positions of leadership and may be unprepared for conflict with the other powers of the underground.

Races
Orcs: Orcs account for a large portion of the horde's numbers and are traditionally the majority of its soldiers and low ranking officers. They have a savage culture based on the principle of might makes right and as a result tend to focus on military matters to the exclusion of other activities meaning that they greatly rely on the other races for such necessities as food. Perhaps surprisingly they also make up most of the hordes blacksmiths as every orc is trained to take care of his weapons and armor from a young age, any that show great aptitude for it are put to work making more.
Goblins: Small but numerous goblins account for the hordes scouts, light skirmishers, artillery, and medics. They are usually looked down upon by the horde's other races for their physical weakness, but perform a very necessary function thanks to their natural skill in stealth and adeptness for alchemy. Goblin religion teaches that there are many powerful gods that control the universe, and every single one of them hates goblins, thus it is the racial imperative of goblins to use every trick and cheat available to them to overcome their lowly position in the world.
Gnolls: Foreign troops on lone from an allied army the gnolls see themselves as apart from the rest of the horde. They are much more disciplined than the other races forming into tightly ordered regiments. This discipline comes from a belief that their leaders are literally envoys of their ancestors and gods, but lack of contact with these ancestors has caused some gnolls to question their place as the gods' servants, and even those who remain loyal are in low spirits.
Ogres: Larger and stronger than orcs but much less intelligent, ogres primarily work as shock troops for the horde. Though they try to bully others around them to get what they want orges occupy a relatively low position of power within the horde due to their limited intellect.
Cyclops: Mystics whose one eye is believed to give them greater spiritual vision, cyclops make up most of the horde's priests and high level officers. These giants spend most of their time trying to defend whatever position of power they currently hold, or hiding away in their quarters while they experience spiritual visions. They believe that it is their destiny to assist their titan overlords in overthrowing the gods, and as such most are trying to find a way back to the surface as soon as possible.

Agamen's Legion

Agamen is a great dragon and former servant of the Sun god Sol. He was cast out of the heavens for some unknown crime and crashed through the earth's surface to reach the cavern he now resides in. Though the fall crippled his wings and left a great wound over his chest Agamen was still strong enough to subjugate the primitive humanoids he found himself among and has been working to form them into an army to conquer this new land.

Kobolds: Small reptilian creatures, the kobolds see themselves as the dragon's chosen people. They make up a majority of the legion and follow Agamen's orders with zeal, believing they are serving a living god. No amount of fanaticism in the world however can overcome the fact that most of them are untrained in combat and the fact that they are physically very weak.
Minotaurs: Great muscular giants minotaurs used to be little more than animals living in the great twisting passages of the underground, but now serve as Agamen's elite warriors. They are always given the best weapons and armor available and receive as much military training as possible. When not actively fighting to establish Agamen's dominion they are usually in small cramped quarters like beasts.


The surface will for the most part be uninhabitable, but will play a large part in the plot and you will travel there, just not immediately.

Locations

The Skyless Lands

The Skyless Lands is the name given to a large collection of caverns found under the earth that house as diverse a range of life as any region of the surface. This will detail a small region of these caves, in particular those that surround the Pellucidar.

The Pellucidar

The Pellucidar is a singularly large cavern twenty miles in diameter. So large is it that despite being underground the Pellucidar contains its own cloud system and regular rain cycles. Its massive width and height would normally cause a cavern of this size to collapse in on itself but there are numerous gigantic columns supporting the Pellucidar's roof. A strain of light-blue bioluminescent fungus grows over much of the columns upper regions and almost the entirety of its ceiling.

On the Pellucidar's floor run many rivers and lakes, all of which run south to the Cold Sea. Also found in abundance to the cave's western edge are sulfurous hot springs that provide a natural temperature of 70F through most of the expanse, though this environment is frequently intensified by high levels of humidity. This environment allows for the growth of many conifer and ferns into a near continuous forest environment; there are also some flowering plants but they are small in number due to a low number of pollinating insects.

Within the Pellucidar are many species of large reptile, fish, and insects. Chief among these are dinosaurs whom make up most of the larger herbivores and apex predators within the cave's rainforests. The more common species include allosaurus, diplodocus, and stegosaurus. Supporting this food chain are many smaller lizards and fish that primarily live subsist on vegetation too low or small for the larger animal to eat. Some of the more intelligent dinosaurs have been domesticated by the natives of the caverns to serve as beasts of burden or hunting animals.

Living within the Pellucidar are also savage tribes or orcs and goblinoids. They tend to have to primarily subsist as hunter gatherers, and seem to have a great fear of the deep parts of their jungle home. This is likely due to the serpentfolk who dwell there. They live in massive stone temples deticated to strange ophidian gods and meant to house populations of several thousand, but it would appear now that there are only a few hundred serpentfolk making residence there. The snakemen themselves are less than forthcoming about their past, favoring isolation and frequently attacking outsiders who trespass on their lands.

The Cold Sea

Conjoined to the southern end of the Pellucidar is a much smaller, but still massive cavern. It is only 5 miles in diameter and sits much lower in the earth such that its roof is only one quarter mile above the Pellucidar's floor. It is almost entirely filled with water. Despite many warm tributaries coming from its north the Sea itself maintains a consistently cold temperature. This is believed to be caused by an oily substance called black blood which can commonly be found floating up through the water before dissipating on contact with air.The black blood obfuscates surrounding water, which makes the majority of the Cold Sea opaque and impossible to see through. It is known to be poisonous to most humanoids if ingested, causing their lungs to fill with mucus.

The wildlife of the Cold Sea is primarily made up of strange fish whose bodies contain many layers of fat to insulate against their native waters. Most of these creatures are entirely blind and operate via echo-location or an ability to detect minute vibrations in the water. The only known mammals within the Cold Sea are strange blind whales with gagged teeth and armored bodies.

It is said that deep within the Cold Sea live ancient fish-like creatures known as aboleths. They are able to utilize the black blood to twist and warp the bodies of lesser creatures turning them into horrible monstrosities whose only goal in life is to serve their new scaly masters. However, no verifiable stories of such creatures have surfaced in over one hundred years.

Hive Caverns

Directly to the east of the Pellucidar are a series of small winding passages coated in a resin-like material, and inhabited by large insectoid creatures that walk on two legs like a humanoid but possess armored plater in place of skin and no eyes to speak of. These monsters known as the kythons appear to be nothing more than animals when encountered singly, but when in large groups they act with co-ordination that would imply a much higher level of intelligence, at least equal to that of a man. They typically only leave their home caverns in order to obtain prey, in groups of no fewer than four.

Just so everyone knows the race ghouls are able to take any of the pathfinder ghoul specific feats despite being statistically different from the ghoul monsters.

Population Centers

Agamen's Domain

To the west of the Pellucidar are a series of caverns controlled by the great dragon Agamen. The cave are divided into four regions: the labyrinth, the Catacomb of Faces, the Squalor, and the Sky Wound.

The Labyrinth

Home to the Legion's minotaur population these naturally occuring tunnels twist, split, and double back on themselves to form a gigantic maze-like structure. There are miles of these tunnels turning around and over one another but only two exits, the main entrance that connects to the kobold held Squalor and one that exits directly into the Pellucidar. Before the coming of Agamen kobolds offered sacrifices of live game in order placate their ferocious neighbors whom they saw as hungry gods. The other exit is used by the minotaurs for hunting the Pellucidar's plentiful game. Also within the Labyrinth are infrequent springs which provide water for the maze's inhabitants and allow for small farming operations.

Minotaurs are frequently seen as little more than animals by other sapient creatures due to their habit of speaking very little and their preference for still living food over cooked meat.

Minotaur culture in truth revolves around a ritualized tests of strength a cunning to establish dominance among tribe members. These tests can involve any number of things but the most popular by far is the hunt; in which two minotaurs each capture a member of a sapient prey race. They then release them into an agreed upon section of the Labyrinth. Each minotaur then has to hunt for the prey released by their rival, with the first to subdue and capture or kill their rival's prey being named the winner. It is through these contests that each minotaur knows how they fit into the power structure of any given group. Without such clear lines of authority most minotaurs feel lost and quickly attempt to establish themselves as leader through brute force.

Despite a societal predisposition towards aggressively challenging authority figures, minotaurs consider direct betrayal of fellow tribe member to be the greatest taboo. They believe that the strong and clever leading the weak and foolish to be entirely natural and testing a leader's strength is necessary to ensure a group is not failed by deteriorating leadership.

At the present time most minotaurs realize that Agamen is by far their superior in strength and is unlikely to respond positively to any challenge to his authority, and as such follow his word as law. However most chafe under his cruelty and failure to properly accept challengers. He has provided them with armor and weapons far beyond anything they had been capable of crafting themselves and sends them on errands of glorious combat with drow and duergar, but does not allow them to hunt for their own food and forces them to remain within the Labyrinth when not actively following one of his commands.

The Squalor

The Squalor is a large cavern to the west of the Pellucidar and connected to it by many small cramped passageways. It is rich in loam and clay to the point that small cave-ins are frighteningly common. This is the homeland of the kobolds, creatures frequently abused for their physical weakness and cowardice.

Most kobolds live in a large complex of houses built from heated clay bricks. These houses are frequently built to share a neighbors wall or are even built atop another giving the impression less of multiple distinct buildings and more a single massive apartment compound. Each of these homes usually serves as the residence for an entire kobold family numbering on average a dozen creatures.

The land immediately around the complex is farmland utilizing the land most free of clay to grow a variety of mushrooms and cave wheats upon which most of the kobolds subsist. Though kobolds frequently send out successful hunting expeditions into the Pellucidar their diet is only rarely supplemented with meat; their game is instead sacrificed to the minotaurs. In ancient times this was done to placate those the kobolds saw as gods, and now it is done on command of Agamen.

The average kobold cares only for where their next meal is coming from and the survival of their immediate family. Thus they make poor soldiers and perform poorly when Agamen attempts to use them as an army to assert control of any region beyond his current holding. Many of those who rise above this cultural cowardice however find that they have a great talent for alchemy and sorcerous magic. These magically adept kobolds are greatly feared by fellows and are frequently made to be leaders.

Catacomb of Faces

The catacombs are the strange home caverns of the ghouls. They are a series of chambers beneath the Squalor whose walls are covered in stone faces, ranging in size from a few inches across to multiple feet. Most of these faces are formed into peaceful expressions of sleep, but occasionally one will be found awake with its mouth open as though it is screaming. The mouths of these silent screaming faces are filled with a thick black-green tar-like substance called deep nectar. Also within these mouths are found living beings. These creatures range from small rodents, to human being, to horrible monsters. The only constant seems to be that humans are the only sapient beings produced by the faces.

Deep nectar is a material that when kept at a constant temperature will remain a viscous liquid, but when cooled it will harden into a solid state as hard and durable as steel. The ghouls craft this deep steel by immersing casts filled with deep nectar into containers of water from the Cold Sea. These contains have to be kept sealed between uses and frequently refilled due to how quickly black blood evaporates due to contact with air. It is through this forging process that ghouls supply much of the Legion with its arms and armor.

Ghouls society revolves around family grounds traveling in set paths through the catacombs many levels and connections to the Cold Sea. They harvest deep nectar as they travel, either from the screaming faces or still sleeping faces that occasionally weep tears of it. They eat both animals retrieved from the faces and fish obtained from the Cold Sea. Humans retrieved from the mouths can vary in age from babes to fully grown, but rarely have any more that foggy recollections of their lives before being pulled from the nectar. Ghouls adopt this souls into their families and in two generations the newcomers children are indistinguishable from full-blooded ghouls.

Ghoul culture tends to have a somber but hopeful view on life. Although the world is cold and uncaring each individual should strive to make it as pleasant as possible for themselves and their loved ones. They also believe that one of the greatest virtues is to be able to accept suffering gracefully and without complaining or burdening others with it.

The Sky Wound

The Sky Wound is a cave directly to the west of the Squalor. It is only a scant two hundred feet in diameter, without counting the smaller caves that branch out from it. This is where Agamen first fell to after being cast out of the heavens, the ceiling is still marked by evidence of hole created in his descent despite it later collapsing in on itself. Agamen now lives within it and it carving it to meet his own needs and the needs of his blood creations, the dragonkin.

The dragonkin who now reside within the Sky Wound see themselves as above the Legion's other races and rightful leaders, though obviously beneath Agamen himself in authority. They have little actual culture to speak of however as they as a race have only existed for a scant fifty years. Besides Agamen and his dragonkin no living creatures exist within the Sky Wound.

Sorry if this seems like a sort of betrayal of having a drow city in the campaign setting, but I figured that drow cities have already been done a lot and most of what I could do with it, without everyone being a drow at least, could be done just as well with the duergar.

The Once City/The Charnel Pit

For nearly two millennium the land around the Pellucidar was dominated by a Drow city known as Thulladun, a massive metropolis of machinations and treachery. Five years ago however its drow population was called upon by their foreign brethren to help in an invasion of the surface. Unwilling to commit their armies to a war they had no stake in and possibly leave themselves open to attack by one of the Skyless Land's other power groups Thulladun's nobility hit upon an idea. They would summon an army of outsiders known as kytons whom feed on mortal suffering and excessive physical sensation. They initially intended to pay the kytons solely in the suffering of their opponents in this surface war. Unfortunately for them the rulers of Thulladun did not realize that their enemies on the surface would primarily be composed of demons, undead, angels, and other creatures from whom the kytons can draw no sustenance. Thus the kytons quickly became angered by their situation and turned on the very drow who summoned then turning Thulladun into a material facsimile of their torturous home plane.

Now the caverns of Thulladun are known as the Once Citym, by its former drow inhabitants who were able to escape the massacre either by simply being outside of the city, and the Charnel Pit by its current kyton residents and most other races. The city itself is being pulled out of the material reality and into the kytons' home plane. It is because of this that the walls of the Charnel Pit are composed of a flesh-like substance that bleeds when cut and screams when struck but is as strong a building material as stone. Many of the original drow inhabitants of the city still survive as the barely conscious playthings of the torturous kytons.

The kytons themselves are a race of outsiders which closely resemble pale constantly hungry humanoids. Each other them however has as an integrated part of their body some element of bodily torture. Most famous of these creatures are the kyton evangelists or chain devils; they appear to be pale blue humans wrapped in barbed chains whom have the power to appear as loved ones or hated enemies of those around them. The kytons who now rule the Charnel Pit are using it primarily as a sort of farm for suffering primarily but also make more and more brazen attempts to extend their influence into the rest of the Skyless Lands and the surface world above. It is entirely likely that they believe that with this foothold they can launch a full-scale invasion of the material plane.

nyarlathotep
2012-12-13, 04:53 PM
One the subject of alignment, I am trying to leave it up to you guys as much as possible but here's the breakdown of alignment by region.

Agamen's Legion: Most of legion proper is made up of neutral with a slight inclination toward evil, but almost all of the dragonkin are evil as would be most other creatures important enough to directly report to the dragon (The only likely position for the PCs in the legion). The dragon tends to ask evil things of his subordinates. In general the campaign goal for those working in the legion would either be increasing Agamen's power by carrying out covert operations against other power groups, attempting to seize the reigns of the legion for yourself and either drive the dragon out or kill him, or attempting to free the Lgeion's member races of his tyranny which can overlap with seizing power for a good leader.
Duergar: Almost all duergar are lawful neutral or lawful evil. The duergar chief deity Logar considers pragmatism and orthodox to be the most important virtues, and as such most of duergar society works to keep itself as efficient and orderly as possible. Those working for the authority will be on occasion asked to perform evil actions which can be refused on grounds of inefficiency or excessiveness, but if it is found later that the order was the most efficient solution to the problem at hand the refuser is usually punished.
Slaves can be any alignment, but loyalists are usually lawful neutral and rebels are usually any chaotic.
If you were to come from the holy city you could either play characters working for the theocracy struggling to maintain stability while cut off from the rest of duergar society due to the war on the surface; or you could play slaves working to overthrow them. Either type of groups could have a small number of traitors loyal to the other cause secretly within them.
Skyless Land: Those living outside of civilization proper either in small tribes or as individual survivalists can be any alignment but most are chaotic neutral or true neutral, they are willing to harm others to insure their own survival but most do not go out of their way to harm others.
Campaign goals for those dwelling in the Skyless Lands would likely focus mainly on survival initially but as the campaign moves on the goal would shift to one of two things. First you could unite the savage clans and fight back against the other power blocks, or the players could focus on exploring the deep Pellucidar and uncover the secrets of the serpentfolk's ancient kingdom and that of their dread enemies the aboleths.
The Charnel Pit: All of the dreaded kytons are lawful evil and those mortals that align themselves with these creatures must be of an evil alignment.
Broken Horde: Most of the horde's rank and file are neutral with goblinoids leaning toward chaos and gnolls favoring law. Due to the current might makes right mentality holding the horde most members of leadership are evil or at the very least a darker shade of neutral. That being said members of the horde still value leaders for fairness and kindness to their subjects and as such a sufficiently powerful good aligned members taking power would likely have quite a bit of support.
Unless everyone wants to be skeletor evil it would be difficult to have characters who directly come from the Charnel Pit. However it is very possible to play refugees from the Once City attempting to find new homes for themselves and their loved ones, or even attempt to retake the city from the murderous outsiders. These types of characters can relatively easily fit into other groups.

Sol- Sun god and primary deities of the Empyrean Host. He is the enemy of deception and corruption, and a champion of goodness, his priests have however been known to become overly fanatical without losing clerical powers until they have strayed far beyond good into evil. His domains include Fire, Glory, Good, and Sun. His favored weapons include the torch, mace, and flail if you have a special ability that relates to a deity's favored weapon choose one of these and the ability only effects that specific weapon of the three. Alignment LG but his clerics can be any non-evil.

Duergar Deities
Logar- Chief deity of the deurgar pantheon. He is known as the Forgefather and the Lawgiver. He teaches an ideal of absolute orthodox, obedience, and hard toil. His domains include Artifice, Darkness, Earth, and Law. His favored weapon is the warhammer. Alignment LE.
Hryst- Goddess of dreams, inspiration, and madness. Her teachings promote heightened states of mind and innovation. Domains are Knowledge, Madness, and Trickery. Her favored weapon is a dagger and her alignment is NE.
Gornan- God of androgyny, bloodshed, passion, and revery. It teaches to live for the moment taking whatever physical pleasures can be acquired without raising the ire of your superiors, specifically by exerting sadism when engaged in lawful violence. Its domains include Chaos, Strength, and War. Its favored weapons are armor spikes, battle axes, natural weapons, and spiked gauntlets; this follows the same rules as Logar's favored weapons. Its alignment is CE.

Titans
Great creatures believed to have predated the gods before being cast out by the current generation of gods. They were bound into bodies of flesh and chained in the deepest pits of the lower planes. Their followers in the Titan's Horde, of which the Broken Horde are only a small portion, now seek to free their prisons far beneath the earth. They are worshiped as a single entity by clerics. These collective domains are Air, Earth, Evil, Fire, Magic, and Water. Their clerics can choose any favored weapons and be of any non-good alignment.

Gnoll Immortals
The gnolls living gods are each believed to be from a lines of unbroken reincarnation traced back to the Material Plane's creation. They claim sibling-hood with the mighty Titans and now work with them to overthrow the gods. After an immortal dies, which is only possible through bodily destruction, they are said to reincarnated into the body of a mortal being born at that exact moment. These mortals may have subtle signs of their divine right, but are not recognized as gods until puberty when they undergo a metamorphosis in which their heads change resemble those of divine animals and they are inducted as leaders by the priesthood. However each time a god is reincarnated their personality is altered base on their place of origin and formative experiences. Due to the fluid nature of these gods while clerics do worship the individual immortals their powers actually come from the lineages themselves. The common folk usually only know the names of the five most important immortals listed below.
War- While alive the war lineage immortal is the Eastern Theocracy's military leader and possesses four heads: one human, one hyena, one falcon, and one panther. Their domains are Destruction, Strength, and War. Their favored weapon is the falcata and alignment is LE. Currently known by the name Ashtoreth.
Distribution- While alive the distribution lineage immortal is the Eastern Theocracy's minister of finances and internal affairs. They possess four heads: one snake, one rat, one rave, and one vulture. Their domains are Plant (decay subdomain only), Law, and Trickery. Their favored weapon is the three-sectioned staff, and alignment is LE. Died recently.
Leadership- While alive the leadership lineage immortal is the Theocracy's head of state and possesses five heads one of each: lion, elephant, golden eagle, bull, and tiger. Their domains are Glory, Law, Nobility, and Rune. Leadership's favored weapon is a heavy mace and is LE is alignment. The current incarnation of Leadership is named Ba'al.
Death- While alive the death lineage immortal is in charge of the Theocracy's inquisition tasked with rooting out traitors. It possesses only three heads: those of the stag, wolf, and dragon, all of them show signs of great rot and decay. Its domains are Death, Travel, and Void. By tradition the immortal of the Death incarnation has no name.

All of the subdomains save trade are fine. This particular titan's name is Meili.
His available favored weapons are the mancatcher, quarterstaff, and one-handed firearms. Alignments for clerics are still any non-evil as is standard for Titans. He is the patron of travelers, fathers, and mentors. His followers seek enlightenment through travel and teach apprentices through example, but refuse to slow down for a student who cannot keep up. In fact he was one of the few titans who believed that the current gods of men were worthy of divinity, and as such he wandered the earth with Sol as a student, teaching him all he would need to know to be a god. The later betrayal of trust is why followers of Meili and the titans in general hold Sol in greater contempt that the rest of the mortal gods; they are merely enemies he is a traitor.

The Surface

The surface world has been wracked by an apocalyptic war as creation itself begins to come apart at the seams. Most mortal races of the surface are no longer recognizable as their original race due to modifications made to survive in a world whose denizens threaten their very souls.

The Pure
In the beginning of the apocalypse war humans were horrified at the prospect that fiends were able to damage their supposedly immortal souls, denying them an afterlife. It was found however that prolonged exposure to low levels of negative energy could make one resistant to attacks against the soul. It was believe this was caused by the energy burning off all that was not "purely" human. Those who survive the regular applications of the treatment become pure white as porcelain, lose all of their hair, and their bodies lose all wrinkles and creases. Many of the more fanatical however take the treatments far more often than is safe and although many die from these binges those who survive come out changed. Eyes might become a single solid color, grow in new locations, or be erased entirely, other facial features can also disappear or become a homologous feature across their entire visage, and white feathered wings can grow from their body in numbers ranging from two to several dozen.

These humans now known as the Pure believe themselves above all other mortal beings due to their supposed purity. They seek to drive all outsiders off the material plane, kill all non-human mortal races, and bring all humans into their fold. The fanatics who undergo mutations are now seen as the other races see gods, even if the Pure despise the gods and are insulted by calling their lords gods, and most who can survive the treatment in excess do so to become one of the Most Pure.

The Empyrean Host
When the fiends began their horrible invasion of the mortal realms humans called out to the gods for help. The majority of the gods turned a deaf ear to these pleads, as they believed that the mortal races had somehow brought the destruction upon themselves by sending souls to the hells that gave them this power. Only three gods broke from this decision and entered creation in order to aid the mortal races. These gods were Sol god of the Sun and justice, Aule god of dwarves, giants, and the forge, and Tiamat goddess of child birth, dragons, and life.

These gods and their hosts came to fight the fiends on their followers behalf but could not match the fiends shear numbers and as a result many bastions of the mortal world fell. To combat this they began to form the mortal races into creatures capable of fighting the fiends themselves. Aule crafted fine metal shells and Tiamat fused the mortal flesh to this metal to create mortal races now more resembling constructs than their original shapes. The races now resemble humans made of metal with small portions of musculature exposed between cracks and joints. With this direct connection to godly creation they have also lost much of their individual consciousness becoming single minded in their drive to destroy the fiends, servants of the titans, and all those who fail to follow the ways of their gods.

Fiends
The outer planes are a rolling mass of chaos made up of the emotions and experiences of mortals. Although some creatures such as the daemons and gods are native to these lands the vast majority are either the creation of some mortal experience or a soul ascended from the mortal planes. The lower planes are the locations where emotions and experiences of pain and sadism deposit. Its most numerous denizens are the demons creatures spawned by anger, loss, and pain of all sorts. Next in number are kytons creatures spawned from positive emotions gained through negative experiences, such as pleasure derived from another's pain. After they are the devils and divs warped souls of mortals given new form in the realms of hell. Last and least numerous are the daemons and asuras creatures native to the lower planes creatures through some divine accident or intentional device by the planes and are repopulated through arcane rituals or simple mating by their parents.

In recent years a triumvirate of fiendish lords have forged their mass into a single vaguely coherent whole, with all races save the kytons and daemons joining together. These lords: the insectoid devil Beelzebub, the two-headed demon Demogorgon, and the fallen devil king Justinian, have been able to open portals beyond counting from their realms into the realms of mortals to allow their brethren free reign to attack and consume all those they come across. Their very presence has caused the material plane to begin losing its structure and has caused portions of it to collapse. They are currently the enemy of all life.

Titan's Horde
When the fiends first invaded creation they emerged near the one of the prisons of the Titans. Their destruction and battles with the champions of mortality that fought them disturbed the earth and released the prisoners. The Titans were horrified by the fiends' ravaging of the creation that was their's by right, and angered that the gods would allow the world they so stole to be destroyed with so little resistance. They then called up all those races who still remembered their rule and paid them homage to form a massive horde capable of waging a campaign against the fiends and all followers of the gods. This Horde, of which the Broken Horde is one small part, now scourers the land in search of imprisoned titans; on their campaign to unseat the gods, in particular those of the Empyrean Host.

Eastern Theocracy
For many ages the mortals of the eastern lands have been governed by rakshasas, beings believed to be living gods forming an unbroken line of reincarnation back to the times of creation when they first made the races of the east to populate their realm. These races are the gnolls, the catfolk, and the yakfolk. These races live in very strictly standardized and disciplined conditions at the pleasure of their living gods. These gods tend to keep themselves to positions of authority or study while their mortal subjects are given tasks of physical nature, such as manual labor, crafting, and fighting. The rakshasas have always despised the gods of the outer realms and now have joined forces with the Titans to topple them.

The Undying
The first mortal tribes to be targeted by the overwhelming forces of the Fiends were almost entirely defenseless. Their weapons could not even pierce the unholy skin of their attackers and no gods, not even those whom later formed the Empyrean were willing to come to their aid. Spitting in the face of inevitability the tribes of mortals united in an effort to hold back the tide of fiends: dwarf aiding giant, orc defending elf, etc. Their dedication to universal fraternity and fighting the fiends was so great that they refused to remain dead when struck down. Their bodies continues moving well past the time when their vital organs gave out and their minds were unable to comprehend any thought beyond a desire to protect those behind their lines.

These mortal tribes are now known as the undying as any of them that fall rise again as minimally sapient undead that continue performing whatever task they were performing when they died. These undead are able to form an effective army not only against the fiends but also against all those who serve the gods that abandoned them to die years ago. Those still living among the Undying are usually kept hidden in isolated villages by their undead protectors to avoid complete extinction.

Regional Traits

The Pellucidar

Pellucidar Dweller- You have lived for long within the jungles of the Pellucidar granting you a +1 trait bonus on survival checks and survival is always considered a class skill for you. Additionally your behavior and familiarity makes the animals of the Pellucidar comfortable in your presence, although hunters may still attempt to attack you if in need of food, but will not attack you for entering their territory or out of fear. This also gives you the animal empathy ability but only when dealing with creatures native to the Pellucidar.

Canopy Monkey- You lived among the jungle's upper reaches for most of your live and as such have grown used to moving from branch to branch as well as the constant light of the fungus directly above you. You have a 10 foot climb and always consider climb to be a class skill. You also gain a +1 trait bonus on all savings throws against light based effects.

Jungle Stalker- You are especially adept at hunting in the undergrowth and forests of the Pellucidar gaining cover from any available objects. You gain a +1 trait bonus to all stealth checks which increases to +3 when in a natural setting. Stealth is always a class skill for you. You are also adept at masking your scent your stealth checks foil the scent ability just as well as they do sight and sound.

Coast Runner- You lived among the mists bordering the Cold Sea. You have learned to fight and avoid the foul and strange creatures that sometimes crawl out of its dark depths. You gain a +1 trait bonus to all attack and damage rolls against creatures of the aberration type or aquatic subtype. You also see twice as far as normal when your vision is obscured by mist or fog.

Bug Hunter- You lived near the Hive Caverns and learned to avoid or kill the insectoid creatures that emerge from them. Your can use the stealth skill to mask your presence from creatures with the blindsight or blindsense abilities. Additionally you receive a +2 trait bonus to all escape artist checks to escape grapples and escape artist is always considered a class skill to you.

Agamen's Domain

Squalor Rat- You were born among the squalor and had to learn out best to survive without being stepped on or eaten. You gain a +1 trait bonus to all stealth checks and bluff checks to appear non-threatening. Stealth and bluff are always considered class skills for you.

Message Runner- You were pick out for your speed and ability to deliver messages for higher ranking members of the Legion. Your base move speed increases by 5 feet and you gain a +1 trait bonus to all acrobatics checks, acrobatics is always considered a class skill for you.

Combat Slave- You were raised to be fight to expand the dragon's influence and the entertainment of his dragonkin children. You gain a +1 trait bonus to all performance combat checks. You also receive a +2 trait bonuses on all Will Saves to resist any mind effecting abilities and fear effects because your earlier life has numbed you.

Labyrinth Adept- While other labyrinth natives are comfortable in maze-like structures you are without peer in their navigation. Survival is always considered a class skill for you and while attempting to find your way or avoid becoming lost you gain a +3 trait bonus to survival checks. Additionally you receive blindsense out to 10 feet when in an enclosed space (caverns as big as the Pellucidar don't count but smaller ones and tunnels do).

Natural Born Hunter- You are one of the many legion members tasked with tracking and capturing suitable prey for food as well as prisoners for information. You receive a +2 trait bonus on all survival checks made to track something and can choose to deal nonlethal damage without penalty while using a weapon.

Catacomb Nomad- You roamed the Catacomb of Faces for much of your life and have had to learn to avoid its many horrors. Perception and Stealth are always considered class skills to you. Additionally you may act during surprise rounds even if you are caught flat-footed but may only take move actions during surprise rounds if you are flat-footed.

Child of the Faces- You were pulled fully formed from the deep nectar. You have occasional flashes of a past life that you can only barely recognize. You may attempt skills that are trained only even if you have no ranks in them. Additionally you can choose to fall unconscious instead of being effected by a mind effecting ability which you failed your save against. You remain unconscious for the duration of the original ability or one hour whichever is shorter.

The Broken Horde

Titan's Prophet- Although direct communion with the Titans is normally reserved for the one-eyed cyclops occasionally other races are blessed with visions from their masters. Once per combat you may reroll any failed attack roll or saving throw as you respond to a precognition vision, you must keep the new roll even if it is worse. Additionally you gain a +1 to caster level when casting a divination spell or using a divination-based spell-lie ability.

Big Boss- You are naturally adept at ordering around other lesser members of the horde. You gain a +1 trait bonus to intimidate and diplomacy and they are always considered class skills for you.

Horde Tough- You are one of the soldiers of the Horde and naturally resistant to the smaller nicks and scratches you accumulate throughout your life. You receive natural healing at twice the normal rate and have DR 2/- against non-lethal damage.

Forward Spy- You gain a +1 trait bonus on all stealth and perception checks and they are always considered class skill for you unless you are a bugbear in which case the trait bonus increases to +2. Additionally your darkvision is expanded by 30 feet.

Zealot- You are zealously devoted to either the titans or the gnoll's living gods. This blind devotion gives you a +1 trait bonus on all Will saves which increases to +2 against mind-effecting and fear effects.

Racial Traits

Longhorns (Minotaur)- Your horns are especially wide and tough. At the end of any charge in which you hit an enemy with your gore attack you may initiate a bullrush as a free action.

Ironhooves (Minotaur)- The hooves that form the base of your feet are especially dense and capable of wounding even armored enemies with a well placed kick. You gain a secondary hoof natural attack that deals 1d6 + 1/2 your strength modifier bludgeoning damage.

Dragon's Breath (Minotaur)- Through experimentation by the Dragon King Agamen you are able to breath fire like the great Minotaur of myth from whom your whole race spawned. You gain a constrict ability that deals 1d4 + 1/2 your constitution modifier fire damage.

Gaping Maw (Ogre)- Your mouth is hideously large even for an ogre and as such you have a secondary natural bite attack that deals 1d8 + 1/2 your strength modifier slashing and piercing damage.

Layered Fat (Ogre)- Due to your thick layer of blubber it is harder to deal mortal wounds to you. You have a 25% chance to ignore extra damage from sneak attacks and critical hits, this stacks with fortification abilities.

Boisterous Holler (Ogre)- You are especially adept at causing damage to foes ability to hear though shouts and hitting them about the head. Whenever you critically hit with a bludgeoning weapon you may as an immediate action shout very loudly forcing the target of your critical hit to make a Fortitude Save DC (10+1/2 your hit dice+your constitution modifier) or be deafened for 1d4 minutes.

Lethal Improviser (Ogre and Goblinoids)- You are considered proficient in all improvised weapons as you have learned to turn anything at hand into a weapon given the need.

Bogeyman (Bugbear)- You are one of those who slinks through the night killing and inspiring terror as it is your birthright. Whenever you deal damage to an opponent who is flat-footed or otherwise denied their dexterity modifier to armor class you may as a free action make an intimidate check to demoralize them.

Keen Nose (Bugbear)- You are able to pick out particular enemies from a distance exceedingly easily. Whenever you can sense an enemy with your scent ability ignore all miss chances caused by concealment less than total concealment.

Blend In (Bugbear)- Your fur and skin coloration makes it especially easy to blend into cover. As such enemies are unable to perform attacks of opportunity against you if you are concealed. (normally you need to have total concealment to be immune to attacks of opportunity)

Hard to Kill (Gnoll)- Your natural tenacity wins out over even mortal injuries. You can continue fighting without penalty even when disabled or dying.

God-Touched (Gnoll)- Some physical abnormality about you such as unusual fur color or a not-quite hyena shaped head sets you apart as one chosen by the gods. You can apply the result of a d6 roll to any check you make before you know the result of the check as a free action once per day.

All Purpose Coat (Gnoll)- Your fur is especially think giving you 2 cold resistance and a +2 to all saving throws made due to environmental dangers.

Bloodthirsty (Gnoll)- You love the taste of blood and have especially long fangs. You gain a primary bite natural attack that deals 1d4 damage plus 1.5 times your strength modifier bludgeoning damage.

Unique Animals of the Pellucidar

Some animals of the Pellucidar are strong and distinctive enough to be known by the locals as not just another member of a species, but individuals in their own right. These animals are generally larger and stronger than their peers and have something different about their appearance. Most but not all of these creatures have staked out sections of the jungle as their own territory and tend to be avoided by locals and other large animals, and sometimes even the armies of powers moving through the Pellucidar.

Note if not obtained as an animal companion (this will be a small side quest) the animals contained here still will appear but will have monstrous stats rather than animal companion stats and at least one will play an important role in the story.

Scarhead the Fatherly- Scarhead is an exceedingly large allosaurus whose entire upper body is covered in dark red scar tissue. He is one of the few remaining survivors of the Once City, as he was raised to pull the grand coaches of Thulladan's princes. In fact he was pulling one such vehicle when the kytons attacked their horrible barbed chains ripping away at his flesh and scales, but were unable to grab hold of him or kill him. He ran in a blind panic to the Pellucidar as Thulladan burned around him. Carried with him were several drow heirs, housed in the cart he was pulling. They were babes no more than 20 years old. Now Scarhead reigns as king of the Pellucidar's northern most reaches whilst caring for his late masters' children.

Scarhead is the same statistically as a normal allosaurus save that he has DR 2/bludgeoning, +4 trait bonus on all saves versus fear effects, and is considered a quadruped for purposes of carrying capacity. Additionally he starts with the defend trick as a bonus trick that does not count toward the normal trick limit.

Deathleaper the Hunter- Through the southern reaches of the Pellucidar stalks seen as more spirit than physical animal. This creature, Deathleaper, is a gigantic praying mantis whose chitin is able to shift in color to match its surrounding environment. It moves quietly through the jungle ignoring most prey in favor of finding exceedingly dangerous quarries, seemingly for the sake of the challenge involved in hunting them down. She is willing to track a single creature for months, subsisting only only the minimum of small animals, for the chance to spring from the shadows and consume an especially difficult quarry.

Deathleaper has the stats of a normal giant mantis animal companion except for the following additions. Deathleaper can shift its coloration to match its background as a move action. This provides her with concealment until she moves to a new environment, she can use stealth with this concealment. Additionally Deathleaper has a +8 racial bonus to stealth in natural settings and must take a rank in stealth with each hitdie. Finally Deathleaper starts with track as a bonus trick despite not having the scent ability, this does not count against her normal trick limit.

Whitefuzz the Guardian- Deep within the Pellucidar there are signs and traces of the once great serpentfolk civilization. Their cities made from giant blocks of granite and shaped to please long dead gods, are a source of much mystery for the Pellucidar's inhabitants. One site of these ruins, known as the Feathered King's Palace, however is guarded by a troupe of exceedingly large and territorial gorillas. These beasts are very aggressive and violent when humanoids wander within the palace, but are very peaceful and friendly if encountered outside of if. They are led by a massive silverback known affectionately by the natives as Whitefuzz, for his coloration, who will frequently visit local villages offer fruits and other gifts seemingly to ensure good will between his pack and the human "packs". He is also known to protect humanoids in the area from predators such as leopards and deinonychus.

Whitefuzz has the same stats as a normal ape animal companion save that his claw attacks are instead slam attacks. Additionally he has the rend ability (1d4+1.5*strength modifier) and is completely immune to mind effecting abilities. Whitefuzz also gets the guard as a bonus trick that does not count toward his normal trick limit.

Goliath the Deathless- A black lion, named Goliath, roams the reaches of the central Pellucidar. He is extremely aggressive and will attack all other predators that enter his territory. Due to this there have been many times when it appeared that Goliath was killed by a larger or more powerful creature, but he always reemerges less than two weeks later. These deaths and rebirths have caused the locals to believe him a spirit of reincarnation.

Goliath has the same stats as a big cat animal companion save that he gets a +4 racial bonus to stealth checks when in a jungle environment, automatically stabilizes when dying, and must take double his constitutions score in damage in negative hitpoints before dying. He also has the blood rage universal monster rule.

Even if you didn't want it as a companion you could craft armor out of it's color changing chitin. Speaking of which I need to get materials rules laid out and working. Basic jist though if an monster's natural armor is higher than +5 its skin or shell can probably be made into armor that is either better than steel or in some way special. If it has some skin related special ability the same applies. For right now though.

Deep Steel
Deep Steel is the result of plunging Deep Nectar to exceedingly low temperatures. It is metal that resembles a black-blue glass and has distinctive white lines across its surface resembling water. Some have compared it to Damascus Steel in appearance, though it is far more reflective. It is much lighter than steel and holds an edge much better, but cannot be reforged easily and as such repair is difficult.

Weapons: Deep steel cuts deep wounds that do not heal easily. Whenever a slashing or piercing weapon made of deep steel deals damage it deals bonus bleed damage equal to its critical hit multiplier for 1d6 rounds. Its lightness however means that deep steel is a poor choice for bludgeoning weapons. Bludgeoning weapons made of deep steel deal damage as though they were one size category smaller than they actually are. If a weapon deals two types of damage at once treat it as the more beneficial type.
Armor: Though it is light deep steel is not as light as mithril. Reduce the armor check penalty of any armor made of deep steel by 2 and its max dexterity bonus increases by 1. Additionally due to its reflectiveness and heat absorbing properties deep steel gives a +2 to all saves against light based effects made by its wearer and provides its wearer with 5 cold resistance.
HP/inch: 40
Hardness: 18
Price: Deep steel weapons are always masterwork. Prices for items made of deep steel are the same as mithril items, but availability is limited outside of Agamen's domain, as the only source of deep nectar is the catacomb.
Weight: 3/4 normal

nyarlathotep
2012-12-13, 04:55 PM
reserved for future.

Drothmal
2012-12-13, 07:51 PM
I'm assuming it would be OK to start claiming colors?

If so, LIX can be purple, might go Century Gothic style

North_Ranger
2012-12-13, 08:07 PM
In honor of the blood of the clan and the totem warriors, Korog claims the color of dry blood and the barbarian's font.

Drothmal
2012-12-13, 08:37 PM
Also, here's Starbin's character table

{table=head]Player|Character|Race|Class|Arch/Role
Arthurian|Grunk (http://www.myth-weavers.com/sheetview.php?sheetid=477647)|Ogre|Druid|Pack Lord
Starbin|Mal Darkclaw (http://www.myth-weavers.com/sheetview.php?sheetid=477749)|Bugbear|Ranger/Cleric|Sneaky Healer
North_Ranger|Korog Blackhorn (http://www.myth-weavers.com/sheetview.php?sheetid=478226)|Minotaur|Barbarian|' KOROG SMASH!'
Drothmal|LIX (http://www.dndsheets.net/view.php?id=44802)|Minotaur|Pyschic Warrior|Reach Specialist
Guigarci|Urnek the Smiling (http://www.myth-weavers.com/sheetview.php?sheetid=478339)|Minotaur|Monk|Druken Monkey
hoverfrog|Jabber (http://www.myth-weavers.com/sheetview.php?sheetid=478600)|Gnoll|Sorceror|Abyss al Bloodline[/table]

Gildedragon
2012-12-13, 08:52 PM
Dark orange suits Urnek. Colorful with a tinge of levelheadedness A quiet bass voice of Franklin.

Starbin
2012-12-13, 09:30 PM
Edited w/lvl 7!

"Speaking" "Whispering" Thinking

Mal Darkclaw (http://www.myth-weavers.com/sheetview.php?sheetid=477749)
Crunch
Male CN Bugbear Ranger/Cleric/Rogue
Level 1/5/1, Init +7, HP 44/44, Speed 40ft.
Abilities Str 16, Dex 18 (20), Con 13, Int 10, Wis 14, Cha 10
AC 20, Touch 15, Flat-footed 15
Fort +7, Ref +10, Will +6; BAB +4
Racial Abilities +2 Str/Dex; Darkvision (90ft); Scent; Stalker (+4 to Intimidate & Stealth); Perception and Stealth are class skills
Feats (3) Intimidating Prowess (1st); Craft Wonderous Item (3rd); Guileful Lore (5th); Alignment Channel: Evil (7th)
Class abilities Favored Enemy (Monstrous Humanoid); Track (+1); Wild empathy; Spells; Orisons; Aura (Chaotic); Spontaneous Casting ('Lose' any prepared spell to cast a cure); Channel energy 3d6 (positive, 3/day); Domains - Deception (Bluff, Disguise, Stealth are class skills), Sudden Shift (5/day); Exploration (+10ft move), Door Sight (5/day); Sneak Attack (+1d6); Trap Finding (+1)
Traits (2) Forward Spy (+2 Perception/Stealth, +30ft darkvision); Reactionary (+2 initiative)
Skills (29) Acrobatics (1) +9; Bluff (2) +7; Climb (1) +7; Diplomacy (2) +7; Disable Device (1) +10; Escape Artist (1) +9; Intimidate (2) +12; KS: Arcana (1) +4; KS: Dungeoneering (1) +4; KS: Geography (1) +4; KS: Local (1) +4; KS: Nature (1) +4; KS: Religion (2) +5; KS: Planes (2) +5; Linguistics (1) +4, Perception (5) +12; Sense motive (1) +6; Spellcraft (1) +4; Stealth (1) +15; Survival (1) +6/+7
Languages (2) Goblin, Giant
Favored Class: Cleric (+1 skill, x5)
- Weapons (Cost: 1073.5gp)
MW Greatsword (+8 / 2d6+4)
Cold iron shortsword (+7 / 1d6+3)
MW Comp longbow +3 (+10 / 1d8+3 / 110ft)
- 20 normal arrows, 20 silver-tipped arrows, 20 cold iron-tipped arrows
+1 large keen sickle (+6 / 1d8+4 / x2/19-20 / bane [magical beasts], trip, +8 if Mal is enlarged)
- Armor (Cost: 2100gp)
+1 Mithral Chain Shirt (+5 / +6 / -0)
- Equipment (Cost: 157.62gp)
Pack, pouch, bedroll, scroll cases x2, empty vials x2, waterskin, whetstone, tindertwigs x10, silver holy symbol, traveler's outfit, spade, MW manacles, acid x2, alchemist's fire x2, rations x5
- Magic items (Cost: 2610gp)
Belt of incredible dex +2, Pearl of power (1st), Everburning torch
Money 58gp, 8sp, 8cp gold
Fluff
Background: Mal's breath came out in small clouds of steam as he huffed from exertion. Around him, the circle of observers broke into a cacophony of roars and shouts ... rage and triumph, mourning and gloating indistinguishable from one another. The moment dragged for an eternity as Mal stood poised, muscles still clenched from the battle moments before.

The scene became surreal, however, as the noise faded into silence, replaced by the twittering of birds and small woodland animals. A calm settled over the impromptu arena, as Mal stared at his foe. The flow of blood from the slashed throat had subsided, darkening even as he watched. The body appeared to be cooling in the evening chill, with the slightest of stiffening announcing the onset of final death. And for one long, delicious moment, Mal felt a shudder of joy ripple through his body as he smelled the palpable metallic tang in the air. As this moment of quiet enveloped him, Mal felt his tension release, the blade now loose in his hands.

Then came the sudden realization that this was all in his mind ... such peace was impossible within the Pellucidar. Now came the slapping and patting of his shoulders and back in congratulations from his few supporters and growing arse-kissers. No matter that his actions had taken one of his own from the tribe - all that mattered was he was heir apparent in both name and action, with a life of violence and destruction waiting for him to grasp it. Such was the price of being the chieftain's spawn of the Darkclaw Tribe. Such was the way of the bugbears.

Since his earliest memory, the ways of his people had been ... disturbing. A motley crew of murderous beasts, the Darkclaws had long served as killers adn assassins for the various savage tribes in the Skyless Lands. His life had been savage and hard, constantly under scrutiny as the chieftain's eldest. Mal knew that self-preservation was a harsh mistress, but the delight with which his kind performed their deeds, one act always fouler than the others, was never to his taste. This emotional rift was compounded by his failure in showy displays of torture and pain to his victims. This led to a perception that he was weak, and thus ill-suited to take his father's mantle as was appropriate for the eldest.

While there was little love between the young of the pack, there was a bond that tied them together - a survival instinct that kept them alive in the face of adversity. Over time, this bond would wax and wane, as each pup grew to adulthood and sought his or her place in the tribe. Even the bonds of brotherhood disappeared over the years, turning from fierce loyalty, to marked indifference and into outright disdain.

In a culture that valued evil for the sake of evil, Mal's committment to his people was often question (though usually out of earshot). But eventually his own youth pack began to question his 'right' to rule. Mal was not blind to his people's lack of trust, but perhaps he was too naive in assuming he would prove worthy of their loyalty one day.

That day came when his brother Tor embarrassed him in public. After a successful raid against the Fire Gobbos, Tor was still high on bloodlust, bragging about his prowess over even that of his 'unworthy brother.' Tor's presumption went to far when during the post-battle orgy, he began to take carnal pleasure in a female Mal had spoken for, grunting promises of ruling the tribe at his side as the true heir to their father's clan. In the silence that followed his brazen actions, Tor turned to find Mal standing behind him, quivering in a barely contained rage. Undaunted, Tor laughed, snidely telling his brother to nose about some weaker male's arse else he get hurt. With a roar, Mal was on his brother. In a release that none had seen before, the older brother stabbed Tor in the back with a hidden blade, then hamstrung him with a spinning slash. While his brother struggled to get to his feet, Mal toyed with him, nicking him here and there, before finally slicing his throat and leaving him to bleed out slowly in front of the tribe.

The tribe applauded his actions as his right, privilege, and duty ... even his father toasted the kill. But Mal was simply disappointed. He had fallen onto the same path the others followed, and at the end it seemed only madness waited ... and the sure knowledge that someone fouler than you waited to kill you when you least expected it, simply for the pleasure of it.

Unwilling to live amongst such evil, he left his tribe, nay fled his home, his family, his life. But the Pellucidar was full of dangers and terrors, and few escaped unscathed and alone. A week away from home, he found himself holed up in a small hollow, wounded by a lizard beast as high as his chest. He wondered if it would end here, when a barrel-chested orc of massive proportions found him. Mal gripped the club he had found, ready to fight even on the threshold of death. But instead of attacking, the orc raised a hand to forestall an attack, then reached out and touched his leg ... and the warmth of healing suffused his body and eased his breathing.

Standing, he nodded his thanks, to which the orc shrugged, and grunted, "Don't waste it sitting around." The orc handed over a small sack filled with fruits, and turned to leave when Mal called out. "Wait, who are you? Why'd you save me?" The orc stopped for a moment, looking back a Mal for a moment. Then he said, "Your journey wasn't done." The look in his eye seemed somewhat expectant, but when Mal didn't move, the orc shook his head and left.

For the next couple of days, Mal found himself afraid to leave, sure that he would be hurt again; and this time, no fortuitous benevolent orc would happen upon him. That night, as he drifted off to sleep, he dreamed he was standing in the middle of the Skyless Lands, but he was tall, much taller than he normally was. He stood far above the dinosaurs, far above the trees, even above the ogres and giants. His gaze took in the land, but he was dissatisfied with his place.

Looking to the south, he saw a vast lake, so he started to walk there. However, when he reached what was actually a sea, he still wasn't satisfied. So he turned to the east and found a series of tunnels and catacombs. Still, he felt discontent, so Mal walked on. In each place, he found wonders, but he quickly lost interest. it was as if he had a thirst that he couldn't quench. Until, in the distance, he found a glowing land, a place that seemed endless and vast. But as he moved towards it, it never got any closer. He began to run, but it stayed on the edge of the horizon. He found himself sprinting, and after a few minutes, it seemed that he was making progress. Closer ... closer ... closer ... he was almost to the land when he woke up with a start, covered in sweat.

Mal lay frozen, making sure that nothing had happend upon him in the night. Once he confirmed he was alone, he stood and looked outside the hollow. The night sky was clear, and the lichen bright tonight. He thought about going to sleep, but he felt restless, unable to relax. After staring at the sky for almost half an hour, he finally rose and gathered his meager gear. Looking at the hollow, he sighed and walked out in the Pellucidar. Uncertain which way to go, he suddenly had a though and began to sniff around the area. There it was, faint, but distinct.

He started off, following the scent with ever increasing speed. He marched for hours, but sometime the next morning, he found the orc, sitting on top of a giant stump, watching him approach. With a grin, the orc hopped down and patted him on the shoulder. "See? I told you your journey wasn't done." Mal shook his head. "Who told you that?"

The orc smiled. "Meili."

Over the next couple of years, the orc taught Mal about the Titan, the patron of travellers within the Skyless Lands, taught him his ways, and gave him more purpose than Mal had had since leaving his tribe. Gone was the simple savage that had killed his own brother; here was a disciple of Meili, Traveller of Winding Roads - no longer did the destination matter ... only the journey.

Description: Mal is a hulking brute, with evil-looking yellow eyes and dark fur the color of dried blood. He walks in the slightly hunched over way of his species, one arm seemingly longer than the other. His face is somewhat misshapen, giving his fanged grin a learing, disconcerting look.

He wears a mithral shirt that has been dyed black under a dark woodsman cloak that aids his silent stalking through the Pellicudar. Across his back is a huge blade and a mighty bow, while he usually has a long walking stick in his hand as he travels.

Personality: Mal can be cold-hearted and cruel at times - but it's now by choice and not because of racial predispositions. Normally he is concerned with his own self-preservation, and is willing to do what is necessary to survive. however, since he left his tribe, he has found that being alone in the Skyless Lands is not the most secure of prospects, and seems a recipe for an early death. After this mentor departed, Mal realized there was strenght in numbers. The only thing he needed was a group that realized the journey was more important than the destination.

Gear and other things
Table of goodies{table=head]Item|Charges|Effect|Claimed
Wand of Holy Fire|5/day|As spell? (http://paizo.com/pathfinderRPG/prd/spells/scorchingRay.html#_scorching-ray)|Mal
Wand of Break Enchantment|4|As spell (http://paizo.com/pathfinderRPG/prd/spells/breakEnchantment.html#break-enchantment)|Mal
Wand of Cold Iron|11|*See below|Mal
Amulet of Mind Shielding|-|**See below|LIX
Amulet of Mind Shielding|-|**See below|Mal
Breastplate +1|-|immune to inhaled poisons|For Sale
Ring (Freedom of Movement and Bull Rush?)|-|-|Urnek
Sunshard|-|***See blow|Mal
Ring of Vocalization|-|Immune to silence, under Tongues|Mal
Serpent Orb Ioun Stone|-|+|Korog[/table]

*Caster can choose to either turn all weapons within 30 feet to cold iron or turn the floor to cold iron, both last 50 minutes and the latter causes fey creatures and other creatures whose DR is overcome by iron to be staggered as long as they stand on it

**The amulets function as rings of mind shielding with the following changes. They are neck slot items instead of rings, and grant immunity to charm effects but do not protect your alignment from being detected.

***Allows spontaneous casting of Sun, Light & Day domain spells; acts as Ring of Wizardy II & III (for divine spells)

+Wearer immune to all effects that harm those of specific alignments. Provides death ward and protection from positive energy. Acts as divine focus for divine casters to any of the serpent primordials, granting +1 caster level (must be held for this effect)

Fleshshaper loot:
Cat-o-nine tails: Can drive living creatures, ignoring all damage caused by force march or running until the whipping stops.

Surgical tools: +4 bonus to heal checks; if used in the creation of the graft they decrease the creation cost by 25%.

The block seems to be a culture of very simple yeast-like life pacted very densely. It is presumably used as the based for some grafts and fleshwarping. Destroyed

Cavern Grapes - Urnek
Moon Hornet Honey - Korog
Pillar blooms - Unclaimed
Two types of surface pepper Sold
Silk - sold
Two liquid jars (unidentified) Destroyed

Bones that could be crafted into weapons (cold iron and adamantine): Mal?

Barbeck deals:
Urnek - Ring of protection generates a circle of protection vs chaos & evil; can be permanently drained to banish as a spell-like ability (caster level twice class level)
- Sparring dummy of the master: Requires 4 wks trng (during downtime); After completion, can take up to ten foot step any time they would be allowed a five foot step (functions the same mechanically).
- Cracked purple spindle (1 stored spell)

Korog - Helm of Bloodrune: Grants rage equal to class level; if owner can rage, as a free action, increase moral bonuses by 2; when exiting rage, take subduel damage equal to the difference between maximum and current hps.
- Two cracked amber spindles (+1 Will ea)
- Cracked purple spindle (1 stored spell)

LIX - Amulet of Stoneskin: provides continuous stoneskin effect (no upper limit for damage); absorbs 5 dam/round
- Two cracked amber spindles (+1 Will ea)
- Cracked purple spindle (1 stored spell)

Mal - Tip of First Bull's Horn: Primordial: If a spell or spell-like ability does not normally allow a save you may still make a will save against it to negate its effect on you specifically. Additionally you get a +3 divine bonus on all saves versus spells, spell-like abilities, and supernatural abilities. Blowing it is a standard action that casts greater dispel magic targeted version at all divine spells currently in the area with caster level equal to your character level + 4.

Titan: The wielder gains the ability to use the bardic music ability growth. If they have ability to play bardic music they gain access to it but only for the growth song, and can perform a number of rounds per day equal to a bard of their level with a charisma modifier of 4. If they can already perform bardic music the wielder gains additional rounds of bardic music per day equal to their ranks in all perform skills. Growth may be played at the same time as any other bardic performance but using two performances at once costs 2 rounds of bardic music per round of performance. The growth performance causes all allies within sixty feet of you to grow one size category as per the enlarge person spell, though they may be non-humanoid. If you have at least 10 ranks in any performance skill you instead increase all allies by two size categories instead doubling all bonuses and penalties. Drinking from the horn is a full round action that can only be performed if the horn was filled with alcohol as a move action previously. The drinker is cured of all fatigue, exhaustion, or staggered condition they may have and are healed hit points and ability damage as though they rested for a full night. A given individual may only drink from the horn once per day and receive any effect, any further drink is just drink. However the horn may provide its benefit to any number of drinkers per day.

Gods: While wielding the horn all of of the wielder's attacks trigger a targeted version of the shatter spell if you hit. This shatter spell has a caster level equal to their character level or hit dice whichever is higher, and targets the enemy themselves if they can he targeted or a random piece of equipment if they cannot. Once per minute the horn can be blown to replicate the shout spell as a standard action with a caster level equal to the wielder's level. If the wielder is at least 15th level it instead replicates the greater shout spell.

Unclaimed: Iron fists (x4): 1-hand martial weapon; open fist deals damage equal to the user's unarmed strike as if two size categories larger (Slash/Bludgeon). May flurry, with -2 to attack; gain grab rule while fist is open (fist closes upon grapple attempt); closed fist deals damage equal to the wielder's unarmed strike, require move action to open. Heals wielder upon each strike (equal to base weapon damage).

Rewards for KoT:
LIX: +2 wounding glaive. Overcomes the regeneration and damage reduction of all non-mortal creatures (outsiders, fey, undead, constructs, and some aberrations). If it strikes a creature it immediately dispels all mind-effecting conditions currently on creature and immediately causes them to turn on and attack the source of those conditions if they are in the immediate area. Any charm effects used within 60 feet of Strife fail to have any effect and any resources expended (spell slots etc.) are lost.

Korog - Ioun stone: When wearer rages, gain fire shield with caster level equal to their level in classes that grant rage. Warmshield only.

Urkan - Cloak of Elvenkind

Magni - Shield: Wielder is immune to gaze attacks; anyone who looks at the shield's reflection sees all creature through it as though they had true seeing, but only to pierce disguises (not to see invisible or intangible foes). Cancels all fast healing or regeneration of undead and aberrations within the reach of light reflecting off it (30', but can be extended if using focused light).

Urnek - Monk's belt that grants tremorsense 30' and allows rerolls to failed saves vs mind-affecting abilities of outsiders or extraplanar creatures.

Group (Mal) - Ring of Transmogrification: As ring of regeneration, except it heals wounds taken before wearing the ring. Additionally for every hour past the first two, take a cumulative -1 penalty to Constitution until removed (methods currently unknown, if any)

Mal - Two amulets (black iron triangles, two inset rubies: Alters memories of others 3/day (change up to 5 min/use); do NOT wear while sleeping/unconscious!

Fleshshaper clue: While extracting the bones you find a cyst within the creature that is filled with seemingly unconnected bones, devoid of the iron deposits or hardening of the outer bones. The bones contained within appear to be covered in carvings that are elvish writing, and wrapped around one are three invitations. All of them appear to have been soaked in blood multiple times, with stains suggesting many different types of creatures. All of them read the same text.

The parent has come home to nest
but you children have been a horrible pest
What drove you to such a horrible mess
Come to join parent's feast, though we should expect less

The writing on the bones will remain a mystery until you find someone capable of reading elvish.

Gifts from the Wedding
Sickle: +1 large keen bane[magical beast] sickle
The wielder may use the following spell-like abilities
1/minute- gust of wind
3/day- plant growth, wind wall
1/day- blade barrier, control weather
Additionally outsiders devoted to Kronus (which include arrow hawks, some couatls, avoral agathions, some nephilim, and astral sharks) and functions as a rod of rulership to such creatures however there is a maximum duration of 300 minutes per week rather than 500 minute total.

Anvil: While crafting metallic items you gain a +5 competence bonus, can ignore one of the following requirements for a given item (spell, caster level, or crafting feat) chosen when you begin the crafting process, and the item's creation speed is doubled.

It may never be used to create any item that summons chaotic outsiders or any item which replicates a spell with the chaos descriptor. Additionally the anvil will cease working should the forger fail to show proper respect to his tools and products.

Tools used with the anvil are imbued with its magic while in its presence and generate heat on command in such quantities that no furnace or bellows are needed.

Sphinx: For right now the sphinx will act as a large cat animal companion save that it gets a fly speed of 60 feet with poor maneuverability and is immune to all gaze attacks. Also its intelligence score is 12 but its mind is alien and difficult to communicate with. Can be taught the freeze gargoyle ability as a trick.

Sunshard: ??

Book of ghouls: ??


Names of Orcs: Magni, Captain, Enk, Khal, Shin, Dal, Pal, Tok

nyarlathotep
2012-12-14, 01:04 AM
Starbin should I wait for you. As I don't want to cheat you out of 1 minute of prep time.

Starbin
2012-12-14, 01:08 AM
So presume Mal is part of the group?

nyarlathotep
2012-12-14, 01:20 AM
For right now sure. You can fill in the details prince of persia style while recounting stories around the campfire sometime. Possibly retroactively giving bonus feats or loot.

Oh yeah forgot to mention if you perform a heroic or incredible act I as the DM will be liable to hand out bonus feats or make an item you have a legacy weapon (using custom rules not the really **** ones in WoL)

Starbin
2012-12-14, 01:27 AM
Copy ... post in progress ...

nyarlathotep
2012-12-14, 02:12 AM
I'm gonna wait till tomorrow morning to post the arrival just to give hvoerfrog and authurian a chance to post. I will however be posting the results of Starbin's actions in a bit.

Arthurian
2012-12-14, 04:37 AM
Sorry, fell asleep. To answer your question, Grunk gets two pets through the Archetype Pack Lord. The boon companion feat raise's the level of one of the companions so I don't have to worry about dividing my druid level up to make it stronger.

I'd like to get the Deathleaper as one of his animal companions. He can get a free slot for it by 'dismissing' his cat companion. That said, I don't know what the side quest will entail.

I'll post soon. Just need to wake up a little. As a side note, Grunks speech will be Sienna.

Starbin
2012-12-14, 08:06 AM
Anything from the perception check? Can Mal tell who or what is coming through hearing or smell?

nyarlathotep
2012-12-14, 08:33 AM
Sorry just woke up I am a dingus. I will post the perception check results in a could minutes and if you could post your reaction soon after that we can move on briskly to the next section.

Starbin
2012-12-14, 09:21 AM
Getting ready for work ... Give me another 30min and I should have an IC post up.

Starbin
2012-12-14, 10:24 AM
Oh, and one minor request - is it possible to add an OOC to the title of this thread? Or and IC to the other one? Makes it a little easier to find which one is which in my list of subscriptions.

Since I delayed in making a decision, I guess I'll not go Beast Master archetype ... besides, I'm not sure how much ranger I was planning on going (since cleric and rogue were on my list). Any PrC's y'all can think of that would blend divine and scout?

nyarlathotep
2012-12-14, 11:08 AM
Oh, and one minor request - is it possible to add an OOC to the title of this thread? Or and IC to the other one? Makes it a little easier to find which one is which in my list of subscriptions.

Since I delayed in making a decision, I guess I'll not go Beast Master archetype ... besides, I'm not sure how much ranger I was planning on going (since cleric and rogue were on my list). Any PrC's y'all can think of that would blend divine and scout?

You got it buddy. Not sure on the prestige class.

Drothmal
2012-12-14, 11:21 AM
What does everyone want to do about this group? Attack, parley or ignore?

LIX will probably just want to take them out (a small part because they work for the dragon, but also because he will just want to fight, similarly to Korog). Also it probably does not help us that we have 3 renegade minotaurs, which are supposed to be

Ignoring doesn't seem an option since they have a scout, but we can try...

Starbin
2012-12-14, 11:32 AM
Well, I thought about letting them go, but wasn't sure what you renegades would think ... I figured it might end up being a moot point if y'all had 'Former Master' issues.

However, Mal can support a quiet retreat in the 'obsuring mists' of the evening Pellucidar ...

We can also see just how good their scout is against ours. I'm just curious what our resident psycho is going to do (i.e., the chaotic evil gnoll sorceror). He's probably our best bet in thinning the kobold legions (okay, perhaps six kobolds don't count as a legion, but you know what I mean). Mal is not really configured for area effects.

Hmmm ... Grunk is probably running with entangle ... that could definitely help.

nyarlathotep
2012-12-14, 04:52 PM
Sorry for not noticing the earlier question knowledge the planes or history could tell you who the Beetle King is. It isn't in the campaign info.

Drothmal
2012-12-15, 09:11 PM
Trying a perception check to see if LIX also knows where the black dragonkin is

[roll0]

Hopefully he'll get a face full of hammers if he tries to close the distance

nyarlathotep
2012-12-17, 02:23 AM
You did not beat his stealth check of 22.

Starbin
2012-12-17, 03:02 AM
Initiative: [roll0]

Hoping Mal is hidden from some with his earlier Stealth check of 19.

EDIT: Waiting to see which way Black goes ... Wanna see if he dives in, or waits for an outcome.

Drothmal
2012-12-17, 03:10 AM
Let's see if LIX gets to act...


[roll0] (it's 4 instead of 5 as stated in the sheet since expansion causes dex to drop by 2)

Quick question that I would like to know for future reference: Can you take AoOs if enemy provokes during surprise round / before your PC has gotten a chance to act?

Drothmal
2012-12-17, 03:11 AM
Not sure if the tie means that there should be a second roll (I used to play with a houserule that said that under tie, highest modifier goes first). If one is needed

[roll0]

EDIT: Also noticed that there were three 16s, all with different modifiers. That's kind of funny

Gildedragon
2012-12-17, 03:12 AM
Initiative [roll0]
I guess I get to move!

nyarlathotep
2012-12-17, 04:26 AM
I was thinking Korog's readied action would got first.

We will just go with the highest modifier going for the sake of speed.

North_Ranger
2012-12-17, 04:52 AM
Ah, we're rolling initiative?

[roll0]

Starbin
2012-12-17, 08:41 AM
Quick question that I would like to know for future reference: Can you take AoOs if enemy provokes during surprise round / before your PC has gotten a chance to act?


Not sure if the tie means that there should be a second roll (I used to play with a houserule that said that under tie, highest modifier goes first).

Barring a house rule, as you said, both questions are answered here (http://paizo.com/pathfinderRPG/prd/combat.html), right near the top. Quick answers -
1) unless you have uncanny dodge, combat reflexes or a power/feat that allows for it, you cannot make an AOO flat footed.
2) initiative ties go by bonus first, then roll a die.

Guessing we just had a surprise round, so you stay flat footed until your initiative - but it looks like Korog might get a free swing in the surprise round for a readied action, so hugs for everybody! :smallsmile:

Drothmal
2012-12-17, 10:57 AM
Barring a house rule, as you said, both questions are answered here (http://paizo.com/pathfinderRPG/prd/combat.html), right near the top. Quick answers -
1) unless you have uncanny dodge, combat reflexes or a power/feat that allows for it, you cannot make an AOO flat footed.
2) initiative ties go by bonus first, then roll a die.

Guessing we just had a surprise round, so you stay flat footed until your initiative - but it looks like Korog might get a free swing in the surprise round for a readied action, so hugs for everybody! :smallsmile:

Thanks! :smallsmile:

And that's another perk added to the list of the awesomeness of combat reflexes. Glad I took the feat.

North_Ranger
2012-12-17, 11:17 AM
Just wanted to mention... Korog's pretty much attacking out of boredom and stubbornness here. He's a relatively single-minded character in my books; once he's been attacked, he'll keep on attacking unless persuaded otherwise. If this kind of bull-headedness (badumdum-*tsssh*) is problematic, lemme know and I'll tone it down.

Starbin
2012-12-17, 11:19 AM
To be honest, I would be surprised if you didn't respond with violence ... if it weren't for the black dragonkin saying something, Mal would have shot the white one in the face.

I'm actually just curious if the black one is pi$$ed because the white one attacked, or if it's because the attack ruined his chance at a sneak attack :smallbiggrin:

PS - least anyone think I'm being racist ... I'm simply referring to the 'black one' and 'white one' as simple placeholders ... for the black dragonkin and white dragonkin. I'd hate to get into another argument ... :smallwink:

Drothmal
2012-12-17, 02:08 PM
Alright, based on the information about Combat Reflexes, I will make rolls for AoOs in case anyone provokes. I'll try to do this at the beginning of every combat so nyarlathotep doesn't have to be keeping track of yet another thing.

For the purpose of making everything run more smoothly, LIX will take AoOs as they are provoked unless stated otherwise

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

Add +1 to all rolls if target is threatening an ally.

@Starbin: Relax, I don't think anyone took it that way. In fact, I am still confused about why that accusation took place in the first place, but whatever. You are fine on my book.

Drothmal
2012-12-17, 02:13 PM
Possible crit

[roll0]
[roll1]

Too bad that I missed the perception by one, otherwise we would have black dragonkin pudding to play with :smalltongue:

nyarlathotep
2012-12-17, 06:53 PM
The bolas shot does provoke an AoO if you wish to take it.

Edit: Didn't notice you earlier statement.

Starbin
2012-12-17, 06:57 PM
AOO for who? Mal or one of our gorilla-armed gigantoids with a 20ft reach?

:smallbiggrin:

nyarlathotep
2012-12-17, 07:03 PM
For LIX as I already updated the IC thread to reflect.

As I assume the dragonkin was as surprised by the astoundingly long reach as I was.

Starbin
2012-12-17, 07:07 PM
Oh, sorry ... I thought he hit the white one, who is apparently laying on the ground now ... hmmm.

Gildedragon
2012-12-17, 07:19 PM
Did I manage to grapple the white one?

Drothmal
2012-12-17, 07:21 PM
oops, sorry Starbin. Was preparing the IC post while you posted.

Fortunately, I don't think that 13 will hit...

Also, just in case, I wanted to let everyone know that if you guys feel that LIX is too optimized/overpowered, I would be willing to nerf him. Also, if anyone want help with their characters, let me know (though everyone's characters are very well built, as far as I can tell)

Starbin
2012-12-17, 07:26 PM
Well, since I'm not optimized for combat, I figure you're bound to overshadow me buggy-bear! Of course, the DM will have to figure out how to deal with all your long arms (which I'm sure will eventually mean us 'shorties' will be SOL when we start fighting equally large opponents!).

My only concern is that in another level, we're basically all equal ... and I'm not sure how that will translate, since in many ways y'all are already superior to a non-ECL class ... I guess we'll see then!

nyarlathotep
2012-12-17, 07:28 PM
You didn't when you rolled but as the kobolds had higher initiative than you and dropped him prone you did end up grappling him.

Drothmal
2012-12-17, 07:37 PM
Well, since I'm not optimized for combat, I figure you're bound to overshadow me buggy-bear! Of course, the DM will have to figure out how to deal with all your long arms (which I'm sure will eventually mean us 'shorties' will be SOL when we start fighting equally large opponents!).

True, though a few more levels in cleric and you'll get rightgeous might, which if I remember correctly should also make you large :smallbiggrin:


My only concern is that in another level, we're basically all equal ... and I'm not sure how that will translate, since in many ways y'all are already superior to a non-ECL class ... I guess we'll see then!

About that... I would actually think that, at least for a few more levels (until the rest is lvl 6-7), Mal should stay a level ahead of the rest of the party. Since Cleric is a tier 1, eventually it would even out the racial difference, but i agree with you that otherwise it would be too much difference.

That being said, we can worry about that when we have to cross that bridge, right?

North_Ranger
2012-12-17, 07:43 PM
Okay, it's been a while so bear with me... I'm assuming Korog got tripped by the bolas, so he's now down on the ground, yes? Is it just a standard action to get up, or do I need to roll Escape Artist to disentangle the bolas - or Strength to rip them open?

Gildedragon
2012-12-17, 07:54 PM
Also is the white dk still alive? Cause if he's a goner no point in shielding him

nyarlathotep
2012-12-17, 08:00 PM
Starbin don't worry there will be a fair bit that requires stealth and clerical magic as you go on. Specifically I'm thinking of the duergar dictum magic and the serpentmen.

nyarlathotep
2012-12-17, 08:11 PM
I will be writing up something in just a bit for the results of LIX's next attack and the bolas and such. It is just a standard action to stand up but your movement is reduced by 15 feet until you untie the bolas with either escapse artist or a strength check.

Starbin
2012-12-17, 08:12 PM
No worries on my part ... I'm ready to see how this all turns out. If I had been overly concerned, I would have jumped onto the ogre/minotaur bandwagon! However, I've always had a fascination with bogeybears, so here I am! I figure your story will make it worthwhile, regardless of power levels.

nyarlathotep
2012-12-17, 08:51 PM
Such a hipster. :smalltongue:

nyarlathotep
2012-12-18, 02:36 AM
I'm just going to start giving the contents of note out to the whole party unless someone wants to keep things secret to avoid a lot of the party member repeating things to one another problem.

nyarlathotep
2012-12-18, 07:26 PM
oh sorry you did not make the save.

Edit: forgot the word not

Gildedragon
2012-12-19, 05:12 PM
Question, how common is the knowledge that summoning things was what screwed the Drow over?

nyarlathotep
2012-12-19, 10:02 PM
Question, how common is the knowledge that summoning things was what screwed the Drow over?

It is fairly common knowledge that it was some kind of deal with fiends, but not necessarily specifics on the subspecies or exact details unless you have a knowledge check.

Drothmal
2012-12-21, 03:02 AM
Just wanted to take a moment and say that this is an awesome plot twist.

Regrettably, I'm having a hard time thinking of LIXs reaction besides happy at the prospect of a new battle (which i'll post shortly).

I say we go to this meeting and see who's there to kill to interact with. Not sure what to do with the dragonkin, but we could offer him to come with us, since we have no real beef with him...

By the way, what are the wands/amulets? I'll try to make a loot table sometime tomorrow

North_Ranger
2012-12-21, 11:10 AM
But Korog wanted to eat the dragonkin... :smallfrown:

nyarlathotep
2012-12-21, 01:45 PM
Wand of Gust of Wind 35 charges
Wand of Break Enchantment 4 charges
Wand of custom spell- caster can choose to either turn all weapons within 30 feet to cold iron or turn the floor to cold iron, both last 50 minutes and the latter causes fey creatures and other creatures whose DR is overcome by iron to be staggered as long as they stand on it. 12 charges.

The amulets function as rings of mind shielding with the following changes. They are neck slot items instead of rings, and grant immunity to charm effects but do not protect your alignment from being detected.

Starbin
2012-12-21, 02:37 PM
{table=head]Item|Charges|Effect|Claimed
Wand of Gust of Wind|35|As spell (http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#_gust-of-wind)|Unclaimed
Wand of Break Enchantment|4|As spell (http://paizo.com/pathfinderRPG/prd/spells/breakEnchantment.html#break-enchantment)|Unclaimed
Wand of Cold Iron|12|*See below|Unclaimed
Amulets of Mind Shielding|-|**See below|Unclaimed
Breastplate +1|-|immune to inhaled poisons|Unclaimed
Ring (Unknown)|-|-|Unclaimed[/table]

*Caster can choose to either turn all weapons within 30 feet to cold iron or turn the floor to cold iron, both last 50 minutes and the latter causes fey creatures and other creatures whose DR is overcome by iron to be staggered as long as they stand on it


**The amulets function as rings of mind shielding with the following changes. They are neck slot items instead of rings, and grant immunity to charm effects but do not protect your alignment from being detected.

nyarlathotep
2012-12-21, 02:43 PM
Right you forgot that the breastplate also makes you immune to inhaled poisons.

Starbin
2012-12-21, 03:08 PM
Gotcha... updated!

Drothmal
2012-12-24, 04:16 AM
Just wanted to wish happy holidays to everyone!

I'll be travelling tomorrow and not sure what my posting schedule will be over the next 4 days (should be decent, but not 100% sure). Should be back to normal after that

North_Ranger
2012-12-24, 05:44 AM
Merry Christmas to you as well! And the rest of you fellas.

Gildedragon
2012-12-24, 12:22 PM
Likewise ya'll, may you have a delightful day++

Starbin
2012-12-24, 03:41 PM
Hey don't go telling the end of the movie just yet ... it's still Christmas Eve here!

Happy holiday season to y'all!

nyarlathotep
2012-12-25, 01:36 PM
I'm still wondering where Arthurian is.

Starbin
2012-12-26, 03:27 PM
Well, and where the heck is hoverfrog? Not that I mind us losing a chaotic evil character, but the sorceror / high charisma aspect is a bummer to not have ...

PS - hope your holidays are awesome. I've got a couple of days for decent posting, then I end 'Dark Territory' at my in-laws, where my posting will be via mobile phone (BLAAAGH!) until 7 Jan.

Drothmal
2012-12-26, 11:35 PM
Well, and where the heck is hoverfrog? Not that I mind us losing a chaotic evil character, but the sorceror / high charisma aspect is a bummer to not have ...

agreed (on both aspects). I suggest that, for now, we act as if we had no gnoll in the party and see if that changes after the holidays. Maybe we could try PMing hoverfrog


PS - hope your holidays are awesome. I've got a couple of days for decent posting, then I end 'Dark Territory' at my in-laws, where my posting will be via mobile phone (BLAAAGH!) until 7 Jan.

hehe, your reason for decreased posting is the same as mine. Though fortunately I brought the tablet with me, so at least I can get some posts from time to time. Good luck!

Gildedragon
2012-12-27, 12:31 AM
Hope your circasolisticial celebrations and feasts were great, and that your year-transitions are good. Posting via phone atm, but posting's not much of a problem.
I do hope the rest of the party is available sometime soon.

Starbin
2012-12-27, 10:13 AM
hehe, your reason for decreased posting is the same as mine. Though fortunately I brought the tablet with me, so at least I can get some posts from time to time. Good luck!

Well, I'll have a tablet as well, but my in-laws don't have wireless. If only I had splurged for the 4G connection!

nyarlathotep
2012-12-27, 11:09 AM
Rolling for miss chance right now. Odds are a hit and evens are a miss, and he still has total concealment.

[roll0]

nyarlathotep
2012-12-27, 11:34 AM
Roll for initiative brothers.

Deathleaper: [roll0]

Also two things to note, when an enemy has homebrew feats for this campaign I will make them freely available to the party in the OOC thread after your first fight with them. Also despite being vermin type Deathleaper has feats.

North_Ranger
2012-12-27, 11:42 AM
KOROG SMASH PUNY INSECT!

Also... [roll0]

North_Ranger
2012-12-27, 11:44 AM
Also, may I post? I'm assuming you'll just put everyone's actions in order after everyone's posted?

Drothmal
2012-12-27, 12:01 PM
Currently just on the phone, so looking up the modifiers is a bit hard atm.

I'll just roll a d20 and will edit the final number later. I'll also add at least one roll in case any AoOs are triggered. Sorry for the inconvenience.

[roll0]

[roll1]

Starbin
2012-12-27, 12:27 PM
Initiative - [roll0]

Gildedragon
2012-12-27, 12:43 PM
Initiative:[roll0]
Perception (to find the bug again): [roll1]

nyarlathotep
2012-12-27, 02:09 PM
Sadly you did not spot it, and the mantis beat you all. So I will post the mantis' actions then you guys get to go, and can really post in any order.

nyarlathotep
2012-12-27, 02:25 PM
I'm almost sad that given her extreme accuracy I am almost sad I couldn't make her a tripper instead of grappler. Unfortunately it would make no real sense and goes against what a mantis does mechanically. In case you are wondering how she was able to hit from so far away she has both the lunge mantis racial ability and lunge feat, and during her surprise round she made a double move given the sudden strike ability to get closer to the party.

Starbin
2012-12-27, 03:49 PM
Well, since she was attacking LIX, I didn't really care about the mechanics :smallbiggrin:

But your logic and explanation totally make sense. I'll ask for one boon ... can the arrow sticking out of the mantis give the others a bonus to perception?

nyarlathotep
2012-12-27, 04:45 PM
Yes that would make sense though due to her attack consuming a full action she hasn't been able to stealth again only having the 20% miss chance afforded by concealment. So once you have to start making perception checks again if you do you will get a +2 due to the arrow.

North_Ranger
2012-12-27, 04:50 PM
So wait, I have to roll Perception to see if Korog knows where to attack? Oh crud...

[roll0] (counted the +2 in...)

EDIT: Et tu, dice roller... et tu.

Starbin
2012-12-27, 04:55 PM
North_Ranger, I think you're good this round ... it's next round that you'll have an issue.

Now, the concealment is a completely different topic :smallbiggrin:

nyarlathotep
2012-12-27, 04:58 PM
Yes rolling the miss chances, on a 1 you miss.

Urnek: [roll0]
Korog: [roll1]

Starbin
2012-12-27, 05:01 PM
Circling around, will Mal be able to a) flank, and b) approach w/o getting schwacked with an AOO?

nyarlathotep
2012-12-27, 05:15 PM
Her reach is currently 15 feet. You could circle to flank as long as you made an acrobatics checks.

Drothmal
2012-12-27, 09:59 PM
OK, I'm back to a more evolved form of internet access, so I was able to crunch the numbers

"LIX + Expansion"
AC = 17 (7 Armor + 2 DEX - 2 Size)
CMD = 10 (base) + 6 (STR) + 2 (DEX) + 2 (Huge) = 20

So at first it would seem that first the attack hits but the grapple does not work. But then I realized that LIX might be considered to be flat footed (he hasn't acted yet and he failed his perception check).

If LIX is flat footed, his CMD drops to 18 (no Dex), which would make the grapple hit. But the grapple roll was a natural 1, and I am not sure if that is an automatic miss...

long story short, I'm not sure if LIX is grappled or not. I'll wait for DM confirmation before I post an action.

nyarlathotep
2012-12-27, 10:50 PM
Natural 1 is always a failure for CMB rolls, also remember anything that buffs your to hit buffs your CMB and CMD.

Drothmal
2012-12-27, 10:57 PM
Natural 1 is always a failure for CMB rolls, also remember anything that buffs your to hit buffs your CMB and CMD.

Awesome! thanks! :smallsmile:

I'll try to post IC in a bit later

nyarlathotep
2012-12-28, 07:30 PM
Starbin you still waiting to play?

Also I'm thinking Arthurian may have abandoned us.

Gildedragon
2013-01-04, 05:44 PM
Urnek has no investment in the fate of the mantis.

Starbin
2013-01-04, 08:28 PM
Been w/o wireless at my in-laws. No current care about the mantis.... at least nuthin stronger than Korog's desire to off it. Real posting no later than Monday!

Drothmal
2013-01-04, 08:33 PM
Alright, no one cares for the mantis (I think it has to do with the druid having disappeared from the game)

Northranger, the honor is all yours.

nyarlathotep
2013-01-04, 09:40 PM
Well we've wasted enough time then just a little bit for a new update.

Starbin
2013-01-05, 05:22 PM
KS check [roll0] (which ever is appropriate between Nature, Arcana, Dungeoneering, Religion, or Geography, since they're all the same :smallsmile:)

Trying to figure out what that thing is.

Drothmal
2013-01-05, 05:54 PM
I was going to post, but it seems you guys took care of the ball thing. I guess that it's a good thing I rolled high on the perception check, forcing the thingy out of it's hiding place.

Btw, could I ask for a heal? I'm at 11/23 hp and we have some more baddies incoming (for which I am excited about)

Starbin
2013-01-05, 11:20 PM
I'll give ya a heal in a minute. We haven't been in a good situation to use the channel energy option, since I didn't want to heal the mantis (or the flying Phantasm orb, if it's still alive).

I just need to lose a spell (let me check what I still have left)

Gildedragon
2013-01-06, 03:28 PM
Perception:
[roll0]

Drothmal
2013-01-06, 03:48 PM
I'm really loving the tension/feel that we are fighting for survival!

I was thinking a bit about strategy. We probably want to all be relatively close, but not right next to each other (as to avoid AoE). Maybe we can stand about 10 ft from each other or so?

Starbin: Might be a good idea to prepare Mirror image as a readied action and/or cast resist energy (it would seem acid is the best choice, but nyarlathotep might be able to confirm that)

For the minotaur trio: When the enemies show up, we smash them! (simple, yet elegant)


This brings me to the next topic: What do we want to do about the 2 non-participating members of the party? Since the sorcerer never participated, we can just assume that he was never there. The Druid is a bit harder, but I'd be ok with us retconing as if he had never been there either. That way is four PCs and only one may be treacherous cohort.


As for perception
[roll0]

nyarlathotep
2013-01-07, 03:20 PM
For right now I will say they were never there, though I would allow arthurian back in if he shows back up.

nyarlathotep
2013-01-07, 08:56 PM
Sorry that took a while, I had to write a lot and had to travel some distance with a sick family member.

Starbin
2013-01-07, 09:10 PM
Sorry to hear that ... Hope all is well!

As for the post, well worth the wait - great imagery! Glad they didn't just come in swinging, cuz I'm not sure we would have enjoyed that :smallsmile:

Drothmal
2013-01-07, 09:54 PM
Sorry that took a while, I had to write a lot and had to travel some distance with a sick family member.

Short rant: Stupid phone that rings and delays my posting and damn ninjas that make my comment superfluous

Back to our scheduled programming

No problem at all! Hope your family member is alright. And the description is excellent: you really put the fear factor in the demonic lord!

@everyone else: What do we want do do? I am not sure that any single one of us can take the kyton lord down, though together we might have a chance. On the other hand, they also have greater numbers if we decide to go in an all out fight.

If we decide to go the one on one route, I think any of the minotaurs are a good choice. I offer LIX as a potential sacrificial pawn.

nyarlathotep
2013-01-07, 10:56 PM
Thanks for the concern the little guy is fine, I just need to keep him hydrated while he stays home from school tomorrow.

As for the combat I shall give you guys some time to discuss it.

Starbin
2013-01-07, 11:13 PM
Good to here, nyarlathotep! As for our 'tactics' I'm not sure. I'm begginning to see a pattern with lots of dudes with long reach ... Makes me wish I had a spear or something (should probably look into that at some point).

As for the foe, it depends on what we're actually fighting. I'm pretty sure Mal doesn't want anything to do with whatever's in the box! Y'all tell me who's better equipped to deal with The Lord (any appropriate weapons?), cuz y'all are a bunch of combat monsters compared to me. As I went with a basic approach to spell selection, I don't really have anything good to help.

We may not have a choice, either. Dang, I wish we had our face! What if we offer the honor to The Lord in exchange for something else? I have no idea what, but something!

Drothmal
2013-01-07, 11:44 PM
As for weapons/tactics, LIX should be decently equipped. That he is large should also activate the big game hunter (which I forgot I had against the mantis), so combined with the offensive prescience power, we would be talking +1 to hit +4 to damage on top of whatever is on the sheet. The main problem is that he does not have a weapon to overcome DR or regeneration.

Still, with a couple AoOs and a bit of luck, LIX should have a chance.

As for the alternative proposed by Starbin... We can ask them if there is a way of paying our respects to the kyton lord (though I dread asking, to be honest) . We can also try to gain time by being honest and telling them we have no idea what they are talking about.

Still, if no one has a strong opinion either way, I'll offer LIX for combat 24 hours from now or so.

Gildedragon
2013-01-08, 01:18 AM
Sorry to hear. Good that it is manageable.

Tactics:
High wisdom advice:
We run!

Bleeding sarcophagus, a "lesser" master implies there's a higher one around... and the scary one is the 'lesser' master.

As to negotiating: we're not the fellas they're looking for
or at least I hope we are not.

Starbin
2013-01-08, 01:27 AM
What if we all pointed at the black dragonkin and took a step back? It's a little trick I learned called "Do what you want to the hapless patsy, but leave us alone!"

:smallbiggrin:

Drothmal
2013-01-08, 01:44 AM
What if we all pointed at the black dragonkin and took a step back? It's a little trick I learned called "Do what you want to the hapless patsy, but leave us alone!"

:smallbiggrin:

Definitely a possibility, though it might push us from the neutral into evil territory (not sure, it could be debatable)

So far votes seem to be

1 fight
1 run
1 negotiate/offer dragonkin as possible sacrifice

Drothmal
2013-01-08, 01:51 AM
I was retreading the IC and realized that technically speaking we might know that the kytons are looking for us: the secret note mentioned 3 other factions hunting us

One for duty: dragonkin
One for tortures: in retrospect, I feel quite dumb I didn't see this one before

We have not met the goblinoid, but that might be related to mal's backstory


With that in mind... Is running away/negotiating a possibility?

Starbin
2013-01-08, 07:50 PM
Good point, bringing up the notes. However, something about them bothers me. The two open notes are fairly straight-forward, and obviously intended for us and the dragonkin. The secret messages are a little more odd. The dragonkin's refers to a wildcard guest - it seems to be for someone OTHER than the dragonkin (not sure if it's specifically us or not). However, who is the secret message for on our note? At first blush, I think we assumed it was to us ... but shouldn't it be for whoever killed us and took the note? Are both (or perhaps all) secret messages for us? Would different blood result in different messages?

Now the hunted message seems pointed at us - I was wondering if we should assume that these dragonkin are the same from the message. What if it's another group searching for our erstwhile gladiators and are hunting them down to return them to the Dragon's Realm? If it does refer to the dragonkin we've already met, then what was their duty in hunting us?

The fiends / torture seems pretty obvious, but I don't know what to do with that right now - does anyone have something like that in their backstory? Or was it in the Gnoll or Druid's background?

My own backstory doesn't have a lot in it ... except some bugbears that might be hunting me down, although that's not a guarantee. If anything else is hunting me, then I'm not sure who I pi$$ed off, but it might just be a racial thing.

If we decide to leave, again Mal can support with some obscuring mists. If it comes to combat, he can try to heal, but I don't have any good buff spells right now.

Hmmm, something to consider ... we could try some Intimidation here. Not sure what Korog's is, but I have a +10, which would probably be a 50/50 chance to affect these guys (either to change attitude, or demoralize). Unfortunately, y'all are probably the same size, but if we have a size difference, there's a +4 bonus.

Just spit-balling still ... let me know how we want to proceed. We can always role-play the diplomacy route to avoid rolling ... we might be able to figure out a way to leave peacefully. I am definitely with Guigarci about the potential badness here :smallbiggrin: Danger, danger Will Robinson!

Drothmal
2013-01-08, 08:32 PM
All of those are excellent ideas, Starbin (particularly the question if different bloods give different messages). I guess we should assume for now that the messages are for us (maybe we are being observed magically and the note in blood is the equivalent to a message spell to reward us for defeating an opponent by giving us more information)

As for backstory, LIX doesn't have anything that could be traced to goblinoids or kytons, afaik.

Basically, I don't think we have enough information to do anything but assume the notes are for us (the mystery so far has been another excellent aspect of this game)


As for our current options.

Let me start by saying I completely agree that this guy is making my spider sense go all tingly... I believe that any attempt at a 1 on 1 battle will lead to one fewer PC. The main problem is that I might have inadvertedly written myself into a corner with LIX and his desire for battle. Though I can definitely argue that he would realize when he is outmatched, his first reaction would be to try for the confrontation...

Let's leave the running and using obscuring mist as a (great) backup plan.

As for the intimidation. Though LIX does get the +4 for size, he has a -1, making it only a +3... maybe enough to aid another, but not much more

As for diplomacy: I have been thinking about it and I came up with some options (Disclaimer: none of these options should be posited by LIX, both due to his personality and his complete lack of social skills)

1) We agree to 1v1 combat, but maybe we counteroffer a best of 3 and not to the death
2) We can tell them that we are not trying to get the fey lord's soul (which is true), so that maybe it would be counterproductive/premature to engage in combat
3) We agree to 1v1 combat, but if we lose and by some chance we gain possession of the fey lord soul, we are bound to give it to the kytons

Or any combination of the above

Gildedragon
2013-01-08, 11:12 PM
Well LIX has a reasonable wisdom, and might well see that yeah battle would be glorious, but someone (if not everyone) will likely die.

Ur would go for a non-confrontation route; a "we got no idea what you talk about, best of luck. Best get going if you don't want them to get the drop on you" sort of deal.

Besides if it took us a fair bit to realize that the note meant kytons in the torture bit... a party with a less than stellar combined int score might take a day or so.
So I think it is fair to say that our fellas got not clue that the poem means that.

nyarlathotep
2013-01-09, 01:06 AM
These are all logical ideas, but a consensus must be reached.

nyarlathotep
2013-01-09, 03:51 AM
Edited the last post to avoid the need for one words answers.

North_Ranger
2013-01-09, 04:41 AM
Sorry guys, I'm currently hospitalized and haven't been able to post. What have you been up tooooh crap :smalleek:

To answer one question, Korog's Intimidate is a +9. Whether we should try to intimidate that thing is another question entirely.

Hmm... are kytons gluttons for pain? My memory fails me... the thing might be willing to give us the 3v1 and not to death if it thinks it will get to hurt more of us.

nyarlathotep
2013-01-09, 05:02 AM
Wow man hope everything gets better with the hospitalization.

Kytons do feed off of mortal sensation specifically pain, but this does not necissarily mean it would be fine with a 3v1, or there could be stipulations.

Gildedragon
2013-01-09, 05:33 AM
Sorry to hear N_R. Hope that it gets better soon and that it is nothing too serious.

Drothmal
2013-01-09, 03:16 PM
Sorry guys, I'm currently hospitalized and haven't been able to post. What have you been up tooooh crap :smalleek:


+1 to the other get well wishes. I hope that it's not too serious/you feel better.


As for IC, just wanted to say that I though it was very well handled. I'll make a quick IC post to volunteer the dragonkin to mention his own reward (since I think we would not mind as much revealing his prize)

Drothmal
2013-01-09, 05:03 PM
Aaaaand, it seems I had a terrible idea...

Sorry guys. I'll leave the talking to our cleric from now on :smalltongue:

Starbin
2013-01-09, 06:26 PM
Oh, it's not like Mal is the greatest orator of all time ... he just didn't want to give up any info that could be used against us. The fact that the dragonkin got upset was inconsequential ... screw that dude!

No worries, brah ... game on!

Drothmal
2013-01-09, 07:43 PM
Oh, it's not like Mal is the greatest orator of all time ... he just didn't want to give up any info that could be used against us. The fact that the dragonkin got upset was inconsequential ... screw that dude!

No worries, brah ... game on!

Sweet, thanks man

nyarlathotep
2013-01-11, 04:55 AM
Okay been a bit busy but got it up as early as possible. Also apparently using a word for male rooster to refer to the tilting of a head is apparently considered a swear word on gitp.

North_Ranger
2013-01-11, 11:15 AM
So is the colloquial expression for excrement, if it's in the spelling of another word. Such as when describing one Pathfinder human ethnicity, those decending from the Empire of Kelesh, or a Kelesh ... ite.

Starbin
2013-01-11, 02:50 PM
Sorry, Guigarci ... I'd be all for not walking with these guys, but I'm not sure we had that option. It felt like:

Door #1 - "Instant Death by the Sado-Masochistic Nine-Inch Nails freak in the Bleeding Coffin"

Door #2 - "Hunted Death by the Volo-like chain-devil and his disturbing drow wench"

Door #3 - "Delayed Death by a to-be-named future horror, most likely involving a chinese puzzle box and a demon named Pinhead."

I went with three :smallsmile:

Gildedragon
2013-01-11, 03:00 PM
Oh. I understood the "if your owners..." Bit meant we were leaving. Ill edit my post then.
I also thought volo was the drow's wench.

nyarlathotep
2013-01-13, 06:02 AM
I'll be posting later on today, trying to get this next part right and moving back to University.

nyarlathotep
2013-01-13, 10:28 AM
Okay that's all I have time to post right now, post anything you guys want to do or talk about during the trip, I will respond to it once my car ride is over, and hopefully if i can get everything covered the next leg of the journey will be posted then as well.

nyarlathotep
2013-01-14, 03:06 AM
While I'm getting everything settled, I forgot to say that you all leveled up.

Gildedragon
2013-01-14, 04:23 AM
Awesome :D
We large creatures leveling to 4 or 5?

nyarlathotep
2013-01-14, 04:37 AM
4 you'll probably get to level 5 the next time some generous medium size specific treasure comes around. Anyways time for sleep.

Drothmal
2013-01-14, 03:00 PM
While I'm getting everything settled, I forgot to say that you all leveled up.

Awesome! I'll try to update the sheet today! (Sorry I didn't post over the weekend, but I'm back to full schedule now)

North_Ranger
2013-01-14, 03:02 PM
Awesomesauce. Say, how was the HP rise per level again? Average plus Con, right?

Drothmal
2013-01-14, 03:09 PM
Also, does anyone remember how we did xp? Average? half+roll for half?

Starbin
2013-01-14, 03:37 PM
Sorry for not responding I was unconscious after some brutal work on final projects.

Anyways first things first you can take the average for hp rolls if your are getting below them.

Found on the recruitment thread here (http://www.giantitp.com/forums/showpost.php?p=14320042&postcount=123)

Speaking of which ... [roll0]

Gildedragon
2013-01-14, 03:40 PM
So lets see what HP I get
[roll0]
Average it is

Drothmal
2013-01-14, 03:57 PM
Great! Thanks guys (and thanks for understanding I emant hp not xp...)

[roll0]

EDIT: All d8s give average hp, lol

North_Ranger
2013-01-14, 04:03 PM
Let's see now... [roll0]

North_Ranger
2013-01-14, 04:04 PM
Woohoo! That's a keeper!

Starbin
2013-01-14, 04:34 PM
So what do y'all think Mal should do? Right now, he's as close to a skill-monkey as we have ... w/o very many skills :smallsmile:

I'm considering taking a level in rogue, but then thought about the benefits of another level of ranger or cleric.

For rogue
Pros - skills (points & selectiosn), trapfinding, sneak attack; high ref save
Cons - No BAB; No will/fort save bonuses
Other considerations - taking an archetype like Thug, Rake, or sniper

For ranger
Pros - +1 BAB, combat style, +1 Fort/Ref; decent skills
Cons - small skill selection; no will save

For cleric
Pros - more spells (not a new level yet), double saves (fort/will)
Cons - crappy skills

The class will probably drive the feat, but any recommendations, or things y'all think we're going to need that I can help with?

Drothmal
2013-01-14, 04:51 PM
Actually, I had a similar question when picking powers for LIX.

Our main status right now is that we are doing fairly well on the dps/tanking, but our current skills and healing abilities are...sub par

One option that I was considering is that I can have LIX act as a secondary healer to unburden Mal a bit: If I take empathic transfer (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/empathic-transfer) and nyarlathotep allows me to retrain stomp for vigor (which should not be too much of a problem, since we have not used stop yet IC), we would have two PCs that don't need to be in close melee to act, thus allowing for multiple options to patch others if we start getting hit for more damage.

If that works for Starbin and our DM, then I think that Mal should either go Ranger or rogue... probably the latter would be better since more sp=more ranks in social skills we currently do not have

Any thoughts?

EDIT: @Starbin: I'm a bit confused about your mention of a feat though. I didn't think we got one till level 5

Starbin
2013-01-14, 04:54 PM
I am level 5 ... it's what shorties who couldn't cut it in the Minotaur academy get!

Gildedragon
2013-01-14, 05:03 PM
@Starbin: Rogue or Cleric strike me as the better choices. +Spells may be good as you're our only caster, though being a sneakthief is fun and skills are generally useful.

Drothmal
2013-01-14, 05:06 PM
I am level 5 ... it's what shorties who couldn't cut it in the Minotaur academy get!

oops, I forgot about that (but it's understandable, with Mal being all the way down there next to the ground) :smalltongue:

carry on, then.

nyarlathotep
2013-01-15, 07:47 AM
Also something of note both Rich's divine trickster and the divine prankster from races of stone are allowed. In both cases the skill requirements are dropped by 3 ranks to reflect pathfinder's changed skills system and for the prankster the gnome and special requirements will be waved.

Drothmal
2013-01-15, 11:11 PM
WOAH!

Minotaur X-ray vision: Activate!


@nyarlathotep: I'm assuming that switching stomp for vigor would be ok then?

Starbin
2013-01-16, 12:14 AM
Here I thought I had a decent perception check ... I'm not even gonna roll. I'm sure the die roller will save my '1' for me later!

nyarlathotep
2013-01-16, 02:25 AM
Oh yeah those switches are fine, just forgot to answer. I will be posting IC shortly.

nyarlathotep
2013-01-16, 08:57 AM
Wait up forgot the perception check results will get to it.

Gildedragon
2013-01-19, 05:52 AM
[roll0] fort save
Don't die Ur

nyarlathotep
2013-01-19, 12:49 PM
Nothing happens aside from you feeling slightly buzzed and more energized.

Starbin
2013-01-22, 03:03 PM
Hey, North_Ranger - is this the second time you've been in the hospital, or same long visit? Hope everything is okay and you get well soon!

North_Ranger
2013-01-22, 03:23 PM
I got home for a few days, but then had to go back. Nothing life-threatening, but still sucky as heck.

Gildedragon
2013-01-22, 03:25 PM
Whoa man. Get well soon, and don't over-exert yourself.

Starbin
2013-01-22, 03:27 PM
I got home for a few days, but then had to go back. Nothing life-threatening, but still sucky as heck.

Well, that's a good news/bad news story - regardless, sending healthy vibes your way!

Gildedragon
2013-01-22, 03:30 PM
As to spell, I was thinking of lesser restoration or resist poison; striped toadstool is an ingested poison that does int damage (that must have been fun, a minotaur with less smarts than usual). One'd think he'd be wary of striped food

Starbin
2013-01-22, 03:37 PM
As to spell, I was thinking of lesser restoration or resist poison; striped toadstool is an ingested poison that does int damage (that must have been fun, a minotaur with less smarts than usual). One'd think he'd be wary of striped food

Hmm, lessor restoration is doable, once he memorizes it (2nd lvl). Neutralize poison is right out (4th lvl); delay poison could work (2nd lvl), but again, Mal didn't memorize them.

So basically, the lesson is that I suck at spell selection!

Gildedragon
2013-01-22, 03:47 PM
Isn't lesser rest. a [healing] spell; ie one you can cast spontaneously?
Nvm that; just cures. Oh well

nyarlathotep
2013-01-23, 01:13 AM
Oh also just so you know we're running on minor house rule spontaneous healing. Breath of Life is renamed to Cure Deadly Wounds for purposes of whether it can be spontaneously cast.

Unrelated why is the spell transmute blood to acid nowhere near as awesome as its name should dictate.

Gildedragon
2013-01-23, 08:17 PM
Man I'm gonna just stick with the color, fonting is kind of a pain.

also Perception check to see things and maybe figure what way to go. [roll0]

Starbin
2013-01-24, 07:49 PM
Who would have thought that a minotaur would be a bugbear's conscious?

Well, I suppose I did, but that's only now. At the beginning, I wouldn't have :smallsmile:

Gildedragon
2013-01-24, 07:57 PM
Hahahaha.
Yeah. Odd. Raising the specter of guilt; sla of the Good alignment

nyarlathotep
2013-01-24, 07:58 PM
Yes serpentfolk are monstrous humanoids

nyarlathotep
2013-01-25, 02:23 PM
Sorry if this next part is confusingly written. I'm trying to edit it but it's difficult to fit in the information I want to.

Drothmal
2013-01-25, 08:55 PM
Regrettably, I have nothing to bypass anything stronger than DR/magic... We might need to consider investing in silversheen blanches (or whatever the disposable silver/cold iron enhancements are supposed to be)

Barring that, I better start saving for that +3 weapon :smalltongue:

nyarlathotep
2013-01-25, 09:32 PM
I'm gonna give everyone a chance to prepare but once you guys are ready we'll be moving on shortly.

nyarlathotep
2013-01-26, 02:17 PM
Drothmal you can roll your initiative during the surprise round which you will get.

Drothmal
2013-01-26, 05:12 PM
sorry about that!

Im on the phone, so i will roll init here and then try to make a more complete post when i get home in a bit

[roll0]

Drothmal
2013-01-26, 07:26 PM
@nyarlathotep: In case AoO rolls are needed (I'll spoiler the results, but they will be labeled in order. If any are a crit threat, use the next roll for confirmation)

[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

Starbin
2013-01-26, 10:09 PM
Good lord, by the damage you guys dish out and the way I roll, I don't even know why I bother carrying weapons. I might as well become a bard/enchanter and change my name to "mr. support." I'll even add a note that says "Break in case buffs are required"

Seriously, I'm just going to concentrate on cleric for a bit ... it'll serve us better in the long run.

nyarlathotep
2013-01-26, 10:40 PM
Guigarci you beat it in initiative so you need to tell me what you do on the first round.

Drothmal
2013-01-27, 12:16 AM
I might as well become a bard/enchanter and change my name to "mr. support." I'll even add a note that says "Break in case buffs are required"
.

Watch out, Korog or LIX might take you literally and try to use Mal as a chemical glow stick (the ones you break and get luminescence)

Hey, don't look at me like that, I'm a chemist irl...

North_Ranger
2013-01-27, 05:46 AM
And I'm an English teacher playing an illiterate brute with all the eloquence of boiled cabbage. What does that say about me? :smalltongue:

Also, big weapons = big damage. Tee hee hee :smallbiggrin:

Starbin
2013-01-27, 11:11 AM
Also, big weapons = big damage. Tee hee hee :smallbiggrin:

Which reminds me ... Giugarci, why is your huge-arse monk not doing at least 2d6 damage w/his unarmed strikes?

Gildedragon
2013-01-27, 04:18 PM
Ah buggerup. 2d6... Aaight doing that next round.

nyarlathotep
2013-01-27, 06:03 PM
Just so we're clear I'm having all you guys go once then the baddy then you guys again to keep things moving fast. Everyone has already done everything they need to just wanted to be clear.

Drothmal
2013-01-27, 07:03 PM
Saves for LIX

[roll0]
[roll1]
[roll2]

I'm assuming we cannot act until we know the results of our saves?


Also, I'm assuming he 5-ft stepped out of the way and thus not provoked an AoO when using whatever SLA that was...

Starbin
2013-01-27, 07:28 PM
Time for another opportunity to fail! Will: [roll0]

And there it is ... Sigh.

nyarlathotep
2013-01-27, 08:27 PM
DCs

First Will Save: 19
Reflex: 20
Second Will: 20

The second will save is automatically passed if you have evasion or similar ability and bypass all effects of the reflex save.

Results

First Will: You are panicked for [roll0] rounds by the horrible baying of the creature, succeeding the save negates entirely.
Reflex: You take [roll1] fire damage reflex for half.
Second Will: The flames curse you and leave scars that give you a 4 penalty on all attack rolls, saving throws, and skill checks. The save negates it entirely

Edit: Both breath weapons and bays are supernatural abilities and thus do not provoke AoO.

Gildedragon
2013-01-27, 08:32 PM
W1:[roll0][roll1]
W2:[roll2][roll3]
R1:[roll4][roll5]

Got no idea why it doubled up. First one of each. Man Ur's not gonna be in good.

Drothmal
2013-01-27, 09:08 PM
DCs First Will Save: 19

Great! Not panicked!


Reflex: 20

Not so great! LIX goes straight to -10 (do not collect 200$). The sad part is that he would have made it if not expanded


Second Will: 20

Woah, those are some stiff penalties


Edit: Both breath weapons and bays are supernatural abilities and thus do not provoke AoO.

My apologies if I sounded like I was arguing (I realize my post could have been interpreted that way). But thanks for the clarification anyways!


On an unrelated note, if this is just a newborn kryton, I'm not sure how we would have fared against Carnifex...

EDIT: For some reason, I wrote the "roll" instead of the "quote" command

Gildedragon
2013-01-27, 09:14 PM
panicked for 4 rounds but at -7 hp
...

nyarlathotep
2013-01-27, 09:34 PM
Don't post actions until everyone has got their saves and I post the results.

North_Ranger
2013-01-28, 01:27 AM
Here goes...

Will 1: [roll0]
Will 2: [roll1]
Reflex: [roll2]

North_Ranger
2013-01-28, 01:31 AM
Okay... survived the first, got a faceful of flame but still standing at 15hp (of which 8 will disappear when Korog drops rage), then took -4 to rolls.

nyarlathotep
2013-01-28, 02:21 AM
Everyone is free to take there second turn in case I failed to make that clear and I will now go to sleep.

Drothmal
2013-01-28, 02:29 AM
Everyone is free to take there second turn in case I failed to make that clear and I will now go to sleep.

That was an awesome turn of the fight!

Since LIX is at exactly 0hp, I'll wait to see how/what the others do on their actions first (I can either attack or spend 4pp to get 20 temporary hp).

In the midtime, I'll follow our DMs lead and head to bed too!

Starbin
2013-01-28, 10:44 AM
Well, until the whole 'hallowed ground' thing kicked in, I thought we were going to get our arses kicked after a single round! We lost two heavies and one is down significantly. Now at least both heavies are not quite bleeding to death!

Wish I could help y'all out, but except for Mal's arrows (dammit, we should have asked the serpants for silver weapons), he doesn't have anything else to put a dent in this guy. Time to go into support mode ... weak as it may be.

Do Kytons take damage from channeled energy? Any idea what exactly this thing is (KS (Arcana, Religion, Dungeoneering, Nature, Local): [roll0]

North_Ranger
2013-01-28, 10:51 AM
I think channeled energy only does a number on undead, unless you've got the appropriate Alignment Channel (http://www.d20pfsrd.com/feats/general-feats/alignment-channel---final) feat.

nyarlathotep
2013-01-28, 12:13 PM
You would indeed need alignment channel to damage it as though it were undead. The knowledge check does reveal a few new things. Ktyons as creatures that feed on experience and emotion possess no immunity to mind effecting abilities and young kytons in particular are very vulnerable to such effects due to their unformed nature. Additionally such young creatures can be distracted for brief periods of time by modes of sensation that they have never experienced before, or that they have never been able to experience vicariously though inherited memories, either from their host or whatever other horrible device brought them to term. (most kytons do not incubate inside of a mortal body, as only termagants can impregnate other species)

Drothmal
2013-01-28, 03:28 PM
Definitely not a good moment for the dice to go cold on us... :smalleek::smalleek::smalleek:

Starbin
2013-01-28, 03:56 PM
Don't forget, guys, you get retroactive hps back from the 10 pts of fire resistance (from this (http://www.giantitp.com/forums/showpost.php?p=14606488&postcount=218) post). So you should be up 17 from what you originally calculate. Or another way to consider it is you're only down 22 hps (if you failed your save) or down 2 hps (if you made it).

Drothmal
2013-01-28, 04:03 PM
Don't forget, guys, you get retroactive hps back from the 10 pts of fire resistance (from this (http://www.giantitp.com/forums/showpost.php?p=14606488&postcount=218) post). So you should be up 17 from what you originally calculate. Or another way to consider it is you're only down 22 hps (if you failed your save) or down 2 hps (if you made it).

Yeap, that failed ref save is going to be the death of me (or LIX, actually :smalltongue:)

As for what to do next, if LIX makes it through next round, I'll probably try to use vigor for another 20hp. I guess I got too carried away with the idea of using the nova option against this guy.

Starbin
2013-01-28, 04:13 PM
Yeap, that failed ref save is going to be the death of me (or LIX, actually :smalltongue:)

As for what to do next, if LIX makes it through next round, I'll probably try to use vigor for another 20hp. I guess I got too carried away with the idea of using the nova option against this guy.

Oh yeah, I forgot LIX was at -10 ... hmmm, next turn, if you're alive, Mal can go drop a spell on ya!

nyarlathotep
2013-01-28, 06:06 PM
Although the bite brought LIX into unconsciousness I think its movement still proves AoO from the other two in melee range.

Drothmal
2013-01-28, 09:51 PM
Although the bite brought LIX into unconsciousness I think its movement still proves AoO from the other two in melee range.

By the 2 in melee range you mean LIX and Korog? or Korog and Unrnek?

Assuming the former, here are LIX's AoO(s in case he provokes more than one)

[roll0]
[roll1]

[roll2]
[roll3]

On another note: This should teach me not to skimp on power points and activate vigor more often before a fight...

nyarlathotep
2013-01-28, 10:34 PM
I meant Korog and Urnek as I assumed that you were knocked out from the bite. Am I wrong? Cause if so I was just going to use your original rolls from earlier in the thread.

Drothmal
2013-01-28, 10:40 PM
I meant Korog and Urnek as I assumed that you were knocked out from the bite. Am I wrong? Cause if so I was just going to use your original rolls from earlier in the thread.

no, no, I should be knocked out from the damage. I misunderstood that the enemy had provoked an AoO in moving to attack LIX (who should have been 20ft away)

EDIT:
What confused me about the "two in melee" was that Urnek seems to have retreated to where Mal is, thus leaving only LIX and Korog in the front lines (though I might be misunderstanding Guigarci's post)

Btw, it's no big deal if LIX doesn't get an attack, I was just curious (If he does get one, I leave it up to you to decide which rolls to use...). If Mal heals him next round, I'll just have him manifest vigor to make him more durable.

Gildedragon
2013-01-29, 03:16 AM
Urnek did step back away from combat. Though he'll jump back in seeing as how LIX is down.

Starbin
2013-01-29, 12:30 PM
North_Ranger, when Korog first yelled "Priest, heal us!" I was like "WTF? I'm the 'priest' now? I just did heal!"

Then I actually read the post and realized he was yelling at the serpents.

Now that I 'wasted' a heal spell and channel energy, the priests come running down. Great.

North_Ranger
2013-01-29, 04:40 PM
Yeah, sorry about that. It was a bit confusing, since you managed to sneak in a post just as I was writing my own. And Mal is always Mal to Korog :smallsmile:

North_Ranger
2013-01-30, 04:30 AM
We could just wander the area doing Diplomacy checks for Gather Information and Perception checks for various threats. With any luck, someone will need something beaten to a pulp, and we offer our services. We could use some coin, after all :smallwink:

Gildedragon
2013-01-30, 04:34 AM
Hell yeah.
Alternatively, someone lacking sense picks a fight with us, tries to kill us and we get to keep their purse.

North_Ranger
2013-01-30, 04:35 AM
Equally acceptable.

Starbin
2013-01-30, 10:50 AM
Wow, y'all certainly are confident! We almost got our a$$es handed to us there, and y'all are spoiling for more fighting. I guess when you're swinging a 6d6 attack at times, it breeds a certain sense of invincibility. However, we may need to consider that there are things here that will eat our lunch ... hence our original note ...:smallsmile:

North_Ranger
2013-01-30, 10:56 AM
Well, yeah... but there's always a chance we'll find people who will trust us or be in our debt if we do a little bloody work for 'em :smallsmile:

nyarlathotep
2013-01-30, 11:58 AM
Oh just so I don't forget here are the stats for the sunshard once you bless it, if you wear it as an amulet, or incorporate it into your holy symbol.

You may spontaneously cast any spell from the sun domain or any of its subdomain all of them use it as a divine focus in place of their normal focus unless their normal focus would cost more than 100 gp. Additionally it acts as a ring of wizardry 2 save that it only works for divine spellcasting rather than arcane.

Starbin
2013-01-30, 12:27 PM
Oh just so I don't forget here are the stats for the sunshard once you bless it, if you wear it as an amulet, or incorporate it into your holy symbol.

You may spontaneously cast any spell from the sun domain or any of its subdomain all of them use it as a divine focus in place of their normal focus unless their normal focus would cost more than 100 gp. Additionally it acts as a ring of wizardry 2 save that it only works for divine spellcasting rather than arcane.

Woofdah! Now is that after claiming it for Meili? Or is that just for incorporating it into my holy symbol? By the way, what is Meili's symbol? I'm sure you said, but I can't find the reference ...

Thanks a bunch!

nyarlathotep
2013-01-30, 12:47 PM
Woofdah! Now is that after claiming it for Meili? Or is that just for incorporating it into my holy symbol? By the way, what is Meili's symbol? I'm sure you said, but I can't find the reference ...

Thanks a bunch!

That is after claiming it, so one night minimum from now. His is a winged walking stick either a real walking stick or a replica of standard holy symbol size, frequently an open eye is present somewhere but is not required.

Drothmal
2013-01-30, 03:10 PM
You may spontaneously cast any spell from the sun domain or any of its subdomain all of them use it as a divine focus in place of their normal focus unless their normal focus would cost more than 100 gp. Additionally it acts as a ring of wizardry 2 save that it only works for divine spellcasting rather than arcane.

@nyarlathotep: I see what you did there, and I totally approve

@Starbin: Yeah, I think all the minotaurs are too thick skulled to realize how close we came to a TPK there :smalltongue:

And wait till we hit level 5, at that point I will be able to recover the psionic focus with a move action, so it will be 6d6 pretty much every attack (now I need to do something about that to hit... :smallamused:)



Also, I was considering taking craft weapons and armor as the second level 5 feat (one for level, one for psionic warrior) to support the rest of the party, but I guess that will depend on our DMs take on craft items (which I believe he was ok with it, since I took the craft cognizance crystal feat).

Starbin
2013-01-30, 03:50 PM
Also, I was considering taking craft weapons and armor as the second level 5 feat (one for level, one for psionic warrior) to support the rest of the party, but I guess that will depend on our DMs take on craft items (which I believe he was ok with it, since I took the craft cognizance crystal feat).

So do you count as a caster? Because as far as that goes, I suppose Mal could do some of that stuff. Of course the main reason I didn't before was because I wasn't sure that we would be in a position to create items (i.e., sitting around with a lab and such).

Otherwise, knock yourself out ... you'll have to wait until 6th for any +2 items, but it may be worth it.

Drothmal
2013-01-30, 04:35 PM
So do you count as a caster? Because as far as that goes, I suppose Mal could do some of that stuff. Of course the main reason I didn't before was because I wasn't sure that we would be in a position to create items (i.e., sitting around with a lab and such).

Otherwise, knock yourself out ... you'll have to wait until 6th for any +2 items, but it may be worth it.

I always assumed that psiwars counted as full casters for the creation feats (pretty much like magi or bards). The only classes that need higher levels to qualify are paladin and ranger, since they have an inherent -3.

I wasn't aware that there was a level limit for the item bonuses, but then again crafting rules are always a bit unclear. But this is all moot for now since we don't have the cash to do any enhancements yet :smallwink:.

Starbin
2013-01-30, 05:42 PM
For simple enhancements, you have to be be 3 x bonus (so 3rd level for +1, 6 for +2, etc). Obviously, you need access to the spells if you are making special items with extra abilities.

Drothmal
2013-01-30, 06:07 PM
For simple enhancements, you have to be be 3 x bonus (so 3rd level for +1, 6 for +2, etc). Obviously, you need access to the spells if you are making special items with extra abilities.

Interesting, did not know that. Do you know if that is something that can that be circumvented by a higher spellcraft DC check?

Anyways, we'll cross that bridge when we get there. Back to the matter at hand... The drow will be arriving in 1 day (2 days before the wedding), so that could be a problem with Mal's preparations...

I say we first go to whatever activity the beetle king has planned for us tonight and we decide after if Mal needs to recover spells or not (if we can get away with him not using any more spells, then he can start the shard tuning process)

Any other ideas?

Gildedragon
2013-01-30, 06:32 PM
sounds sensible.

Starbin
2013-01-30, 06:55 PM
I misunderstood the timing. Mal will wait on the shard ... I'll adjust my post to reflect that.

Not sure what spells I'll need, but I'll try to find some attack ones (or blessings ... or something).

Any suggestions?

North_Ranger
2013-01-31, 09:00 AM
Bless is always good; a solid, utilitarian choice for a 1st-level spell, if there's combat in the horizon. Doom, magic weapon, shield of faith... also good. Bull's strength would be oddly appropriate in this group :smallbiggrin: And any summon spells can be effective in putting some extra critters in the fray.

But what do I know? I'm still a newbie when it comes to playing casters.

nyarlathotep
2013-01-31, 12:27 PM
All of the stat boosters are good though bull's strength and bear's endurance are the standouts.

Aid could increase everyone's max hitpoints by a decent amount if cast precombat, but once combat is joined it isn't really worth it especially if you already cast bless.

Grace would be better if everyone in the party didn't have reach, but still viable if you believe there will be huge or large monsters among their their retinue.

Entrall though is probably the most stand out spell based on your prior knowledge of the shapers. It is most useful when used against large numbers of weaker enemies particularly those that you wish not to kill. Specifically if used on a retinue of half a dozen to a dozen slaves could both keep them from ganging up on you and get you potential allies once their master or masters are killed.

Edit: Holy runon sentences batman. I changed up some sentence structure on the last bit but also remembered to inform you guys that once Mal purifies the shard the minotaurs will reach level 5.

Starbin
2013-01-31, 03:54 PM
For those of us with bad memories, here's the 'spoils' chart. Since we didn't grab anything from the mantis, can y'all remember any other items?

{table=head]Item|Charges|Effect|Claimed
Wand of Gust of Wind|35|As spell (http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#_gust-of-wind)|For Sale
Wand of Break Enchantment|4|As spell (http://paizo.com/pathfinderRPG/prd/spells/breakEnchantment.html#break-enchantment)|Mal
Wand of Cold Iron|12|*See below|Mal
Amulet of Mind Shielding|-|**See below|LIX
Amulet of Mind Shielding|-|**See below|Mal
Breastplate +1|-|immune to inhaled poisons|For Sale
Ring (Unknown)|-|-|Urnek
Sunshard|-|***See blow|Mal[/table]

*Caster can choose to either turn all weapons within 30 feet to cold iron or turn the floor to cold iron, both last 50 minutes and the latter causes fey creatures and other creatures whose DR is overcome by iron to be staggered as long as they stand on it

**The amulets function as rings of mind shielding with the following changes. They are neck slot items instead of rings, and grant immunity to charm effects but do not protect your alignment from being detected.

***Allows spontaneous casting of Sun, Light & Day domain spells; acts as Ring of Wizardy II (for divine spells)

Also, are you saying that the minotaurs get another level, while Mal gets the benefits of the shard instead? Or is Mal considered a token (midget) Minotaur? :smallbiggrin:

Gildedragon
2013-01-31, 04:10 PM
Split the treasure when resting next? Urnek may want the ring

nyarlathotep
2013-01-31, 04:17 PM
You can consider yourself minotaur all you want and advance to level 5, but I don't think a level 5 character benefits much from advancing to level 5. As this was the level the minotaurs and other large size characters were supposed to catch up to the rest.

Edit: Also might want to note that there are two total amulets.

Starbin
2013-01-31, 04:22 PM
You can consider yourself minotaur all you want and advance to level 5, but I don't think a level 5 character benefits much from advancing to level 5. As this was the level the minotaurs and other large size characters were supposed to catch up to the rest.

Edit: Also might want to note that there are two total amulets.

Copy all that ... Here's hoping those extra spells help y'all out!

Drothmal
2013-01-31, 06:21 PM
Alright, I propose the following loot distribution

Amulets = Korog and LIX

Ring = Urnek

Breastplate +1 = LIX (he has a MW breastplate now)

Wands = Mal

North_Ranger
2013-01-31, 06:27 PM
Alright, I propose the following loot distribution

Amulets = Korog and LIX

Ring = Urnek

Breastplate +1 = LIX (he has a MW breastplate now)

Wands = Mal

Some problems:

1.) The breastplate is for a Medium creature.
2.) Korog's got an amulet of natural armor +1 on him.

Drothmal
2013-01-31, 06:31 PM
Some problems:

1.) The breastplate is for a Medium creature.
2.) Korog's got an amulet of natural armor +1 on him.

1) Don't magic armors readjust to the users?

2) Then either to Mal or Urnek

Starbin
2013-01-31, 07:14 PM
Well, neither of us would probably want the breastplate, based on rolls. I'd get the same AC with a -3 to all my physical skills ... so definitely no for me. I'd say sell it (even though I may regret not having something to make me immune to minotaur farts).

For the amulet, sure ... might be worth while. Especially since he can lie to the kytons and NOT get blood f*&ked like Urkan!

As for the wands, not sure he can use them all. The gust of wind is not a cleric spell; the break enchantment is cleric, but higher level than Mal. Not sure what the requirement is for the cold iron ones.

Gildedragon
2013-01-31, 07:30 PM
Still. Mal's the only one with any cha worth talking about.
Scrapping the armor if none of us can make use of it makes sense. Ancestral relic feat anyone?

Starbin
2013-01-31, 07:51 PM
Still. Mal's the only one with any cha worth talking about.
Scrapping the armor if none of us can make use of it makes sense. Ancestral relic feat anyone?

What, you mean for UMD? Cuz I still have to purchase the skill!

nyarlathotep
2013-01-31, 09:41 PM
The cold iron one for right now counts as a 2nd level druid or cleric spell, but is unlikely to be available as a regular spell until I make a few considerations.

Starbin
2013-02-01, 12:40 AM
So I say we sell the breastplate and the Wand of Gust of Wind. Mal will hold on to the two wands, I suppose (they seem potentially useful). One amulet to LIX, Korog can't use the second amulet ... is Urnek immune to mind stuff, or could he use it? I like the fact that it provides immunity to charms - and I'd rather the heavy hitters be immune to charms over Mal!

Gildedragon
2013-02-01, 01:28 AM
Not immune until I get diamond mind I think, so quite a ways away.

Starbin
2013-02-01, 01:40 AM
Then let's go with this ...

{table=head]Item|Charges|Effect|Claimed
Wand of Gust of Wind|35|As spell (http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#_gust-of-wind)|For Sale
Wand of Break Enchantment|4|As spell (http://paizo.com/pathfinderRPG/prd/spells/breakEnchantment.html#break-enchantment)|Mal
Wand of Cold Iron|12|*See below|Mal
Amulet of Mind Shielding|-|**See below|LIX
Amulet of Mind Shielding|-|**See below|Urnek
Breastplate +1|-|immune to inhaled poisons|For Sale
Ring (Unknown)|-|-|Urnek
Sunshard|-|***See blow|Mal[/table]

*Caster can choose to either turn all weapons within 30 feet to cold iron or turn the floor to cold iron, both last 50 minutes and the latter causes fey creatures and other creatures whose DR is overcome by iron to be staggered as long as they stand on it

**The amulets function as rings of mind shielding with the following changes. They are neck slot items instead of rings, and grant immunity to charm effects but do not protect your alignment from being detected.

***Allows spontaneous casting of Sun, Light & Day domain spells; acts as Ring of Wizardy II (for divine spells)

North_Ranger
2013-02-01, 01:14 PM
Sounds fine by me, unless the ring is something particularly want-inducing. Like ring of protection, ring of feather falling, ring of ferocious action or something.

Gildedragon
2013-02-01, 01:40 PM
Fair enough; though a ring of protection is decidedly Urnek needs territory; got the lowest AC of the bunch

Drothmal
2013-02-01, 02:00 PM
Btw, on the breastplate +1 size

PRD (http://paizo.com/pathfinderRPG/prd/magicItems.html#size-and-magic-items)


When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with race-specific items.

I'm okay with us selling the armor (we could use the cash), but I was just curious if the armor would resize to LIX to begin with.

nyarlathotep
2013-02-01, 02:12 PM
You'd have to try it on, but yes this armor will resize up to one size category from medium meaning that any small, medium, or large creature can wear it. Other expanding effects can cause it to grow further as long as they normally enlarge the wearer's clothing/armor.

North_Ranger
2013-02-01, 02:12 PM
Fair enough; though a ring of protection is decidedly Urnek needs territory; got the lowest AC of the bunch

In that case, Urnek gets it then. Just wanting to keep in a partial claim if the ring proves particularly potent.

North_Ranger
2013-02-01, 02:16 PM
Also, pass on the breastplate. He already has an Agile Breastplate +1, which is better than the breastplate on offer. Though it would be nice to have its enhancement reproduced on his own armor... Is that possible?

Starbin
2013-02-06, 12:14 AM
Not sure that the armor resizes ... Unless I missed a post from nyarlathotep.

nyarlathotep
2013-02-06, 12:21 AM
, but yes this armor will resize up to one size category from medium meaning that any small, medium, or large creature can wear it. Other expanding effects can cause it to grow further as long as they normally enlarge the wearer's clothing/armor.

You did miss a post. I was saying that your characters might not necessarily know that but just for clarification it does resize, and we can assume your characters learned through at least a bit of trial and error.

Starbin
2013-02-06, 12:28 AM
Well I suck. Wonder twin powers activate!

Starbin
2013-02-06, 01:04 AM
Dammit, nyarlathotep, would you cut that out? Every f%}#ing thing in this world keeps CREEPING ME OUT!

Good lord, I should have known better than to join a game with a GM named nyarlathotep. Might as well be upset that Jack the Ripper Elementary School has poorly adjusted students with tendencies towards homicidal rages!

Seriously, great freaky atmosphere.

Even if it makes me bleep my pants. :smallbiggrin:

Gildedragon
2013-02-06, 02:21 AM
So no-one wants the armor?

And I concur: creepy as a pretty ettin; though the kytons take the cake so far.

nyarlathotep
2013-02-06, 02:22 AM
Damnit forgot to add something wait up

nyarlathotep
2013-02-06, 02:25 AM
It's up but Guigarci's intervening post doesn't really mess anything up.

Gildedragon
2013-02-06, 02:26 AM
He seems to be trying to inuendo things so let's see if Urnek's canny enough to get that.

sense motive [roll0]

nyarlathotep
2013-02-06, 02:28 AM
He has a job for you that likely involves going after someone under his lord's protection. Given the location it is most likely the Knight or Lady of Tears or one of their minions.

nyarlathotep
2013-02-06, 10:37 PM
That took a bit longer to get posted than I thought it would due to interruptions.

nyarlathotep
2013-02-06, 11:13 PM
The Holy Fire wand is essentially a wand of lightning bolt that deals half fire half divine damage. it has a caster level equal to your own + 2.