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  2. Doc almost stopped walking. He slows down, and gives Greeda a curious look. "Wow Gree. That... That is a very mature and practical way to look at it. You sure you aren't just a horny earthpony?" He has to laugh a little at his own dumb joke. "But yeah, we can't be picky. And maybe with a couple innocent mutants under the same roof, Granny might figure out she's on the wrong side before it's too late." At the junkyard house, Doc waves a wing to the young mare picking parts. He keeps his distance, just in case she's shy. "Hi there! You wouldn't happen to be that lucky young mare Prosperity brought here to town, would you? I'm Doc, I'm Prosperity's ex, though we're still friends. This is Greeda, my companion on our quest. I wondered if you know where Prospi went off to? She was probably accompanied with a red unicorn, Red Shield. A bit grumpy sort of lady? I understand if she's not coming back for a while, I just wanted to make sure she was okay."
  3. Everything... just the way its supposed to!
  4. The shriek knocks the man into next week then, when the man's unconscious form flops over onto the ground, he begins to settle down, realizing that he'd kind of lost it on the creep. His breathing starts to slow and the adrenaline begins to subside and he begins to think more clearly again. Quickly checking, the man is alive but he's hurt; Sergio broke his check bone and blackened up his eye (Sergio did 1 body damage). He'll be fine. But thankfully the man was a large, tough man or that could have gone a lot worse. Now what?
  5. yeah sorry! I was trying to get a post up the other day but I got called in to my new job a day early. tomorrow's the first time I've had more than an hour to myself in the last 3 days, so I'll get to it then.
  6. Also... as a group where you plan to go next? And I think I am waiting on Elbeyon
  7. Normally, Josef would never let Karl have the last word. Today, however, he simply grimaces and looks away, turning back to the end of the festivities. --- Josef barely hears Levont's explanations and cautions about the future. Later, he quietly but firmly rejects the idea of filming his training, and would reject the filming of his Trial if it was allowed; for now, his entire being is focused on getting his thoughts in order so that he can address his... situation as quickly as possible. Because of that, he speaks up perhaps a bit too quickly, stepping right on the edge of the Archivist's final statement. "Archivist Levont, I need to speak with you immediately, if you are able." He doesn't look at the others; they'll be traveling in the Trial together, so they'll find out soon enough. Let them enjoy the night. Assuming that he can get the Archivist to one side, Josef cuts quickly to the point. "Due to a... mistaken rune on a tattoo on my part, my Blessing seems to have largely replaced my nervous system with thorns made out of fire." He definitely isn't hyperventilating; he just spoke too quickly, that's all. "Since awakening in the Pool, I have been unable to feel anything I've touched, and breaking my skin has released the thorns from underneath. Doc--that is, Doctor Winthorpe is... not reliable for unorthodox cases, and this is a matter of Blessings. What..." Josef forces himself to breathe slowly. He can't let his words get too fast, or they won't be understood. "What are the next steps, Archivist Levont, sir?" --- By talking immediately to Archivist Levont and then following his instructions, Josef is able to avoid his father until nightfall, when he is much more composed. Then, by claiming the need to train and refine his Blessing, he is able to limit his interactions with his father until the Trial. With any luck, Josef will be able to leave Greenbrook without Dimitri ever knowing just how badly the Pool ceremony went wrong for his son. --- Josef does not appear in front of the other Novices until the second day of training. Lily may not notice much that's different in the young man, but the rest have grown up with Josef; they would notice that his movements are slower, more deliberate, that he looks carefully before sitting down anywhere and seems to guide himself to the seat with one hand, and especially how he has picked up what seems to be a nervous habit of holding his arms in front of him and twisting to see all around them, glancing at his legs, and twisting to check his back, as though checking himself for ticks. Heather is the first person Josef tells when she asks, but the rest learn about the other part of his Blessing soon enough; once he knows how to care for it, he doesn't hide it from them. For the next two days, Josef focuses on calling his thorns out of him and manipulating them in various ways. They burst out easily enough, he finds, but something seems to be missing in his handling of them; unless he wraps them around his dragonsteel club, they quickly burn themselves out, vanishing in a puff of smoke and heat. For some reason, he feels certain there's more to them than that, though he couldn't for the life of him say what it could be. By the end of the first day (the second day of training for everyone else), Josef figures out how to sweep his club and "fire" thorns out at targets, using their tendency to burn bright and then burn out as an offensive boost. He also does a little bit of tests on his basic speed and strength, though he is always extremely careful. By his estimate, at the end of the first day, he hasn't really gotten much stronger, but he has become much faster; he isn't as fast as Gen is now, but he thinks he might be faster than Gen used to be. Perhaps a nervous system made of fire quickened his reflexes, he considers, though he has no way to test that. The second (third) day is spent seeing just how many thorns Josef can call out from him all at once. The answer is, when he stops trying to direct them, quite a few! If he takes a moment to concentrate, Josef can fill a good section of the practice field with burning thorns over the course of a few moments. These thorns burn out just as quickly as all the others, but it is quite a merry blaze during those few seconds. It's a bit too... indiscriminate, for solid battlefield application, but at least its something. In a rare moment of whimsey, Josef imagines that he's sitting in the middle of a thornbush that someone's set fire to, and then his normal character cuts in and he ponders gloomily why such a picture fills him with a strange sort of longing. --- The fourth day of training reveals a somewhat disturbing "advantage" to Josef's Blessing. Realizing that he isn't going to get much farther with such a battle-focused Blessing without some application, Josef accepts Gen's offer to spar. The other boy has Josef (and everyone else there) outclassed in speed and strength, but Josef's Blessing gives him solid area denial, and he has worked to make it punishing to anyone who touches him while he's actively in combat; with that, the two boys are surprisingly evenly matched. They dance around each other for some time, Josef doing everything he can to foul every attack that Gen throws at him, until finally the other boy has the opportunity for a clean stroke. With no other recourse, Josef brings up his club to block Gen's enormous blade. The shock of impact feels... odd, to Josef, even odder than normal, but everything feels odd to him in the past few days. He pushes through it easily enough, smiling slightly as the impact unleashes his thorns towards the other boy even as he catches his balance from the force of the blow. He angles his club for a quick uppercut to Gen's chin, but the blow wobbles weirdly and misses the other boy entirely, despite them being right in each other's faces. Josef steps back to grab some space, and is surprised when Gen leaps back as well. "What.." he starts, following the other boy's eyes towards his club. Oh. His arm's bent the wrong way. And he's fairly certain he doesn't actually have a joint halfway up his forearm... Josef cedes the match to Gen after that little discovery, though the (literal) fire within him seems to push him to continue the fight. Another bit of his warped Blessing unfolds in his understanding, like a flower petal: he can keep fighting beyond what his body would normally be able to endure. In fact, if he's reading his instincts correctly, his Blessing will urge him to keep fighting well past the point of safety. In some surprisingly calm portion of his mind, Josef notes this as another thing to look out for.
  8. HP: 62/66 + 15/15 - 5 NL | Essence: 9/9 AC: 21 - FF: 18 - Touch: 14 | Fort: +8 Ref: +8 Will: +12 VeilsStone Giant's Girdle : 2 Essence : Gain 5 + 5/Essence Temporary HP that regenerates at a rate of 1 per minute Loyal Paladin's Dan Bong of Light : [Good] : 2 Essence : Swift Action summon Dan Bong that bypasses DR - +1d6 damage/Essence - +5' Reach / 2 Essence - 10'+10'/Essence Line attack Aura of the Adaptable : 2 Essence : Runecloth of Doorways : [Teleportation] : Create 5' Diameter Portal in adjacent square, second portal within 25' +5'/2 levels - Treated as 2 levels higher / Essence [B]Tactician's Tabard[/B] : : : Aura of the Adaptable | Other Essence ReceptaclesGentle Touch : 2 Essence : Gain 1d4/Essence+Wis damage with Philosophy weapons, damage is nonlethal : 2d4+Wis Will of the Daeva : 1 Essence : +1 Will Saves/Essence Life Bond : 0 Essence : Transfer HP as Full Round - +5hp healed / Essence | Active EffectsDarkvision : 60' Burn : 1 | Veil UsesUnicorn Feathering (3) : Jack 1, Mike 1, Murdir 1 Following the others around the chapel as he looked for a place to stow his potential esipils, Murdir beamed cheerfully at the refugees, as completely unperturbed by the situation as he had been back in the Asylum. "Hello, friends." After greeting the others, the jolly duergar looked around for the asylum survivors, taking a moment to check in on them, as well as looking for the boy they'd rescued and his sister.
  9. What? In the latest Adventure Path? Who killed him? Also, is there anything to attack at the moment in the room? The bones?
  10. Daemon "D" McKnight High Concept: Independent Shadow Hunter Trouble: Tethered to an Ancient Ghost Daemon watched her walk in and make her way to the table. When she approached he stood and stepped to the side like he had many times before when he arrived first for their business meetings. Only this time there is no hug, something he didn't expect. Had it been so long she no longer wished to do so? Or was it for Daemon's benefit? She sat down and he sat after her. "I'm good. Things are better. The estate is finished and the wing that collapsed is rebuilt. I've exhausted the list." He waved to the waitress to let her know to come by when she was ready. "I haven't had a hospital stay in quite a while, so there's that." he smiled as he did so.
  11. With Everan leading you, the group retreats back the path they came and circles around a smaller mountain to the west. There are no trails or paths to follow which makes it slow going, but eventually you do arrive at the vent previously mentioned. A hole, large enough to fit a person, exhausts a steady flow of steam from within. The steam is hot, but not scalding, and carries the faint scent of sulfur. Unfortunately, the steam is too think to peer down the hole and see what lies beyond. OOC How do you want to approach this? If you're straight climbing, please make some Athletics checks for me and tell me who is going first. Or you could try something else.
  12. Ada's pistol looks to have come from Alkenstar with its owner, a beautifully, confidently made device of polished brass and steel, but it is a flintlock, the unwieldy "standard" mechanism for most firearms, regardless of where they come from. "More reliable than... No, a cap-lock? I could count what I've heard about on one hand and have fingers left over." Ada doesn't try to hide her enthusiasm for Temperance's proposal, or her weapon. She bounces up like a giddy schoolgirl. "Probably be the only one in all of Cheliax. Could I... take a look?" She unholsters her weapon and offers it to Temperance butt-first, in momentary trade. In her excitement, Ada hasn't completely forgotten Kjersti. She mulls the proposal over in silence for a moment before granting her approval with a nod. "That's fair." Ada seems a bit surprised that Kjersti's first offering is so even-handed. "I'm used to hard-nosed bartering. You're serious about all this, ain't ya? We can pick at the Citizens, sure. Everyone needs a hobby, right? They come into neighborhoods where they're not welcome too easy, these days. Most of the Jills will be happy to remind 'em to be afraid again." "We've got a couple of hidey-holes like this where someone can lay low when things get hot. Nothin' big, but you're welcome to 'em. Not much else to offer on our end, 'sides thievin', but if we come across a dagger to stick in Thrune's back, we'll pass it along. Lots of things that'd be useful to you that a fence won't take."
  13. Director's Commentary ... will reveal after Chappie's next actions
  14. Brody Silvertongue Statblock [URL=/sheets/?id=2876398][B][SIZE=+1]Brody Silvertongue[/SIZE][/B][/URL] Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, [B]Level[/B] 4, [B]Init[/B] 3, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 7, [B]Ref[/B] 13, [B]Will[/B] 9, [B]Base Attack Bonus[/B] 4 [B]Weapon Finesse MW Elven Court Blade (-) [/B] +8 (1d10, 18-20×2) [B]- MW Composite Longbow (X20) [/B] +8 (1d8, X3) [B]- 2x Thowing Axes (-) [/B] +4 (1d6, X2) [B] Mithril Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 [B]Condition[/B] None [B]Languages[/b] Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Neutral Good Elf Bard 4//Sorcerer 1/Ranger 3, Level 4, Init 3, HP 30/30, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort 7, Ref 13, Will 9, Base Attack Bonus 4 Weapon Finesse MW Elven Court Blade (-) +8 (1d10, 18-20×2) - MW Composite Longbow (X20) +8 (1d8, X3) - 2x Thowing Axes (-) +4 (1d6, X2) Mithril Chain Shirt (+4 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 17 Condition None Languages Common, Elven, Draconic, Goblin Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 3 Bluff 3 Climb 0 Concentration 0 Craft 0 Decipher Script 4 Diplomacy 7 Disable Device 2 Disguise 3 Escape Artist 3 Forgery 2 Gather Information 6 Handle Animal 3 Heal 1 Hide 6 Intimidate 6 Jump 0 Knowledge(Dungeoneering) 5 Knowledge(Geography) 4 Knowledge(Nature) 4 Knowledge(Local) 4 Knowledge(History) 5 Listen 6 Move Silently 7 Open Lock 3 Perform 8 Profession 4 Ride 5 Search 6 Sense Motive 4 Sleight of Hand 3 Spellcraft 4 Spot 5 Survival 3 Swim 0 Tumble 5 Use Magic Device 3 Use Rope 3 Feats and Abilities Feats: Improved Weapon Familiarity lvl 1, Weapon Finesse (Elven Courtblade) lvl 3, Track (Ranger bonus) Rapid Shot(Combat Style) Racial Abilities: +2 Dexterity, -2 Constitution. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic effects, and a +2 racial bonus against enchantment spells or effects. : An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the feats for the longsword, , longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on , , and checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: . A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Bard Abilities: Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Inspire Competence Sorcerer Abilities: Summon Familar Ranger Abilities: First Favored Enemy(Goblin), Track, Wild Empathy, Combat Style(Archer) Spell Spell Saves per level: Lvl 0 DC 13 Lvl 1 DC 14 Spells Known: Bard: Lvl 0: 6 Lvl 1: 3 Lvl 2: 2 Sorcerer: Lvl 0: 5 Lvl 1: 3 Spells per Day: Bard: Lvl 0: 3 Lvl 1: 2 Lvl 2: 1 Sorcerer: Lvl 0: 4 Lvl 1: 2 Bard Spells: Lvl 0: Detect Magic Dancing Lights Lullaby Mage Hand Open/Close Prestidigitation Lvl 1: Alarm Identify Sleep Lvl 2: Cure Moderate Wounds Detect Thoughts Sorcerer Spells: Lvl 0: Read Magic Disrupt Undead Detect Poison Lvl 1: Mage Armor Magic Weapon Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Longbow w/20 Arrows(401GP) Players Handbook MW Elven Courtblade (450GP) Races of The Wild 2x Throwing Axes (16GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Signet Ring (5GP) Players Handbook Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook Mandolin(5GP) Players Handbook Explorers Outfit (10GP) Players Handbook Light Warhorse (150GP) Players Handbook Bit & Bridle (2GP) Players Handbook Military Saddle (20GP) Players Handbook Saddlebag (4GP) Players Handbook Feed x7(3SP5CP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Least Truedeath weapons crystal( 1000 GP)Magic Item Compendium pg 66 Least Fiendslayer weapons crystal( 1000 GP) Magic Item Compendium pg 65 Funds Left over 500GP, 11 SP, and 18 CP Brody takes into account the solemn nature of their journey to the abbey and spends it playing his Mandolin to keep the groups spirits up. OOC
  15. OK, map is ready. You should have control of your toon and hopefully can place Iron Tiger wherever you want... hopefully , same for you.
  16. Seven Days to the Grave - Chappie continued ... Alchemy Lab - Zellara's House As Chappie makes his threats to the young teen, the boy for a moment looks panic-striken, more like he wants to flee or faint than he wants to be be alone in a stranger's room haggling over wages. It takes a moment, but Chappie quickly understands the source of this reaction -- having spent years as one of "Lamm's Lambs", the boy still associates angry adults with beatings, starvation, mutilation and/or becoming crocodile chow. Before he can act on this insight, he watches as the boy steels his resolve, tamping down on his gut reaction and confronting the adult in question. "Um, actually, one silver per day is the going rate for unskilled labor. If anyone offers to do this job for less than three silver, they're either a fraud or a criminal. I'll do it for four per day, the notes, continued access to the library, with a satisfaction guarantee. If I can't finish on time, my labor is free. But if I finish early, I get a four-silver bonus." Once again, Iymibryl thrusts out his hand, either not noticing or not caring that another few sheets of paper come fluttering out of his grasp and onto the floor. Try as he might, he cannot fully still the tremor in his outstretched hand. GM NOTE: Responding to .
  17. So far I definitely like what I'm seeing here, especially with him in the Stormtrooper Commonwealth uniform as a profile portrait (god it's so ugly, even kinda iffy in the comics 🤣)! Amnezia is certainly a custom take at an alias or a nickname, does he introduce himself only as Amnezia including his potential Anchors? Or is it more of a preference thing regarding the nickname, but everyone does know his real name? Is Igor Russian-American or is he an immigrant who was earning his citizenship through military service? He was separated from his unit during the events of Operation: COBALT according to your backstory. Which component was he with, Army or Marines? If big Army What were his thoughts on what was going on during Denver and the decisions that his chain of command were taking? Igor's drive says 'I saw my friend get eaten', who was this friend - and what effects did their death have on Igor and how he's changing / adapting to this new world he found himself in? I'm guessing his issue is based of of those military values / a bit of survivors guilt for not saving this friend? Mechanically most things are okay, though there is one thing that isn't correct. Your Ranged Combat, the Key Attribute for the Soldier, is at 4. No skill should be at that value on character creation - the maximum your key skill can be is at a 3, with all other skills capping out at 2. I'm fine with you taking Skull Cracker as your first trait in exchange for the standard three for the Soldier. AK47 is an interesting choice for a U.S. soldier though 🤣 standard issue beginning in the 2010 fiscal year for the armed forces, both Marines and Army, was the M4 Carbine, though some National Guard units likely would still rock the M16's since NG tends to get new gear a bit late compared to the rest of the Army. Mechanically it makes no difference, but fully-auto AK47's are very rare in the U.S. since they're illegal, but semi-auto's are fine (and could likely be modified by gun-nuts who know how to modify the receiver).
  18. Barlo nocks another arrow and lets fly at the hobnobber on Lionel.
  19. Ghost Whisperer High Concept: Intuitive Ectomantic Forensic Scientist Trouble: Door's Always Open Marina steps off the bus and looks towards Bram's. She's been here hundreds of times. It's practically a second home. But tonight feels different. Three months since she last saw Daemon; she wasn't sure what to expect. She's a little early, so she lights a cigarette and moves to the designated smoking section outside. Nobody else is there, which is perfect. The solitude allows her to gather thee thoughts and prepare herself. When she walks into Bram's, the place is rather empty. Her eyes immediately settle on their old table, but Daemon isn't there. Her heart drops. Maybe he was late or maybe he texted her asking to reschedule. As she moves to pull her cell phone from her purse, she sees him in the corner. She smiles slightly and walks to the table. Unlike precious times, she doesn't give him a hug. Instead, she takes a seat opposite him and looks on him with obvious relief. "Daemon," she whispers, voice somewhat shaky. "I'm so glad you asked to meet. How are you?" OOC TBD
  20. The journey to the Abbey takes a bit of work, amd you arrive in the dark of night. The monks are happy to let whomever wishes take a turn helping to carry their fallen comrade. Brother Sidanous says little, but he does carry his corner of the bed without complaint or asking to rotate out. Some of the silence is filled by Sister Arden. “You named the trained badger, Badger? Why? That was a strange choice, Person.” ”Anyway, I think you’ll like the Abbey. It’s not fancy like a tavern, but we have what we need. Mornings usually trade off between spiritual exercise and physical exercise. We’re supposed to accept whatever drills the Master of Arms comes up with, but it’s Thursday, so that usually means swords. You should join us. Oh, practice swords, of course.” she explains with a smile.
  21. dhemon

    Ooc

    Should be good to go, just debating some minor purchases. I'd vote for the gang tunnel, since it seems to be the least likely to have issues involved. Since we're using milestone leveling, there probably isn't much benefit to trying to plow through the gates.
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