Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Is there a Lore thread I've missed? Because none of these names are ringing any bells for me, so I've just rolled with Taunus home town being an isolated forest village that got on by itself.
  3. I'm done with my sheet. I had to change some things around.. not having knock down magic missiles was one of them. I thought opposition school research (to get evocation back) was 5th. It's 9th. :(
  4. Taunus, Goblin Ranger Taunus watches the supposed prince give himself up without judgement, though speaks up when the loudmouth pretty boy cries out in defence, "Never met the Emperor, so don't know who's side he's on, or who's side you think I should be on. Doesn't matter what face the throne has, sole of the boot always looks the same. Besides, that guy was a knight, not a bandit according to your prince. Though I've never hear of this Aurellia neither. They've also never been out defending the village."
  5. Hello, all. Technically, I've had a M-W account since the og site in 2016ish, but I've only used this site to make character sheets as recommended by a past GM. I have played DnD 5e and 3.5e, along with Starfinder, some of the Warhammer ttrpgs, and some oneshots of other systems here and there. For the past couple years, I've been in a rut of "forever DM" to try out the systems that I think are cool, but I just don't have the time nor motivation to try DMing again. Plus, I've been stuck in the player mindset of wanting to play out these character ideas but having no games to put them in, which probably affected my DM experience. On another technicality, I have done play-by-post games before, but they were more freeform affairs from a group of friends on Discord that I have gone out of touch with. The games rarely had defined systems like DnD and were all thought up by the creator of the rp. But even so, having read a couple posts on the games I've seen here in the past couple days, the concept seems familiar, with the biggest difference of displaying all the crunch with fancy fieldsets and text colors. And the most pressing reason for why I decided to come out here is because that pbp games allow me to get over my current situation of living abroad from the NA, which is a big pain in the butt for joining games with schedules for mainly EST timezones. With pbp, there doesn't seem to be as much of a problem with timezones as long as I can post regularly (as far as I can tell). All in all, I just want to play games as a player again. With all due respect to GMs out there, but I am geared towards problem-solving rather than problem-making. I beg ye. Please. With a cherry on top.
  6. That's the general idea, yes. Yahs and yourself have been in the city a few days already, attempting to recruit new cadets with corny pamphlets...having extremely limited success. Your assignment was to eventually meet up with merc Captain Sartell though, Flapjack is part of her crew. Her spelljamming ship is out in the harbor, but of course it just looks like a normal galleon to most people.
  7. %5Bfloatleft%5D%5Bimg2%3D200%5D%20%20%20%20https%3A%2F%2Fi.pinimg.com%2F1200x%2Ff0%2F8c%2Fa8%2Ff08ca8016f82825131420453ccdc1fb2.jpg%20%20%5B%2Fimg2%5D%20%20%20%0A%5B%2Ffloatleft%5D%20%20%20%20%20%5BFONT%3D%22BookAntiqua%22%5D%5BSIZE%3D%225%22%5D%5Bb%5D%5BCOLOR%3D%22Brown%22%5D%20%22Wugo%20GrowlSnuffer%22%20%5B%2FCOLOR%5D%5B%2Fb%5D%5B%2FSIZE%5D%5B%2FFONT%5D%5BFONT%3D%22Arial%20Narrow%22%5D%20Warrior%20Warpriest%20of%20Zarongel%20(4)%20%20%5Bi%5D%20Neutral%5B%2Fi%5D%5B%2FFONT%5D%20%7C%20%5Burl%3D%22%20https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2888517%20%20%20%22%5DSheet%5B%2Furl%5D%5Bhr%5D%5B%2Fhr%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fchecked-shield.svg%5B%2FIMG2%5D%5BB%5D%5BCOLOR%3D%22Black%22%5DAC%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BB%5D%2021%20%5B%2FB%5D%20%7C%20%5BB%5D%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fhealth-normal.svg%5B%2FIMG2%5D%5BCOLOR%3D%22black%22%5DHP%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%5BCOLOR%3D%22Firebrick%22%5D%2050%20%5B%2FCOLOR%5D%2F%5BCOLOR%3D%22black%22%5D%2050%20%20%5B%2FCOLOR%5D%7C%20%5BB%5D%0A%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fsprint.svg%5B%2FIMG2%5D%20%5BCOLOR%3D%22black%22%5DPerception%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B9%20%7C%20%5BIMG2%3D15%5Dhttps%3A%2F%2Fwww.dungeonmastersvault.com%2Fimage%2Fblack%2Fawareness.svg%5B%2FIMG2%5D%20%5BB%5D%5BCOLOR%3D%22black%22%5DFort%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DRef%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B10%20%7C%20%5Bb%5D%5BCOLOR%3D%22black%22%5DWill%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%2B11%20%20%5Bb%5D%5BCOLOR%3D%22black%22%5DHero%20Points%3A%20%200.%20%5B%2FCOLOR%5D%3A%5B%2FB%5D%20%20%7C%20%5BB%5DMovement%3A%2025'%20%20-%20%20Conditions%20-%20%20%5B%2FB%5D%20%20%5Bhr%5D%5B%2Fhr%5D%20%20%20%20%5BCOLOR%3D%22Brown%22%5D%5BB%5D%20%20%22%20Take%20this%20again!%0A%20And%20this%20for%20you%20ouchies.%22%20%20%20%5B%2FB%5D%5B%2FCOLOR%5D%0AWugo%20narrows%20his%20eyes%20in%20concentration%20to%20maintain%20his%20spell.%20%20Then%20magically%20sends%20a%20mace%20again%20at%20the%20foe.%20%20%20Quickly%20following%20with%20a%20wash%20of%20healing%20energy%20for%20his%20ally%20(Armenga)%20next%20to%20him.%20%20He%20would%20very%20much%20like%20to%20Hit%20and%20Run.%20But%20would%20feel%20shame%20shame%20to%20leave%20a%20wounded%20friend%20alone%20against%20this%20giant%20sword%20swinging%20giant%20construct%20%0A%0A%5BSPOILER%3D%22Actions%20and%20Out%20of%20Character%22%5D%20%0A%0A1.%20Maintain%20%20Rank%202%20Spell%20Spiritual%20Armament%20%0A(See%20Spoiler%20at%20bottom)%0ANow%20Blessed%0A%0A2%20and%203.%20%202%20action%20cast%20Heal%20on%20Armenga%0A%0Amagic%20bludgeon%20or%20spirit%20dmg%20-%20whichever%20is%20more%20detrimental%20to%20target%20per%20description%0A%0AMelee%20Attacks%20at%20%2B10%0ASpell%20Attacks%20at%20%2B9%0ASpell%20DCs%20at%2019.%0A%0A%5BB%5DGear%5B%2FB%5D%3A%20%0A%2B1%20Striking%20Dogslicers%20x2%0ALight%20Mace%20x2%2C%20Dogslicers%20x2%0AHealers%20Toolkit%2C%20Thievers%20Tools%2C%20Wooden%20Religious%20symbol%2C%20crowbar%0A%0A%5BB%5DBackpack%2C%5B%2FB%5D%20%0ABedroll%2C%20Chalk%2C%20Flint%20and%20Steel%2C%20Rope%2C%20Soap%2C%20Torch%2C%20Rations%20(2%20weeks)%2C%20Waterskin%2C%20Climbing%20Kit%0A%0A%0A%5B%2FSPOILER%5D%20%20%20%20%20%20%20%5BSPOILER%3D%22Spiritual%20Armament%22%5D%20%0A%0ASpiritual%20Armament%20%5Btwo-actions%5D%20(Spell%202)%0AConcentrate%2C%20Manipulate%2C%20Sanctified%2C%20Spirit%0A%0ATraditions%20divine%2C%20occult%0ARange%20120%20feet%3B%20Target%201%20creature%0ADefense%20AC%3B%20Duration%20sustained%20up%20to%201%20minute%0A%0AYou%20create%20a%20ghostly%2C%20magical%20echo%20of%20one%20weapon%20you%E2%80%99re%20wielding%20or%20wearing%20and%20fling%20it.%20Attempt%20a%20spell%20attack%20roll%20against%20the%20target%E2%80%99s%20AC%2C%20dealing%202d8%20damage%20on%20a%20hit%20(or%20double%20damage%20on%20a%20critical%20hit).%20The%20damage%20type%20is%20the%20same%20as%20the%20chosen%20weapon%20(or%20any%20of%20its%20types%20for%20a%20versatile%20weapon).%20The%20attack%20deals%20spirit%20damage%20instead%20if%20that%20would%20be%20more%20detrimental%20to%20the%20creature%20(as%20determined%20by%20the%20GM).%20This%20attack%20uses%20and%20contributes%20to%20your%20multiple%20attack%20penalty.%20After%20the%20attack%2C%20the%20weapon%20returns%20to%20your%20side.%20If%20you%20sanctify%20the%20spell%2C%20the%20attacks%20are%20sanctified%20as%20well.%0A%0AEach%20time%20you%20Sustain%20the%20spell%2C%20you%20can%20repeat%20the%20attack%20against%20any%20creature%20within%20120%20feet.%0A%0A%5B%2FSPOILER%5D "Wugo GrowlSnuffer" Warrior Warpriest of Zarongel (4) Neutral | AC: 21 | HP: 50 / 50 | Perception: +9 | Fort: +10 | Ref: +10 | Will: +11 Hero Points: 0. : | Movement: 25' - Conditions - " Take this again! And this for you ouchies." Wugo narrows his eyes in concentration to maintain his spell. Then magically sends a mace again at the foe. Quickly following with a wash of healing energy for his ally (Armenga) next to him. He would very much like to Hit and Run. But would feel shame shame to leave a wounded friend alone against this giant sword swinging giant construct "Actions and Out of Character" 1. Maintain Rank 2 Spell Spiritual Armament (See Spoiler at bottom) Now Blessed 2 and 3. 2 action cast Heal on Armenga magic bludgeon or spirit dmg - whichever is more detrimental to target per description Melee Attacks at +10 Spell Attacks at +9 Spell DCs at 19. Gear: +1 Striking Dogslicers x2 Light Mace x2, Dogslicers x2 Healers Toolkit, Thievers Tools, Wooden Religious symbol, crowbar Backpack, Bedroll, Chalk, Flint and Steel, Rope, Soap, Torch, Rations (2 weeks), Waterskin, Climbing Kit "Spiritual Armament" Spiritual Armament [two-actions] (Spell 2) Concentrate, Manipulate, Sanctified, Spirit Traditions divine, occult Range 120 feet; Target 1 creature Defense AC; Duration sustained up to 1 minute You create a ghostly, magical echo of one weapon you’re wielding or wearing and fling it. Attempt a spell attack roll against the target’s AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.
  8. Zyrel (Ekujae Rogue) AC: 21 | HP: 34/34 | Perception: +10 (Initiative +2) | F: 5 R: 12 W: 10 | Conditions: none| Class DC: 20| Spell DC: 19 | "Nice spell, even with the silly words. Now while it's distracted, pour it on, hit and run." The best way to take advantage of a slowed foe? Make it keep coming to you. Zyrel repeats his spell again, his rain of rocks joining Armenga's as he fires yet another arrow. Mechanics Main Hand: Bow Off Hand: Empty Action 1&2: Scatter Scree, Basic Reflex DC 19 Action 3: Strike (Bow) Spells Magus Cantrips: 4 Spell Slots: None Wizard Cantrips: 2 Spell Slots: 1st: 1 Readied Cantrips: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw, Prestidigitation, Ray of Frost Readied Spells: Briny Bolt Magus Spells: Cantrips: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Ray of Frost Wizard Spells: Cantrips: Daze, Gouging Claw, Mage Hand, Ghost Sounds Level 1: Briny Bolt, Shocking Grasp Otherworldly Magic: Cantrip: Shield Feat Cantrips: Detect Magic
  9. bold=speech/normal=whisper/italics=thoughts AC 12/( ) HP 8/8 Init 2 Fort 4 Ref 4 Will 6 Female LN Aasimar Wizard - Conjurer - Chronomancer, Level 1 Init 2 HP 8/8 Speed 30' AC 12 Touch 12 F-F 10 CMD 11 Fort 4 Ref 4 Will 6 CMB -1 BAB 0 Special DR5 Cold, Electricity and Acid *Dagger -1 (1d4-1, 19-20/x2) (+2 Dex) Str 8 Dex 14 Con 12 Int 20 Wis 14 Cha 16 Arcane Duelist 5/5 +1 to DC or +2 vs SR or +2 to hit Shift 8/8 (Swift Action no AOO) 5' Dimension Door Temporal Pool 6/6pts * Forewarned: 1 pt Add 1d4 to initiative (self or 30' ally) * Rewind: Immediate Action unsuccessful spell from failed concentration, successful save, failed SR contest etc spend 1/2 spell level in pts to regain spell in memory (not components or action).. Spells 0 (All) currently in memory Detect Magic, Acid Splash, Dancing Lights. 1st (4) Color Spray 2, Crafter's Fortune, Ears of the City, Feather Fall, Grease, Mage Armor, Vanish, Secluded Grimoire Alchemical Items Acid Flask (1) = Alchemical Focus Alchemist's Fire (4/4) Weapon Blanch (Silver) (2/2) Weapon Blanch (Cold Iron) (1) Condition None I expect I'll know it when I smell it., thinks Stella, somewhat queazy at the thought of the verminous life likely in occupancy in such a place. If there was one thing that turned her stomach, made her hair stand on end, it was masses of bugs and rats. She didn't carry alchemical fire for nothing. She shrugs, trying to shake the revulsion off, but still looking a little green around the gills after their employer's description. "I'm sure I've walked past the place many times, but I don't recall a single thing about it.", she remarks, her voice low and appealing, mellifluous even.
  10. Magic items? I vote we start simple: with food, clothes, and bandages.
  11. Excellent, excellent IC post there for Serpe! Few people can pull off playing a priest in a three-dimensional, believable and empathetic way without getting heavy-handed and preachy, Eph, but damned if you aren't pulling it off thus far. Nicely done!
  12. Zaivie opens her mouth and closes it again because, yes, she very much was going to make a retort as soon as the priest said sitting on your face. Hells, how could she pass up an opportunity like that?! And yet, instead, she doesn't quip this time; instead, she listens. And, beyond that, she feels (or tries to anyway). Gods, these goody-goody boys of hers must be starting to rub off on her... (OOC: Cai, I don't know if a roll is needed here, but Zaivie is genuinely trying to pause and reach out with her senses to see if she can feel any of what Ephkabey's character is talking about. Up until now, she hasn't felt any darkness or oppression, but up until now, she wasn't trying to either. Just trying to see if she can sense it if she tries to be aware of it, or if she keeps on thinking the priest is making mountains out of molehills.)
  13. Today
  14. anyone still mucking with their sheet? you seem to have the most "face" energy with having best cha and diplomacy so dont be shy about using mama bear energy to lead. plan wise, some knowledge local rolls will give the most
  15. Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith surveys the area before her, informs the others about everything save the corpse, then waits for the military types to act.
  16. Just to be clear, Yahs and Celsior are there to meet Sartell, and Sartell is with them at the table. Will Sartell take them to the Rock of Bral? Or tell them how to, so they can spelljam their own way there? thanks
  17. I'm sorry. I'm going through some stuff at the moment, and it's slowing down my already slow posting rate. :( Thank you for the game, I enjoyed it a great deal.
  18. Hannibal Van Zant FP 1 / 1 | Stress [1] [1] [1] [1] [1] [1] | Consequences [2] [4] [6] Hannnibal stood in the elevator clenching and unclenching his fists. The leather of his gloves creaking under the pressure. He looked at The Watcher lounging and rolled his shoulders cracking his neck. He hopped on his toes lifting his heels and getting his blood flowing limbering up for the inevitable action to come. He then whispered an entreaty to the Ubër Kahn, the Alpha, a primal entity his patron. He called out across the veil, “Uber Kahn, your vessel seeks your power. The strength, instincts, senses, and skills of the Alpha. The predator of predators. Lend me power for this hunt.” Hannibal took a carved saber toothed skull he wore on a leather thong around his neck. He’d carved the totem from a piece of hardwood not long ago. He held it in his hand as he spoke the words, and then he pricked his thumb with a small pocket knife and smeared the drop of blood onto the totem, “With this blood I call to you, I invite you to the hunt.” As he finished his prayer the elevator door opened and the Watcher leapt forth monologging. He felt his veins burn and his eyes bulge, his nostrils flaring as his body welcomed the Uber Kahn and his senses opened up and his body swelled with power. A sharp toothed smile crossed his face as he leapt from the elevator to loom behind the watcher his muscles twitching and any with the gift seeing his aura flare in the shape of a great turquoise saber toothed tiger. His shadow altered to reflect this even for those with only mundane senses. .
  19. Cloink. That’s the posting interval gone with no posts. That’s as far as I was intending to play so I’m winding up here. I thought it was a great game , esp. as far as SL and Ace were concerned. Fantastic participation, thanks both. If only we had held onto one more player! I could have wheeled out a couple more reveals. But never mind-another time.
  20. Khan Male, Half-orc Class: Ranger | Level: 1 Str: 14 | Dex: 16 | Con: 14 | Int: 12 | Wis: 13 | Cha: 10 HP: 12/12 | Speed: 30 | Init: +3 AC: 17 | Touch: 13 | Flat-footed: 14 CMD: 16 | FCMD: 13 Fort: 4 | Ref: 5 | Will: 1 Weapons Longbow: +4+3 Dexterity Modifier +1 Base Attack Bonus (1d8, x3) [100 ft range] Scimitar (cold-iron): +3+2 Strength Modifier +1 Base Attack Bonus (1d6+2+2 Strength Modifier, 18-20/x2) Dagger: +3+2 Strength Modifier +1 Base Attack Bonus (melee)/+4+3 Dexterity Modifier +1 Base Attack Bonus (missile) (1d4+2+2 Strength Modifier, 19-20/x2) [10 ft range] Frequently Used Skills Climb: +6+3 Class Skill +2 Str Modifier +1 Rank | Heal: +5+3 Class Skill +1 Wis Modifier +1 Rank | Knowledge (Nature): +5+3 Class Skill +1 Int Modifier +1 Rank | Perception: +6+3 Class Skill +2 Wis Modifier +1 Rank +1 Seeker Trait | Stealth: +8+3 Class Skill +3 Dex Modifier +1 Rank +1 Freedom Fighter [Faction] Survival: +5+3 Class Skill +1 Wis Modifier +1 Rank Situational Modifiers Favored EnemyCLASS (RANGER) FEATURE At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. 1st: Monstrous Humanoids (+2) | Freedom FighterFACTION Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls during surprise rounds. | Orc BloodRACIAL TRAIT Half-orcs count as both humans and orcs for any effect related to race. | Orc FerocityRACIAL TRAIT Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. | Point-Blank ShotFEAT You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | TrackCLASS (RANGER) FEATURE A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +3Studded Leather Armor +1 | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +1 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. +1Studded Leather Armor +1 | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. --- | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Effect(s): None Post Khan took a moment to take in the scenario before him. "Something big and powerful killed all of those people. We can catch them off guard if we attack now." he said quietly as he notched an arrow. OOC & Mechanics Perception Check Heal Check Features | Prepared Spells Wild Empathy:A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (+1) Spells Prepared (CL: 1) 1st Level [DC: 12] 2nd Level [DC: 13] 3rd Level [DC: 14] 4th Level [DC: 15] X X X X
  21. Well this should be fun: lvl 3: In Mission lvl 4: In Mission lvl 3: In Mission lvl 3: In Mission lvl 3: In Mission lvl 3: In Mission lvl 3: In Mission lvl 3: In Mission I am in the process of building another offline but not ready for that one yet.
  22. The psionic classes are valid, as long as you refluff them. A curse that make your character feel certain emotions when casting is valid. Influencing others emotions is only valid if the power has an effect or a keyword that say so (es. Fear keyword, or a charm power) Turning into what people desire is not a valid curse, I don't know if there is a power able to replicate it, as alternative I may suggest - I'm constantly chased by the wrong kind of men/women- as a valid curse. Edit. Of course nothing stop another player from role-playing emotional side effects of your powers(there are plenty if examples of power of friendship/love/hate/anger ) but that will be their choice
  23. Ghost Whisperer High Concept: Intuitive Ectomantic Forensic Scientist Trouble: Door's Always Open A maelstrom of emotion rages within Marina as Daemon speaks: guilt, sorrow, fear, concern, grief, and love all colliding and overlapping in a confused mess. He placed a lot at her feet right now. Which to address first, if at all? What can she even say? Before everything that happened, her reaction would be straightforward: hug, reassure, cheer up, and move on. But it's not that simple anymore. Now they're changed and she has no idea how to handle it. He'd pulled away when she touched his hands. Would he even want her to hug him? Daemon talked about needing to emotionally shut down. The idea of that is so foreign to Marina. It's terrifying. Empathy is what makes people human. Who will he be if he shuts down? What does their friendship look like, then? He says he needs her, but what does that mean? She's certainly not going to change who she is. It just becomes a matter of whether the new, colder version of Daemon can accept it or not. Marina walks forward slowly, watching Daemon for any signs that he wants his space. He's avoiding her eyes, but he doesn't move from the chair. She stops beside him and gently wipes the tear from his cheek, cups his cheek in her hand, and tips his head up to look at her. Her eyes glisten with tears, but none have fallen yet. "I've always got you, Daemon." She leans down and gives him a tight, almost desperate hug. She buries her face into his shoulder and closes her eyes, committing everything about him to memory. Some tears slip free and darken his jacket. "Always." Something about this feels like goodbye, in a way, and it absolutely terrifies her. There's so much more she wants to say about their friendship, the friends he lost, the risks to his life, what he needs from her as a friend...but all of that can wait for a few more moments. Right now, she just wants him to know she's there for him, always, no matter what. Who knows who he'll be, once that switch is flipped. Will they lose their connection? Will the Daemon she's always known be gone? Whatever may come, she's here. She'll always be here. Hopefully, he will be, too. Marina adjusts her arms around him to hug him a little tighter. OOC TBD
  24. Tanith seems to shrug off the stench. She seems surprised about this. OOC: Waiting on those higher on initiative to act, but its clear the ghast stench did not affect her. Notes: Baran, George, Mizzi, Yuki and Tanith are hasted.. +30' move (limited to twice movement allowance, +1 dodge to AC, +1 to Reflex, +1 attack when making a full attack). Tanith is 5' south of Yuki and 10' East). HP 32/32 AC (22) Init 3 Fort 4 Ref 6 Will 8-11 Shift 9/10 Temporal Pool 7/8 Female Neutral Elf Wizard (Conjurer and Chronomancer) Level 6 Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3 [Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2) [Ranged] Quarterstaff of Entwined Serpents 2 magic missiles Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12 Shift 10/10 Swift Action Dimension Door 15' Temporal Pool 8/8 * Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save] * Rewind [Immediate after failed spell, 1/2 spell level - Keep spell] Wand of Shield [49/50] +4 to AC Wand of Hide from Undead [50/50] Mindless Undead get no save Wand of Sure Casting [50/50] reduce opponent's SR by 5 Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message 1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile 2/2, Ears of the City. 2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible. 3rd Halt Undead, Haste (used), Resist Energy (Communal), Sleet Storm Condition None HASTE ROUND 3 of 6
  25. Since it's not pertinent for now I think we should drop the subject until is needed. I simply refuse to believe that in the game so pain in the butt detailed something so obvious is not codified especially with such a number of alchemical items of which third if not more are oils or potions of some kind. It simply has to be written somewhere. P.S. Sorry for delay I fell asleep
  1. Load more activity
×
×
  • Create New...