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foltor

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  1. Folks, thanks so much for having me. A family situation has arisen that is going to make it impossible for me to participate regularly for the next few months. Rather than slow everything down, it will be best for me to bow out at this point.
  2. Ketu the Ghost "You had to provoke it, didn't you?" he chides Arionne as the scene descends into chaos. Still somewhat drained from his earlier outburst of energyout of focus points , Ghost steps to the side of Syhlas, raises his arm, and closes his eyes, summoning a loose stone from the floor to fly toward the monster bug. Mechanics Actions 1 Step northeast to Syhlas's side (unless that's a wall) 2, 3 telekinetic projectile Spell attack, Bludgeoning damage Reactions Clue in - if anyone makes a Perception check related to Boss Malaruk, I can point something out to give them a +1 Conditions n/a Investigations 1. Boss Malarunk 2. Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 13/22 Offense class DC 18 dagger +7, 1d4p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +0 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC Why do my initiative rolls always suck?
  3. Ketu the Ghost "I might no be the best to take the lead, but east sounds as good as any." He reaches out with his senses sniffing for magical signatures. He approaches behind Matilde. "I've been meaning to ask you: How exactly does it...work, having a specific relationship with just one of the gods?" Mechanics Actions Exploration: Detect magic Reactions Clue in - if anyone makes a Perception check related to Boss Malaruk, I can point something out to give them a +1 Conditions n/a Investigations 1. Boss Malarunk 2. Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 13/22 Offense class DC 18 dagger +7, 1d4p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +0 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a
  4. Ketu the Ghost Ghost recovers from his stupor and kneels inspects the bodies after he pieces together what happened. I need to be more cautious unleashing my subconscious, he thinks to himself. Or build up my endurance. "Generally, surrender confers and obligation on both sides. When they resisted being bound, they effectively 'un-surrendered' and reinitiated battle. Killing them, even unarmed, was 'fair', though there were no ideal solutions to that situation. Then again, they may have had a different concept of surrender." Ghost combs the bodies of the goons for clues that might tell him something about this Boss Malarunk. Mechanics Actions Pursue a Lead By examining Malarunk's followers, I want to designate him as the subject of my first investigation. Maybe I can start to get a sense of who he is and what he's like by how loyal, healthy, and well-equipped his followers are. Conditions n/a Investigations 1. Boss Malarunk 2. Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 13/22 Offense class DC 18 dagger +7, 1d4p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +0 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a
  5. Ketu the Ghost The spooky aura fades from around Ghost and he seems drained and confused for several moments. "We won?" he asks in dazed disbelief. "What do we do now?" Mechanics Actions n/a Conditions Stupefied 1 Investigations Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 13/22 Offense class DC 18 dagger +7, 1d4p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +0 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a
  6. Ketu the Ghost Ghost growls in pain as the bird slashes him and escapes. It's a bad cut, but not life-threatening. He takes a moment to survey the chaotic melee in the corridor. We need to finish this quickly and regroup. Ghost trains his mind on the situation, calculating the forces, angles, and distances in play. His vertical pupils narrow almost to nothing. Through the force of his concentration, space itself becomes visible in an aura around him, with faint blue-white lines and mathematical symbols marking the vectors of dust particles, air currents, and gravitational fields. His hands vibrating, he makes a gesture, and the space around two of the enemies writhes and tears, tearing the monsters' bodies from the inside out. He steps slowly, coldly forward into the fray, the strange aura following with him. Mechanics Actions Free: Unleash Psyche (2 rounds) 1, 2, targeting the frogman adjacent to Corwyn and Mandrill 3 Slashing damage, basic Fort save 3 Stride to Mandrill 4, northwest of Syhlas Conditions none Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 13/22 Offense class DC 18 dagger +7, 1d4p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +0 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a
  7. Ketu the Ghost Ghost refocuses his attention on the bird threatening Calmont. Why is it so interested in him? He digs deep into his reserve of will and focuses his mental strength, finding the largest loose rock he can handle and launching it at the bird as hard as possible, trying to drive it away if he can't kill it. Mechanics Actions 1, 2 amped telekinetic projectile telekinetic projectile On a hit, it will push the bird 5 ft. northeast, 10ft. on a crit. If I miss, my 3rd action will be a Stride to the square north of the bird to flank it with Calmont. If I hit it but don't kill it, I'll Step northeast to put myself between the bird and Calmont. If I kill it, I'll Stride to behind Mathilde. Conditions none Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 22/22 Offense class DC 18 dagger +7, 1d4+1p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Skills and General Feats Languages: Amurrun (Catfolk) Common (Taldan) Draconic Elven Halfling Sylvan Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +1 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (new amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 0/2 Cantrips * = psychic amp effects, Warp Space amp option (heritage) * (amp to shove) * (amp to push) * (amp for more damage) 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts OOC n/a
  8. Level 2 Gradual Ability Boost: Dexterity Free Archetype: Investigator Dedication (now Trained in Acrobatics and Medicine) +7hp New Spell: Gravitational Pull Psychic class feat: Warp Space Skill feat: Catfolk (Liminal) • Nocturnal Navigator • Psychic (Precise Discipline / Distant Grasp) Quick Stats Perception +4, low-light vision Defense Fortitude +5, Reflex +7, Will +6 AC 17 (unarmored, trained, +3 Dex) hp 22/22 Offense class DC 18 dagger +7, 1d4+1p (agile, finesse, thrown, versatile S) crossbow +7 1d8p (20 bolts) spell attacks +8 Ancestry Traits: Catfolk, Humanoid Senses: Low-Light Vision Land on Your Feet: half damage from falls and don't land prone Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Ancestry Feats 1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat Languages, Skills, and General Feats Languages: Amurrun (Catfolk) Common (Taldan) Draconic Elven Halfling Sylvan Trained, Expert, Master Acrobatics +7 Trained Arcana +8 Trained Athletics +1 Crafting +4 Deception +5 Trained Diplomacy +5 Trained Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour) Intimidation +5 Trained Medicine +4 Trained Nature +4 Trained Occultism +8 Trained Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane. Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object Performance +1 Religion +4 Trained Society +8 Trained Stealth +7 Trained Survival +4 Trained Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure. Thievery +3 Class and Archetype Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Class Actions: Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 (alternate amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 2/2 Cantrips * = psychic amp effects (heritage) * * * 1st Rank Slots: 2/2 to to Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts
  9. Ketu the Ghost Ghost's eyes go wide as he's surrounded by motes of light reflected off the bird's wings. His expression becomes manic and eager as he tries to snatch the shimmering reflections. Unbidden, pebbles begin to hover round him, also shooting out at the flickering motes, with no consideration to who he might hit. Mechanics Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions Will Save Confused duration:1d4 Telekinetic projectile:1d20+8;1d6 target randomly determined by GM OOC n/a
  10. Ketu the Ghost Ghost analyzes the scene, closes his eyes, presses a finger to his temple, and then opens his eyes and glares down the hall with a stunning ferocity. A field of space around each of the birds seems to twist and ripple, and they squawk in pain, as though the unsteady light and shadow were tearing at them. "Birds underground? That's odd..." Mechanics Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions 1, 2 on both birds, DC 17 slashing damage, basic Fort save 3 recall knowledge - what are they? nature OOC n/a
  11. Ketu the Ghost "Actually, if you're going back to Breachill anyway, you could report for us. I think most of us are good to continue, as long as we're here?" Ghost looks at the others for confirmation. "So, about that secret entrance..?" Mechanics Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions n/a OOC n/a
  12. Ketu the Ghost Ghost nods appreciatively at Corwyn's...unconventional pragmatism. "I was just going to offer them some food from our packs," he mutters. He approaches the goblins. "May we have a look at her? What do you mean by 'acting strangely'?" He's no surgeon, but he knows that strange behavior could be caused by a blow to the head - or by a magical or spiritual affliction. He kneels down near Helba and raises his hand, palm outward, in front of his chest. There is an odd vibration in the air of magic happening, but not the lightshow typical of arcane or divine magic. Mechanics Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions 1, 2 detect magic OOC If detect magic brings back a response, I may follow up with read aura or recall knowledge
  13. Ketu the Ghost Ghost looks askance at Sylhas. "I never once said anything remotely like that. I can find my way in the wilderness by the stars; I'm barely competent with tracking. Calmont's trail was fairly obvious because he was leaving footprints in fresh blood." He turns to the Goblins. "Do any of you have something of Helba's, something important to her, or that she handled recently? I might be able to do something with that, but it's a long shot." Mechanics Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions OOC I don't know if would be very useful, and I don't want to burn my only spell slot on it, but it's on the table.
  14. Ketu the Ghost Ghost's eyes narrow as he calculates angles, then dashes quickly but quietly across the floor. Again, he squints, this time at a specific frog. He closes his eyes, takes a deep breath, and raises a single finger to touch the center of his forehead. A number of small stones rattle and then rise from the ground around Ghost's feet. They hover for a moment and then shoot toward a frog at shocking speed. Mechanics/OOC Perception +3, low-light vision Defense AC 15, Fortitude +4, Reflex +5, Will +5, hp 15/15 Conditions Offense class DC 17 dagger +5, 1d4p (agile, finesse, thrown, versatile S) crossbow +5, 1d8p (20 bolts) Focus Points 1/2 Actions 1 stride to any point within 60 ft. of a frog, ideally positioning myself so that my telekinetic projectile can knock a frog off the ramparts, or, failing that, knock a frog away from its prey 2,3 spending a focus point and casting amped telekinetic projectile Telekinetic Projectile Damage on hit
  15. I survived, and I'm back to functioning strength. I'm all caught up on current events, I think, so I'm ready to pop in.
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