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Zen Gypsy

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  1. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch observed Minerva’s response with a keen eye, his concern deepening with each word she spoke. The casual dismissal of inner strength in favor of raw power struck a dissonant chord within him, echoing the very philosophy that had led his father down, his own, dark paths. The memory of the Cult of Vecna's twisted doctrines loomed large, a constant reminder of the perils that lay in placing power above all else. "You know," Enoch began, his tone even, "I've seen what happens when power is pursued for its own sake. It can consume everything in its path, leaving nothing but ashes. But I understand your point. Power is a tool, and like any tool, its value depends on how it’s used." He paused, glancing at the others before continuing. "I just think it's important to remember that power without restraint can lead to ruin. We all have our own paths, and I'm not here to judge yours. But I've found that the flame within can guide us, keep us grounded, and remind us of what truly matters." Enoch offered a small, weary smile. "Anyway, it seems we’re all in this together now. Let’s focus on the task at hand and make sure we’re ready when the priest arrives." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  2. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch observed the interaction between Minerva, Boz, and Nico with a sense of detachment, his mind drifting to deeper reflections on their conversation. As Boz and Nico exchanged banter about magic and reflections, Enoch couldn't shake the unease that gnawed at the edges of his consciousness. The mention of Hecuba's talents and Minerva's connection to the arcane stirred a sense of discomfort within him, a nagging suspicion that lingered like a shadow in the recesses of his mind. He had heard tales of witches and their familiars, of the power they wielded and the deals they struck in the pursuit of their own desires. It was a path fraught with danger, a slippery slope that led to darkness and despair. Inwardly, Enoch grappled with the notion of trading one's freedom for power, the allure of such a bargain tempered by the knowledge of its consequences. To bind oneself to a patron, to surrender one's autonomy in exchange for fleeting glimpses of power, seemed both selfish and short-sighted. Yet, he couldn't deny the undeniable allure of such forbidden knowledge, the tantalizing promise of unlocking secrets that lay hidden in the depths of the arcane. But Enoch was no stranger to temptation, no stranger to the seductive whispers of dark forces that sought to ensnare his soul. He had walked that treacherous path before, had tasted the bitter fruits of his own folly. And though he bore the scars of his past mistakes, he refused to succumb to the siren song of power and corruption. "You know," he began, "there's a saying my master liked to share: 'The brightest flame burns within oneself.' It's a reminder that true power comes not from external sources, but from within. Perhaps there's wisdom in that, a recognition of the inherent strength that lies dormant within each of us." As he spoke, Enoch couldn't help but reflect on the teachings of the Cult of Vecna, the dark cult that had orchestrated the Hawkmoor's fall. Their devotion to their dark lord had been absolute, their willingness to sacrifice everything for power a testament to the seductive allure of darkness. They elevated their lord above themselves, sacrificing their autonomy and individuality in pursuit of his dark designs. And yet, in the end, their master cared naught for those lesser beings, discarding them like pawns on a chessboard once they had served their purpose. Yet, even as despair threatened to overwhelm him, Enoch clung to a flicker of hope that still burned within his heart. It was a fragile flame, dimmed by the shadows of doubt and fear, but it refused to be extinguished. If he could nurture that spark, if he could keep it alive against the encroaching darkness, perhaps it could ignite once again, illuminating the path ahead and inspiring those around him to greater heights. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  3. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag listens intently to Syhlas's suggestions, nodding in agreement with the assessment of the citadel's state and the need for manpower to rebuild and guard it. When the proposal to invite his orc clan to assist is mentioned, Vharag grunts in approval. "The Shattered Skull do not serve; they ally," he states firmly, his voice echoing with the pride of his people. "If my clan agrees to aid us, it will be as equals, not as subjects." He then turns to the matter of residence within the citadel itself, a hint of amusement glinting in his eyes. "Aye, such a momentous occasion demands an orcish rite," he agrees, a low rumble in his throat. "Fermented goat's milk, a boar for feasting, and drums to invoke the rites of camaraderie. But be warned, Syhlas," he adds with a toothy grin, "to wake with scars means you've been taken as mate by one of the Skulls' daughters," he says, jesting in the rough humor of his people. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  4. Cantrips (DC 15): Void Warp 1st (DC 15): Gritty Wheeze 2nd (DC 18): Acid Grip, False Vitality, Gecko Grip, Mirror Image
  5. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. As the group makes their way back to Breachill, Vharag's thoughts turn to the abandoned fort they had encountered. With the threat of Voz temporarily contained and the gates needing repairs, he sees an opportunity. He gathers the party around him, his voice low but carrying the weight of his responsibility to his tribe, the Shattered Skull. "As we journey back to Breachill, my thoughts dwell upon the Shattered Skull tribe, my kin, who have known the trials of exile and the pain of loss. They are a people of strength and resilience, forged in the fires of adversity. It is my tribe, the remnants of which I led from the blighted lands of Belkzen, fleeing the corrupting influence of the Mother of Monsters." He pauses, his eyes reflecting the weight of his words before continuing with conviction. "I propose that we extend our hand to them, offering not just refuge but a chance to rebuild, to reclaim their honor and forge a new legacy. The abandoned fort we discovered presents an opportunity—a chance for the Shattered Skull tribe to find a home once more, not as marauders, or raiders, but to stand as guardians of the aiudara gateways, protecting both Breachill and their own." Responding to Sendari's inquiry, the massive orc shuffled forward, leaning heavily on his ursine topped staff, "We have encountered evidence of an ancient network of aiudara gateways, relics of a bygone age that hold great significance. These gateways connect various locations, allowing for swift and mysterious travel. With Voz's writings, and our own research, we will discover the manner in which these gates can be controlled." "We were attacked by zealots devoted to a figure known only as Belmazog, who seek to harness the power of these gateways for their own dark purposes. Their activities threaten not only Breachill but the entire surrounding region. It is clear that swift and decisive action is required to address this threat and safeguard your community and it's outlying environs." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  6. AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. "Justice," Vharag's voice reverberates with the echoes of generations past, each word laden with the weight of his orcish heritage. "A cage wrought of soft words and fragile ideals, has dulled the minds of men, made them weak and complacent." His gaze hardens, a flicker of disdain crossing his features. "In Belkzen, where steel meets flesh and blood paints the earth, there is no room for mercy or forgiveness. Only strength survives, only the fittest endure." With an imposing stature, he looms over Voz like a force of nature unleashed. "But you," his voice a low, menacing growl, "have dared to defy the laws of the wild, to trample upon the ancient ways of my people." His grip tightens around her robe, his eyes blazing with primal fury. "For that, you will answer. To the Shattered Skull tribe, to the laws of the untamed wilderness, you are bound. And when the time comes, when the debt is due, you will face the consequences of your folly." With a dismissive wave of his hand, the abyssal flame floating inches from Voz's face sputters and dissipates in a cloud of acrid smoke. Vharag tears the tome from her belt, turning his back on the woman as he strides purposefully towards the archways. His keen intellect already turning to the mysteries of the archways, the aiudara, dismissing the contempt he had for the mercy being granted his foe by civilized, softer allies. Verjigorm hisses, coiling around the orc's broad shoulders in silent agreement. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  7. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch listened to Liam's words, a faint nod of understanding accompanying the younger man's tale. "Aye, luck can be a fickle mistress," he replied, his voice tinged with a hint of ruefulness. "Seems we've both danced to her tune, finding ourselves in places we never imagined." He shifted his weight, the weight of the pouch of coins hanging heavily at his side. "I too once walked halls of luxury, trained by the finest fencing masters in Greyhawk at the academy of Master Lorenzo di Verrocchio," Enoch confessed, a bittersweet nostalgia coloring his tone. "Yet here I am, playing fetch for the fish-god's coin." There was a pause as Enoch glanced around at their surroundings, the bustling streets of Port Torvin a stark contrast to the refined elegance of Greyhawk's noble quarters. "Funny how life leads us down paths we never envisioned, eh? But I suppose it's the journey that shapes us more than the destination." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  8. With Carthen's determined recovery and Caltrix's authoritative commands, the atmosphere in the fishery shifts once more. As Voss receives Carthen's directive to depart, she offers a curt nod in acknowledgment before swiftly turning on her heel and disappearing into the shadows of the docks. As the group contemplates their next move, the fishery stands silent and foreboding, its secrets lurking beneath the murky depths of the river's edge. Will they search the work floor for clues, or continue their relentless pursuit of Lamm by descending into the depths below? The choice is theirs, but with each passing moment, the treacherous Lamm has opportunity to prepare for the intruder's inevitable assault. Exploration Mode The Group in now in Exploration Mode, please let me know what those activities are. You may assume that you have ten minutes, enough time for a single Treat Wounds check, or another round of Aquila's Ocean Balm. I just need to know if you are searching, or descending down towards Lamm's safe room beneath the fishery's working floor.
  9. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Enoch's tired eyes scanned the room as the priest's words sank in. Another job, another task to add to the list of burdens he carried. He accepted the pouch of coins with a half-hearted grunt, the weight of it feeling more like an anchor dragging him down than a reward. "'Spose Procan's coin's as good as any," he muttered under his breath, his voice heavy with weary resignation. As the group exited, Enoch lagged behind slightly, his steps heavy with exhaustion and frustration. The promise of a drink at the Hook and Bar beckoned like a beacon of solace in the storm of uncertainty that engulfed him. He longed for the comforting embrace of a mug of ale, a fleeting respite from the relentless march of duty. As they made their way through the bustling streets of Port Torvin, Enoch's pace quickened with a newfound sense of purpose. The Hook and Bar awaited, a sanctuary amidst the chaos of the city—a place where he could drown his sorrows and find solace in the company of fellow travelers on the road of life. Approaching Liam, Enoch nodded in greeting. "Liam, is it?" he asked, his voice gruff with fatigue. "So what's your story? Surviving a city like this takes more than just a quick blade," he said with a stifled laugh. "Though it helps, I suppose." Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  10. AC: 17 | HIT POINTS: 48 | CURRENT: 24 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag's imposing presence looms over Voz, his massive form casting a shadow over her prone body. As he crouches low, his gaze pierces through her with an intensity that sends shivers down her spine. "You are not a fool, elf," Vharag's voice rumbles like distant thunder, laced with a dangerous edge. His hand, clad in the dragon-scaled gauntlet worn by Malarunk, grips her robe with an iron grip. "These people wish to bring you to justice, a court of law. In my homeland of Belkzen, we would nail you to a tree and leave you for the scavengers." The threat hangs heavy in the air as Vharag leans in closer, his eyes burning with an unyielding resolve. "Surrender, call off your creation, reveal what you know," he commands, his words carrying the weight of an ultimatum. "And perhaps you will live to see the justice my allies seek." "Elf-flesh-sweeet," hissed the, still invisible, Verjigorm, Vharag's lips curl into a cruel smile. "We shall see, wyrm," he murmurs, his gaze flickering between Voz and the draconic familiar. "Or shall we?" Out of Character Free Action: Reaction: Action 1: Voz Action 2 & 3: to (Moving it to her square) if Voz doesn't call off her pet
  11. Yeah, I'm not switching to combat again. You can KO him as you see fit.
  12. Ionacu, mindful of the scattered children and the potential for further danger, swiftly sends Bran, his trusty familiar, to round up the orphans and guide them back to safety. It appears, at least for the moment, that Lamm's lambs have fled from the vicinity, as the raven is unsuccessful in leading any back towards the Fishery. Stepping outside momentarily, he keeps a vigilant eye out for any returning troublemakers, ensuring the group's security in the aftermath of the chaotic brawl. As Aquila tends to the wounded, her healing magic suffusing the air with a sense of calm, Carthen stirs inside the fishery office, his eyes fluttering open as the pain begins to recede. As the dust settles and the adrenaline begins to wane, Caltrix, her rapier still stained with Ruffio's blood, takes charge of the situation with a steely resolve. Ruffio, his expression a mixture of defiance and resignation, complies begrudgingly, letting the whip fall from his grasp as he eyes the group with thinly veiled hostility. "You think you've won? Lamm won't take kindly to this." Meanwhile, Voss, sensing the shifting dynamics of the situation, cautiously sheathes her daggers and raises her hands in a gesture of surrender. "Not sure who you've got backin' your play, but way I see it, ain't my business. Lamm's holed up 'neath us, down there countin' profit, relivin' his glory days, I 'spose." She shrugged thin, wiry shoulders, "Figure you got, what," her eyes flicked upstairs, as she did some math, "four upstairs, deal with Hookshank, Grakk 'n Tarth? Out the window," she nodded towards the broken window through which she, herself had made her entrance, "down the gangplank. Boss mighta thought of cuttin' his losses but yer trick with the skiff put an end ta that. Through the trawler's hold, 'neath the pilings, his den's there. Careful of the devil-fish, water's all chummed up from the show he put on this afternoon." For his part, Ruffio is glaring a hole through Voss as she talks, she spits on the floor, "You can die fer that sick piece o' filth, but I can see which way the winds blowin'." She looks towards Caltrix, remaining low, looking back towards the window, as if asking permission. "Figure your business with Lamm is of a personal nature, I could vacate tha' premises, 'n give you time to settle your accounts, yea?"
  13. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 1 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Fast Healing 4. CONDITIONS: None. Vharag, his body seared by flames and twisted by necrotic energy, grunts in pain as he casts a mending spell upon himself, willing his charred flesh to knit back together. His hands tremble with dark energy as he sustains the abyssal flames wreathing the skeletal construct, ensuring its destruction. Trusting his companions to deal with the immediate threat, Vharag moves with deliberate steps through the chaos of battle, his massive frame pushing past his companions until he reaches Voz's fallen body. There, amidst the smoldering ruins of the chamber, he kneels beside her, his eyes burning with a fierce intensity as he surveys the damage wrought upon her form. Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2: Cast on myself. Action 3: Stride (SW-S-S-S-W) Ending immediately South of Voz's form.
  14. AC: 17 | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: None. CONDITIONS: None. As the fiery explosion engulfs the area, Vharag grits his teeth against the searing heat, feeling the flames licking at his skin. Even as the flames subsides, Vharag braces himself for the next onslaught, but nothing could prepare him for the wave of necrotic void energy unleashed by Voz's skeletal wyrmling. The dark energy washes over him like a torrential wave, seeping into his flesh and bone with a chilling embrace. Agonizing pain courses through Vharag's body as the necrotic void damage twists and warps his skin, leaving a sickening blackened trail in its wake. Despite the torment, the orc's resolve remains unbroken, his hold on the abyssal flame unwavering, with a swing of his staff the azure flames engulf Voz again before moving towards her construct, charring it's bones with it's otherworldly fire. But Vharag is not finished yet. Drawing upon the frigid depths of his arcane power, he conjures an orb of biting cold, which coalesces around Voz with chilling precision. The sudden onslaught of both fire and ice leaves Voz reeling, her form engulfed in a whirlwind of elemental fury. "Elf-meat," Verjigorm hissed from the center of the chamber, "I shall crack your bones and suck the marrow from the shards 'ere we are through!" Out of Character Free Action: Reaction: Action 1: [East; West] [Starting in Voz's square, ending in Wyrmling Skeleton's Square [Reflex DC 20] Action 2 & 3: Cast at Voz [Fortitude DC 20]
  15. The Spartan Let's delve into the heart of combat strategy with a weapon as versatile as it is iconic: the shield. In the vast tapestry of martial equipment, the shield stands out for its adaptability – it can bolster defense, absorb blows, and even serve as a formidable weapon in its own right. And in the hands of a fighter, its potential reaches new heights through a myriad of specialized feats. Our journey begins with the foundation of our fighter's prowess: the shield. With a keen eye on enhancing its effectiveness, we embark on a path to master the art of battlefield control. Picture a warrior whose presence is felt on the front lines, directing the ebb and flow of battle, shielding allies from harm while simultaneously instilling fear in the hearts of enemies. This is where our journey converges with the legendary Spartans – warriors whose discipline and cunning are renowned throughout history. With shield in hand and spear at the ready, our fighter embodies the spirit of Sparta, standing as a bastion of defense and a relentless force to be reckoned with on the battlefield. Ancestry: Human, Skilled. (Strength, Charisma; Diplomacy) Going with a human character offers a diverse range of ancestry feats, allowing for versatility and customization to suit our character concept perfectly. Unconventional Weaponry (Breaching Pike) gives us a very thematic weapon, a long spear, wielded in one hand, accompanying our shield, forcing people to maneuver around us, with our Reactive Strike an ever present threat. Skilled Heritage (Diplomacy) for some out of combat utility, allowing us to make a passable leader, that will only increase as we gain further experience and renown. Increasing to Expert at 5th fits our theme of a general leading from the front to a tee. Background: Martial Disciple (Acrobatics). (Strength, Dexterity) Our Spartan-inspired warrior becomes not just a formidable force in direct combat, but also a master of maneuverability and finesse. Whether leaping over obstacles or landing with cat-like grace from great heights, our fighter will command attention and respect on the battlefield. Class: Fighter. (Strength) As a fighter, our Spartan warrior will embody the essence of disciplined martial prowess, wielding their spear and shield with deadly precision while commanding respect and fear from allies and enemies alike. With each feat chosen, our fighter will further hone their abilities, becoming a force to be reckoned with on the battlefield. BUILD PATH: 1st: Free Boost (Str, Con, Dex, Cha) Str +4, Dex +2, Con +1, Int +0, Wis +0, Cha +2 Skilled Heritage: Diplomacy Ancestry Feat: Unconventional Weaponry (Breaching Pike) Class Feat: Double Slice. Spear Thrust, Shield Slam, all while keeping our shield up and protecting ourselves! Skill Training: Acrobatics (Background), Athletics (Free), Crafting, Diplomacy (Heritage), Intimidation, Society Commentary: At this level we pick up a Breaching Pike, a Shield Boss, Hide Armor, Steel Shield and a Repair Kit. Leaves us 5 silver for ... stuff ... 2nd: Class Feat: Aggressive Block. This sets up our combo, at this point, being able to Shove on a block, which can disrupt two action attacks, or follow up attacks, forcing the target to step to close. If in difficult terrain it will be forced to stride, which would open it up to Reactive Strike, due to Reach, if we have a reaction available after Blocking. Archetype: Champion (Paladin). This is a precursor of our Reaction based build, giving us the Champion's Retributive Strike, letting us protect our allies, preventing them from taking damage, while putting out some off turn damage of our own. Skill Feat: Intimidating Glare. Action economy can be tight if we want to Double Slice every turn, but sometimes you just need to demoralize some poor fool, before making them eat shield and spear. 3rd General Feat: Ancestral Paragon (Natural Ambition: Reactive Shield) Allowing us to move, Double Slice, and still get our Shield raised by giving up one of our (eventually, many) reactions for the round. Skill Increase: Intimidation (Expert). Demoralize is one of the best uses of our third action, if we aren't doing a Double Slice, Raise Shield round. 4th Class Feat: Powerful Shove. Nothing special here, allows us to shove bigger targets around, and when fighting in a tight corridor, possibly slam them into a wall for Strength damage. Archetype Feat: Basic Devotion: Ranged Reprisal. Nothing to see here either, a set up for level 6. Skill Feat: Quick Repair. That shield is going to be putting in work! 5th: Free Boost (Str, Con, Wis, Cha) Str +4.5 Dex +2, Con +2, Int +0, Wis +1, Cha +3 Ancestry Feat: General Training (Toughness) Given our low-ish Constitution, we don't want our hit points to fall too far behind. Skill Increase: Athletics here, Shoving is such a keystone to our build at mid tier, we want to make sure we keep up with our opponents Fortitude saves. Weapon Mastery: Spear. Master proficiency? Yes, please! Now we are making the target Clumsy 1 on a Crit, so if you Crit, you don't need to Demoralize, as both Clumsy & Frightened are Status penalties. 6th Class Feat: Shield Warden. Now we can block for our Allies ... there may be situations where Shoving an attacker away from an ally is the preferable option however ... Archetype Feat: Champion's Reaction: Retributive Strike. We've been waiting for this, now combined with Ranged Reprisal from 4th level, and our Breaching Pike, we have an effective 15 ft range on our Retributive Strike. Our shiled, likely Sturdy (Minor) will block 8, and Shove or Off-Guard the target, our Retributive Strike will prevent 8 damage to an ally, and allow us to step & strike. SO pick which works best for any given situation. 7th General Feat: Diehard. Spartans never die. Skill Increase: Intimidation (Master). See next level. 8th Class Feat: Quick Shield Block. This is it, a 2nd reaction dedicated to Shield block, opening up all sorts of shenanigans. Move, Double Slice. Get attacked? No problem. Reactive Shield to raise shield, and then Shield Block with your dedicated Block reaction. Yup ... it's that good! Free Archetype: Divine Ally (Shield). With all the Blocking we're doing, we don't want that bad boy to break. Assuming a Lesser Sturdy Shield (H: 10 HP/BT: 80/40), Shield Ally brings that to (H: 12 HP/BT: 120/60) ... that shield needs to be strong for the amount of work you will be doing with it. Skill Feat: Battle Cry. Free Demoralize? Yes please! 9th Combat Flexibility: Sudden Charge. Really? Take what you want, I'd probably go Sudden Charge to close distance then Raise Shield. Ancestry Feat: Multitalented: Rogue. Yup. Really. Wait for it. Skill Increase: Athletics to Master, for reasons that will become clear. 10th: Free Boost (Str, Dex, Wis, Cha) Str +5 Dex +3, Con +2, Int +0, Wis +2, Cha +4 Class Feat: Tactical Reflexes. Yup, our second dedicated Reaction. So now we can Reactive Strike, Shield Block & Retributive Strike, all on our off turn. That is ... awesome! Archetype Feat: Basic Trickery: Mobility. Ok, not as dynamic as our other 10th level pick, but it sets us up for the keystone to our build at 12th level. 11th General Feat: Numb to Death. Again, Spartans do not die. 12th Class Feat: Flinging Shove. Increase the distance you can Shove a target with Aggressive Block, to 10 feet. More importantly, we can now choose whether the target is off-guard, or shoved. Hint, we'll almost always pick shoved. Free Archetype: Advanced Trickery: Shove Down. Free Action, when we shove a target, we can attempt a trip on the target even if it is no longer in our reach. So now, on a successful Shield Block, we automatically Shove the target with Aggressive Block, and then we can, Free Action, Trip them, causing them to be prone. Given our number of reactions, we can likely get a Reactive Strike too, as the creature would, likely, either stand up. 13th Ancestry Feat: Bounce Back. Repeat after me, Spartans never die! Weapon Legend: Spear. Umm, hell yeah, legendary at 13th, take it and run! This is why all the other martials hate us, and well they should. 14th Class Feat: Paragon's Guard. Finally a stance that let's use save an action from raising shield all the time, which, combined with our offensive reliance on Double Slice, didn't leave us with alot of mobility, or utility for our third action, unless we were abusing the Reactionary Shield>Shield Block combo. Free Archetype: Staff Acrobat. What?!? There is one key line in this Archetype under requirements: "trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as “your staff”". So now our Breaching Pike, in the spear group, is considered a staff. Ok, but why's that cool you may ask. Because this rider on the dedication itself: "You can Shove and Trip even if you don’t have a free hand, provided you are wielding your staff." Given the control that Prone affords us to prone on our turn, forcing the target to stand up on his turn, which will draw a Reactive Strike, then attack us, and, potentially, get knocked right back down, it's great. At this point I would go back and start preparing Slam Down in our Flexible slot. Allowing you to mix it up between Double Slice or Strike & Trip. 15th: Free Boosts (Str, Con, Wis, Cha) Str +5.5 Dex +3, Con +3 Int +0 Wis +3 Cha +4.5 Flexibility: Crashing Slam. No more rolling Trip on our Slam Down, we auto succeed on a successful Strike. Nice! General Feat: Fleet. A useful upgrade to our mobility. 16th Class Feat: Opening Stance. Another quality of life upgrade, allowing us to drop into our Shield stance when initiative is rolled. At this point, it is likely worth it to retrain our Reactive Shield feat, to Sudden Charge, so our opening round looks like this: Free Actions: Battle Cry, Paragon's Guard, Sudden Charge (if target is two+ strides away), or Stride & either Double Slice or Knockdown. Free Archetype: Advanced Trickery: Dread Striker. With Battle Cry, this gives us the opportunity to Demoralize before our first round, and if successful the target will be both Frightened & Off-Guard, so I would open with Double Slice, to crit fish. Given that our effective attack bonus, assuming fundamental runes are level appropriate, for a double slice (Spear, Shield) would be +35/+31, the average level 16 NPC Ac is 38, so crits on 13+/17+ ... I will take it. Skill Feat: Scare to Death. I was, initially, a little leery about this feat, the likelihood of landing it, given the incapacitation trait is actually pretty low. However, on a failure, the target is still Frightened 1, and it is, not a Demoralize, which means it doesn't make the target immune. So you can repeatedly use it on a target, to maintain frightened, which is good for us. re: Dread Striker.
  16. Hey there Weavers! As someone who loves the depth of the PF2E ruleset for creating interesting characters, both thematically, and mechanically, I have an ever growing library of builds, potential builds, and theory-crafted builds taking up space in my brain. I hope to be able to share some of them with you, and with your input come up with more! Now, given the popularity of the optional rule, all builds will be created using the Free Archetype ruleset. So shall we begin?
  17. As the dust settles amidst the chaos of the fishery, the air heavy with the tang of blood and the crackle of lingering magic, the remaining combatants take stock of the situation. Carthen, his body a tapestry of pain, grits his teeth and claws his way along the floor, every movement a testament to his resilience in the face of adversity. Ionacu, with a keen eye for opportunity, employs a combination of distracting tactics and arcane assault, leaving Tarth dazed and vulnerable, his formidable rage momentarily quelled. Aquila, a living conduit of elemental power, channels the storm's fury into a bolt of lightning that strikes true, bringing Tarth to the ground. Lira, agile and determined, watches as Tarth falls, still smoldering from Aquila's tumultuous blast, before swiftly shifting her focus to the east door, where she spots Caltrix locked in a deadly dance with the overseer, Ruffio. Valerica, her resolve unwavering, seeks to flush Ruffio with words of impending justice before unleashing a relentless barrage of arrows, though she misses her mark, she drives him back with each shot. Caltrix, rising from the ground with determination burning in her eyes, closes the distance to Ruffio, a rapier thrust dropping him to his knees, as a hand moves to the wound. He looks up the stairs, "Hookshank, you surly bastard, where are you n' your thugs?!?" However, as he looks up, he sees Lira and Ihrin moving from the front office. He looks to Caltrix, a "Shit," escapes his lips, as he looks towards Voss. Meanwhile, Voss, scarred and battle-weary, takes in the shifting tide of the conflict with a calculating gaze. Recognizing that loyalty to Lamm is a sinking ship, she lowers her daggers but keeps them at the ready, her gaze flicking towards Caltrix, the closest ally within reach. "What's the play?" she asks, her voice tinged with a mixture of defiance and uncertainty. Fishery Rnd 6 Combat over! My apologies, have a Hero Point for my late reply. Carthen, you can assume you recover and are currently at 1 HP. Feel free to explore, search, and interact with Ruffio & Voss as you desire.
  18. AC: 17 (19) | HIT POINTS: 48 | CURRENT: 15 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 2/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Raise Shield CONDITIONS: Immunity (Guidance) Vharag's voice rumbles from the depths of his chest, resonating with primal power and an ominous undertone as he responds to Voz's threat. "The key is ours, elf-witch. You will not lay your hands upon it, your fate is sealed in ash and flame." With fierce determination and a guttural incantation, Vharag summons azure-hued flames, their blue-white hue pulsating with an otherworldly energy, enveloping Voz in an abyssal blaze. Through gritted teeth, Vharag maintains his concentration, his shield raised in defiance Out of Character Free Action: Reaction: Action 1 & 2: on Voz's square. Action 3:
  19. I am sorry to hear that, take whatever time you need to support your friend at a time like this. Real life, always, takes priority!
  20. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Share Senses (Verjigorm) CONDITIONS: None. Vharag, deep in his mystical connection, translates Verjigorm's sensory impressions to the group. "Strong magical defenses surround her, and the dragon skeleton—it's animated by her necromancy," he warns, his voice carrying the weight of impending danger. Suddenly, the situation escalates: the dragon skeleton, its skeletal head turning as if sensing an intruder, becomes alert. This prompts an urgent whisper from Vharag, "The skeleton senses Syhlas. We need to act swiftly." Verjigorm, still under the cloak of invisibility, decides on a course of action to distract the draconic skeleton. Hissing with disdain, the wyrm-kin, speaks in draconic, "O fallen kin, to be shackled thus by an elf's petty necromancy—how far you have fallen from the noble heights of our lineage!" Out of Character Free Action: Reaction: Action 1: [Fly; Speak] Action 2 & 3: x2 to lead group to Voz
  21. AC: 17 | HIT POINTS: 48 | CURRENT: 48 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +7 | WILL: +12 | PERCEPTION: +7 FOCUS POINTS: 2 | CURRENT: 2 | SPELL SLOTS [ARCANE]: 1st: 3/4 | 2nd: 3/4 | SPELL SLOTS [OCCULT]: 1st: 1/1 ACTIVE EFFECTS: Share Senses (Verjigorm) CONDITIONS: None. Vharag spoke to the rest of the group from the center of a chalk circle, he had drawn moments before Verjigorm had slithered into the darkness concealed by Renali's illusory cloak. The connection between Vharag and the Starless-Shadow's emissary allowed him to observe the world, as it saw saw it. Shades of black and grey, it moved through the series of tunnels, Syhlas padding, unseen, and unheard, below, as Verjigorm glided, soundlessly, on it's membranous wings. The orc's mind, analytical and ordered, worked to recall the path the pair took to the chamber, his thick orc voice, now low, in a gravelly whisper, narrated what he observed. "Small complex of rooms, worked stones, ancient, likely elven in nature. Some catastrophe, backlash perhaps, melted stone, an archway to the southwest. Central, radial, chamber, six archways, six arches, each unique in design, elven woman, gold-spun hair, black and green robes, dagger and wand, tome at her hip, studying the archway." Verjigorm's sinuous neck swayed, as the creature scanned the room, Vharag could smell the elf through the Emissary's nostrils, feel the saliva thickening in their mouth as Verjigorm sighted the elf-flesh. Vharag, too, studied the runes, the woman, trying to determine their best method of attack, how to capitalize on the cloaked Syhlas, how best to prevent the woman from escaping. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  22. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. Actions. "Speech" Thoughts. Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
  23. AC: 18 | HIT POINTS: 18 | CURRENT: 18 | HERO POINTS: 1 FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6 ACTIVE EFFECTS: None. CONDITIONS: None. When Enoch Hawkmoor first set foot in Port Torvin, the sharp scent of salt and fish assaulted his senses, mingling with the less savory odors of a bustling port town. His arrival was not heralded by fanfare or recognition; instead, it was marked by the subtle nod of a dockworker and the indifferent glances of hurried sailors. The city was a tangled web of commerce and corruption, a far cry from the noble courts of Furyondy where he was raised. His first days were spent gathering information, his innate mistrust of authority sharpened by the whispers of street urchins and the secretive glances of the townsfolk. He learned of the missing orphans, tales that pulled at his sense of justice. Driven by his own sense of duty, he prowled the darker corners of Port Torvin, tracing the children's fate to a grim discovery—they were being press-ganged into service by unscrupulous sailors under a corrupt dockmaster's command. Determined to end this exploitation, Enoch confronted the sailors at the docks. His blade flashed in the dim light of the evening, a beacon of his unwavering resolve. The clash was brutal and swift; sailors found themselves outmatched but not before they called for reinforcements. The dockmaster, a pudgy man with a crooked nose and a crookeder sense of morality, arrived flanked by his personal guards. The altercation escalated, and though Enoch fought valiantly, the numbers overwhelmed him. Bruised and battered, Enoch was dragged to the local jailhouse, a dank, stone building that reeked of mold and despair. The cell he was thrown into was small, cramped, and cold. The iron bars were rusted, the stone walls seeped with moisture, and the straw on the floor was musty. Yet, even in such dire circumstances, Enoch's resolve did not waver. He spent a restless night, his mind racing through plans of redemption and thoughts of the innocent children forced into servitude. The guards, a mixture of wary veterans and indifferent conscripts, kept a cautious eye on him. They had heard tales of his combat prowess, exaggerated by each retelling. One young guard, curious more than cautious, struck up a conversation. Enoch, ever the tactician, used the opportunity to glean more information about the dockmaster's operations and the guard's own views on the corruption gnawing at the city's underbelly. Come morning, Enoch was released—his actions deemed more heroic than criminal, thanks to the intervention of a few locals he had helped since arriving in town. His possessions, though slightly tampered, were returned, but most of his coin was missing. Stepping out into the bright light of dawn, Enoch felt the weight of his temporary defeat, yet the fire within him burned brighter, fueled by injustice and the need for redemption. He gathered his belongings, his armor clinking with each movement, a reminder of the battles fought and those yet to come. As he walked through the streets, heading towards the temple of Procan, his mind was a whirl of plans and possibilities. Minerva was deeply engaged in her reluctant conversation with Hecuba, her tone laced with irritation and resignation, when the temple door creaked open once more. Enoch Hawkmoor stepped in, his arrival marked by the muted echo of his heavy boots against the aged stone floor of the temple. He paused just inside the entrance, catching snippets of Minerva's dialogue with her familiar. As she complained about the indignity of having to deal with a temple of Procan, Enoch couldn’t help but overhear her lament over the lesser significance of a sea god. The corners of his mouth twitched slightly; the diverse pantheons of gods, both minor and major, had always been a peripheral concern in his life—useful when needed, but not a driving force. His appearance was noticeably rough—a stark contrast to her meticulous, though stained, red cloak. His armor bore the dents and scratches of recent skirmishes, and his face showed signs of a man who had spent a night less in bed and more in brawl. Despite this, or perhaps because of it, there was an earnestness in his approach, a deliberate respectfulness that balanced his rugged exterior. He cleared his throat softly, announcing his presence before he came too close, not wanting to startle her or seem as though he was eavesdropping intentionally. “Pardon the interruption,” Enoch began, his voice a raspy contrast to her crisp tones. "I couldn’t help but overhear a bit about your predicament." He stepped into the light filtering through the stained glass, which painted his face in vibrant, if not somewhat jarring, colors. “I’m Enoch Hawkmoor,” he continued, extending a hand in greeting, rough but firm. “Seems we might be in similar straits, searching for passage out of circumstances rather than Port Torvin itself. If you're inclined, perhaps we could pool our resources. Temple work might not be the loftiest of endeavors, but it often pays in more ways than coin.” Out of Character Free Action: Reaction: Action 1: Action 2: Action 3:
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