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Penchant

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  1. It is the last day. I have gotten things done though I will think on the backstory a bit more if I have time. We shall see what happens.
  2. Notes HP: Max level 1, roll or average for the rest. Elephant in the room feats - yes Pre-game crafting: Within backstory. All non-psionic classes are allowed. All core races, plus Aasimar, Catfolk, Dhampir, Ifrit, Oread, Sylph, Tiefling, and Undine. Alignment and Class stereotypes - No. make a character, not a rules-checklist. X to Y: allowed, just don't be asking for the sake of stacking ridiculous amounts of buffs. if your character has reasons for it, I'm okay with it. Variant multiclassing: No. Background skills: No.
  3. Name: Tolbin Race: Human Class: Bloodrager / Dragon Disciple Sheet: Appearance: Tolbin is human with the beginning signs of transformation into dragon form. He wears armor and carries a large curved sword. He has black hair and eyes with a tinge of gold around the irises. He sports a pair of curved horns on his head though they have yet to show the golden sheen of his heritage. Backstory: Tolbin was born to the Vorcha Clan, a nomadic peoples of the Stolen Lands. As a teen he started showing signs of scales on his shoulders and a strange pall to his face that looked alien to his people. The tribal shaman was a hedge witch with little experience in the super natural and declared it a dark sign of impurity. He was cast from the clan and forced to become a wanderer. He gained work as a mercenary and built his skills through hard work and uncommon daring. Leaning into his gifts he developed some skill with magic, though he knew he would never be a real mage. As he grew, his appearance transformed further and shined most brightly in the heat of battle. Eventually, he could not work as a mercenary any longer. There were too many jobs that bit at his conscience and he knew were wrong. He took up life as an adventurer instead. The pay was poor and irregular but it was something he felt he could live with. He started to gain a reputation as both reliable and principled. He was still doing battle, but for the people instead of for the greedy and rich. This was enough.
  4. The Babau goes down under Denrag's blade. Sunna, Sabrael and Quake are up.
  5. So far we moved into an abandoned settlement and cleared out the undead. Some of the ghouls fled and are still at large. We have made contact with our lizardfolk neighbors and have an understanding of non aggression but no real treaty. It's still day 1 when we left off. Yeah, we're still working out kingdom roles. I don't think we need specific party roles. If we get enough new players we were going to split into two active groups.
  6. Yay new blood! Should we go ahead and talk about settlement planning or wait until we have new players?
  7. Quake shifts and moves to alight on the shoulder of Archon 4 Bad guys All three Shadow demons save vs. Aura of Menace Babau 1 full attacks the Archon 1 and it dies Shadow Demon 1 charges and pounces Archon 2 doing some damage Shadow Demon 2 charges and pounces Archon 2 doing some damage Shadow Demon 3 moves to Denrag and pounces. He does 11, 8 and 11 damage (partially cold but I don't see any cold resistance on the sheet) The party is up!
  8. Reflecting on hearing the tales of the others, Thaladria realizes that she had no idea of the depth of depravity That Man existed in. It only strengthened her resolve, making that little ember of hatred in her gut burn that much brighter. She says, "I don't know what this 'fortune teller' has planned, but I will do whatever is necessary to help. Everyone has been through so much. We all need an end to this man. Maybe it shouldn't shock me how one has gotten away with so much even in Korvosa... but it does. Maybe it's because I still have some good left in me, but I feel like he is a singular evil. There's plenty I work against but it's greed, corruption, apathy... normal evils. But this man is Evil. I can't just do nothing even after coming so close to my end."
  9. The skull tries to hop away but Mercurius manages to snatch it off the ground. She stuffs it into her bag where it sulks.
  10. Both Skelemen go down in a shower of bones. There is quiet for a bit. Then the party notices that the bones are slowly crawling toward the skulls.
  11. The two remaining skelemen giggle in glee at seemingly even the demise of their compatriots. One slashes at Mercurius while the other slashes at Kaori since both are within easy reach. Mercurius loses one heart as she is slashed while Kaori only barely dodges aside! Everyone may go! Kaori will go last.
  12. Kaori, jumps forward with her family Katana and slashes down at a Skeleman. The thing topples into a pile of bones and the skull goes rolling around in circles.
  13. I am not sure of the rules on a tiny animal. If he lands on the sholder of a summoned angel does it afford any protection? If it does and the aura also improves AC then he may do that instead if it is signifigant otherwise the plan as writen I'll give you a cover bonus for being on the Archon's shoulder. That gives you an additional +2 to AC. Of course you benefit from the aura as normal. It's up to you if that's enough to change your plan I'm going to update the round tonight so let me know if that's where you're going to be.
  14. The party parks the Scooby Van just outside of town. The place is a ramshackle collection of buildings that have seen better days. Two towers stand at the back of the town: the lift houses of mine elevators. A large building is clearly visible at the end of the main street, a combination saloon and hotel (and likely other things). While the rest of the place looks like a ghost town, there is life to this establishment. Luce makes her way down the avenue while Dayv hangs back and bides his time. Ilya climbs the nearest building so she can have a view of the town without getting into it proper (She does notice that the buildings along the main street share common walls with only a few narrow streets between them). As she gets closer, Luce can hear the warbling tunes from a Jukebox coming from inside the saloon. She doesn't see any faces in the doors or windows of the buildings she passes. There are a few iron horses parked outside the saloon as she steps up onto the boardwalk. A pair of double saloon doors stands in front of her and she casually moves in. As she passes the doors and they swing to and fro behind her, her eyes adjust to the dim interior. There are about a dozen people inside sitting at tables with about half of them gathered around a poker table. A barkeep cleans mugs behind the bar. She's about to waltz in when the entire bar turns to look at her. Her feet are frozen in place. They all stare at her with blazing red eyes. Their skin is dessicated and torn. Every one of them... is a wight. A wight at the poker table laughs and lays his cards face down on the table. He leans back and says, "Welcome, welcome! Come in and belly up to the bar. Have a drink on the house! Stay a while. 'Cause you ain't ever leavin'." A couple of patrons start easing revolvers out of their holsters while others rake their taloned hands across the wooden tables.
  15. Smiling that at least some people are willing to be less dour, she refills her cup. "Thaladria. My name is Thaladria. And I'm a mage if that matters. If justice is a set of scales then I aim to balance those scales. If all that's available to me is revenge then that will do. I have no illusions that the Bastard will ever see a fair court or the inside of a jail cell." She takes her cup and finds a chair. There she pulls her chemise off her shoulder revealing the tattoo of a white rabbit. The tat starts to swirl and swim and bulge out as a fully grown rabbit emerges leaving bare skin behind. The rabbit sits in her lap and she pulls leafy greens from her bag and starts feeding the rabbit while she listens to the others, while sipping wine.
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