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Where are they?


KoboldDM

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

Ishino thinks through it for a second, then responds to Shiro's question: "Most likely, it's the fact that when Robbert was under the influence of the dream threat, he went north east, and the beasts were attempting to go north west following the music."

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"Hmmm interesting." Shiro says. "Now, the question is, do you think the two threats are working together, or are we dealing with two things that just happen to both be in the area? Either way, we should probably check out dream threat first yeah."

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Fredrick tries to analyze the situation, but feels as though he's coming up short.

"It feels as though, we need a sacrifical lamb." he says, "One that we rescue of course." As he pats his horse down, he gives it some water from a bowl to drink from.

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EIZAN

Eizan nods rapidly along when Ishino re-explains with more words.

"No one knows one monster that does both. Many monsters do a little, similar. But if two monsters? Then maybe that is why we don't guess the problem."

"Wax helps no hear music. Yes. Kill dream monster. Yes," she agrees, nodding along as she eagerly returns Oda's affections.

"Rest a little. No sleep. Then hunt? Need lamb? Maybe Robbert remembers de way?"

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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +3 | Speed 30 ft | HP 54/54 [THP: 0] | Power Points 26/31
AC: 19, Touch: 13, Flat-Footed 16, CMD: 17 | Fort +5 Ref +10 Will +9 | BAB 4.5 | ResistancesNone | ConditionsInertial Armor (5 PP, 6 hours, +6 Armor to AC)


Disrupt Pattern (PBS) +8 (1d6+6 +2d6, 20x2)
MW Shortbow +8 (1d6, 20x3)
MW Bronze Rapier +5 (1d4, 18-20x2)

Skills, Abilities, and Powers

Acrobatics +7, Appraise +9, Craft (Traps) +22, Disable Device +12*+15 vs. Traps, KnowledgeArcana +14
Dungeoneering +14
Engineering +9
Geography +9
History +14
Local +10
Martial +10
Nature +14
Nobility +9
Planes +14
Psionics +14
Religion +14
, Linguistics +12, Perception +9*+12 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +9, Spellcraft +14, Stealth +7, Use Magic Device +16


Altered Defense: 9r/day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds) 


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

After being released and caught up with Eizan's reasoning he agrees. "Two different enemies sounds likely, the creature that affected me was of a Psionic nature, plugging my ears did not affect it at all. They are a race of hive minds, they consume individuals and have a way to shapeshift them to become more of themselves after adding them to their collective. Unfortunately I cannot recall their name, but thankfully I was stopped before I gave up my own to them. As for directions? I just remember North East... and Tentacles..."

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EIZAN

Eizan listens to what Robbert has to say and then considers his words. She had already stated what she thought the plan should be: A brief rest to regroup and then head North-East to fight whatever the dream thing was. Additionally, no sleeping at night until they got it done.

"Hiveminds. Hives. Bees? No, no. Bees have queen. Enemy is psycho. Maybe big brain queen? Breen. Hmm hmm."

She thinks a bit more and starts guessing, "Tentacles... face? Or arms? Face tentacle big brain psycho community? Brainmelders? Thought bugs? Mindcollecters? Big brain mindcollecting tentacle faces? If arms maybe squidarm brainflayers?"

 

Edited by Content Surprise (see edit history)
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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Before deciding which direction to move off into, he tries to remember the books he had studied about the strange and unique creatures of the world in the library. It was a bit out dated, but it still offered quite a bit of insight. He recalled something in the VI'th volume and hoped it pertained to what they are dealing with.

Name
Dungeoneering
22
1d20+10 12
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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As he comes to the conclusion at best, what the group is facing. "I feel as though the lesser of the two evils would be to advance to the north west, the tree entity and probably twigblights seem to be a more realistic challenge, than possibly taking on something called a mindflayer or an elderbrain, maybe even both."

Letting out a sigh, "I think we should be prepared with using fire if we head to the north west." As he looks the other direction, "As for other way, our defenses will be weaker against such foes."

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Basics

Characer Name: Ishino Haruyoshi
Race: Gim
Classes: Zweihander Sentinel Warder
Roles: Heavy Hitter
Theme: 南西 Kokunai Shrine - Samurai Emperor

Ishino

"Seems like it's still better to slay these mind-flayers first, given we cannot defend ourselves against them as effectively as the north-west threat. The less time we have to go without sleep, the better." Ishino responds, still packing things up.

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