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farothel

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  1. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 30 | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 | Will: +8 conditions: none "No, it's a slightly different direction," Chalia said, "but a missing person's quest is okay for me. Maybe we find they're turned into undead by that Pale Janice. And just to know, what's licenced necromancy? Is that allowed over here?" OOC exploration activity: scouting (gives a +2 to initiative)
  2. HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8, warhammer: +12/+7, 1d8+4 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Darhana smiles at both Vergren's attempt and Ilyrana's grin. She moves a bit to try and use her darkvision to see what the two guys look like under their hoods. OOC I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left).
  3. Staktblock Female NG Half-elf Swashbuckler, Level 2, Init 3, HP 17/17, Speed 30ft AC 17, Touch 13, Flat-footed 17, CMD 16, Fort 2, Ref 6, Will 3, CMB +3, Base Attack Bonus 2 silversheen, MC rapier +6 (1d6+1, 18-20/x2) cold iron dagger +5 (1d4+1, 19-20/x2) shortbow (20) +5 (1d6, x3) Studded Leather (+3 Armor, +3 Dex) Abilities Str 12, Dex 17, Con 10, Int 12, Wis 12, Cha 15 Condition None hero points: 0/1 panache: 1/2 "Will do," Vri called back. After the next zap sounded, she rushed through towards T'Sarra. OOC
  4. HP: 104/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8, warhammer: +12/+7, 1d8+4 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Right before they arrive at the location, Halgana will quickly move in an alley or a bush or something, take out the warhammer and Ulrica's battleaxe and cast two spells to meld the weapons in her arms. The sucking noise as they disappear in her amrs is quite disguisting, but it does mean they will have weapons even if they have to leave the ones openly carried behind. Then she moves back with the group as if nothing happened. OOC I have for the coming 5 hours 2 weapons in my arm (warhammer right, battleaxe left).
  5. Elf (Tiefling), Field medic, Champion of Sarenrae (1) Magaambya Branch: TBD (Primary) TBD (Secondary) HP: 17/17 | AC: 18 (20 shield) | Speed: 30' | Low-Light VisionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. | DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. | Lang: Common (Mwangi), Taldane; elven| Perception (T): +4 ▪ Init: +4 | Fort (E): +6 | Ref (T): +4| Will (E): +6 | | SkillsTrained: Arcana (+3); Athletics (+7); Diplomacy (+4); Intimidation (+4); Lore/Warfare (+4); Medicine (+4); Religion (+4); Untrained: Acrobatics (+1); Crafting (+1); Deception (+1); Nature (+1); Occultism (+1); Performance (+1); Society (+1); Survival (+1); Stealth (+1); Thievery (+1) | AttributesSTR +4 DEX +1 CON +1 INT +1 WIS +1 CHA +1 | AttacksUnarmed: Unarmed +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse;non-lethal Melee: Longsword +7/+2/-3 • Trained +3 • Str +4 • Item 0 • Damage 1d8+4 S • Versatile P Dagger +7/+3/-2 • Trained +3 • Str +4 • Item 0 • Damage 1d4+4 S • Versatile P; Agile; Finesse; Thrown 10ft Ranged: Sling +4/-1/-6 • Trained +3 • Dex +1 • Item 0 • Damage 1d6+4 B • Propulsive | Reactionsshield block Glimpse of Redemption | Divine DC (ATK): 14 (+4) | SpellsDetect Magic (innate) Lay on Hands (Focus) Weapon Surge (Focus) |Hero Pts: 1 | Focus Pool: 1/1 After her morning prayers, Olis had put on her fullplate armour that morning, just to get used to the weight as quickly as possible. When the two students started to explain, at first she's optimistic. Exploring seemed to her something interesting to do. Then came the second part of the explanation and she didn't even try to hide the dissapointment. "Chickens, are you for real," she asked, "This is not some sort of prank on the newbies, like sending them out for some elbow grease or something similar." She has been send on strange errands for the church before and she's been drilled to obey commands, but this has to be at the top of strange things. So she just double checks. OOC ACTIONS
  6. I think that multiple characters can aid here, as it's asking around and as you said, we can split up a bit and cover more ground that way.
  7. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None "Concealed door over here," Nera said as she started looking for a mechanism to unlock. Then she noticed that one of the others is chanting something and drawing a weapon, so she looked around to see where the danger was coming from.
  8. : do you want me to hide a weapon for you? If so, which one (light or 1 handed melee weapon only).
  9. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None "Be careful, there's something strange with that wall," Nera warned Daergrim (and the others). She moved so she could investigate while trying to stay out of direct sight from the holes, just in case. She went to stand next to one and carefully heard and if no sound, looked inside.
  10. Statblock Lummobella Ironback Female Chaotic Good Bard (Dwarven Scholar) Level 1, Init 1, HP 12/12, Speed 30' AC 14, Touch 11, Flat-footed 13, CMD 12, Fort 4, Ref 4, Will 5, CMB +1, BAB 0 Silversheen MC Dwarven Dorn-dergar +2 (1d10+1, x2) Reach Weapon (variable), Bludgeon Shortbow +1 (1d6 x3), 60' (Pierce) Whip +1 (1d3+1, x2) 30' range (Slash), disarm, nonlethal, reach (15'), trip Studded leather (+3 Armor, +5 max Dex) Abilities Str 13, Dex 12, Con 12, Int 14, Wis 16, Cha 12 Condition Darkvision 60' "Yes, we have to," Bella said as she readied her weapon, "But we have allies and as long as they are distracted by getting into that shack, we might try to sneak up on them. And there's already a nice fire going to burn them in when we're done." She would wait until everybody was ready and then try to sneak towards the ghouls, hiding behind bushes and the trees to get as close as possible so they could charge in. OOC
  11. Themis Space Station Write-up Layout The base started as a ring with six drydocks for building battleships, connected by a ring. Now some of the drydocks were expanded to build fortress ships up to 5km in length and two of the six have been converted to Activated DarkMatter production facilities as these can be more easily seperated from the main base. While the ring is mostly manufacturing and laboratories, inside the ring they build a giant sphere to house people. When finished, it can hold about about 80 million people, but nowhere near that number live here yet. People Themis is colonised by Volethans. Most are construction workers, finishing up the construction of the base as well as spaceyard workers, administrators and military staff. Some families already live there, mostly from military personal and spaceyard workers stationed there. As soon as more production will be started up (some products are easier constructed in zero-G, more workers and their families will move to the station. The maximum population is 80 million, but it will take years to get to this number. Government Currently the station is under military governance, although in a few years a civilian governor is slated to take over. The base will have a local council to handle local affairs, and will send representatives to the ducal council as well as the parliament. It will also have local communities and they will handle local affairs, just like towns and cities in Bafatis. Religion The Mind is considered the most important thing, as for everything else the Mind can create a machine to do the work for it. Some priests are on the base, mostly in the military, although a larger presence still has to be established. Resource Activated Dark Matter: While the base will build most ships for the Bafatis Space Navy as well as civilian ships, in its labs Bafatis scientists have created Activated DarkMatter, a form of matter that decays into regular matter releasing tremendous amounts of energy. While its properties are not yet fully understood, it needs zero-G production facilities protected by the best armour and shields. Two of the orginal six drydocks have been rebuild to produce this resource while scientists keep studying it. categories: exotic matter, fuel Desired Import Ores and Alloys: With all the construction that is going on in the base, they always need more material to build with. Also the creation of the activated Dark Matter requires materials to begin with. picture
  12. The Bafatis Dynasty (BAF) Round 7 71 in Veehra Duke Cinra Bafatis Diplomacy: 10 Military: 5 Economy: 9 Faith:2 Intrigue: 2 Actions: 1: [Diplomacy] encourage colonisation in Themis (TN12) 2: [Economy] prospect colony in Themis (resource: Activated Dark Matter) (TN12, use 1 treasure) 3: [Economy] Donate treasure to EMP for Extraordinary Research Grants Approval: 2 treasure 4: [Military] build Coronal Catalogue of Duelists 5: [Military] build Coronal Catalogue of Duelists Non-Actions: -contest all buyouts or takeovers unless otherwise specified -add fluff piece for Coronal Catalogue of Duelists (see below in spoiler) -add fluff piece for Status and Extravagance (see below in spoiler) Bookkeeping Military Units (cap 6): 4 Land, 2 Space 1st mechanised infantry division 3rd mechanised infantry division 2nd armoured division 1st colonial marines division 1st Space Battle Group 2nd Space Battle Group Economic Treasure: 4/5 Trade Posts Owned: 66 TP1: Spellbooks 69 TP3: Hematite 93 TP1: Well-Fed Animals 71 TP1: Industrial Machines 71 TP2: Industrial Machines 84 TP1: Lepkashramov Ikons 107 TP1: Sheet Polymer Technology Xenolinguistic catalogue Dust hardening Wet Navy Ships Nuclear Fusion Bedalian Megadirigibles Arcane Amplification Algorithmic Imagination In Vivo Modification Aclaustrophobic Psychiatry Pseudogravity Engineering new stats stat increase: economy +1, military +1 Diplomacy: 10 Military: 6 Economy: 10 Faith: 2 Intrigue: 2 Fluff: Economy: Now that the space station Themis was build, it had to be developed. Labs had to be build and after the labs came the factories that would build those things developed in the lab. As the Bafatis are thinkers and always in favour of developing the mind, they decide to donate both money and resources to the Imperial efforts to develop techs diplomacy: More people are encouraged to go live on Themis. With the production lines coming online one after the other, more jobs were offered on the base and people were recruited to fill them. Their families also moved up and a whole economy started developing on the base. Military: Some Bafatis military resources are being send to the Imperial embassy to instruct them in the Bafatis way of dueling. The Duke, himself a good duelist in both mundane methods, has consented to give a demonstration with his army Chief of Staff. Org actions: Coronal Catalogue of Duelists dueling in the Bafatis Dynasty is allowed in certain circumstances and with non-lethal methods only but have no value in the judicial system. Both duelists also need to bring one witness to the duel. The most common method is using stunguns. The duelists stand either back to back and walk a pre-arranged number of paces (checked by the witnesses) and then turn around to fire as quickly as possible. Another method is to stand a certain number of paces away from each other and then fire at a certain command (often a hankerchief dropped on the floor is used, although methods vary across the Dynasty). This method is quick and quite safe. An older method used wooden sticks and wicker shields. The idea was to score touches on the opponent (often three, but it might vary). While this method is still used, especially in the north of the Dynasty, it's now done with a special vest and 'stick' so that touches are recorded by a computer which makes the system a lot more fair and brings down the amount of discussion on what as a touch and what was not. The old wooden sticks and wicker shields are sometimes used for training and in historical displays. The Psions, if they duel, use their mind and have a whole system of their own. The most common method is to use their mind to make the opponent do something, for instance stretch a leg or an arm, and the opponent has to prevent this. This is quite difficult as you have to block at the same time as you have to attack, requiring multiple disciplines. It has to be said the psions not often duel and if they do, it's mostly apprentices and journeymen. Masters almost only do this for display purposes, to demonstrate the techniques to students or during an exhibition. Status and Extravagance As Psions are a very important part of Bafatis society, they have a distinct set of badges, to be worn on all clothes. These badges have as their basis a cross with in each quadrant then space to place a symbol of a discipline this psion is an expert in. Not all symbols are well known by the common people as some fields can be quite small and the chance of meeting someone with that symbol is quite low. But the more common symbols are known throughout the Dynasty. The symbols are always silver, except for the supreme grandmaster in that area, who wears a gold symbol. The colour of the cross and the quadrants also shows expertise and rank. For instance a beginning apprentice will have green quadrants and a black cross, without any symbols. As soon as they become journeymen in their first discipline, they get the silver symbol of the discipline and the background behind that symbol becomes blue. After journeyman there are 3 mastery levels and then grandmaster, each with a different colour in the quadrant. The cross changes colour as soon as a journeyman gets his first mastery and again when they become grandmaster in a discipline or master 2 in two disciplines. There are only four quadrants because mastering more than four disciplines is almost impossible, given the time required to master a discipline. To gain a new colour, or a new symbol, the psion has to pass tests set by masters (or grandmasters) at least two levels higher than the desired level (except for grandmasters, but then the supreme grandmaster always sits in on the test).
  13. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 30 | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 | Will: +8 conditions: none With so much coin in her purse, Chalia decided to splurge and took a private room and a good meal with some nice wine. She suggest the next morning to head out to the town hall to see what options they have on exploration contracts. She will also mention to the others that Captain Forns of Merrow is interested in information about more organised bandit attacks, so if anybody hears something, it might be worth something. OOC exploration activity: scouting (gives a +2 to initiative) used 10 sp to get a decent meal and a private room.
  14. Staktblock Female NG Half-elf Swashbuckler, Level 2, Init 3, HP 17/17, Speed 30ft AC 17, Touch 13, Flat-footed 17, CMD 16, Fort 2, Ref 6, Will 3, CMB +3, Base Attack Bonus 2 silversheen, MC rapier +6 (1d6+1, 18-20/x2) cold iron dagger +5 (1d4+1, 19-20/x2) shortbow (20) +5 (1d6, x3) Studded Leather (+3 Armor, +3 Dex) Abilities Str 12, Dex 17, Con 10, Int 12, Wis 12, Cha 15 Condition None hero points: 0/1 panache: 1/2 Vri was about to suggest that she would go first as she considered herself the most nimble of the group, but T'Sarra had already moved in, so she waited for her return or signal that they could move through. OOC
  15. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None Nera followed, bow ready. She looked down and noticed a slight change in the elf in front of her, although she couldn't see what from the back. While she could quite well in dim light, she couldn't see in total darkness. She noticed that one of the others put a light spell on her weapon, so she knew there would be able to see as soon as she followed. When the all clear came, she moved down as well.
  16. Statblock Female CG Half-elf Ranger (Guide), Level 1, Init 3, HP 10/12, Speed 40ft AC 17, Touch 13, Flat-footed 14, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 2-handed composite longbow (55) +5 (1d8, x3) Longsword +2 (1d8+1, 19-20/x2) dagger (cold iron) +2 (1d4+1, 19-20/x2) Studded Leather , light wooden shield (+3 Armor, +1 Shield, +3 Dex) Abilities Str 13, Dex 17, Con 12, Int 14, Wis 13, Cha 10 Condition None Darhana looks around as well, including into the pit at the central location of the round room. She also has a look at the arrow shooting device. OOC
  17. HP: 97/104; AC: 20; Fort: +9, Ref: +9, Wil: +7 (+9); Greataxe +2: +15/+10, 1d12+8, warhammer: +12/+7, 1d8+4 Composite Shortbow (+3Str, MC): +10/+5, 1d6+3 Dagger (silver, cold iron): +14/+9, 1d4+4 Breastplate +2 (Mithral) Halgana would head out to get the robes together with Ilyrina and she would also get a warhammer as well as other supplies needed that she could easily get. OOC I've removed 12gp for the warhammer and the 150 as my share of the wand. I'm not sure how much the robes will be. I've added a city list to my spell page, and those are the spells I'm taking. If Ulrica wants me to hide a weapon for her, it's 2x hide weapon, otherwise one will be a delay poison
  18. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None "We have to get back here," she said as her sensitive nose picked up the scent of the wiskey. She followed carefully, looking around her for any trouble.
  19. 1) They are cavern elves, but they are not from Talanriel, but from the old world. I'm not sure if in this world everybody was teleported in from the same original world or not, and if all elves come from the same world. 2) works for me. Can be a bit like Spanish and Portuegese (or Italian). It sounds the same and if both groups make an effort, they can understand each other. 3) Chalia grew up on the old world and was teleported here. If the Talanriel elves come from the same world, then the first, if not, then the first, but a lot more distant. 4) I mostly went with the culture of the Elves on Golarion when I wrote the backstory, so something very similar to that. 5) It most likely will be, as that will be a very small group of people.
  20. I'll get the cloaks (Ilyrana I think has volunteered to join me) and a warhammer for myself. I guess that's not a problem to find one. : do you want a secondary weapon (light or one-handed melee) that I can hide in my arms when we go to that meet? If so and you don't have one yet, let me know which one and I'll get one?
  21. so everybody has all those, or is that 7 vials in total? Just to be absolutely clear. Silver might be useful against undead, especially on the secondary weapons as they won't be magical.
  22. Female CG Catfolk Ranger (Guide), Level 1, Init 3, HP 12/12, Speed 30 (20 climb) AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 3, Ref 5, Will 1, CMB +2, Base Attack Bonus 1 longbow (40 arrows) +5 (1d8, x3) handaxe +2 (1d6+1, x3) silvered, cold iron dagger +2 (+4) (1d4+1, 19-20/x2) studded leather, light wooden shield (+3 Armor, +0 Shield, +3 Dex) Abilities: Str 13, Dex 17, Con 12, Int 14, Wis 12, Cha 10 Condition: None "Smelly stuff, just great," she grumbled to herself as she followed Gareth, bow ready to attack. She wanted to clarify that she meant attackers, not children, but someone else had already opened the door and now she had to follow. Well, if all else failed, she was one of the fastest runners and certainly the better climber.
  23. Elven Fighter 3 HP: 42/42 | AC: 20 (21 with shield) | speed: 30 | hero: 3/3 Perception: +8 | Fort: +8 | Ref: +8 | Will: +8 conditions: none "Weyling decided after the operation to pursue other opportunities," she said, "he was alive and well the last time we saw him, but he just decided that adventuring in the wild wasn't really his thing. Can happen. Not everybody is cut out for that kind of life." Outside she would suggest going to an inn or something to discuss the next steps. As they worked quite well together as a group, maybe they could stay together and put some of the money in a communal pot to pay for communal things, like some healing potions or one of those 'bigger on the inside than on the outside' bags. OOC exploration activity: scouting (gives a +2 to initiative)
  24. might be a good investment. As we use automatic bonus progression, we don't really need magical weapons and armour, as those come on their own, except for the special bonuses (make a weapon ghost touch, or flaming, etc.). So a few more consumables and wands are probably higher on the list of things to get. : how do you plan on handling that, as normally a weapon needs a fundamental rune before you can put on a special rune. But now we don't need fundamental runes as they come on their own with the bonus progression (and if I understood correctly, it doesn't stack, otherwise I can get a weapon with 6 damage dice, and that's quite too much).
  25. I thought the reward would be 300gp. Just to stay consistent as I know with PbP it can be difficult as we're playing a year on something that could be done in one session at a table.
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