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Posted: Mon Nov 24, 2008 2:15 pm
'Where in the nine hells am I now?' Rour thought to himself, at lest this is what normal people called him. OOC: italics means thought
The 9 foot tall weeping pine tree by the group, seems to shake a little then it seems to move and you can see it's arms and legs and head now. It's mouth opens and what was bark is now rows of razor sharp teeth and a large tongue as it yarns. It shakes and a few pine needles(hairs) fall to the ground. "What's for breakfeast" He says in a broken common.
OOC: Meet the githzerai, hehehe
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Posted: Tue Nov 25, 2008 11:55 am
oh BTW there are no maxes in this game either. if a spell says 1d6 per level it will do 20d6 and so on.
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Posted: Wed Nov 26, 2008 4:57 am
(Well, that's gonna make scorching ray an incredible spell. 24d6 damage at level 20 for a level 2 spell. PLUS metamagic shenanigans.)
The punishing convulsions went on for several more seconds before they finally released the monster from their grip. His arms slowly unclenched themeselves from his stomach and his compound eyes creaked open. He turned his two heads towards the group and let out a whine so pitiful, so absolutely heartwrenching it could melt the soul of the most depraved archfiends and make them throw their arms around the monstrocity and shout 'There, there little one... it'll be alright!'
He dug one of his humanoid hands in to the ground and raked it across the forest floor, plowing up the dirt impatiently. His mandibles mumbled incoherently as if they were trying to take some first grasp over language.
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Posted: Tue Dec 02, 2008 1:27 pm
ok so all the NPCs seem to be defering to one NPC. anyone want to find out what they are saying?
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Posted: Tue Dec 02, 2008 1:46 pm
"Does anyone know what happened?"
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Posted: Tue Dec 02, 2008 4:22 pm
"Just where the hell did you guys come from?" Said a young man wearing what looked like a spell casters outfit who was whielding a large arbalast crowsbow
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Posted: Tue Dec 02, 2008 7:43 pm
Slowly Sarakin spreads out the mental tendrals that is his telekinises, listening in on the surface thoughts of every one around him with in one mile.
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Posted: Wed Dec 03, 2008 8:49 am
"well thats hard to explain. I don't know how we got here. last thing I remember I was in my lab and then I found myself am here"
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Posted: Wed Dec 03, 2008 1:41 pm
the man to whom the others are listening to steps forward and says "where we are i don't know but i do know that i brought us all here. the last thing i remember is going through the island and finding the people most likely to be able to aid me. i don't know what it is i need help doing though. it seems i lost all my power some how as well as all my memories. all i can do now is teach others what i no longer know. these others here tell me my name is Pug and i ruled the island we had to leave but i can remember nothing. they also tell me that i am or was one of the most powerful entities in the world. that i had in fact achieved demigodhood. if this is true i know not how i lost but these people tell me that i can somehow recover my lost power. i have a feeling that we should head that way" he points more or less northward. "i don't know why we need to go that way but we do. though i think we have other concerns first. we are going to need food before long." with that he stops and waits, apparently waiting for someone else to take charge.
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Posted: Wed Dec 03, 2008 3:11 pm
Zzktel goes on mumbling incoherently like a monsterous infant as the man speaks, clearly not paying any attention. His claws rake up dirt by the ton as he impatiently scrapes the ground near the group. At the man's mention of food, however, his attention is immediately caught. He glared at the man for a few long moments before he made a sound, half growl and half whine but full of the infernal clicking of his hundreds of blade-like mandibles, that nearly rattled the ground.
Zzktel grabbed the trunk of a tree in one of his scorpion pincers and tore it from the ground like it was nothing more than a daisy rooted in sand. He stuck the canopy to his mouths and at once it was ripped at by a hundred chainsaws that cut through it like butter. With a groan of disapproval, he tossed the tree out in to the forest a hundred yards where it landed with a crash.
He was getting ancy fast. Ever since they had first let him out in to the open on the island, he had been struck with a desperate restlessness to wander and fly and make all sorts of mischief.
He brought the iron pincer down on top of another tree like a hammer, smashing it to splinters in just one swing. He giggled like a child.
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Posted: Wed Dec 03, 2008 4:53 pm
"so you are Pug. I am sorry to hear about your loss. Well all I know is that you brought us to the island, I hadn't meet you in person before only heard about you. I had actually just arrived not too long ago."
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Posted: Wed Dec 03, 2008 8:25 pm
"I will hunt." with that he, the 9 foot tree looking beast, moves with lightning speed into the forest, easily covering over a 1000 feet in six seconds.
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Posted: Wed Dec 03, 2008 9:16 pm
Demonknight "I will hunt." with that he, the 9 foot tree looking beast, moves with lightning speed into the forest, easily covering over a 1000 feet in six seconds. "Wow he's fast" Megi said outloud as he saw him run
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Posted: Thu Dec 04, 2008 5:30 pm
Permission from scifijames to join was accepted, so I'll post my sheet first before posting my entrance.
Character Sheet
Robert Rukario Human Male Age 28
Lawful Good
Strength 20 (+5) Dexterity 19 (+4) Constitution 15 (+2) Intelligence 18 (+4) Wisdom 18 (+4) Charisma 18 (+4)
Size: Medium Height: 6' 0" Weight: 200 lb Eyes: Green Fur:Grey Hair: Black, ponytail
Wizard 15/Monk 15/Cleric 10/Geomancer 10/Church Inquisitor 10
Domains: Protection Creation Inquisition Energy: Positive [Healing / Turns Undead]
Total Hit Points: 197
Speed: 40 feet
Armor Class: 21 = 10 +4 [dexterity] +3 [Monk AC bonus] +4 [Wisdom] Touch AC: 21 Flat-footed: 17
Initiative modifier: +4 = +4 [dexterity] Fortitude save: +19 = 12 [base] +5 [epic] +2 [constitution] Reflex save: +17 = 6 [base] +5 [epic] +4 [dexterity] +2 [weasel] Will save: +21 = 12 [base] +5 [epic] +4 [wisdom] Attack (handheld): +25/+20/+15 = 15 [base] +5 [epic] +5 [strength] Attack (unarmed): +25/+20/+15 = 15 [base] +5 [epic] +5 [strength] Attack (missile): +24/+19/+14 = 15 [base] +5 [epic] +4 [dexterity] Grapple check: +25/+20/+15 = 15 [base] +5 [epic] +5 [strength]
Unarmed 2d6 Claws 1d4 each Bite 1d6 (posionous)
Light load: 133 lb. or less Medium load: 134-266 lb. Heavy load: 267-400 lb. Lift over head: 400 lb. Lift off ground: 800 lb. Push or drag: 2000 lb.
Languages: Common Draconic Catfolk Elven Sylvan
Weasel familiar
Feats:
Stunning Fist Deflect Arrows Improved Disarm Blind-fight Combat Casting Combat Reflexes Extra Turning x2 Quick Draw Consecrate Spell Energy Resistance Acid +10 [epic] Energy Resistance Electricity +10 [epic] Energy Resistance Fire +10 [epic] Energy Resistance Sonic +10 [epic] Spell Penetration Greater Spell Penetration Divine Metamagic: Quicken Spell [uses up 4 turn undead attempts for the day to cast a quickend spell] Divine Metamagic: Maximize Spell [uses up 3 turn undead attempts for the day to cast a maximized spell] Forge Ring Scribe Scroll [free to wizard]
Special Traits: Scent This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Improved Grab If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Skills: Appraise Int 4 = +4 Balance Dex* 4 = +4 Bluff Cha 14 = +4 +10 Climb Str* 15 = +5 +10 Concentration Con 12 = +2 +10 Craft Ring Int 14 = +4 +10 Decipher Script Int 14 = +4 +10 Diplomacy Cha 18 = +4 +10 +2 [bluff] +2 [sense motive] Disguise Cha 4 = +4 Escape Artist Dex* 4 = +4 Forgery Int 4 = +4 Gather Information Cha 26 = +4 +20 +2 [know local] Handle Animal Cha 14 = +4 +10 Heal Wis 15 = +4 +11 Hide Dex* 12 = +4 +8 [Wolf Fur] Intimidate Cha 6 = +4 +2 [bluff] Jump Str* 5 = +5 Knowledge (arcana) Int 14 = +4 +10 Knowledge (geography) Int 14 = +4 +10 Knowledge (history) Int 14 = +4 +10 Knowledge (local) Int 14 = +4 +10 Knowledge (nature) Int 16 = +4 +10 +2 [survival] Knowledge (religion) Int 14 = +4 +10 Knowledge (planes) Int 14 = +4 +10 Listen Wis 22 = +4 +10 +8 [Wolf Ears] Move Silently Dex* 4 = +4 Ride Dex 6 = +4 +2 [handle animal] Search Int 14 = +4 +10 Sense Motive Wis 24 = +4 +20 Spellcraft Int 16 = +4 +10 +2 [Knowledge, arcane] Spot Wis 14 = +4 +10 Survival Wis 14 = +4 +10 Swim Str** 15 = +5 +10 Use Rope Dex 4 = +4
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character. Craft_1 >=5 ranks gives +2 on related appraise checks. Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards. Know Nature >=5 ranks gives +2 on survival checks above ground. Know Religion >=5 ranks gives +2 on turn/rebuke the undead. Know Planes >=5 ranks gives +2 on survival checks on other planes. Search >=5 ranks gives +2 on survival checks while tracking. If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Cleric spells: 6 per day First-level Cleric spells: 6 (5+1) per day +1 from a domain: Second-level Cleric spells: 6 (5+1) per day +1 from a domain: Third-level Cleric spells: 6 (5+1) per day +1 from a domain: Fourth-level Cleric spells: 6 (5+1) per day +1 from a domain: Fifth-level Cleric spells: 5 per day +1 from a domain: Sixth-level Cleric spells: 4 per day +1 from a domain: Seventh-level Cleric spells: 4 per day +1 from a domain: Eighth-level Cleric spells: 4 per day +1 from a domain:
Zero-level Wizard spells: 4 per day First-level Wizard spells: 5 (4+1) per day Second-level Wizard spells: 5 (4+1) per day Third-level Wizard spells: 5 (4+1) per day Fourth-level Wizard spells: 5 (4+1) per day Fifth-level Wizard spells: 4 per day Sixth-level Wizard spells: 4 per day Seventh-level Wizard spells: 4 per day Eighth-level Wizard spells: 4 per day
Human: Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included)
Cleric: Alignment Aura Spontaneous Casting (heal) Turn Undead (15x/day) High wisdom gains bonus spells daily Domain choices give additional abilities
Wizard Familiar / Alertness, etc. Bonus Feats (already included) High intelligence gains bonus spells daily
Monk AC bonus +3 +Wisdom Modifier Flurry of Blows Unarmed Strike Ki Strike (Magic) Slow Fall 70 ft Purity of Body Wholeness of Body Improved Evasion Ki Strike (Lawful) Diamond Body Greater Flurry Abundant Step Diamond Soul Quivering Palm
Geomancer Drift Stage at every Level of Geomancer Ley Lines +3 (Forest) (All spells cast in a forest are cast at +3 caster level) Spell Versatility 9 (Spells up to level 9 can be given attributes of divine or Arcane: ie., Wizards spells can be cast without armor penalty, wizard spells can be turned into healing spells through spontaneous casting) Drift 1: Leathery pads covering palms and bottom of feet Drift 1: Grey-furred wolf tail Drift 2: Grey Wolf Fur (+8 to hide in forests and shadowy places) Drift 2: Wolf Ears (+8 to listen) Drift 3: WOlf Eyes (Darkvision 60 ft) Drift 3: Wolf's Nose (Gain Scent ability with range of 30 ft) Drift 4: Wolf's Muzzle (Gain 1d6 bite attack) Drift 4: Wolf Claws (Gain Weapon Finesse and can make two claw attacks per round for 1d4 points of damage each. +4 to climb) Drift 5: Strength of a Bear (Gain Improved Grab ability as described on page 310 of the Monster Manual.) Drift 5: Canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Constitution damage; secondary damage is 1d4 points of temporary Constitution damage.)
Church Inquisitor Can use Detect Evil at will as a spell-like ability. Gains Inquisition Domain Immune to Charms Pierce Illusion Pierce Disguise Immune to Compulsions Force Shapechange Immunity to possession Dicern Lies (3x/day) Learn the Truth
Robert Rukario's Equipment:
Backpack 2 lb Bedroll 5 lb Grappling hook 4 lb Rope (50', silk) 5 lb Signal whistle 1 lb Soap 1 lb Spyglass 8 lb Waterskins x2 5 lb Climber's kit 1 lb Holy symbol (silver) Small Harp 3 lb Spell component pouch 2 lb Spellbook x1 3 lb _____ Total 40 lb Weapons / Armor / Shield (from above) Weasel familiar: Str 3 Dex 15 Con 10 Int 15 Wis 12 Chr 5; Hit points: 98; Initiative +2 (dex); Speed 20 ft., climb 20 ft; AC: 24 (+2 size, +2 dex, +10 level); Bite +4 melee 1d3-4, attach; Fort +12, Ref +8, Will +13, Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; weapon finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with mustelidae; spell resistance 25; scry on familiar
Bio: Robert was born on the island twenty-eight years ago. He was raised initially in the arts of divine and arcane. However, during his studies, Robert began unwraveling the connections between the two seemingly different magics, and thus delved into the arts of geomancy, blending both the divine and arcane by thier common link, nature. As he became more involved, his body began changing to become more like the beasts of the land. Though some thought him a werewolf by the end of his transformation, scholars and clerics found his findings and uses of magic intreguing. However, though his mind was well honed, his transformations via geomancy had given him plenty of physical prowess. In order to help him hone both mind and body, RObert left for the monestary to train as a monk, where he stayed for many years. Upon one of his return visits to civilization, he found the church had changed a bit. Money seemed to go missing after it had been counted and stored away. Eventually, Robert found out who the thief was, one of the lower ranked clerics who was starting to fall into the influence of Cyric, the God of Madness. With the high cleric impressed, Robert was trained as an inquisitor.
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Posted: Thu Dec 04, 2008 5:39 pm
Robert stood to his feet as his head throbbed from whatever it was that pulled him out of the monestary and brought him here. He watched the ongoings from the back of the group, listening to Pug. Once Pug was finished, Robert stepped forward. His appearance was more like a lupin wearing a black martial arts gi, his awkward appearance due to his research and practice of the geomancer arts. "Food will not be a worry. If you don't mind having food that's a bit on the bland side for taste, I can conjure up a feast that will not only fill your bellies, but provide a multitude of benefits to your health." Robert replied. He could create enough food for 30 people: 33 if they were in or near a forest.
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