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At the Adventurers' Table

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All. What the heck? Two of the rolls I made for Powerpaw somehow didn't stay on the screen (his critical hit threat confirmation and the damage). I know I rolled these and I remember the results.


Looking into the notes, the die rolls are missing! Die rolls 995 and 996 somehow didn't keep. I know our Internet connection is screwy sometimes, but where did they go? I will replace the missing die rolls (because I want this to be complete), though it wouldn't be fair of me to change their result. How weird...


EDIT: Done. Glad RPNation allows us to add them back easily using the BB Code. =)
 
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Yeah, mine disappear sometimes when I edit the post. I just go to the dice page (link in the main bar up top) and grab the code again.
 
Thats strange; I see them when I look at the posts.
 
I have since fixed them. Dann sez,

EDIT: Done. Glad RPNation allows us to add them back easily using the BB Code. =)
 
A random funny because because.


h8E9F0645



Captain Hesperus
 
Heya, friends! I plan on posting tomorrow if work doesn't "do me in" for the night. Hope your week is going well! =)
 
I'm debating on what spells to go for when I level up, but I'm curious; just how common are spellcasters in your world? I am curious to know if getting the spell Globe of Invulnerability (lesser) would come in handy or be more of a waste.


So many spells that I want! I need them all!
 
And I have choices, choices to consider. Do I get another level of Rogue or Sorcerer? On the one hand, with a new Rogue level I get an increase to my Sneak Attack damage, but with a Sorcerer level I get a new Bloodline Power, a Bloodline spell, a new 1st level spell and an extra daily casting.


Actually, the choice isn't that hard...


Captain Hesperus
 
I have a Pathfinder spell for my next level that I'm posting here for approval.


Ball Lightning


School evocation [air, electricity]; Level druid 4, magus 4, sorcerer/wizard 4


CASTING


Casting Time 1 standard action


Components V, S, M/DF (a small iron ring)


EFFECT


Range medium (100 ft. + 10 ft./level)


Effect two or more 5-ft.-diameter spheres


Duration 1 round/level


Saving Throw Reflex negates; Spell Resistance yes


DESCRIPTION


You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.


If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflexsave negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw.


Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range.
 
And here is a Feat from the Ultimate Magic book that I'd like an ok on:


Feats‎ > ‎General Feats‎ > ‎


Spell Specialization


Select one spell. You cast that spell with greater than normal power.


Prerequisites: Int 13, Spell Focus.


Benefit: Select one spell of a school for which you have taken the Spell Focusfeat. Treat your caster level as being two higher for all level-variable effects of the spell.


Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
 
Sherwood. Re: Sparkle and the use of "Blah." Whether Luna chooses to "Blah" the answer to Sparkle or instead go into finer detail with her familiar is completely up to you. "Blah"specifically means to skip the details and say (for the sake of time and words) that Sparkle just has a general idea of what is going on without a character having to type it all out, or you can do the latter if you so choose - whatever fits your mood. "Blah" is a tool we've had around just for these sort of moments (though it's usually used among players who are coming back from having missed a game).


Re: Additions. Ball Lightning is a fine addition, but I will have to pass on Spell Specialization. While the former is a well-balanced spell open to lots of creativity and possibilities, the latter just isn't something I'd like in our campaign. Thanks for the suggestions. =)
 
All. I will likely be home most of this weekend, so I'll be able to post. =)
 
Good deal. I'll make my plans for next level accordingly.
 
Dannigan said:
This thing takes notice of the three of you and pauses.
umberhulk10.jpg
Fuck, fuck, fuck.


Fuck.


I wanted to attempt a check to see if Wolf has any useful knowledge about this thing, but it didn't come out well :(


[dice]1094[/dice]


Still, a roll's a roll, even if it ends up a laughing stock :sweat:
 
@Wolf Too true. Wolf apparently hasn't run into these yet, either in adventures or in lore. Good try, though! =)


@Captain Hesperus Otiorin has the right idea, but I want to point two things out.


1. While you certainly seem to know what your opponent is, I'd like you to roll to see if Otiorin knows, please. Just like Wolf. 2. The thing is looking right at all three of you. Under the current conditions, there is no way Otiorin (or anyone) is going to succeed using the Stealth skill.


Now, if you succeed in distracting it or something, you know, make it so it takes all four of its eyes off of Otiorin long enough for him to get out of its sight or interest, then go for it! =) I get that Otiorin is attempting to kind of walk away and hope the thing's attention stays on Powerpaw and Wolf, but in a case like this where you are the only interesting opponents in sight, and given what this thing is, I am going to call that the Stealth roll under these circumstances cannot succeed. Unless you say otherwise, I will say Otiorin is moving around it. It continues to watch all of you until it decides to take action.


One more thing on that. Otiorin has rogue levels (as opposed to those who aren't rogues trying to do the same thing he's trying). Otiorin, I say, would know straight out the gate that trying to use the Stealth skill to sneak up on a baddie who is directly aware of you will not work - if you want to rewrite his action (or go ahead with what he is doing), I am happy to allow it. Your call, friend. =)


Back to identifying the thing, Powerpaw just gave it a shot. I rolled a 3. Powerpaw, in my mind, kind of scratches his muzzle, looks at me and says, "I gotta fat lotta nothin'!" =)
 
Too bad that Luna is busy scoping out a different bunch of baddies. She has lore enough that I might recognize it.
 
Even if Otiorin isn't able to stealth, flanking could help (as long as Powerpaw gets "aggro").
 
@Sherwood I just realized that I missed a question of yours (or rather, I read it, Real Life took over again, and I forgot to get back to it). Back on page 39, Sherwood sez, "...but I'm curious; just how common are spellcasters in your world?"


Well, it depends on where you go. In Summerset, they're about as common as they are going to get. Summerset has magical colleges, families, hangouts, libraries, you name it. Summerset also has the aforementioned lack of work for the typical adventurer, an unhealthy plague of politics that runs all over anyone of power (and many without), and a royal family with a long beard you might say that has the tremendous ability to keep coming out on top when it comes to ruling the city.


Outside of civilized lands, the divine spellcasters tend to get the greater numbers (especially when you're talking druids or clerics of Mielikki, the forest mother - she's up there in Highwind and has been since that city's beginning).


In the dangerous cities west of Summerset, in a nation called The Bloodlands, there is a terrifying cult of Wee Jas (the evil goddess of magic). These nasty jerks are most often called the Monk-mages of Wee Jas, and they are not to be crossed lightly. They have blended that class combination into something very potent, and similar to the Ko monks, they hardly ever work alone or outside their own order. But the Ko monks are not Wee Jas's arch-enemy...


That would be Saint Cuthbert, the god of retribution. Like Wee Jas (in my world), he is a mortal become divine, a normal person who ascended to godhood and he has a track record to prove it. Remember hearing the exclamation, "By the Saint!"? Well, this is the man they're talking about, and his followers are numerous (including some in Summerset, a sprinkling in the city of Glimmerdawn, and a church-fortress in Highwind).


There are more, but those are the sources of magic on the adventuring road that Luna would likely be most familiar with.
 
Re: Flanking. Kaerri is correct. As long as a rogue is flanking a target with an ally, that rogue can Sneak Attack (and get the +2 to hit flanking bonus while doing so). Certain rules apply, but it works on most opponents (perhaps including the one you currently face).
 
I'm sorry if I didn't make it clear, but Otiorin ran away into the darkness, so unless the Umber Hulk has Darkvision or some similar skill I was hoping Otiorin could disappear into the shadows. But if that's not an option, then he'll still attempt the flanking move, just being slightly more visible. Additionally, his sheathing his sword and retrieving his enchanted one should take a few rounds, time enough for the Umber Hulk to be adequately occupied by the Ranger and Fighter.


As for his knowledge of the beast, Otiorin has no Knowledges that relate to identifying creatures, and I will reflect his lack of knowledge when he speaks.


Captain Hesperus
 
@Captain Hesperus Ah! The fault is mine. You wrote it with crystal clarity - I just read it and focused on something else. Sorry about that!


Unrelated here, but I've been meaning to say it. One thing I really like about your play-style, Cap - your writing is very good! I am often entertained by the word choices you make and the way your characters think. =) I put a like on that post of yours because I enjoyed the description you wrote of Otiorin unsheathing the Moonlit Edge, and the serious feelings that came with such a decision. His mother's words were neat to "hear" and true, too. That's excellent RPing in my book. =)
 
All. My hat goes off to Kaerri here! That player's perspective of the deities around your neck of the woods in Sharseya is fantastic! I think she got them all, because I can't think of anyone she left out. I really could not have done better myself (the way she goes about her descriptions are that good, plus there is a lot she is not saying, which you will discover later on).


Kaerri, this no-spoilers, all-fun post of the gods (yah, really!) you created is appreciated, ke'chara. Thanks, you! =)
 
I'll actually have to pick a deity at some time, so I can make my prayers to him/her as I go into battle. Is there a god(des) of magic? I'm sure that there is; I just would like to know some details before tossing my hat into the ring of worshiping them.
 
And I see my question has been answered. I'll be a follower of Boccob, the god of magic.
 
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