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All the Creeping Things: An AIMhack Campaign


Lilith

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I was almost tempted to train in Melee (Slapping) for the next bout between Lucia and Amadan. tongue

Click to reveal.. (Lucia)
Name: Lucia Hannel

Race: Human Female

Occupation: Mage

Alignment: Cheerful once more

 

HP: 14/14

STA: 8/10

 

Magic (Evocation): 12 [+1]

Perception: 7 (+1 racial)

Nature: 7

Acrobatics: 5 (+1 racial)

Arcana: 4

Athletics: 4

 

Spare SP: 1

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Weimin's at 19HP / 8 STA, as I recall. Level up is +1 Streetwise, +2 Perception, the rest banked.

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 36

 

Skills:

 

Click to reveal..
Melee (Swords): 11

Missile (Knives): 4

Artifice: 5

Composure: 5

Stealth: 5

Streetwise: 5

Thievery: 5

Perception: 4

Acrobatics: 2

Athletics: 2

Arcana: 0 (+1 racial)

Points Banked: 3

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Make an Example (1 STM): Attack as a standard action, then make a Composure check to intimidate all enemies who saw the attack. This check receives a bonus based on the damage you deal to the target.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3)

Torch (1)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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Click to reveal..
Lephista
22/22 HP, 10/10 stamina

Magic (Conjuration): 13
Composure: 7
First Aid: 6 (+1 racial)
Athletics: 4
Melee (Aikido): 4
Magic (Abjuration): 3
Alchemy: 3
Arcana: 2
Acrobatics: 2
Perception: 1
Stealth: 1
2 points banked

Conjuration Spells:
* Brafdyk's Mystic Succor: Heals a single target.
* Firin's Limitless Resources: Summons a basic, no-frills version of most any object. May cost stamina, depending on the object.
* Lephista's Enhanced Avian: Summons a bird, of a species of Lephista's choice, intelligent and capable of speech.
* Tirge's Bound Foe: Causes a net of rope-like vines to appear around the target, immobilizing it.
* Choking Cloud: Covers the battlefield in opaque black smoke. Enemies will lose stamina over time if they remain in the cloud, but party members and their friends will not. All attacks aimed into or out of the cloud suffer a penalty to hit. Anyone inside gets a bonus to stealth and a penalty to perception.
* Seline's Dread Cloud: Conjures a cloud of thin, yellowish, poisonous fog. The fog is thin enough to be seen through normally, but will do damage over time to anything that breathes inside it.
*Lemele's Miraculous Rejuvenation (epic): Restores the entire party to full health, and cures any negative status effects. Stamina cost is equal to the number of healing spells it would have taken to heal everyone, up to a maximum of 9.
*Ruxin's Winged Flight (epic): All targets gain sprout a pair of feathered wings, and gain the ability to fly for a number of minutes equal to the caster's Conjuration skill. Costs 1 stamina per target
*Wall of Missiles (epic): The caster launches a volley of leaden slingstones at the enemies confronting her. Costs 1 stamina per target beyond the first.

Abjuration Spells:
*Mystic Trumpet: Raises an alarm if a creature enters the warded area.
*Repulsive Aura: Creates a field around the target that's very discomforting to everything nearby. Creatures will avoid the target, even in combat.

Techniques:
* Forearm hold: Lephista grabs the elbow and wrist of an opponent and forces their arm down, making it difficult for them to attack or move until they break the grip. An exceptional success may also cause them to drop anything they were holding with that arm. Costs 1 stamina, and may require more to maintain the hold against a determined attempt to break free
* Hip throw: Lephista grabs an opponent and throws them backwards over her shoulder. They take more damage than a normal attack, and land on their back on the square behind her. Costs 1 stamina.
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Expanding Amadan's area of effects...

Click to reveal.. (Amadan Rayton, XP-180)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 25/25

STAMINA: 10/10

SKILL POINTS: 002/182

 

Missile (Archery): 9 (45)

Magic (Transmutation): 9 (45) [+2]

Alchemy: 5 (15)

Perception: 5+1 (15)

Stealth: 5+1 (15) [+1]

Nature: 4 (10)

Acrobatics: 4 (10)

Arcana: 4 (10)

Melee (Knives): 3 (6)

Artifice: 3 (6)

Athletics: 2 (3)

 

HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.

 

LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.

 

NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.

 

Click to reveal.. (Transmutational Spells (5+2))
Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.

-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.

-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.

-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.

-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.

 

Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.

 

Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.

 

Detrimentum: Disintegrates a targeted creature or object.

 

Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.

 

Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive)

 

Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself).

 

Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina.

Click to reveal.. (Archery Techniques (5))
Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)

 

Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.

 

Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage.

 

Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk.

Click to reveal.. (Knife Techniques (2))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina.

Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)

Healing Tonic (Water) – Heals 6 HP when drunk.

Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.

Alchemical Fire (Fire) – Catches fire when exposed to air.

Stamina Potion (Earth) – Recovers 3 STM.

Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).

 

SECONDARY RECIPES (2 REAGENTS)

Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.

Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.

Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.

Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.

Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.

 

TERTIARY RECIPES (3 REAGENTS)

Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects.

Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force.

Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes.

Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer.

Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes.

Click to reveal.. (Inventory)
WEALTH - 0 Gold, 11 Silvers, 17 Coppers (TOTAL – 0.27)

EQUIPPED/WORN

Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal.

Quiver – A standard quiver for holding arrows.

____18x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks.

____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.

____10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.

Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.

Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs.

Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals.

Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down.

Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger.

Leather Boots – An important feature of any rugged ensemble.

Hand Axe - A crude hand axe.

Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.

Pack – An adventurer would be nothing without his or her trusty pack.

 

PACK

Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.

____3x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents

____2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.

____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.

____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).

____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.

____10ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages.

____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.

Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself.

Stamina Potion - A potion that eases fatigue and recovers missing stamina.

Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time.

Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc).

Large Vial of Insect Poison (6 Doses) - A powerful insect poison useful for repelling and killing insects.

3x Jerky – Portions of dried meat. The tastier alternative to hardtack.

2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each.

25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.

Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times.

Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor.

 

Also, calendared.

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Click to reveal.. (Lucia)
Name: Lucia Hannel
Race: Human Female
Occupation: Mage
Alignment: Cheerful

HP: 15/15
STA: 10/10

Magic (Evocation): 12
Perception: 8 (+1 racial) [+1]
Nature: 7
Acrobatics: 5 (+1 racial)
Athletics: 5 [+1]
Arcana: 4

Spare SP: 0

Since Lucia's spell list is getting pretty long, I'll post it here. Spells in gray are unprepared.
Click to reveal.. (Spell List)
Illumine – Sheds light in a 10-foot radius.

Flashbang – Fires a small energy blast that, on impact, lets loose with a blinding flash and deafening crack, stunning anyone nearby.

Energize – Charges magical objects, auras, and effects with additional energy. Useful for recharging dormant artifacts or enhancing buffs.

Tyinian Sunbeam – Fires a beam of hyper-concentrated sunlight at the target. Does less damage, but is more accurate and has a considerably longer range. As an added bonus, the spell is quiet, making it good in stealthy situations. The caster can fire multiple beams at the cost of 1 stamina per additional target.

Solar Flare – (1 stamina) Bombards an area with intense heat and light. The AoE is small, but anyone caught inside takes moderate damage and a penalty to their next combat roll.

Blazing Orbits – Creates up to three spheres of concentrated energy that revolve around the caster at blinding speed. Anyone trying to engage at melee range will almost invariably be hit by one and take damage. This spell can be cast on others, but stamina is required to do so.

Star Missile - Fires a superheated (in excess of 1400 Celsius) magic missile at the target. The resultant missile is capable of burning its way through all but the most stubborn targets and obstacles, and frequently causing ignition in any even slightly flammable objects. Also leaves a trail of fire in the air behind it because of its incredible temperature.

Cyclone - Creates fierce winds about the caster, pushing and knocking down anyone near and potentially stunning them.

Capture Light - Draws in light given off by any source within sight. This energy can then be redirected through the caster's next spell, giving it a bonus. Light-based spells benefit the most from this. The ambient light level will drop when this spell is cast, so low light areas can become completely dark for a brief time. Energy held for an extended period will start bleeding out of the caster, causing the caster to glow brightly and the bonus the spell provides to drop steadily. The stronger and more numerous the light sources, the stronger the bonus will be and the longer it can be held. Can be cast as a move-action for 1 stamina.

Sudden Winter - (? stamina) Creates a tempest of snow and ice covering a large AoE. Anyone inside takes damage from the cold and will be tossed about by the wind. Particularly strong castings may freeze objects and slow down enemies.

Also, Lilith, I forgot to ask how much stamina Sudden Winter costs. I assume it's at least one, probably more.
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Originally Posted By: B.J.Earles

Also, Lilith, I forgot to ask how much stamina Sudden Winter costs. I assume it's at least one, probably more.


Hmm, yeah, given that it's a wide area-of-effect spell with both damaging and debuffing effects that stays in place for a period of time, I'm gonna say 2 stamina.
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Alright, finally leveled. Should we add in the swag we got from our new-found Wireldi friends? We got, like, horses/boats, explosives, cash reserves, and presumably topped off our rations.

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 36

 

Skills:

 

Click to reveal..
Melee (Swords): 11

Missile (Knives): 4

Magic (Divination): 5

Artifice: 5

Composure: 5

Stealth: 5

Streetwise: 5

Thievery: 5

Perception: 4

Acrobatics: 2

Athletics: 2

Arcana: 0 (+1 racial)

Points Banked: 0

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Make an Example (1 STM): Attack as a standard action, then make a Composure check to intimidate all enemies who saw the attack. This check receives a bonus based on the damage you deal to the target.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Divination Spells:

 

Fated Strike (0 STM): This spell looks into the caster's fate and sees how he will live and his opponents fall. He receives a large accuracy bonus on his next attack. Move-equivalent Action.

 

True Sight (0 STM): Allows the caster to momentarily see through obstructions or illusions.

 

Vision (0 STM): Gives a vision of a location, letting the caster see and hear things as if present. The closer and more familiar the area, the longer and clearer the vision.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3)

Torch (1)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

 

EDIT: But seriously now, I'll just bump up Melee to 12.

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Originally Posted By: Nioca
Expanding Amadan's area of effects...


Clarification on Volcanic Arrow: it's a standard action for 0 stamina or a move action for 1 stamina, not a move action for 0 stamina or a free action for 1 stamina like the other Energetic Arrows are, since it's kind of a more powerful, AoE version of Fire Arrow.

Still need a levelup from Creidne.
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Click to reveal.. (Lephista)
Lephista
20/28 HP, 7/10 stamina

Magic (Conjuration): 13
Melee (Aikido): 7 (+3)
Composure: 7
First Aid: 6 (+1 racial)
Athletics: 4
Magic (Abjuration): 3
Alchemy: 3
Arcana: 2
Acrobatics: 2
Perception: 1
Stealth: 1
2 points banked

New melee techs coming soon.
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Level up is +1 Melee, +1 Missile; two techniques pending. This means a +3 increase to max HP, which brings Weimin up to 28/41 (and full Stamina); correct me if I'm wrong.

 

Inventory has been updated. I'm assuming the number of rations we all have is equal to "sufficient" (as well as feed for the horses). I only added the stuff I explicitly took during the session (Amadan grabbed the rest), but I assume we'll split the stuff more evenly next session.

 

A few idle questions: can the non-aerolyzed poisons be applied to blades? I don't think Weimin's a member of any prestige class that allows poisons... Also, how do the explosives work? Explode on impact, or do we need a fuse/magic/whatever?

 

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 41

 

Skills:

 

Click to reveal..
Melee (Swords): 13

Missile (Knives): 5

Artifice: 5

Composure: 5

Stealth: 5

Streetwise: 5

Thievery: 5

Perception: 4

Acrobatics: 2

Athletics: 2

Arcana: 0 (+1 racial)

Points Banked: 3

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Make an Example (1 STM): Attack as a standard action, then make a Composure check to intimidate all enemies who saw the attack. This check receives a bonus based on the damage you deal to the target.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3+)

Torch (1)

Poison Vial (2)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe and Tobacco

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

Horse ("Horse")

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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Originally Posted By: Dintiradan
Level up is +1 Melee, +1 Missile; two techniques pending. This means a +3 increase to max HP, which brings Weimin up to 28/41 (and full Stamina); correct me if I'm wrong.


Looks correct to me.

Quote:
Inventory has been updated. I'm assuming the number of rations we all have is equal to "sufficient" (as well as feed for the horses).


Yeah, I'm assuming that anyone who was short when you got to Wireld would have asked for enough supplies to make it back to Pelinora, and if Wireld can spare explosives it can certainly spare a little food.

Quote:
I only added the stuff I explicitly took during the session (Amadan grabbed the rest), but I assume we'll split the stuff more evenly next session.


The only things you guys haven't finished dividing up are the explosives and the gold, and you've all been pretty much treating money as a party-wide pool anyway.

Quote:
A few idle questions: can the non-aerolyzed poisons be applied to blades?


I don't see why not. I'll rule that the poison lasts for, oh, let's say 3 successful attacks before you need to reapply it and use another dose of poison. Applying poison counts as a minor action, like using a potion: if all you wanna do is kind of dip your blade in it, I'm not gonna make you roll Artifice for it or anything.

Quote:
Also, how do the explosives work? Explode on impact, or do we need a fuse/magic/whatever?


Lephista and Amadan are familiar enough with explosives to know that these ones will explode if exposed to extreme heat or sudden impact. They'll withstand ordinary jostling okay, but you might want to avoid jumping off any cliffs while carrying them.
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I was under the impression that the gold got split equally too (5 to each). No one else wanted the explosives OR the wand of enchantment breaking, so I listed them both in Amadan's inventory.

Click to reveal.. (Amadan Rayton, XP-200)
AMADAN RAYTON

Pragmatic Male Human Walking Armory Alchemical Hunter of Liea

 

HEALTH: 19/28 [+3]

STAMINA: 5/10

SKILL POINTS: 001/200

 

Missile (Archery): 10 (55) [+1]

Magic (Transmutation): 9 (45)

Alchemy: 5 (15)

Perception: 5+1 (15)

Stealth: 5+1 (15)

Arcana: 5 (15) [+1]

Nature: 4 (10)

Acrobatics: 4 (10)

Melee (Knives): 4 (10) [+1]

Artifice: 3 (6)

Athletics: 2 (3)

 

HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.

 

LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.

 

NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.

 

Click to reveal.. (Transmutational Spells (5+2))
Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.

-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.

-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.

-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.

-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.

 

Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.

 

Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.

 

Detrimentum: Disintegrates a targeted creature or object.

 

Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.

 

Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive)

 

Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself).

 

Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina.

Click to reveal.. (Archery Techniques (5))
Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)

 

Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.

 

Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage.

 

Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk.

Click to reveal.. (Knife Techniques (2))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina.

Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)

Healing Tonic (Water) – Heals 6 HP when drunk.

Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.

Alchemical Fire (Fire) – Catches fire when exposed to air.

Stamina Potion (Earth) – Recovers 3 STM.

Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).

 

SECONDARY RECIPES (2 REAGENTS)

Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.

Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.

Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.

Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.

Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.

 

TERTIARY RECIPES (3 REAGENTS)

Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects.

Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force.

Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes.

Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer.

Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes.

Click to reveal.. (Inventory)
WEALTH - 5 Gold, 11 Silvers, 17 Coppers (TOTAL – 5.27)

EQUIPPED/WORN

Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal.

Quiver – A standard quiver for holding arrows.

____9x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks.

____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.

____10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.

Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.

Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs.

Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals.

Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down.

Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger.

Leather Boots – An important feature of any rugged ensemble.

Hand Axe - A crude hand axe.

Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.

Pack – An adventurer would be nothing without his or her trusty pack.

 

PACK

Wand of Enchantment Breaking - A wand designed to break enchantments. If used too frequently in too short a period of time, it may break.

Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.

____5x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents

____2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.

____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.

____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).

____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.

____9ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages.

____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.

Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself.

Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time.

Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc).

Large Vial of Insect Poison (6/10 Doses) - A powerful insect poison useful for repelling and killing insects.

3x Vials of Insect Poison - An insect poison useful for repelling and killing insects. Now in small vial form for added description redundancy!

Aerolyzer - Renders a liquid aerosol on contact.

3x Explosive - Vials of alchemical explosive, which detonates on impact or under extreme heat.

3x Jerky – Portions of dried meat. The tastier alternative to hardtack.

2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each.

25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.

Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times.

Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor.

Click to reveal.. (Animal Companion)
EMBER

[Gender?] Warhorse

STATUS: Reasonably Healthy

TYPE: Mount

ABILITIES: Running swiftly, maintaining composure during combat.

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Weimin didn't express interest in the cash or explosives because, y'know, BEES.

 

I've got me techs now:

 

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 41

 

Skills:

 

Click to reveal..
Melee (Swords): 13

Missile (Knives): 5

Artifice: 5

Composure: 5

Stealth: 5

Streetwise: 5

Thievery: 5

Perception: 4

Acrobatics: 2

Athletics: 2

Arcana: 0 (+1 racial)

Points Banked: 3

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Water Strider: Once per session, you may spend one Stamina point to avoid having to roll an Acrobatics or Athletics check to travel on, over or through a body of water. The skill check will be treated as if you had rolled a 19.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Exhausting Onslaught (0 STM): Attack as normal. If an Exhausting Onslaught was made on the same target last turn, you get a bonus to hit.

 

Make an Example (1 STM): Attack as a standard action, then make a Composure check to intimidate all enemies who saw the attack. This check receives a bonus based on the damage you deal to the target.

 

Run Through (1 STM): Your weapon skewers through your target's arm, leg, or gut, and pins it against the wall or ground. The target cannot move while pinned; it must spend a standard action to attempt to escape. Make a secondary attack whenever the target attempts to escape; on a hit, the attempt fails. You cannot use your weapon for anything else while maintaining the pin, but you can make a basic attack against the target by twisting your weapon.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Hobble (1 STA): Attack as normal. On a hit, the target speed is reduced based on the severity of the attack for the rest of the encounter or until healed.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (7)

Dried Rations (3+)

Torch (1)

Poison Vial (2)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe and Tobacco

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

Horse ("Horse")

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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Given the amount of time the party has been traipsing about, Creidne is getting her first point in Nature. For the rest, more points going into melee and first aid.

 

Click to reveal..

Melee (1H Swords): 12 (+1)

Acrobatics: 7 (+1 racial)

Composure: 7

Athletics: 6

Perception: 4

Streetwise: 3

First Aid: 4 (+1)

Stealth: 4

Thievery: 3

Nature: 1 (+1)

 

Banked: 2

 

Dintiradan's last post also reminds me that Creidne's also behind on a technique or three. How many should she have at this level?

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2 free techs + (12/2) Swords techs = 8 techs total for Creidne. So two more than she's already got.

 

Bad news, guys. I haven't been feeling well, I've been run off my feet doing errands for family and basically I really don't think I'm up to running a session of the quality I'm aiming for tomorrow, so I'll be postponing it until some time after Christmas. Sorry about this.

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