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All the Creeping Things: An AIMhack Campaign


Lilith

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Click to reveal.. (Lephista)
Lephista
28/28 HP, 5/10 stamina

Magic (Conjuration): 14
Melee (Aikido): 7
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 Aikido techniques:
Front-of-the-head strike: Lephista strikes the bridge of an opponent's nose with the edge of her hand, stunning and damaging them. 1 stamina.
Meditative stance: Lephista relaxes her body and mind, giving a small bonus against all attacks this round. Move action.

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Woo for self-inflicted combat!

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

Race: Human Female

Occupation: Mage

Alignment: Cheerful

 

HP: 13/17

STA: 5/10

 

Magic (Evocation): 12

Perception: 8 (+1 racial)

Nature: 7

Acrobatics: 7 [+1] (+1 racial)

Athletics: 7 [+1]

Arcana: 5 [+1]

 

Spare SP: 1

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Alright, so, let's use all these puppies up. +1 Melee, and, say, +1 Acrobatics. This puts me at 30/43 HP and 7/10 STA. Inventory is updated. By the way, I was told there was 4 Aerolyzers and 8 Poisons extra. I'll take half of each 'cause I won't need 'em all; maybe Creidne can take the rest?

 

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 43

 

Skills:

 

Click to reveal..
Melee (Swords): 14

Missile (Knives): 5

Artifice: 5

Composure: 5

Stealth: 5

Streetwise: 5

Thievery: 5

Perception: 4

Acrobatics: 3

Athletics: 2

Arcana: 0 (+1 racial)

 

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 (In Use)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe and Tobacco

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

Horse ("Horse")

Iron Key

Hirst's Journals

Healing Potion (1)

Purgative Potion (1)

Stimulant (1)

Alchemist's Fire (1)

Aerolyzer (5)

Poison Vial (7)

 

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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  • 2 weeks later...

...I really need to stop forgetting to level. Anyway, there's a new archery technique in here that is NOT yet approved. But I figure every little accuracy bonus counts.

 

Also, if I ever get the urge to play a character with two martial skills, a magic skill, and an alchemy skill again, someone please smack me.

Click to reveal.. (Amadan Rayton, XP-214)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 28/29 [+1]

STAMINA: 5/10

SKILL POINTS: 000/214

 

Missile (Archery): 11 (66) [+1]

Magic (Transmutation): 9 (45)

Alchemy: 5 (15)

Perception: 5+1 (15)

Stealth: 5+1 (15)

Arcana: 5 (15)

Nature: 4 (10)

Acrobatics: 4 (10)

Melee (Knives): 4 (10)

Artifice: 4 (10) [+1]

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 (6))
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.

 

Shooter's Stance (MAct): The archer holds their current position and remains steady; so long as the character does not move from that spot, they gain a bonus to missile accuracy and can inflict additional damage on stronger rolls. However, remaining still also makes the character an easier target, causing their defense to drop until they break the stance.

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.

____8x 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.

____9x 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.

Beetle-Shell Shield (+1DEF, +1 Magic & Elemental Resist) – A shell made from a highly-resistant form of giant beetle. Its toughness provides extra protection from hostile magic and elements.

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.

Lit Lantern – A simple light source.

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

____0x 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.

Stamina Potion - A potion that eases fatigue and recovers 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 (6/10 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!

3x Aerolyzer - Renders a liquid aerosol on contact.

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

Alchemical Fire - A potion that ignites when exposed to air.

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.

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

Insect-Repelling Plants - Plants that repel insects when burned.

Click to reveal.. (Animal Companion)
EMBER

[Gender?] Warhorse

STATUS: Reasonably Healthy

TYPE: Mount

ABILITIES: Running swiftly, maintaining composure during combat.

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belated ding:

 

Click to reveal..

Melee (1H Swords): 13 (+1)

Acrobatics: 7 (+1 racial)

Composure: 7

Athletics: 6

Perception: 4

Streetwise: 3

First Aid: 4

Stealth: 4

Thievery: 3

Nature: 1

 

Banked: 3

 

I'll also, if it's the will of the group, take whatever aerolyzer/poison Weimin doesn't.

 

Finally, I'll try and come up with a couple of combat techniques for the session. If anybody has any ideas, IM/PM/ITT them, because I suck at making up techniques.

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ba-ding!

 

Click to reveal..
Melee (1H Swords): 14 (+1)

Acrobatics: 7 (+1 racial)

Composure: 7

Athletics: 6

Perception: 4

Streetwise: 3

First Aid: 4

Stealth: 5 (+1)

Thievery: 3

Nature: 1

 

Banked: 0

 

I'll totally get around to making some half-decent techniques before next time. I have some ideas based off of today's session.

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Seeing as how the squishy wizards (namely Lucia) keep getting attacked whenever we enter combat, it's high time the squishiest of them all learn how to heal herself. tongue

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

Race: Human Female

Occupation: Mage

Alignment: Cheerful

 

HP: 15/17

STA: 1/10

 

Magic (Evocation): 13 [+1]

Perception: 8 (+1 racial)

Nature: 7

Acrobatics: 7 (+1 racial)

Athletics: 7

Arcana: 5

First Aid: 2 [+2]

 

Spare SP: 1

Thanks to everyone who stayed after the session and helped me with this spell. You guys gave me some good ideas.

Click to reveal.. (New Spell)
Lucia's Kinetic Field -- Creates a field of magical force around a target that will drag them, and possibly anything around them, in a given direction. This spell can either strongly affect a single target or weakly affect all targets in a small AoE. Can also be used to relocate lingering clouds, both mundane and magical.
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So I've been unsure whether to invest in melee yet another time, or to up my non-combat skills. Faced with this dilemma, I did what any sane, rational person would do: meticulously calculated the total skill point allotment of each character, and see how everyone compares, as of the previous level:

Code:
            SP in combat skills    SP in non-combat skillsLephista            133                       78Amadan              121                       93Weimin              120                       94Creidne              91                      120Lucia                78                      135
As it turns out, on average the party has spent 108.6 skill points on combat skills. Oh, and I found out something useful too! Sarachim, Lephista seems to be short one skill point.

 

And as for my level-up, I'll bump Composure, Streetwise, and Acrobatics (and update my inventory). I came up with a melee technique or two, if anyone wants one.

Click to reveal..
Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

Max HP: 43

 

Skills:

 

Click to reveal..
Melee (Swords): 14

Missile (Knives): 5

Composure: 6

Streetwise: 6

Artifice: 5

Stealth: 5

Thievery: 5

Acrobatics: 4

Perception: 4

Athletics: 2

Arcana: 0 (+1 racial)

 

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+)

Waterskin

Whetstone

Flint and Steel

Corncob Pipe and Tobacco

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak (damaged)

Horse ("Horse")

Iron Key

Hirst's Journals

Purgative Potion (1)

Alchemist's Fire (1)

Aerolyzer (5)

Poison Vial (7)

 

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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I'm back at home, the next session's in just under 36 hours, and to celebrate the occasion I've finally started catching up on logs!

 

As usual, there are quotes:

 

Click to reveal..
Lephista: "Hard truths never get a warm welcome. That's why it takes someone like me to tell them."

 

Amadan: "Tell me, what were you planning to do with him once you caught him? Beat him? Rob him? Well, I know you were planning to rob him, I was right there when you said so yourself."

 

Lucia: I storm up to Amadan and slap him in the face, then storm off.

 

Weimin: "Describing someone as 'nondescript' does not help that much. Hmm, let me think."

 

Creidne: "Sir, if there is anything we possess in quantity, it is balls."

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Click to reveal.. (Lephista)
Lephista
?/28 HP, ?/10 stamina

Magic (Conjuration): 15
Melee (Aikido): 7
Composure: 7
First Aid: 6 (+1 racial)
Athletics: 4
Magic (Abjuration): 3
Alchemy: 3
Arcana: 3
Acrobatics: 2
Perception: 1
Stealth: 1

New spell:
Righteous Bulwark: Creates a suit of divine armor over the target, temporarily boosting their armor score.
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Originally Posted By: Nioca
As a heads-up: something just came up. I may wind up three or more hours late, assuming I can make it at all.

Sorry for the short notice. frown


It's sort of important that you in particular be there for this session. If it turns out you can't make it, we'll reschedule.
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session's officially postponed

 

first preference for next date is Thursday Jan 26th nope, that one's out. second preference is Friday Feb 3rd. nioca, if you can't make either of those dates then fill in the new calendar and tell me what dates you can make

 

so help me i will make the session happen on the scheduled date next time even if it means playing amadan myself

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Originally Posted By: Nioca
(Although I confess some interest in the idea of seeing how the DM plays Amadan. tongue )
Probably just roll a d20 to determine what happens each round. On a one, make an archery attack. On a two, cast a Transmutation spell. On a three, use a potion. On a four, get slapped by Lucia. You get the idea.
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hey look i'm catching up on logs. maybe i will even get them all done before the final session. session 9 incoming

 

more quotes

 

Click to reveal..
Lephista: "We're servants of peace. We want to avert a stupid, unnecessary war. Forgive the redundancy."

 

Amadan: "My angle? Well, it basically goes like this: If this thing gets loose, you're looking at island-wide devastation. Which means a whole lot of innocent people are going to die."

 

Lucia: "Oh believe me, if we wanted to destroy your dams we wouldn't have come here first."

 

Creidne: "Well, that was useless. All we learnt was that everybody in this damned city is a complete bastard."

 

Weimin: "You should always distrust everyone you meet, Lucia!"

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Well, since that makes two people for whom the 7th would be better, let's officially reschedule to Tuesday 7th February. At least you'll have logs to remind yourselves of what you've been up to!

 

Speaking of which, here's Session 10! And another batch of quotes...

 

Click to reveal..
Creidne: "Wait! Kicking the walls of burning buildings is my speciality! Or... you could do that, Weimin."

 

Lephista: "Hang on, this is gonna be awesome!"

 

Amadan: "This was a show of force. And what better way to show force than with worms that burrow right into your skin?"

 

Weimin: "I am going to name mine 'Horse'. Seriously, do all mammals feel the need to name their domesticated animals? Lacewings never do."

 

Lucia: "I should have picked up more clothes in Wireld. My robes are all singed."

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Session 11 is now logged! I'm now only one session away from being caught up with where the campaign is!

 

Oh no! More quotes!

 

Click to reveal..
Amadan: "You're missing the point. If Hirst continues on this self-destructive path, it won't matter who has a trump card; both Wireld AND Pelinora will die. And he might even take the rest of the island with him."

 

Lephista: "We heard Hirst is missing. We're looking for him. In other words, we're here to do your dangerous, unpleasant job so you don't have to. But we can keep it a secret if you do."

 

Creidne: "You've known me long enough to know that things I attempt not working is all part of my charm."

 

Lucia: "Hey guys. Whatever you do, don't go through that door in the kitchen."

 

Weimin: "Why make large versions, though, when the small ones are already effective? I do not understand. Perhaps this is just one experiment that he did not pursue. I hope."

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As of this Session 12 log, we're now officially caught up to the campaign. This is an important one, too, as you may surmise from the quotes...

 

Click to reveal..
Creidne: "Well, I can't think of a way in which this might be good."

 

Lephista: "Hey!" I yell at Amadan. "If you're gonna call me a coward, come back and say it to my face!"

 

Weimin: "I admit, I am out of my league here. Back on... where I come from, it was always the struggle against slow oppression, slow degradation. I certainly have never seen a town wiped out in hours."

 

Lucia: "You're going to get us all killed, and for what, your pride?"

 

Amadan: "My patience is running thin. If you don't want to fight Hirst, then leave. I'm going. And I WILL use force to stop you if you attempt to restrain me again."

 

Hirst: "Can you look me in the eye, and tell me truly that the people of this island are worth saving?"

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hey nioca friendly reminder: you haven't actually posted amadan's latest levelup yet. you're entitled to 16 skill points for a total of 230.

 

also i double-checked lephista's skill point allocation and i'm pretty sure her latest levelup would give her 231 skill points instead of 230. i'll just take one point off abjuration if i don't hear from sarachim before next session i guess

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Originally Posted By: Lilith
hey nioca friendly reminder: you haven't actually posted amadan's latest levelup yet. you're entitled to 16 skill points for a total of 230.

also i double-checked lephista's skill point allocation and i'm pretty sure her latest levelup would give her 231 skill points instead of 230. i'll just take one point off abjuration if i don't hear from sarachim before next session i guess

fixed
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Oh, hey, it's an Eleventh Hour Level.

Click to reveal.. (Amadan Rayton, XP-230)
AMADAN RAYTON

Pragmatic Male Human Alchemical Hunter of Liea

 

HEALTH: 12/30 [+1]

STAMINA: 3/10

SKILL POINTS: 004/230

 

Missile (Archery): 12 (78) [+1]

Magic (Transmutation): 9 (45)

Alchemy: 5 (15)

Perception: 5+1 (15)

Stealth: 5+1 (15)

Arcana: 5 (15)

Nature: 4 (10)

Acrobatics: 4 (10)

Melee (Knives): 4 (10)

Artifice: 4 (10)

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.

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That's usually my trick. tongue

 

Anyway, since this is the finale, I figured I'd better find a use for all of Creidne's empty technique slots. By my calculations she should have 9 (2 free + 14/2), and I've done my best to try and mix these up a little as well as come up with interesting and useful ideas for her. I'll post her character as I have it in full, since I haven't done that for a while. Anything bold needs approval.

 

Click to reveal.. (Stats and the like.)

Creidne Warwick

Human Female

Occupation Somewhat confusing, these days.

Alignment: Pragmatic Good.

 

26/44 hp

4/10 stm

 

Melee (1H Swords): 14

Acrobatics: 7 (+1 racial)

Composure: 7

Athletics: 6

Perception: 4

Streetwise: 3

First Aid: 4

Stealth: 5

Thievery: 3

Nature: 1

 

Banked: 0

 

Click to reveal.. ( Trait/Perk)

TRAIT:

 

Human Survival: You receive a +1 bonus to Perception checks, and also to any one of the following three skills: Stealth, Athletics or Acrobatics. You can make checks in any of the above four skills (even the ones you didn't choose to put a bonus point in) as if trained, even if you have no points invested.

 

PERK:

 

Always Prepared - Once per session, you may add a small object of low value to your inventory that's relevant to solving a problem you're currently faced with.

 

Click to reveal.. (Inventory)

- steel longsword

- steel short Sword

- leather brigandine

- sturdy boots w/ concealed knife

 

- 1 spyglass

- 1 set of lockpicks

- 50 feet of rope

- 1 first aid kit (bandages, needle and thread, scissors, sterilising salve)

- 1 pair of pliers

 

- 1 healing tonics

- 1 Purgative

- 1 Stim pack

 

- 5 aerolyzer and 8 poison,

- 1 Alchemical Fire

 

Click to reveal.. (Techniques)

 

- Lunging Slash (1 STM): Allows Creidne to leap forward and bring her sword down on an enemy that isn't close enough to melee ordinarily. If successful, Creidne ends up directly next to her target.

 

- Lightning Swipe (1 STM): With her impeccable timing, Creidne manages to get two attacks on upto two targets instead of the usual one (at a slight penalty to accuracy, of course). (Altered to allow two targets instead of one.)

 

- Targeted Blow (0 STM): Her knowledge of first aid allows Creidne to target a foe where it's going to hurt most. She can make a called attack at a particular part of her target, increasing her chance to hit and damage caused, but putting her at greater risk from attack whilst she focuses.

 

- Challenge Foe (0 STM): By calling out a particular foe in combat, Creidne recieves bonuses to hit, and to dodge, that particular enemy.

 

- Grapple (0 STM): Creidne seizes the target and prevents them from moving, or attacking, until they break free. (Replaces the frankly awful "Disarm")

 

- Blade Barrier (1 STM): Creidne creates a blade shield by rapidly swinging her weapon, whilst still being able to attack with her off-hand. (Minor action to sustain.)

 

- Ferocious Cleave (2stm): Creidne slices through (up to three?) enemies standing before her, ending up on the other side of them (full round action - no movement)

 

- Knockback: Creidne gains some vital distance between herself and her foe, knocking them back with a glancing blow.

 

- Burnout (3STM + 1 per round to maintain. Lasts until stamina is spent.): Calling upon all her reserves of strength, Creidne becomes twice as fast in combat, gaining an extra 3 movement spaces, and an extra attack per round.

 

Edited, and all approved.

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