| Post/Author/DateTime | Post |
|---|---|
| Malither7603-23-06, 11:46 PM | This Quest is for Lonewolf, if you are not he or myself please do not post here. Quest log week1:Killed the pour boy in his sleep week2:Possesed the other mans body to fight Dameon and lost week3:Possesed Dameon and killed himself Items used week1:None week2:None week3:None Rewards: XP 3 EL 9= 2700+2700+2700+33%=10800xp Gold 3 EL 9= 4500+4500+4500+33%=18000gp PSI earns 10%= 1800gp |
| Malither7603-23-06, 11:47 PM | Character sheet Samuel Highground Male phrenic Ghost Halfling(undead(incorporeal)) Chaotic neutral Wilder2, ECL9 Member of the PSI Consortium Guild Taxes: 10% XP:40885/ needed to level:45000 STR...6 [-2]...(0 pts) [-2 halfling] DEX...20 [+5]...(10 pts) [+2 halfling, +2 Item] CON...- ...(2 pts) INT....14 [+2]...(4 pts)[+2 phrenic] WIS...14 [+2]...(4 pts)[+2 phrenic] CHA...30 [+10]...(16 pts)[+4 phrenic, +4 Ghost, +4 Item] Hit Points: 12+ 1d12(6.5)= 18 [2 HD] AC 26 [+5dex, +1size, +10 deflection], Touch 26, Flat 21 [+1 dodge][+4 Inertial armor(also add to touch AC due to Elude touch)][+4 Force screen][+1 defensive precognition] Initiative: +5 BAB/Grap: +1/immune Speed 20, fly 30(perfect) Saves: Fort +3 [0 Wilder +0Con +1racial, +2resistance] Refl +8 [0 Wilder +5dex +1racial, +2resistance] Will +8 [3 Wilder +2wis +1racial, +2resistance] +2 morale bonus on saving throws against fear. Attacks: +7 touch Feats: Dodge Racial and Class Abilities: Spoiler: Phrenic: Psi-like abilities: 3/day - defensive precognition; 1/day - force screen Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance 12 Int +2, Wis +2, Cha +4. Halfling: +2 Dexterity, –2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue. Ghost: Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 25). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. Manifestation (Su): See SRD. Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Turn Resistance (Ex): A ghost has +4 turn resistance. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. +8 racial bonus on Hide, Listen, Search, and Spot checks. Wilder: Wild Surge+1 Psychic enervation Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Elude Touch Skills (24 Points Wilder): +15 Concentration[5 rnks, +10 Cha] +9 Escape Artist[4 rnks, +5 Dex] +11 Handle Animal[1rnk, +10 Charisma][1cc Wilder] +17 Hide[0 ranks, +5 Dex, +4 Size, +8 racial] +10 Listen[0 rnks, +2 Wis, +8 racial] +12 Perform(Comedy)[2ranks, +10Cha] [2cc Wilder] +7 Psicraft[5 rnks, +2 Int] +15 Spot[5 rnks, +2 Wis, +8 racial] +10 Tumble[5 rnks, +5 Dex] +10 Search[0 rnks, +2 Int, +8 racial] automatically suceeds Move Silently Speaks Common, halfling, gnome and dwarven Powers Known: [1] [Power Points: 17(6 wilder, 10 bonus, 1 phrenic); Use: 6(1/3 of total PP)] 1: [Dc 21] Vigor, Psionic Grease Buffs and Prefight actions: Gain Psionic Focus Equipment: Brooch of Shielding(92/101 damage) [1500gp] Cloak of Charisma +4 [16000gp] Tan Bag of Tricks [6300gp] Gloves of Dexterity +2[4000gp] Vest of Resistance +2[4000gp] Expendable Items: [CL] Dorje of Energy Ray[ML2][29 charges][1500gp] Potion of Shield of Protection from Evil[CL1][50gp] Potion of Shield of Protection from Good[CL1][50gp] Potion of Shield of Protection from Law[CL1][50gp] Potion of Shield of Protection from Chaos[CL1][50gp] Potion of invisibility[CL3][300gp] Stone of Energy Bolt[ML5][375gp] 1x Stone of Inertial Armor[ML1] [50gp] 1x Stone of Touchsight[ML5] [375gp] 2x Stone of Dispel Psionics[ML5] [750gp] 2x Stone of Specified Energy Adaption[ML9] [900gp] 2x Stone of Specified Energy Adaption[ML3] [300gp] 1x Stone of Energy Adaption[ML9] [900gp] Equipment at home: 8896.1gp Default Tactics nothing yet |
| Malither7603-25-06, 01:07 PM | It was a typical night like any other in Gladdius. Samuel had made his normal stops at the PSI to talk business and make sure the guild was on the right track of grasping its goals. But this night he found out some troubling news. It seems that a few of the lowly PSI members have been running into some snags of late. Almost as if they are infected with bad luck. Nothing seems to be going right. Most don't know why, but one agent had came back badly injured but with a piece of cloth clutched in his hand it portrayed the symbol of the EYE. The agent said nothing but the EYE is upon us before falling unconcious. Sam thought to himself this can't be if the EYE finds out too much the could get the CEF involved and then it would put an end to all that they have been working for. I will handle this little problem..Sam announced. with this he felt it would be best to put an eye on the EYE for a bit. He left the PSI guild and headed to the EYE's district. ok lonewolf, if there is anything you want or need to do first go ahead and post it here, if no let me know what your doing once at the EYE's district |
| lonewolf03-25-06, 01:58 PM | Hehe. It will be fun to teach these wannabe policemen a lesson. Unless noted otherwise, Samuel will stay ethereal. Samuel will first visit the headquarters of the EYE, and try to find out if there are any signs of their activities there. Staying ethereal, he doesnt fear beeing detected, but nonetheless enters the building through the back wall and uses his skills to hide from the inhabitants, should anyone of them suprisingly be able to see ethereal beeings. |
| Malither7603-27-06, 07:35 PM | sorry for the delay Sam notes there is not alot of activity at the guild but after a while of searching he can find that they do have details assinged to all the guilds with a name by each. The name of the agent in charge of watching the PSI is Dameon, he is said to have 3 agents assigned to him. He reports in weekly and is stationed in the same district as the EYE, doesn't say specifically were. |
| lonewolf03-28-06, 06:53 PM | Hmm, how could I possibly get more info on that location ... :plotting: Right! Samuel uses Malevolence on one of the employees of the EYE and starts asking around for Daemons location under the pretense that he has to bring him an important message. Gather Information (1d20+10=22) (http://invisiblecastle.com/find.py?id=400156) |
| Malither7603-28-06, 11:31 PM | it doesn't take long, before one of the associates gives you the location of the safe house, he seems a little puzzled why you didn't know, but you explain that you are not famillar with that district and he goes over it with you. He's not sure if Dameon will be there but that were there held up. Sam has no trouble finding the place and upon entering sees that there is no activity but upon searching the upstairs he hear the front door open. Sam sees 2 men upon going back down stairs they have taken a seat and seem to be coming in for the night. |
| lonewolf03-29-06, 05:03 PM | Samuel follows them and tries to find out what they are talking about. If he manages to identify them as the ones responsible for the recent troubles, he will wait until they split or go sleeping before attacking them. Of course Samuel left the body of the employee back in the EYE guildhouse and is ethereal again. |
| Malither7603-30-06, 12:35 AM | its not long before Samuel hear's the men talking about Dameon and how long he may be out, they don't talk to each other much about what they did this day but it is easy to tell that they have both been trailing members of the PSI and that is reason enough. The taller man sits and says he will wait up for Dameon and that the the younger boy should get some sleep. You wait a good hour around the boy's bed he is now out cold, your move. The man is downstairs wide awake. |
| lonewolf03-30-06, 06:50 AM | Samuel waits for another half an hour until the other guy is surely asleep and then manifests hidden behind the guy who takes the watch and tries to take posession of his body. If that suceeds, Samuel will sneak up to the sleeping guy and CDG him with whatever weapon available, but prefers something with a high crit modifier. |
| lonewolf04-04-06, 08:21 AM | Hey pal, Any chance that we can improve the speed of this quest? At the current rate there is no way we can finish in time, and I would rather abort this quest now than to have Samuel locked in here for 6 weeks without finishing. greets lonewolf |
| Malither7604-04-06, 05:01 PM | Sam moves to the downstairs hoveriing over his unexpecting victim... then in moments Sam shoots into the mans body, (will save 1d20=2 (http://invisiblecastle.com/find.py?id=404941)+5=7 fail) and has controll, he then takes his time going back up stairs to find the younger man still sleeping, he draws out the man's sword and sinks it deep into the boys chest, CDG damage=2d8+8=12 (http://invisiblecastle.com/find.py?id=404947), the fort save of the boy 1d20=8 (http://invisiblecastle.com/find.py?id=404948)+9=17 fail and dies. Sam is pleased that this was so easy but he had no time to relax within moments of slaying the boy he heard the door down stairs open, and a voice calling out...I'm back, Garin, Tormad, you guys here? Sam could only assume that this was Dameon the man in charge and who he needed to kill.. |
| lonewolf04-04-06, 06:28 PM | Samuel shouts down. "Yeah were up here. Wait a second; Im coming down to ya." Then he uses his psionic abilities to power himself up a bit before facing his last enemy downstairs. Using Defensive Precognition and Force Screen Psi-like abilites and manifesting an augmented and wildsurged Vigor. After that he will go down after sheating his sword and concealing possible blood on his body, if possible. Tactic against this Dameon is to manifest Psionic Grease on his weapon without him noticing(supressing all Displays) and then attacking with the sword. Attack until one of the bodies is dead. If the guy I am possessing dies first try to possess Dameon or use Draining Touch on CON if he is already dangerously wounded. |
| Malither7604-11-06, 08:12 PM | Sam goes down the stairs in his new body to confront Dameon, the plan works, as Dameon is sitting over what seems to be a mug of ale and is smoking a pipe seeming to wind down, The man ask Sam how there spying went but before he knows it Sam lashes out with a flurry of attacks, not very skilled in martial abbilities Sam struggles to hit Dameon, 1d20+3=20, 1d20+3=7, 1d20+3=13, 1d20+3=6, 1d20+3=21, 1d20+3=15, 1d20+3=7, 1d20+3=6, 1d20+3=7, 1d20+3=4 (http://invisiblecastle.com/find.py?id=410085) missing 10 rounds in a row, while Dameon punishes the other body, hitting 5 out of 10 1d20+14=19, 1d20+14=24, 1d20+14=17, 1d20+14=17, 1d20+14=16, 1d20+14=23, 1d20+14=31, 1d20+14=30, 1d20+14=19, 1d20+14=33 (http://invisiblecastle.com/find.py?id=410087) with 2 possible crits, confirmation. 1d20+14=26, 1d20+14=33 (http://invisiblecastle.com/find.py?id=410096) confirmed total damage is 7d8+35=1d8+5=7, 1d8+5=8, 1d8+5=11, 1d8+5=12, 1d8+5=11, 1d8+5=6, 1d8+5=11 (http://invisiblecastle.com/find.py?id=410101)66 damage enough to drop the rouges body, this throws Sam out but he quickly attempts to enter the fighter Dameons boddy, will save 1d20+4=10 (http://invisiblecastle.com/find.py?id=410104) failing. Sam is now possessing Dameon he then throws himself onto his own sword and bleeds out. upon going through there things Sam finds the details of each of their assignment and sees these were the men interfearing with the PSI's business, but now that will be put on hold at least for a little while. He also finds the 3 men's provisions and pay. |