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I have no idea where I'm going with this: Part 2
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She is trying to reason out how much she expects markets to move, on account of it, once it's common knowledge which the Church of Abadar will do everything it can to ensure is soon.

She expects it to move a lot.

She is trying to imagine "propulsion force" as a commodity that you can buy seperately of vessels, and attach to them at will, and figure out the value of that new commodity to the markets compared to the price at which the new design offers to sell it.

She is thinking about this when she realises "propulsion force" is not only valuable to boats.

It's valuable quite a lot of places, actually.

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Hey Torag
Hey Torag
Hey Torag

I've got this cleric who has had some weird thoughts about prices that I don't think are actually about prices. I'm offering to pay You to look over at them and then tell Me what it looks like from Your perspective. Here's what I can see for comparison.

You can use that information in any ways that benefit You so long as you repay me fairly for suggesting You look at this mortal in particular.

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...

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I am withdrawing My previous intention to lower My bid on Golarion.
I am instead substantially raising My bid on Golarion.

Most planets are lucky to get an industrial revolution once, I'm not letting another giant asteroid screw this up for Me again. I just wish Aroden was still here to help see it through, because I'm really not sure I can do it by Myself.

 


 

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Two years ago:

In the middle of his secure fortress, a chess piece turned into a Holy Symbol.
After a month of resetting magical mechanisms, Stristyko is confident that nothing else is weird.
He would like to know whose fault this is, and how they accomplished this feat.
He is running out of ideas.

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Several months later:

Estrella eats people, and needs a steady supply. Stristyko doesn't object to this.
Estrella goes on a supply run once a month, by Boots of Teleportation.
She takes up to 3 victims back with her in the teleport, any other supplies go in the Bag of Holding. It's a different place and plan every time, depending on what Stristyko needs from her. The days are randomised, her clothing and appearance varies.

Usually it's just to some defenseless village. This month is Absalom.

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Most of what he's saying she's heard a thousand time before. He'll repeat it anyway.
He'll go over the shopping list as well as giving her written copies.
He'll be checking in by scry at certain times.

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Estrella will listen intently. Everything Stristyko thinks worth saying is worth her attention.

When he thinks she's ready, she equips her mythril chainmail, Belt of Incredible Dexterity +2, Ring of protection +2, Cloak of Resistance +3, Headband of Inspired Wisdom +4, Boots of Teleportation, and finally her enchanted bow and sword.

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When that's done, he'll make her explain the instructions back to him.

Finally, he casts Daywalker, Protective Penumbra, Resist Energy (fire), Nondetection, and Mind Blank.
And then gives her a pat on the head and wishes her good luck.

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She lives only for the headpats.

She'll activate her Boots of Teleportation for their first of 3 charges, and find herself in the sewers of Absalom. She likes sewers.

She's a level 12 Ranger. Her favoured terrains are Underground and Urban, and her favourite prey is human. Nothing is going to notice her here.

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Everything is for sale here, if you know where to look. Estrella doesn't. She hasn't been here in over a year and only a few times in the last decade, and the mortals are always moving things around.
She's not pretending to be a local, that's a lost cause. She's pretending to be some wealthy foreign adventurer.
She'll bribe a local street urchin to help her around for the day, and then eat the evidence later.

First stop: Selling loot. Stristyko has hoarded wealth from various evil schemes in the past, and prefers to pawn it off slowly and in batches. Anything he can't use himself goes in the for-sale pile, mostly coins already reforged into anonymous pure ingots. She'll want a moneychanger who takes whole unstamped ingots.

Second stop: Magical reagents. She'll want a place to buy them.

Third stop: Information. 

"Good evening, fellow human, would you happen to know about oh who am I kidding Dominate. Tell me anything you know of religious significance related to chess pieces."

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Present Day:

The problem with trying to get revenge on a god is that it's basically impossible to get revenge on a god.

At least if it's for something they've done on the material, there's almost always a proximate mortal they acted through. Gods never just do things themselves, there's always a mortal somewhere, even if they're just a puppet of divine forces beyond their control.

Stristyko has read the assorted holy texts of this "Tet" now. Many different clerics are included amongst the highest rated authors, but some are outliers even amongst them.

One cleric, from Andoran, is getting particularly popular.

His claimed date of clerichood is amongst the earliest, definitely the earliest of the more credible claims. It's only one day after the chess game incident.

Stristyko will call it close enough.

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Estrella's not being sent to kill him, necessarily. He might have very good defenses. She's just expected to get a look at him, see if there's anything to worry about here, or if he'd be easy to pick off.
If he's literally defenseless obviously we won't need to waste another month on planning.

Stristyko really hopes this whole "caution" concept has been conveyed properly by now.

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And when she's prepared and the spells cast, she'll be in Almas, just after dusk.

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Robaldo leaves his friend's dinner party in the evening, intending to walk home.

It's late enough that there's no direct sunlight at street level, but still light enough to see clearly. He'll Presiditigate his clothes to taste - and therefore smell - like garlic, just out of principle.

His evening Mud Buddy (2nd) is already waiting for him on the steps outside.

You create a Small minion out of mud, and it obeys your commands. The mud buddy has AC 12, 10 hit points, Strength 5, and a speed of 30 feet. It can perform any tasks an unseen servant can, plus any similar tasks its Strength allows (it’s able to lift up to 50 pounds), but instead of walking on water, it gains a swim speed of 30 feet.

He gives the little temporary golem back its small-sized tower shield, and its jar-on-a-stick, that he brought inside with him. Its already wearing the rubber boots that stop it spreading mud around and the bright red fez that straps onto its unshapely head.

And like a native of several years of Almas, he starts along the shortest route to his apartment at the university.

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To ensure she isn't seen while hunting, she uses her Camouflage:

A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.

To ensure nothing follows her, she casts Pass without Trace (1st):

The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by non-magical means.

To more quickly catch her prey, she casts Greater Longstrider (3rd):

+20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement.


To grant her first arrow 30 bonus damage, Stristyko has already given her Greater Named Bullet (6th):

A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 2 extra damage / caster level. 
Which will make her first arrow deal 30 extra damage.

Along with a carefully selected list of buffs, defenses and resistances, ranging from Protective Penumbra (2nd) to Resist Energy (Fire) (2nd) to Daywalker (5th) to Mind Blank (8th).

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She'll open the scroll her loving master gave her.

It's her fault she needs it, if she were just a better ranger and a better minion, she'd be able to cast it herself. It shames her.

Still, she will not just refrain from using an item that she was told to use.
If she does what Stristyko says to do she succeeds, and if she doesn't she fails.
She knows this. She's seen it happen.
Stristyko always has clever reasons.
He always thinks a thousand steps ahead of everyone else.


She casts Find Quarry (4th) off of the scroll:

You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5 miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level). Anything that would prevent locate creature from finding a creature also prevents find quarry from doing so.

Robaldo is, at this point, well known to her. She's studied him for weeks. She knows exactly what he looks like.

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It's gotten a hit, he's not too far and he's moving on foot at walking pace.
She'll outrun him and catch up fast, reaching his prior location and then tracking him until he's in sight.

Even without magically knowing his exact location it's too easy.
You can spot a cleric of Tet quckly because lunatics wish they had the self-confidence to dress like that.

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On his feet are oversized boots clearly intended for trudging through mud in the rain, on his body are robes of bright pink and blue. Possibly if you have high perception you might look through the robes and suspect there is some kind of light armour underneath them.

Over his robes he wears a Cloak of Resistance of some kind, probably not the highest quality considering he's only fourth circle.

At his waist is a metal belt and on his wrists are metal hoops of the same design. Over his shoulders he wears a black stole depicting two white bishops, with another more finely crafted holy symbol on the end of a necklace, possibly a magical amulet of some kind.

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On his head he wears a kind of tall, cylindrical "top hat" that would possibly be fashionable in some other century on some other planet, on which is embroidered four additional white bishops facing in all directions. Below that around his forehead is a headband of some kind, probably intelligence or wisdom.

Over his eyes he wears opaque glasses that prevents one from seeing his eyes at all and therefore knowing which way he's looking, of a style similar to what some sunblind races use to avoid penalties in bright light but which is even more incongruous given it is already after dark.

In his right hand he carries a metal cane, as if he were an old man in need of help walking. She'll assumed it's a magic staff of some kind making a purely symbolic attempt at a disguise.

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By his side is a little muddy golem of a sort any second circle can make, that lasts only a few hours. It is wearing small boots that seem to match its masters, and a silly red hat that seems to match its masters.

In its left hand it carries a tower shield, as if to suggest it is a loyal bodyguard protecting its charge, which has on its face a depiction of seriously is that another holy symbol what is with this lunatic.

In its right hand it carries, just as incongruously with the rest of the situation, a short wooden stick ending in a sealed ceramic jar that one could carry some water in maybe, if they wanted.

If she gets close enough, her vampire/ranger senses will notice he already smells like garlic.

Why in the Abyss is he like that? Does he know an attack is coming?

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What do you mean?
He's got no idea an attack is coming.
He dresses like this every day.
He's been dressed like this the whole time.

Prestidigitation is free, why would anyone ever not smell like garlic?
Holy Symbols are cheap, why would anyone ever not wear ten of them?
He's a cleric of Tet, this is pretty tame.
You should see some of the other guys, they're way worse.

In Taldor some of them have gotten legal sanctions for how they dress, especially when they're given invitations to noble parties because they're supposedly prominent successful clerics of good standing in the community.
This is Andoran though, he can dress however he chooses.
And he chooses this.

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She'll follow beyond his slightest hope of perceiving her, while she prepares.

Quarry:

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed.

Hunter's Eye (2nd):

You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target. You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target

Lay of the Land (2nd):

In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.

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She guesses where he's going, based on the layout of the city around them, and picks a good spot ahead for an ambush.

Children of the Night:

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

She'll make a choice many vampires consider unwise, in an urban setting, and summon wolves. There's a higher risk of alarm in a city that from just vermin, but if he runs they can give chase with their substantially higher 50 ft movement speed, whereas rats or bats just wouldn't keep up and therefore wouldn't matter.

She rolls a four. Four is fine.

They're not as stealthy as her. She'll put them further up ahead of where Robaldo will walk, around a blind corner, after checking to make sure it's clear. They're just a precaution anyway, probably they'll be irrelevant.

She wishes she could've brought a few of her spawn, or maybe a dumb thrall with a big stick to hit stuff with. They're all not as stealthy as her though, and she'd have to sneak them the whole operation and not just summon at the last second, and it's not worth the risk of losing the surprise in expectation.

She knows this is true because Stristyko said so and Stristyko is always right.

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Vampires are strong at close quarters, but there's a lot of problems they have to deal with if they try.

They can't enter a home without permission, can be repelled by garlic and mirrors and Holy Symbols, burnt by Holy Water or Channeled Energy, destroyed by sunlight or running water, incapacitated by a stake through the heart. There's a lot of ways to hold a vampire from closing in on you, if you're not averse to just, say, jumping into a river.

To avoid all those problems, she's specialised into archery. She shoots to kill or at least maim, and then feeds at her leisure. If her prey hides in the sunlight, she shoots them from the shadows. If they hide behind holy things, same answer. A minion can drag them back to her when it's safe, or she can just let their corpse rot in the river if that's their preference. She still carries an enchanted sword, but it's only a backup for emergencies or a tool for cutting her victims apart.

Vampires are an ideal predator, and Estrella a prime example.

Gravity Bow (1st):

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is.

Locate Weakness. (2nd):

You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.

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