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PBP Gameday V 7–99: Through Maelstrom Rift (Core)

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Cargando editor
11/10/2016, 20:37
Zephyr, la Tormenta

Hola todos, vamos a dar caña a mario ejejeje

Cargando editor
12/10/2016, 02:39
Director

Caña os va a dar Mario a vosotros :D

Cargando editor
12/10/2016, 02:40
Director

La tienes en la ficha hace una semana...

Notas de juego

THE STORM
Zephyr is a troubled man whose uncanny insights intermingle with baffling leaps of logic.

http://www.d20pfsrd.com/races/other-races/featured...

http://www.rolroyce.com/rol/DDP/Razas/SilfoPF.php

http://www.rolroyce.com/rol/DDP/Clases/DruidaPF.ph...

ZEPHYR OF THE FORGOTTEN SUN
Male sylph druid (sky druid) 6 (Pathfinder RPG Advanced Race Guide 158, Pathfinder RPG Bestiary 2 258)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +3 Dex)
hp 51 (6d8+18)
Fort +7, Ref +8, Will +11; +4 vs. air or electricity descriptor spells or effects that control or modify the weather
Resist electricity 5
OFFENSE
Speed 30 ft.
Melee +1 spear +4 (1d8/×3)
Special Attacks wild shape 1/day
Spell-Like Abilities (CL 6th; concentration +6)
1/day—feather fall
Druid Spells Prepared (CL 6th; concentration +11)
3rd—call lightning (2, DC 18), cloak of windsAPG (DC 18),
remove curseD
2nd—barkskin, bull’s strength, remove paralysisD, resist energy (2)
1st—liberating commandUC, obscuring mist, produce flame, ray of sickeningUM (DC 16), remove fearD, windy escapeARG
0 (at will)—create water, detect magic, light, stabilize
D Domain spell; Domain Liberation
STATISTICS
Str 9, Dex 16, Con 12, Int 10, Wis 20, Cha 10
Base Atk +4; CMB +3; CMD 17
Feats Lightning Reflexes, Natural Spell, Toughness
Skills Fly +12, Handle Animal +9, Heal +9, Knowledge
(geography) +9, Knowledge (nature) +6, Knowledge (planes) +1, Perception +9, Spellcraft +4, Survival +11
Languages Auran, Druidic, Ethranian
SQ air insight, liberation (6 rounds/day), nature bond (Liberation domain), nature sense, resist storm, sky’s embrace, skymaster, wild empathy +6
Combat Gear lesser fire elemental metamagic rodAPG, feather token (fan), scroll of dispel magic, wand of cure light wounds (20 charges); Other Gear +1 leather armor, +1 spear, cloak of resistance +1, headband of inspired wisdom +2, horn of fog, ring of protection +1, boots of freefalling, 59 gp
SPECIAL ABILITIES
Air Insight When Zephyr uses summon nature’s ally to summon a creature with the air subtype, the spell lasts 2 rounds longer.
Liberation (Su) For 6 rounds per day, Zephyr can move normally regardless of effects that would impede him as if he were affected by freedom of movement. These rounds do not need to be consecutive.
Sky’s Embrace (Su) Zephyr does not take falling damage, and may use his Fly skill in place of Acrobatics when jumping.
Skymaster (Su) Zephyr can use the fly spell on himself for up to 6 minutes per day. These minutes do not need to be consecutive.
Spells Zephyr can cast the following spells.
Cloak of Winds Zephyr shrouds a creature within 35 feet with a protective cloak of winds for 6 minutes. The target can move freely through winds of windstorm or lesser strength, and ranged attacks against the target take a –4 penalty. Tiny or smaller creatures struggle to attack the target.
Liberating Command As an immediate action, Zephyr can pick an ally within 35 feet. That ally can spend an immediate action to make an Escape Artist check with a +12 competence bonus to escape restraints, bindings, or grapples.
Ray of Sickening Zephyr can shoot a ray as a ranged touch attack at a target within 35 feet. If it hits, the target is sickened for 6 minutes (DC 16 Fortitude negates).
Windy Escape Zephyr can cast this spells as an immediate action in response to an attack to become insubstantial, gaining DR 10/magic and immunity to any poison and critical hit or sneak attack damage that are part of that attack. He cannot use this spell to protect against attacks of opportunity he provokes from spellcasting.
Gear Zephyr carries the following gear.
Boots of Freefalling While wearing these boots, Zephyr can suppress the effects of his constant feather fall as a free action at the beginning of his turn. They also help him orient himself, granting him a +4 bonus on Wisdom checks to navigate using subjective directional gravity.
Lesser Fire Elemental Metamagic Rod Zephyr can cast up to three spells per day that deal fire damage instead of the spell’s normal damage type, or half fire damage and half the spell’s normal damage type.
The only portion of his past that Zephyr of the Forgotten Sun is willing to share is that everything he once knew was consumed in flames. Zephyr hails from Ethrania, a planet far from
 
Golarion that was lost in a great cataclysm. He was traveling through the Plane of Air on business for the Concordance when disaster struck. When his attempts to return home failed, he sought answers in divination magic, which taught him pieces of the horrifying truth behind the planet’s destruction. Only the occasional phrase or curse in Ethranian stand as a testament to the lost world, which Zephyr endeavors every day to put behind him. Zephyr values living in the present moment, and dedicates himself to an obsessive degree to the cause of elemental balance. In his view, an elemental imbalance was responsible for the all-consuming inferno that destroyed his home. This tragedy is not the only event that Zephyr blames on elemental imbalance—in fact, his penchant for blaming so many ills on this one central cause leads some members of the Concordance to dismiss his insights. No one in the Concordance knows how many of his instincts in this matter will, in time, be proven correct. He vacillates between pensive and flighty, at times appearing to be both at once. Regardless of how distracted he may seem, he is always aware of the world around him.
 

Cargando editor
12/10/2016, 02:42
Director

Notas de juego

PLAYER HANDOUT #4: ZEPHYR OF THE FORGOTTEN SUN’S JOURNAL
The sky is uneasy. It is not enough to simply stop this disturbance. Stopping it
without understanding how it came to be is leaving open the possibility that it
may simply happen again. Is this yet another imbalance in the elements?
Sometimes, I dream of what it would have been like back in the old days,
when elements had balance within themselves, when good and evil alike
reigned over the skies, seas, flames, and stones. In those days, the Concordance
was not necessary, for the balance was not so delicate. We would all be better off
if the four good elemental lords had never been imprisoned, or could some how
be freed again. If only the others in the Concordance saw matters the way I
did. T heir reticence is understandable, however. Speaking ill of the Duchess of
All Winds’s triumph over the now-imprisoned lady of Earth is far from a
safe proposition.
Is the curre nt situation the result of an attack from the forces of another
plane ? T he Plane of Earth, perhaps? I shudder to think that it may be,
but regardless of the cause, we must investigate this situation as thoroughly
as possible.

Cargando editor
12/10/2016, 10:50
Rhyol

guasap guasap, que a mi me viene bien que alguien me diga de vez en cuando: vamos que te toca....

Cargando editor
12/10/2016, 12:06
Director

Notas de juego

Por cierto entiendo que en festivo puede haber gente que no postee, que tenga lio. En fin de semana pediria posteo, pero mas relajado (al menos un posteo un dia del finde).

Cargando editor
12/10/2016, 12:28
Director

Notas de juego

Hecho grupo de wasap. Kosarev creo que eres el unico no apuntado, si te apetece dilo (y si no, tampoco hay problema).

Cargando editor
13/10/2016, 15:00
Zephyr, la Tormenta
Sólo para el director

Ya ví la hoja y la entiendo poco poco jejeje.

Otra cosa eso de handouts no lo entiendo, puedo escribir ahí?

Cargando editor
13/10/2016, 19:39
Krakos, la Avalancha

Sin problema, ahora te mando el número.

Cargando editor
14/10/2016, 01:10
Director

Notas de juego

Por eso decia: ojo, partida en ingles ... puso la ficha hace dias ... los handouts son notas introductorias sobre el personaje, reflexiones del propio personaje.

Cargando editor
28/10/2016, 00:24
Ember, The Chronicler

¿Como son las cartas de navegación?, ¿pesan mucho?, ¿están muy lejos?

Cargando editor
28/10/2016, 23:44
Director

Notas de juego

En roll20, cerca, no pesan mucho

Cargando editor
05/11/2016, 01:01
Ember, The Chronicler

A mi algún perro me hace dirigir mañana en mesa y no creo que tenga ganas de postear por la tarde así que master (perro) pnjtizame. 

Cargando editor
06/11/2016, 22:32
Director

Notas de juego

Cuanta mala persona ...

Cargando editor
09/11/2016, 17:47
Director

Notas de juego

Os he dejado un privado en la partida sobre el ritmo de posteo, que en vuestro caso es muy bajo.

Cargando editor
19/11/2016, 02:41
Director

Notas de juego

Dejadme vuestros de personaje (os recuerdo que debe ser un personaje core).

Pasadmelos antes del 24, la partida tiene que finalizar el 25.

Cargando editor
19/11/2016, 06:52
Jamila

¿Nuestros qué?

Cargando editor
19/11/2016, 22:02
Director

Notas de juego

Los numeros de registro en Pathfinder.

Si no tienes, dime y te asigno uno, con una direccion tuya de correo electronico.

El numero (p.ej. el mio es 26689), identifica al jugador, y seguido por -X (p.ej. 26689-4) identifica a un personaje tuyo. 

http://sociedadexploradores.blogspot.com.es/p/sobr...

 

Los personajes que reciben cronica de esta partida son Core (solo de las clases y opciones del libro basico).

Cargando editor
19/11/2016, 23:07
Director

Notas de juego

Cabe la posibilidad de que alguno de los jugadores gane un boon. 

Tirad 1d20 (boon con 20 o 16) y 1d6 (no se escoge, es al azar).

Cargando editor
20/11/2016, 12:57
Rhyol

personaje 

# 224899-2 Athur (paladin) lvl 1. Aplicaselo aunque se ajuste la recompensa.
 

no me tocó boon :(

- Tiradas (1)