Megan's Kingmaker PbP

Game Master Megan Robertson

A game of Paizo's Kingmaker AP, with some of the best players it has been my pleasure to DM!
Campaign Map


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Narrator [Maps, handouts, pictures: Links in top of page spoiler]

The following folks have been chosen to receive the charter, in no particular order:

Calinder Surital
Kylia
Gorguk
Barnabus Collins
Lothar Narda

Would all of these people/characters make a post as soon as possible to confirm they still want their slot.

I would like character gens to be finished by next Friday (the 8th) if possible. We will then begin play on Tuesday October 12th. (Wife and I are going away for the Columbus Day weekend, 9th-11th).

I will make an IC thread on Tuesday morning the 12th, introducing you all with a spoiler for you each to read, and some general text.

To any lurkers and those who didn't get a place. this thread is 100% lurker friendly, post as often as you like here. I will not be looking at the thread for this game in the Gamer Connection forum.

To anyone who wants to be able to contact me on-line with regards to the game, use the following address:

Spoiler:
papa_drb@yahoo.com

I am retired, but between volunteer work and some training I am out of the house a lot, but usually keep Yahoo Messenger up so leave a message and I will respond.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

This is a character for my home game that will be starting in a few months, but I am posting here to show what I would like to see for character sheets. It generally follows the Paizo stat block for NPCs.

=====================================================================
Traine dan Torcan
Male Human (Varisian) Ranger 1
NG Medium humanoid (human)
Init +4; Senses Normal, Perception +5
-------
DEFENSE
-------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Chain Shirt, )
hp 13 (1d10)+3
Fort +4, Ref +4, Will +1
-------
OFFENSE
-------
Speed 30 ft.
Melee falchion (two handed) +5 ((two handed) 2d4+6/18-20)
Melee falchion [power attack (two-handed)] (two handed) +4 ((two handed) 2d4+9/18-20)
Melee handaxe +5 (1d6+4/x3)
Ranged masterwork longbow +4 (1d8/x3)
Ranged masterwork longbow [deadly aim] +3 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Favored Enemy (Monstrous Humanoid) +2,
----------
STATISTICS
----------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Deadly Aim, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Skills Bluff -1, Climb +2, Diplomacy -1, Disguise -1, Handle Animal +3, Heal +5, Intimidate -1, Knowledge (Geography) +4, Knowledge (Nature) +4, Knowledge (Nature/Jungle) +5, Perception +5, Perform (Untrained) -1, Sense Motive +1, Stealth +4, Survival +5, Survival (Follow or identify tracks) +6, Swim +2,
Languages Common, Polyglot, Varisian
Special Qualities Bonus Feat, Class Skills, Skilled, Track +1, Wild Empathy +0,
Possessions arrows (20) (x5); chain shirt; falchion; falchion; explorer's outfit; Backpack [ Grappling Hook; Sunrod (x3); Rope (Silk/50 ft.); Rations (Trail/Per Day) (x10); Waterskin (Filled); Flint and Steel; Whetstone; Handaxe; Torch (x8); Alchemist's Fire (Flask) (x3); ]; Masterwork Longbow ; Masterwork Longbow ; Pouch (Belt) [ Ink (1 oz. Vial); Journal; Inkpen; ]; Pouch (Neck) [ Coin (Silver Piece) (x2); ];
-----------------
SPECIAL ABILITIES
-----------------
Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Bonus Feat Humans select one extra feat at 1st level.

Class Skills A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.

Favored Enemy (Monstrous Humanoid) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.

Description: Traine is a young human male, he is very muscular, and at 6 feet tall stands over most of the folks he meets. He is wearing a chain shirt, barely visible under his explorer's outfit that is colored in browns and greens. He has a falchion on his hip, and a longbow strung over his shoulder. That along with is pack and pouch, makes him look like a man who is ready for anything. However, his open friendly smile belays the somberness of his clothing.

Biography: The Journal of Traine, started whilst onboard the ship Jenivere, sailing to Eleder, at the suggestion of my last master.
Greetings to any reading this journal. I am Traine, a Ranger in the service of Desna. Originally I am from Longpoint, a village along the western coast line of the Aspo Bay in Andorian, and was known as Traine dan Torcan (Train son of Torc). If you find this journal, it means that I am dead. Please try and return it to my father.
My story begins in my 16th year, and as normal for our village I begain training in the ways of hunting the accursed Saughin that raided our small village during the summer season. I have been blessed by Desna and became quite good at tracking, finding, approaching stealthly and finally killing these beasts that hunted our village. By my 18th birthday, I was in charge of a patrol that scoured the shoreline for them, and my father asked me to take my younger brother Carl, who had just turned 16, with me and teach him our ways. This I refused for two reasons, brothers should not train brothers, it just doesn' t work, and more importantly, Carl was not suited for the woods. He had learned to sing and play the flute. He even had learned a magic trick or two, so he should have spent his time performing in the taverns or gone on to the big city and worked there and I told da as much. Well, da was not to be denied, and Carl was sent out with another patrol, and only the leader and 1 other man returned. Eight of our young men died, including Carl. Myself and two other patrols were dispatched and we caught up with the Saughin group and destroyed them, but never recovered all the bodies including Carls. My da never forgave me and turned me out so I left to explore the world.
Since then, I have traveled to many lands, including the great city of Absalom, which led me to understand that I don't like cities, Osirion, where I learned to use this falchion quite well, to the Mwangi Expanse, where I finished my apprenticeship for being a guide, and am now on my way to Eleder in Sargava, where I understand that a group of Pathfinders wish to explore the Expanse and perhaps I can hire out as a guide.
Rova 30, 4710
Boarded the ship Jenivere in the port of Bloodcove, Mwangi Expanse. Met Captain Alizandru Kovack who says it will take 7 days to reach Eleder. Also met 1st mate Alton Devers, and the crew. It seems that the ship also has some passengers. I hope to learn more about them during the voyage. Perhaps they are also going to be part of the expedition to the Expanse interior.
Lamashan 1, 4710
Traveling to Senghor
Lamashan 2, 4710
Traveling to Senghor
Lamashan 3, 4710
Docked in Senghor
Lamashan 4, 4710
Docked in Senghor
Lamashan 5, 4710
Docked in Senghor
Lamashan 6, 4710
Traveling to Eleder
Lamashan 7, 4710
Traveling to Eleder


Consider me a lurker.


Lurking...


Male Human Witch 5

I am here!....

Will update PC to rules as posted!


Female Human Witch 5 HP: 41/41 hp AC: 12(16)/12/10(14) Saves: 4/3/4 perc: +0 Init +6. hex save DC 17 misfortune 19

I will have a character built and ready to go. Just have to make some final touches.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Oh, and everybody please pick an avatar for you character. I intend to use them for Token Tool / Map Tool when I put up encounter maps.

thanks,

-- david


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Thank you for the opportunity to play in this game. I'm looking forward to getting started. I've been doing nothing but running games for the past six years now so any chance to actually play will be good.
The avatar you see is the very one I want to represent Lothar, so no worries there.
Here's my write-up. I hope that I covered everything. If not then I will redo as needed.

Lothar Narda:

Lothar Narda
Male Human (Vudran) Bard [magician] 1
LG Medium humanoid (human)
Init +3; Senses Perception +3

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 quilted cloth armor)
hp 14 (1d8)+6
Fort +1, Ref +3, Will +1; DR 3/- vs. ranged piercing weapons (quilted cloth armor)

Speed 30 ft.
Melee unarmed strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attack bardic performance (5/day), Improved Counterspell, distraction, fascinate (DC 12), dweomercraft +1
Spells Known (CL 1st):
1st (2/day) - comprehend languages, grease (DC 13)
0 (at will) - detect magic, message, prestidigitation, read magic

Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Improved Counterspell*, Improved Unarmed Strike, Toughness*
Traits Bastard (campaign), Reactionary
Skills Acrobatics +5, Craft (alchemy) +6, Escape Artist +5, Knowledge (arcana) +6, Knowledge (local) +6, Perception +3, Perform (act) +6, Sleight of Hand +5, Use Magic Device +6
SQ bonus feat, magical talent, skilled
Languages Common, Kelish, Vudrani
Gear Quilted Cloth Armor; Backpack [Alchemist's kit; Black Monk's Robe (free outfit); Grappling Hook; Sunrod; Rope (Silk/50 ft.); Rations (Trail/Per Day) (x6); Waterskin (Filled); Flint and Steel], tattoo (covers both arms; see description below), traveler's outfit (worn).

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite,
even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Feat: Humans select one extra feat at 1st level.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Improved Counterspell: A magician is skilled at countering the spells of others using similar spells. When counterspelling, A magician may use a spell of the same school that is one or more levels higher than the target spell (gained as a bonus feat; replaces countersong).

Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Reactionary: You were bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Diminuitive and lean, Lothar belies his physical appearance, as he appears to be a quiet, mousy man. The only thing that ruins this image are the tattoos of intricate Vudrani script adorning his forearms that denote some connection to the Houses of Perfection on the Isle of Jalmeray. He stands at an even 5' and weighs 130 lbs. without his gear. Lothar wears quilted cloth armor under his clothes and carries no weapons. His possessions are carried in a worn pack that is slung across his back.


Male Human Husband/1(53 years), Father/2, Grandfather/2

Spoiler:

How are you coming up with: Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 15?

Str 17 [7 points - 15 +2 racial)
Dex 13 (3 points)
Con 12 (2 points)
Int 14 (5 points)
Wis 8 (-2 points)
Cha 15 (7 points)
for a toal of 22 points?

Lothar Narda wrote:

Thank you for the opportunity to play in this game. I'm looking forward to getting started. I've been doing nothing but running games for the past six years now so any chance to actually play will be good.

The avatar you see is the very one I want to represent Lothar, so no worries there.
Here's my write-up. I hope that I covered everything. If not then I will redo as needed.

** spoiler omitted **...


Male Human Witch 5

OK I think I have the details worked out now I am just formating the character sheet to make it more efficient.......

And I picked an avatar!


Lurkin'


female Human Ranger

sorry internet trouble but im back. will finish the character tomorrow


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Lurking as well, good luck everyone ( ^_^)-d


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Spoiler:

Sorry, I was multi-tasking yesterday (working on getting this done while doing prep for my own game as well as cleaning around the house) and forgot to lower my Charisma down to 14, which should put it back to 20 pts.

So my stats should look like this:
Str 17 (7 points + 2 racial)
Dex 13 (3 points)
Con 12 (2 points)
Int 14 (5 points)
Wis 8 (-2 points)
Cha 14 (5 points)
for a total of 20 points.

Lothar Mahasi Narda
Male Human (Vudran) Bard [magician] 1
LG Medium humanoid (human)
Init +3; Senses Perception +3

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 quilted cloth armor)
hp 14 (1d8)+6
Fort +1, Ref +3, Will +1; DR 3/- vs. ranged piercing weapons (quilted cloth armor)

Speed 30 ft.
Melee unarmed strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attack bardic performance (5/day), Improved Counterspell, distraction, fascinate (DC 12), dweomercraft +1
Spells Known (CL 1st):
1st (2/day) - comprehend languages, grease (DC 13)
0 (at will) - detect magic, message, prestidigitation, read magic

Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats Improved Counterspell*, Improved Unarmed Strike, Toughness*
Traits Bastard (campaign), Reactionary
Skills Acrobatics +5, Craft (alchemy) +6, Escape Artist +5, Knowledge (arcana) +6, Knowledge (local) +6, Perception +3, Perform (act) +6, Sleight of Hand +5, Use Magic Device +6
SQ bonus feat, magical talent, skilled
Languages Common, Kelish, Vudrani
Gear Quilted Cloth Armor; Backpack [Alchemist's kit; Black Monk's Robe (dhoti kurta with an angavastram; free outfit); Grappling Hook; Sunrod; Rope (Silk/50 ft.); Rations (Trail/Per Day) (x6); Waterskin (Filled); Flint and Steel], tattoo (covers both arms; see description below), traveler's outfit (worn).

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite,
even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Feat: Humans select one extra feat at 1st level.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Improved Counterspell: A magician is skilled at countering the spells of others using similar spells. When counterspelling, A magician may use a spell of the same school that is one or more levels higher than the target spell (gained as a bonus feat; replaces countersong).

Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Reactionary: You were bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Diminuitive and lean, Lothar belies his physical appearance, as he appears to be a quiet, mousy man. The only thing that ruins this image are the tattoos of intricate Vudrani script adorning his forearms that denote some connection to the Houses of Perfection on the Isle of Jalmeray. He stands at an even 5' and weighs 130 lbs. without his gear. Lothar wears quilted cloth armor under his clothes and carries no weapons. His possessions are carried in a worn pack that is slung across his back.

With that done (I've adjusted my character profile page as well), is everything else satisfactory?


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Caught my own mistake this time, but it's cultural as opposed to being mathematical in nature.

Spoiler:

In his gear, my character's monk's robe should be a kasaya, and not a dhoti kurta with an angavastram as listed. To use a more immediate reference, the kasaya is pretty much what is worn by Aang in Avatar the Last Airbender when he is prepared to face Firelord Ozai in Book Three of the series, only it is obviously all black in Lothar's case.


Male Half-elf Cleric 5

I'm here and ready to accept my charter. I'll have my character ready to go in the next day or two.


Male Human Witch 5

I look forward to the discussion thread....

Looks like I have time to really detail my character!


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Almost there just need to flush out the special abilities, gear and background and should be set.


female Human Ranger

I think she's ready...

EDIT: QUESTION, If she takes the pioneer trait, how should i handle tricks for the horse. I'd like to train the horse for combat riding.


Male Human Witch 5

I think it is under your handle animal skill, might have to do it in game, possibly out of game.....

It takes skill and time

I hope this helps!


female Human Ranger

Thats what i should have asked. is it an in game check or is it somehting she would have already done.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
Kylia wrote:
Thats what i should have asked. is it an in game check or is it somehting she would have already done.

That is a good question. I would also like to combat train my mount.


Male Human Witch 5

That will be up to our good DM!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Training a mount for combat:

Spend the required skill ranks on Handle Animal, and the skill check is "assumed" to have been made. For those of you do *NOT* have Handle Animal as a class skill, you are are going to have to do it 1 trick at a time, unless you take Skill Focus at 1st level.

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Thanks Papa for the ability to train our mounts. Just a question though, are you being lenient on us now jsut because of how nice you are, or because you know what we are getting ourselves into and should be worried?


female Human Ranger

thats an interesting question, i fear it will be the latter


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Yes.

-- david
Papa.DRB

;-) couldn't resist that. Truth is a bit of both. This is a tough campaign, the possibility of character deaths is real, and having trained horses, whether it is for fighting or riding is a plus. While I am AR/OCD about character creation, rules and dice rolling (I am the non-fudging DM), I would rather have the same group of player/characters through the whole adventure than a new character every week, so a bit lenient at the beginning is a good thing.

I will be going over the character sheets in the next couple of days and we will start next Tuesday.

Gorguk wrote:
Thanks Papa for the ability to train our mounts. Just a question though, are you being lenient on us now just because of how nice you are, or because you know what we are getting ourselves into and should be worried?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Everyone,

Please let me know where you put your skill points, and what you did with your favored class bonus,

ie. (2 skill points)
Intimidate +1
Knowledge (religion) +1

Favored Class Bonus:
HP or Skill point: Survival, or other....

Thanks,

-- david
Papa.DRB

It is good to see the complete untrained list, but on some of them, I am having a hard time figuring out how you got there.


Male Human Witch 5

I will update for that part, and check my math!

Being a D6 class I put the favored class bonus into a hit point bump!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Gorguk only:

Questions...
and I did say that I was AR/OCD in my other post... lol
a) I have you with slightly less gold left: 133.58
b) I put your skills in: Intimidate, K(religion) and your Favored Class Bonus in Skill-Handle Animal.
c) I have your equipment weight as 64.08 pounds (coins count!)

Here is a copy of the output sheet from the character generator that I use. Please look it over and get back to me with any corrections.

Gorguk Tsadok

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Calinder Surital:

by the way, your deity is LG, so you need be LN, LG, or NG (LG/NG preferred) and not CG. You have to be within in alignment step)

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Kylia Stormbow:

Questions...
a) You have 75.9 gold left
b) While you have a horse, if you are going to ride it you will need to buy at least a saddle and a bit & bridle
c) Pioneer is the campaign trait. You have one basic trait left.

Here is a copy of the output sheet from the character generator that I use. Please look it over and get back to me with any corrections.

Kylia Stormbow

-- david
Papa.DRB


female Human Ranger
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

I'm surprised at some of my bad math, good catch. doh, forgot to include armor check, but you caught it.

i will add gear for the horse.

edit; went with reactionary as the other trait.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Papa:
I recalculated the gp spent and forgot about the 2 weapon cords so we both agree with that. The skills are detailed in my profile and the only correction is that the skill point goes into ride instead of intimidate. I am stuck on how much of a difference there is in the weight carried however. I calculated the weight of coins as not using platinum pieces, it is all gold. This makes a change of 2.34 lbs which leaves 8 lbs left over. Do you not count the explorer's outfit?

Male Human Husband/1(53 years), Father/2, Grandfather/2

Gorguk:

Ok, skills fixed. Coins are 0.02 pounds per coin (50/pound), and yea, no weight for the free clothing is a 3.5 holdover. If I change that, my table top guys will kill me... lol

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
Papa-DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Papa:
I felt the same way when I first converted to Pathfinder. In the Rise of the Runelords AP that I am running right now, you be surprised how many times that 8 lbs will change an NPC from light load to medium load.

Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Lothar Narda:

questions...
a) You have 13 hitpoints, d8 + favored bonus + con + 3 toughness

Please look at this output sheet from the character generator that I use and get back to me if there are any issues...

Lothar Narda

-- david
Papa.DRB


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Thank you. Already adjusted for in my profile.

Papa:

Quick question: How did I get Varisian as an extra language? I can handle having a free language slot from the DM, so don't think I'm complaining or anything. Unless I forgot to take Vudrani into account, which would mean I had one more language slot open and you filled it for me. Regardless, thanks for the extra language. I'll change it on my profile.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Papa:
For languages is Varundian the same as Draconic? If not then that needs to be changed. Two other things I noticed: I bought 2 weapon cords and I only see 1 on your character sheet and longsword appears twice. If there is any other questions please let me know.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

All,

Re: Bonus Language. I have given everyone a "Human Ethnicity" of Varisian, which grants that language, so consider it a present.

Gorguk:

Varisian, see above. Draconic - You have an int of 10, so no bonus language and you did not spend a skill point for Linguistics.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Barnabus:

Questions...
a) Does your familiar have a name?
b) Trait: Hunter's eye (Andoran-Source Guide to Society Organized Play). is not permitted as it is not in the Core or APG. Also you need to pick a campaign trait for your 2nd trait.
c) I can't figure out where your 6th skill point goes (4 - Knowledge(x) and 1 - Spellcraft).
d) I haven't gotten to gear yet, but since you don't have Hunter's Eye, you are not proficient with the longbow. You may want to change the longbow to something else.

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
DM Papa.DRB wrote:

All,

Re: Bonus Language. I have given everyone a "Human Ethnicity" of Varisian, which grants that language, so consider it a present.

** spoiler omitted **

-- david
Papa.DRB

Papa:
your right I originally had Gorguk with a 12 int and changed to have a higher con. My fault sorry about that.

Male Human Witch 5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

OK got rid of the longbow, changed to crossbow....

Will look at skill points tomorrow...

And other stuff


Male Half-elf Cleric 5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Yes, I already caught that and made the necessary change to alignment.


Male Human Witch 5

OK I think I am all done!


Male Half-elf Cleric 5

Papa.DRB,

Got everything on my profile page except the description and background, but you can give what I have the once over if you'd like.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Calinder:
I am glad to see another follower of Erastil in the group. Not only will it help me to understand Erastil's divine guidance, but I wasn't sure what I was going to do with the other non-believers.


female Human Ranger

any suggestions on a good deity for a ranger. still getting used to pathfidner pantheon. Looking for a good nature type deity


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Barnabus:

I can not find the following items in either the Core or APG.

a) Grappling Bolt (mentioned under Twine & String but not defined otherwise)
b) Vermin Repellent
c) Hammock

What source are they from?

Also, your stats are wrong. You only spent 18 of the 20 points. I "assumed" the other 2 brought Charisma back to 10, but you can put them as you wish. Just let me know.

Please look at the output sheet from the character generator that I use and let me know if there is anything wrong.

Barnabus Collins

You have an armor check penalty on your weapons. The penalty of zero is only for swimming.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Calinder Surital:

Here is a link to your character sheet output from the generator that I use. Please look it over and let me know if there are any issues.

Calinder Surital

-- david
Papa.DRB

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