Motteditor's Savage Tide (Inactive)

Game Master motteditor

Combat map / Farshore map / Dungeon map


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Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson will also introduce himself to the Sarenraen priest, immediately making himself comfortably subservient to the man.

Having another Sarenraen priest around will really take the pressure off.

"Hi, I'm Kyson. Maybe you're going to take over Lavinia's work? I can go back home to the monastery or do some good scribing?"

* * *

Kyson will ask the general group some questions.

"Who are the Crimson Fleet? When are they planning to attack? How many Sarenrae battle knights do we have besides Linah? Where are the others?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The man, Vesserin, smiles at Kyson.

"I would be happy for any help scribing you wish to do. I have four acolytes, and Liamae has been helpful as well, but any additional help would be wonderful. I've heard there are demonic influences on the island -- in truth, that's why I came -- so perhaps you can help me quash those."

---

The Crimson Fleet are a group of pirates, based in the Shackles. The note doesn't mention a time for the attack. There are no other Sarenrae battle knights on the island.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

”Then it falls to us to prepare Farshore for this eventual attack. How many live here and of that number how many are able-bodied men and women. Everyone will need to fight”, the old ranger explains. ”If the scouting force was any indication, this Crimson Fleet is to be taken seriously.”

"Seka, can you and Linah interrogate the prisoner. If anybody knows what makes them tick it'll be you."

Are we able to do any shopping here? I thought you mentioned shopping being possible in Farshore.


Human Cleric 7 | hp 36/51 | channel 6/7

"I shall do my best", Linah replies. "Where is the prisoner kept?"

"Master (I have no idea what kind of titles there are within the faith) Vasserin, is there any place where we can place the wounded? The temple is close to the port and I fear that a large force would be able to wreak havoc on the building before we are able to stop it."


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Echo the need about the shopping. Would it be reasonable to be able to craft scrolls here? Obv, we have no idea how much time we have, but need to sell gear too.

Kyson will work with Vesserin and Linah on tending the wounded, but a few channels should fix most of everything, right?


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

"Yeah, I'll have a word. Chances are I can talk to the bugger in his own language" replies Sekathral, ambiguously.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

"I'll go with Sekathral, as back up." She looks at Sekathral, seeing the similarities to the pirates. Yes, but he's *our* pirate!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Oh, yes," the cleric replies to Linah. "Telda, here, is a skilled herbalist and apothecary and she runs an infirmary that helps us."

A mix of good cop/bad cop between the three interrogators eventually seems to get results, as the captive pirate eventually spills.

The man, named Lefty, has bruised and sunken features, his skin hot to the touch and one of his eyes blackened. He's also missing his left hand, though that appears to be an old wound.

As he begs for his life, he admits that he and the other pirates came from Rat's End on the Emerald Isle to the west, but says that no one remains there to be a problem now. Their captain, Slipknot Peet, brought everyone on the attack, which was supposed to be a scouting mission.

Peet had been in contact with the Crimson Fleet -- Lefty isn't sure how, only that "magic was involved." -- and they'd promised the Rat's End pirates a place in their fleet if they scouted out Farshore for the next few weeks. Apparently a large force of Crimson Fleet shops is scheduled to arrive in the region "on other business," and at that time they would like to ransack Farshore, using the intelligence gathered by the Rat's End pirates to ensure victory.

Peet didn't reveal to his crew how many ships were on the way, but when he decided to attack Farshore on his own, he did mention that they had two months to loot the place and escape to other waters with their booty before the Crimson Fleet arrived.

Seka Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21
Khaz Intimidate: 1d20 + 11 ⇒ (18) + 11 = 29

Linah Diplomacy: 1d20 + 20 ⇒ (11) + 20 = 31
Wow, good rolls...


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

"So...we could have as long as two months to ready for the pirate fleet? Or they could come sooner, huh?" Kyson rubs his young jaw, wishing his had manly hair like that of his hero, Silvio.

"I can help prepare for them. We'll burn them with the fires of the Sun, we will. But, even more importantly, do we know why the Crimson Fleet wants to attack Farshore?" Kyson looks around, stating the obvious.

"I mean, this place is far off, loaded with evil monkey demons, and is pretty much a s$%@hole," Kyson says without thinking, picking up some colorful description from Seka.

"There is nothing here worth taking...or is there? Why would they come all this way just to ransake this barely standing beach pit?"

Kyson doesn't mean to offend, but this is beginning to bug him. He had thought that Farshore would be more of an oasis...at least have a few decent stores and inns...and have way fewer dead people and pirates within.


Human Cleric 7 | hp 36/51 | channel 6/7
motteditor wrote:
"Oh, yes," the cleric replies to Linah. "Telda, here, is a skilled herbalist and apothecary and she runs an infirmary that helps us."

"It is a relief that even though our situation is dire, we have capable hands to handle it."

Interrogation
In her part of good cop Linah will put look the pirate in the eye and put her hand on his shoulder, channeling healing magic to close his wounds (lay on hands, and try to cure a disease should he have one).

"How many ships does the crimson fleet have?"

Outside interrogation
"I am unfamiliar with the Crimson Fleet. Who are they?"

"Kyson, I have seen that you wield the flame of the dawnflower with great skill. How many ships do you think you will be able to stop when they attack?"


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Kyson Tirc wrote:

"There is nothing here worth taking...or is there? Why would they come all this way just to ransake this barely standing beach pit?"

"Slaves? Just so they can act like a bunch of ****s and rip up on a bunch of people who they think ain't going to do much about it? Mate, they might not need a good reason"

He pauses, thinking vaguely about Keldon Bonefist.

"Here, if I can get a load of blackpowder and enough metal, I can have a go at making cannon! That'd give the s***s a bit of a shock, eh? Lady,

He addresses Lavinia.

"How about it - any chance of a load of scrap and a smith? Rest I can do myself, unless you or the skipper want me elsewhere"


Human Cleric 7 | hp 36/51 | channel 6/7
Sekathral wrote:
"Slaves? Just so they can act like a bunch of ****s and rip up on a bunch of people who they think ain't going to do much about it? Mate, they might not need a good reason"

"They shall do no such thing!" Linah interjects hotly and rises to her feet by pure reflex. Moments later she recovers and starts to blush. "I spoke out of turn. I am sorry, please forgive my outburst", she says and sits back down.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As the council gathers again, it's clear the threat is great. One ship of pirates could have spelled the end of Farshore were it not for your arrival, and no one knows how many the Crimson Fleet will bring.

"If you're willing to help," Lavinia says, "I think these are our options:"

She outlines several places where Farshore could be improved and fortified, including the chapel, the harbor, the infirmary, the militia, the palisade and the watchtowers. There are other places that can also be worked on, of course -- it's still a young town -- but those seem like they would have the most military applications. I'll get you a full list of locations as soon as I can and you can decide which you want to deal with.

She also admits Farshore's militia isn't enough to defend against a large-scale attack. "But if you could travel to Tanaroa, perhaps we could get the support of the Olman warriors. Maybe they would be enough to tip the scales in our favor."

In addition, she says, there are other, stranger tribes of humanoids dwelling in the interior, tribes whose aid would doubtless further shore up Farshore. The phanatons are a group of rodent-like creatures, while local legends also tell of a race of catlike humanoids called rakastas. The locals believe that the last of the rakastas have died out, but they were renowned for their masterwork weapons. Perhaps hidden caches still exist at the sites of their old temples.

Many supplies were damaged in the recent attack, supplies that could be replaced by the cargo still carried by the Sea Wyvern. For that matter, she says, if the Sea Wyvern herself could be repaired, she could give Farshore a huge advantage in defending against pirates. Perhaps you could return to the crash site, make repairs and sail the ship back.

The Isle of Dread has other resources that could prove helpful. A large tar pit could supply the isle with tar to shore up defenses and repair damaged ships and building, but only if you can get access.

"That's all I can think of," she admits. "We can see if Dranys can make the cannon, and if you have any other ideas, we're certainly open to them."


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

Khazmia listens quietly as the discussion ravels out. A low grind irritates at the edge of her hearing until she realizes she is grinding her tusks against her upper front teeth in frustration.

"I can't say I relish heading back into the interior." Cats and rodents for allies? Is that really where we're at now?


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

"We should start with a review of what's here. We'll need to know what'll take to get those locations defensible. Kyson, can you come with me. You likely know more about construction than any of us."


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Linah Jamil'Kaid wrote:
"Kyson, I have seen that you wield the flame of the dawnflower with great skill. How many ships do you think you will be able to stop when they attack?"

Kyson blinks at Linah as if having a hard time understanding the question. He then remembers the time he burned the f#%@ out of a bunch of pirates and a slow smile comes across his face.

That was pretty cool. heh heh heh eh heh heh...I blew them...heh heh heh heh...up.

Kyson giggles to himself.

Zstelian Karela wrote:
"We should start with a review of what's here. We'll need to know what'll take to get those locations defensible. Kyson, can you come with me. You likely know more about construction than any of us."

"What? Construction? Oh sure...I can build lots of walls quickly. Did you want me to start building walls all around the town? I can do that pretty easy," Kyson says the impossible as if it were matter of fact.

He turns back to Linah, having giggled himself out.

"I might be able to blow up one, maybe two. I got lucky once, I think, but would happy to try again. I don't like pirates none. Not at all."


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

"Linah is right, Kyson. and if you can scribe some of those scrolls like you did before for me, we can have plenty of the Lady's Light of Repentance to lay upon their ships while they are still out somewhat from the shore. That is a great gift you have, Kyson." Khazmia's face lights with a wide grin, her silver tusk caps shining in the firelight as she considers laying waste to the pirates while they are still on their ships.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

/me looks around to see if Zstelian, Seka, and Linah are going to post.

Kyson looks at Khaz, suddenly worried about all the pressures being placed upon him.

"So...build walls, scribe scrolls, and singlehandedly stop the pirate fleet...anything else?"


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Zstelian is ready to play real estate inspector.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

Khaz lays one delicate heavy hand upon Kyson's shoulder. "Not singlehandedly, Kyson. We'll be here to help. I will be." She raises her fingers, a small frizzle of electricity and the scent of a storm dancing around the tips.

"I'll do what I can, but The Lady loves and respects you. She has faith in you. Who am I to argue?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Lavinia, along with Ulvar Kabbanja, a dour Mwangai man who is revealed to be the captain of the militia, shows you to the areas she thinks could be of the most use.

The chapel Building 15 on the map, now that it's not a scene of chaos, proves to be a smartly finished building of adobe near the center of the colony. It features a belltower that rises higher than any other building in Farshore. The large pew-lined common room doubles as a meeting place for the Expedition Council or other public gatherings. The main worship room features numerous small shrines in alcoves along the walls that contain small statuettes of various dieties.

Vesserin welcomes any aid he can get, pointing out that he only has four acolytes, plus Liamae, who often helps him. Any PC that can cast healing spells can spend a week helping in various tasks such as healing, maintenance, sermons and other spiritual matters; at the end of the week, a Knowledge (religion) check indicates that the spiritual well-being of the colony increases morale, which can help in the fight. This can be done multiple times.

The waterfront Area 1 bustles with activity as fishing boats and launches to neighboring isles arrive and depart. A pair of guards keep watch and signal fires atop the jetties are ready to be lit at night to lead stragglers home. The entrance appears to be a natural bottleneck that could protect the colony from sea with a little help.

A character with Knowledge (engineering) can plan several changes and enhancements, such as installing siege engines or sniper posts along the cliffs, creating artificial sandbars or submerged traps, and establishing more efficient patrol routes. The character must spend at least two hours a day for a week supervising the work. At the end, he must make a Knowledge check to see if they improvements are sound.

Telda Syren greets you as you arrive at her infirmary Building 17. Notes, much of it semeingly in Olman alphabet and pictograms line the walls and tables, fighting for space with lab equipment and drying herbs. A Heal check can increase the infirmary's efficiency, though doing so will take a week.

Farshore's militia consists of 18 human guards, you learn at the barracks Building 8, with six on duty for eight-hour shifts most of the day. Half of the guards live here, though the barracks can hold three dozen with ease. Tolin Kientai, the Jade Raven, lounges here, Ulvar informing you that the good-looking warrior joined shortly after he arrived. You can spend a week to try to increase the militia's numbers with a Diplomacy check; this can be done more than once.

A 15-foot high wooden palisade Area 3 surrounds the landward approach into Farshore. Lavinia thinks the attackers are more likely to come via water, but points to it as a possible area that can be improved.

DC 15 Knowledge (engineering):

You don't think it looks all that secure. Several changes and enhancements could help, such as adding sharpened poles atop it and jutting from the base, greased walls and/or a low moat. You can spend at least two hours a day for a week supervising upgrades, at which point you must make a Knowledge (engineering) check to see if they're sound. You could spend multiple weeks doing this.

And finally you're led to the watchtowers Area 4, four of which stand on the palisade. Each tower is manned by a single guard, who can ring an iron bell hanging from the ceiling in case of emergency. A new watchtower could be instructed in the northeastern corner of the palisade and another on the southwestern bluff overlooking the harbor; though hey would probably take three weeks each to build.

There you go; a few more options. Remember there are other improvements you can make to town too, if you want to explore the rest of it, plus there are out-of-town options.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

"Yeah, well, I'll help with making some ****ing big guns, no problem; other than that, bagsie going out and getting the barky back. I can do that, as well as going looting. Mind you, if I do, I want a ****ing tab at the pub"


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Yeah, Zstelian’s not a good fit for this. =/

Zstelian pays close attention during the tour but can’t shake the feeling that his experience was going to be of little use is preparing the town itself for the coming siege.

”I don’t know how much help I can be with any of this”, the old ranger admits. ”Maybe I’ll be more use outside the walls. There’s bound to be a way we can use the terrain to improve the city’s defenses.”


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson plots and plans as best he can during the first day, trying to get a layout of Farshore, meeting the locals, and healing as he can. He feels pulled in many directions, and realizes that he needs answers...solid, godly answers.

He next morning, in addition to memorizing Wall of Stone, he will also learn Commune (for better talking to the gods).

Kyson will actively solicit suggestions for questions from everyone. He gets 9 questions per casting...which costs 500 gp each...so make them good questions or Kyson is just going to blow them. You can read the Commune spell here.

Commune Questions.:

1. Is the Crimson Fleet currently within one weeks sail of Farshore?
2. Is the Crimson Fleet within (2 weeks or 3 days, depending on the answer to #1) sail of Farshore?
3. Should we seek allies from the island in our fight against the Crimson Fleet?
4.
5.
6.
7.
8.
9.

In addition, as a demonstration because no one seems interested, Kyson will cast Wall of Stone on a stretch of unprotected beach. It will be 90' long, 2.5 thick' and 5' tall.

"There....walls. See?"

Also, one weeks Religious aid: 1d20 + 15 ⇒ (16) + 15 = 31 Know (Religion)

Also, Kyson will begin crafting, assuming he can get magical inks from the Church. Will begin to document in OOC...tomorrow.


Human Cleric 7 | hp 36/51 | channel 6/7

During the meeting
”I am hesitant to ask surrounding settlements for their aid. While we can use all the help we can get I do not want to deplete their defenses should they be targeted instead. Even though their forces is not enough to repel the Crimson Fleet by themselves I do not want to leave them defenseless. What settlements nearby do not live close to the sea and are thus unlikely to be targeted?”

How secluded is the Olman village? Is it reachable by sea?

motteditor wrote:


Telda Syren greets you as you arrive at her infirmary Building 17. Notes, much of it semeingly in Olman alphabet and pictograms line the walls and tables, fighting for space with lab equipment and drying herbs. A Heal check can increase the infirmary's efficiency, though doing so will take a week.

Farshore's militia consists of 18 human guards, you learn at the barracks Building 8, with six on duty for eight-hour shifts most of the day. Half of the guards live here, though the barracks can hold three dozen with ease. Tolin Kientai, the Jade Raven, lounges here, Ulvar informing you that the good-looking warrior joined shortly after he arrived. You can spend a week to try to increase the militia's numbers with a Diplomacy check; this can be done more than once.

This is probably the things that Linah is best suited for. The healing because she likes healing and recruiting because she has a high diplomacy score. What do you think she should take? I would be partial to the infirmary.

Kyson Tirc wrote:

Commune Questions:

1. Is the Crimson Fleet currently within one weeks sail of Farshore?
2. Is the Crimson Fleet within (2 weeks or 3 days, depending on the answer to #1) sail of Farshore?
3. Should we seek allies from the island in our fight against the Crimson Fleet?
4.
5.
6.
7.
8.
9.

Suggested questions:

4. What does the Crimson Fleet want with Farshore?
5. Are the commanding forces of the Crimson Fleet aware that the scouting troupe has tried to ransack Farshore and failed? or 5. Are the commanding forces of the Crimson Fleet aware that new opposition as arrived to Farshore?


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

"That is a fine wall, Kyson. A very fine wall. I'm sure any of those you can put up will be a help."

She looks out from the top of the wall, watching the waves as they rise and fall. Finally asks, "Kyson, are there spells that might let us turn the very ocean against their ships before they get close to shore? I am not like you, I do not know many spells, but the storms that harried us on our way here were more powerful than anything I know. If we could harness something like that, perhaps we could sink them nice and deep."

When not discussing spell possibilities with Kyson, Khaz uses her "fine" diplomacy skills to encourage people to join the guard.

diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

The day after, Sekathral will round up a few sailors and Captain Amella and head up towards the wreck of the Sea Wyvern in an attempt to salvage some cargo and (perhaps) refloat her and tow her back.

Profession (Sailor): 1d20 + 14 ⇒ (20) + 14 = 34

After which he'll make a start on manufacturing some artillery.

Craft (Weaponsmithing): 1d20 + 8 ⇒ (17) + 8 = 25

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Zstelian, there are plenty of other places in the village you could look into if you want. Or there are several possible options that mean you need to leave the village.

You've got four more questions, Kyson (they have to be yes/no, also, so Question 4 from Linah won't work).

Lavinia says you're welcome to take the Blue Nixie out to the Sea Wyvern. However, she warns you to be cautious, maybe taking Zstelian with you and scouting out the site before making repairs.

"Shipwrecks tend to be quickly inhabited by dangerous monsters, and it's been some time since the Wyvern arrived. Who knows what might dwell in its hold now."


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Zstelian spends the rest of the day exploring the city on his own, looking for weaknesses that might have been overlooked or potentially missed opportunities to help Farshore’s people.

Perception: 10 + 16 = 26


Human Cleric 7 | hp 36/51 | channel 6/7

Focusing on the healing
Healing roll: 1d20 + 12 ⇒ (13) + 12 = 25

"Are you sure that is wise? Outside the Olman gates this island is rife with all kind of dangers" Linah asks Sekathral with a worried tone.

motteditor wrote:
You've got four more questions, Kyson (they have to be yes/no, also, so Question 4 from Linah won't work).

Boooh!

More question suggestions:
4. Does the Crimson Fleet have spell casters among them?
6. Is the Crimson Fleet looking for something specific in Farshore? (what I'm looking for is if they're just out to get some loot or if they're looking for a specific item/person/resource. Is there someway to phrase that?)


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson will craft two scrolls of control water. -700 gp. And another -500gp for the Commune.

* * *
Kyson will cast Commune with the following questions.

Commune Questions:

1. Is the Crimson Fleet currently within one week's sail of Farshore?
2. Is the Crimson Fleet within (2 weeks or 3 days...depending on the answer to #1) sail of Farshore?
3. Should we seek allies from the island in our fight against the Crimson Fleet?
4. Are the commanding forces of the Crimson Fleet aware that the scouting troop's attack failed?
5. Does the Crimson Fleet have powerful (powerful = Khas level) spellcasters among them?
6. Is the Crimson Fleet looking for something specific in Farshore?
7-9. Will depend on the answers above.

* * *

Did the Blue Nixie sink completely? Are we thinking that we need to go underwater to recover her? What do we think is necessary to get her in sailing condition again? It will matter to what spells Kyson preps (water breathing, FOM, etc.)

More to come...there is much to do.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, we're going to go with the next day. Kyson will ask these questions in the morning and then you can decide what to do.

1. No.
2. No (not within two weeks).
3. Yes.
4. No.
5. Yes.
6. Yes and no.

The Blue Nixie did not sink at all. The Sea Wyvern, last you saw was stuck on a reef. You think she will need at least her hull repaired before she can be sailed again, but aren't sure what else until you -- or more accurately, probably, Sekathral -- see her.

Zstelian, I'm not going to go into quite as much detail here, because honestly, it's a lot of typing. I'm assuming you're just strolling around town to get the lay of the land. If you want to look into any of these areas more, just let me know and I'll elaborate (numbers indicate their location the map). Other areas include the warehouses (2), South Gate (5), Farshore Cemetery (6), East Gate (7), Vanderboren Manor (9), Meravanchi Manor (10), The Clayworks (11), Sellis' Woodworks and Smithy (12), Tehrik's Tannery (13), The Last Coconut tavern and inn (14), Farshore Hall of Records (16), Aldwattle's Laboratory (19) and farms (20).


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Working my way down the list!

Zstelian pauses to study the warehouses. I wonder what’s stored here.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

"If anybody else wants to come, they're welcome - more the merrier. However, wind and tide being what they are, we'd better get a bloody move on. We'll sod off tomorrow morning once Zstelian's finished seeing the sights, if he wants to tag along. Khaz, too."


Human Cleric 7 | hp 36/51 | channel 6/7

"If that is your choice I must insist on accompanying you", Linah says. "Perhaps we can stop by Mara and ask if they are willing to reinforce our defenses. Sadly I am not proficient with their language, so I would need a translator to aid me."

What was the name of the first Olman village? Then one where Linah met the group? I tried to go back into the posting history but couldn't find a name.

By the way, Linah did talk to the survivors during the trip back to Farshore. How did Avner react as she talked to him?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The first village was Tanaroa. Which, though I can't find it now I think someone asked earlier about and its proximity to the ocean. It's on an isthmus, but it's a mile from the ocean in either direction.

Avner was slightly more cheery than others would describe him. He was pleased that the ordeal seemed to be over and he was going to be back in some sort of civilization.

The warehouses holds goods ready for trade with the Olman villages or export to Eleder. They're nearly full after three years with exotic lumber, preserved spices and other bulky bounty from the island.

As you look around, a guard stops you suspiciously until you identify yourself. He apologizes, but explains that things have been going missing of late, and no one knows how or who's doing it.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Trade goods? This is perfect…

At the mention of a potential thief, Zstelian searches the grounds for signs of where the missing goods might have wandered off to.

Taking 10 on Perception with Skill Focus and Guidance for 30 (32 if it involves human and 34 if it involves animals!).


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Questions 7, 8, & 9:

7. Do I (Kyson) need to stay around here?
8. Can't I go back to the monastery?
9. Are you sure?

Kyson takes heart in the initial answers.

"So we got two weeks, at least, until the Crimson Fleet comes. We can pack up and move Farshore, right? It's not like there is anything valuable here, right?"

* * *
Kyson signs up to help Sekathral get the boat.

Kyson will continue to cast 1 Wall of Stone a day, placing it as strategically as possible to aid in defenses. With two weeks of castings, he can get 14*45' of 10' tall wall built.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kyson:

No.
No.
Yes.

Kyson, you can give me two DC 25 Knowledge (engineering) checks to see if your palisade additions are helpful, though that'll a couple hours a day for two weeks total of your time.

Zstelian, you don't see any tracks that look like they would be carrying something heavy out of the warehouses.

The next day, you all pile into the Blue Nixie with Amella and enough sailors to crew the Sea Wyvern and set sail around the Isle of Dread.

Let me know if you want to sail right up to the boat or stop far enough away to scout out the situation.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

I think we'd probably better stop and reconnoitre first

Perception: 1d20 + 14 ⇒ (17) + 14 = 31


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

There is no way Kyson can make a DC 25 engineering check. Is there someone else in camp with Engineering who can opine on the topic? And casting of the Wall of Stone spell should only take 1 round, however, no doubt that deciding where to place it takes longer. As long as they will be helpful, he will encircle the place.

Kyson will endure the trip to the Sea Wyvern with a mix of dread and anticipation.

"I don't like being on boats anymore. There has got to be a better way, Khaz. Would much prefer to just blink where we should go. We've wasted too much of our lives on this ship."

* * *

When they get to the Sea Wyvern, Kyson will cast Air Walk and air walk around the ship to give it a good, safe, aerial reconnoiter:

Take 20 Perception: = 33.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

"My father used to tell stories, Kyson. Great mages that just thought themselves across the great deserts and there they were, faster than lightning!" A little jolt of electricity trips across the tips of her fingers as she watches the sea slide by before continuing.

"That is well beyond my measure, my friend. But wouldn't it be wonderful? We could have Absalomian sugar bagels for breakfast just like *that*!"

Khaz does not have a lot of useful skills, I'm afraid, and definitely no Engineering.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Any animals (rats maybe) in or near the warehouse?


Human Cleric 7 | hp 36/51 | channel 6/7

At first Linah was worried to take the trip and leave Farshore undefended but the answers from Kyson’s commune eased her fears. Back at sea she feels a modest excitement with being out. She had always felt better when taking action than waiting passively. She gathers at the prow as the wreck of the Sea Wyrven comes into view. ”Be careful”, she tells Kyson when he starts his reconnaissance mission.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You set off before needing to make an engineering check, so we'll worry about that when you return. There are certainly rats as well, Zstelian, but again, let's worry about it when you make it back home.

1d20 + 14 ⇒ (12) + 14 = 26

Kyson, as you look over the site of the shipwreck, you see some sort of long-necked sea creature swimming around the ship.

It seems to notice you as well, and begins making its way back toward the Sea Wyvern.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson retreats higher into the sky (35' to be safe) and begins to walk back to the Wyvern, pointing out the beast.

"Big Fishy!! BIG!! FISH!!" Kyson waves is arms as he runs.


SR:27*:
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack

Khaz takes to the air at Kyson's yell, "Where? How big?"

casts fly and then does so.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Just to clarify, we're not in initiative or anything yet. You guys are free to do whatever you want to do.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Were we able to identify this thing?

Nature: 1d20 + 13 ⇒ (18) + 13 = 31

+4 if it’s an animal.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's an elasmosaurus.

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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Welcome all, and congratulations. Really excited to get started.

Please set up aliases and post here letting me know I can look over your character sheets. I'll assign you a trait then.

Silvio, you'll need to let me know what you actually want to play. We do have a rogue, so I'm assuming fighter or bard. Though since we don't have a full arcane caster, you may want to consider magus as well, to give the group a boost in that area. Any of the three is fine with me, though.

Zstelian, I'll take another look (probably later today) at your background and see if we need to tweak it at all to get it to work.

P.S. Since Dargon apparently thinks the birth of his child is of more importance than role-playing -- some people just can't prioritize ;-) -- I assume we'll have to wait a couple days for him. If everyone's ready before he's back online, we can probably start without him and catch him up.


Silvio signing in! Will have a profile up in a while. Silvio was originally built for a free hand fighter, an upfront kind of guy without being clad in full plate armor. I'll take a look at the magus class, but a word to the wise, i don't play a caster well :)

Speaking of wise, i have a question. Silvio's stats came out like this:

str 15
dex 15 (17 with racial)
con 14
int 12
wis 12
cha 15

Would it be ok if i lowered the wis score to 8? I don't want to raise anything else, just lower the wis. Silvio is not ment to be wise.

Liberty's Edge

Thanks for choosing me but I'm going to decline after all. I'm just not comfortable with the drastic spread of stat arrays (Dargon being super high and the rogue being really low).

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm sorry to hear that, Feral. Is it just the stat array? I'm happy to let limelongears re-roll if he wants. (And can check with Dargon about lowering his, since they are indeed really good rolls.)


Dripping with male privilege Mongrelman Swashbuckler -4 / Investigator - 13

Would it help if I re-rolled? Regardless, I wanted to check a couple of things - firstly, I'm moving house (and am fairly new to Pathfinder); all my books are in storage, so apologies in advance for any howlers/omissions in my character sheet (which can be viewed in my profile). Secondly, can my character use cutlasses? Going from memory, these are light weapons; 1d6 slashing damage; 19-20 critical. They're not in any of the Pathfinder books, but did appear in Stormwrack and possibly another 3.5 book...


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Profile created. I still have to buy some starting gear (and check if a magus is right for me).

Silvio in numbers:

SILVIO CALLGARI PAZZI (FIGHTER VERSION) CR 1/2
Male Human (Chelaxian) Fighter (Free Hand Fighter) 1
CG Medium Humanoid (Human)
Init +3; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dueling Sword +5 (1d8+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
--------------------
STATISTICS
--------------------
Str 15, Dex 17, Con 14, Int 12, Wis 8, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Exotic Weapon Proficiency: Sword, Aldori Dueling, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling
Traits Fencer
Skills Acrobatics +1, Bluff +3, Climb +0, Diplomacy +3, Escape Artist +1, Fly +1, Knowledge (Local) +2, Profession (Sailor) +3, Ride +1, Stealth +1, Swim +4
Languages Skald
Combat Gear Chain Shirt, Dueling Sword;
--------------------
SPECIAL ABILITIES
--------------------
Fencer +1 to hit with dagger or sword AoOs.

Liberty's Edge

Rerolling would help but I don't want to ruin anyone's fun.


Dripping with male privilege Mongrelman Swashbuckler -4 / Investigator - 13

Perfectly happy to do so if it's OK with motteditor. Realise I've missed out a lot - revised character sheet below. Stats may change depending on whether I end up rerolling and I'm not at all sure what the proper bonuses to Sea Legs are...

Sekathral Silvereye
Male Elven rogue (pirate) 1
CN Medium Humanoid (Elf)
Init +4; Senses Perception + 2
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 11. . (+1 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee cutlass +0 (1d6/19-20/x2) and cutlass +0 (1d6/19-20/x2)
Ranged dagger +4 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 19, Con 11, Int 14, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 14
Feats Sea legs (bonus), two weapon fighting
Traits River rat
Skills Acrobatics +8, Bluff +2, Climb +4, Disable device +8, Knowledge (geography) + 6, Linguistics +6, Perception +6, Profession (Sailor) +6, Stealth +8, Swim +5
Languages Common, Elven, Polyglot, Aquan
Combat Gear Leather armour, 2 x cutlasses, thief’s tools, 6 x daggers, pipe, pouch of flayleaf, bottle o’rum
--------------------
SPECIAL ABILITIES
--------------------
River rat +1 to hit with daggers; + 1 to swim skill; Sea legs: + 2 to acrobatics checks when on board ship and perception checks in bad weather (??)


Dripping with male privilege Mongrelman Swashbuckler -4 / Investigator - 13

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13

2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 2) + 6 = 9

How are the third lot? I'm doing this on a rather poor mobile connection, which is why I appear to be a couple of posts behind...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Limey, try rerolling, to maybe bump you up a bit. However, I think Dolgrim just really kicked butt on his rolls. When he gets on, let's see if he'll mind lowering a couple of them. I like high stats on characters, but those really are very high. (And, Feral, not playing ruins *my* fun. I think you had an interesting character going, and I like the falconer class.)

Limey, can you please create an alias for your character. (To do so, go under My Account, and you should see an area on the left saying message board aliases, with an option to create a new alias.)

Also, if you need the "books," you can also get them at http://paizo.com/pathfinderRPG/prd/. I find that INCREDIBLY useful, especially when I'm doing PBP, as I have everything at the click of a mouse.

I'm fine with using cutlasses like that -- basically the same mechanically as short swords, except slashing instead of piercing.

Looks like Pathfinder's version of Sea Legs is You gain a +2 bonus on Acrobatics, Climb, and Swim checks. I guess that's only meant to be when you're on board a ship, though it doesn't say that in the benefits part of the feat (just in the description). OK, starting to look over the profiles shortly.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Why don't you use that last lot but bump the 9 up to an 11.

And Patrik, you're welcome to drop Silvio's wisdom.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

"**RAWR**"

I summon myself from the aether into this thread.

Fear my coming!

* * *

Apologies for my tardiness...for some reason I didn't see this thread had started.

I'll get this profile up and updated tonight.

I believe I'll be re-using the Kyson Tirc alias instead of Briar.

I'm looking forward to this.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

Thanks for the help - amended stats below:

Sekathral Silvereye
Male Elven rogue (pirate) 1
CN Medium Humanoid (Elf)
Init +4; Senses Perception + 6
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee cutlass -2 (1d6/19-20/x2) and cutlass -2 (1d6/19-20/x2)
Ranged dagger +4 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con 11, Int 15, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Sea legs (bonus), two weapon fighting
Traits River rat
Skills Acrobatics +8, Bluff +4, Climb +4, Disable device +8, Knowledge (geography) + 6, Linguistics +6, Perception +6, Profession (Sailor) +6, Stealth +8, Swim +5
Languages Common, Elven, Polyglot, Aquan, Osiriani
Combat Gear Leather armour, 2 x cutlasses, thief’s tools, 6 x daggers, pipe, pouch of flayleaf, bottle o’rum
--------------------
SPECIAL ABILITIES
--------------------
River rat +1 to hit with daggers; + 1 to swim skill; Sea legs: + 2 to acrobatics and climb checks when on board ship and + 2 to swim checks


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Sekathral wrote:

Sekathral Silvereye

Male Elven rogue (pirate) 1
CN Medium Humanoid (Elf)
Init +4; Senses Perception + 6

Spd 30 ft.
Melee cutlass -2 (1d6/19-20/x2) and cutlass -2 (1d6/19-20/x2)
Ranged dagger +4 (1d4/19-20/x2)

Feats Sea legs (bonus), two weapon fighting

Ah, the classic 2 weapon rogue conundrum: 2 weapon fighting or weapon finesse first?

Would you be happier and more effective with one strike at +5 rather than 2 at -2 to hit? Tough call.

But luckily you can get the other feat at lvl 2...it's just takes forever to get there in an AP.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

Ahh - thought I had to have a +1 attack bonus to get weapon finesse (working off 3.5 rules), but it looks like I don't, so yeah, it would be a better option (although I like the idea of an elven rogue with two cutlasses... style vs. substance). I'll go with weapon finesse, I think.


Male Gnome Internal Alchemist 2

Here's Finnwappet "Finn" Luggnagg, ready to go!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Finn looks good to me.

Sekathral, if you can put your character sheet into your profile, I'd appreciate it. Just click on the profile name, and you should see an edit button. You can just copy and paste it in there.

Looks like you need to update the combat stats if you did decide to go weapon finesse before two-weapon fighting.

Would you mind doing your skills like in Finn's profile? Makes it a lot easier for me to reference quickly if I need to make a roll for you (I tend to roll a lot for players just to speed things along). Also, if you can put the special abilities all on a separate line, that's helpful.

Looks like you may not have your elven bonuses incorporated (I can't quite tell). I'm thinking if you put one rank in perception, it should be +8 (1 rank, +3 class skill, +2 Wis, +2 for being an elf. I think you're also missing your favored class bonus -- you should have +1 HP or +1 skill rank

Up to you on this, but you may want to also consider this, since it doesn't look like you're planning on using elven magic, though rogues can get some magical abilities. It's completely up to you but I wasn't sure if you were aware of this from the Advanced Players Guide:
Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial traits.

Holding off on Silvio until you decide what exactly you want to be (and if Feral does decide he's not interested, going fighter's probably the better choice than magus, though Dorgan will also be able to provide some martial prowess...)

Bonus traits:
Finn -- Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the inf luence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. (Obviously your spell can be one of your extracts...)

Sekathal -- Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that he would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

Liberty's Edge

I'd love to stick with it if you're okay with leveling us out.

Edit:

What trait would Zsetian be getting?


Male Dwarf Monk 5 [HP 54/54]

Mobile until Friday or Saturday so rp will be rough but I'll follow the tread and might pop in with simple post. Dragon rolled awesome but the game is more important. Whatever make good is needed on my part to keep all interested is perfectly ok.

Liberty's Edge

Thanks Dargon for being understanding. I hate being 'that guy' but the disparity would eat away at me no matter how hard I tried.

For reference this is the stat points we're looking at:

Sekethal - 26 pts
Silvio - 26 pts
Finn - 30 pts
Briar/Kyson - 38 pts
Zsetian - 34 pts
Dargon - 52 pts

He has literally double the stats. LOL.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Profile made!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Dargon, do you mind going with 38? Definitely not quite as good, but should still be a character to be able to brag about. I appreciate you using the lower stats.

Feral, I do want to tweak your background slightly. I fudged it a bit for simplicity's sake for the recruitment, but Larissa was actually the more adventurous of the pair, eventually marrying Verik, who joined her on some explorations. (They were more explorers than your classic PC-style adventurers.)

I think your background still works, but your adventures were solely with Larissa, whom you fell in love with. When she decided to marry Verik instead, you left, feeling bitter.

Also, Larissa has a couple adult children, so I figure she was at least 43 or so, and probably closer to 50 when she died, since she was an adventurer beforehand. Not sure if you want to be that old, and if you want to deal with the aging effects, if so. Perhaps you found a fountain of youth that reduced your age? (It could even have been cursed, wiping out your experiences, which would explain why you're first level. I know I hate when I envision a more experienced character but I'm still starting out at level 1.) You could also just have been younger than her when you were together, but unless you were more in schoolboy-crush mode, you'd still be middle-aged for a human (you could also be a half-elf, which would solve the aging issue if that is something you're concerned about.

I'm thinking for a trait something like "For Family Honor," indicating your persistence to protect the Vanderboren family. I'm thinking it gives you +1 to saves when you're trying to protect the Vanderborens. Something like that work for you?

Let me know your thoughts. I'm happy to tweak whatever we need to get something you're happy with background-wise.

Also, I noticed your name's changed a bit. Are you Zsetian or Zstelian? And I'm assuming pronunciation-wise, the Z is silent?


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Yeah, I mentioned him being middle-aged because I figured they were older. I'm okay with being on the upper end of middle aged and just assuming that my current stats has taken the adjustments into effect. I like the idea of breaking the mold of all adventuring non-wizards being young bucks.

The adjustment to the background is cool. He still blamed Verik for stealing his woman (even if it was her that had pursued him) - perhaps the wisdom of years has forced him to figure out that he was wrong. He's low level because after being spurned by Larissa he laid pretty low and led a fairly adventure-free life in the interim time. Also, he's a bit rusty. As he levels he'll remember tricks from his younger years and get some spring back in his step.

The trait sounds cool. I trust the Vanderboreans are going to be featured fairly heavily throughout the AP?

Yeah, I mistyped the name at one point and kept with it in the name of consistency. I prefer Zstelian. You're correct, the Z is silent - pronounced Stelian.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Works for me. Yes, the Vanderborens are featured very prominently throughout the Adventure Path -- unless you all mess up really badly : ). They're a little less important toward the end, but I may tweak that part since it starts getting into areas I don't think are quite as interesting as the first two-thirds of the Path. (Even if not, you'll have gotten as much value out of it as traits that give you extra starting gold, for example, so I think it'll be nicely balanced.)

I'm fine with you being older -- that was definitely part of the reason I picked you (don't know why I didn't think to just assume the age is already factored into the stats -- and also prefer Zstelian as your name.

Will look over the sheet in a bit.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Motte-

Finally at home and working on more details of my yahoo. Do you have anything changes or restrictions/suggestions for crafting feats? I have tentatively taken Scribe Scroll, but wanted confirmation that it might be useful in this campaign.

Do you have any home rules for crafting?

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I'm fairly inexperienced at crafting -- as in we've never actually done it in a campaign I've played in since we switched to Pathfinder (and didn't do it much in the 3.x we played either). I know there is plenty of crafting time available (the Path spans a year or two, with plenty of downtime available).

I know in the KM campaign I'm running, we cut the time it takes to craft something (this was nonmagical, though) since it would have been two months holed up working, but other than that, my inclination is to pretty much follow the rules. Certainly don't see a problem with scribe scroll. (I'm probably less inclined to cut the time allowed for crafting magic items, since I don't want you running around with 100 scrolls, but I'm fairly easy going other than that.)


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

PFRPG drastically reduced the time needed to craft magic items and really streamlined the whole process, including a crafting-on-go mechanics.

Ironically, they didn't reduce the time it takes for mundane crafting. So while it's possible to enchant a 9000k +3 Fullplate in like 3 days. It takes 90 days to make the actual fullplate. =/


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

A'ight, I'll keep the scribe scroll feat, but might poke you about it later on.

My build is up, still tweaking and fiddle-faddling, and need to complete the some portions of my alias, but the main parts are done. I'll be fixing it up tonight.

Also need my trait.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Dammit. Had half of this written up and then accidentally closed it when I meant to switch tabs. Grrr.

From memory, then:
Zstelian -- Your sheet looked fine. If you could just put the heads (skills, feats, traits, gear, etc.) in bold, that makes it a touch more readable for me. I'd appreciate it.

I assume you're going with a switch-hitter? Just curious, are you planning to use javelins as your primary ranged weapon? I don't think I've ever seen anyone do that, but as with your advancing age, I like the change from the usual.

Also, looks like you've got 71 gold left that you don't have marked down on your sheet.

OK, I think that was everything. Mental note to copy and paste now before switching tabs.

---

Kyson -- Love the diary. You did make it to Eleder safely.

I'm a little lost on your skills. Looks like you used the favored class bonus there (I'm thrilled so many people are using their favored class bonuses in skills; I honestly thought I was the only one who did that) and thus have ranks in appraise, heal, know (religion), profession (scribe) and sense motive. I'm not sure how you got a +4 in craft (calligraphy).

Also, please don't try to swim or climb anything. : )

Am looking for a good trait. Probably won't be a "campaign" trait but something based more of your monastery life.

---

OK, waiting for a final confirmation on Silvio's class. (And if you don't want to do magus, Patrik, that's fine. Was just throwing it out there.)

Also, Dargon will have to be redone with the lower stats. Plus, how'd your wife do? Congrats on the baby. Boy or girl?


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Sure thing. I copy/pasted that stat block from my application post. I'll get a fresh HeroLab export in there when I get home.

I went with javelins for now because composite bows are too expensive for a level 1 character =P. Alternatively, there's a pretty cool sling feat in UC if I remember correctly and I may end up using that as my ranged option. When was the last time you saw a slinger that wasn't a gnome or a halfling! Slings feel like a very appropriate gypsy/Varisian weapon.

I was planning on switch-hitting but I may end up focusing on one style more than the other depending on what the rest of the party does.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Oh yeah, I can't play a PC without skillz...drives me bonkers. I have to be able to do some stuff or I go nuts. Or start randomly multiclassing (like starting as a paladin and double dipping into rogue).

Anyhoot, Kyson should get 6 skill points per lvl: 2 cleric, 2 int, 1 human, and 1 for fav class.

6 Skills are: Appraise, Craft (Calligraphy), Heal, Know (Rel) Prof (Scribe), & Sense Motive.

Sadly, Kyson doesn't have access to the usual fancy fine calligraphy kit like he did in the monastery so he is much less adept at calligraphy before he gets the proper tools for the job.

I believe the scoring for that looks like this:
+2 Int
+1 Skill point
+3 Class Skill
-2 No tools
----
+4

I kinda figure that Kyson is currently trying to use an inkpen for calligraphy and he can't quite do it right until he buys his own calligraphy kit.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Got it. Forgot about the human skill point bonus.

In which case, Zstelian, do you have all your skills? I think you may be one point short. (Or I'm just really bad at breaking down people's characters...)


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

I'll check it out when I get home but I believe I've got all my skills.

I chose the favored class option where I give the bonus HP to my animal companion.

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Zstelian Karela wrote:
I chose the favored class option where I give the bonus HP to my animal companion.

Ah, that'd explain it then. I didn't realize that, so thought you had put it into skills (while forgetting to account for your extra skill point for being human). You should be fine.


Male Dwarf Monk 5 [HP 54/54]
motteditor wrote:

Dammit. Had half of this written up and then accidentally closed it when I meant to switch tabs. Grrr.

From memory, then:
Zstelian -- Your sheet looked fine. If you could just put the heads (skills, feats, traits, gear, etc.) in bold, that makes it a touch more readable for me. I'd appreciate it.

I assume you're going with a switch-hitter? Just curious, are you planning to use javelins as your primary ranged weapon? I don't think I've ever seen anyone do that, but as with your advancing age, I like the change from the usual.

Also, looks like you've got 71 gold left that you don't have marked down on your sheet.

OK, I think that was everything. Mental note to copy and paste now before switching tabs.

---

Kyson -- Love the diary. You did make it to Eleder safely.

I'm a little lost on your skills. Looks like you used the favored class bonus there (I'm thrilled so many people are using their favored class bonuses in skills; I honestly thought I was the only one who did that) and thus have ranks in appraise, heal, know (religion), profession (scribe) and sense motive. I'm not sure how you got a +4 in craft (calligraphy).

Also, please don't try to swim or climb anything. : )

Am looking for a good trait. Probably won't be a "campaign" trait but something based more of your monastery life.

---

OK, waiting for a final confirmation on Silvio's class. (And if you don't want to do magus, Patrik, that's fine. Was just throwing it out there.)

Also, Dargon will have to be redone with the lower stats. Plus, how'd your wife do? Congrats on the baby. Boy or girl?

Wife and baby boy are healthy and doing great!

New stats. (call me out if they dont add up, doing from memory)

Str 18 (17 pts)
Dex 14 (5 pts)
Con 15 (7 pts) -> 17
Int 12 (2 pts)
Wis 15 (7 pts) -> 17
Cha 10 (0 pts) -> 8

Same build options likely with perception, sense motive, climb, swim, profession (merchant) as chosen skills. I'll do a complete rebuild Friday. This is just to give everyone an idea.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Made some small changes. Added the trapper archetype, swapped my INT and CHA, and fixed a few errors.


Male Elf Rogue (pirate) 8/ Gunslinger 5
Stats:
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5

I've made an attempt to format my profile like Finn's, with partial success at best... I'll add in background details (etc) a bit later on, as I'm supposed to be working at the mo. Sorry to be a pain, but how do you get the show/hide button to show up as per other people's posts? Copying the coding from the page source doesn't appear to work; searching the site hasn't got me anywhere, either...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, will take a look, Zstelian.

Sekathral, you type [ spoiler=xxx] blah blah blah [ /spoiler] without the spaces right after the brackets. You should see, when you go to post, a how to format your text button at the bottom of the screen. That's got all the various commands you can use. (italics, bold, etc.).

Taking a look, what I really want (more than spoilers, though you're free to use those if you want) is for the headers of sections (i.e. the word skills before your list of skills) to be bold. Zstelian's is a good example there. Sorry if I was confusing.

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Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...

Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.

(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)


Male Dwarf Monk 5 [HP 54/54]
motteditor wrote:

Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...

Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.

(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)

In my opinion it's ok if he can't exceed his caster level. That means the real benefit won't kick in until level 2, and it will act more like a discount to caster level cost.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
motteditor wrote:

Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...

Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.

(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)

Ah. That'd be fine, Motte. No, I don't think it's too powerful. Traits are supposed to be about half a feat. And, in this case, that seems about right: Cypher Magic.

It's a twist on half of that feat, but with Dargon's additional rider about level cap, seems about right.


Male Gnome Internal Alchemist 2

I've chosen Reduce Person to get the bonus for my Inspired by Greatness.


I've looked through the magus and it could be a fun class but doesn't really fit with what i had in mind for Silvio. I'm going to stay with the free hand fighter. Just need to buy some starting gear then he's set.

@Mott: Can you add all the player to the campain page? It will make it easier to keep up with the thread.

Dargon Dolgrinson wrote:


Wife and baby boy are healthy and doing great!

Congratulations!


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Patrik Ström wrote:

I've looked through the magus and it could be a fun class but doesn't really fit with what i had in mind for Silvio.

"Of course not!" Silvio interjects. "Just read the class description!" the exiled nobleman continues and stats to cite from memory.

There are those who spend their lives poring over ancient tomes and texts, blablabla

"You hear that. Books! Books are not for Silvio. The sword is for Silvio! Leave the books for those with no heart for adventure and Silvio will take their share of swords, wine and women!", he proclaims with a smile.

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Kyson, sounds good to me.

Finn, Sekethal -- if you want to me come up with more original traits, let me know. I think those ones are perfectly good (I copied them from Carrion Crown), but they seem a little less exciting than the more personalized ones for Zstelian and Kyson.

Patrik, I think you get added by just posting in the game thread, no? I'm not aware of a way to manually do it. (Speaking of which, does anyone know how to make a supposedly current campaign into a previous campaign? I've got a couple there that I'm no longer involved in...)

You're all welcome to begin posting, by the way, if you want. Let me know if you want to do anything before the dinner (which can include any knowledge checks you may want to make about the Vanderborens or anyone other NPCs from the recruitment threads). I figure we can start that before the PCs are fully vetted, since it's role-play, not roll-play. Dargon, if you get to post, great. If not, we'll pretend you're there and join in when you're ready.

(I'm on vacation this week, so have been posting a lot. However, I'm heading down to DC for Friday-Monday. I assume I'll still get a chance to post somewhat, because my friends go to bed hours earlier than I do, but am not sure exactly how much time I'll get online.)


motteditor wrote:


Patrik, I think you get added by just posting in the game thread, no? I'm not aware of a way to manually do it. (Speaking of which, does anyone know how to make a supposedly current campaign into a previous campaign? I've got a couple there that I'm no longer involved in...)

You're all welcome to begin posting, by the way, if you want. Let me know if you want to do anything before the dinner (which can include any knowledge checks you may want to make about the Vanderborens or anyone other NPCs from the recruitment threads). I figure we can start that before the PCs are fully vetted, since it's role-play, not roll-play. Dargon, if you get to post, great. If not, we'll pretend you're there and join in when you're ready.

I didn't even notice that there was a game thread created :) Yep, it got added to my campaign list as i posted in the game thread. Good stuff!

Edit: Not until now i noticed the roleplay part of your last post in the recruitment thread. This is not my day it seems :)

Edit pt 2: Silvio's sheet should be complete now, except for a trait of your choice.

Regarding your other question: I posted somewhat the same question here.

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Silvio's sheet looks fine, other than you're missing the closing italics tag on the name of the ship you stowed away on.

For Silvio's trait, how about Confidence: Your complete sense of confidence makes your "exaggerations" more convincing. +1 trait bonus to bluff rolls, plus bluff is a class skill for you.

OK, just Dargon left to check. Let me know when you're ready.

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Sekathral, consensus seems to be that the bonuses conveyed by the Sea Legs feat apply all the time, not just when on a ship, so I'd just add them to your overall skill scores.


motteditor wrote:

Silvio's sheet looks fine, other than you're missing the closing italics tag on the name of the ship you stowed away on.

Fixed.

motteditor wrote:


For Silvio's trait, how about Confidence: Your complete sense of confidence makes your "exaggerations" more convincing. +1 trait bonus to bluff rolls, plus bluff is a class skill for you.

Love it! (since i use herolabs i took the "Fast talker" trait, which is identical)


Male Dwarf Monk 5 [HP 54/54]

Dargon is ready for review. I should be able to start rp sometime tomorrow.

Crunch:

DARGON DOLGRINSON CR 1/2
Male Dwarf Monk 1
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 16, flat-footed 14. . (+2 Dex, +1 natural, +1 dodge)
hp 12 (1d8+3)
Fort +5, Ref +4, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Axe, Throwing +0 (1d6+4/20/x2) and
. . Handaxe +4 (1d6+4/20/x3) and
. . Unarmed Strike +4 (1d6+4/20/x2)
Ranged Axe, Throwing -2 (1d6+4/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 17, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +4; CMD 20
Feats Dodge, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13)
Traits Chance Savior
Skills Climb +8, Linguistics +2, Profession (Merchant) +7, Sense Motive +7, Swim +8
Languages Common, Dwarven, Giant, Varisian
SQ AC Bonus +3, Auroch’s Breath, Greed, Hardy, Hatred, Lost Halls Porter, Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6), Wondrous Whippersnap
Combat Gear Axe, Throwing, Handaxe, Shuriken (5); Other Gear Auroch’s Breath, Lost Halls Porter, Silver clan signet ring of a pick ax over a mountain range , Waterskin, Wondrous Whippersnap
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lost Halls Porter Drinking a pint gives dwarves—and only dwarves—a +1 alchemical bonus to saving throws against poison.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wondrous Whippersnap This light ale, a rarity among dwarven beers, extends the range of your darkvision by 1d3 × 5 feet (varying from batch to batch, and even from person to person) for 1 hour

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