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RPG Superstar 2015

Night Upon the Realms [Heroes Faction] (Inactive)

Game Master Matt, Garnished Game Designer



Night Upon the Realms: Heroes

Heroes

The glorious morning sun rises above distant mountains, lighting the remains of your shattered warships and galleons. The journey from the Homelands have left your expedition weary and in desperate need of supplies and rest. From what your cartographer's can tell you, you have landed on the western edge of a large landmass. The immediate coastline is a large vast open field, with small copses of wood and rolling hills. The men manage to salvage a bare minimum of supplies and ready themselves to begin construction of a base of operations.

In your first post, please put copy your character sheet in spoilers. This will be useful for me to have them all on the front page.

September 22nd Objectives:

- Finishing your base of operations is crucial to your survival here. Anyone with any skill that can be used to harvest wood, stone or other construction materials from the local region should do so. Each building below costs the following amount of Construction Materials.

Palisade Walls: 100 CM [+1 Defense]
Docks: 100 CM [Required if you ever want ships]
Houses: 50 CM [+1 Morale]
Graveyard: 50 CM [+1 Health]
Town Hall: 200 CM [+1 Morale, +1 Defense]
Barracks: 100 CM [Shelters your future army]

- The immediate vicinity should mostly likely be explored. Each DC 30 Survival check (requiring one action) explore 1/3 of the region. Once explored, the region will be much safer, granting a +1 Defense bonus to any settlement of locale in the region.

- Not all of your soldiers made it here, and the ones that did are relatively weak. A good training session could get them back in shape. Anyone with any skill that can motivate or train soldiers can help out here. If you succeed at a DC 30 check you manage to form enough soldiers to create a Standard Troop. (This requires one Action as always).

Standard Troop (Humanoid)
hp: 10
AC: 13
Attack: +1
Damage: 1d6

- Of course, anyone with any other ideas is free to write them and I will determine their validity.

- Other Actions, for example, are:

Defend (You maintain a defensive position within the current region, and are alerted if your Perception check beats out enemy Stealth checks)

Gather <X> (You harvest the region's natural resources, adding to your faction's resource pool.)

Practice Profession (You practice a profession, using resources to craft items for your faction)

Remember, 1 Day is made up of 3 Actions. One of these should probably be Resting. Monster encounters are played by yourself and the monster should be played as per its tactics or GM notes. Any questions should now be asked in Discussion of this thread.


Male Varisian Sorcerer 10

Zalevu's character sheet...:
...can be found here. Have you considered putting links to the character sheets in the Campaign Info tab?

Zalevu floats slowly down from the flagship's crow's nest. It had been a precarious perch, but it had held him in the wind and he had found it the easiest spot from which to work the weather. He lands softly and takes a knee, pressing his hand to the ground to take in its solid, reassuring presence. His inner ear, used to the jostling of the ship, reminds him how unsteady he is.

After a few seconds of this indulgence, he picks himself up and, not wanting to stumble, floats just above the ground towards where the soldiery is assembling. He goes among them, taking aside those he knows to be experienced fighters and commanders, and assembling them inland in a row. When he's found what he deems to be enough he places himself forward of them, his feet spread wide apart. He speaks.

"In face of the unprecedented dangers threatening our expedition," he begins softly, grimly, and yet somehow able to command silence and attention from the assembled soldiers, "there is only one path of salvation: it is the path of sustained work and discipline." He continues, his sentences short, choppy, and brutally direct.

"We must increase the economic strength of our impoverished country.

"We must ensure armed defense of the our people against the beasts of the land.

"Every honest citizen has the duty to be a worker and a soldier.

"We must place upon every citizen capable of answering the first call the duty to go, arms in hand, to the defense of his comrades." Zalevu's volume begins to rise, as if to impress upon them the enormity of this task.

"These are the principles which we lay down as the basis for creating the Army: universal and obligatory military training; immediate formation of firm cadres from the most self-sacrificing fighters; bringing in military commanders as guardians of the highest interests of this expedition; training in the highest forms of combat known to the modern art of war.

"Liberated, we will not be enslaved. We will arise and grow strong, it will cast out the beasts of prey, it will live in fraternal unity with the free peoples of these lands.

"Let there be no wavering, no doubts! Work, order, perseverance, discipline, self-sacrifice – and we shall triumph!" By the end, his voice carries all along the landing site, no doubt drawing odd looks from the others. But let them listen. They might need stirring as much as the soldiers.

Speech over, Zalevu assigns the experienced men and women he'd picked to groups, and those groups to drills with their various weapons. He goes among them, trusting those he'd picked to see to the technical side of things while he motivates those who seem to be flagging.

Actions:
Hmm, let's see. First and second actions will be training, third will be rest. Defenders of Nesting Swallow tells me that Intimidate checks can aid in training soldiers, so let's do that.

First Action - train (intimidate): 1d20 + 14 ⇒ (18) + 14 = 32
Second Action - train (intimidate): 1d20 + 14 ⇒ (5) + 14 = 19
Third Action - rest

Also, there's a cookie in it for whoever knows whence came that speech.


Trotsky? Really?


Male Varisian Sorcerer 10

Aye. Hmm, does giving you a cookie for guessing count as bribing you with food? :)


Pungent smoke curled in to the air around the halflings head. The young lord took several long draws from his elaborate pipe as he surveyed the remains of their shattered armada from a nearby outcropping.

We have arrived and it seems we will not be returning any time soon. Time for us to rally and count the blessings of our bountiful patron. These fertile fields located in close proximity to the coast will yield healthy crops, but first we must tame the land.

actions:
1st action - Defend - Perception - 1d20 + 10 ⇒ (13) + 10 = 23
2nd action - Defend - Perception - 1d20 + 10 ⇒ (20) + 10 = 30
3rd action - Rest


Female Elf Preacher 10

Lyrissah takes to the surrounding environs, determined to find out what she could of the local environs. She says little as she begins her search.

Actions:

1 - Explore Survival: 1d20 + 17 ⇒ (5) + 17 = 22 Add 5 if tracking counts.
2 - Explore Survival: 1d20 + 17 ⇒ (19) + 17 = 36 Add 5 if tracking counts.
3 - Rest


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

My character sheet is right here, just click on my name at any time.

Treggor stands ashore, breathing in the misty air, and makes a sour face. "Something foul lurks these lands. Meadowlark! Keep a keen eye!" he barks, though he hardly expects anyone to listen.

He squints his eyes and surveys the scene, thinking first of defense against whatever evil may roam these lands. Having little to offer in the way of construction skills or defense, he sets about what he does know; scribing.

ACTIONS:
2 actions - scribe scroll (raise dead - cost: 6,250gp. Time: 1.25 days (presumably 3 actions))
1 action - rest


Male Elven Wizard/10 Teleportation School

Character Sheet:

Ilithial
Male Elf Wizard 10
NG Medium Humanoid (elf)
Init +9; Senses Darkvision; Perception +20, See Invisible (Permanent)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +1 Dex)
hp 52 (10d6+10)
Fort +5, Ref +7, Will +8; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
Weakness Light Sensitivity
--------------------
Offense
--------------------
Speed 30 ft., Shift (25') (10/day), Fly 50'
Melee Dagger -5 (1d4-2/19-20/x2)
Wizard Spells Prepared (CL 10, 3 melee touch, 8 ranged touch):
5 (3/day) Wall of Stone (DC 22), Overland Flight, Summon Monster V, Teleport
4 (4/day) Detect Scrying, Black Tentacles, Stone Shape, Emergency Force Sphere, Terrible Remorse (DC
22)
3 (5/day) Haste (DC 20), Dispel Magic, Resist Energy, Communal, Summon Monster III, Fly (DC 20), Spiked Pit
(DC 20)
2 (6/day) Mirror Image, Flaming Sphere (DC 19), Invisibility, See Invisibility, Glitterdust, Glitterdust, Rope Trick.
1 (6/day) Crafter's Fortune (DC 18), Expeditious Excavation (DC 18), Expeditious Excavation (DC 18),
Magic Missile, Mage Armor (DC 18), Grease (DC 18), Feather Fall (DC 18)
0 (at will) Daze (DC 18), Detect Magic, Dancing Lights, Prestidigitation (DC 17)
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 22/24, Wis 11, Cha 7
Base Atk +5; CMB +3; CMD 14
Feats Arcane Builder (Armor & Shields), Craft Wondrous Item, Elven Weapon Proficiencies, Greater Spell
Penetration, Improved Initiative, Opposition Research, Scribe Scroll, Spell Focus (Enchantment), Spell
Penetration, Wizard Weapon Proficiencies
Traits Hedge Magician, Reactionary
Skills Acrobatics -3, Appraise +11, Bluff -1, Climb -8, Craft (alchemy) +11, Craft (siege engines) +9, Craft
(stonemasonry) +10, Diplomacy -1, Escape Artist -3, Fly +10, Knowledge (arcana) +20, Knowledge
(dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +11, Knowledge (history) +11,
Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +12,
Knowledge (religion) +20, Linguistics +20, Perception +20, Ride -1, Sense Motive +8, Spellcraft +20,
Stealth -3, Swim -7
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Chelaxian, Common, Draconic, Drow Sign Language,
Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sphinx, Sylvan, Terran, Undercommon
SQ Arcane Focus, Bonded Object (Ring of counterspells) (1/day), Dimensional Steps (300'/day) (60 5-ft
inc/day), Earplugs, Elven Magic, Necromancy, Ring of counterspells, Summoner's Charm (+5 rds),
Teleportation
Combat Gear Cold Iron Crossbow bolts (50), Crossbow bolts (40), Dagger; Other Gear Cloak of
resistance +1, Earplugs, Extend metamagic rod (lesser) (3/day), Eyes of the eagle, Headband of vast
intelligence +2 (Perception), Large Silver Mirror, Ring of counterspells, Spell component pouch, Spellbook,
Staff of fire, Wand of Infernal Healing, Wand of Magic Missile (CL 5), Wrist sheath, spring loaded (1 @ 0
lbs), Wrist sheath, spring loaded (1 @ 0 lbs)
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
--------------------
Special Abilities
--------------------
Arcane Builder (Armor & Shields) You have an exceptional understanding of the theory behind creating
magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of
this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Bonded Object (Ring of counterspells) (1/day) (Sp) Use object to cast any spell in your spellbook
1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Steps (300'/day) (60 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Hedge Magician Magic item gp costs -5%.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of counterspells Counters this spell when it's cast on you.
Shift (25') (10/day) (Sp) Short-range teleport
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Summoner's Charm (+5 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
--------------------
5000 gold to make See Invisible permanent
2000 gold for enchant on Bonded Item

Ilithial walks out to the troops and moves among them. We have traveled far, and Desna guides us. He blesses us and walks with us. He begins to preach to the assembled men inspiring them to devotion and greatness in this new land.

Spells every day - Extended Mage Armor, Crafter's Fortune, Detect Scrying, and Extended Rope Trick to sleep in.

Actions:

Actions 1: Knowledge Religion - Sermon, take 10: 10 + 20 = 30 Not sure this will work but no specific skill was mentioned.

Action 2: Practice Crafting: Wondrous Items for 1/2 an action using accelerated crafting for +5 DC to the spellcraft roll. Casting the spell Crafter's Fortune adds +5 on my next crafting skillcheck, balancing this penalty. Making a Bag of Holding Type II. This will require 4 days of crafting with his Arcane Builder feat.

Second half of Action: Spell Casting - Will cast Summon Monster V to summon a large Earth elemental and Summon Monster III to summon 1-3 small elementals to scout for and mine for stone construction materials. Using Summoner Charm ability these elementals can be present for 15 rounds. Small elemental earth glides and scouts. Large elemental mines.

Summon Monster III: 1d3 ⇒ 1

Will also cast Wall of Stone once a day to help with building walls. This creates ten 5 foot squares of stone that can be merged with existing stone and is permanent.

He will also cast multiple castings of Expeditious Excavation and Stone Shape to help with this work. - lets say two of each. Craft Stonemason is +10. Knowledge Engineering is 12.

Extra action as part of his total spell casting - Can Ilithial use perception to help scout if he is flying? Overland Flight lasts 10 hours and should allow him to effectively explore. In addition he can teleport twice a day when needed. Perception is +20.

Note: With my bonded Item I can cast one more spell a day, depending on what is needed. Another Wall of Stone, if that is fruitful. Another Teleport if needed, Another elemental? If not used for something else, I will use it to cast Mage's Private Sanctum every night.

Actin 3: Rest

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Character Sheet:
--------------------
Lady Aluria Nightingale
--------------------
Female elf Bard 8/ Fighter 2
LN Medium humanoid (elf)
Init +6 ; Senses Perception +11, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 19 (+9 armor, +6 dex)
hp 94 (8d8+2d10+10)
Fort +6, Ref +12, Will +6
Defensive Abilities Elven Immunities, Well-Versed
--------------------
Offense
--------------------
Spd 30 ft/x4
Melee "Zephyrrat" Keen Scimitar +2 +16/+11 1d6+8 15-20/x2
Melee Unarmed Strike +14/+9 1d3 20/x2
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 12, Int 12, Wis 10, Cha 20
Base Atk +8, Cmb +14Cmd +24

Melee Attack Bonus: +8/+3
Range Attack Bonus: +14/+9
--------------------
General Feats
--------------------
Armor Proficiency Light/Medium/Heavy (PFCR 118)
Weapon Proficiency (Scimitar)- Family Heirloom Trait.
Diehard (PFCR 122)- When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Endurance (PFCR 122)- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Harmonic Spell (PFCaS: ISWG 287)- Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.
Extra Cantrips or Orisons (PFUM 150)- Add two cantrips to your cantrips known or two orisons to your orisons known.
--------------------
Combat Feats
--------------------
Combat Reflexes (+6) (PFCR 119-120)- You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Arcane Strike (+2) (PFCR 118)- As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Agile Maneuvers- You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Dervish Dance (PFCaS: ISWG 286)- When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Weapon Finesse (PFCR 136)- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Vital Strike- When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
--------------------
Bard Spell List
--------------------
0-Level Bard Spells
--------------------
Light-This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Detect Magic- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Know Direction- When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Read Magic- You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Sift- You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Spark- You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
--------------------
1st-Level Bard Spells
--------------------
Adjuring Step- This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Touch Of Gracelessness- With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
Dazzling Blade- Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.
The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).
Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.
Grease- A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Vanish- This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
--------------------
2nd-Level Bard Spells
--------------------
Glitterdust- A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
Gallant Inspiration- This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.
Silenced- Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Bladed Dash- Both Quantium and Jalmeray claim that this spell was born in their arcane universities. Regardless of the spell’s origin, it quickly spread throughout the Inner Sea and beyond as spellcasting sword-fighters learned of its existence.
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.
--------------------
3rd-Level Bard Spells
--------------------
Displacement- The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
Good Hope- This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.
Dispel Magic- You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Haste- The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Cure Serious Wound- This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Flame of Dawnflower- Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
--------------------
Racial Traits
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Low Light Vision- Elves can see twice as far as humans in conditions of dim light.
Elven Immunities- Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Elves receive a +2 racial bonus on Perception checks.
Elven Magic- Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus- Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
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Special Abilities
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Favored Class (Monk/Fighter)- +4 hitpoints, +4 Cmd vs. Combat maneuver (Disarm,Sunder)
Bard Spells- A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Bardic Performance (23 rounds/day)- An arcane duelist gains the following types of bardic performance:

Countersong (Su)

At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

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.

Fascinate (DC 19)(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.

Inspire Courage (Su)

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su)

A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Weird Words (Su)

At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Wordstrike (Su)

At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

Battle Dance- A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
Deity- A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
Dervish Dance- A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
Spinning Sepllcaster- At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively.
Meditative Whirl- At 8th level, when using battle dance, the Dawnflower dervish can enter a trance-like state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dervish can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels he has beyond 8th.
Touch As Nails- An unbreakable gains Endurance and Diehard as bonus feats.
Touch As Nails- At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
Versatile Performance-At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Dance (Acrobatics, Fly); Oratory (Diplomacy, Sense Motive)
Well-Versed- At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
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Archetypes
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Dawnflower Dervish, Sound Striker, Unbreakable
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Skills
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Perception +11, Perform (dance) +27, Perform (oratory) +30, Spellcraft +11, Use Magic Device +25
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SQ
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Elven Magic
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Combat Gear
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Keen Scimitar +2 "Zephyrrat", Celestial Armor
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Magic Items Equipped
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Belt/Waist: Belt of Incredible Dexterity +4, Head: Circlet of Persuasion, Headband: Headband of Alluring Charisma +4.

Lady Aluria survey the remains of the shattered warships and galleons.

I hate the sea...

Turning to the closest soldier to sound the horn to ask the men to fall in.

Set up camp and send scouts around this area! do a 24 hour patrol around the camp site till the next day while we set up camps!

Lady Aluria then started singing the Nightingale Song to inspire and motivate the troops. Just thinking can Perfrom(Oratory)be used to motivate the troops

Actions:

Action 1:Defend Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Action 2:Motivate Troops: 1d20 + 30 ⇒ (13) + 30 = 43
Action 3:Rest


Round 1 Results

2/3 of Shatterstone Coast explored: The immediate vicinity shows not much promise. However, a large cave to the north bears signs of being inhabited... though it would require a Delve action requiring a full day of work.

3 Standard Troops trained.

Achievement: My Name is Legion... for we are... one?
You've successfully obtained your first unit.
[i]Benefit:[/b] Once during the game, a character can take a single action to permanently raise a unit's Attack by +1.

New Objectives: Your recent forming of troops from your men have led to an increase in mouths to feed. You'll have to find ways to feed your men or there might be problems here.

Each action is essentially 8 hours. For all future crafting please put the total amount oh hours required and then each 8 hour block completed. For example:

Crafting <foo> (8/24 hours completed)

[ooc]Defenders have been noted. Spellcasting has been noted and you have earned 1d10 + Intelligence CM. Ilithial, you will roll this on your next update.

Perform (oratory) can motivate but not create troops. So when your men have all been trained and motivated it will take military skill to continue motivating.

You have enough men left to form 2 more units


Female Elf Preacher 10

Having informed the others of the cave, Lyrissah will more fully explore it, interested in learning of it's inhabitants. To this end she will use stealth and attempt to find out more information.

Actions:

Delve Action
Not sure what rolls are required, so rolling several.
Stealth: 1d20 + 18 ⇒ (4) + 18 = 22
Perception: 1d20 + 17 ⇒ (1) + 17 = 18
Sense Motive: 1d20 + 22 ⇒ (4) + 22 = 26


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

Treggor casts "stone shape" to bring up 20 cubic feet of stone from the ground, in the form of hewn stone blocks (CM value = ?). He also casts "create food and water" and "purify food and drink" to create two days' provisions for the party, giving them time to find a more permanent solution. He then does his work for the day, and that night casts "nap stack" on the group to allow them to get up all the earlier and resume their diligence. Finally, before retiring, he hands Lady Aluria the completed scroll of Raise Dead.

Depending on if it takes 1 or 2 actions to craft for "a day"

Actions option 1:
1 - Explore Survival: 1d20 + 6 ⇒ (3) + 6 = 9
2 - Raise troop attack by 1 (assuming this isn't a one-shot-ever action that should be saved for later)
3 - Rest

Actions option 2:
1 - Crafting (scribe scroll) 1.25/1.25 days
2 - Explore Survival: 1d20 + 6 ⇒ (12) + 6 = 18
3 - Rest
Assuming the 3 actions in a day from nap stack will take effect tomorrow, having gotten up earlier.


Male Varisian Sorcerer 10

Wondering about what those "military skills" might be. Profession (general)? Knowledge (nobility)?

Zalevu wakes the next morning proud of the soldiers. Somehow the commanders had even gotten them to bivouac together, showing that there was a firm basis for a growing espirit-de-corps. There remained some shirkers, and while that was far from acceptable, it would take time for all them to adapt to this new life and land, so Zalevu could understand and sympathize.

Organized this way, however, it strikes him just how many of them there are. Even in a crow's nest or flying from ship to ship, it was hard to visualize the size of the expedition. So few of them could fit on the decks at any one time. They would need feeding, and the supplies they had brought with them were running low. Mindful of this, Zalevu takes a little less than half his allotted ration for breakfast. It might inspire others to sacrifice for the general good, and even if it doesn't, their stores will go on just that little bit longer.

As he eats, Zalevu thinks about how they had kept the ships supplied. It wasn't always possible, but most of the supplies had been saved for the landing. They'd fished when they could, and had been lucky in their catches. Repeating the same thing here could work as a stopgap measure - though Zalevu thinks they'd have to get creative to fish with no seaworthy boats - but they would eventually need to farm.

Well, farming requires water. His mind already on fishing, Zalevu's first thought is that they could somehow gather and desalinate large quantities of seawater and irrigate the land with that. But he dismisses the possibility. There was simply no safe place to put the reservoir. It would be too close to shore, vulnerable to spring tides or storm waves. But thinking of storm waves gives Zalevu another idea.

On the voyage, he'd worked the wind on days when they would otherwise have been becalmed, and helped the fleet outrun storms when they'd had to. It might be possible to move the clouds so that it would rain here when they needed it, and if they needed a reservoir it could be placed inland, atop a hill or crest so the water could flow down to the fields, where it wouldn't be so vulnerable.

Reasonably sure of this idea, Zalevu finishes his bread and goes to talk to Ilithial. Briefly he summarizes his musings, then asks the wizard what he thinks. "In particular, I heard you speculating yesterday about the infrastructure we would need to build, and how you planned to help. If you're not too busy, I was wondering if you could reinforce the sides of the reservoir with stone once it's dug out so that the water cannot drain into the ground, and allocate some wood to the building of sluice gates so that we can command its flow."

Once the two, and any others that might join in, have settled on a plan, Zalevu goes to speak with the commanders of the already formed units. "I will be gone most of the day, so these responsibilities fall to you. I will need at least some men and women dedicated to preserving fish, and a unit to scout for workable farming land. Now, this land, being coastal, is likely to not be the richest in the world, but we're here now. Holding this ground and expanding later is safer than simply migrating inland, and that means making the best of what we've got. I'm trusting you. Do not disappoint me."

The rest of the day Zalevu will spend gathering fish and working the weather.

Actions:
1. Cast Overland Flight to fly out over the ocean and find the biggest school of bass, snapper, bunker, tuna, cod, or whatever big eating-fish is native to this area that I can. I'll be scores of feet over the water most of the time, but I'll have Invisibility up when I take off, when I land, and when I get near the water, just to keep sea serpents and krakens and such off my back.

Once found, a casting or two of Ball Lightning under the water should be enough to kill quite a lot of the pod, especially given that the ions in the water should amplify the effect of the spell. Once dead, the fish should float to the top of the water, and Gusts of Wind and/or my Windcaller special ability should be enough to push them back to shore. Commence cleaning and preservation of fish en masse by the underlings.

2. Once that's done, it's time to head up into the clouds. Once I find one, I'll use whatever gusts of wind and uses of Windcaller I have left to maneuver it into position above our camp and keep it where it needs to be. I'll then use Sleet Storm and Ice Storm to seed the cloud, condensing the water droplets around my conjured ice crystals so they'll precipitate out. Voila!

3. Hmm, if Nap Stack can give me another action today, I'll take advantage of it to try and train another troop. If not, I'll rest. Big flashy effects like that are tiring, you know. Here's the Intimidation if I get to use it: 1d20 + 14 ⇒ (8) + 14 = 22


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

Create Water is a cantrip for me... you really don't need to make rain clouds. Fancy though.


Male Varisian Sorcerer 10

Create Water's water might or might not disappear should the spell be re-cast, or if the duration expires. I thought it best to avoid asking Voice of Darkness for a ruling, which might go against us, when we have other options. Besides, we can store rainwater, it's boring for you to spend a whole action creating water which is what you'd need to do to irrigate farmland, and you have things you'd rather be doing - like what you just spent your actions this turn doing.


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

I can create 20 gallons of water in like 4 seconds as many times as I want. Sure it only lasts a day, but... how thirsty are you??


Male Varisian Sorcerer 10

Thirst is irrelevant. The point, that I've drawn out in both posts, is irrigation. Do you want to stand on a hilltop pouring water from your fingers day in and day out so plants can grow? Or do you have better things to do with your time? Because here's the thing: I don't.


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

Doing some quick google searching reveals that yes, watering crops may be somewhat outside of my ability to do without using a daily action. The other complications of suddenly growing crops aside, I rather assumed with a band this small simple hunting and gathering would suffice. I suppose this is a more long-term solution, though hopefully rain can take care of itself in the future.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady Aluria receives the scroll of raise Dead from Treggor

Thank you Mister Dwarf, it is unfortunate that our races are in such a dire situation together. This is an unexplored continent and I feel that we are here for a purpose, however I am glad for your company and your race's well known sturdiness and hardiness.

Looking at the newly formed troops.

We still have a long way to go to turn them into fighting men of House Nightingale standard.

As she was pondering, she saw an elf walking towards a cave.

Hmmm a fellow elf...

Sensing her work is done at the beach and the logistics being set up by Treggor and Zalevu. She sets her mind to the defense of the camp site. As she saw the elf approaching the cave she decides to cast Sift to see if there is any impending danger at the cave.

May Saranrae bless us..

1st Action:Perception Defend: 1d20 + 11 ⇒ (12) + 11 = 23
2nd Action:Perception Defend: 1d20 + 6 ⇒ (16) + 6 = 22(Cast Sift at Cave)
3rd Action: Rest


Male Elven Wizard/10 Teleportation School

Turn 2 for the Wizard:

The wizard consults with the people that have decided to delve asking when he should be worried about them. He collects a lock of hair from each person in the group that does not strongly object explaining, With this I should be able to find you and come get you out of trouble if I need to.

Actions:

Actions 1& 2 - Rest using Nap Stack and Crafting using Use Magic Device:
Two more days of progress on Bag of Holding, Type II for a total of 4, finishing it. Spellcraft DC is 19 and skill is 20 so I tap this roll. Cost to craft for me is 2375 gold.

Action 3 - Gather Resources using Craft (Stonemason) and Spells, including, Summon Earth Elementals, Wall of Stone, Shape Stone, and Fabricate, as needed.

Craft Stonemason: 1d20 + 10 ⇒ (7) + 10 = 17 If needed

Resource Roll: 1d10 + 24 ⇒ (2) + 24 = 26 Similar roll as Day 1

Since his craft actions are reduced to 4 hour each, he should should have 6 hours extra after Nap Stacking. He will use some of this time to fly/scout the area while invisible. One casting of Invisibility should last 20 minutes, extended with his rod of extend.

Perception: 1d20 + 20 ⇒ (8) + 20 = 28 (See invisible is always on)


Round 2 Results

Lyrissah storms the cavern.

[spoiler=Delvers]
The cave itself is mostly empty save for a rather unpleasant mud elemental.

During your next post Lyrissah, you should roll the combat out as mentioned in the rules. The Mud elemental attempts to trap you as often as possible.

Treggor (option 2), you explore but fail to make much headway.
How much time does it take you in hours to create that scroll?

Zalevu goes for the eccentric approach and manages to seed clouds with useful rains. However, the training didn't go quite as well.

I'll need a Profession (fisherman) or Perception check to find the fish first.

Lady Aluria manages to aid the search of the cave and allows Lyrissah a +1 circumstance bonus on all rolls.

Ilithial finishes crafting and manages to obtain 30 CM, his scouting however, is not enough.


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

Any CM from my spells?
Crafting isn't measured in hours, it's measured in days. Scrolls take 1 day per 1000gp of base cost. My base cost is 1,250gp, so 1.25 days.
That said, I believe crafting assumes an 8-hour workday, so I would think "1 day" in crafting terms is 8 hours, making the scroll a 10 hour job.


Male Varisian Sorcerer 10

Oops, I could swear I gave you Perception...Oh well, here it is: 1d20 + 1 ⇒ (13) + 1 = 14

Dunno what you want to use for the DC, but it's not actually that difficult to see schools of fish from the surface. The water gets agitated by their presence, and is both much darker and much choppier than the surrounding water, even on high-wind days. Like so. They are also usually seabirds wheeling above and trying to catch fish.


Female Elf Preacher 10

Can you by chance relink the rules somewhere again as a referece please? Can't seem to find them. I'm pretty sure I remember about combat though, so here goes.

Lyrissah enters the cave, seeking what it may hold. As she quietly makes her way about the damp cavern, suddenly a section of earth moves, attempting to engulf Lyrrisah into it's damp folds. Surprised by the action, she takes a hit from the creature but manages to keep herself out of it's muddy embrace.

Recalling what she can about such creatures, she quickly surmises invisibility won't help here. She decides trying to end it quickly to be her best option. Bringing forth a hex of sloth on the creature, she pulls away from it, retreating out of it's reach before taking a calling forth a spell of fire on her weapon.

Knowing she can't keep this up, she targets the creature's weak point and once again fires. The elemental misses as Lyrissah fires into the elemental, dealing significant wounds to the creature.

Sadly the elemental goes next, managing two lethal blows, knocking the elf unconscious.

So yea, that elemental rolled well. Um, crap. So what do I do in this case?

Dice:

Perception: 1d20 + 17 ⇒ (1) + 17 = 18
Elemental Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Monster Lore: 1d20 + 8 + 5 ⇒ (16) + 8 + 5 = 29
Lyrissah Inish: 1d20 + 11 ⇒ (4) + 11 = 15
Elemental Inish: 1d20 + 4 ⇒ (1) + 4 = 5
Elemental surprise attack: 1d20 + 20 ⇒ (10) + 20 = 30
Elemental damage: 2d8 + 9 ⇒ (1, 5) + 9 = 15
Lyrissah fort save: 1d20 + 11 ⇒ (20) + 11 = 31
Elemental attack: 1d20 + 20 ⇒ (16) + 20 = 36
Elemental damage: 2d8 + 9 ⇒ (4, 7) + 9 = 20
Lyrissah fort save: 1d20 + 11 ⇒ (20) + 11 = 31
Elemental attack: 1d20 + 20 ⇒ (7) + 20 = 27
Elemental damage: 2d8 + 9 ⇒ (6, 4) + 9 = 19
Lyrissah fort save: 1d20 + 11 ⇒ (5) + 11 = 16
Lyrissah attack: 1d20 + 13 ⇒ (18) + 13 = 31
Lyrissah damage: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (3) + 5 + 2 + (2, 6) + (2) = 20
Lyrissah attack: 1d20 + 13 ⇒ (9) + 13 = 22
Lyrissah damage: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (8) + 5 + 2 + (4, 2) + (3) = 24
Lyrissah attack: 1d20 + 13 ⇒ (1) + 13 = 14
Lyrissah damage: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (8) + 5 + 2 + (1, 6) + (6) = 28
Lyrissah attack: 1d20 + 8 ⇒ (16) + 8 = 24
Lyrissah damage: 1d8 + 5 + 2 + 2d6 + 1d6 ⇒ (3) + 5 + 2 + (5, 3) + (4) = 22
Elemental attack: 1d20 + 20 ⇒ (16) + 20 = 36
Elemental damage: 2d8 + 9 ⇒ (6, 4) + 9 = 19
Lyrissah fort save: 1d20 + 11 ⇒ (20) + 11 = 31
Elemental attack: 1d20 + 20 ⇒ (18) + 20 = 38
Elemental damage: 2d8 + 9 ⇒ (8, 6) + 9 = 23
Lyrissah fort save: 1d20 + 11 ⇒ (10) + 11 = 21

Round by Round:

Round 0
Elemental (Surprise attack on Lyrrisah, hit for 15)

Round 1
Lyrissah (Swift for Litany of Sloth, move to move, standard for flames of the faithful)
Elemental (Move to move, standard to attack, hit for 20)

Round 2
Lyrissah (Swift for bane, Full attack for 36 total)
Elemental (Lyrissah hit twice for 42 damage)

Um, I'm down at -4.


After spending the first day ashore scouting the area and helping to secure a basecamp, Lord Meadowlark begins documenting the local flora and fauna to judge the surrounding environs for potential farming efforts. During the day he rides his regal hound "Fletcher" inland, plotting the lay of the land and gathering any native fruits or vegetables. He also hunts small game if an opportunity presents itself, but for the time being he utilizes stealth, refraining from contact with dangerous predators and monsters if at all possible.

Day 2 Actions:
1st action: Stealth: 1d20 + 10 ⇒ (14) + 10 = 24, Survival: 1d20 + 6 ⇒ (5) + 6 = 11

2nd action: Stealth: 1d20 + 10 ⇒ (3) + 10 = 13, Survival: 1d20 + 6 ⇒ (6) + 6 = 12

3rd action: Rest

Day 3 Actions:
1st action: Stealth: 1d20 + 10 ⇒ (14) + 10 = 24, Survival: 1d20 + 6 ⇒ (16) + 6 = 22

2nd action: Stealth: 1d20 + 10 ⇒ (12) + 10 = 22, Survival: 1d20 + 6 ⇒ (13) + 6 = 19

3rd action: Rest


Male Elven Wizard/10 Teleportation School

When Lyrissah does not check in Ilithial will grow concerned and scry on her using the piece of hair he collected earlier.

I would like to put forth that the elemental would loose interest in her once she was no longer fighting and that she might stabilize and not die. At -4 she would have 10 rounds to stabilize. The DC should start at 12 and increase by 1 each round as she bleeds. Odds are very good that she will stabilize before she dies.

Lyrissah, if you are not dead, make a will save of 31. Failure means I can scry on you. I am unsure if I can scry on you if you are dead, but I think I can it would just work without a save.

Ilithial will ask for a volunteer to go with him to go and retrieve Lyrissah. He will not try to teleport in but will fly in invisibly. He can use Windy Escape to avoid the creature's first attack and swift short range dimensional Shifts (30') to move to the body and his domain dimension Step to get away without provoking. Once he has the body will teleport back out.


Male Rogue 1/Barbarian 1 - HP: 24/24, - AC: 15 - Init +2 - Percep: +4 [14] Saves: +4/+4/+3/+1/+2/+2 - Athletics: +8, Speed: 30ft

Treggor will go along in case healing is required.


Female Elf Preacher 10

DC starts at 10, but -4 penalty.
Stabilize: 1d20 + 2 ⇒ (4) + 2 = 6
Stabilize: 1d20 + 2 ⇒ (20) + 2 = 22

Stable at -6


Female Elf Preacher 10

Will Save: 1d20 + 13 ⇒ (14) + 13 = 27


Male Elven Wizard/10 Teleportation School

Great Lyrissah. Now fail me a will save. :) DC is 21, but since I have some hair, you get -10.


Male Elven Wizard/10 Teleportation School

About to be gone for the evening so I am posting before I know where Lyrissah is. Thinking about it, it might not matter that much as he is going after her even if the scry fails. EDIT- I now see she rolled very well but I was still able to scry on her.

The wizard will cast Fly on the cleric and they will both fly up to the cave. From there Ilithial summons a Celestial Dire Bat to scout ahead (extended summoning with Rod - will last 30 rounds.

The plan is for the Dire bat to locate our Inquisitor and draw away any threats in the area. Bat's direction is to locate the body, give a signal, and then fly to the back of the cave and wait. Iiithial will cast Invisibility and fly in after the bat.

Combat:

Mud Elemental Hides: 1d20 + 12 ⇒ (14) + 12 = 26
Bat Spot Check: 1d20 + 12 ⇒ (15) + 12 = 27
Wizard Spot Check: 1d20 + 20 ⇒ (17) + 20 = 37
Elemental Spot Check: 1d20 + 16 ⇒ (7) + 16 = 23

Bat spots the elemental. Elemental spots the bat, but bat seeing elemental flys too high or too far away from it to provoke from it. Elemental follows bat near the back of cave. Bat, finds body, give a high pitched signal, and keeps flying to the back of the cave and waits there for Wizard. Wizard's sees elemental and keeps his distance. Elemental closes with bat and swings.

Mud Elemental swings: 1d20 + 20 ⇒ (5) + 20 = 252d8 + 9 ⇒ (2, 5) + 9 = 16
Bat Fort: 1d20 + 6 ⇒ (17) + 6 = 23

Bat still has 14 hit points and has avoided entrapment so withdraws from the elemental and leads it away from the wizard. Wizard Flies to Lyrissah, touches her, and D-Doors back to the waiting cleric. Cleric heals her up and we try to convince her to leave, but she may want to kill the elemental.


Male Elven Wizard/10 Teleportation School

Any comments or recommendations to how I ran the combat above? If its successful and we pull out Lyrissah, does she want to go back in after the elemental or is she content to come back with us? Did we note anything in the cave worth fighting for? Ilithial will cast Detect Magic on the way out and has perception +20.

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