Opps, I missed the items you wanted stored. Without the earrings, box, and bottles, your additional credit is 338 not 578. My bad.
When you can, post in gameplay. I'm not overwhelmed with projects at the moment and want to take advantage of the time because things will probably be busy by Wednesday again.
What are your thoughts on recruiting a helper at the Planting? As I start spending more time away from Oleg and Svetlana, a healer might be handy.
I am thinking something like a halfling oracle on a 9 point buy (I have a weakness for Tieflings, Halflings, and low point buys)
NN Small Humanoid (halfling)
Init +1; Senses Perception +2
Oracle Channel Positive Energy 1d6 (4/day) (DC 13) (Su) - 0/4
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +2, Will +3; +2 vs. fear
Weakness Blackened (-4 attack rolls with weapons)
Speed 20 ft.
Oracle Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (4/day) Shield of Faith (DC 14), Burning Hands (DC 14), Sanctuary (DC 14), Cure Light Wounds (DC 14)
0 (at will) Stabilize, Mending, Guidance, Light
Str 8, Dex 12, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 9
Feats Selective Channeling
Traits Helpful, Self-Sacrifice
Skills Acrobatics +3 (-1 jump), Climb +1, Diplomacy +7, Fly +3, Handle Animal +7, Heal +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +2, Stealth +5
Languages Common, Halfling
SQ Fearless, Oracle Channel Positive Energy 1d6 (4/day) (DC 13)
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Oracle Channel Positive Energy 1d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Self-Sacrifice Move action can grant soft cover to adjacent allier regardless of size.
I see you do not believe in charisma as a dump stat. The oracle could work. Any thoughts on her story and why she would come with you. Also what is her mystery? With helpful, self-sacrifice, and the blackened curse, she sounds like someone devoted to a group, probably family. Definitely not the sort you would find at this place alone.
If you were looking for human male warriors or rangers, it'd be no sweat. Dozens of these lads would be willing to accompany you. Since it's a non-logical choice, tell me a story. Also, why do you want a healer rather than a wilderness fighter?
I appreciate the fighter type, but for some reason they have never appealed to me personally. I like charisma based RP driven characters over hack and slash because when I am not outnumbered, I would prefer to work my way through a conflict rather than mindlessly slaughter my foes without a care in the world. Kinda similar to why I picked Master Summoner who hangs on to a skilled nice Eidolon (She is not build very combat effectively) versus either a Summoner with a mass slaughter tank eidolon or a master summoner who treats the eidolon like just another summons to throw in the way of an army.
I am not sure that makes a huge amount of sense, but I like compelling personable characters with problems and weaknesses over the more brutish types.
As far as a back story, I am thinking a very family and friend oriented devotee of Shelyn. I would like to weave the curse (blackened) into an actual fire based event. Given their natural wanderlust, and the fact that they are as often as not slaves; I would prefer to build the family as a group of slaves who, inspired by Andoran rabble rousers, fled Brevoy proper to disappear into the wilderness.
Background: (Rough) Several family members were killed by the troll who happened on the small family. The young halfling, in an attempt to save her kin and unwilling to risk the throw on the last vial of Alchemist's fire, charged the troll, shattering the vial against its hide manually. The resulting explosion of fire not only finished off the troll, but charred the young girls hands and arms up to her elbows. Taking note of the amazing devotion of the young halfling, Shelyn blessed the girl with the powers of an Oracle, leaving the blackened and withered hands and arms as a constant reminder of her gift, and the price she paid to receive it.
Motivation: (Rough) With the loss of the majority of her family, the groups ability to work as subsistance farmers has been horribly compromised. Always the one to find a solution, the oracle headed north to the outpost in search of a method of protecting her family and restoring the resources lost to the troll incursion.
I will work out a family group, and some needs they will have that Eleanor would have to provide for in order to maintain the bond with a hireling.
"Use the Force. the BRUTE Force!"
The background and motivation works nicely, as there is a family of halfings already here. May tweak things a bit.
Question on hirelings for you, how do you feel about experience distribution. Rules suggest that hirelings don't gain experience from encounters. Now, that strikes me as a bit silly. If the oracle acts like a full party member, then I'm inclined to have her gain experience appropriately. What is your preference?
I think start at level 1, 0 experience. Gain their share of experience as if a group member (50%) with the possible caveat that the hireling must be one level lower than the PC. So when the NPC hits 1999 exp, if the PC has not leveled, the NPC no longer gain experience until the PC is level 3.
I think on wealth distribution I would go 33% each to Dassah, Eleanor, and NPC with all items specifically usable by one person going to them first as their share.
Ex. We find a suit of +1 Scale Mail, NPC gets it because Eleanor can not use it, regardless of its proportional value.
Items equally usable Eleanor will pick where they go.
Side note on all that, Eleanor and Dassah share magic item slots.
Heh, I know the feeling! I am out of town tonight, but I will prepare lists, costs, and a plan.
I am giving the earrings and the music box to the captain of the guard with instructions to return them to their rightful owner with news of their daughter/sister/wife/mother...
He is to put up notice about the earrings, and only the earrings. When someone comes forth the claim them, he should ask if there was anything else she was likely to have. If the can describe the music box, then he will return both items. I will cover the cost of having posters or what not made.
The moment Eleanor is asked for help, she will bring the girl to her wagon, and ask for details as the wagon is being hitched (Eleanor has a soft spot for people who ask for help and aren't scared of her ... See Oleg and Svetlana)
I will be buying some potions, but I do not know how many.
Dassah will be filling in the journal with the stories, locations, and creature information
I will participate as much as possible without becoming in danger of being made available against mine own will, and I will not be available.
I want to spend some time talking the Jhod and Krassle, and I will help the captain of the guard keep an eye on his men to keep things in hand. Eleanor likes the bluntness of the man.
Dassah will probably be the party girl of the century. She hasn't met many people, and a giant party is like a dream come true. For the most part I think she is pretty much in your control for the duration, or until we leave.
I will ponder the rest in more detail when I am home again (tomorrow 6 isn)
Sorry!? I labored over that post like a slave and a few lines and 'sorry' are all I get! Unforgivable! (No worries.)
A few changes to Ashberry. (Note: in the event of apoplectic rage, the DM reserves the right to pretend this post never happened.)
Giving her the, additional, trait: prey(better name when I come up with it.) Perception and stealth are now class skills. Also, as her oracle abilities are very recent development, switching out the ranks there for ones in stealth and perception. Add spark to orisons known, fits with blackened.
If I was a sentient, morsel-sized creature living in the kames, spotting danger and hiding from it would be top priorities, while history and religion probably wouldn't.
+9 to stealth
+6 to perception
(Would this be correct?)
Also, if you know how to do that cool moveable-token map thing your player made for the bandit encounter, let me know.
Removed 3 days rations.
Removed 35 GP for Crossbow.
+6 Perception (+1 Rank +0 Wis, +2 Race +3 Class Skill)
+7 Stealth (+1 Rank 1 Dex +3 Class Skill +4 Size -2 Armor Check)
I reconsidered the skills in general and made the additional changes:
Ashberry no longer has the Heal Skill.
Orisons were adjusted in keeping with your guidance:
1st Level Spells:
Burning Hands and Cure Light Wounds come with the Oracle class/curse, so they are thematically correct as well.
If this is too vague, I can add more detail. If it is too simplistic, I am sorry, I can make a shorter version.
How to make interactive map on Google Drive:
IIf you want to add easy Columns / Rows AND you have MS Office, otherwise, skip these three steps.
1) find the map you want to use in Jpeg format, or save the image to a jpeg.
2) If you have Microsoft Office, you can set the image as a background in a spreadsheet, and space the columns and rows to match the map's grid.
3) Print Screen the spreadsheet, and crop the map as needed into a Jpeg.
Now you have a map with indices.
log into Google+ (Gmail, or other Google service)
go to Drive.Google.com
Select Create -> Drawing
Select Insert -> Image
Drag and drop the map file into the window. Has to be under 2MB, and Jpeg format.
Stretch the image to fill the checkerboard background.
You should now have a map! Yay!
Insert -> Image as needed to add character and monster figs. (Also jpeg under 2MB)
drag the borders of the figs to shrink them to fit inside the squares.
Repeat as necessary
File -> Share
click the "Change..." under private
You can share to those with link (easiest)
Once you select the "Anyone with the link" option, at the bottom of the popup, an "Access:Anyone (no sign-in required)" link will appear.
If you change that to Edit, than anyone with link can move their own figs.
If you keep it the way it is, you and only you can move the figs.
Poor horses... good thing for the party though, those hits would have ripped a PC in half... Tut the grig and her faerie dragon were busy making illusions to pull the party away from the faerie nest, and then they got unlucky on a random encounter roll. c'est la vie.
I tried to get to the map at:
and I got the message:
Sorry, the page (or document) you have requested does not exist.
Please check the address and try again.
So I had assumed you took the map down?
[?] = [W]= [ ]
.||. . . ||. . . ||
[B] = [C] = [ ]
So this is my horrible attempt at an ASCII Map,
= and || are hallways
[ ] = Room of sorts
? = unknown
W= Werewolf and Kobolds
B= Room with Beds we stood on
C= Remains of Cubie.
So posting based on that information..
Try it now? It works fine for me...
If not, the room you are in of work stone, like the rest of the complex. It measures 30x60, with a small kitchen 20x20 adjoining the bottom left. A passageway extend north from the room, extending some 40ft before opening into another room. Another hallway ajoins this one in a T juntion some twenty feet from the room, the two fleeing kobolds went this way.
It is working!
So I put black, blue, red and green lines to mark the path we would like to take, (in that order). We are most concerned with the potential Kobold ambushers coming back up behind us from the area around 6.
I am paranoid about climbing into a bone littered pit, so we will go a safer way. Once we find Ashberry's family, I think our plan will be to barricade the halls surrounding the remains of cubie, except for the hall leading to the pit of bones. Once we have them shored up a bit, Ashberry will be asked to continuously cast 'Create Water' in an attempt to wash the acid remains into the pit.
I have removed the arrows, since that is done. We will move through the remaining areas in numerical order, 14, then 15, then 16, and so on. Dassah will do her best to remain hidden and scout each room. I will post the conversations etc. as soon as we are rolling again.
Your link with your eidolon is strong enough that it can remain with you for a short time after you fall unconscious or are killed.
Prerequisite: Eidolon class feature.
Benefit: If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.
Normal: An eidolon is immediately banished when its summoner is unconscious, asleep, or killed.