Lloyd Jackson's Untitled Campaign

Game Master Lloyd Jackson


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Here is Annie --
Back story is in the alias

Annie:

Little orphan Annie
Female Lava Gnome Sorcerer (Crossblooded, Wildblooded) 1/Summoner 2
CN Small humanoid (gnome)
Init +2; Senses bond senses, darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 23 (2d8+1d6+6)
Fort +2, Ref +2, Will +3
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks bloodline arcana: elemental, +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—elemental ray, summon monster
. . 1/day—flare (DC 13), prestidigitation (DC 13), produce flame
Gnome Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—dancing lights
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +4):
1st (4/day)—snowball (DC 14)
0 (at will)—flare (DC 13), ray of frost, spark (DC 13)
Summoner Spells Known (CL 2nd; concentration +5):
1st (3/day)—lesser rejuvenate eidolon, mage armor, shield
0 (at will)—acid splash, daze (DC 13), detect magic, mage hand, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 15, Int 12, Wis 11, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Eschew Materials, Extra Evolution, Summoner's Call
Traits dangerously curious, elemental pupil
Skills Craft (alchemy) +7, Intimidate +8, Perception +1, Sense Motive +1, Spellcraft +7, Stealth +7, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy)
Languages Common, Draconic, Gnome, Sylvan
SQ eidolon link, life link, mutated bloodlines (bedrock, elemental), share spells with eidolon
Combat Gear wand of summon eidolon (10 charges), alchemist's fire (2), flash powder (2); Other Gear haramaki, cap of human guise, shawl of life-keeping, backpack, masterwork, belt pouch, monster mask, tea (per cup) (10), teapot, 100 gp, 7 sp
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/2
Bond Senses (2 rounds/day) (Ex) - 0/2
Dancing Lights (1/day) - 0/1
Elemental Ray (6/day) (Sp) - 0/6
Flare (1/day) - 0/1
Flash powder - 0/2
Prestidigitation (1/day) - 0/1
Produce Flame (1/day) - 0/1
Shawl of life-keeping (10 HP/day) - 0/10
Summon Monster I (6/day) (Sp) - 0/6
Wand of summon eidolon (10 charges) - 0/10
--------------------
Special Abilities
--------------------
Bedrock (grants DR 1/Adamantine) Your earth magic is more defensive than offensive.

Associated Bloodline: Deep Earth.

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/ adamantine equal to 1/2 your sorcerer lev
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Bond Senses (2 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Cap of human guise You can appear as a human child, adult halfling, or adult gnome.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Shawl of life-keeping (10 HP/day) Store up to 10 HP in the shawl. You heal stored HP if you are reduced to -1 HP or less.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Summoner's Call (Strength) You may give your Eidolon +2 STR, DEX, CON for 10 minutes after you summon it.
Wand of summon eidolon (10 charges) Add this item to create a wand of a chosen spell.
--------------------
Twinned Presence: Your eidolon—and your connection
to it—makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and
within 30 feet, and its size exceeds your own, use its size
modifier on any Intimidate checks you make.

--------------------

Tibbers
Male Biped (Claws)
CN Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 20 (+4)
Fort +4, Ref +1, Will +3
Defensive Abilities evasion; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +7 (1d6+5)
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +2; CMB +7; CMD 18
Feats Power Attack
Skills Bluff +4, Disguise +1, Intimidate +2, Perception +5, Sense Motive +5
Languages Common
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) No damage on successful reflex save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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I have enjoyed the books you were inspired by and could not resist applying with an elven ranger.
Posting wise I should be able to post at least once a day, the most difficult days being Wednesday and Thursday as unless I am able to post from work I run or play in evening roleplaying games and will only have a window to post when I get home. Also worth mentioning I am in the European time zone so my posts may be at odd times compared to everyone else.

Spoiler:

Athene
Female Elf Paladin (Divine Hunter) 1/Ranger (Nirmathi Irregular, Skirmisher) 2
LG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 22 (3d10)
Fort +5, Ref +6, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +6 (1d10/18-20)
Ranged masterwork longbow +7 (1d8/×3)
Special Attacks favored enemy (humans +2), smite evil
Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 15
Base Atk +3; CMB +3; CMD 16
Feats Breadth of Experience, Precise Shot, Rapid Shot, Weapon Finesse
Traits empyreal focus, soaring sprinter
Skills Acrobatics +8 (+10 to keep balance or jump), Craft (bows) +4, Craft (jewelry) +4, Diplomacy +6, Heal +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +9, Perception +9, Profession (herbalist) +7, Ride +7, Sense Motive +5, Stealth +8, Survival +6 (+7 to track); Racial Modifiers +2 Perception, forest ghost, silent hunter
Languages Celestial, Common, Elven, Hallit
SQ aura of good, combat styles (archery), weapon familiarity, track
Other Gear masterwork studded leather, elven curve blade, masterwork longbow, 70 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities - Sleep You are immune to magic sleep effects.
Empyreal Focus (1/day) Your dedication to the freedom espoused by the Empyreal Lords grants you an occasional boon. Once per day, before you make a skill check, you can use this boon to grant that skill check a +2 trait bonus.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Forest Ghost +1 (Ex) Gain +1 bonus on all Perception and Survival skill checks made while in forest terrain.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Soaring Sprinter +2 bonus on Acrobatics checks to keep your balance or jump.
Track +1 Add the listed bonus to survival checks made to track.
--------------------
Athene was born in Kyonin and has lived there for most of her life, her parents were both rangers guarding the borders of Kyonin. As she grew up the world was shaken by the eruption of the worldwound and the many refugee's who fled from it. Athene patrolled the borders keeping the human's out of the elven lands, she found that most could be turned away and guided to routes travelling through the elven lands to points beyond, although sadly some became violent or tried to kill elves and had to be dealt with violently. As time went on and things became peaceful along the border she started to become more curious about the humans. Talking to her family and freinds about this revealed a strange event decades ago when she was born there had been visions seen by several local seer's of strangely dressed humans in the ruins of strange cities and an elf resembling her now.
This intrigued her further and following the adage of her patron to follow your heart and experience everything you can she decided to spend a few decades travelling human lands , learning of their culture and helping them when she could. Her journies took her too many strange places and she met many interesting people.

Athene is curious and dedicated to meeting new people ,learning of their values and culture and having a good time. One oddity of human behaviour she had found is their tendency to oppress each other , she cannot abide slavery. Apart from her abolitionist tendencies she is essentially a tourist albeit one prone to helping out those in need.


@Johnhawkins, would you mind putting all that into a spoiler? *Edit. Thank you. Makes the thread easier to navigate. Thanks for the posting heads up. Odd times shouldn't be too much of a problem, I hope. What diety does she follow? Also, the curve blade is finesseable?


DM Grey wrote:
@Johnhawkins, would you mind putting all that into a spoiler?

Apologies , I pressed submit post before finishing the post by accident, so I just went back and edited it.


For the DM:
Pretty much the name says it all. They are Elves...who live on islands.

To put them in the world of Golarion which has been quite fleshed out now as Paizo has developed their realm, I see the islands extending as a loose chain straggling down off the South-South East from the great storm that is the eye of Abadengo (Or how ever it's spelled)

The 'race' of Elves themselves? They are kind of 'Throw backs'. The evolutionary equivalent of the 'link' between the Elves of the forest and the Elves of the sea.

The history of Elves shows that they started in forests and have slowly migrated and 'adapted' to the different climates they've found themselves in. There are 'Snow Elves' detailed rather randomly in a few of the adventure paths. Elves who get racial bonuses and Cold Resistance. I imagine there will eventually be 'Desert Elves' detailed the same way as pertaining to hat and such.

So...my idea is simply an extension/continuation of such adaption mechanisms.

The Sea Elves didn't start living in the ocean, there has to be some sort of 'intermediate' step. A group/sub-set of Elves who are amphibious. Who are on the merger between land and sea.

As for culture? Not that I've given it any research, but I a thinking of the Hawaiian peoples before European contact. A group who live on tropical islands which are verdant and where the climate is very amicable to live in (Barring tropical storms etc)

Now, contrary to what most of the depiction of the 'Fading Elves' shtick which seems to pervade everything since Tolkien gave us six foot Noldor, I see the Island Elves as being quite 'Up' and on top of things when it comes to survival.

Yes, their materials are limited to rock, shell and wood etc. But with the clever application of knowledge utilizing such some quite impressive things can be achieved.

For their main, island defenses. I see them building large Trebuchettes. Mounted on great, wooden turn-tables (With round bounders as bearings) which would act as their own form of 'Ship counter battery fire' to protect themselves from when the nastier pirates turn up. The larger Treb's can lob quite big rocks fair distances. Solid coral balls being seemingly dropped from great heights would ruins any Pirate's day.

Thence, the Elves would also have access to magic. Shaping wood and stone. magical hardening shells and such would see some quite impressive developments in 'shell' type armor and exotic variations on the Inca 'Jade tooth' and similar native 'Shark tooth' type clubs and swords. If you've seen any illustrations for Michael Turner's "Fathom"? Well...yeah, why not?

How that random dumping of sleep deprived words helps fill in some of the back ground which you seem interested in. :)

Much cheers to you and yours.

DM Grey wrote:
Also, the curve blade is finesse-able?

EDIT:

'Ken oath t'is!

Oopsie, I did a bad words.... (>_>)

Much cheers to all.


I hadn't heard of the divine hunter being overpowered, I took it because it's range-specific. I'll go read up on why it's said to be possibly gamebreaking and get back to you on that. In any case, I promise to exercise restraint.

Edit: Research turns up the following: Archetype can get really ugly with Leadership or some other source of cohorts, which I am not planning to get. By itself, it's often considered weaker than the vanilla paladin.

I promise not to abuse anything, and if someone ends up being bad for the game, I'll be more than glad to patch it out.

Edit2: I forgot to say, your stance on falling matches mine, and I approve of it.

Grand Lodge

I thought it was 3k gp..just thought I would verify. Any restrictions on magic equipment?

Grand Lodge

Ok here he is

Therin Baldaril

human ranger lvl 3
hp 25 al cg ac 19
f +5 r +6 w +2

s 16
i 12
w 13
d 16
cn 14
ch 10

per 3 rks +8
sur 3 rks +9 (+10 tracking)
prof. farmer 1 rk +6
know local 3 rks +8
craft traps 1 rks +5
craft weapons 1 rk +5
craft bows 1 rk +5
know nature 3 rks +6
stealth 3 rks +9
ride 1 rk +7
stealth 3 rks +9
disable device 1 rk +4

favored enemy animal
bonus feat endurance
combat bonus feat shield focus
wild empathy
favored terrain mountains

dual talent
armor veteran -1 armor check penalty

power attack
toughness

mwk longsword 315 gp 4 lb
dagger 2 gp 1 lb
light mace 5 gp 4 lb
short bow 40 arrows 32 gp 8 lb
mwk chain shirt 250 gp 25 lb
hvy steel shield 20 gp 15 lb
handaxe 6 gp 3 lb
back pack 2gp 2lb
canvas 1 sp 1 lb
flask 3cp 1.5 lb
50ft silk rope 10gp 5lb
torch 1cp 1 lb
flint and steel 1gp
waterskin 1gp 4 lb
belt pouch 1gp 0.5 lb
artisan's tools 5gp 5lb
2 days rations 10 gp 2lb
map case 1gp 0.5 lb
bedroll 1sp 5lb
50 ft twine 1cp 0.5 lb

The equipment will be finalized after I find out about the magic. Gonna work on the backstory/fluff now.

Grand Lodge

Theran Baldaril is the only child of a smith and a farmer. He worked in the fields with his mother and her extended family in the morning, then apprenticed with his father in the afternoon. He served in the militia, doing double duty as an armorer and a scout, after his superiors learned he was a naturally gifted tracker. His time spent wandering the hills with his friends as a youngster helped him in the mountains just west of the town, where he learned how to track in the tricky environment from his mentor, Captain Halvin. After serving a term with the militia, he opted to strike out on his own and see what fortunes his travel would bring him. He said a tearful goodbye to his parents, but not before his father gave him a gift, a finely crafted sword. "Keep the edge sharp and you will be fine, my son. Know that you will always have a place in our home."


Got my character mostly down.

Waiting on discussion with GM to put up the final.


ok it is evident that Morthar requires a new and more interesting patron... Lets see if these guys strike your fancy gm...

The Council of Eight:

Among the greatest challengers to the supremacy of The Prince of Darkness lies one shining example of infernal brilliance and power, The Council of Eight. The Council of Eight was composed of eight of Hell's most fearsome pitfiends, one from each layer excepting for the layer of Nessus. These pitfiends plotted for millennia to bring the events into motion that would overthrow Asmodeus and every other archdevil and make them the supreme Lords of Hell.

They nearly succeeded, they orchestrated the rise of the Whore Queens as the first step to toppling the rule of Asmodeus, then they released the Kytons to further destabilize the rule of the Prince of Darkness. The third step of their master plan was where they failed, the council of Eight planned to use a powerful artifact known only as the "Rod of the Rifts" to open a portal between Abyss and Nessus. The resulting demonic invasion would weaken Asmodeus and allow them to stage their rebellion against the other archdevils.

The pitfiends however miscalculated, while the resulting demonic invasion did weaken The prince of Darkness their own rebellions against the other archdevils were not successful. The pitfiends were forced to flee Hell as the archdevils weakened gravely by their treachery were easily subsumed by Asmodeus who was still the strongest of the lot.

The Council of Eight now lurks in forgotten demiplanes and in Abbandon itself, they wait, they plot and most of all they desire to succeed. What their current goals are no one rightfully knows...

Thoughts GM?


Well Annie was picked in anther game but that does not mean I can't create another alias for her for this one.

heck I got like 5 aliases for my favorite barbarian.

besides if Annie can get in a game with some other mischief makers all the better....


Well i got my character pretty much nailed down :) he needs to spend a few skill points and has about 900 extra gold. Warning: he is a bit more of a comedy character, so if that puts you off, ill make something else.
Introducing Stone! The goblin paladin raised by dwarves! (note, he is not actually a dwarf or a paladin, but he thinks so >_>)

So i am throwing in a barbarian into the ring :)
Stone is a goblin armored hulk wearing stoneplate and a medium sized dwarven boulder helm. He has family heirloom (medium boulder helmet) and advantagious distraction taits.
Mechanically he hobbles around in freaking heavy armor with a too-large helmet that wobbles all over the place and that he bashes people with, sometimes even taking it off to do so!
He has the firm belief that if he stays still and covers his eyes he will blend into the background as a simple stone (spoiler: he dosent). He also believes he is a dwarf paladin :)

5 min backstory.
Stone was a goblin baby. As cute as they are, they are usually killed on sight by bands of murading dwarves that happen upon their camps. As fate would have it, in this particular band there was a dwarf paladin who thought it would be a larf to raise up the goblin baby to be a proper dwarven knight. Go figure, the only dwarf with a sense of humor within 1000 miles and he finds the baby. Taking him home, the paladin names him Stone, dresses him in the best dwarven finery he can afford and tries to teach him to be a propper lad.

Stone can be a bit of a touchy "dwarf", he gets mad when you mock his short size or his decidedly non-dwarven appearance or his oversized helmet that flaps everywhere as he tries to talk sternly with his squeaky little voice. Actually everything about the guy will make you burst out in laughter, much to the goblins chargin. And he makes a great stepladder!

Crunchy Rocks!:

Stone
Stone Goblin Armored Hulk 3
LG (he tries!) Small Humanoid (Goblin) Initiative +1 Senses Darkvision 90ft Preception +14
--------------------
Defenses
--------------------

AC 23, Touch 12, Flat Footed 22 (+1 dex, +1 size, +9 armor, +2 shield, +3 against crits, +1 against charges, -2 rage, +2 dodge 1/day. ACP -9/-11)
hp 35/35 (3d12+9)
Fort 5 Ref 2 Will 3
Special Defenses +1 Ref vs Trample, +2 All vs spells/SLAs/Supernatural while raging, +2 Fort and Will while raging.
--------------------
Offenses
--------------------
Speed 20ft
Melee Boulder Helm +4 (1d4 +4/x2)
(+3/+0 BAB, +2/+2 Str, +1/+0 Size, -2/+0 Medium Weapon, +1/+0 MWK, -1/+2 Power Attack, +1/+1 Against Charges, +2/+2 Raging)
Ranged
Magical Effects
----------------------
Statistics
----------------------
Str 14,  Dex 12, Con 14, Int 10, Wis 14, Cha 8
BAB +3 CMB +4 (+9 bull rush, +11 while raging) CMD +15 (+17 bull rush)

Feats Power Attack, Improved Bull Rush
Rage Powers Superstition
Traits Heirloom Weapon, Advantageous Distraction
Racial Traits Oversized Ears
Skills 4x level
Climb -9 (0 Rank, +2 Str, -11 ACP)
Disguise[/b] +2 (3 Ranks, -1 Cha)
Linguistics +2 (2 Ranks, +0 Int)
Perception +14 (3 Ranks, +3 CS, +4 Racial, +2 MWT, +2 Wis)
Stealth -10 (0 Rank, +1 Dex, -11 ACP)
Swim -9 (0 Rank, +2 Str, -11 ACP)

Languages Goblin, Common, Dwarven
Other Gear
Medium Mwk Stone Dwarven Boulder Helm, Stoneplate, Stone Shield =2080gp

----------------------
TRACKED RESOURCES
---------------------
Rage (10/10)

----------------------
Special Abilities
Advantagious Distraction 1/day. Immediate action to gain +2 dodge bonus for 1 attack.
Armored Swiftness +5 ft ms while wearing armor.
Improved Bullrush +2/+2 to bullrush. Do not provoke.
Indomitable Stance +1 CMB for overrun, Ref saves vs trample, AC/to hit/damage against charges.
Power Attack -1 to hit, +2 damage
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class. Fatigued for double duration afterwards.
Resilience of Steel +1 AC against crits.
Superstition +2 moral bonus to saves vs spells, SLAs and supernatural effects.
----------------------
Encumbrance 65lb
Light 43 1/2lb, Medium 87lb, Heavy 131 1/4lb
--------------------


Important! Recruitment ends tomorrow at midnight!
In practice this means that if it's posted before I get up thursday morning it will be considered. If you haven't post already, still do so. I'll go over the characters thursday morning and then make a decision, until then, nothing is promised and the last and the first will be judged together.

Combat is handled through a combination of google drive and description, at least that's the plan. Drive if the combat seems more tactical and I have time to do it, description otherwise. Initiative is generally individual. With rare exception, I roll the monsters as a single group and players go before or after. It's actually worked out decently in the past. However, if people would rather do it differently, I'll certainly discuss it with the final group.

@Edward, nice. Always glad to hear the pink, pint-size terror is doing well. She's definitely still in the running. I'd rather go without the template though.

@Viluki, are the council of eight from somewhere in canon? If yes, approved. If not, I'd rather not. Though an exiled devil residing in Abaddon, or elsewhere, would work great, just not as part of an almost successful coup against Asmodeus himself. In my mind, the big A is too awesome and powerful for any coup to even approach success. Unless canon contradicts me on this, I'm sticking to it. Let's go for sorcerer build right now, with the possibility of revisiting it later in game.

@grimdog, crunch looks good, fluff is okay. No restrictions on magic items. If it seems too crazy or doesn't fit, I'll ask you to change it, otherwise, just exercise restraint. Tell me a bit more about Therin though. What is he likely to do when he gets to earth?

@Cydrius, sounds good then. Give me a bit of the crunch to look over, and do you have any questions?

@Gobo, perhaps this isn't the right game for him. Please try another though.

@Sunny, Okay. Thanks for the info. Also, I have no idea what you said. That isn't a bad thing. It's just a thing.

Also, just wow. 24hrs after starting the thread and I'm already having to sound the warning bell. I appreciate the interest everyone.


actually GM I am dropping out, saving the character concept for a more appropriate campaign...


DM Grey: fine on the template, I already posted Annie without it anyway.


DM Grey wrote:

@Sunny, Okay. Thanks for the info. Also, I have no idea what you said. That isn't a bad thing. It's just a

...

:(

Whut? Are ye sayin' I be talkin' funny?

No worries. I shall 'tone down' Sunny's brightness just a tad. :)

Working up the equipment lest now. (^_^)


Saranie of the Rising

I've got a basic rundown of her crunch here, though I haven't done all the math and formatting just yet. This should give you a good idea of what kind of build I'm going for, being a mobile, skirmishing paladin.

I have a few questions:

Will a mount come in handy during the campaign, or should I leave the pony at home?
Does the crunch look alright to you? Anything I should fix?
How much of a stickler are you for flavor matching mechanics perfectly? Are you fine with Saranie wearing a helm with chain shirt armor, for no penalty nor benefit, just because it fits the background and this avatar looks so great on her?
Are flanking, ambushes, and other such "dishonorable" tactics considered reprehensible from paladins? (I have seen DMs go either way on this, so I'd like to confirm.)

Also, a suggestion: If it happens that some members of the party do not have very compatible alignments or other traits, perhaps each of them could have ended up stranded on earth independantly of the others, and they are now banding out of necessity rather than choice.


@Viluki, Good luck and thank you! Morthar the terrible will have his day, someday.

@Sunny, you can keep it as it was, just perhaps provide a DM's translation for the less... linguistically versatile. Tom Sawyer haunts me to this day. Also, are curve blades finessable?

@Cydrius, crunch looks fine. I'd say a mount would come in handy, probably more often than not. It might be worth looking at Mounted Archer later depending on how things go. If you want her to have a helmet, she can have a helmet. Flanking, etc are fine tactics to use. Now, lying to someone then stabbing them in the back, probably not so much. I will consider independent arrival, but would prefer everyone to have been together previously. It will really depend on the final mix. You're looking at some of those rogue types aren't you?


DM Grey wrote:
@Sunny, you can keep it as it was, just perhaps provide a DM's translation for the less... linguistically versatile. Tom Sawyer haunts me to this day. Also, are curve blades finesse-able?

Yes, it does state specifically state that Elven Curved blades (As well as Aldori dueling blades)

Workin' out spendin' all that shine be hard....

Character behind this avatar be adjusted. (^_^)

Much cheers an' bets wishes ta' all.

Grand Lodge

Here's the second part of his story..

Theran was about to leave his home, when there was a knock on the door.
Captain Halvin was there, with a bag slung over his shoulder.
"You wouldn't mind if I walked with you for a while, would you?"

"No sir. Happy to have you along! I was just leaving."

Theran turned and kissed his mother goodbye.

"Stay safe dear", she said as she started to cry.

Theran's father stood up and shook his son's hand, then grabbed him in
his powerful arms and hugged his son.

"Fare well, my boy. Make me proud."

"Of course father. I will be back some day. I just need to find my way first."

Theran and his mentor left and proceeded west towards the mountain pass.
After a short distance, Halvin stopped and put his hand on his charge's shoulder.

"My boy, I have watched you grow from the little child running around poking your friends with sticks to the solid young man that you are today. Any man would be proud to call you son...I know I would be."

Halvin then opened the sack that he had with him.

"Theran, I want you to have these. Since I do not have an heir, you are the only person I want to give these to."

He unveiled a gleaming breastplate and shield.

"These saw me through my days when I was seeking my way through the world. Yes, then rumours are true....I did dabble in adventuring in my time. These were found in a cave after my group and I killed a group of ogres. I brought these back and hoped to hand these down....but with my dear Kilera passing on during that sickness before you were born, I did not think a day would come where I would. These are my legacy, Theran. Make me proud"

Theran just stood agape as Halvin strapped the armor on him and fixed the shield on his arm. Halvin stood in front of Theran, a proud smile on his face.

"Go on, my son. Go forth and make your parents and I proud."

With that, he shook his hand, then turned silently and walked towards the village. Theran stood there for a short time, letting it sink in....


Grey....any problems with Annie that requires attention?

If accepted I will create a new alias for Annie.


Okeys! Done enough spendin' of me shine. (^_^)

I likes ta' has some small change left ta' begin tha' games with. (^_^)

Much cheers ta' all.

Grand Lodge

Here's final product...

Therin Baldaril

human ranger lvl 3
hp 31 al cg ac 23
f +5 r +6 w +2
initiative +3 move 30/20 armored
BaB +3

s 16
i 12
w 13
d 16
cn 14
ch 10

perception 3 rks +7
survival 3 rks +7 (+8 tracking)
prof. farmer 1 rk +5
know local 3 rks +7
craft traps 1 rks +5
craft weapons 1 rk +5
craft bows 1 rk +5
know nature 3 rks +7
stealth 3 rks +9
ride 1 rk +7
stealth 3 rks +9
disable device 1 rk +4

favored enemy animal
bonus feat endurance
combat bonus feat shield focus
wild empathy
favored terrain mountains

dual talent
armor veteran -1 armor check penalty

power attack
toughness

mwk longsword 315 gp 4 lb
dagger 2 gp 1 lb
light mace 5 gp 4 lb
short bow 40 arrows 32 gp 8 lb
handaxe 6 gp 3 lb
+1 breastplate 1350gp 25 lbs
+1 heavy steel shield 1170gp 15lb
rangers kit 9 gp 28 lbs
canvas 1 sp 1 lb
artisan's tools 5gp 5lb craft arms/armor
map case 1gp 0.5 lb
50 ft twine 1cp 0.5 lb
compass 10gp 0.5 lb

gp 93
sp 8
cp 9

Combat
Longsword +7 1-8+3 dmg
Longsword +6 1-8+5 dmg (Power attack)
Short bow +6 1-6 dmg
dagger +6 1-4+3 dmg
dagger +6 1-43 dmg thrown
light mace +6 1-6+3 dmg


ima dot this and try to character it tomorrow!


*Begins to do some happy, skippy, fun dancin' while they wait fer tha' DM to make their choices.*

Wishin' every one all'a very bestest an' a rilly happy, good time. (^_^)


Well with Stone out and me just getting into another campaign, i think im at my quota so ill humbly bow out of this :)
Have fun guys!


Sorry it took me this long but I have his stats done and will post the fluff later.


Hm... I'll think about the mounted archer feat. I don't think I'd get enough mileage out of it to warrant spending feats on Mounted Combat and Mounted Archery. I was seeing it more as a means of transportation and gear-carrying.


Think I'll pass. Too many entrants. Have fun.


drbuzzard wrote:
Think I'll pass. Too many entrants. Have fun.

What?

I submitted Annie just for you....


Ah, yes, my apologies. I added in the +4 from nonchalant thuggery without specifying that it applies to feint only. I have corrected the issue.

As for what Pavo would do in a foreign land. Well, after the initial shock wore off, the trepidation and anxiety of the uncertainty of ever seeing his family again (the specifics of those motivations are up for debate, see the pm I sent you) would certainly hit him pretty hard. Although, those feelings wouldn’t last. I think it is in his nature to be ever-optomistic, so he would internally come to the conclusion that he would certainly get back to Avistan, it was just a matter of how long it would take.

His first order of business would be to secure shelter, all the while consulting the rest of the party as to their thoughts on the matter as a whole, and what exactly happened to them (I’m assuming Pavo wouldn’t have the faintest clue about anything involving interplanar travel.) The wrench in his spokes would be his insatiable curiosity, as I briefly touched upon in his flavor text, he would have to fight every urge to bound off over the next hill to investigate what wonders it might conceal. Considering our current pool of applicants, curiosity seems to be the norm rather than the exception, so I envision the group getting into all sorts of interesting debacles.

Ultimately, he would want to return to Avistan, but he would be in no rush to do so, confident it would happen naturally over the course of their adventures. He would want to see as much of this strange new land as he could before returning, however. And if he managed to pick up a new bauble here and an interesting trinket there along the way, all the better.


Edward Sobel wrote:
drbuzzard wrote:
Think I'll pass. Too many entrants. Have fun.

What?

I submitted Annie just for you....

Sorry, but I hate putting effort into these things which end up being a lottery. Extended recruitments annoy me. Though I do admit that there's always the humor factor of them picking someone with a grand elaborate background who bails after 2 posts.

You did express interest before I posted, so I can't imagine it was about my character.


Here's mine.

Details are in some flux with discussions with the GM.


*Hugz Annie*

Ye in't bin completely abandoned. (^_^)


AAAAAAAAAARRRRRRRRG.

Site is being horrendous.

I've lost two attempted updates of my character.

Blast it, "#NewPost"! Blast you to spAAAAAAAAAAAAAAAACE! *shakes fist*

EDIT 2:
...
...
...
... of course the irony is that when I make a post updating that I managed to make a post, the updated one goes to #NewPost.


I'm looking forward to seeing what kind of party we end up with.

Bey-Rystar, here's some advice: Copy your entire profile to a text editor before you click Save.


And more posts! Random aside, it's rainy and cold, so I'm curled up with a mug of tea. It's possible I am a cat.

@Sunny, thank you. Few things I was wondering about, what are the racial attributes of the island elves? Also, is Sunny an Aasimar, or are the elves native outsiders? You can PM me the details. Also, Annie always needs more hugs.

@Grimdog, thanks for the additional info. Also, in the future please spoiler posts that take up a lot of space, like character crunch. It makes the thread less messy.

@Edward, none come to mind. Is there anything in particular you were wondering about?

@Drbuzzard, thanks for the interest. When two days becomes extended recruitment, I think our board needs more DMs. ^_^

@Snaglor, looking forward to it.


... anyway...

Cydrius wrote:

I'm looking forward to seeing what kind of party we end up with.

Bey-Rystar, here's some advice: Copy your entire profile to a text editor before you click Save.

Excellent advice - and I had done so. The forums have been so problematic today that it's been difficult getting Staveon to the point where he is now.

Also, "Bey-Rystar" is just a title, though it's probably flattering (he supposes - if you're into that sort of thing) that you address him in such a manner. His actual name is Staveon Takehiko (though it's likely that the last name was simply given him or his family by someone ignorant of Tien culture, considering it's actually a first name or rather, a personal name).


"It's possible I am a cat."

Would kitty treats and catnip get me a better shot at being picked? :P


Such gifts would be given to the local pantheon of feline divinities. Their appeasement would favorably incline their priest towards you. Gain a +5 on your next diplomacy check.


Hm. Suddenly Staveon has this burning need to buy cat-treats...
:D


3 people marked this as a favorite.

Oh, feline divinities, thee who hath the fluffy wiggly tails and the widdle cutie paws, I hath brought you this humble offering of this scratchpost and this cardboard box. It be my hope that they will pleaseth thy number.

Now, I will ask that my fellow applicant join me in this divine chant...

Thy divine chanting.


I can send a gold piece toward such things...


DM Grey wrote:
What diety does she follow? Also, the curve blade is finesseable?

I went with the empryeal lord Arshea , because it was hard to find an appropriate elven type god allowing Lawful good, my other choice would have been Saranae but she seems more of a human god.

I believe Elven curve blades are about the only finessable two handed weapon and as a primary archer I preferred a two handed weapon as using a shield is hard, and the feats for two weapon fighting are going to be hard to fit in.

Only spend about 630gp of funds as I was not sure what was available, not a lot of changes if I end up with more.


hmm... must ask if 2 halfling (divine hunter)paladin's would be passe.

edit: he would be going after shadowdancer.


drbuzzard wrote:
Edward Sobel wrote:
drbuzzard wrote:
Think I'll pass. Too many entrants. Have fun.

What?

I submitted Annie just for you....

Sorry, but I hate putting effort into these things which end up being a lottery. Extended recruitments annoy me. Though I do admit that there's always the humor factor of them picking someone with a grand elaborate background who bails after 2 posts.

You did express interest before I posted, so I can't imagine it was about my character.

My inital interest was mostly a hello your entry was made me decide to afficially enter


So. Nearly done. Some heavy reworking of ability scores, but it's actually not that major. Ah, life with a toddler re: not enough time. :)


happynslappy wrote:

hmm... must ask if 2 halfling (divine hunter)paladin's would be passe.

edit: he would be going after shadowdancer.

i think i won't be doing it, I've overdone the concept.


I am, I think, finished. EDIT: do feel free to cross-check, guys. Point out any errors you see! Thank you! :D

Lord-Knight Staveon Takehiko (aka "Dog, the Harlotsworn" (sometimes "Mutt" instead of "Dog") or "the Lightning Strike")

What's up good-lukin'? aka appearance:

Skin tone: a dusky bronze-tallow; well tanned
Hair: Taldan texture, but with Azlanti-style widow's peak and eyebrows; the color is a "nearly-black" brown that's strongly tinged with a very dark red (also from both Azlanti and Tian heritage)
Eyes: large and expressive (though with Tian inner eye-folds) steel-gray around the outer edge, becoming red-orange/amber-flecked-with-green towards the pupil (taking from all three Taldan, Kellid, and Tian heritage and blending them together, in a way that seems uncommon, but normal).
Height: 5'7"
Weight: 158 lbs
Build: Shorter than average, and thin, but wiry and hard.

In the end he looks surprisingly Azlanti in appearance, if smaller than many of those depictions.

Fluffy Bunnies in Heav-, er, well, I mean, Light Armor:
Staveon is part Tian, part Taldan, part Kellid, and (if his eyes and hair are any indication) part Azlanti or Chelaxian (though it's impossible to say)... and he bears none of the cultural norms of any of them, save, perhaps, a penchant for skill at violence. Regardless, he's all human and, as he's quick to attest, all male.

Raised in Mivon of the River Kingdoms, he's seen his share of action - he spent time with the Bloodstone Swords near Galt and Kyonin (he loves those guys!), helped guard against some Daggermark assassins in Brevoy (got himself a fancy title and everything! And later, after he joined the guild and worked for them a bit, the Daggermark Assassins said that there're no hard feelings - what great guys!), and even fought against the forces of Razmiran defending the gladiatorial state of Tymon ("BOOYA! Where's your 'god' now, fools?!").

Though his reputation and deeds have made him (very slightly) famous (substantially beyond his actual skill), his enemies (and he has earned at least a few) generally refer to him derisively as "the dog" or "the mutt" (due to his mixed heritage), as he's "always panting after a new master" as one of them put it. This bothers him not one whit, however, as he's usually too busy slamming something hard in their face or sliding sharp steel into their precious vital organs (he's pretty sure they need those to live... too bad for them) to really be bothered. In fact, he eventually made it a semi-official nick-name for himself.

Despite his skill at it, he is not, himself, terribly violent... at least, not in terms of his normal day-to-day behavior. But he will throw down with a fool who actually wants to do so.

Staveon is generally gregarious, kind (except to foes - up their collective noses, right?), and especially respectful of those practicing in Calistria's service - to the point that he's oft called the "Harlotsworn Knight"; he has yet to turn down any serious, formal request of one of the priestess, save in those rare times when his current job conflicts (in which case he's usually quite apologetic, and vows to take care of this or a future task in its stead on their behalf; vows that he's so far been able to keep, though, at least partially, it's probably the good sense of the priestesses not to push him into territory he wouldn't go into.

Though marked (at his own request) with the symbols of his patrons Kurgess, Arshea, and (after several harrowing encounters with the fine folk from Daggermark) Nocticula, he's most commonly a visitor at the temples of Calistria. (In fact, with the three holy symbols on his shoulders and lower-center back, more than one... "priestess" has commented that Calistria's would line up perfectly...) Still, he has never formally sworn himself to Calistria, despite the implied suggestions or occasional urgings of the inhabitants of the temples he most often frequents.

Regardless, he is well-loved in those places, though, it's actually gotten kind of embarrassing, sometimes: it's almost gotten to the point where few dare actually challenge him openly over petty slight, lest a local priestess or twenty come knocking to know why their most devout, er, "worshiper" suddenly coming down with a case of "not showing up" and/or "dead", and nobody does revenge like Calistrians...

Despite the rumors (some of which are true), his time at the temples are not exclusively for the utilization of their services. In fact, he's often seen praying there over all sorts of things.

Staveon's family is a bit of a mystery to him. He knows his basic heritage - the Calistrian temple Staveon was left at (such as it was) held some old letters about it. It seems that it was written by a shaky hand, quickly, for the purpose - from what he can tell - of more or less "just letting him know". The documents contains little in the way of platitudes, endearment, or even much in the acknowledgement of family relations, though, once or twice the words "my son" instead of "the boy" is thrown in there, with references to "his brother" and "his grandfather" (though who, exactly, these folk are, what they look like, and who they are is anyone's guess). Still, Staveon holds the idea that he has a brother, parents, and a grandfather - somewhere out there - as a good thing, he supposes. Most of the rambling, though neatly-organized, hastily-written (and edited) pages give instruction about caring for "the boy, as best as possible, of course" thoroughly mixed with the occasional nearly-indecipherable ramblings about the dangers of becoming involved with "dangerous activities" while generally informing the reader of a tremendous number of highly unrelated and mostly uninteresting factoids about various minor magical effects (all of them cantrips, none of them worth using as the basis of magical theory; entirely layman's terms), natural phenomena (relatively detailed, but mostly worthless), and well-known but very inconsequential political notations within the River Kingdoms around the time of Scaveon's birth.

Though the temple of Calistria would later be burned down by cultists of Gyronna (that cult later learned... never mess with Calistrians) and Staveon would go on to be raised by a traveling priestess-oracle of Arshea and Kurgess (named Eryanna Murchane), he retained the letter. Eryanna (originally of Razmiran and Razmir) is the closest thing Staveon has to family, now - he considers her his mother, for all intents and purposes, and she considers Staveon her son - one that she's very proud of (for the most part - the Nocticula thing is a bit "iffy", but his reasoning mostly is sound, so she lets is slide). She still lives, wondering the River Kingdoms, and they see each other usually around once a year still (mostly due to her wanderings coinciding with his current locale), though sometimes less and sometimes more, though they have no "official" promise - it's just been nice they've able to do so.

I live for the crunch! (not really):

level 3 fighter (Aldori swordlord): d10, best base attack, best fortitude, 2+ skills
(skills: climb, craft, handle animal, intimidate, knowledge (dungeoneering, engineering), profession, ride, survival, swim)

Initiative +8 +4 DEX +4 Improved Initiative, Speed 30 ft.
AC 19, touch 14, flat-footed 15 (+4 mithril chain, +1 armored kilt, +4 DEX)
hp 27 [3d10+6 (10+[5.5]+[5.5]+2+2+2 = 27)]
saves fortitude +5 [3+2] reflex +5 [1+4] will +1 [1+0]
base attack +3, CMB +4 (or +10 using my Aldori dueling sword) [+3 base +1 STR; or +3 base +4 DEX +1 masterwork, +1 Sword Scion, +1 weapon focus], CMD 18 (or 21 with my Aldori dueling sword) [10+3 base +1 STR +4 DEX; or 10+3 base +1 STR +4 DEX +1 masterwork, +1 Sword Scion, +1 weapon focus]
melee attack +10 mwk Aldori dueling sword (1d8+1, 19-20, S; performance; +1 to critical confirmation rolls), +4 any other [halberd] (1d10+1, x3, P or S; brace, trip) [lucerne hammer] (1d12+1, x2, B or P; brace, reach, +2 CMB to sunder armor) [flail] (1d8+1, x2, 5 lbs, B; disarm, trip) [dagger] (1d4, 19-20/x2, P or S)
ranged +7 composite shortbow {+1 STR} (1d6+1, x3, range 70ft, P), +7 dagger [x3] (1d4, 19-20/x2, range 10 ft., P or S)
Feats (a-b)exotic weapon proficiency (dueling sword), (h) weapon finesse (f1) improved initiative, (f2) quick draw, 1) improved disarm, 2) weapon focus (dueling sword), 3) combat expertise
Class Features


  • Defensive Parry (Ex): When Staveon makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. (This increases by +1 at 7th, 11th, 15th, and 19th levels)
  • Bravery (Ex): Staveon gains a +1 bonus to his will saves against fear. (This increases by +1 at 6th, 10th, 14th, and 18th levels.)

Skills (12 points (4/lvl))

  • Acrobatics +6 (ranks 2 ability 4)
  • Climb +5 (ranks 1 ability 1 class 3)
  • Intimidate +4 (ranks 1 ability 0 class 3)
  • Knowledge (engineering) +4 (ranks 1 ability 1 class 3)
  • Knowledge (nobility) +2 (ranks 1 ability 1)
  • Profession (farmer) +4 (ranks 1 ability 0 class 3)
  • Profession (knight/mercenary/solider) +4 (ranks 1 ability 0 class 3)
  • Sense motive +3 (ranks 3 ability 0)
  • Swim +5 (ranks 1 ability 1 class 3)

Languages: Taldan (common), Tian, Hallit This is a bit strange, as his mixed heritage would (sort of) grant him all three languages, but I'm not sure he should have them. He may loose Tian (as it's not locally spoken in either the River Kingdoms or Brevoy), subject to GM fiat.
Traits: Sword Scion [start with an Aldori dueling sword, +1 attacks and combat maneuvers with it], Anatomist [+1 confirm critical hits]
Carrying Capacity Light (50 lbs), Medium (100 lbs), Heavy/Lift Over Head (150 lbs), Lift Off Ground (300 lbs), Push or Drag (750 lbs)

I may completely re-tool my skills to better work with the group as a whole; I'm just really lacking on skill points. :) If someone else maxes out profession (farmer) or knowledge (engineering), I may drop those skills entirely; I might even drop the knowledge (nobility), if someone else covers it - despite becoming a (very) minor noble himself, he's probably not too aware of what that means. I'm probably going to put extra skill points into acrobatics, climb, intimidate, profession, and swim (sense motive is already maxed out). The profession (knight/mercenary/soldier) is really just my way of being uncertain which of those to put skills into. I'm probably going to go with "solider" since that covers the other two well enough.

Abilities not yet earned:

5th level: Disarming Strike (Ex): When Staveon is wielding an Aldori dueling sword and successfully disarms an opponent, he deals the sword's damage to the opponent (though not the additional strength bonus to damage).

7th Level: Steel Net (Ex): When fighting defensively as a full-round action with an Aldori dueling sword, Staveon's penalties on all attacks in a round are reduced by 2, and his dodge bonus to AC is increased by 2 for that round.

11th Level: Counterattack (Ex): As an immediate action, Staveon may make an attack of opportunity against any opponent in reach that hits him with a melee attack.
As I am planning on taking the Aldori Swordlord prestige Class, it is unlikely that I will ever get the Counterattack special ability (sadly), and it is likely that Steel Net will be greatly delayed, unless something strange happens.

Planned feats:
(f4) dazzling display, 5) weapon specialization, (f6) [lunge], 7) leadership, (f8) [improved feint?] 9) [lunge], (f10) ???, 11) [improved feint?]
As I am planning on taking the Aldori Swordlord prestige Class, it is unlikely that I will get fighter bonus feats starting around sixth level for some time; I have alternate suggested levels for feats.

Everybody needs more Tchotchkes; everybody needs tchotchkes!:
Starting wealth 3k.
WEAPONS: total 434 gold; 40 lbs
Sword Scion: Aldori dueling sword (1d8, 19-20/x2, 6 lbs, S, performance) [NOTE: according to GM, masterwork tranformation turned it masterwork] <cost 320g>
Halberd (1d10, x3, 12 lbs, P or S; brace, trip) <cost 10g>
Hammer, lucerne (1d12, x2, 12 lbs, B or P; brace, reach, +2 CMB to sunder armor) <cost 15g>
Flail (1d8, x2, 5 lbs, B; disarm, trip) <cost 8g>
Composite Shortbow {+1 STR} (1d6, x3, range 70ft, 2 lbs, P) <cost 175g>
Dagger [x3] (1d4, 19-20/x2, range 10 ft., 1 lbs [3 lbs], P or S) <cost 2 g [6g]>

ARMOR: total 1,270g; 22.5 lbs
mithril Chain Shirt (+4 AC, max +6 DEX, no acp, 10% asf, 12.5 lbs) <cost 1,250>
Armored Kilt (+1 AC [stacking], max +6 DEX, no acp, no asf, 10 lbs) <cost 20g>

OTHER: total 545.5 [Adventuring/Drink/Food/Alchemical/Clothes/Games/Tattoos: 445g 4s; 110 lbs+Beasts: 102g 6s; 513 lbs]
- Adventuring: bandoleer <5s; used for flasks and daggers>, bedroll <1s, 5 lbs>, blanket <5s, 3 lbs>, backpack <2g, 2 lbs>, sack [x3] <3s, 1.5 lbs>, small tent <10g, 20 lbs>, compass <10g, .5 lbs>, map of the River Kingdoms <50g, 2 lbs>, small steel mirror <10g, .5 lbs>, 50ft. silk rope <10g, 5 lbs>, signal whistle <8s>, ioun torch [x2] <150g>, stiff (but flexible) leather rags <1g> used for making temporary lamps with ioun torches
- Drink: godsbrew <5s, 5 lbs>, Khave [x10] <2s, 5 lbs>, tea [x10] <2s, 5 lbs>,
- Food: trail rations [x10] <5g, 10 lbs>
- Alchemical: flask of acid [x10] <100g, 10 lbs>; antitoxin [x2] <100g>
- Clothes: explorer's [x3] <20g, 16 lbs>, cold weather <8g, 7 lbs>, soldier's <1g, 5 lbs>, Signet Ring <5g>
- Games: cards <1s>, Marbles [x5] <5s, 10 lbs> I'm guessing until told otherwise
- Tattoo: holy symbols of Kurgess (upper right), Arshea (upper left), and Nocticula (lower middle) on his back <60g, based on what he can afford>
- Beasts: mule [x2] <16g; note - not inherently battle-trained, but 126g (252 total) is enough to higher a skilled hireling to get them to be combat trained [3s/day for 6 weeks]>, guard dogs [x2] <50g; note - cannot be ridden (they are not large enough)>; feed [x30] <15s, 300 lbs>, feed (carnivore) [x30] <15s, 150 lbs>, pack saddle [x1] <5g, 15lbs>, saddle (military) <20g, 30 lbs>, saddlebags [x1] <4g, 8 lbs>, bit and bridle <2g, 1 lb>, dandy brush [x3] <6s, 6 lbs [2 lbs each]>; bear bag <2g, 3 lbs>
- Other: Brooch (1g; triplicate holy symbol),
Money: 20p, 213g 25s 50c rather evenly distributed across numerous pouches in his clothing
(396g; free sword from trait nets +20g back; included in total)

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