Surkoff Hurntol |
Thanks for the go ahead Tom.
For cargo, I am thinking alcohol. I was hired specifically for this type of job because of my standing within the church. There have been problems with prior deliveries not quite arriving complete so I am here to keep things honest.
I have no problem sharing the hurt. I intend to dish out a lot more than I absorb.
Surkoff is sometimes a bit too trusting, taking things at face value when perhaps he shouldn't, especially when dealing with the folks in the merchant trade. A fierce warrior, he bonds quickly with people and will sacrifice much to protect them. He is not a complete fool, betray him or attack those he cares about and you are likely to end up meeting the pointy end of his sword.
Quijiomientarae |
Right - I'll repost this in here from the ad thread.
Thanks, Shisumo - I'm still trying to figure out if I'd prefer the skill point or the extra eidolon HP. Any input would be welcome.
As for cargo - I'm open to things. Given the nature of the character (a quirky arcanist), I think some sort of magical cargo would be suitable. Maybe an amulet or something of that sort would be suitable. He wouldn't use it of course. It could even be cursed (i.e. of no usable benefit), which could make for an interesting narrative as well.
Edit: Question: Shisumo, I was considering taking Disable Device as a class skill for my eidolon, but I won't bother if you're going to be using that as a rogue. Let me know what you think.
Shisumo |
Edit: Question: Shisumo, I was considering taking Disable Device as a class skill for my eidolon, but I won't bother if you're going to be using that as a rogue. Let me know what you think.
I've got the lockpicking thing covered, I think. It's not currently a class skill for Torch, but will be after he hits 2nd level, and he's also got Skill Focus in it as well. It should be fine.
Given that you're a master summoner and less of your power is tied up in your eidolon than most summoners, I'd probably go with the skill point over the hit point for the eidolon myself.
Hrakar Orcbane |
At the moment I think Hrakar will try to stay solely on the path of the cleric. Favored clases are Cleric and warrior, but at the moment I just want him to provide heal and protection to the party while not engaging in melee if not strictly necessary (he can defend himself decently, if it comes to that, but he should shine with buffs and heals rather than at cracking skulls with his warhammer).
Hrakar has good saving throws and he's good at everything involving wisdom (obviously), on the other hand he's rather bad with charisma, a problem I tried to mitigate giving him the extra channel feat.
Hrakar is rather tall for a dwarf, has coal black beard and hair and deep brown eyes. He wears a studded leather armor of good quality, a wooden shield and always has his warhammer on the ready.
He's taciturn and rarely speaks with the other passengers or the crew. He's often lost in his toughts and mutters to himself while contemplating what lies ahead of him. This is his first mission and he doesn't want to disappoint his superiors, but he was commanded to contact the church of Torag in Sagrava and deliver a letter to the head priest of Torag in Eleder; he was given a sealed letter but he was commanded not to open it, so he doesn't actually know what it's written within.
Hrakar Orcbane |
FYI, I can't see Hrakar's character sheet when I click through the link. You might consider copying the information over to the profile directly...
Mmmh, strange, I'll see what I can do to solve this, TY for the info though
Edit: made it public, should be working now :D
@Qik: well, for the character to work as intended it needs to be at least decent at channelling, and having a charisma of 9 I need to use some feats to help that aspect of the character. I could change the character to be a warrior priest by decreasing its wisdom and increasing Strength but the idea is to have a dedicated healer rather than a beater with divine powers
Shisumo |
Ralf Pennywhistle wrote:I hate dying in chargen!You're lucky you rolled a 20 -- otherwise it would have been a TPK and we'd have to roll up new characters!
;-)
My current dice luck makes this comment much, much less funny to me than it was yesterday. ;P
Sam "Torch" McQuarry |
Current Loot List:
Several keys
Sea charts and maps
Captain’s logbook
24 person-days’ worth of food
Masterwork studded leather armor
Masterwork short sword
Block and tackle
Three canvas sheets
Two fishing nets
Grappling hook
Two bullseye lanterns
12 flasks of lantern oil
150 ft of hemp rope
Five shovels
Fine brandy (value 50 gp)
Model of the Jenivere (value 100 gp)
350 gp
Masterwork dagger
Leather armor
Holy symbol of Nethys
Spell component pouch
Six potions of cure light wounds
Potion of cure moderate wounds
Four potions of lesser restoration
Potion of remove disease
Potion of water breathing
Potion of water walking
Shisumo |
Shisumo wrote:First time I've ever seen a spell component pouch on a treasure list. Hey Tom - was the captain a cleric of Nethys?Jask the criminal claims to be one. Presumably that's why they confiscated his pouch.
Ah. Missed that. So likely all the stuff in the footlocker is Jask's, then.
Hrakar Orcbane |
Regardless, if no one thinks it too sacrilegious, I'd like to claim Devers' armor. The lack of an armor check penalty would be very useful for my Acrobatics and Disable Device checks.
I have no problem with that. If you want to manage this thing I don't have any problem with that either, just write down what goes to what character pls.
Hrakar Orcbane |
I wasn't trying to claim the job, just attempting to avoid duplication of effort (and keep from cluttering up the narrative with the minutiae of equipment lists and such). But I *will* take the armor. Yoink!
Ok then, here's the list with the current requests
LIST OF LOOT:
-Keys (we don't know what they open btw)
-Sea charts and maps
-Captain's Log
-Lots of rations (enough for a single man for 24 days)= These will be rationed
-Masterwork studded leather armor (Alton's) = Torch asked for this
-Masterwork shortsword (Alton's)
-Masterwork dagger
-Suit of leather armor
-Holy symbol of Nethys
-spell component pouch
-Block & Tackle
-3 large canvas sheets
-2 fishing nets
-Grappling hook
-2 bullseye lanterns
-12 flasks of lantern oil
-150 feet of hemp rope
-5 shovels
-1 bottle of fine brandy = Aerys asked for this
-darkwood model of the Jenivere in a glass bottle
-coffer containing 350 gp
-4 cure light wounds potions = Qui asked for 1 of these
-1 cure moderate wounds potion
-4 lesser restoration potions
-1 remove disease potion
-1 water breathing potion = Hrakar asked for this
-1 water walking potion = Hrakar asked for this
Black Tom |
Sorry about the mechanics overload, but I want you to be clear about what you can and cannot do. In a tabletop game it's easier for players just to express intention and for the DM to adjudicate, but here you risk wasting your time and getting frustrated, so I am trying to be a little more transparent than I would be otherwise.
Sam "Torch" McQuarry |
Perhaps Torch should consume a potion of lesser restoration, get some of that dex back.
I keep worrying we're going to need them for something more important. If I can get some Heal checks, I'll be back to normal in two days. Even one night's rest will reduce the penalty to -1. So I've held off so far. But I'm hardly adamant about that - if you try to twist my arm to take it, you'll find it won't take much.
Surkoff Hurntol |
I play a summoner in another game and I have a SOP in place that if I am summoning a celestial critter that the first critter it attacks it uses it's smite evil attack (whether the opponent is evil or not, the critter wouldn't know). This adds +1 dmg/hd to all that critters' attacks on the first target if it is evil. It won't add anything to the attack roll (because all the animals have crap charisma) but having the extra dmg is always nice.
Surkoff Hurntol |
Just to be clear, does that include Ilum as well? I'm still not 100% on the rules of healing eidolons.
From the PFSRD: A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally.
Positive energy works to heal your eidolon just as it does for you. The big difference with the eidolon is that rest does not recover HP for it and when you summon it there is no HP change from when it left.
Hrakar Orcbane |
LIST OF LOOT:
-Keys (we don't know what they open btw)
-Sea charts and maps
-Captain's Log
-Lots of rations (enough for a single man for 24 days)= These will be rationed
-Masterwork studded leather armor (Alton's) = Torch
-Masterwork shortsword (Alton's)
-Masterwork dagger = Surkoff
-Suit of leather armor
-Holy symbol of Nethys
-spell component pouch
-Block & Tackle
-3 large canvas sheets
-2 fishing nets
-Grappling hook = Surkoff
-2 bullseye lanterns = Surkoff 1x
-12 flasks of lantern oil = Surkoff 3x
-150 feet of hemp rope
-5 shovels
-1 bottle of fine brandy = Aerys & Surkoff (shared proprety I guess)
-darkwood model of the Jenivere in a glass bottle
-coffer containing 350 gp
-4 cure light wounds potions = Qui 1x
-1 cure moderate wounds potion = Surkoff
-4 lesser restoration potions = Torch 2x
-1 remove disease potion
-1 water breathing potion = Hrakar
-1 water walking potion = Hrakar
The loot list is now up to date. What you asked for has been given to you by your friendly neighbour hrakar the miser. I took the liberty of giving 2 potions of lesser restoration to torch.
P.S.
As for summoner's rules:
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.
Seems like you can't use the summon monster ability while you have the eidolon out.
Here's a link for quick reference to summoner's rules (and all other classes too!) Master Summoner.