
Wednesday Daud |

4th Level HD: 1d10 ⇒ 8
Nice.

Wednesday Daud |

Rebuild is complete I believe.
CG Native Outsider Ranger 3/Bloodrager (Angelic) 1
HP: 36
1 +10+2
2 +6+2
3 +6+2
4 +6+2
Fort: +7
+3 Ranger
+2 Bloodrager
+2 Constitution
Ref: +5
+3 Ranger
+0 Bloodrager
+2 Dexterity
Will: +4
+1 Ranger
+0 Bloodrager
+3 Wisdom
Perception: +12
+4 ranks
+3 Class
+2 Racial
+3 Wisdom
Heal: +10
+4 Ranks
+3 Class
+3 Wisdom
Handle Animal: +7
+3 Ranks
+3 Class
+1 Charisma
Knowledge (Arcana): +7
+4 Ranks
+3 Class
+0 Intelligence
Knowledge (Religion): +7
+4 Ranks
+3 Class
+0 Intelligence
Stealth: +9
+4 Ranks
+3 Class
+2 Dexterity
Survival: +9
+3 Ranks
+3 Class
+3 Wisdom
Favored Enemy (Human) +2
Favored Terrain (Urban) +2
Bloodrage 6/day
RANGER
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
•If Core Rules only: archery or two-weapon combat.
•If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Two-Handed Weapon
If the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
•At 6th level, he adds Furious Focus and Great Cleave to the list.
•At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
BLOODRAGER
Weapon and Armor Proficiency
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Angelic Attacks (Su)
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Angelic Blood (Aasimar) Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Heavenly Radiance (Aasimar)
Your heavenly light can be used in a variety of ways.
Prerequisites: Aasimar, daylight spell-like ability, sufficiently high level (see below).
Benefit: You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level for its listing in the table. The save DC for this spell is Charisma-based.
3rd- Flare Burst
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: 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.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Love Lost Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.
Adrift You never felt like you belonged in your family. You were different, an outsider, and you grew up unable to bond with the people around you. Now, as an adult, you are still a little odd and others have a hard time understanding what makes you tick. Benefit: You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects.

Cassandra Wagner |

Hello, everyone! I still need to do equipment purchases. Which I'll do when I have a few minutes to myself. Hopefully a bit later today.
Cassandra is a recent graduate of the Acadamae, the local wizard's school with a specialty in teleportation and conjuring magic. She's also from a minor noble family and is a cousin (many times removed) of the king.
And she's a roof runner. Cassandra is an avid parkour enthusiast.
Who are the active PCs at the moment, please?

Cassandra Wagner |

Wow. I've never played in a campaign where everyone could cast spells (or eventually will be able to).
I added my inventory. The only thing I have left to do is select my languages. I believe I've got... 7 more to pick.

Terri Riverrun |

Holy Moley! I don't think I've ever had a character that I had to pick more than five for.
On another note, Terri has all of her gear now. She still has some cash if you guys think of any first level spells that'd be useful to have handy. I can get five more scrolls.

Cassandra Wagner |

Crispy, I'm thinking the Wagner family has been implicated in the plot to kill the king. Of course, they didn't, but the queen wants them out of the way because she's wants their resources for herself. The entire family is currently under house arrest while they await their "trial". Cassandra's the only one who hasn't been rounded up - she made a run for it before they could nab her and capturing a parkour running teleporation mage ain't easy. Now, Cassandra's looking for allies. She's heard through the underground about the group's previous adventures and is seeking them out.

Wednesday Daud |

That and/or you and the orhers could have taken up squatting at Zellara's. She does have a way of drawing things together :3

Wednesday Daud |

Oh, and is she voiced by Miranda Raison?

Amira Oenestria |

Well with her acts of vigilanteism during the recent chaos and her tendency to prowl the night, it's easily concievable that she could come across the others in a spot of trouble. Also if Cassandra is prone to roof running and does so at night, she may have caught a glimpse of a black clad figure prowling the rooftops once or twice.

Wednesday Daud |
1 person marked this as a favorite. |

*crosses fingers that she crashes through the ceiling while Zellara, Wednesday, and Tolenn are eating dinner*

Pyron Firehide |
2 people marked this as a favorite. |

I know that I left the group, but we played together for a long time, that I want to tell you that I asked my girlfriend to marry me, and she said "Yes."

Wednesday Daud |

I know that I left the group, but we played together for a long time, that I want to tell you that I asked my girlfriend to marry me, and she said "Yes."
WOOT!

DM Crispy |

Well with her acts of vigilanteism during the recent chaos and her tendency to prowl the night, it's easily concievable that she could come across the others in a spot of trouble. Also if Cassandra is prone to roof running and does so at night, she may have caught a glimpse of a black clad figure prowling the rooftops once or twice.
I like this, but let's go a little further and say you guys have a friendship developed out of this. I've already got plot tie-ins for Terri & Cassandra, and that will tie you in neatly, and at or near the beginning of book 2.

Tolenn |

OK
Bought masterwork scimitar, 315 gp
2 potions of bless weapon (cl2) 200
3 potions of mage armor 150
total 665gp
Also, Amira I think you've got max hp, instead of the max at first then half rounded up
As for connections...Tolenn's been out of town for the last 10 years, but you never know, there might be memories of a running into one of Lamm's Lambs, memorable only due to the considerable scarring of her left cheek....

Tolenn |

I know that I left the group, but we played together for a long time, that I want to tell you that I asked my girlfriend to marry me, and she said "Yes."
Great news! Congrats and many happy years together!

DM Crispy |

As I mentioned in the discussion thread before the newbies arrived, I would like for someone to keep track of loot. The previous group did a very poor job of this, so I'd like someone dedicated to keeping up with it. If no one volunteers, that is fine. But alot is probably going to be lost, as I am not going to leaf through hundreds of posts to figure out who has what.
Wednesday, any purchases?
Is everyone ready to get this show back on the road?

Tolenn |

I'll do it. I'm bad for keeping track of things like that, this'll force me to pay attention :)

Terri Riverrun |

If someone can get me a list what we currently have unclaimed I can do it. It won't be fancy, but it should be accurate.
Edit:
Or, you can just put what the party has on the sheet here: The Loot sheet
I've divided things up into categories. If you have any suggestions, make them now since it'll be easier to change before we get stuff in there. I've included columns for what the item is, its value, who's carrying it, who's (if anyone) claiming it, and if it's been sold. Just add rows as needed. It doesn't do any fancy calculations, through.

Wednesday Daud |

List looks good to me :3
Can't really think of what to spend the 250g on, meh, probably get a Longbow and some arrows.

Wednesday Daud |

in that case fine! It all goes to the temple of Sarenrae! Happy now?

Wednesday Daud |

Okies.
*tosses bag of money to Tolenn*

Wednesday Daud |
1 person marked this as a favorite. |

Yeah, they take those off last.

Tolenn |

Good to go here as well...but bed beckons.... :)

Terri Riverrun |

Guess Terri's going to have to wait a bit. *Tries not to tap a toe in the meantime*

Terri Riverrun |

Sorry, that last post was supposed to be tongue in cheek. I figured it was going to be delayed. I was just trying to be funny.