
Jessamy Pierce |

And with that, I will be more or less out of commission until Nov. 9 or 10 for my wedding and honeymoon. There's a very small chance I'll post in the meantime -- I'll probably be following along the thread, but I hate posting from my iPad -- but please don't hesitate at all to DMPC me (or one of the other players post for me). Give the giants hell!

Ensu, Cleric of Nethys |

Okay, I want to make sure I have this right, don't want to screw this up and this is my first time.
Beaks is at -16, I have a +12 to Heal, the DC for First Aid to stabilize is 15. I have a potion of cure moderate wounds, plus wands for CLW. I also have plenty of spells.
I know I need to save Beaks, but I am looking for the quickest, most efficient way to bring her back.
Or did I read it wrong and -16 is like dead?

Pirknok Stonemight |

I vote we give the amulet to one of the casters, since by my calculations they seem to be pretty far behind on wealth compared to the rest of us. It'd probably do Siolad the most good.

DM Feral |

We should consider the possibility that Ventus is gone for good. He mentioned struggling with some troubles and it's possible he's not coming back in the near future.
It's always possible to add new characters but I think I'd prefer to insert a new player into an old character like we did with Ensu. What are you thoughts?

DM Feral |

Well I'll leave the specific build details up to you but here are the characters that have come and gone in the story thus far that we could work into the story fairly painlessly.
Shalelu: Elven bounty hunter turned defender of Sandpoint. Sister of Siolad (the party's mage) and Ameiko's former lover/adventuring partner. Likely a ranger of some kind but druid could work if you're still considering druid.
Ameiko: Tian woman who owns the Rusty Dragon and former adventurer. Heiress to one of the more wealthy families in Sandpoint. Her family all died in the early parts of the story but she's close to several members of the party. She's statted as a bard but she could work as a rogue pretty well too.
Krojun-Speaks-With-Thunder: Brawny shoanti lorekeeper and former right hand to Sheriff Hemlock. Mentored the party a bit early on and then left to seek his own adventure. He's statted as a bard but skald would be a good fit too.
Doran: Human inquisitor of Abadar. Son of a big hero in Absalom that came to Sandpoint to make a name for himself and help with the city's 'troubles'. He was an inquisitor crossbowman but fighter, cleric, or even warpriest would be good.

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No worries. I like Krojun.
I went ahead and tried to update the version online in Word. The results are below.
Krojun Speaks-With-Thunder Modified
Male Agathion-Blooded Shoanti Barbarian 3/Bard Thundercaller 8
NG Medium outsider (human, native)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 37 (3d12+8d8+44)
Fort +10, Ref +7, Will +7; +4 vs. bardic performance, sonic, and language-dependant effects
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft. (45 ft. when raging)
Melee chakram +12 (1d8+4/×2) and
. . dagger +13 (1d4+4/19-20/×2) and
. . masterwork battleaxe +14 (1d8+4/×3) and
. . masterwork whip +14 (1d3+4/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire courage, rage
Bard (Thundercaller) Spells Known (CL 8nd; concentration +11):
3rd (3/day) - daylight, see invisibility, thundering drums (DC 16),
2nd (5/day) - blistering invective (DC 15), cure moderation wounds, gallant inspiration, tongues
1st (5/day)—saving finale (DC 14), cure light wounds, cultural adaptation , clarion call, liberating command
0 (at will)—know direction, mending, prestidigitation (DC 13), message, light , ghost sound
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Statistics
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Str 18, Dex 10, Con 16, Int 10, Wis 8, Cha 16
Base Atk +9/4; CMB +14; CMD 25
Feats Power Attack, Toughness, Cleave, Cleaving Finish, Lingering Performance, Extra Performance
Traits auspicious tattoo (shoanti), bred for war (shoanti), drug addict (personal)
Skills Climb +8, Handle Animal +14, Intimidate +19, Knowledge (nature) +16, Perception +9, Perform (dance) +12, Perform (oratory) +16, Survival +19, Swim +6; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Common, Shoanti
SQ fast movement, scion of humanity, versatile performance abilities (oratory), well versed
Combat Gear Potion of cure light wounds (2); Other Gear Masterwork Lamellar (leather) armor, Buckler, Chakram (5), Dagger, Masterwork Battleaxe, Masterwork Whip, Cloak of resistance +1, Backpack (empty), Rope, 22 GP
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Special Abilities
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Bardic Performance (standard action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Incite Rage (DC 17) (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Power : Swift Foot (Ex) The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Trap Sense (Ex) +1 to Reflex saves versus traps and to AC versus traps
Uncanny Dodge (Ex) She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible.
Versatile Performance (Dance) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Oratory) +16 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
I'll leave it up to you to let me know what sort of funds, if any Krojun needs to be up to par.

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Okay, here goes:
+1 keen shock battleaxe (18,310)
+1 returning chakram (8,301 gp)
masterwork whip (320 gp)
scholar's ring (8,700 gp)
Boots of the Winterlands (2,500 gp)
+2 rallying hide shirt (9,170 gp)
wand of cure moderate wounds (4,500 gp)
unfettered shirt (10,000 gp)
cape of the mountebank (10,800 gp)
handy haversack (2,000 gp)
traveler's anytool (250 gp)
campfire bead (720 gp)
rope of climbing (3000 gp)
4 CLW potions (200 gp)