DM Mathpro's Jade Regent Campaign-Table 2

Game Master Almagafor

Map of the swamp:Swamp Map


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INACTIVE - GAME DIED

I'm fine with having her bot along 'til it causes an issue.


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Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

I would be alright with that. Of course, I feel like we should ask Kiko before we make use of her? character. But that can be tricky when we haven't heard from them in a while.


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I'll bot her for the remainder of the current combat and give her time to chime in on Discussion board. If she just isn't able to respond for the time being that's fine, I'll just have her fade into background and adjust future encounters accordingly until she is able to come back. We'll see how things go.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5
DMAlmagafor wrote:
I'll bot her for the remainder of the current combat and give her time to chime in on Discussion board. If she just isn't able to respond for the time being that's fine, I'll just have her fade into background and adjust future encounters accordingly until she is able to come back. We'll see how things go.

Just curious here by fade into the background you mean she'll be there but mainly just taking up space correct?

Leodegrance Tarrant wrote:
I'm fine with having her bot along 'til it causes an issue.

Not sure how they would cause an issue. Just curious here.


Derric: Yes. I'm disinclined to run other people's characters outside of combat if I don't have to, I don't like putting words in other's mouths. She'll be there but, after this combat, will neither contribute to nor be injured in combat. That way when she is able to jump back in she would (at most) just have to roll init.


INACTIVE - GAME DIED

Jade Regent is built to have heavy interactions with the NPCs in your party. A character who is not interacting with them is missing out on part of that story, and that may also mean part of the story development that other characters don't have (if Kiko isn't doing that involvement, and I don't get to talk to Kiko, that's one less avenue of character development). Also, it can get weird if we have a pseudo-NPC doing stuff but the DM has to scrupulously police against his own knowledge of the adventure, so the character can't come up with a great idea or figure out the puzzle... even if the player might have, had the character been under a player's control.

If Kiko is able to make it back that would be ideal! Of course we should give some time for that.


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Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

I didn't realize it 'til right now, but a kitsune is basically the closest thing any goblin has ever seen a mix between a hated dog and a hated long leg. He's probably the embodiment of evil to them.


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Inactive

^ You know, I'd never thought about it either but you're right! It's like a goblin's worst nightmare. Well, maybe that and centaurs? :D

By the way (speaking of good kitties), please let me know if Senga ever seems like she's being too much of a death kitty and I'll dial it back. I know some players and GMs tend to dislike cat companions for that reason so if it ever becomes a problem I can adjust her tactics to perhaps act more as a grappler/flanker in most situations.


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

I have family visiting through Sunday. I should be able to post daily, but it will probably be late Pacific time before I get to it. Please feel free to bot if needed.


Sounds good, hopefully this is the last round of combat.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

Seems that calling Derric a dog is probably one of many of the dumbest things a goblin can do. Well that and trying to brand a centaur.

On a more serious note, gm are you going to be using the Imperial Relationships from Legendary Games or are you going to be using the relationship rules from the player's guide? Just curious.


Players Guide, I don't have the Legendary Games material.

Reminder: everyone levels at next rest.

Also, I've been thinking on how to streamline combat. I've decided to use a system that I've been experiencing in another PbP, average party initiative. This means that I'll roll init for everyone and average the result, then roll for enemies and average theirs. So, everyone will get to go at once and no one has to wait, I'll aim for one post a day for combat and try to do so at a fairly consistent time and bot if necessary. Any objections, questions?


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

That's alright. I've seen party initiative done before in PbP (though never actually used it) and I've heard good things, so hopefully it should work out well enough.

Also, yeah! Level 2. We're not bad at things anymore.


Don't forget you get a free bonus feat at level 2, cause I'm nice like that (or completely evil and just giving you a necessary bump for the things I have planned)


Inactive

Sounds good to me GM; anything that makes things more streamlined and easier for you works for me.

And mmm...feats...*drool*


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

What time is it in game anyway?


Daichi Konjou wrote:
What time is it in game anyway?

Late afternoon and still raining.


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Right. I suggest that we bunker down in the village (if we think that we can trust the remaining goblins not to attack us in our sleep). We need to deal with the skeletons still, so there's not much point in heading back, and I don't think there's anywhere else close enough to safely camp right now, especially with all the rain.


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Female Kitsune Oracle (Seeker) 2

I'm so sorry for my silence guys.

The last month has pretty much been a whirlwind, ranging from shitty circumstances to very good things. It's a bit of a mess still and while I expect things to remain like this for quite a while longer it has at least become less chaotic and more predictable.

I do fully intend on rejoining all of you, though my attendance will likely be patchy.


Inactive

Hey, just glad to hear from you and that things are hopefully beginning to look up and even out for you. We'll be here when you're ready and able to post :)


It's no problem, real life comes first. Send me a PM if you want to talk.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5
Kiko Kaijitsu-Qun wrote:

I'm so sorry for my silence guys.

The last month has pretty much been a whirlwind, ranging from s#$~ty circumstances to very good things. It's a bit of a mess still and while I expect things to remain like this for quite a while longer it has at least become less chaotic and more predictable.

I do fully intend on rejoining all of you, though my attendance will likely be patchy.

It's good Kiko! It's just good to hear that you're back with us! I hope things improve for you. And don't worry about it! Things happen.


INACTIVE - GAME DIED

Huzzah!


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Awesome! We have our full party back together again.


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

I hope good things continue to happen and that life calms down for you soon. Welcome back.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

I'll need to tell y'all something important. It'll only affect my posting for about 9 days but I'll tell you more tomorrow.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

I hope I didn't scare anyone. No I'm not leaving (I'm having way too much fun with y'all in this adventure!).

So I've been looking for a new job (I still have a job, just trying to find one that pays a bit more and is closer to home), and I've been doing it on my iPhone. The problem is that I forgot to take into account that I'm on my parents' data plan and I forgot to keep an eye on how much data I was using. Long story short, I used up a lot of data. So, we have 8 days left in the billing cycle before our data usage resets.

While this will reduce my posting rate a bit, I'm going to try and keep on posting on my laptop before and after work if possible. I just wanted to let everyone know about this and I apologize for any inconveniences this may cause.


No worries, just glad you're ok.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5
DMAlmagafor wrote:
No worries, just glad you're ok.

Thank you and again I apologize if I scared anyone. And it's not even Halloween yet! ;P


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Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

Good luck on the job hunt. I'm glad it's just data and nothing really scary.


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Inactive

Senga sez:

"It's all fun and games in Pathfinder, but remember kids - never turn your back on a real big cat!"


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3
Senga wrote:

Senga sez:

"It's all fun and games in Pathfinder, but remember kids - never turn your back on a real big cat!"

Noted stay in front of Senga. :)


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Couple of questions about leveling before I get started because I'm not sure exactly how we're doing a few things.

1) Hit points? Rolled or 1/2+1
2) You said we get a bonus feat, correct?
3) Is material from Horror Adventures okay? Looking at the Elemental Whisper utility talent, which gives me a spirit familiar from the Plane of Earth. All the material is on the PFSRD as far as I know.


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1) You may roll or take 1/2+1, your preference

2) Yes, anything you qualify for. You're going to need it, the addition of Nemeses will up the difficulty of the AP.

3) Case by case, as I'm not 100% familiar with that supplement though I usually don't say no. I looked it up and I'm OK with Elemental Whisper.


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Awesome on all counts.


Inactive

Huzzah on leveling! Will go ahead and get my HPs now. I think...I'll be brave and try rolling the bones!

Hunter Health: 1d8 ⇒ 8 + 3 Con = 11 HPs

Excellent. And it'll never, ever happen again, either :P

Rest of Rishana's level up to come a bit later tonight!


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

I'm going to take my chances and roll for HP. Above average nice.

Health+Con: 1d6 + 1 ⇒ (4) + 1 = 5


Female Kitsune Oracle (Seeker) 2

Let's roll
Health: 1d8 ⇒ 6

That suits me just fine.

I'm not quite sure what I'll use the bonus feat for, perhaps Extra Revelation though I have very few Revelations I want that I can take before 7th level.

I do know I'll trade my 2nd level bonus spell known away for my 2nd Extra Tail feat. I'd rather have Charm Person as a spell-like ability 2/day and progress on the chain of abilities there than get it as a spell known.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

I'll try and get my leveling up done tonight and I'll post sometime tomorrow. Hopefully I won't be too delayed what with Hurricane Matthews coming and all. I live in Barnwell, SC, so we're expecting some heavy winds and a good bit of rain.

HP for level 2: 1d10 + 2 ⇒ (6) + 2 = 8 Not bad. I'll keep it, unless I goofed and did something wrong.


Inactive

Okay, here's Rishana & Senga's Level 2 summary:

+11 HPs (8 + 3 Con)
+1 BAB
+1 Fort & Reflex
+8 Skill Points (Climb, Heal, Intimidate, Kn. Nature, Perception, Spellcraft, Stealth, Survival)
+2 Background Skill Points (Handle Animal, Kn. Geography)
Class Ability: Track
Class Ability: Precise Companion - Precise Shot feat
+1 Cast/Day of 1st Level Spells
+1 Orison (Create Water)
+1 1st Level Spell (Heightened Awareness)
Bonus Feat - Power Attack

Senga HP: 1d8 + 1 ⇒ (4) + 1 = 5
+1 BAB
+2 Skill Points (Acrobatics, Swim)
Feat: Jumper

I think that's everything :)


Male Aasimar (Archon-Blooded) Geokineticist 2 | HP: 21/21, NL: 0 | AC: 14, Touch 13, Flat-footed 11 | DR 1/Adamantine | CMD: 13 | Fort: +7, Reflex: +6, Will: +3 | Init: +3 | Perc: +9, Darkvision 60 ft. | Burn: 0/7

Damn, I think I completely forgot to do Daichi's background skills.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

Derric Level 2:

Derric
Male Kitsune samurai 2
NG Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +1
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield, )
hp 23 ((2d10)+7)
Fort +5, Ref +5, Will +2

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OFFENSE
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Speed 20 ft.
Melee buckler +0 (1d3+2)
Melee katana +4 (1d8+3/18-20)
Melee shortspear +4 (1d6+2)
Ranged shortspear (thrown) +4 (1d6+2)
Melee bite +4 (1d4+2)
Innate Spell-Like Abilities dancing lights (3/day),

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TACTICS
=================================================

=================================================
STATISTICS
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Str 15, Dex 14, Con 14, Int 12, Wis 10, Cha 15,
Base Atk +2; CMB +4; CMD 16
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Exotic Weapon Proficiency (Katana), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness
Skills Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, Perform (String Instruments) +3, Profession (Stable Master) +4, Ride +3, Sense Motive +5,
Traits Childhood Crush (Ameiko), Reactionary,
Languages Common, Sylvan, Tien
SQ agile, challenge, change shape, kitsune magic, low-light vision, mount, natural weapon, natural weapons, order, order of the shield, determined, resolute, resolve, unstoppable,
Combat Gear rations (trail/per day) (3), potion of cure light wounds (2), feed (per day) (5),
Other Gear buckler, katana, outfit (explorer's), kikko armor, belt pouch, compass, backpack, masterwork, bedroll, ink (1 oz. vial) (5), waterskin (filled), whetstone, inkpen, journal, mess kit, signal horn, shortspear, animal harness, bit and bridle, saddle (military), saddlebags, artisan's tools (paintings), musical instrument (samisen), bite, 20.83 gp,
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SPECIAL ABILITIES
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Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Background Skill (Handle Animal, Handle Animal, Perform (String Instruments), Profession (Stable Master))

Challenge (Ex) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai's concentration. The samurai takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Childhood Crush (Ameiko) You've never had the guts to act on it, but for as long as you can remember, you've had a crush on Ameiko. Someday, maybe you'll be able to earn her love, but for now, you're content to spend time in her proximity, or even to do things for her that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from Ameiko by making a DC 15 Charisma check. If you're successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you're ever lucky enough to win Ameiko's love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Ameiko.

Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability. A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Natural Weapon (Ex) A kitsune has a bite attack in its natural form. This bite does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Order (Ex) At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description (see pages 34-37 of the Advanced Player's Guide), but such samurai are rare. A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Order of the Shield Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Determined As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Unstoppable When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Samurai Proficiencies

Blaze Level 2:

Blaze
Female Companion Horse animal 3
None Large animal
Init +1, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size )
hp 33 ((3d8)+9)
Fort +5, Ref +4, Will +2

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OFFENSE
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Speed 50 ft.
Melee bite +4 (1d8+3)
Melee hoof -1/-1 (1d6+2)
Space 10 ft. Reach 5 ft.

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TACTICS
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STATISTICS
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +2; CMB +6; CMD 17 (21 vs trip)
Feats Armor Proficiency, Light, Athletic, Toughness
Skills Acrobatics +5, Acrobatics (Jump) +13, Climb +10,
SQ trained for combat riding, bonus tricks 1, link, low-light vision, scent,
Animal Tricks Trained for Combat Riding, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, hoof, 0.0 gp
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SPECIAL ABILITIES
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Athletic You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Bonus Tricks 1

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Toughness You gain +3 hit points. You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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ANIMAL TRICKS
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Trained for Combat Riding An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.


Inactive

Just a random note but thanks DM for being willing to give a rough ETA of when you're planning to move the game along; it helps for games like this one that move at a little slower pace at times :)


Rishana Mvashti wrote:
Just a random note but thanks DM for being willing to give a rough ETA of when you're planning to move the game along; it helps for games like this one that move at a little slower pace at times :)

You're welcome, I do try.


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

Updated stats are in the signature. If you want the Hero lab file, I'm happy to get it to you.


As long as you've got an up to date profile I'm happy, I don't need Hero lab files.


Male Kitsune
Quick Stats:
Init +4, low-light vision, Perc +1, AC18, To 12, FF 16, hp 23/23, F +5, R +5, W +2, Base Atk +2, CMB+4, CMD 16
Samurai 2
Quick Skills:
Acrobatics +1, Acrobatics (Jump) -3, Craft (Paintings) +5, Diplomacy +7, Handle Animal +7, Heal +4, Knowledge (Local) +6, Perception +1, String Instruments +3, Stable Master +4, Ride +7, Sense Motive +5

Can we use perception to pinpoint where the skittering vermin is so maybe we can shove a sword into a crack or hole and attack it?


Absolutely


Female Human Sorcerer 3 AC 12 (16 with Mage Armor), T 12, FF 10 | hp 21/21 | Fort +2, Ref +2, Will +3 | Int +6 | Percept +3

The shed those outside are hearing things in is the one where Derric is or a different shed?


No, it's a secondary tool shed about 15 feet away from the cottage.

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