Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Right behind Mel, Perrin grabs his spell component pouch from the chest. Meanwhile, Ev swoops in and snatches the last vial of alchemist's fire before landing on Perrin's shoulder.
Two guards fall dead while Mel and Perrin are both hit by a couple of arrows (12 dam each). Elrin squirms in his bindings but Hannady has tied him tightly. He draws his own bow and prepares to order his surviving men on a counterattack.
"We need some help!" he calls to you.
Mel and Perrin up before the Astiners then ambushers again.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
As soon as the word "help" leaves the captain's lips, Perrin's reaction is immediate. His body stiffins, his head flies back, and a wave of healing energy floods over the Astiners. Quick Channel as a move action, affecting everyone within 30 feet except Elrin and Mel. Allows those healed to ignore a condition of their choice for a round. Healing:3d6 ⇒ (1, 6, 6) = 13halved for 6 points
Then Perrin looks forward once more, scanning the road ahead. He grimaces and scoops a small handful of yellow crystals from his pouch, holding them out in his palm. Ev takes his cue to flap down and deposit the vial in Perrin's hand, along with a few bat droppings.
With an apologetic look at Mel, Perrin lets out a very quiet demonic roar. He clenches his hand into a fist and thrusts it out toward the attackers, wincing as the glass shatters against his palm. Then he opens his hand. Rather than bursting outwards, the components collapse in on themselves like a dying star, condensing into a single bead of light and heat.
The bead soars down the road in a blink of an eye, coming to a dead stop in the middle of the ambushers. There it explodes, a blast of fire searing through plants and creatures alike. Casting fireball in his spirit magic slot, with the Volatile Conduit trait and alchemist's fire power component. Affecting a 20-ft. radius spread centered in the middle of the ten archers to the left. DC 18 Reflex save halves, and the six closest targets who fail their save and remain standing catch on fire. Fire Damage:6d6 + 1d4 ⇒ (3, 2, 4, 5, 2, 4) + (3) = 23
Mel's arrow flies true and brings down one of the wounded attackers.
Hannady orders his men forward and they hustle to threaten the attackers while he draws an arrow and fires at a wounded archer as well but he can't quite land his blow home. Perrin's fire continues burning and brings down a pair of badly wounded archers. The rest of the archers fire again. The halberds of the Astin guards swing forward but can't manage to disrupt the dodgy archers. Three of the archers manage to beat out their flames while one keeps burning and falls. The arrows of the remainder strike hard, bringing down two more guards (and dealing 6 damage to Perrin, 5 to Mel).
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
The arrows that pierce Perrin's armor don't seem to produce quite as much blood as would be expected. At the same time, small pinpricks start to appear all over the bat on his arm. Splitting the damage between them with the shield master ability. So that last channel topped them off, and now they're both down 3 hp.
Perrin nods uncertainly at Mel's words. Even he seems a little surprised by the effectiveness of his last spell. "Want me to make some fog up there? It could slow them down while we deal with the others." If Mel doesn't object, Perrin waves his hand and chants briefly, causing a thick black haze to seep up from the ground and envelop the elves on the far slope. Casting fog cloud to obscure sight in the area. Note that Perrin can see through it normally with his gaze of flames hex, and if the elves do anything unexpected he'll alert the others.
Then the doctor hesitates, looking between Mel, Elrin, and Hannady in an internal struggle. Eventually something wins out, and he hops down from the cart, rushing forward into the midst of the Astiners. Ev swoops after him, pausing just long enough to grab a wand from the trunk before returning to his arm. Wand of grease.
Mel's arrow picks off another wounded ambusher, bringing him down from distance with speed. Perrin's fire reached some of the attackers on the cliff and Mel capitalizes on the opportunity.
The guards on the road move to attack the assassin in front of them and the ones up the hill. It takes them some time to climb up there but they swing at the enemies crouching behind cover. A couple of the guards land blows on the nimble attackers but don't bring their opponents down. Hannady lets fly at the ambusher his men weakened and brings the criminal down.
The attackers on the north ridge are thrown into disarray by Perrin's spell and spend their energies finding a new place from which to fire. Those on the south ridge fire while the one on the road is cut down by the guards as he attempts to fire. Only one arrow finds home this time, drawing blood from Hannady's shoulder.
The captain of the Astin watch cries out "I can handle it! Keep fighting!"
Party up. Both Perrin and Mel are aware of how the archers on the north ridge have repositioned. Mel has line of sight to their new position and Perrin watched them move.
Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6
Noting the archers' movement, Mel takes aim and looses once again.
Attack:1d20 + 8 ⇒ (19) + 8 = 27
Damage:1d8 + 5 ⇒ (7) + 5 = 12
"This is all so stupid," Mel mutters as her arrow strikes home. She glances around for cover, but finds none that she could reach without leaving Elrin unattended.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
With a concerned look back at Captain Hannady, Perrin ducks into the fog, accepting the wand from Ev and pointing it at the furthest elves. Suddenly, the ground beneath their feet becomes coated in a slippery oil. Use Magic Device:1d20 + 11 ⇒ (10) + 11 = 21Using that wand of grease on the three elves in the corner. DC 11 Reflex save or fall, and they must make an Acrobatics check to move.
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Will replace one of the guards on the map when I get access to my computer tomorrow. Will be the guard closest to the southern elves.
Kazador looked up in surprise as arrows filled the air. Elves He thought, unhappily. What were they doing here? Captain Hannaday had hired him to protect this group. And it seemed daft...like it had to have been pity. When he had met the captain he was sitting in a gutter, and he knew that he smelled like it. To have him guard a group of guards? It would have killed his pride if this had happened a year back. But he had done far worse for far less. Now that elves were attacking, it made sense why he was hired. The captain must have been expecting a fight with them, and as such needed all the arrow-stoppers he could get. The question then, was why? Was there a war he didn’t know about? Maybe one that was starting?
The dwarf had been wearing a tattered a ragged cloak, with old dirty clothes underneath. He hadn’t drunk anything in a week...only because he couldn’t afford to. He felt horrible. And he was going to take it out on these ambushers.
They were close...too close. They obviously expected the humans to scatter in surprise. Something which wasn’t the Dwarven way.
From under his cloak he pulled out his silver greathammer, the last remnant of his life as it was. Rushing through the underbrush, uncaring of the scrapes and cuts, or the volley of arrows, he charged the closest elf.
Mel's accurate shots bring down another foe when something happens with one of the guards.
The angry guard’s hammer draws a satisfying crunch from the elf in front of him, who falls under the blow. The elves look somewhat surprised as they had been fighting men with halberds when this shiny hammer came out of nowhere to kill one of their number.
The slippery grass tries the reflexes of the elves on the northern hill.
GM Screen:
Reflex:3d20 ⇒ (17, 11, 3) = 31
One of the archers falls while the other two balance precariously.
Female Half-Elf Magus (Eldritch Scion) 6 | 40/45 HP | 16 AC 12 T 14 FF (+2 vs elves) | 18 CMD | F +7 R +4 W +6 | Init +2 | Perc +7 | SM -1 | Spells: 2nd 2/4, 1st 2/5 | Eldritch Pool 7/8 | Active conditions: none
I'll mark a charge off my wand of vanish to have joined the fight surreptitiously.
Over the din of battle, it's easy to miss the sound of an additional pair of boots sprinting (as much as was possible here) to join the fray. The owner of those boots appears as her magic wears off, revealing a woman dressed for travel with a chain shirt over a maroon gambeson and a fine saber in one hand. The front and back of her armor faintly glow with a magically placed sigil, a symbol of equal fear and power: that of a tax collector.
Facing the elves struggling with their footing on the hill, she looks over her shoulder and gives a gap-toothed smirk to Captain Hannady. "You leave Astin for one day, and this is what you get up to? Without me?" she teases. Turning to the group of elves in front of her, she makes a sweeping gesture at them while uttering a word of arcane power, pelting the group with a sudden flurry of icy snowballs that hit like hailstones.
Assuming move actions are spent to get into place, standard to cast flurry of snowballs. DC 15 Reflex for half. Cold damage:4d6 ⇒ (3, 5, 4, 4) = 16
True, none of the characters know their identity yet. There was a perception spoiler to get some ideas about this but no one has attempted it yet. So sure, guys. I'll go ahead and confirm that they're "elves" ;)
All, just note that the heavily-wooded areas are difficult terrain.
Most of the attackers on the north ridge dodge the worst of the snowball attack but one is too busy trying to maintain his stance on the slippery grass and takes the snowballs full force. Meanwhile, the guards from Astin struggle through the dense brush to attack the archers. Two of them get in range but have trouble wielding their halberds in these woods.
The middle-aged captain keeps his eyes focused on the battle while he hastily replies to Arla "Well I didn't sign up for it but it's good to see you!"
He lets another arrow fly but has a lot of trouble landing his shots with the vegetation and allies in the way. The archers seem to change their tactics, perhaps deterred by Kazador's fierce assault and the sudden appearance of the odd tax collector. Those on the south ridge fall back while those on the north ridge draw longswords while moving towards Elrin and the wagon.
Perrin's grease slows them down somewhat but doesn't stop them.
Arla, you can take an AoO. Kazador, the ones near you did not provoke but withdrew. There is a significant chunk of difficult terrain between you and them. Party may go now!
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Seeing his flank secure, due to the foes being in flight, Kazador took a moment to assess the situation. The hooded ambushers were now deep in the underbrush, and he doubted that he could keep up with them. Pursuing them meant getting cut off, and likely killed. However, there was still fighting happening on the right flank.
He hesitated, for a moment. He loathed showing what he was capable of in front of humans. It invited thieves and murderers to come for what was rightfully his. It made them ask questions. And...he did not feel worthy. The last thought hit him like a brick. But he shook it off. Now was not the time for pity.
He ran his fingers over his hammer, and in dwarven, said "Gromthi! Dringorak-ha!" His silver hammer momentarily shown with an inner light, which enveloped Kazador. As quickly as it came, the light faded...and with it, the dwarf.
---
Over on the other flank, the hooded archers slipped and stumbled as they fought against the grease at their feet. Escape to the north was treacherous, and to the south was Arla, a very angry tax-collector. The air next to her shimmered, and within seconds, the unkempt and unwashed form of Kazador appeared beside her.
Move action: Martial Flexibility->Teleportation Mastery. For the next 1 minute, Kazador can use a standard action to cast Dimension Door. He can do this up to 2 times. Standard Action to cast Dimension Door and appear on the other side of the map. No AOO caused.
5 uses of Martial Flexibility left. Cannot use any Item Mastery Feats until Teleportation Mastery either expires or is used up.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Perrin rushes forward through the trees, staring at the two remarkable newcomers in frank curiosity and wonder.
Then his attention snaps back to the ambushers, and he raises his hand with a rasped incantation. A smaller burst of flame shoots over the foes in front of him to match Arla's snow. Casting burning hands in his 1st-level spirit magic slot, hitting the three northmost enemies. DC 16 Reflex save halves. Fire Damage:5d4 ⇒ (1, 4, 4, 4, 3) = 16
Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6
Oh look, the closest archer on the north ridge is 25 feet from Mel. Point-blank shot enabled! It's the one right next to Kazador as of this writing.
Mel does a double-take as a tax collector appears out of nowhere and conjures up a barrage of snowballs out of thin air. Before that can even finish registering, a dwarf in the livery of the Astin guard pops out of nowhere.
"Err ... well, any port in a storm?" She shrugs and lofts an arrow towards the archer adjacent to the dwarf.
Female Half-Elf Magus (Eldritch Scion) 6 | 40/45 HP | 16 AC 12 T 14 FF (+2 vs elves) | 18 CMD | F +7 R +4 W +6 | Init +2 | Perc +7 | SM -1 | Spells: 2nd 2/4, 1st 2/5 | Eldritch Pool 7/8 | Active conditions: none
Perception:1d20 + 7 ⇒ (7) + 7 = 14
Arla steels herself for the advancing assailants, saber held in front of her defensively. She whips her blade at the first one to try to maneuver around her, before realizing that they’re simply trying to move past her. Her aim is thrown off by her surprise when a dwarf with a magnificent hammer appears next to her. The blade sails through empty air and she turns to face her escaped target.
“Hey!” she scolds, scowling in annoyance at the attackers as if these people were not armed assailants but rude dance partners. She lets out a huff, allowing herself to focus as her eyes close briefly. When they open again, they shine with an overflowing violet light and Arla’s symbol of office manifests in the same light on her forehead. At the same time, her outline grows blurry, making it hard to concentrate on much besides those points of violet light.
Arla moves with a greater deliberateness, slowly taking in the situation. That focus explodes into energy as she speaks a single word, “Sähköisku,” running a finger along the edge of her saber and leaving not blood but a line of crackling electricity. She brings the saber up in a diagonal slash before quickly bringing it down again at one of the quickly diminishing band of mysterious assailants.
Swift action to enter mystic focus for two rounds, which grants me the effects of blur and allows me to use spell combat. Defensively casting shocking grasp and using spellstrike to deliver it with my saber attack, and using spell combat to attack again. Apologies if I make some mistakes here, this is the first time I’ve played a magus.
If I down the elf next to me in my first attack, I’ll 5’ step as part of my full attack and swing at the next one in range if I can.
Another dazzling introduction. Arla, take a hero point. The magus features look right to me. You took the -2 for spell combat, cast defensively, etc.
With sparks leaping from her blade, the tax collector dispatches one of the wounded elves and swings gracefully at another. But the second blow seems a little more focused on grace than accuracy and misses by a significant margin. One of the remaining attackers tries to push past the two combatants to reach the elf on the wagon (provoking from Arla and Kazador) while the two left on the hill seek to distract by firing their arrows at the lightning stranger.
The arrows find their mark, hitting Arla hard (17 damage). Hannady retaliates with an arrow of his own that leaves the tougher-looking of the two elves barely standing. He then recalls his footsoldiers to circle around the wagon. "No point chasin' them into the underbrush. Get back here, lads!"
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
The elves were fleeing! And they weren’t used to fighting dwarves. Kazador swept an elf on his feet with a swing of his hammer, and as the elf fell, Kazador used the momentum to bring the hammer up...and down. He felt bones crack and splinter.
Not taking time to savor the victory, Kazador leapt after the other fleeing gits. By providence or chance, he was able to catch up to one more. A foe who only had a flimsy bow in hand...nothing that could parry a weapon as heavy has his hammer.
The elf still tried. Didn’t do him any go. The bow splintered and broke, much like the elf’s hand, and then his head. Kazador shook the bits of gore off of his weapon, a grim smile on his face. This had felt good. It made him feel like himself, again. It had been far too long since he had done something honorable. He idly wondered if it was worth pursuing any of the rest, or if he should just get to looting before the others took all the good stuff.
Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6
"Oh, no you don't," Mel says, and promptly fumbles it as she gets a good look at her opponent's telltale elven features.
Attack:1d20 + 9 ⇒ (4) + 9 = 13
Perception:1d20 + 14 ⇒ (14) + 14 = 28
Her heart sinks, but Mel nonetheless steps into position to guard Elrin.
Five foot step so she's adjacent to Elrin and the attacker. If the attacker does anything that provokes an AoO, such as trying to cut Elrin's bonds, she wants to make a disarm attempt. CMB +6, and doing so will provoke an AoO on her in turn.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Seeing these final enemies preparing to run, Perrin mutters the words to yet another spell. As he backs down the slope toward Hannady, the shadows of nearby tree branches begin to shift, curling and twining around the feet of the ambushers. But when they look up, the branches above are completely still. Casting shadow trap on the less injured of the two. DC 16 Reflex save negates.
Perrin calls to the attacker's shadow but the man shakes his head violently and seems to overcome Perrin's attempted magics with the power of his will.
Female Half-Elf Magus (Eldritch Scion) 6 | 40/45 HP | 16 AC 12 T 14 FF (+2 vs elves) | 18 CMD | F +7 R +4 W +6 | Init +2 | Perc +7 | SM -1 | Spells: 2nd 2/4, 1st 2/5 | Eldritch Pool 7/8 | Active conditions: none
Arla cries out as the arrows pierce through her armor and bury themselves in her torso, despite the wavering blur of magic around her. She grits her teeth and the violet light from her eyes seems to pour out in fury and tears from the pain.
As the assailants try to flee, she presses her free palm to her blade. When it comes away, the same mark of the tax collector on her armor appears. She steps forward to slash at her fleeing foes, crying, “You can’t get away that easily, curs!”
Thanks for the gentle reminder about blur, Arla. The magus is a very cool class but it has a lot to track! I checked and they did, in fact, hit you through the 20% miss chance this time.
GM Screen:
Hit on 21 or higher:1d100 ⇒ 21 Hit on 21 or higher:1d100 ⇒ 64 Hannady:1d20 ⇒ 19 Dam:1d6 + 2 ⇒ (1) + 2 = 3 Acros:2d20 ⇒ (10, 5) = 15
Arla strikes the assailant in front of her with a glancing blow that nearly kills then misses on a potentially finishing blow. An arrow whizzes over her shoulder from Hannady and takes a small chunk out of the arm of the other ambusher. Neither fall but, seeing their predicament, they withdraw rapidly. The Astin guards clump around their wagon in case of a renewed assault. A few throw questioning looks at Kazador and Arla but Hannady seems to approve so they don't say anything.
Party up. They are 30 feet north of Arla having diverged to move around the grease. Difficult terrain and they are getting harder to see. It's up to you whether or not you pursue.
Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6
GM, point of clarification: when last I looked at the map, there were two left on the north ridge and two about to vanish off the south-west corner of the map. Does that mean we have 2 fleeing we can still see and two who have effectively fled?
Mel launches one more shaft after the fleeing elves.
Attack:1d20 + 8 ⇒ (5) + 8 = 13
But her will falters, and her half-hearted pull merely thunks into the dirt by her target's feet.
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
”Gromthi! Dringorak-ha!” Once more the dwarf vanished, reappearing right in front of the fleeing elves. Dimension door. Last use of this Martial Flexibility point.
”Oi!” He said, as he took form. ”Surrender now, lest I have to hurt ye.”
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Ah, nice catch on the save. Perrin frowns as the ambusher resists his spell. Darting forward after them, he seems to move through the undergrowth with supernatural grace. Spending an hour's duration of his active ward of the season (summer} to boost his speed for a round.
Stepping around his first pool of grease, he points his wand at the figures once more, the bat on his arm nudging it into the right position.
Use Magic Device:1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21Ev UMD Aid Another:1d20 + 3 ⇒ (15) + 3 = 18 Using grease under the ambushers' feet, making sure to avoid Kazador. DC 11 Reflex save, for sure this time.
Yes, Mel. Those to the southwest have fled pretty far by now so I'm no longer showing them. Kazador, make an intimidation check with a +6 circumstance bonus.
One of the archers falls on the grease and, seeing Kazador standing over him, throws down his bow in surrender. The other leaps off the grease and keeps fleeing, escaping into the forest.
Unless Arla or Mel do something about it. He's still withdrawing so no AOO.
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Well, one was better than none, Kazador figured. If he went after the fleeing archer, then the one who surrendered would likely get away.
"Good move. Now hands behind yer head and on yer feet. Nice an' easy. Taking ye to the captain. Tell him what's what and he'll let ye live. He's nice like that."
Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6
Mel starts to raise her bow once more; then lowers it. She drops to her knees, leans over the edge of the wagon, and vomits copiously on the muddy road.
Turning around, she wraps an arm around her knees, and rests her head on it. Her bow dangles loosely from her other hand.
"Makea Ostara, pelasta meidät hulluksi," she whispers to herself.
Elven:
Sweet Ostara, save us from madness.
Mel's done. If we want that last straggler, it's up to Arla.
Female Half-Elf Magus (Eldritch Scion) 6 | 40/45 HP | 16 AC 12 T 14 FF (+2 vs elves) | 18 CMD | F +7 R +4 W +6 | Init +2 | Perc +7 | SM -1 | Spells: 2nd 2/4, 1st 2/5 | Eldritch Pool 7/8 | Active conditions: none
Arla barrells past the dwarven guard and the surrendering archer toward the escaping assailant. The light fades from her eyes, but the fierce determination there remains. “Were you not listening to me, or are you just thick in the head?” she taunts as she chases. As she closes in, she barks out, “Luimia!” and grasps her saber in both hands. She lifts it up above her head and swings it down toward her quarry’s legs. The blade magically extends and wraps around the archer’s ankles, then suddenly tightens.
I’ll move toward the fleeing elf, adjacent if possible. Casting blade lash to attempt to trip the elf as long as he’s within 30 feet. Am I correct in thinking that they’re apparently armed with only a bow? If so, I don’t think I’m risking an AoO from casting my spell nor from the trip attempt.
Because of the difficult terrain, he moved 30 feet and you moved 15 feet so you were 20 feet away (started adjacent) and thus barely in the range of the spell. No AoO because he doesn't threaten you from 20 ft.
Arla's saber stretches out to become impossibly thin and snakes around the archers legs, bringing him down. He scrambles to his feet and keeps moving.
Hannady and his men get to work binding this new elf while they watch the chase with concern.
He's now 35 feet away from Arla. The others have lost sight of him. Party up!
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Perrin's eyes stay fixed on the archer as he fades from view, and he shifts as though preparing to run in pursuit.
But then he looks back. He sees Mel vomiting, Hannady bleeding profusely. He sees several guards fallen, and more badly wounded.
The doctor blinks. Then he turns and starts jogging down the slope. "Here, let me help," Perrin calls softly. Another wave of healing energy washes over those around him, this one feeling somehow softer and less frantic. Using his last life spirit channel to heal everyone within 30 feet. Looks like it affects all of us, including Arla and the guards, though Perrin will exclude Mel and Elrin with Selective Channeling. Healing:3d6 ⇒ (6, 6, 2) = 14halved to 7
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Seeing Mel treating her wounds the old fashioned way, Kazador walked over to her. Without bothering to introduce himself or even explain his actions, he tapped his hammer against her.
”Gromthi! Akrak-an!”
Curative Mastery 4 Points: You can expend one use to cast cure light wounds, two uses of this feat to cast cure moderate wounds, three uses to cast cure serious wounds, four uses to cast cure critical wounds, and five uses to cast breath of life
CMW:2d8 + 5 ⇒ (7, 7) + 5 = 19
”Anyone else hurt? Got another left in me if ye are.” He called out.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Perrin has just started toward Mel in concern when Kazador heals her wounds with a tap of his hammer. The doctor's eyes really widen at this, and he almost stumbles in his amazement. "Whoa. Whoa! That's... extraordinary!" He studies the dwarf and his weapon in fascination for a moment, then looks around at Hannady and the guards. "I've also got some healing for whoever needs it."
Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Kazador started to respond to Perinn. ”Ye do me too much honor. Just minor-“ Then his eyes went wide. Did that lass just speak to him in Dwarven?!
”Mano Klanas?” He said in shock. He didn’t want to share his clan name, for they were gone. It was painful to even say it. That, and he didn’t feel worthy. ”Tik Torag palaiminimas. Kaip tu kalbi savo kalba?“”
Bluff:1d20 - 2 ⇒ (2) - 2 = 0
Dwarven:
“My clan?”
“Just Torag’s Blessing. How do you speak our language?”[/b]
If you beat bluff of 0:
It is *painfully* obvious that Kazador feels uncomfortable talking about both his clan and his magic.
Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23
Perrin turns and rushes over to Captain Hannady, though he glances back once or twice at Kazador and Mel. If the captain is still injured, Perrin reaches out his hand. "Are you alright, sir? If you take my hand, I can heal you." Using his cure light wounds SLA if Hannady accepts.Healing:1d8 + 5 ⇒ (8) + 5 = 13
Your quiet little farming hamlet of Brookside has gotten used to its peaceful ways of farming, trade, and general community happiness. Your home seems to have gotten cozier and cozier every year as the moss grows over it and traditions run deeper and deeper.
But things have taken a dire turn for the worse. Farmers working alone in their fields have disappeared with nothing but scraps of bloodied cloth and strange footprints left behind. Woodcutters have entered the nearby forest and never returned. Folk are panicking and as long-time pillars of the community, it's up to you to make things right.
Looking for:
NPC classes only (Adept, aristocrat, commoner, expert, warrior)
3-5 players
Level 5
10-point buy
Clever players who can be effective with limited resources while also creating an interesting character. I'm excited to see what you guys come up with.
Most source material allowed. If I can find it on d20pfsrd and it's not ridiculous, it's allowed.
You have 500 gp worth of non-adventuring possessions but only 200 gp in ready cash. You can sell things off if you think that's worth it.
Start as a one-shot and see if it develops past that.
Schedule
I plan to select players on Dec 16th if there have been enough submissions by then. Post at least once every weekday and once on weekends.
Logistics note:
I'm new to this forum and pbp in general so if any vets are willing to help out if I have questions about efficient ways to put up maps, etc, that'd be greatly appreciated.
I'm interested in playing a librarian expert who is a knowledge based character and is a expert at mediating(persuasion). How would I turn this into a lv.5 character sheet? I fairly new,like I've never played a whole game
Love it - adventure can happen anywhere and to anyone! Here's my submission: Vors Falchen, middle aged militia guard with a family. Full background below, details in the alias.
Character Background:
Peasant-born in Brookside, Vors has looked forward to few options in life beyond working hard and living honorably among his fellow Rostlanders. When he came of age, Vors entered into service with the town militia. After completing his "training," he found that he actually took well to the job, focusing his martial training in the use of the halberd that was passed down to him from his grandfather.
Over twenty years later, Vors hasn't moved up much in the world, but he does have one of the more important posts in town - right at the main entrance. Colder mornings are tougher now than during his first days, and his halberd has barely any more sign of wear than when he first started. Though he still knows how to swing it to wound, he'd much rather put on a show of using it for anyone who gets to agitated, and that usually settles them down without needing to draw blood.
He's helped train most of the younger guards, and counts on them to do most of the heavy lifting, especially his eldest son, Kelian, who just joined full time service in the militia this year. There aren't many in town that know the militia's work better than he does. He's ready to simply sit down and direct the militia's members, rather than don his armor every morning and get bored at the town gate.
His wife, Reinala, mostly directs work on her parent's farms,
making sure the hired help actually grows crops and doesn't just assume that it happens on its own. Their two daughters, Kharia and Jael, and their younger son, Vargos, are in their teens, and Reinala has her hands full with keeping them busy before they run away from sheer boredom.
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
I'm interested in playing a librarian expert who is a knowledge based character and is a expert at mediating(persuasion). How would I turn this into a lv.5 character sheet? I fairly new,like I've never played a whole game
Here's a really good outline of how to do that. The only things different from what's mentioned here is that you should pick also pick 2 traits, can only pick from the NPC classes, and have a lower starting gold.
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.
I was planning on this PCs submission include a family house, but 300 is a little low for the Ultimate Campaign Room costs. I’m assuming that it is easier to just say that it’s 300 gp worth of house? Thanks!
Here we go: Meet Perrin Alders, a friendly and idealistic doctor... who just so happens to be channeling the power of a demon lord.
Perrin's statblock:
Male human adept of Haagenti 5
NG medium humanoid (human)
Init -4; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 30 (5d6+10)
Fort +2, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee shield bash -9 (1d4-2)
Special Attacks channel positive energy 3/day (1d6/2 plus self-perfection variant channeling)
Spell-Like Abilities (CL 5th; concentration +6)
1/day - cure light wounds, detect poison, mending, stabilize Adept Spells Prepared (CL 5th; concentration +8)
2nd (2/day) - bull's strength, web (DC 15)
1st (3/day) - burning hands (DC 14) x2, command (DC 14)
0 (at-will) - detect magic, guidance, light
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 13, Wis 16, Cha 13
Base Atk +2, CMB -5, CMD 11
Feats Adept Channel, Evolved Familiar (bleed), Evolved Familiar (reach), Improved Familiar
Traits Exalted of the Society, Volatile Conduit
Skills Craft (alchemy) +9, Heal +11, Perception +11
Languages Common, Abyssal
SQ fey magic (urban), summon familiar
Combat Gear alchemist's fire, scroll of comprehend languages, scroll of obscuring mist, scroll of protection from evil, wand of cure light wounds (10 charges)
Other Gear hide armor, heavy wooden shield, lead unholy symbol of Haagenti, spell component pouch
Non-Adventuring Possessions 300 gp medical office, including small living quarters and alchemical lab
Personality and Background:
For as long as he could remember, Perrin had wanted to be a doctor. He had grown up right here in the small village of Brookside, with a humble but comfortable childhood. He was friendly and cheerful at heart, trusting of others to the point of naiveté. There were some dangers, though, that struck in even the most peaceful of towns - people Perrin knew and loved had fallen to injury and disease. A grandfather with a weak heart, a family friend with a strange illness... a little sister, crashing to the ground from the branches of a tree. As clever as he was idealistic, Perrin was determined to do what he could to help the people of his village, and at the age of fourteen he began working as an apprentice to the local healer. He learned quickly, studying the ways of alchemy and medicine, and gaining a remarkable talent for treating sickness and injury alike.
It wasn't enough. When his master succumbed to the very disease they had been working to cure, Perrin knew he was out of his depth. He was nineteen years old. How could he possible protect the people around him when the two of them hadn't even been able to protect themselves? So Perrin did something very unusual for him indeed. He prayed. He prayed to whatever gods would listen, he prayed for the strength and ingenuity and power to make things better, to help and heal and preserve the people of his town.
And someone answered. But it wasn't quite who Perrin was expecting. Haagenti responded to his prayers. Lord of Transformation. The Whispers Within. Haagenti - inventor of the philosopher's stone, and demon lord of alchemy.
Perrin wasn't evil, not the tiniest bit. He didn't want to hurt people, he wanted to help them. But if this being of unspeakable malice was offering him the power to do that, there was no possible way he would turn it down. If this was a temptation designed to corrupt him, fine. He would take the bait, and just refuse to be corrupted. He would put his soul in jeopardy because saving people's lives was simply more important.
So Perrin took his share of Haagenti's divine power, and used it to cure the sick and heal the injured in this little, unimportant town. He didn't exactly keep the source of his magic a secret, but he didn't publicize it either, discussing the issue only with a few close friends. He increased in magical prowess over the next several years, learning to bend reality to his will, but he never lost his friendly, idealistic demeanor. When local villagers began to vanish into the wild, Perrin knew that these people once more needed his help, and so he prepared to give it. There was just one more step he had to take, if he was to defend their town against an unknown foe. Through alchemy and divine magic combined, Perrin drew forth an elemental guardian from the earth itself, skilled in combat and blessed with Haagenti's unholy might. Perrin calls him Pebbles.
Pebbles the earth elemental:
Small earth elemental improved familiar (emissary) 5
N small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+2 armor, -1 Dex, +10 natural, +1 size)
hp 15 (30/2)
Fort +4, Ref +0, Will +4
Defensive Abilities improved evasion, share will; Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft., earth glide
Melee longspear +6 (1d6+4 plus 1d6 bleed)
slam +6 (1d6+4)
Space 5 ft.; Reach 5 ft. (15 ft. with longspear)
Special Attacks bleed evolution, earth mastery, fury of the abyss (1/day), reach evolution
Spell-Like Abilities (CL 5th; concentration +5)
At-will - guidance
--------------------
Statistics
--------------------
Str 16, Dex 8, Con 13, Int 8, Wis 11, Cha 11
Base Atk +2, CMB 4, CMD 13
Feats Improved Bull Rush, Power Attack
Skills Craft (alchemy) +7, Heal +8, Perception +8
Languages Terran
SQ domain influence (demon), empathic link, speak with master
Other Gear leather armor, longspear
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.
I was planning on this PCs submission include a family house, but 300 is a little low for the Ultimate Campaign Room costs. I’m assuming that it is easier to just say that it’s 300 gp worth of house? Thanks!
Yes 300 gp worth of house is fine. We could say a lot of things about how the actual house is worth more because you inherited it then upgraded it some but if you were to sell it some family members may be upset and demand part of the sale price. The point is that any character who wants to sell off background possessions can get 150 gp if their character would be willing to part with those things.
I submit Cyrus Lem, a fairly young man who has been gaining wisdom the hard way: by making mistakes.
Physical Description:
Cyrus Lem is a healthy young man, aged 23 years. He stands 5'11" tall, and weighs 185 pounds. He has sandy brown hair, grey eyes, and fair skin with freckles scattered across his blunt nose and broad cheeks. He wears sturdy boots, leather breeches, a long-sleeved shirt, and a jazerant (armored coat). He wears a hat that somehow fails to keep the freckles down.
Background:
As a teen, Cyrus Lem chafed at the limited opportunities of life in Brookside. He longed for the excitement of a big city, where he would be able to see so many more people doing so many more things. And so, on reaching the age of majority, he packed his bags, kissed his parents goodbye, and struck out for the closest city.
On arrival, he found that he had no idea how to make a place for himself in this (comparatively) vast place where no one knew him at all. He had underestimated how expensive the city would be; and he overestimated how much to trust the people he met. In short order, he was out of money after being cheated out of his savings by opportunistic merchants who saw he didn't know how much to expect to pay.
Rather than give up, he gritted his teeth and looked for work. Lacking any particularly saleable skills, he opted to sign up with the local guards. They gave him some basic training with weapons and armor, issued him a uniform, and set him to inspecting carts traveling in and out of the city to check for smuggled goods or out-of-date papers.
It was boring work, but it paid decently and kept a roof over his head. Still, Cyrus had come to the city looking for excitement, and checking carts to see if they had more chickens than the owners had declared did not fit the bill. As soon as possible he applied for a transfer to a street patrol unit. He envisioned himself busting thieves after exciting chases.
He got his transfer, but the work proved pretty grim. Every day he was exposed to the banal, quotidian evils that have plagued humanity since time immemorial. He saw people murdered for a few coins. He arrested thieves, sure, but the worst of them somehow always got off easy, while the desperate ones who had turned to crime for lack of any better option got harsh sentences. He intervened in cases of domestic violence, only to have the women he rescued refuse to press charges -- and go straight back to their abusers afterwards.
Day by day, the work ground away at his optimistic soul until he felt decades older than his actual years. Finally, after three years of it, he'd had enough. One day, he and his partner Nils responded to a domestic violence incident. Entering the house, they found a terrified, weeping woman cringing away from an enraged, drunk man. The two guards tried to talk him down, but he only grew more belligerent. When he reached for something behind his back, Cyrus took a swing with the club he had been issued -- and landed a blow squarely on the man's head, crushing his skull in and killing him instantly.
The man turned out to have been reaching for a flask of booze. Worse, he was closely related to a high-ranking alderman. In short order, Cyrus was brought up on charges of murder. He was acquitted of those charges -- but was convicted of behavior unbecoming a guardsman. He was formally stripped of his rank and dishonorably discharged.
And that marked the end of Cyrus' life in the big city. Bitter, he packed up his few belongings and the meager savings he'd scraped together, and walked back to Brookside.
It was a relief coming home. Here, everyone knew him. He woke to the sound of birdsong in the trees, not carts clattering over cobblestone. The morning breeze carried the scents of baking bread and wildflowers, rather than the stench of open sewers.
People wanted to hear about his adventures in the city, but shame at the manner of his departure burned in his heart. He gave short, abbreviated answers. To escape their curiousity, he decided to invest in some traps, and work a run in the forest trapping foxes, ermines, and other small furred animals for their pelts. It would keep him out in the woods, and away from questions about his past.
In the silence of the forest, Cyrus took to praying. At first, this was purely utilitarian -- he prayed for full traps, for good weather. But then, with time and silence as his companions, he began to pray in greater earnest. He poured out his heart to the listening forest: recounted his failure to do any good as a guard; confessed that his strike on that drunk man had been driven less by fear for his safety and more by frustration at his own inability to do any lasting good; and poured out his bitterness over his dismissal.
After two years of this, his heart felt easier. Not wholly healed, but lighter.
One day he found a fox in one of his traps. This was nothing unusual -- it was the point, in fact. But something about this one struck him. He had seen creatures gnaw away at their own legs in an effort to free themselves -- but this one didn't do that. Its front leg was stuck in the trap. But when he found it, it was sitting calmly on its haunches, tail tucked around its feet, and looking square at him with fearless eyes.
He stopped dead and looked back at it.
The gaze lengthened -- and it was Cyrus who looked away first.
"Well, crap," he said aloud. "I guess I can't be a trapper any more."
He freed the fox from the trap, carefully holding it to prevent it from struggling. When the trap was released, an impulse came over him, and he said a few words of apology. When he was done, the fox was whole and well -- its leg fully healed. Somehow it felt perfectly natural when it followed him.
He collected his traps, brought them home, and named the fox Rally. Since then he has been doing odd jobs for farmers, haltingly learning how to cast a few spells, and wondering what to do with himself. He is 23 years old, lives alone in a hut at the edge of the woods, and lies awake at night wondering how he came to be such a fool.
Stat Block: Cyrus Lem:
Cyrus Lem CR 3
XP 800
Male human adept 2/warrior 3
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 34 (5 HD; 2d6+3d10+6)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +7 (1d4+3/19-20) or
. . heavy mace +7 (1d8+3)
Ranged longbow +6 (1d8/×3)
Adept Spells Prepared (CL 2nd; concentration +3)
. . 1st—cure light wounds, protection from evil
. . 0 (at will)—create water, ghost sound (DC 11), light
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alertness(B), Boon Companion[UW], Dodge, Power Attack, Shamed
Skills Acrobatics +0 (-4 to jump), Climb +5, Heal +5, Knowledge (nature) +5, Perception +7, Profession (soldier) +5, Profession (trapper) +5, Ride +4, Sense Motive +4, Spellcraft +4, Survival +7, Swim +5
Languages Common
Other Gear armored coat[APG], cold iron dagger, heavy mace, longbow, backpack, bear trap x10 [APG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 30 gp
--------------------
Special Abilities
--------------------
Boon Companion (Rally) Cyrus is treated as 4 levels higher for calculating Rally's abilities as a familiar.
Empathic Link with Familiar (Su) Cyrus has an empathic link with Rally.
Familiar Bonus: +2 to Reflex saves
Familiar Bonus: Cyrus gains the Alertness feat when Rally is within arm's reach.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shamed [Story, Incomplete] +1 to attack & skills when non-combatants observe you in conflict.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stat Block: Rally:
Rally CR –
Female fox (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 17 (1d8+1)
Fort +4, Ref +4, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 8, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Climb +6, Heal +2, Perception +11, Ride +3, Sense Motive +2, Spellcraft +0, Survival +4 (+8 to track by scent), Swim +6; Racial Modifiers +4 Survival to track by scent
Languages speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliver master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Mechanics Notes:
Abilities:
STR 16 = 14 base + 2 racial (5 points)
DEX 14 = 13 base + 1 level bump (3 points)
CON 12 (2 points)
INT 10 (0 points)
WIS 12 (2 points)
CHA 8 (-2 points)
Total: 10 points.
His favored class is Warrior, and he spent his favored class bonuses as follows:
Level 1: skill point
Level 2: skill point
Level 3: hit point
Alertness is a bonus feat he gets when Rally is in arm's length (pretty much of the time).
He owns 10 traps. Mechanically, these are bear traps that deal 2d6+3 damage. But for RP purposes, they should be smaller and only deal 1d4+1.
When he's going into the forest he carries his full complement of weapons -- mace, longbow, dagger -- but generally carries only the dagger around town, because it's useful as a general purpose knife as well. He has never been bothered by the fey, but is slightly spooked by them, and so he paid extra to get a cold iron dagger. Just in case.
Lastly, I would like to note that this is my first attempt at joining a play-by-post game.
Sorry for double-post -- GM, could we please get a little more detail about Brookside?
I was envisioning a very small hamlet with mostly farmers, a few hunters and trappers, and maybe a blacksmith. Too small to have walls. Too small to have much in the way of formal government. Something like this:
Small:
Brookside
NG hamlet
Corruption -2; Crime -3; Economy -2; Law -3; Lore -3; Society +3
Qualities insular
Danger -5
------------------------
Populace
------------------------
Government council
Population 50
Notable NPCs
Base Value 200 gp; Purchase Limit 1,000 gp; Spellcasting 2nd
Minor Items 1d6; Medium Items —; Major Items —
Hence my PC Cyrus Lem had to go away to join the guard in a larger city.
But now that I read Vors' backstory, it sounds like he's assuming a rather larger settlement: something with walls, a gate, and a town militia. Something like this:
Medium:
Brookside
NG hamlet
Corruption +0; Crime +0; Economy +2; Law +0; Lore +1; Society +1
Qualities prosperous, strategic location
Danger +0
------------------------
Populace
------------------------
Government autocracy
Population 1500
Notable NPCs
I actually like this idea quite a bit! A very creative way of handling adventures!
Looking at the classes, I like the idea of playing an aristocrat type. So, how appropriate would it be to play the son of a neighboring or regional lord?
My idea is that Brookside sent for aid from the nearby magistrate, like a Marques or Duke, but he has political matters to attend to and can't really spare anybody. So his youngest son, an aspiring monster hunter who is looking to get out from his father's shadow, volunteers to go solve the issue. How acceptable would that be?
Sorry for double-post -- GM, could we please get a little more detail about Brookside?
I was envisioning a very small hamlet with mostly farmers, a few hunters and trappers, and maybe a blacksmith. Too small to have walls. Too small to have much in the way of formal government. Something like this:
** spoiler omitted **
Hence my PC Cyrus Lem had to go away to join the guard in a larger city.
But now that I read Vors' backstory, it sounds like he's assuming a rather larger settlement: something with walls, a gate, and a town militia. Something like this:
** spoiler omitted **
I think we're envisioning two very different settlements. Could you please clarify? I'm perfectly happy to adjust my backstory if necessary.
Brookside is a small farming community of about 50 people situated on a small tributary of the River Rush between a modest forest and farming plains. A rough palisade was constructed during an orc scare a few generations ago but has only been haphazardly maintained and has largely fallen apart. The nearest large town, Astin, is approximately 2 days walk away.
Brookside is fairly diverse for such a small town. The plurality of the population are humans but there are smatterings of other races such as Dwarves, halflings, ratfolk, and some grippli who work the river.
Brookside is part of the small state of the Bishopric of Helm. Stuck between the Barbaric lands, the Kingdom of Iustia, and Elven Lands, the Bishopric of Helm has done its best to maintain its neutrality. Due to a history of skilled diplomats, the Bishopric has managed to maintain its independence.
CaptainFord wrote:
I actually like this idea quite a bit! A very creative way of handling adventures!
Looking at the classes, I like the idea of playing an aristocrat type. So, how appropriate would it be to play the son of a neighboring or regional lord?
My idea is that Brookside sent for aid from the nearby magistrate, like a Marques or Duke, but he has political matters to attend to and can't really spare anybody. So his youngest son, an aspiring monster hunter who is looking to get out from his father's shadow, volunteers to go solve the issue. How acceptable would that be?
That's along the right lines but your character sounds too close to being an adventurer instead of an every day person. Characters should be current inhabitants of the small community of Brookside. A former aristocrat fallen from grace or seeking the simple life would be more appropriate. Brookside would send for help but it's rather unlikely anoyone would care to answer.
Hrm... Okay, I see what you're getting at! I think I can work that around to suit the overall theme of the game.
That brings me to another question: animals. Do they count as adventuring gear or not? Like, for example, hunting dogs, pet falcons and riding horses (non war trained)?
Hrm... Okay, I see what you're getting at! I think I can work that around to suit the overall theme of the game.
That brings me to another question: animals. Do they count as adventuring gear or not? Like, for example, hunting dogs, pet falcons and riding horses (non war trained)?
If you bring it with you, then count it as adventuring gear. If it stays at home and just fleshes out your background, then it doesn't count toward adventuring gear.
I'm imagining a dwarven adept. An old grumpy hermit from the edge of town who occasionally provides some healing and other magical assistance to the townsfolk.
Just fyi, once we've selected players, we'll figure out the ideal time to start. I know some people are going to have busy holidays etc, myself included.
Yes. Forgot to mention this earlier. Will add it to the campaign info.
Ooh, nice! I'll grab Craft (alchemy) and Profession (doctor) as background skills for Perrin then, opening up room for him to put ranks in Spellcraft. I'll also take the Naive drawback and the Witness to Nature's Cruelty trait, those both seem pretty appropriate.
Ugh, double posting again. I don't usually do this, honest!
I've updated Cyrus Lem to account for background skills. I don't think any other changes are necessary, except to specify that the city he worked in was Astin.
Switching to background skills freed up 2 regular skill points, which I put in +1 Spellcraft and +1 Stealth.
The 10 background skill ranks (2*5 levels) got put into 3 ranks of Profession (Soldier), 3 ranks of Profession (Trapper), and 4 ranks of Handle Animal.
Stat Block: Cyrus Lem:
Cyrus Lem
Male human adept 2/warrior 3
NG Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 34 (5 HD; 2d6+3d10+6)
Fort +4, Ref +5, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +7 (1d4+3/19-20) or
. . heavy mace +7 (1d8+3)
Ranged longbow +6 (1d8/×3)
Adept Spells Prepared (CL 2nd; concentration +3)
. . 1st—cure light wounds, protection from evil
. . 0 (at will)—create water, ghost sound (DC 11), light
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alertness, Boon Companion[UW], Dodge, Power Attack, Shamed
Skills Acrobatics +0 (-4 to jump), Climb +5, Handle Animal +6, Heal +5, Knowledge (nature) +5, Perception +7, Profession (soldier) +7, Profession (trapper) +7, Ride +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +7, Swim +5
Languages Common
Other Gear armored coat[APG], cold iron dagger, heavy mace, longbow, backpack, bear trap x10 [APG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 30 gp
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Special Abilities
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Boon Companion (Rally) Cyrus is treated as 4 levels higher for calculating Rally's abilities as a familiar.
Empathic Link with Familiar (Su) Cyrus has an empathic link with Rally.
Familiar Bonus: +2 to Reflex saves
Familiar Bonus: Cyrus gains the Alertness feat when Rally is within arm's reach.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shamed [Story, Incomplete] +1 to attack & skills when non-combatants observe you in conflict.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Regarding aristocrats, there are plenty of ways that "mobile nobles" are still relevant without being labeled as adventurers. There are many things such scions would be sent to areas of their parents' domains which would make it likely they are present for adventure seeds like the one you're proposing.
Examples:
Tasked with overseeing tax collection, or doing an inspection of the family's interests (a local vineyard, refinery, slaughterhouse).
Sent to adjudicate some legal matter whether civil or criminal as not every land has a complex legal system which extends beyond the larger cities.
In town as the base camp for a hunting party.
To give legality or permanency to an award or change of power (installment of a new mayor, sheriff, priest, or some other authority figure)
Sent as a representative of the ruling family to any sort of town festival or regional fair (someone has to judge the best hog), rite of passage ceremony or other celebration of recognition, or any other special event that requires acknowledgement from the aristocracy
Any other kind of special requirement this particular country may have that's peculiar to it: only a noble can oversee a legal duel, all males of the age of 15 must be evaluated for conscription into the squire training program, brides-to-be must petition for consent to marry, etc.
Just wanted to throw this out in case it changes your mind on aristocrats needing to be less "adventurey" in appearance. Personally, I see them as the most likely to have traveling gear and weapons not as adventures, just as because their purview requires physical relocation to adjudicate. I'm actually interested in playing an aristocrat's comrade as far as the backstory goes. Being the friend and traveling companion of the aristocrat who happens to be in town for the game's story would be cool.
Regarding aristocrats, there are plenty of ways that "mobile nobles" are still relevant without being labeled as adventurers. There are many things such scions would be sent to areas of their parents' domains which would make it likely they are present for adventure seeds like the one you're proposing.
Examples:
Tasked with overseeing tax collection, or doing an inspection of the family's interests (a local vineyard, refinery, slaughterhouse).
Sent to adjudicate some legal matter whether civil or criminal as not every land has a complex legal system which extends beyond the larger cities.
In town as the base camp for a hunting party.
To give legality or permanency to an award or change of power (installment of a new mayor, sheriff, priest, or some other authority figure)
Sent as a representative of the ruling family to any sort of town festival or regional fair (someone has to judge the best hog), rite of passage ceremony or other celebration of recognition, or any other special event that requires acknowledgement from the aristocracy
Any other kind of special requirement this particular country may have that's peculiar to it: only a noble can oversee a legal duel, all males of the age of 15 must be evaluated for conscription into the squire training program, brides-to-be must petition for consent to marry, etc.
Just wanted to throw this out in case it changes your mind on aristocrats needing to be less "adventurey" in appearance. Personally, I see them as the most likely to have traveling gear and weapons not as adventures, just as because their purview requires physical relocation to adjudicate. I'm actually interested in playing an aristocrat's comrade as far as the backstory goes. Being the friend and traveling companion of the aristocrat who happens to be in town for the game's story would be cool.
These examples of aristocrats are more in line with the desired style than an aristocrat who is traveling specifically for adventure. The key stylistic points of character description I'm looking for are the following:
1. Relatable as an everyday person.
2. Fleshes out the fact that humble folk have worthwhile stories too.
3. Has a close tie to Brookside (e.g. grew up in Brookside).
4. Has a lot to lose, financially, emotionally, etc, if something bad happens to Brookside.
I think it will be a little more difficult for an aristocrat's character description to meet these goals well. But still doable so feel free to write up whatever character interests you. Placing yourself in a realistic mindset of how such people and places function, as you are doing, is a good start. I appreciate what people are coming up with so far.
(With GM's concurrence), Hirda's husband Noln entered the forest four days ago to gather mushrooms, and hasn't been seen since. She stands on a stout table to address the gathered townsfolk at the tavern:
Me son Lemuel would strike out on 'is own to find me poor Nolly. I sez to 'im, "Siddown" I sez. We cain't be 'aving all our able folk traipsin' off to their doom. Who'll look t' th' wee'uns, and defend 'em when wha'er tis 'at lurks aboot comes closer t' town? I'll go, and don'a stop me. After all, who amon' ya 'as faced e'en so much as a goblin babe, or slain more'n yer pork? I'll go, I say.
See full background in character profile. Note that Hirda is 185 years old with middle-age stat adjustments. Future PC levels (if any) would probably go into Ranger.
Thanks for the submissions, guys! I'm closing recruitment, as discussed. We have enough party slots to accept everyone who submitted a complete character. So the party is as follows (in order of submission):
Vors Falchen: Human Warrior 5
Perrin Alders: Human Adept 5
Cyrus Lem: Human Adept 2/Warrior 3
Hirda of Kirin: Dwarf Commoner 2/Warrior 3
Titania Evangeline Snow-Fell: Half-giant Warrior 5
Let's move things to the discussion thread, now. I'm going to double-check all the submissions and make sure hit points, skill points, etc look right. It's not too late to make relatively minor revisions to your character at this point but it would be helpful if you let me know what changes you are making.