GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

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We shall bring glory to Urgen and impart to the modern world a breadth of knowledge unseen since before Earthfall. Only a cataclysm of that magnitude could stand in the way of our imminent greatness!
-Journal of Gelviel Zorriah, 20 Erastus, 4598 AR

Time for another PBP. I'll be running the module 'Doom comes to Dustpawn'

Story:
Three months ago, a falling star crashed in the hills south of the town of Dustpawn. Expeditions of miners and alchemists formed to harvest its skymetal, expeditions of scholars and astronomers formed to satisfy their curiosity; none have returned. Now, a man named Dalviss Crenn has sent word through trade caravans to Isger, Cheliax and further cities that he seeks valiant adventurers to form an expedition to validate his own theory- that the falling star is in fact a ship designed to travel the depths of space itself, fallen to earth.

The PCs will not know each other beforehand. They may choose to know Dalviss as part of their backstory.


Build Rules:
Level 9
25 point buy
Core + Featured races + Octofolk; I wrote up fluff and stats to make it possible to have Octofolk be either Intelligent or Wise, choose which you like
Two traits, one can be any campaign trait. No drawbacks.
Any paizo material (No Unchained) + Path of War (maximum two PoW characters, any PoW material must be on a web source somewhere you can link me to) + My homebrew
No background skills; +1 skill point per level for everyone.
Max first HD, average-rounded up thereafter or roll. Can't take average rounded up after if you roll poorly
No pre-game crafting; classes with bonus item creation feats can exchange them as per PFS
Variant magic rules generally permitted
If there's been an errata nerf or change, ask and I may reverse it (crane wing, etc)
Standard WBL
Leadership is fine, but no followers affecting the game, just cohorts
Upon meeting the pre-requisites, everyone gains for free one of the following feats: Martial Training I, Weapon Finesse, Spell Focus, Weapon Focus, Point-Blank Shot, Toughness, Dirty Fighting.
Any alignment, as long as it can work with a party of strangers constructively.

Application:
I need a minimum of four lines of backstory, one line of personality and one line of physical description. If you go for the minimum, I expect the lines to be content-rich.
I'll be recruiting four players.
I'll need you to have most of your sheet done.


Warner Brothers and their sister Dot for interest.


Level 9 and Path of War? Count me in. Might look silly but I am going to do an all-rounder. Probably Stalker 3/Warder 4/Cavalier 2.


I'm very interested.


First for Octofolk Magus or Warder!

But first, a question... with DOOOOOM you mean this kind of DOOOOOM or this other kind of DOOOOOM?


DOOM!


Doom enough! I'll come back soon ^^


Anyone else making Harbinger?


I dunno, I think some of the Expanded PoW stuff is a little over the top, numbers-wise. I was looking to make an unarmed Stalker, I think.

Either that or a Sorcerer.


I mean, I do like me some doom.


This sound very interesting.

Here's Alfgar, someone happy to go into wild and dangerous places.

Crunch:

Created using PCGen 6.06.00 on 30/05/2016
Alfgar Torsson; Male Human (Ulfen); Medium Humanoid ( Human )
Ranger6 Rogue3

Hit Dice: (6d10)+(3d8)+18

Hit Points: 89

Initiative: +4

Speed: Walk 40 ft.

AC: 20 (touch 14, flatfooted 16)

Attacks: *Crossbow, Heavy +1 (Holy) +14/+9; Bayonet +1 (two handed) +11/+6; Silver Dagger, Masterwork +11/+6; Silver Dagger, Masterwork (Thrown) +13/+8; Dagger (Cold Iron) +10/+5; Dagger (Cold Iron/Thrown) +12/+7;

Damage: *Crossbow, Heavy +1 (Holy) 1d10+1; Bayonet +1 (two handed) 1d6+4; Silver Dagger, Masterwork 1d4+1; Silver Dagger, Masterwork (Thrown) 1d4-1; Dagger (Cold Iron) 1d4+2; Dagger (Cold Iron/Thrown) 1d4;

Vision: Low-Light Vision

Face / Reach: 5 ft. / 5 ft.

Special Attacks: Aberration, Humanoid (Human), Sneak Attack

Special Qualities: Animal Companion, Bonus Feat, Combat Style Feat, Evasion, Favored Terrain (Underground), Improved Critical, Low-Light Vision, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Skilled, Track, Trapfinding, Trap Sense, Trap Spotter, Weapon Focus, Wild Empathy

Saves: Fortitude: +10, Reflex: +14, Will: +7

Abilities: STR 14 (+2), DEX 18 (+4), CON 14 (+2), INT 14 (+2), WIS 14 (+2), CHA 10 (+0)

Skills:

Feats: Crossbow Mastery, Endurance, Improved Critical (Crossbow (Heavy)), Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Crossbow (Heavy)), Rapid Shot, Weapon Focus (Crossbow (Heavy))

Challenge Rating:8

Alignment:Neutral Good

Region: Varisia

Possessions: Crossbow Heavy +1 (Holy); Bayonet +1; Mithral Shirt +2; Cloak of Resistance +2; Outfit (Explorer's); Boots of Striding And Springing; Handy Haversack; Survival Kit (Masterwork); Wire Saw (Adamantine); Bedroll; Blanket (Winter); Bolts, Crossbow (10/Cold Iron); Bolts, Crossbow (10/Adamantine); Crossbow Bolts (10); Grappling Hook, Common; Coffee (Cup); Rope, Spider Silk (50 ft.); Oldlaw Whiskey (Bottle); Powdered Milk; Skillet, Common; Shovel, Common; Soap (per lb.); String (50 feet); Rations (Trail/Per Day); Iron Spike; Coffee Pot; Waterproof Bag; Thieves' Tools (Masterwork); Belt Pouch; Shaving Kit; Fishhook; Mirror (Small/Steel); Sewing Needle; Wrist Sheath, Spring Loaded; Silver Dagger, Masterwork; Dagger (Cold Iron); Hip Flask;

Ranger - Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:12 + spell level); Known: Level 1: Invisibility alarm, Longstrider.

Story:

Alfgar is a tall, lean man of Ulfen descent. His skin is tanned and his hair streaked from days spent outdoors.

He doesn't speak much, when around other people he prefers to watch quietly unless he has something he thinks needs to be said.
While friendly to those he knows and feels comfortable with Alfgar really prefers being out in the wilds by himself.

His childhood was harsh, his father died in some meaningless squabble in the Linnorm kings.
His mother taking the then five year old Alfgar and leaving for Varisa.
She struggled to provide for her son, leaving him alone most of the day while she worked at anything she could find.
Alfgar soon began to spend most of his day looking for food to help his mother, becoming proficent at setting snares to trap small animals.
He quickly began to make coin by working for local farmers and housekeeps as a pest controller.

By the time his mother found regular work, and then soon after remarried, Alfgar was used to being by himself, working more and more as a Ranger and hunter. Going from rats and rabbits to bigger animals.

Today if you want someone brought in for a crime, or a creature slain, Alfgar is happy to do so. At least for a good bounty.
He travels with his dog Scrapper, who he found fighting for food in a small town, recognising another survivor Alfgar took the mongrel dog with him and they are now a comfortable team.
Some of his money is always saved and sent to his mother. He visits when he can, her new marriage is happy and Alfgar has a half-sister and half-brother. One aged twelve, the other ten.
Alfgar tends to spoil his siblings when he's there, bringing them toys and exotic curiosities from the far away places he's been to.
He gets along well with his stepfather, a shopkeeper in Magnimar. Zandu has been good to Dagny and Alfgar respects him for that. Though they have little in common otherwise.

Most recently he has begun working with the Dwarves, hunting the creatures that lurk underground. Alfgar likes the Dwarves, they say what they mean and don't waste words.

Alfgar Torsson 24.

Mother Dagny Henric 42.

Step Father Zandu Henric 46.

Sister Iolona Henric 12.

Brother Andrei Henric 10.

Please let me know if you have any questions.

DBH


DBH, while I do strongly appreciate the family-grounded nature of your backstory, it seems one better suited for a level 1 ranger. As a level 9 character you should be a very dangerous man. Maybe describe some great deeds done assisting those dwarves? And why you'd be interested in answering a call for an expedition to investigate a fallen meteor?

Crunch-wise, can I ask why the rogue dip? Might also be worth investing in belts/bands of strength, dex or wisdom.


GM Arkwright wrote:

DBH, while I do strongly appreciate the family-grounded nature of your backstory, it seems one better suited for a level 1 ranger. As a level 9 character you should be a very dangerous man. Maybe describe some great deeds done assisting those dwarves? And why you'd be interested in answering a call for an expedition to investigate a fallen meteor?

Crunch-wise, can I ask why the rogue dip? Might also be worth investing in belts/bands of strength, dex or wisdom.

Looking at Alfgar I can see that I should probably remake him as a Ranger8/Rogue 1. I wanted a character who was a Manhunter/Monster hunter/Trouble shooter type.

The sort of guy who you call when there's something big and nasty out there eating people. Or when someone wanted has run off into the wilds. With a level of Rogue for dealing with traps and locks that his targets might be hiding behind.

While he's capable in melee he much prefers filling his targets with bolts before they even see him, which was another reason for taking some Rogue levels, though Ranger gets stealth anyway, so I can cut back on them.

While he's interested in this meteor his main concern is that people are going missing, which suggests something bad is in the area. That is why he's offering to add his skills to the expedition.

Belts/bands would be nice, but even a 9th lvl character only gets so much money, and he's specialized more as a ranged fighter. His crossbow took a big chunk of that.


Hmm; instead of the rogue level, could I suggest taking the Trap Finder mummy's mask player trait? Should give you all you need.


Character in work. Sorry for delay :/


GM Arkwright wrote:
Hmm; instead of the rogue level, could I suggest taking the Trap Finder mummy's mask player trait? Should give you all you need.

Not having played MM I wasn't aware of that trait. It looks perfect.

Any suggestions on favored terrain and enemies before I remake Alfgar?


...hard to say. There's some urban, there's some underground, there's some forest.


OK, here's a rough look at the new Alfgar. Details not all complete, still some basic equipment to buy.

Changed 'Animal companion' to 'Hunting party' to show he can work with others.

Crunch:

Male Human (Ulfen) Ranger 9
None Medium humanoid (human) Init +4; Senses Low-Light Vision, Perception +14, Temporary Bonuses Applied Rapid Shot,

DEFENSE

AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex, )
hp 98 (9d10)+18
Fort +8, Ref +10, Will +5
Defensive Abilities Evasion,

OFFENSE

Speed 40 ft., Woodland Stride

Ranged crossbow, heavy +1 (holy) +15/+10 (1d10+1/17-20), within 30 ft. +16/+11 (1d10+2)

Ranged crossbow, heavy +1 (holy) [rapid shot] +13/+13/+8 (1d10+1/17-20), within 30 ft. +14/+14/+9 (1d10+2)

Melee bayonet +1 (two handed) +12/+7 ((two handed) 1d6+4)

Special Attacks Aberration +2, Humanoid (Human) +4,

STATISTICS

Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 10

Base Atk +9; CMB +11; CMD 25

Feats Crossbow Mastery, Deadly Aim, Endurance, Improved Critical (Crossbow (Heavy)), Point-Blank Shot, Precise Shot, Rapid Reload (Crossbow (Heavy)), Rapid Shot, Weapon Focus (Crossbow (Heavy))

Skills Acrobatics +5, Acrobatics (Jump) +14, Appraise +2, Artistry +2, Climb +11, Craft (Traps) +7, Craft (Untrained) +2, Disable Device +19, Escape Artist +4, Fly +4, Heal +10, Intimidate +6, Knowledge (Dungeoneering) +11, Knowledge (Geography) +10, Knowledge (Local) +6, Knowledge (Nature) +11, Perception +14, Profession (Butcher) +6, Profession (Cook) +7, Profession (Trapper) +8, Ride +8, Sense Motive +4, Spellcraft +6, Stealth +16, Survival +14, Survival (Follow or identify tracks) +18, Swim +11,

Languages Common, Skald, Sylvan, Undercommon

SQ Bonus Feat, Combat Style Feat, Deadly Aim, Favored Terrain (Underground) +4, Favored Terrain (Urban) +2, Hunting Companions, Improved Critical, Low-Light Vision, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Skilled, Swift Tracker, Track +4, Weapon Focus, Wild Empathy +9, Woodland Stride,

Possessions mithral shirt +2; outfit (explorer's); boots of striding and springing; thieves' tools (masterwork); Crossbow, Heavy +1 (Holy) [ Bayonet +1; ]; Crossbow, Heavy +1 (Holy) ; Efficient Quiver ; Handy Haversack ;

SPECIAL ABILITIES

Aberration (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Favored Terrain (Underground) (Ex) You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Favored Terrain (Urban) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Improved Critical When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.

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.

Point-Blank Shot You can spend up to 6 stamina points to increase this feat's range by 5 feet for each stamina point you spent.
Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn.

Rapid Reload When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn't need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.

Rapid Shot When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.

Swift Tracker (Ex) You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Track (Ex) You gain +4 to Survival checks made to follow tracks.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Weapon Focus Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+9 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.


I think a horror game would be good for a whirl, I'm thinking alchemist as every mystery party needs a scientist.


Here is Dragash for your perusal. I have some spare cash leftover so any suggestions for suitable extracts would be welcomed.

I also haven't finished my familiar as I'm torn between going for a sage familiar which is more appropriate for his backstory, a protector familiar which will be far more useful or just leave it as normal one. Decisions Decisions!!

Appearance:

Dragash is relatively tall for an 'elf', through magic he appears shorter than he is. Standing at about 5'6", he has white hair down to his shoulders. Like many elves, he has fair and pristine skin. Dragash has bright purple eyes. His attire is usually quite professional as he works for high standing military personnel. Out of habit, he upkeeps this while travelling and wears well fitting armour and a plain violet tabard to match his eyes. He wears a black cloak to hide the colour of his clothes for when he needs to be unseen in the wilds. Across his chest he wears a pair of bandoliers containing his potions, his formula book rests on his belt. Dragash also carries the customary elven longbow as a backup weapon. Lastly, Dragash small feather pin in his hair

Backstory TLDR:

Dragash is an elven alchemist in Iadara, by appearance, in reality he is a hobgoblin named Oktar. He betrayed his people due to his shifting allegiance to the elves. Protected by his elven mentor Yalandara he acts as a double agent giving Iadara much about their ancient foes the Hobgoblins.

Dragash has adopted many elven sensibilities and worships Findeladlara. His undercover nature has gotten to the point where he has practised how to pretend to be in trance while sleeping. Dragash also never snores now. Due to his own past, he is quite accepting of new people and new places. Having almost given up his life only to be accepted he shows others a similar courtesy. Very few in the world know that he is both Dragash and Oktar, the two main people are Yalandara and Dalviss. In personal environments, they refer to Dragash by his intimate elven name, Oparal. Dragash is relatively kind but is somewhat suspicious of kindness returned. As a spy, he has always needed to be wary of people pulling wool over his eyes.

Dragash never drops character for to himself he is Dragash the Elf, no longer is he Oktar the hobgoblin. Dragash will always keep one of his extracts blank so that he might prepare alter self or adjustable disguise if he ever loses his hat of disguise. The hat appears as a small feather pin in his hair.

Dalviss was an adventurer that Dragash met when in Hobgoblin form. They all but killed each other, however, they bonded over their injuries. As the years went by they exchanged many stories before Dalviss lost touch to go build an inn. Dalviss has now invited his old friend to Dustpawn to help him in another adventure.

Backstory:

Oktar is a Hobgoblin from the Arthfell Forest, he was one of the Hobgoblins in allegiance with the werewolves of Darkmoon Vale. However, no longer, for now, we'll call this man Dragash Arliden. The elf that Oktar is now, and one he wants to stay.

Dragash, when he was born, was not particularly strong or commanding for a Hobgoblin which for their society was not particularly useful or safe, though at least like most Hobgoblins he was tough. Dragash was well behind his peers in combat so his social standing and thus his rank was fairly low even amongst the young. Dragash had intellect however and he joined the ranks of the alchemists, he, however, didn't do this to raise his standing as he had no care for that. The sole purpose of the endeavour was to make sure he would be in a position where he'd be safer from the need of duels. Many of the contests amongst alchemists were for the biggest bomb, that he could handle.

Dragash like all of his ilk, joined with the werewolves of Darkmoon in raiding caravans and the human cities in Andoran. As a combat alchemist, he specialised in bombing runs and became a very successful grenadier. Many of his accomplishments were sneaking into human encampments and burning/poisoning their supplies. This curried favour with many of his superiors, they expected many of things of him yet as before Dragash did not want to increase his social standing. Dragash's reluctance to raise his standing even amongst alchemists despite his rising skill eventually caused him to undergo a life changing event. His direct leader had been plotting with the wolves of Darkmoon, Dragash was called in for interrogation. They had heard tales of his infiltration techniques and wondered how he was able to do it so often. Dragash, not one to stand up to his superiors divulged that other than bombs he created many concoctions that changed his appearance, his voice, his features and he was well practised in many languages. Having confirmed their suspicions the superiors tasked Dragash with infiltrating the Elven nation of Kyonin.

Hobgoblins have always been great enemies of the elves. Once born and bred for that purpose the hobgoblins still have a residual hatred for them. Even Dragash still had this when he left for Kyonin. The hobgoblins have been slowly amassing armies in secret with the intent one day of destroying every elf. The one thing the hobgoblins lack for however was information, none of their forces could gather it well, now they had Dragash. Dragash made sure to brush up on his elven, by the time he left he could speak both Common and Elven with distinct Elvish accents, other languages however he still spoke with a clear Andoran Hobgoblin accent. Dragash was left to his own devices in how to gather information so he started with Greengold.

Greengold, a much easier target to start with than the capital Iadara. Here he started off as a different elf than he is now. An Half-elf called Tremain. Here he began to form connections and figure out how the elven structure worked and most of all how they treated outsiders. If he were to pass off as one of them, he had to be just as wary of other folk as they are. After getting the information he needed to begin his plan, he became Dragash. A rising elven alchemist that came from a minor village of little repute to work in Greengold. With a few greased palm with the aid of his contacts the human run, port ignored his sudden appearance. Quickly Dragash began working for the councilmen, inspecting goods that came into the port. Here he began his superiors long awaited correspondence, he began sending them information on trade, boats, general defences, how to get into this port, how to appeal to the nobility and how to stay low. This would prove useful later for the werewolves. His intent, however, was to get into Iadara where he would be of more use, he used his alchemy to great effect to become a reputable inspector. The next part of his plan also involved his alchemy, he began to practice with blood. Dragash was eventually able to fool magic to make others believe even his blood was elven. This was the last piece of the puzzle.

Eventually, Dragash applied to became a liaison to Iadara. Due to his intelligence and his 'pure-blood', he was able to meet the requirements fairly easily. This is where his next life-changing event took place. Now a fairly experienced alchemist in not just combat but subterfuge Dragash thought he'd seen all of the world he needed to. Dragash was very wrong, upon reaching Iadara he was awe-struck by the beauty of the place. He was used to the dreary forests of Arthfell, a place filled with danger and death. Nothing of the sort exuded within Iadara, the only thing he saw was pure perfection. In an instant, his loyalties began to waver. Why would he want to destroy such a place?

In Iadara, he came under a new mentor, an elven woman named Yalandara. Yalandara was actually military compared to the civilian vocation that Dragash pursued. She was an alchemical archer, Dragash was under her employ due to the very alchemy that made his renown. This is where his loyalties were all but shattered. This woman was nothing but kind to him, nothing but respectful. She fought for her rank in a way Dragash hadn't seen before, with talent and charisma, not brute strength and betrayal. How could such a race be so despised by his people be like this? Dragash did not know any longer. One day he gave in, he walked into Yalandara's chambers as she was about to retire. Dragash brought his notes that he was going to send back to Arthfell and a bomb. He was torn, did he attempt to kill her and thus end his own life or does he come clean and die. He fell to his knees and revealed everything to Yalandara, without a single detail, spared. Dragash didn't want this life any longer, in doing so he betrayed who he was, what he was. After his confession, he was about ready to stuff the bomb he held down his own gullet. Yalandara quickly took it from his hands and looked at him for a long time. She revealed that she had always known what he was, though she didn't know why he was here. This night revealed it, however. Yalandara carefully kept him from going too close to the castle as she knew he'd be discovered, his illusion despite being good was not good enough to fool the most talented illusionists in Golarion. Dragash begged to know why she kept him alive then if she had always known. Yalandara admitted she was intrigued how one so brutish could be so true to Elven principals and she also saw how much he revered Iadara. They both knew though from this point he'd be a dead hobgoblin if they didn't find some solution. Yalandara pulled some strings and revealed his nature to a few in her close confine. Dragash was never to reveal what he was to those other than that circle but he was to act as double agent. Yalandara would feed just enough to keep Dragash's superiors happy, in turn, he would provide everything he knew about Hobgoblin movements and what they had planned. To this day, he plays this dangerous game. In thanks for sparing his life, Dragash gave Yalandara his chosen intimate name, Oparal, a twist on his birth name Oktar. Yalandara is one of two people that knows his intimate name, the other is Dalviss.

Dalviss was an adventurer that Dragash met on the road, or rather, that Oktar met. On one of his excursions back to Arthfell Oktar ran into Dalviss. The two clashed as Dalviss assumed that Oktar was part of a scouting party. The two beat each other within an inch of their lives. However as Oktar stood bleeding and Dalviss was all but dead, Oktar took out his potions and began to brew with the intent of bringing both of them back to health. With the weather turning, Oktar took them into a nearby cavern. Dalviss was astonished by the kindness of a Hobgoblin. Oktar wasn't sure what to say to the man. Eventually, when they were fit to walk again Dalviss asked Oktar to meet back with him in the cave after a week. Sensing it was a trap Oktar didn't want to go.. however.. something in him decided to take a gamble. So he returned, wary, but he returned. Oktar found Dalviss in the cave with a massive keg of mead. Dalviss then said "Even if you were the one to almost killed me, I show utmost thanks to those that save me." The human had now stunned the hobgoblin, but Oktar couldn't think of anything else to do other than celebrating their newfound friendship.

As the years went by Dragash and Dalviss would meet back in the cave every few months when Dragash returned to Hobgoblin lands or when he was returning to Iadara. There they talked about a great many things, Dragash's secrets, Dalviss's unluckiness with women and Dalviss's dream to one day open an inn. Dragash always mocked him for it, however, one day Dragash received a letter from Dalviss:

Oi you big lug! I haven't seen you in a while. Sorry about not being at our hangout for so long but I made myself a tavern. It's called the Mineshaft inn and tavern in Dustpawn. You should come visit! Not just for your old friend but I've got some news that can get you away from your Elven Overlords. A falling star struck nearby Dustpawn, I know something most people don't, it's a spaceship! Alright, I'm not sure just yet but I have my suspicions. So.. why not kill two birds with one stone, come visit your old buddy and bring something back for Yally? Come on, Oparal, you know there isn't anyone else I could trust more to help out than you?

Dalviss

Dragash had no idea what to make of the letter, however, as it said he hadn't seen Dalviss in a while. Dragash cracked a smile knowing that the man had a tavern to call his own now. The fact Dalviss asked for Dragash by his intimate name meant this was a strong request, one Dragash didn't want to deny. With permission from Yalandara, he left for Dustpawn. Dragash had a sneaking suspicion he might be biting off more than he could chew with this one. Well, he got to see one of the few true friends he had, that would be no bad thing.

Stat block:

'Seldlon' Dragash 'Oparal' Arliden
Real name: Oktar
Male Hobgoblin alchemist 9 Archetypes Grenadier
NG Medium humanoid (goblinoid) Always appears as an Elf under hat of disguise.
Deity: Findeladlara
Init +13, Senses darkvision (60 ft.); Perception +14

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DEFENSE
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AC 22, touch 15, flat-footed 19 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 75 ((9d8)+27)
Fort +11 (+13), Ref +12 (+14), Will +5 (+7)
Saves in brackets is assuming Orchid's drop.

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OFFENSE
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Speed 30 ft.
Ranged longbow +1 +11/+6 (1d8+1/x3)
Ranged bomb +12/+7 (5d6+7 fire or cold)
Rapid shot/PBS +11/+11/+7 (5d6+8 fire or cold)
Rapid shot/TWF/PBS +9/+9/+9/+4 (5d6+8 fire or cold)
Special Attacks Bomb, Blinding Bomb*, Fast Bombs, Frost Bomb*, Precise Bombs, Tanglefoot Bomb*, Throw Anything
Extracts per day 1st: 7 (DC:18), 2nd: 6 (DC:19), 3rd: 5 (DC:20).

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STATISTICS
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Str 10, Dex 18, Con 16, Int 24, Wis 10, Cha 8,
Base Atk +6; CMB +6; CMD 21
Feats Alertness, Extra Discovery: Blinding Bomb, *Improved Initiative, Martial Weapon Proficiency (Longbow), Point-Blank Shot (Free), Precise Shot, Rapid Shot, Throw Anything, Two-Weapon Fighting
Skills Appraise +11, Bluff +12, Craft (Alchemy) +19, Disable Device +13, Diplomacy +13, Disguise +8 (+18), Fly +8, Intimidate +8, Knowledge (Arcana) +19, Knowledge (Nature) +19, Linguistics(Aklo, Elven, Taldane) +10, Perception +14, Sense Motive +11, Spellcraft +19, Stealth +17.
Traits Fast-Talker, Firebug.
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Taldane.
SQ alchemical weapon, alchemy, bonus alchemist bombs created (+4 Bombs), darkvision, directed blast, martial weapon proficiency, mutagen, precise bombs, sneaky, swift alchemy, tumor familiar
Combat Gear Wand of Cure Light Wounds (50 charges)
Other Gear headband of vast intelligence +4, hat of disguise, amulet of natural armor +1, ring of protection +1, belt of incredible dexterity +2, chain shirt +2 (mithral), cloak of resistance +2, outfit (explorer's), ioun stone, dusty rose prism - cracked, wrist sheath (spring loaded), formula book, bandolier (2), bombchucker, longbow +1, pathfinder pouch, pathfinder's kit, traveler's any-tool, formula alembic, admixture vial, bomb, 415.0 gp

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SPECIAL ABILITIES
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Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +9 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Authoritative Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.

Bomb (Su) You can use 20 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+7 points of fire damage. Your bombs also inflict an additional 4d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (12). Those caught in the splash damage can attempt a DC 21 Reflex save for half damage.

Bomb Types:


  • Blind Bomb* When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.

  • Frost Bomb* When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

  • Tanglefoot Bomb* (Su) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Bonus Alchemist Bombs Created (9x) Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Darkvision Hobgoblins can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Directed Blast (Su) At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Firebug You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Headband of Intellect Skill Selection from bonus int (Disguise, Stealth)

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 90 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 21 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Tumor Familiar (Ex) You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

Familiar: Greensting scorpion.

Chosen extras: Point blank shot. Skill ranks into Bluff. Average rounded up hit points (5+con/level).

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FORMULA BOOK
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Alchemist Spells
3rd - Adjustable disguise, Channel Vigor, displacement, fly, heroism, orchid's drop, protection from energy
2nd -alter self, barkskin, detect thoughts, false life, focused scrutiny, invisibility, resist energy, restoration (lesser), see invisibility
1st -comprehend languages, cure light wounds, endure elements, enlarge person, expeditious retreat, illusion of calm, monkey fish, reduce person, shield, targeted bomb admixture, vocal alteration


Zayne here. This is what I have so far. I think the build is fairly well rounded. He can ride, has knowledge, and can fight with a melee weapon, bow, and fisticuffs. I tried to avoid the gimmicky maneuvers from PoW but if you see some room for improvement or a need to down grade the the power level I am all ears.

I have one question though. Swift Aid allows Aid Another to be used as a swift action but only gives a +1 bonus to attack or AC. Order of the Dragon 2nd level ability improves normal Aid Another bonus from +2 to +3. I plan to use Swift Aid any time a swift is available. Will the Order of the Dragon ability increase Swift Aid from +1 to +2 or nah?


Well know I am done except for some mundane things and potions.


Sure it can stack, but remember that you can't use Aid Another to benefit yourself.


I've been busy recently, so expect my mighty Octofolk soon!


really Interested in this, I have an idea that I think will work well.


GM Panic here, Sheet 70% done.

Meet Rosa

Tiefling Oni-Spawn (Hungerseed) Fighter L1 Cleric (Asmodeus)[L9]
She is Le (small e), now but can be LN if its needed.

Rosa is all about rules and discipline, you make a contract with her and she will keep to it as a matter of faith. She can heal you as well as kill you. Rosa dos not help you fight the evil cleric at the center of the Evil Temple, she is the Evil Cleric. She brings skills, healing, and a very strong will to any party. You can trust her to keep her word, even if that word is that she will kill you one day.


Rosa HP Roll 8d8 ⇒ (1, 5, 3, 6, 5, 4, 7, 8) = 39


I've put Dragash into a character page now. I think I'll go with a protector familiar. Having someone to shield me is likely going to be useful and not steal someone else's thunder by having all the knowledge skills on a pet.


I am probably going to regret this but...

HP: 5d10 + 3d8 ⇒ (9, 4, 9, 3, 4) + (4, 7, 1) = 41

hmmm average of 5d10 and 3d8 is 37 vs 41. Good.

@Rosa: How do you get a CR 7 monster as a cohort. The leadership rules allow for monstrous cohort but the toughest one I saw that had an effective cohort level of 7 was a hell hound at CR 3. Followed by a Triton at CR 2. CR does not equate to effective cohort level. Though it is a kickass idea that is an extremely powerful companion.

Speaking of companions, Will has one, Rosa has two and Dragash has one. A party of 3 with 6 people. Building our own menagerie.


Zayne Iwatani wrote:
Speaking of companions, Will has one, Rosa has two and Dragash has one. A party of 3 with 6 people. Building our own menagerie.

And Cairn have one too ^^


@Rosa: You might also want to worry about your handle animal score, Dire wolves aren't tameable in base pathfinder.

@Zayne: I'm guessing Rosa's cohort is an intelligent item cohort by the description, maybe the devil is flavour as you can't usually select that one anyway. Unless I'm missing something it's a powerful sword, though I don't know the rules on making demon possessed intelligent items so I can't say much about that.

Also my companion is likely going to be some form of damage sponge and/or scout since it'll be attached to my back most of the time, it being a tumor and all.


I never saw the benefit of the tumor familiar but with the protector archetype that is very powerful. A little too powerful. Half damage at all times for you and the thing never needs healing because of fast heal 5. That's better than any DR.


Well, anyone got int 18(+) bird? XD Think I gonna use Ksilia as scout as well, but she's mostly for *really* interesting combat options.

Sorry for delay with posting full build and story, some stuff is happening irl.


I never really noticed it till I made this character myself. I only wanted it for the +4 initiative, which is good since it's untyped. Though I have to be careful with it due to the loss of improved evasion, stuff like breath attacks is us taking double damage since if he dies I doubt I'll be getting him back for a while. I mean I'm fine to keep it as a normal companion if the GM thinks it's too powerful but it is just a normal thing in the folio strangely.


I'm just finishing a run of this module. It's a great adventure, one of my favorites! I hope everyone has fun!

Hmm


Actually you would just take the full damage. If you both take 6 damage, half of that goes to your familiar and half of his goes to you. 6-3+3. Evens out. I am not trying to be mean or criticize here. I didn't think it was deliberate. It's just one of those things paizo didn't think about. It's really only the fast healing that makes it powerful. The tumor familiar has that tacked on at no disadvantage or limit.

Grand Lodge

Am I the only one here wanting to do sick weapon skills for the glory of sick weapon skills?

Because it seems like I am.


What I meant was if I took 20 damage from a single hit we'd share it, but if we both took a blast for 20 damage we'd both take 20 damage. I don't think the familiar is exempt from area of effect spells.


Sir Siegschwert of Eissenhorn wrote:

Am I the only one here wanting to do sick weapon skills for the glory of sick weapon skills?

Because it seems like I am.

This is my completed character. He has the sick weapon skills. His primary class is the same as yours.

Davachido wrote:
What I meant was if I took 20 damage from a single hit we'd share it, but if we both took a blast for 20 damage we'd both take 20 damage. I don't think the familiar is exempt from area of effect spells.

Ah. I was confused when you said double damage. And DM clarification will be necessary on a lot of what it can and can't do. There seems to be some back and forth on the forums.

I found a hilarious idea of making a gnome alchemist with a mauler tumor familiar. At level 5 it can grow to medium size. Imagine a blob of skin erupting from a gnome's back and turning into an angry wolf that turns around and mauls you with the gnome still attached. Wouldn't really work that way but awesome and horrifying to think about. Some dark souls s$%% there.


A lot of the familiar archetypes are up in the air, I hope they faq them soon. I was reading about sage and even a designer wasn't entirely sure if it's 2 skill points whole way through or +int as well. I'll let the DM decide if it's too jammy, I would be fine not having fast healing work in combat would probably be good. I would've just CLW him up anyway if I didn't have fast healing.

Mauler familiar with tumor is quite useful anyway since it can be quite reckless and get healed after the fight, great for flanking buddies if you mutate a bunch. Imagine it with a master chymst.


Trying not to in favor of what I already built. I wish master chymist worked earlier than 8th level though. Always wanted to do a reverse personality Mr. Hyde. Still evil but is a British dandy.

*after violently mauling someone* "Must people always bleed everywhere? They could at least have the decency to bleed out in the gutter. This suit was new. I really wish I learned that handy cleaning spell wizards have. I should get a valet for this. Hire on of the young students maybe. I pay some tuition he keeps his mouth shut."


as I said 70% there, Her cohort will change once shes done, it was an idea for a a past build. I'm going to make it an intelligent item. Her mount may go as well, I have an idea hehe I still like here, I just did not want the run of the mill cleric healer.


Huh, hey Rosa; I was Nathaniel in a game or two a while back.

Dragash, I looked briefly into a Protector familiar. I didn't consider it the best idea since they cost a bundle to replace, and your familiar doesn't have an enormous amount of HP. Plus, having Shield Other means I'd start including your familiar in AoE damage rolls, rather than letting you shield it inside your clothes.


GM Arkwright, Nathaniel wow seems ages ago. That was fun, this likes like it will be cool to.I'm going for that healer slot with a twist.

Ill fix rosa over the next few days just working out the numbers, her back rounds there. She is a big Scary Devil Cleric, but with a heart of gold... cold solid and hard. haahah


GM Arkwright wrote:

Dragash, I looked briefly into a Protector familiar. I didn't consider it the best idea since they cost a bundle to replace, and your familiar doesn't have an enormous amount of HP. Plus, having Shield Other means I'd start including your familiar in AoE damage rolls, rather than letting you shield it inside your clothes.

I expected it to, I don't think any familiar is exempt from AOE sadly. Though lacking improved evasion will be rather bad for it. I'll just change it to a sage so it isn't a high secondary perception + ablative shield. I think the only other skills person so far is DBH for physical stuff, I might as well do the mental stuff to complement it.


dot. dot. dot.


Resonant Power: 1d100 ⇒ 21

Are we using the static assignment resonant powers or random roll for Ioun stones? Or none at all? The above roll gets me Combat Expertise versus the static assignment of +2 competence bonus on Handle Animal checks.


Static assignment.


Rosa has her wayfinder as Static assignment, random roll is a bit over powered in my view, but that's just my view. Her wayfinder is cool as it is used to point to the sinner who sold there soul to hell and its time to pay up or the escaped devil etc she has been sent by the hells to bring back.

Also I have her so her pact with hell means Her bound Cohort, part protester, part supervisor, part guild. This Blade is evil and the kind of thing you don't want to meet, let alone with rose. Any one holding it who is not her will be attacked by her cohort. She uses it to dispense Justice to the wicked and guilty.
Hell Pact - Faith Weapon.
The Sword gives proficiency in it and it alone, taking away marshal weapon or Shield proficiency's.

Thought that would be fun

OK Rosa, has had a big set of changes and looks better now, shifted somethings, still need now to fix skills and other small things bit, she is basically there. She has Vile Leadership over leadership and that seemed loads more fun.

yes she is LE but Rosa is all about rules, seem madly long contract here. She is a cleric of hell after all.

Rosa's CONTRACT of employment with the party:

[SPECIALTY COMBAT CLERIC]
[ASSOCIATE SPECIALIST FIGHTER]
CONTRACT

CONTRACT OF EMPLOYMENT
BETWEEN:
[Insert name of employing organisation]*
and
[Insert name and address of employee]

*
THE POST
1. [Specialty COMBAT CLERIC]
[Associate Specialist Fighter]

1.1. Your job title is [Combat Cleric]* in Party[ Name here ]*.

1.2. The appointment is subject to the national Terms and Conditions of Service for Specialty Combat Cleric/Associate Specialists Fighter her after know as (“the TCS”) which may be amended by collective negotiation from time to time.

2. Commencement of Employment
2.1 Employment under this contract [begins/began]* on [insert date]*.
[pay scale code to be equal shares and any Objects, Magic’s, Information and its subject rights.
+ any future wealth generated in equal share by the party. [Insert name here]*]*.
2.2 Your continuous employment with this employing organisation, for the purposes of group enrichment [begins/began]on [insert date]*.

2.3 For the purposes of certain conditions of service, previous service within the Party’s whether with this group in part of whole or another [party] employer, although not continuous for the purposes of the Employers Rights with consideration with in the TNCs to the groups rights my for some purposes have dates set prior to the dates set out above.

2.4 The incremental date is [ ]*.

3. General Mutual Obligations
3.1 While it is necessary to set out formal employment arrangements in this contract, there is also a need to recognise that you are a senior and professional employer and employee, therefor it is essential that work is undertaken in a spirit of mutual trust and confidence.

The signers of this contact agree to the following mutual obligations in order to achieve the best for patients and to ensure the efficient running of the party:

3.1.1 to co-operate with each other;

3.1.2 to maintain goodwill;

3.1.3 to carry out our respective obligations in agreeing and operating a Job Plan;

3.1.4 to carry out our respective obligations in accordance with appraisal arrangements; and

3.1.5 to carry out our respective obligations relating to the organisations policies, objectives, rules, working practices and protocols.

THE WORK
4. Location

4.1 Your principal place of work is [ ]*. Other work locations including off site working may be agreed and incorporated in your Job Plan where appropriate. You will generally be expected to undertake your Programmed Activities at the principal place of work or other locations agreed in the Job Plan. Exceptions will include travelling between work sites and attending official meetings away from the workplace.

4.2 You may be required to work at any site within your employing organisation, including new sites provided that they are within a reasonable travelling distance from your home address.

5. Duties

5.1 Main Duties and Programmed Activities
Except in emergencies or where otherwise agreed with the party as a whole, you are responsible for fulfilling the duties and responsibilities and undertaking the Programmed Activities set out in your Job Plan, as reviewed from time to time in line with the provisions in clause 5.5 below.

5.2 Associated Duties
You are responsible for the associated duties set out in Schedule 3 of the TCS.

5.3 Objectives
The purpose of including agreed personal objectives in your Job Plan is to set out in clear and transparent terms what you and your team leader have agreed should reasonably be achieved in the year in question. These
objectives are not contractually binding in themselves, but you have a duty to make all reasonable efforts to achieve them.

5.4 Emergency Responses
We may in exceptional circumstances ask you to return to a site for emergencies if we are able to contact you. You are not however, required to be available for such eventualities. Where emergency recalls of this kind become frequent, an interim job plan review may be triggered in accordance with Schedule as set out in the TNCs Job Planning

5.5 Job Plan
You and your party Leader have agreed a prospective Job Plan that sets out your main duties and responsibilities, a schedule for carrying out your Programmed Activities, your responsibilities, your accountability arrangements and your objectives and supporting resources.
You and your party Leader will review the Job Plan annually in line with the provisions in Schedule.

6. Programmed Activities

6.1 Scheduling of Activities
your party Leader will agree in the schedule of your job plan the
Programmed Activities that are necessary to fulfill your duties and
responsibilities, and the times and locations at which these activities are scheduled to take place. You will seek to reach agreement in the scheduling of all activities. Subject to the provisions for recognising work done in Out of Hours (see clause 8 below) a Programmed Activity has a timetable value of four hours. Each
Programmed Activity may include a combination of duties.

The Job Plan will contain [insert]* Programmed Activities per Trip on
average, subject to the provisions below for recognising emergency work
arising from on-call rotas. A standard full-time Job Plan will contain ten (10)

Programmed Activities subject to the provisions in clause 6.6 to agree
Additional Programmed Activities (up to the maximum permitted by the Working Time Regulations) which can be contracted for separately from time to time.
[Note: the number of Programmed Activities will need to be adjusted for if risk becomes too high for the employee.

6.2 Flexibility
Attaching a time value to Programmed Activities is intended to provide greater transparency about the level of commitment expected of members by the party.
However, you and your party leader can agree flexible arrangements for
timing of work.

6.3 You and your party leader may agree, as part of your Job Plan,
arrangements for the annualisation of Programmed Activities. In such a case, you and your party leader will agree an annual number of Programmed Activities and your Job Plan will set out variations in the level and distribution of Programmed Activities within the overall annual total.
You and your party leader may agree, as part of your Job Plan, other
arrangements for flexible scheduling of commitments over an agreed period of time.
Any variations in your scheduled weekly commitments should placed in the
the provisions of the Working Time Regulations.

6.3 Balance between risk and Programmed Activities, Most Programmed Activities will be devoted to Direct combat be related to Supporting Professional Activities. There will be local agreement as to the appropriate balance between activities. The precise balance will be agreed as part of Job Plan reviews as described in Schedule 4 of the TCS.

6.4 External Duties
Where you have External Duties included in your Job Plan you will provide written notice of the dates upon which the External Duties will be carried out. Shorter notice periods may be agreed by local arrangement or by agreement between you and your party.

6.5 Recognition of Emergency Work and Duties Where emergency work takes place at regular and predictable times, your
party will seek to schedule it as part of the Programmed Activities in
your Job Plan schedule. You may as part of the Job Planning process
however, be required to participate in an on-call rota to respond to
unpredictable emergencies. The provisions of Schedule 6 of the TCS apply to unpredictable emergency work arising from on-call rota duties that takes place other than during a Programmed Activity scheduled in your Job Plan.
6.6 Additional Programmed Activities
You and your party may from time to time agree that you will
undertake Additional Programmed Activities over and above the [ten (10)]
[Note: add contracted number for part-time doctors] Programmed Activities that constitute your standard contractual duties, up to the maximum permitted under the Working Time Regulations. Remuneration for Additional Programmed Activities is covered by clause 20 below.

Without prejudice to clause 6.7 below, you do not have to agree to carry out more than [ten (10)] [Note: to be adjusted for part-time work] Programmed Activities on average per week. However, where you do give your agreement, you must undertake such activities. Any agreement to carry out Additional Programmed Activities will be made in writing. The Additional Programmed Activities will be incorporated into your Job
Plan schedule.

6.7 Additional Programmed Activities And Spare Professional Capacity
Where you intend to undertake private professional services other than such
work carried out under the terms of this contract, whether for the party for the independent sector or for another party, the provisions in Schedule 7 of the TCS will apply.

7. Out of Hours
The provisions in Schedule 8 of the TCS will apply to recognise the unsocial nature of work done Out of Hours and the flexibility needed by the party who work at these times as part of a more varied overall working pattern. On any occasion where a member is scheduled to work during the Out of Hours period, the employing organisation will ensure that the member has adequate rest both before and after this period of duty.

8. On-Call and Emergency Duties

8.1 On-Call Rotas
Where you are on an on-call rota, the provisions in Schedule 9 of the TCS will apply. Your on-call duties will be set out in your Job Plan and the published rota or in accordance with any alternative arrangements that you agree with your colleagues for providing on-call cover.

8.2 On-Call Availability Supplements
Where you are on an on-call rota, you will receive an on-call availability supplement calculated in accordance with Schedule 14 of the TCS. The level of supplement will depend on the frequency of your participation on the rota.

OTHER CONDITIONS OF EMPLOYMENT
9. Requirements
It is a condition of your employment that you are, and remain alive or Undead for the work needed]

10.1 Minimising Potential for Conflicts of Interest
In carrying out any Fee Paying Services or Private Professional Services, you will observe the provisions in Schedule 10 of the TCS in order to help minimise the risk of any perceived conflicts of interest to arise with your work for the [Name here of party]

10.2 Fee Paying Services and Programmed Activities Examples of Fee Paying Services are set out in Schedule 11 of the TCS.
You will not carry out Fee Paying Services during your Programmed Activities except where you and your party have agreed otherwise. Where
your party has agreed that you may carry out Fee Paying Services
during your Programmed Activities, you will remit to us the fees for such services except where you and your paty have agreed that
providing these services involves minimal disruption to your duties.
Schedule 12 of the TCS sets out the principles governing the receipt of
additional fees.

10.3 Private Professional Services and Programmed Activities Subject to the provisions in Schedule 10 of the TCS, you may not carry out
Private Professional Services during your Programmed Activities.

11. Deductions from Pay
We will not make deductions from or variations to your share other than those required with party agreement and only with your express written consent.

12. Appraisal and Governance
The team leader / Party leader must co-operate fully in the operation of the appraisal scheme. You must also comply with our governance
procedures.

13. Gifts and Gratuities
You are not required to comply with our rules and procedures governing the acceptance of gifts and hospitalities.

14. Policies and Procedures
You are not required to comply with our Policies and Procedures as may from time to time be in force.

15. Grievance Procedures
The grievance procedures, Should your employer become a risk facter, then you have the right to place their Grievance to a vote of the whole party [ ]. [Note: employing organisation to add reference to local procedures] in signing this contact the leader agrees that should the party leader fail to protect or lead in such a way as to minimize at all times risk (as defined by the party as a whole TNCs) to any or all of the party embers then his life shall become forfeit at once and soul dammed to hell for all time.

16. Disciplinary Matters
Wherever possible, any issues relating to conduct, competence and behaviour should be identified and resolved without recourse to formal procedures. However, should we consider that your conduct or behaviour may be in breach of our code of conduct, or that your professional competence has been called into question, the matter will be resolved through our disciplinary or capability procedures [15] and will be subject to the appeal arrangements set out in those procedures (which will be consistent with the 'Maintaining High Professional
Standards).

17. Intellectual Property
You will comply with our procedures for intellectual property which reflect Innovative Organisation, Framework and Guidance on the
Management of Intellectual Property own by you.

18. Other Conditions of Service
The provisions in Schedule 13 of the TCS will apply.
PAY
19. Salary
19.1 Basic Salary and Pay Increments Your basic salary on commencement is [n/1 N being party members ]. *[Note: employing
organisations to complete based on Schedule 14 of the Terms and Conditions] This has been calculated in accordance with the provisions in Schedule 14 of the TCS and in accordance with transitional arrangements. Your salary will be payable monthly.Your basic salary will increase when you receive pay increments in accordance with Schedule 15 of the TCS. Where a pay increment is awarded your salary will increase on your incremental date (see paragraph 2.4 above).

19.2 Criteria for Incremental Pay Progression
You will not receive pay progression automatically, but it is expected that you will progress incrementally according to the criteria set out in Schedule 15 of the TCS and in accordance with transitional arrangements. We will make all reasonable efforts to support you in meeting the criteria for pay progression.

20. Rates for Additional Programmed Activities
The annual rate for an Additional Programmed Activity is 10% of full time basic 7 salary (see Schedule 14 of the TCS). Full time basic salary is set out in the latest pay circular issued by the Employers.
Any Additional Programmed Activities that you carry out during out of hours, will be calculated in accordance with Schedule 8 of the TCS.

21. On-Call Availability Supplement
If you are required to participate in an on-call rota, you will be paid a
supplement in addition to your basic salary in respect of your availability to work during on-call periods. The supplement will be paid in accordance with, and at the appropriate rate shown in Schedule 14 of the TCS. The frequency of your on call availability will be detailed in your job plan.

22. Weighting Allowance
The provisions in Schedule 14 of the TCS shall apply.

23. Pension
The provisions in Schedule 16 of the TCS shall apply.
You will be entitled to become/continue to be [delete as appropriate] a member of a Pension Scheme subject to its terms and rules, which may be
amended from time to time. Pensionable pay will include basic salary (up to ten Programmed Activities, but not any Additional Programmed Activities above ten for full time doctors), oncall availability supplements and any other pay expressly agreed to be
pensionable. You are contracted out of the Pension Scheme.

LEAVE AND HOLIDAYS
24. Leave and Holidays
You will be entitled to annual leave with full pay each year. Full details of annual leave and public holidays, professional and study leave, sick leave, special leave, maternity leave and sabbaticals are as set out in Schedule 17 of the TCS. Paternity, parental, carers and adoption leave entitlements are set out in Temporary Schedules 24 and 26 [Specialty Doctor TCS] / Temporary Schedules 25 and 27 [Associate Specialist TCS]. [Note: employing
organisations to delete as appropriate.]

8 OTHER ENTITLEMENTS
25. Expenses
You are entitled to be paid expenses, which should be submitted in a timely manner (normally within one month), for travel, subsistence and other expenses. Expenses will be as set out in the model provisions in Schedule 20 of the TCS or any local alternative (which must be at least as favourable) [Note: employing organisations to delete as appropriate.]

26. Charges for Residence
Except where facilities are provided for you to be on-call a charge may, where appropriate, be made for residing at your Place of Work in accordance with our local procedures.
DURATION OF EMPLOYMENT

27. This is a permanent post. [Note: Employing organisations should amend this paragraph as appropriate for a Fixed Term Appointment].
TERMINATION OF EMPLOYMENT

28. Provisions governing termination of employment are set out in Schedule 18 of the TCS.

29. Loss of life
Should the employ die it is expected that the explorer will attempt Restoration BUT not as Undead, all rights and religious processes will be provided and paid for by the employer.

ENTIRE TERMS
30. Entire Terms
This contract and the TCS and any local agreements contain the entire terms and conditions of your employment with us, such that all previous agreements, practices and understandings between us (if any) are superseded and of no effect. Where any external term is incorporated by reference such incorporation is only to the extent so stated and not further or otherwise.

I [insert name]* and [insert employer]*
have understood and agree to honour the terms and conditions set out in this
contract of employment
[ Rosa Luminass ] signature
[ Party leader ..... ] Representative of employing organisation’s
signature
Date of this agreement [ ]*

You get the idea, she is contracted to work and BE good, for the party and so must. Will be a lot of fun to play.

Rosa: "Can I kill them?"
Party: "No that is evil"
Rosa: "But they broke laws, they did bad things, they attacked us, they need punishment"
Party: "They said they where sorry, it was a mistake, so no you can't kill them"
Rosa: "I see, well under our contract I have to do what the party thinks is best. That being said I'll just have a word with them."

Go's over and towering above the band of would be bush wackers, holds her great black hell blade and says in a very good try at a nice voice.

"Hello, nice to meet you, I understand this was all a mistake, and that you are sorry. Good, but I would like to add that IF every you do it again. I will hunt you down, find you and cut your still beating hearts from your chests and eat them in front of you, is that understood?, good, now run along and have a nice day."

hehe


Ok Rosa is just about there, few spells to pick and one last check over.
She looks good, need 1 more feat but thinking about that. Channel Smite I think would be good.

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