Byron Radanavich |
Filippo, Gavino, and Matteo Pacello:
Three Taldan brothers, all with black hair and brown eyes, who work as stage hands at The Second Flute. The pay is not particularly great, but it is a step-up from dock work, and at least they can watch the performances from the side-lines. Their fondness for spirits has gotten them in trouble more than once, however, and at least once a month, Byron needs to bail them out of their latest bar-brawl.
Nuncio Marinalova:
A huge mountain of a half-orc, Nuncio is very much a gentle giant, and an absolute wizard with a paintbrush, when it comes to set design. Shy, because he knows that his ‘kind’ are somewhat feared by the general populace, he rarely leaves the Flute, relying on the good graces of the other employees to provide him with food, and the raw materials he needs to ply his craft.
Xiomar Falspeth:
This middle-aged Elf has been the conductor at the Flute for the last hundred years or so, and remembers much better times, back when the city was still the capital. However, even though standards collapse all around him, Xiomar refuses to allow his personal fiefdom to deteriorate, treating every performance as if the Empress herself was in attendance, delivering a brilliant musical accompaniment to every production… despite the fact that as the years go by, the theatre gradually deteriorates, and the patrons become rougher, and more impoverished.
Christina Pacci:
An obese, middle-aged Taldan female, Christina is the troupe’s resident Soprano (and behind her back, the troupe’s resident diva). It is not that she is mean-spirited; she just cannot comprehend that others could have an opinion that differs from hers. Still, she has stuck with the troupe, despite its declining fortunes, rather than seeking employment elsewhere.
Umberto Richenza:
Umberto, an intense, middle-aged Taldan male, is the Flute’s director. He is the one responsible for balancing the books, and bringing in fresh plays to attract and titillate the masses. This has been more difficult recently, and the worry from this has been causing him to lose a significant amount of weight. Still, he maintains the illusion that everything is alright, to keep up appearances, and maintain the troupe’s spirits.
Let me know if you need more :-)
Emmett Escheus |
Please note that I'll be out of touch from Friday to Sunday.
GM/Lictor Lane |
Emmett - no problem. I'll GM NPC you if we need it. I have a good idea of your combat actions and personality.
Roman - I'm not in a rush. Just want to make sure we do it because it will help as this AP unfolds. Also, no problem at all on the favored class bonus. I forgot about it because I never use it for zero level spells :)
Byron - Second Flute is very well done. Good job. Some good potential hooks there too.
GM/Lictor Lane |
Moondark, I'm guessing Mother Muddlumm doesn't get Lesser Restoration every day, but she can get it up to twice assuming you convince Jo to go there. Here's what I would think she regularly gets, but wanted to bounce off you:
Level 0 (4) Regular spells probably Detect Poison, Flare, Light, Mending
Level 1 (3) Regular spells probably Cure Light Wounds, Entangle, Pass without Trace
Level 2 (2) Regular spells are probably Animal Messenger and Fog Cloud or Summon Animal/Swarm spells.
Moondark |
Here's what I would think she regularly gets, but wanted to bounce off you:
Level 0 (4) Regular spells probably Detect Poison, Flare, Light, Mending
Level 1 (3) Regular spells probably Cure Light Wounds, Entangle, Pass without Trace
Level 2 (2) Regular spells are probably Animal Messenger and Fog Cloud or Summon Animal/Swarm spells.
Yeah, I was just thinking that I should have gone with 5th level so she could access daylight, plant growth and speak with plants to deal with shadowbeasts and assassin vines.
With Wis bonus, I was thinking:
L2- (3) L. restoration, animal messenger, fog cloud
L1- (4) Goodberry, clw, entangle, pass w/o trace
L0- (4) Light, know direction, mending, purify food and water
I think she would avoid direct conflict and honestly is not likely to be supportive of Moondark's interest in poison ; )
GM/Lictor Lane |
Moondark, what do you think of this
MOTHER MUDDLUMM CR 3
Male Halfling Druid 4
NG Small Humanoid (Halfling)
Init +0; Senses Perception +8
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DEFENSE
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AC 16, touch 12, flat-footed 16. . (+4 armor, +1 size, +1 deflection)
hp 23 (4d8)
Fort +6, Ref +3, Will +8
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OFFENSE
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Spd 15 ft.
Melee Quarterstaff +2 (1d4-2/20/x2) and
. . Unarmed Strike +2 (1d2-2/20/x2)
Druid Spells Known (CL 4, 2 melee touch, 4 ranged touch):
2 (3/day) Restoration, Lesser (DC 15), Fog Cloud, Animal Messenger
1 (4/day) Pass without Trace (DC 13), Entangle (DC 13), Cure Light Wounds (DC 14), Goodberry
0 (at will) Know Direction (DC 12), Purify Food and Drink (DC 12), Mending, Light
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STATISTICS
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Str 6, Dex 11, Con 10, Int 11, Wis 14, Cha 14
Base Atk +3; CMB +0; CMD 11
Feats Augment Summoning, Druid Weapon Proficiencies, Spell Focus: Conjuration
Skills Acrobatics -1, Climb -3, Escape Artist -3, Fly -1, Handle Animal +9, Heal +8, Knowledge (Geography) +4, Knowledge (Local) +4, Knowledge (Nature) +6, Perception +8, Ride -3, Spellcraft +4, Stealth +1, Survival +11, Swim -1
Languages Common, Druidic, Halfling
SQ Animal Companion Link (Ex), Fearless, Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +6 (Ex), Wild Shape (1/day) (Su), Wild Shape (Beast Shape I: Small - Medium animal), Woodland Stride (Ex)
Combat Gear Masterwork Hide, Quarterstaff; Other Gear Backpack, Masterwork (empty), Bag, Waterproof (empty), Bedroll, Blanket, Chalk, 1 piece, Cloak of Resistance, +1, Fishhook, Flint and steel, Handy Haversack (28 @ 35 lbs), Heatstone, Lantern, hooded waterproof, Mirror, small steel, Mug/Tankard, clay, Oil (1-pint flask) (5), Pouch, belt (empty), Ring of Protection, +1, Scent cloak, Sewing needle, Smokestick, Spell component pouch, String (50'), Sunrod (5), Tanglefoot bag (4), Thread (50 ft.), Vermin repellent, Wand of Cure Light Wounds, Wand of Magic Fang, Waterskin, Whistle, Signal
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SPECIAL ABILITIES
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Fearless +2 morale bonus vs Fear saves.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
ANIMAL COMPANION CR 4
Male Owl
NN Small Animal
Init +3; Senses Low-Light Vision; Perception +10
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DEFENSE
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AC 17, touch 14, flat-footed 14. . (+3 Dex, +1 size, +3 natural)
hp 28 (+8)
Fort +6, Ref +7, Will +3
Defensive Abilities Evasion
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OFFENSE
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Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Owl) +5 (1d4+1/20/x2) and
. . Talon x2 (Owl) +5 x2 (1d4+1/20/x2) and
. . Unarmed Strike +5 (1d2+1/20/x2)
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STATISTICS
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Str 13, Dex 16, Con 14, Int 3, Wis 14, Cha 6
Base Atk +3; CMB +3; CMD 16
Feats Acrobatic, Alertness
Skills Acrobatics +5, Fly +7, Perception +10, Sense Motive +4, Stealth +11
Languages
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SPECIAL ABILITIES
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Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
voodoo chili |
I hadn't statted her out so it's nice to see something. what array did you use for ability scores?
maybe switch stealthy APG racial trait for sure-footed. i'd have chosen different feats. also I originally had thought of a domain instead of companion for nature bond. Owl is good though as Earth Domain doesn't really seem to fit. I might have to create a Mud Domain which would be more appropriate : )
if i get a chance tonight i'll show you what i had in mind and we can compare notes.
Xianae |
GM/Lictor Lane : If you are making characters based on back-grounds, just thought I would tell you my idea's for my NPC's.
Kiba Shiro : Male Halfling Bard, focused on Oratory. With Profession of Tavern Owner.
Casper Thareman : Male ? Fighter, focused on Weapon and Armour Training. With Profession of Blacksmith.
Casper was one of Egder NPC's and he didn't state what race he was, so I will leave that to you. I personally think it makes a lot of sense for him to be a Dwarf considering his crafting abilities.
I hope that helps you some.
Coran Ven den Heuvel |
Here are what I picture the Characters as if they work great if not make them what you need.
Gauner: I picture as a Cleric of Abadar with the Crusader Archetype with the Protection Domain.
Lenkin: A ranger with the Urban Ranger Archetype he might have a bit of Rogue in there as well.
Antel: Is a Bard high on diplomacy
Giv: a two weapon Fighting Fighter or Rogue your choice.
Moondark |
Spitball idea for a Mud Domain:
Associated Domain: Earth.
Replacement Power: The following granted power replaces the acid dart power of the Earth domain.
Mud Field (Su): As a swift action, you can fill a 20x20 area with deep mud about 1 foot in depth. It costs 2 squares of movement to move into a muddy square, and the DC of Acrobatics checks in such a square increases by 2. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st--grease, 4th—quicksand*, 5th—transmute rock to mud, 6th--move earth.
* new spell summons a patch of quicksand
Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.
Moondark |
My take. Main changes were that I gave her a heroic array as she has a PC class and then I adjusted for middle age. Also I switched out her feats to Self-Sufficient and Natural Spell and gave her the Mud Domain instead of a companion animal. She's not your typical recluse misanthropic druid, but is much more social and dislikes the trappings of civilization especially those that enslave other beings.
Female Halfling Druid 4
NG Small Humanoid (Halfling)
Init +2; Senses Perception +8
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DEFENSE
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AC 15, touch 14, flat-footed 14 (+2 armor, +1 size, +2 dex, +1 deflection)
hp 26 (4d8+4)
Fort +6, Ref +4, Will +8
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OFFENSE
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Spd 20 ft.
Melee mwk sling staff +2 (1d4-2)
Ranged mwk sling staff +6 (1d6-2)
Druid Spells Known (CL 4, 2 melee touch, 4 ranged touch):
2 (3/day) Restoration, Lesser (DC 15), Fog Cloud, Animal Messenger, Soften Earth and Stone (d)
1 (4/day) Pass without Trace (DC 13), Entangle (DC 13), Cure Light Wounds (DC 14), Grease (d)(DC14), Goodberry
0 (at will) Know Direction (DC 12), Purify Food and Drink (DC 12), Mending, Light
(d) domain spell; Domains: Mud
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STATISTICS
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Str 7, Dex 14, Con 12, Int 9, Wis 16, Cha 17
Base Atk +3; CMB +0; CMD 12
Feats Self-Sufficient, Druid Weapon Proficiencies, Natural Spell
Skills Diplomacy +1/4 (+3 cha), Heal +2/10 (3 drd, 3 wis, +2 feat), Know (Geography) +1/3 (+3 drd, -1 Int), Knowledge (Local) +2/4 (+3 drd, -1 int), Knowledge (Nature) +1/5 (+5 drd, -1 int), Perception +1/8 (+3 drd, +2 race, +3 wis), Stealth +1/12 (+4 race, +2 dex, +5 mag),
Survival +1/11 (+5 drd, +3 wis, +2 feat), Swim +2/3 (+3 drd, -2 str)
Languages Common, Druidic, Halfling
SQ Fearless, Halfling Luck, Keen Senses, Swift as Shadows, Nature Sense (Ex), Resist Nature's Lure (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +6 (Ex), Wild Shape (1/day) (Su), Wild Shape (Beast Shape I: Small - Medium animal), Woodland Stride (Ex)
Combat Gear Leather Armor, Sling staff; Other Gear Cloak of Elvenkind, Chalk, Fishhook, Flint and steel, Handy Haversack (28 @ 35 lbs), Heatstone, Ring of Protection +1, Scent cloak, Sewing needle, Smokestick, Spell component pouch, String (50'), Sunrod (5), Tanglefoot bag (4), Thread (50 ft.), Vermin repellent, Wand of Cure Light Wounds, Waterskin, Signal Whistle
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SPECIAL ABILITIES
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Nature Bond (Ex) Mud Domain.
Fearless +2 morale bonus vs Fear saves.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small - Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
flykiller RPG Superstar Season 9 Top 32 |
An awesome Dwarf/Elf rivalry game I'm playing in is looking for one dwarf (or gnome) and two or three elves (or halflings). The respective recruitment threads are here and here.
I'm playing for the dwarf team and it's very enjoyable so far. Dwarves have six level 3 players at the moment, elves are still level 2 and only 4 players, so they are in need of some serious help to even stand a slightest chance :)
GM/Lictor Lane |
Map of what you've explored so far.
Basically, you have explored the right side of the first floor. From what you can tell, the exterior of the other side is symmetrical to what you have explored so far, so you can surmise that there is some undetermined space in the middle and presumably there is a way upstairs.
Emmett Escheus |
Please note I'll be away from Friday to Monday.
Emmett Escheus |
Please note I'll be mostly away Monday and Tuesday.
Emmett Escheus |
Please note I'll be away from Friday to Monday.
Emmett Escheus |
My vacation plans are pretty much settled.
Approximately, I'll be away:
June 14-17, no access
June 23 to July 24, no access
July 28 to August 5, spotty access
Emmett Escheus |
My plans have changed dramatically (in a good way in fact), so I'll be bearer a computer than I thought this Summer. I'll give the dates where I can't post as usual.
Emmett Escheus |
Please note that I'll be far from a computer from Thursday the 28, until probably Sunday the 8. I might have limited access, but nothing is certain at this moment.