Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
"A piece of land? Sound interesting, sadly however, the only means I have at the moment to invest is the fifty gold you just gave us. Not sure if that would be enough to get something big enough for any long term stay. But I will keep this in mind for later."
Turning to the rest of the group. "What now? Back to Adaela or to the general store where our friend can sell her furs?"
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th
Let's head to the General store to get Zooif's trades dealt with and then go find Adaela... to be honest though I would rather we not buy or sell anything else till we talk to Adaela... I'm a little worried that we might have stepped on her toes when we sold those weapons. Upon further consideration I'm worried that now she'll have to completely restock the whole armory there.
After some haggling you sold the pelts, to Zooif's pleasure and went looking for Adaela Praet.
On your way to the Stone Hall you notice that the weather has not improved, and what's even worse, a powerful storm breaks off from the growing mass offshore and begins barreling towards the town. People are clearly agitated as it is obvious the storms will hit Pridon's Hearth.
When you came near the Stone Hall, Adaela was finishing instructing her militia. They salute and run in different directions.
"I'm afraid I need your help again," she approaches you. "The storm is sudden and I'm afraid we are not properly prepared."
"I decreed that this building," she points at the Stone Hall. "Will serve as a headquarters and a refuge for citizens. I've sent my men off to convey that to everyone, and for now we will wait. In the meantime, you can help with me around town - you did good job with the fort, so I trust you with this. Can you help with reinforcing houses, collecting supplies here, and keeping the citizens calm and coordinated? I'll give you an authority to act on my behalf - that is, issue commands and arrest criminals."
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th
Saurek goes into survival mode and doesn't pretend to care about stepping on peoples toes or giving others a chance to speak...
We have the food and construction supplies from the Fort that we hadn't figured out what to do with yet... We'll leave the food at Stone Hall to help with the mouths that will need feeding eventually. The construction supplies we can handout freely as we go about getting people organized. No reason for someone to get stuck in the storm for want of some nails to secure a window.
We can cover more ground if we split up... Sulia and Trem are our best speakers and will do the best jobs at keeping people calm. I'll go with Trem to make sure he has someone capable of dealing with any injured with him. Visrub please keep an eye on Sulia and make sure no one gets any silly ideas thinking she can be pushed around because she is a woman.
Turning to the two small sized companions that have been tailing the party...
Kukho isaqhwithi esikhulu abezayo Adaela, inkokeli okulwa wethu wenze ukwakha le ndawo abo bengenayo enye ukuya ekhuselekileyo. Uye wasinika imiyalelo ukuze enzele edolophini uqhwithela. Ungakhankanya noba sihlale apha nje sihlale endleleni okanye ufuna ukunceda angahamba Sulia and Visrub njengoko kuncedisa preperations ngenxa yesaqhwithi. Hopefully they'll decide to help out and give you guys a couple more bodies to deal with any chance encounters with looters or town drunks.
Not waiting for a response from the Halfling or Gripli.
Let's give Kervo the crates of food. and split up the construction supplies to pass out as needed. Any other thoughts?
As he says this last part Sau're'!K looks to Adaela to see if she has any more suggestions as well as his companions.
PolyGlot:
There's a big storm coming and Adaela, the leader of our warriors has made this building the safe place for those who have nowhere else to go. She has given us orders to help prepare the town for the storm. You can either stay here, and just stay out of the way. Or if you want to help, go with Sulia and Visrub as they help with preperations for the storm.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Trem being more of a talker than a doer just look at Saurek taking charges. He tries to think up something smart and constructive to add, but realise that he is just doesn't have the knowledge needed to help in this situation. He moves over to Saurek and nods.
"Ndiza kuhlala endleleni," Zooif shakes her head unenthusiastically.
Muhdzuzi is just the opposite, eager to offer his assistance. "Kunjalo ndiza kukunceda."
"I can't thank you enough," Adaela briefly smiles. "I'll be here, coordinating and helping evacuees."
Polyglot(Zooif):
"I'll stay out of the way."
Polyglot(Muhdzuzi):
"Of course I'll help."
So, there are three tasks:
1. Boarding up any windows and openings in houses and reinforcing weak structures.
2. Keeping the population calm and relieved.
3. Move supplies - food, water, clothing - to the Stone Hall or the Countinghouse of Abadar as they are the only building made of stone.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
We dropped the food supplies we had from the fort at the Stone Hall, so not sure if we need to get more. I suppose I need to make some rolls to keep the population calm, I just don't know how many I need to make. As for boarding up and reinforcing, if Sarari can, she'll work on that.
Trem walks around the village, trying to calm anyone he sees that are panicking.
"I know the storm is bad, but the town officials are working on a plan to keep everyone safe. If you can, board up your homes and shops.
We have people walking the streets that can lend a hand if needed, to make sure you stay safe. If, however, you feel like it won't be enough, gather some essentials from your home and proceed to the Stone Hall or the Countinghouse of Abadar. There are people there that will guide you to find a spot inside to weather the storm. Remember, only the essential. Food, water, some clothes and blankets. Move quickly but do not run. This will help to prevent any serious injuries."
Visruþ will help Sulia - using his bluff skill (+6) if necessary.
Maybe enlisting Muhdzuzi to help with the charm department.
Since halflings usually have more of that than tieflings.
Bluff rolls (if needed):
"Everything is fine! Nothing to worry about!" … or something along those lines …
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th
Sau're'!K makes his primary concern keeping an eye out for trouble that might arise. This means watching for people who could use some reassuring or persuasion from Trem and drawing his attention to them as well as looking out for hazards or supplies that might have been overlooked by others. Any supplies he finds will be carried back to the stone house with the help of Re'!K'th.
During these hours you work hard on preparing the town for an unexpected storm.
Efforts of Trem, Sulia, Visruþ and Muhdzuzi were a huge success - even the smallest seeds of panic and disorder disappears after people listen to their words.
Those who are able, begin helping with moving the supplies and cutting the wood to board up any glass windows, shutters and any other place wind or rain can break through. With Sarari's help in cutting and hammering boards in the work goes a bit smoother.
Saurek manages to coerce the town’s few beasts of burden to haul goods to the safe locations, in addition to the supplies his Rekth is able to carry.
On your way back to the Stone Hall you hear some commotion and decide to check what is wrong. You arrive just in time to see a large creature exiting one of the houses - it has rough, green hide, hands ending in claws and a bestial face with a hideous, tusked underbite. It seems to be stuffing its bag with the things it stole from the houses it looted. The creature makes a loud growl and charges into you swinging its club at the closest person - it happens to be Saurek. That's 7 damage
It's a troll. It is astonishingly strong, has claws and tasks that are incredibly sharp and regenerative powers. A troll is a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll's advance.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Knowledge Nature:1d20 + 5 ⇒ (14) + 5 = 19
"A troll, here? Now? We don't have time for this!" Trem nods at Sarari and then start summoning arcane energy and release it on the ground under the troll. Grease, Reflex DC 15 The ground under the troll become shiny as a thin layer of viscous liquid appears under him. "Anyone has a fire source on him?"
Just as the spell takes effect, Sarari move forward, taking out her greatsword in a swift movement. When she gets within striking distance of the troll, she swings it down in one powerful attack.
Power Attack:1d20 + 5 ⇒ (1) + 5 = 6
But she was overconfident and misjudged the her attack. The sword striking the ground right in front of the troll.
Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per DayFirst: 6/6; SLA Daylight 1/1
"Ewww that's gross!" Sulia disparages, drawing her mace and shield. "What's it doing here?"
She raises her shield and chants some words, releasing a wave of divine energy that bolsters everyone's fighting ability. Casting Bless to buff the party this round.
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th
Knowledge (nature):1d20 + 7 ⇒ (1) + 7 = 8
Saurek looks at the creature not knowing what it is . But he knows it hits hard. He draws his scimitar and swings at the beast.
Muhdzuzi throws a stone from his sling, staying well out of the troll's reach, but misses and stone flies somewhere over the roofs.
The troll slips on the greasy liquid and falls, roaring viciously. It stands up at once and swings his club at Rekth, but not yet recovered from the fall hits the ground instead.
Your turn. Also, the troll provoked an AoO from Rekth and Sarari by standing up.
As the troll tries to get up, Sarari follow the mouvement by slashing her sword upward. Then after the creature attacked, Sarari used the fact that she is now flanking with Rekth to finally draw some blood.
This time the attack connects and tears a piece of flesh of the trolls.
Not wanting to just stand there, Trem moves to find a opening, and uses arcane words to summon a green globe of energy. He then send it flying toward the creature.
Sulia and Muhdzuzi both shoot their weapons and both hit the the target. With that being the last straw, the troll howls and runs away from you. Visruþ manages to land a thrust on the troll during its escape. Your turn. The troll is about 100 away feet from you.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Looking at the troll run away. "Gods! Do that thing run fast or what?" He then turn around to look if there is any injured people around. If there is not, he will look at the damaged the troll did.
Sarari follow after the troll double move only, 60ft to make sure he leaves the village and not turn back our way or attack other people.
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th
Sai're'!K whistles for Re'!K'th to back down and then cast a cure light on himself.
Cure light:1d8 + 2 ⇒ (3) + 2 = 5
After examining his own wound he eats a Good berry.
I think I'm the only one who got hurt and I should be fully healed after I rest.
The Druid looks off into the distance as the Troll makes his escape.
A Troll you say? never seen one before... If it wasn't for the storm I would say we should track it down... but the storm is the bigger danger. Lets get back and report the presence of this thing to Adaela.
Sarari follows the troll for a bit, to make sure it runs out of town, and it does - the creature makes a run into the jungles.
While you hurry to the Stone Hall, you notice that there are a lot less people on the street and that the storm has come even closer to the town, even flooding the low ground.
Adaela meets you at the entrance.
"Good, you're all right," she breathes out. "Some of my men told me about a troll looting the houses, is it true?"
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
"Yes, it was true. Though we were unable to kill it, we did chase it out of town. It ran right back into the jungle. Are such creature frequent here? If so, we might want to think about building some sort of a perimeter around the town to prevent future problems like this."
He looks around to get a feel of the situation.
"Do we have everyone, or is there some people that still need help out there?"
"Not at all, the few we've seen usually keep to themselves."
Adaela draws a sigh.
"There are actually," she rubs her nose. "Three people left in Island Town. Amal Rashid, Maso Pareto and Mirya Oyin. I have no idea what they're thinking, refusing to leave their homes in this situation. In Island Town of most places - the place is surrounded by water!"
"If you persuade them to get here, that would be very helpful," she asks and describes how to get to them.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
"I'll go with you. We might have a better chance to convince them, all of them to get off that island if we go together. And also, Sarari will cover our backs if we get into danger."
A short trip through the downpour and gusts of wind brings you to Amal Rashid's house. After your heavy knocking, the door slightly opens and you see a young man with brown eyes and braided hair.
"I'm telling you again, I won't leave my house," he is clearly irritated and does not look outside much.
Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per DayFirst: 6/6; SLA Daylight 1/1
Using Guidance on myself before the door opens. 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 "Sir, You won't be abandoning your house, but rather getting somewhere more safe temporarily. The rest of the town will be worried about you if you're here all alone." Sulia reasons. "My companions and I came across a troll breaking into houses while we were in town and I'm just worried you'd get attacked by it. The house will still be here when you get back. Now c'mon honey, I'll help you grab some stuff before we go."
Sulia will try to talk the man into coming with them, and will help him quickly grab what he'll need before they go. She'll also take note of the condition of the house as she's inside it.
Sau're'!k stays quiet and looks around nonchalantly for anything that might give him clues to the mans reasons for wanting to stay here (I.e. Is he drunk... are there any graves on the property... is the room behind him a mess... is the place unkempt...).
Rashid hesitantly opens the door a bit wider - enough for you to enter. He doesn't resist if you enter, but feels uneasy with you inside.
"A t-troll? But you've dealt with him, right? I-it's not in the town anymore?"
Saurek:
Rashid's body language, his reluctance to look outside and unwillingness to leave his house tell Saurek that Rashid suffers from agoraphobia - a fear of crowds and open spaces.
"W-what?!" Rashid jumps up at Visruþ's words. "Oh god... What should I do?.."
He starts walking going back and forth, torn between the danger of the troll and his fear. A few moments later he stops and hesitantly says "Do I have to? I'm pretty far from the walls..."
Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per DayFirst: 6/6; SLA Daylight 1/1
"Here."Sulia offers, taking her cloak off and spreading it over him. "You can stay under my cloak while we walk. It will keep the rain off you and the stone building will be nice and cozy. All right?" She smiles encouragingly.
Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Diplomacy:1d20 + 10 ⇒ (6) + 10 = 16
Trem tries to remember which of the stone building was the least filled up of evacuees and had a smaller room so that Rashid could hide there.
"Look friend, the storm will hit soon, and you really don't want to be here all alone with no help nearby. We can help you get to a nice solid stone building where you will be safe. And I think we can even find you a little cozy spot just for you to wait the storm out."
Trem smiles at Rashid. "Your life is more important than your possessions. And if someone noticed that you hadn't left your house, that probably means that other people probably want you to stay alive has well. So what do you say? Do you want to come with us?"
Synopsis:
Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!
Hi there, everyone interested! I decided that it is time for me to join the ranks of the DMs. As you have probably guessed I will be running an Ire of the Storm. This module provides a bit of everything - combat, wilderness exploration and social interactions. The players can expect to reach 6th level by the end of it.
Starting Level: PCs will start at 1st level.
Alignment: No evil.
Ability Scores: 20 Point Buy.
HP: Max at 1st level, then 1/2 HD +1.
Skills: Background Skills are in use.
Traits: 2, no drawbacks.
Starting Wealth: Average of the class starting wealth.
Races: Core, plus Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling and Undine.
Classes: Core, Base (except Vigilante) and Hybrid. No Alternate classes. Use Unchained version of the class if available.
Firearms: No guns, so use Bolt Ace for Gunslinger.
Posting considerations:
Once per day is the usual around here, so we will use this. Once every other day will be fine too. Although, try not to stall combat - you will be botted if you do not post in 24 hours since my last post.
Applications:
The party size will be 3 to 5 characters. I already have one player, so that leaves 2 to 4 free slots.
A complete application should include stats, backstory and description. Backstory does not need to be long - a paragraph will be fine. Include why are you sailing to Pridon's Hearth.
Recruitment will be open for a week, until the next Wednesday, October the 5rd, 00:00 GMT. I will choose characters in a day and then we will begin.
Interested, thinking a cleric of Abadar sailing to Pridon's Hearth to bolster the advance of Civilization in this brave colony! Possibly cleric(evangelist) or warpriest instead, likely human.
Would you be willing to consider things from other paizo sources if provided with a link?
At first I just wanted to say "everything Paizo on prd", but that's just too broad. So sure, post a link if you like something from outside those sources.
OZERET KARANYE
Female Aasimar oracle 1
LG medium outsider (native)
Init +7; Senses Darkvision (60 ft.), Perception +6
Languages Celestial, Common
Abilities Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 19
AC 16, touch 11, flat-footed 15
hp 10 (1d8+1[con]+1[FC])
Fort +1, Ref +1, Will +3
Resistances Acid 5, Cold 5, Electricity 5
Speed 20 ft.
Melee morningstar +2 (1d8+2)
BAB +0; CMB +2; CMD 13
Feats Improved Initiative
Traits Indomitable Faith, Reactionary
Inventory morningstar; scale mail; alchemist's fire
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Oracle's Curse Haunted
Mystery Battle
Revelations War Sight
Backstory:
Ozeret was born to a pair of farmers in Katapesh. Being an angelic creature, her birth was taken as a good omen. This quickly changed, however, as a plague erupted just weeks after her birth, claiming many a local's life. Following a lynch on her mother, the aasimar baby was sent to a monastery dedicated to Irori.
Things weren't quite well there, either; the aasimar was hated by her fellow monks for her natural "perfection". They mocked her, beat her, tried to make her "normal". Ozeret suffered this for eleven years, praying to Irori- to no avail.
But one day, as she was lying in her bed, something happened. Her morningstar started floating around, scratching humanoid figures on the walls and smashing them. Ozeret grabbed the weapon, and a voice boomed in her head.
With Gorum lies your salvation. Prove your worth. Come with me.
With no hope for her current life, Ozeret happily accepted the mysterious offer. The spirit that embodied her morningstar still lingers, causing mayhem around her. And now, on her way to Sargava, Ozeret can only wonder what Gorum has planned for her.
Description:
While most Katapeshi have bronze skin, Ozeret's is special- it actually is a rusty, metallic bronze, shining in the warm sun like a beautiful piece of brass. Standing at 5'6'', the 35-year-old Aasimar has the general features of a human, except smoother and more delicate. While she may stand out in a crowd, Ozeret's otherworldly beauty can persuade even the most stubborn to aid her.
Hopefully I filled this application correctly.
Now, sorry for a slightly noobish question, but can I get PFS credit for playing this module in Campaign Mode or do I have to play a dedicated PFS Campaign Mode game for that?
Kashuya
Female Elf Witch (Patron - Spirits)
N Humanoid
Init +7; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11
hp 8
Fort +1, Ref +3, Will +2 (+2 v Enchantment)
--------------------
Offense
--------------------
Speed 20 ft. (due to medium load)
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4+1/19-20)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st — Sleep (DC 15), CLW (x1)
. . 0 (at will)—Detect magic, Guidance, Light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Breadth of Experience
Skills Spellcraft +8(+10 to identify magical items), Survival +5, Swim +5, Knowledge Nature +10, Heal +4, Knowledge Arcana +10. Other knowledge checks rolled at +6
Background skills Linguistics +5, Craft Alchemy +8
Languages Common, Elven, Gnoll, Sylvan, Celestial, Draconic, Auran
Traits Poverty-striken, River Rat
Gear Belt pouch, Spell component pouch, Quarterstaff, Cold Iron Dagger, Silver Mace, 50 ft silk rope, (3) torches, Flint and Steel, Waterskin, String, MW thieves tools, 2 Trail rations, Haramaki, Grappling arrow, Hot weather gear, Shortbow, 80 arrows, Grappling arrow, Backpack, Hammer, 4 pitons, 2 sacks, Charcoal, 10.8 gp left over
Wt = 47 – medium load
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Special Abilities
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Hex: Water Lung
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Familiar is a Greensting Scorpion. (+4 init)
Spells stored in Familiar:
Cantrips: All
Lvl 1 spells:
Sleep, CLW, Mage Armor, Burning Hands, Ear Piercing Scream, Comprehend Languages
Will there be time for crafting stuff? If no - I'll remove alchemist crafting kit. Backstory will come in a bit.
Here's my application, with Visruþ, a Tiefling Magus.
Summary:
Visruþ (Tiefling Magus)
Visruþ is a free spirited tiefling magus originally from Cheliax. He left oppressive Cheliax to seek his fortune in the former Chelish colony of Sargava.
Early Life (back story):
Visruþ ("viz-RUHTH") is originally from the town of Khari, Cheliax's sole holding on the continent of Garund. Like tieflings throughout Golarion, Visruþ was at the bottom of the social ladder. At best. He has alabaster-white skin, despite being from sun-baked Garund. His natural hair colour is a light shade of purple. His irises are crimson, with the horizontal pupils of a goats eyes. He has vestigial horns that are cobalt blue. Like many tieflings, he does have a thin prehensile tail, which he uses to pick up objects.
He is a gifted liar, very dexterous, hale, and quite intelligent. Needless to say, his nefarious appearance makes him socially awkward. All of which lend themselves to combining his two favourite vocations: combat and magic.
His Garundi mother, Eshena, died when Visruþ was in his thirties. Eshena never told Visruþ how he came to have his fiendish taint.
Visruþ is a rebellious free spirit at heart. Something he kept hidden from the Chelish authorities in Khari. While he may be free spirited, and often imprudent, he is neither suicidal nor stupid.
Not long after Eshena died, Visruþ used his silver tongue to get himself aboard a cargo ship bound for Eledar, the capital of Sargava. He had no plan whatsoever. All he wanted to do was leave oppressive Cheliax.
Glad to be out of Cheliax, Visruþ made a living acting as a guide to visitors to Eledar. Over time, he managed to learn some martial skills, as well as a few spells.
Visruþ has become bored with his work, though. For that reason alone, he decided to go to Pridon's Hearth for a fresh start. He wants to see if he can finally use his talents to make his own fortune there. Free of the burden of authority, of course.
Stat Block:
Visruþ
Male tiefling magus 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armour, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
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Offence
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Speed 30 ft. (20 ft. in armour)
Melee light mace +3 (1d6+2) or
rapier +3 (1d6+2/18-20)
Ranged sling +3 (1d4+2)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +4)
1st—colour spray (DC 14), grease
0 (at will)—acid splash, disrupt undead, ray of frost
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Statistics
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Str 14, Dex 17, Con 14, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits fast-talker, pragmatic activator
Skills Acrobatics +0 (-4 to jump), Appraise +4, Bluff +6, Knowledge (arcana) +7, Linguistics +4, Perception +0, Spellcraft +7, Stealth +2, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Infernal, Orc, Polyglot
SQ prehensile tail
Other Gear studded leather, light mace, rapier, sling, sling bullets (10), sling bullets (10), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 68 gp, 9 sp
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Tracked Resources
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Arcane Pool +1 (4/day) (Su) - 0/4
Sling bullets - 0/10
Sling bullets - 0/10
Trail rations - 0/5
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
====================
Extra Notes
Physical Description:
• Age: 53, Height: 5' 8" (173 cm), Weight: 170 lbs. (77 kg)
• Hair: light purple
• Eyes: Amber, with horizontal goat-like irises
• Skin: Alabaster, with a youthful face
• Ears: slightly pointed, like a half-elf
• Horns: vestigial cobalt-blue horns, easily covered with a hood
Tiefling Racial Traits (incl. alternates):
• Darkvision (60 feet)
• Fiendish Resistance (Cold 5, Electricity 5, Fire 5)
• Maw or Claws, Claws (2x1d4 natural claw attacks)
• replaces spell-like ability (darkness)
• Prehensile Tail (can grasp small items on self as a swift action)
• replaces Fiendish Sorcery
• Skilled (+2 to both Bluff and Stealth)
Traits:
• Fast Talker; +1 to Bluff and Bluff is a class skill
• Pragmatic Activator; use INT bonus instead of CHA for Use Magic Device checks
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Kashuya
Female Elf Witch (Patron - Spirits)
N Humanoid
Init +7; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 13, flat-footed 11
hp 8
Fort +1, Ref +3, Will +2 (+2 v Enchantment)
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Offense
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Speed 20 ft. (due to medium load)
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4+1/19-20)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st — Sleep (DC 15), CLW (x1)
. . 0 (at will)—Detect magic, Guidance, Light
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Breadth of Experience
Skills Spellcraft +8(+10 to identify magical items), Survival +5, Swim +5, Knowledge Nature +10, Heal +4, Knowledge Arcana +10. Other knowledge checks rolled at +6
Background skills Linguistics +5, Craft Alchemy +8
Languages Common, Elven, Gnoll, Sylvan, Celestial, Draconic, Auran
Traits Poverty-striken, River Rat
Gear Belt pouch, Spell component pouch, Quarterstaff, Cold Iron Dagger, Alchemist kit, 50 ft silk rope, (3) torches, Flint and Steel, Waterskin, String, MW thieves tools, 2 Trail rations, Haramaki, Grappling arrow, Hot weather gear, Shortbow, 80 arrows, Grappling arrow, Backpack, Hammer, 4 pitons, 2 sacks, Charcoal, 10.8 gp left over
Wt = 47 – medium load
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Special Abilities
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Hex: Water Lung
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Familiar is a Greensting Scorpion. (+4 init)
Spells stored in Familiar:
Cantrips: All
Lvl 1 spells:
Sleep, CLW, Mage Armor, Burning Hands, Ear Piercing Scream, Comprehend Languages, ill omen
Kashuya backstory:
Kashuya never knew who her father was. Probably some feckless, footloose bard who had a one-night stand with her mother then left them high and dry. Her mother tried to find a way to support them, taking any job that would pay, but found nothing. They were often left to scavange whatever they could out of the dumps. One day, her mother came back with meat dumplings, something Kashuya had never had an opportunity to try before. When she asked her mother where she got them, her mother replied that she had found a group of people who would take care of the. Little did Kashuya know that her mother, driven to desperation, had turned to working for gangs. One day, her mother didn't come back, a victim of a gangland stabbing. Kashuya's mother's gang, the river rats, came to Kashuya to ask her to take her mothers place. Having the choice of working for them or starving, Kashyya joined them.
When an attempt to rob a merchant vessel turned sour, she got stabbed and passed out, they abandoned her in one of the dark alleyways so they could make their getaway.
She should have died that day, but for a mysterious entity that intervened. "It's not your time. Go back to the landof the living and carry out my will." She woke up, weak and bloodied, with the stab wound by her side, but her hand was glowing with eldritch energy. She placed her hand to the stab wound and saw it heal before her eyes. She staggered out of that alleyway that had nearly been her grave and vowed to make the best use of this second chance. She turned away from her life of crime, and left the city. She was joined by a greensting scorpion that showed her what things in the wild were edible, and she has wandered the lands ever since.She has had visions of Piridons Hearth and is looking to catch a ship there.
Here's my application, with Visruþ, a Tiefling Magus.
Everyone - meet Visruþ, the magus for the booked slot.
Marius Starfe wrote:
If there is still space, I could make a human fighter(Cad archetype) or a straight fighter.
The recruitment will be open for a week.
TheSuperDodo wrote:
Now, sorry for a slightly noobish question, but can I get PFS credit for playing this module in Campaign Mode or do I have to play a dedicated PFS Campaign Mode game for that?
I'm not familiar with PFS rules, but as far as I know, you have to play a dedicated PFS game with a PFS character to get a credit.
Just a Mort wrote:
Will there be time for crafting stuff? If no - I'll remove alchemist crafting kit. Backstory will come in a bit.
That depends on you. If you want, there will be some time for craft. If you don't - there won't be any. :)
Jiqs wrote:
The only thing the build has that you didn't mention is Variant Multi-classing. Please let me know if you would prefer me not to use it.
You can use VMC if you want. Remember though, that you only get a 3rd level ability, as this module only reaches the 6th level.
Eh okay, I'll leave it as it is. Depending on how module goes, I may get craft wondrous. The idea is that we're going to some unknown backwater, so I wondered how woodsy it would get - to the point we end up crafting our own arrows? ;)
There are basic shops. You can buy almost any mundane equipment, within reason. Long swords, arrows, bolts, bucklers? Sure. Katars, katanas, falcatas, full plates, eastern armor? Nope. But you can give the local smith a blueprint.
Campaign Mode: For sanctioned modules and Adventure Paths, GMs are allowed to use their own rules for character creation and running the presented content (the entire book or series). Credit is applied to an appropriate Roleplaying Guild character as if the character created was a pregenerated character.
My question was whether or not I'm allowed to get credit for playing according to the rules above, but I guess I'll just play for fun. Oh well :P
Also, I forgot to include my skills. Ozeret's got a rank in Perception, Diplomacy, Intimidate and Sense Motive as Adventure Skills and Knowledge (History) and Knowledge (Engineering) as Background Skills.
Gareth Barrens was born amongst the poverty of Old Korvosa. Growing up on the streets he learned to always be ready for a fight. He also became quite adept at using whatever was nearby to starling efficiency. Eventually he started running with a small gang of hoodlums who took orders from the Cerulean Society. However he simply couldn’t stomach profiting off those that had nothing to begin with. Falling out of favor with his old friends and more worrisome, the Cerulean Society has left him little future in Korvosa. Fearing reprisals from his gang or the Society, his only option is to leave Korvosa. Taking what skills he has learned and the modesty fortune he has collected, he has set sail southward. He is looking for a place on the other side of civilization that he can start again. A place he could flourish in.
Oh my god, it's the legendary Doomed Hero who wrote the fabled manual of play-by-posting that has inspired so many Forumites to take up PBP.
*Squee*
My backstory may change a bit, subject to another player signing up for this. If the person signs up, we'll make joint submissions. Either we both get in or we don't.
But...but... you're the one people refer to everyone starting to get into the PBP medium. Your guide is the holy grail of PBP! GMs speak of your name in awe.
Others may have written guides on classes, but what you have done is far greater in magnitude and scope. You have started the Pathfinder PBP revolution.
How could you not get Squeed before! Did no one recognize your august presence?
The only thing this module assumes, is that "the PCs have never been to Pridon’s Hearth, and have heard only vague news about it in major Sargavan settlements such as Eleder, or from recruiters throughout the Inner Sea region."
Charming, confident and clueless. Those three words describe Trem completely. He likes to talk his way out (and even sometimes into) troubles if he can. But when he can’t, that’s where Sarari step in. He is used to have nice things in life and this life on the road take it’s toll on him. Physicaly, he is 5’9’’ 175 lbs, typical black hair and pale skin.
Background/Intro:
Walking into Pridon’s Hearth, Trem look at his trusty companion.
‘’Well here we are Sarari, Pridon’s Hearth! Our new home for a while.
After weeks of traveling, Trem was convinced by rumors that going to a brand new colony would allow him to not only make a name for himself but also refill his purse. Born in Cheliax, Trem was lucky to be from a family that had enough money to allowed him to learn the arcane craft. Everything was going smoothly until Trem summoned Sarari. Summoning a celestial wasn’t a good idea in Cheliax, even worst when that celestial was an Azata. The surpirsed look of his master, the whispers from other students and the sudden interest of the church in his life made Trem understand that being elsewhere was a good idea. So, grabbing a few item, Trem left in the middle of the night and never turned back.
Maybe one day we’ll be able to go back.’’ So what do you think, should we look for some work? Or should we convinced someone that they are looking for company to share their meal? ‘’
Here's an elf slayer by Captain collateral damage. I'll get the stats and fluff up tomorrow.
Question: Would you allow thistle arrows? And if so, what is your ruling on how much bleed damage they do? It's not really clear to me.
Murph's evangelist cleric, mostly finished. Decided to go Shelyn rather than Abadar; a buffer / controller by combat role, an Ansel Adams documenter of Garund's natural beauty by personality.
I present Sulia Farwander, Aasimar Oracle of the Heavens.
My submission:
Sulia Farwander
Female aasimar oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +2 (1d3+2) or
. . heavy mace +2 (1d8+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—daylight Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bane (DC 15), bless, cure light wounds
. . 0 (at will)—detect magic, ghost sound (DC 14), guidance, mage hand, purify food and drink (DC 14), stabilize
. . Mystery Heavens
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting
Traits armor expert, celestial contact
Skills Acrobatics -4 (-8 to jump), Artistry (philosophy) +4, Diplomacy +6, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +6, Spellcraft +4, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ oracle's curse (haunted), revelation (moonlight bridge[APG])
Other Gear scale mail, heavy wooden shield, heavy mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 72 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Moonlight Bridge (10', 4/day, DC 14) (Su) Create a 10' bridge of moonlight from your position. It lasts 24h or until you cross it.
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Sulia Farwander is a beautiful woman, with waist-length hair that might actually be spun gold. It shifts and waves constantly, as if under a strong breeze even inside or when there's no wind. Her eyes are as blue and clear as perfect sapphires, and lips like scarlet rose petals. Her skin is alabaster and smooth as stone. She wears finely polished scale mail that is covered wtih a tabbard bearing the crest of the Farwander family, as well as the symbol of Gozreh carved into a wooden shield on her back. At her waist is a heavy mace that looks clean and very well maintained.
Sulia Farwander is the daughter of a family of Aasimars going back several generations. Her family has a tradition of going out into the world to hone their skills, earn some money, and bring home a potential suitor to continue on the family line. Sulia is the younger of two daughters, and is not as concerned about the finding a suiter as her elder sister is. She's all the way in Tien Xia, last Sulia heard.
Instead, the young oracle is out searching for a way to help people and make some money in the process. She decided on Sargava's newest colony, the place that would most likely need her help. Her family spirit follows her, both watching her on behalf of her parents and simultaneously having fun mischief-making while it's free from the ancestral home.
So many Northerners. So many people coming to the jungle. So many end up dead because they do not know the dangers of the Jungle. Quicksand, Dinosaurs, Lizardmen, Diseases, and poisonous plantsare just a few of the dangers that kill people who are strangers to the Jungle. This is why people need a good guide when they leave the safety of the settlements. This is why YOU need the best Jungle guide there is. You need me, Sau're'!K.
Sau're'!K is a Saurian Shaman Druid who is a Zenj native of Sargava.
When you say no Hybrid classes, does that include the Magus, Shaman, oracle and characters from the Advanced Class guide?
I have a few options and a day to decide :)