(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
The hooded figure looks down at her empty hands and curses loudly in orc-ish accent. "By Grulac's depredated gill. Run you primate."
Her heavy words are filled with vehemence and vitriol, some for herself and the stupidity of throwing away her knife. Hidden deep in the dark folds she produces a varnished sling-shot. With a step she moves and fires a lead bullet.
It wings it's way close towards the baboon.
Free: 5' Step back to (BT, -15) Move: Retrieve Slingshot Standard: Fire @ Baboon 4:1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11; Damage:1d4 ⇒ 2
Having finally felled his target, Corneilious moves towards the other pugwampis.
Floor Attack:1d20 ⇒ 14
When he comes within just feet of the cowering gremlin, the creature's demeanor takes a sudden turn for the vicious. Like a cornered animal, it suddenly lunges at the inquisitor, thrusting at him with its dagger.
Pugwampi 1 Readied Attack:1d20 + 3 ⇒ (16) + 3 = 19 Pugwampi 1 Damage:1d2 - 4 ⇒ (2) - 4 = -2
The tiny blade pierces Corneilious' cheek, drawing a wicked smile from the pugwampi. Corneilious takes 1 point of nonlethal damage.
However, its grin of triumph fades almost immediately when he raises his blade once more. Despite Jaykae's plea, he brings down the blade, wiping it out with a single blow. Pugwampi 1 is unconscious.
Keiko glances around and says to Jaykae, "Whoa, whoa! Don't run on this glass, your feet'll get slashed, so don't move so fast!"
She starts casting a spell.
Keiko casts ghost sound to make it sound like reinforcements are coming, in case anyone would like to try and intimidate their opponents into submission.
Keiko casts ghost sound, filling the room with the sound of approaching voices and footsteps.
Pugwampi 2 Will Save:1d20 + 4 ⇒ (1) + 4 = 5FAIL
Cornered, injured, and alone, the pugwampi is noticeably distressed by the illusion.
Retrieving her sling, Ruika steps to the side and launches a bullet at the baboon. The small projectile misses the ape, instead flying down the hall.
Alik drops his polearm and draws his dagger, before proceeding to drive its point right into the baboon's eye socket. The animal lets out a brief cry of pain before collapsing. Baboon 4 is unconscious.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
"If any still live." Ruika calls to the group in the kitchen, her guttural tones perfect for intimidation. "Tell 'em to surrender. We can make them loquacious later." she orders.
With Alik having taken care of the last of the Baboons, Garruth moves back to the doorway of the kitchen to see if the others need help. If there's still an enemy up and about he casts a spell in attempt to daze it.
Caster Level check:1d20 + 1 ⇒ (5) + 1 = 6
Sorry didn't realise it was my turn. Move to just outside kitchen, and cast daze if there's any enemies still standing, I think he should have the range, but maps won't work for me today. Not that it really matters with this roll.
Male Ifrit Barbarian: Init +2; Perception +4; Darkvision
Alik retrieves dagger and wipes the baboon's blood on its fur. Sheathing it he retrieves Freaksfire and leans it against the wall at BQ, -15.
Then he grabs a dead or dying baboon by its wrists in one hand and ankles in the other. He then begins sweeping the baboon's body in pendulum like arcs to clear the glass on the floor so those in the kitchen may return to the hallway without danger.
He glances at the tiny distraught pugwampi, and despite its ugly visage, he can't help but feel pity.
"By Sarenrae's fire, I hope we do not have to massacre any more of these pitiful creatures."
Jaykae walks over to her sister and rubs her cheek against hers. Even without being in her true form as well the touch of Keiko's cheek fur is comforting. She keeps her face beside Keiko's as the others go about the clean up business then looks back when Ruika asks about rope.
The twin nods as she takes out some rope and goes over to the pugwampi with it to tie it up. She puts her hands out to show it she wants to tie it up then does so if it responds accordingly.
Tie up pugwampi DC to escape is 19 (as Jaykae has a -1 with CMB - used rules as in http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple) the Tie Up section.
We'll just say that Corneilious gets a hefty circumstance bonus to that Intimidate check. :)
Flinching beneath the inquisitor's gaze, the pugwampi surrenders more out of cowardice than of true understanding of the man's language. The tiny creature sinks against the wall, trembling in fear. Upon hearing Ruika's voice however, its movement abruptly stops, its lopped ears perking up in surprise.
"Θα μιλήσει στη γλώσσα των αρχόντων μας;" the gremlin says with puzzlement, its language noticeably different from the one it and its companions had taunted you with. "Ναι, θα παραδοθεί!"
Gnoll:
"You speak in the tongue of our lords? Yes, I will surrender!"
Under everyone's watch, it makes no attempt to struggle as Jaykae ties it up.
Jaykae smiles as she hears the exchange between Ruika and the pugwampi and pats the creature's shoulder, "I wish I could talk to him too. I can only understand the language with a spell."
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
A thin growl trickles from her throat at the creatures speech, which she instantly stifles - trying not to scare the small thing. "He's a scout for his "overlords". The gnolls." she can hardly speak the last word without the bitterness trickling from her throat.
'No. It's not the little things fault he is a subject of those vile... things.' Ruika takes off her glove revealing a pale beautiful hand which she reassuringly strokes the silken material draped across her shoulder.
Garruth seeing Jaykae rubbing up to her sister can't help but feel a little left out standing near Ruika he wonders if she'd like a fuzzy cheek to rub up to as well, though after her grown and bitterness he decides it might not be the best time.
He smirks towards Jaykae once she's tied the little creature "How come Keiko gets all the affection? I helped too." although his help was most useful against the baboons he didn't do much to help with the pugwampis.
Garruth's question startles Jaykae and she looks up at him with wide, confused eyes trying to understand his reaction then bobs her head down while tilting her cheek to her shoulder with a shy smirk on her face, "I'm used to attention with my sister ... did you want a cheek rub too?"
The catman chuckles softly at Jaykae's reaction and smiles towards her "Well if you're offering, I wouldn't turn one down." He looks towards the woman's twin in her vulpine form "I'd try to sneak one from Keiko too, but I've got the feeling she might bite me."
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
A slightly exasperated gasp slips from Ruika's lips, which could easily be misinterpretted.
Crouching down to put her upon eye-to-cowl level with the tied up creature Ruika continues to translate.
(I'll have a translation here, for you lot that Ruika will whisper in common if you wish)
"Hey, little one. What's your name? Are your masters in the temple? Please don't escape we'll take good care of you."
She barks out a string of strange words. "Γεια σου, μικρό. Ποιο είναι το όνομά σου; Οι δάσκαλοι σας στο ναό; Παρακαλώ μην ξεφύγουν θα πάρει την καλή προσοχή σας."
The cowled one goes to check on his friends calling upon that power deep down inside, which fills her with veneration and happiness rather than the vengeance and hatred of her Orc heritage. Stabilise & CLW on the other pug's if they live....though they are probably dead.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
Diplomacy:1d20 + 1 ⇒ (12) + 1 = 13
Not really used to relating to others without getting into physical contests or using her status in the village she is unsure of how to ensure the compliance of the creature.
"Έτσι θα έρθει μαζί μας. Να υπάρχει πρόβλημα." ('So you come with us. Be no trouble.')
She takes hold of the little creature, then Lyssa pops out from her ankles and looks with big black eyes at the small humanoid.
"Είμαστε ανάξιοι των αρχόντων μας. Έχουμε κρύψει από αυτούς εδώ," the gremlin reluctantly barks at Ruika. It does not seem to raise any objections about being strung along.
Gnoll:
"We are unworthy of our lords. They do not know we are here."
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
'You are worthy of me. Follow me and survive. Just don't change our fates?'
"Είστε άξιος για μένα. Ακολουθήστε μου και να επιβιώσουν. Απλά δεν αλλάζουν τις τύχες μας;" she says kindly to the little creature leading it through he wreckage strewn room.
The pugwampi cocks its head in confusion at Ruika's last comment, but is otherwise obedient. It has no problem walking across the razor-sharp ground. Outside of combat, it is easy enough to focus on getting out of the kitchen unharmed...
Ruika:
You do not sense any magical auras from any of the rooms.
Room at BQ-16:
Quote:
Three long wooden tables and dozens of chairs that once lined this mess hall are in shambles, mostly rotted away with the passage of years. Light shines through several large holes in the ceiling, illuminating a closed door on the east wall.
Room at BT-12:
Quote:
Five austere beds line the north wall of this humble office and living quarters. A dented metal chest rests at the foot of each bed, and a mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
With a small shake of her head, implying that there is no magic to be found here - only death and pain. Leading the creature onwards, she looks into the rooms... they seem to her untrained eye to be quite luxurious with roofs and everything, even if they are in need of a clean.
Keeping the captive pugwampi beside her, the memories flood back. Sometimes she had to hold the prisoners, so that the shaman could perform the 'auguries'. There's a shame and revulsion at the thought, the act too horrific that it still disturbs her sleep. Some captives being either errant tribes-members or people they had captured after a skirmish didn't help ease her discomfort. Deep down she knows that it was too wrong and the stain shall not be removed.
Keeping a hand protectively on the lttle being, she move deeper into the temple with faltering steps.
Male Ifrit Barbarian: Init +2; Perception +4; Darkvision
As Alik's efforts to clear the ground of the glass which was hindering everyone has proven fruitless, he drops the baboon's body and reclaims Freaksfire from where he left it (BQ, -15).
Warily, with an eye out for more wild apes, Alik moves further into the ruined temple. He glances at Ruika and her new 'familiar'. He wonders if the little thing will cause them problems in the future.
Garruth chuckles at Keiko's stage whisper "Touching how protective you are of your sister Kay." With a grin he adds "Or, is it that you just don't want to share?" The catman moves to slip an arm around the foxy lady, and attempt to nuzzle her cheek. He might get bitten but, his mother always said 'Be bold, be confident and you'll go far', or was that the bard in the tavern? wait maybe it was 'Nothing ventured, nothing gained' well somebody somewhere said something about needing to take risks.
Whether he's bitten, gets nuzzles from either of the twins or none of the above Garruth will move along with the others using his snuffler to see if he can pick out any other scents.
Perception:1d20 + 7 ⇒ (17) + 7 = 24or 16 for non smell related perceiving.
Jaykae chuckles as her sister speaks to her and gives Garruth an awkward glance, "I know but he's so fluffy and fun to play with." She says as she turns her head away from the cat man to give her sister a playful wink.
As Garruth comes up to them she rubs her cheek against his then waits to see what her sister does. It might be funny if she did nip Garruth for getting between the two of them and attempting to get a nuzzle. It certainly wouldn't hurt him and even if Keiko growled at him the man would probably find it amusing, or as amusing as Jaykae would find it.
The twin puts that in the back of her mind and looks shyly up at him while humming a sweet tune Keiko would know as her way of bluffing someone to look innocent.
Bluffing Garruth with innocence 1d20 + 4 + 10 ⇒ (1) + 4 + 10 = 15 but she doesn't do as well as normal because she is watching out for dangers at the same time and not taking as much care to bluffing as she normally would. The blonde humanoid is too concerned with what she should be dealing with in the first place so she gives up the innocent act and watches for dangers instead.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
'I suppose violence does make people think of love-play.' Ruika thinks to herself, remembering her tribe and their victory celebrations. She was glad to have been aloof from their debauched rutting.
Moving quietly forward she explores further.
Move to (BW, -18)
(Tee-hee Jaykae isn't that innocent, as Garruth can undoubtably sniff out)
The stench of the apparent living space of the baboons overpowers your sense of smell, but you do not see or hear anything either.
Before leaving the room, Alik sweeps the debris on the ground to the sides - it proves loose enough to move out of the way.
Quote:
Ten bunk beds in various stages of disrepair fill this chamber, which must have once been a dormitory for students. The roof is mostly intact. The east and west walls both bear sturdy wooden doors leading to other rooms, and an open arch in the southeast corner of the room leads into a darkened antechamber, perhaps a large closet.
Male Ifrit Barbarian: Init +2; Perception +4; Darkvision
Alik motions for Ruika and the small pugwampi to stay where they are for the moment.
Alik calls back to the others before allowing Ruika to move forward.
"Is there anything of note where you stand, Catman? Ladies?"
When his gaze falls upon Keiko, Alik's eyes go wide. He shakes his head and blinks. "Well, I hope that is you young Keiko. You wear the same clothes as the blonde woman I saw before yet you appear much...changed."
Alik then shrugs and returns to his watch of the surround while waiting for an 'all clear' from the others.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
She nods at the warriors firm words; inwardly she seethes. 'Who does he think he is. To tell me to stop.... well I will, that'll show him.'
Ruika looks around. In the still air her cloak swishes around her, catching the light in it's dark folds. her little pugwampi friend being herded after her, both by the 'orcs' coaxing and the fiery little fox.
"Yeah, that's me. Keiko. Not feeling myself at the moment, my head's a bit fuzzy, uh, I'm sure there's others I could make, but I am just gonna take a moment to pull some stuff out of my foot..." says Keiko, carefully finding a place to sit and looking after her foot wounds. Ouch, poor foot.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
"You alright, Keiko? I have limited healing abilities." Ruika says to the furred lady, whilst Lyssa looks at her strangely. "Don't mind Lyssa, you got idea for shape-shift from her? Very pretty."
A sagging wooden balcony overlooks this large room, which must once have been the monastery's library. An overpowering odor of musty, rotting paper and old leather fills the air here, and hundreds of books - most too damaged to open without destroying them - litter the floors. Empty bookshelves line the walls of both levels.
Bit of a budget snafu here - had to skimp out on these finer details on the map.
Ruika:
It is little hard to tell from where you stand, but the door to the west definitely leads to the adjacent room. Well, that's a no duh thanks to the map. I'll hold onto your roll for if you go into the room itself. :P
Male Ifrit Barbarian: Init +2; Perception +4; Darkvision
As Alik waits for a sign there is no issue that needs attention before encountering new ones, Corneilious strides with a righteous purpose. He reaches for a door, and Alik raises his hand in alarm, "Wai-!"
But Corneilious has already flung the door open and now stands peering inside. As no apes or worse suddenly grab him and tear him to pieces, Alik lowers his cautionary hand with a sour expression.
"Well fine then," he mutters and walks to the door where the apes entered the room and checks to make sure there is nothing inside that would be of concern or interest.
Alik moves to BT, -12. I don't think anyone has done this yet...?
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
She pokes 3 fingers at the 2 sisters and Garruth, motioning towards herself; "Snuggle later." she lightly barks whether an order or an offer. There's a sympathetic glint to her eyes at Keiko's discomfort, then Ruika remembers her training but cannot quite turn the gaze to callousness.
"I wait here, guard." she whispers across to Corneilious.
Having not been bitten by Keiko Garruth sees once again that his mother, or whoever it was that advised him to be bold, had been proven right. When the vulpine woman complains of her head being fuzzy he smiles towards her "I do have that effect on some women." Seeing her sit and examine her foot the catman is reminded of a stinging pain in his own, that kitchen was a rather unsafe place.
Wrinkling his nose with disgust he shakes his head at Alik's question "No, the stench of those monkies is so foul I can't smell much of anything..." there's a very strong urge to nuzzle in and bury his nose against one of the twins again to fill his sniffer with they're pleasant scent as opposed to the hideous stench in the air.
With Ruika's gruff words he resists and doesn't bother Keiko again. Instead he comes to stand with the dark cloaked lady, and responds to her "Of course my dear, didn't mean to leave you out."
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
There's a slight nervousness in her stance as the charismatic fuzzy Lothario nears her. Ruika shifts slightly embarrassed by the attention; "Leave me out of what?" she throws a questioning and accusatory glance at Alik.
Then Lyssa the fluffy fox moves away from the herding of the pugwampi, scampering over to Garruth's legs where she rubs her muzzle and neck against the Catmans shins. Producing a thick throaty purr, which Ruika can feel deep within her essence.
Smiling towards the dark robed woman, there's no indication that he's noticed her nervousness. "From the snuggle of course. You said you would like some later." which may not really have been what she meant, but that's how Garruth chose to interpret it.
With the affectionate fox coming to rub against his legs Garruth chuckles softly "Well hello to you too." he stoops, to pick her up "It looks like little Lyssa couldn't wait until later." He nuzzles the little furball giving a soft purr of his own.
With Lyssa in his arms the catman wonders about the twins, looking back towards them he's curious if Jaykae can also take a foxlike shape. The cute, innocent look she gave him earlier hinted that there was something hidden, maybe she's just not quite as innocent as she puts on, or maybe she has some hidden special ability too.
(AC 16* [T 12, FF 10]) HP 14/18, Fort +1(0), Ref +3, Will +4 | Init +2 | Per +2
Her eyes go wide in the deep cowl and head moves forward almost becoming visible for the first time. "I..."'never said...oh well.' she watches her friend being picked up and purring in his arms. Then consciously she turns to the others.
With a insistant voice; "Alik, check those foot-lockers. I'll stay and Corneilious..." well she doesn't order the man; knowing he would not take it well.
When Keiko sits to examine her foot Jaykae gasps lightly realizing that she had not noticed. The twin kneels beside her sister and helps to remove the glass and clean the feet trying to make them less painful.
Heal: 1d20 + 2 ⇒ (9) + 2 = 11
"I should have noticed sooner, Keiko. Normally I know when you have been wounded.
Keiko:
Your blood's is so recognizable. I guess that's the problem with these forms."
Source Material: Any Paizo material, provided that it is on the PFSRD.
Ability Scores: 20 point buy.
Race: All core races are permitted, as are alternate racial traits. Bestiary races are allowed if they aren't too crazy. Katapesh has a lot of racial diversity so there is some leeway here.
Class: All core and base classes are permitted.
Traits: Pick two, one of which must be from the player’s guide. The Legacy of Fire campaign traits can be found here.
Background: Provide a brief background that meshes with the campaign trait you chose. You do not have to provide too much detail up front.
Alignment: Any non-evil.
Hit Points: Calculate normally at 1st level. Roll or average for subsequent levels.
Starting Gold: Average.
I have the necromancer build I've been wanting to try, but I understand how that can cause a lot of issues within the party...
Necromancer:
Level 1 Necromancer
Male Tengu Cleric (Crusader) 1
N Medium Humanoid (tengu)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 11 (1d8+1)
Fort +3, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bastard sword +3 (1d10+3/19-20/x2) and
. . Bite (Tengu) -3 (1d3+1/x2) and
. . Gauntlet (from Armor) +2 (1d3+2/x2) and
. . Unarmed strike +2 (1d3+2/x2)
Cleric (Crusader) Spells Prepared (CL 1):
1 (1/day) Cause Fear (DC 14), Cure Light Wounds
0 (at will) Light, Mending
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Versatile Channeler, Weapon Focus (Bastard sword)
Traits Birthmark, Finding Haleen (Cleric)
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +5, Escape Artist -3, Fly -3, Knowledge (religion) +4, Perception +6, Ride -3, Stealth -1, Swim -2
Languages Tengu, Tien
SQ aura, death's kiss (1 rounds) (6/day), domains (undead), glide, spontaneous casting, variant channeling (undeath variant channeling), versatile cleric channel positive energy 1d6 (4/da
Other Gear Scale mail, Bastard sword, 55 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Crusader) Domain (Undead) Associated Domain: Death
Death's Kiss (1 rounds) (6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undeath Variant Channeling Enhanced healing for Undead
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
I've also been thinking about resurrecting Corbyn Osric the Inquisitor, even though the alias is being used for another character or trying something I've never played before like Gunslinger.
A few extra things, I'll be adding more sometime later, hopefully today.
Regarding some of the campaign traits:
Finding Haleen: Keep in mind that multiple PCs that take this trait should be related, either through blood or adoption. This doesn't necessarily limit your racial/class choices, but try to keep it within the realm of believability.
Missionary: Sarenrae is featured very prominently, so she is definitely a recommended choice. Any deity can work, though it will probably take a bit more effort to establish.
Gnoll Killer: You hate those mangy gnolls.
Other stuff:
I'll be using a crit deck, but only for the PCs' benefit. I'm not going out of my way to see you get your limbs hacked off.
I'm going to go ahead and ban the Leadership feat. The Antagonize feat as well, because it's mean and I don't like it.
Here is another build I'm working with in case the necromancer doesn't pan out.
Inquisitor:
Corneilious Blackwall
Human Inquisitor 1
NG Medium Humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d8+4); judgement of sacred healing 1
Fort +3, Ref +1, Will +4
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+4/x2) and
. . The Bastard of Blackwall +5 (1d10+6/19-20/x2) and
. . Unarmed strike +4 (1d3+4/x2)
Ranged Longbow +1 (1d8/x3)
Special Attacks destructive smite +1 (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Evil, Cure Light Wounds
0 (at will) Light, Create Water, Brand (DC 12), Guidance
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 10, Wis 14, Cha 11
Base Atk +0; CMB +4; CMD 15
Feats Judgment Surge (1/day), Toughness +3
Traits Armor Expert, Reclaiming Your Roots
Skills Acrobatics -1 (-5 jump), Climb +5, Escape Artist -2, Fly -2, Intimidate +1, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +6, Ride -2, Sense Motive +3, Stealth -2, Survival +6 (+7 to track), Swim +5 Modifiers monster lore
Languages Common
SQ domains (destruction), judgement (1/day)
Other Gear Scale mail, Arrows (40), Longbow, The Bastard of Blackwall, 13 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Inquisitor Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
I personally like the inquisitor a bit more, partly because out of bias in favor of the class and partly because I already like the liberty you've taken with the campaign trait you chose.
Here's a couple more recommendations and whatnot I thought of. One of which is class-specific.
Languages:
These two will probably get you the most bang for your buck:
Kelish
Gnoll
These are present in Katapesh, but are not nearly as common:
Osirian
Tien
Vudrani
The various elemental languages can prove useful later on:
Terran
Ignan
Auran
Aquan
Favored Enemies:
Gnoll
Magical beast
Outsider (pretty much all of them)
Deities:
The following are the most prominent deities in Katapesh:
Nathaniel the Wolfish Druid (Human), found by Haleen.
Witch who hates gnolls; her village was destroyed by gnolls and she has joined the caravan in vengeance.
Pistolier (Gunfighter) was found with just his pistol by Haleen, very studious he experiments with his weapon in the privacy of his own home. By day he is a baker.
or maybe even a Paladin with some heavy armour (which could be interesting - although plate in the desert *ouch*)
Before the ball gets rolling, now would probably be a good time to bring this up. It has come to my attention that my current method of hosting maps and whatnot, Google Drive, shows the names of owners of the emails that have been given permissions.
This is understandably objectionable, so I am open to any suggestions for alternatives.
A larger Human man, about 5'9" in height and 170 lbs in his thirties steps off the merchant caravan. His cloths are worn from the salty sea air and the desert heat from the long voyage. He is obviously not from around here. His skin tone is much lighter than that of the natives. He is equipped only for short term travel. He has paid his way to get here but now the money is running out. The look of satisfaction spread across his face as to say I've made it!. He steps forward, and in a loud commanding voice he shouts:
"Pardon me, is anybody here familiar with the name Blackwall?"
You don't need to rush to finish your characters or anything, but I do hope to get things rolling by next week. This first part is mostly meant to familiarize you and everyone else in the group with your characters, so take your time. Things will proceed from there once everybody is ready.
Location Home# (17.5)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Shovel (0.2/3)*
Soap
* = In saddlebags
# = In Lodgings
105 gp, 0sp, 0cp
Total Weight = 29.5 + 17.5
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SPECIAL ABILITIES
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Trait - XXX Benefit: XXX.
Trait - Gnoll Killer - Benefit:
Familiar: Cat or Scorpion
HEX: EVIL EYE - The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
PREHENSILE HAIR - The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.
Background Found wandering the desert, or that's what the Orc's that took her in told her. They saw that she had the white orbs common to the legendary Orcs of the desert - they took her in thinking that to kill her might curse them.
Then one day came the gnoll raid, over the dunes they tore through the camp. Murdering and rending flesh, unprepared the Orc's were doomed despite a valiant defence.
Personality
Male Ifrit Barbarian: Init +2; Perception +4; Darkvision
Alik ibn Palmsfire:
Alik ibn Palmsfire
Male Ifrit Barbarian (Breaker) 1
CG Medium Outsider (native)
Init +2; Senses darkvision; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +3, Will +0
Resist fire 5
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Naginata +3 (1d8+3/x4)
Special Attacks destructive (+0), rage (6 rounds/day)
Spell-Like Abilities Efreeti Magic (1/day)
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Statistics
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Str 15, Dex 14, Con 15, Int 11, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Power Attack -1/+2
Traits Earning Your Freedom (Reflex Save), Resilient
Skills Acrobatics -1 (-5 jump), Climb +3, Escape Artist -1, Fly -1, Intimidate +5, Perception +4, Ride -1, Stealth +0, Survival +4 (+6 to avoid becoming lost when using this.), Swim -1
Languages Common, Ignan
SQ fire in the blood
Other Gear Hide armor, Dagger, Naginata, Backpack (14 @ 23 lbs), Bedroll, Belt pouch (1 @ 1.58 lbs), Compass, Entertainer's outfit, Mug/tankard, Oil (3), Tent, small, Trail rations (7), Waterskin (2), 71 GP, 8 CP
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive (+0) (Ex) + 1/2 barbarian level to sunder damage.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Alik ibn Palmsfire is the son of an Efreet named Palmsfire. Fathered onto a woman of a nomadic tribe, Ar'Duella, Alik was born into a hot desert life. Alik and his mother were captured during a raid by slavers and sold to a traveling freak show.
A hard life was his. Alik grew up with little education as the focus of his shows were always the anger he held within him. Given an exotic looking weapon from Tian Xia, Alik was forced to fight strange desert beasts to show case the fire in his blood. As the Freakshow fell on hard times, the master of the show sold several slaves including Alik to the Pactmasters of Katapesh bringing him to the current story in the caravan.
Alik's extraordinarily bright hair seems to always be lifted by unseen forces; it carries the appearance waving and somewhat indistinct as if seen through heatwaves. This serves to hide the small horns that peek through on his brow. He is tall, full of rage, and promises to one day discover the fate of his mother and meet his father.
The bardic performance class feature is a bit misleading. It is more or less unrelated to the perform skill, with the latter serving its own purpose. Most of the various bardic performances can be activated so long as you have an audible or visual component - you do not have to make a skill check to use them.
There are some exceptions, like the Countersong and Distraction performances, which specifically call for Perform checks.
"To Cayden Cailean!" Following the toast he takes a long swallow of his ale.
And so goes the night. It is filled with laughter and drinking, merriment and love.
And the next morning...
...our heroes wake up painfully, eyes crusted shut, mouths as dry as the deserts of Osirion.
Looking up at the sun, Corneilious groans as the surf washes over his feet again. Jaykae clutches her head and begins to try and work spittle back into her mouth. Garruth thinks part of his fur is matted because someone vomited on him.
Off to one side, a giant spider lies on its back legs curled in the death position. Further down the beach Keiko can be seen lying in a boat of Nordic design drawn up onto the sand. In the distance, a tall spire pokes up.
"By the curses of man! Is that the Sandpoint Lighthouse?!"
Lyssa the fox whines piteously in response. Her fur has been dyed an eye-churning purple.
Alik cracks his eyes open...what in the Abyss? How did they get here??
As you've probably figured, you will be facing the insidious pugwampis' unluck power again. For the sake of expediency at such times (like, well, now), roll the following twice whenever they come up:
any attack or combat maneuver roll
any "physical" skill check (i.e. Acrobatics)
any Reflex saves made
In cases where you are unaware of the aura of course, I will do the reroll as per usual (though, I think we can do without the '????' spoilers now).
With the first real combat encounter of the adventure more or less over, I just wanted to get some feedback.
While obnoxious by nature, this encounter (while a little larger than initially planned) is considerably tame compared to what's to come. Yet it has taken the better part of the month to get through. This is my only real concern. I did not want to rush anyone, but I feel like things might lose momentum if we keep going on the current rate. I'm not blaming anyone, of course - if anything, it is more my fault.
Does anyone have any thoughts/ideas/opinions on the matter?
I think the only reason it took so long to get through combat is because the combination of the terrain obstacles, the Pugwampi ability and closed quarters fighting caused a lot of missed hits. This is probably the reason combat lasted so long. I'd bet in the future combat wont drag out just because we wont have to worry about as many of these things.
That reason is all well and good (and true, for that matter), but the number of rounds the combat took is not the only problem. The obnoxious nature of the encounter does not explain why it took 21 days to get through 7 rounds of combat.