Megan's Kingmaker PbP

Game Master Megan Robertson

A game of Paizo's Kingmaker AP, with some of the best players it has been my pleasure to DM!
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Elf Ranger (Guide, Skirmisher)

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Modified my avatar, I found this while I was looking for another and it fit my mind's eye better :p

Init!: 1d20 ⇒ 10

Jirnia grits his teeth as the skeleton moves, hollow or not, it needs to pass on...

Liberty's Edge

Female Depemds on the game system (human in the real world)

Drat! Left my notes at home... more tomorrow.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Okie-dokie, reunited with notes...

Skeleton's initiative: 1d20 + 4 ⇒ (3) + 4 = 7

It doesn't seem inclined to conversation, it just rises up and charges at you!

I don't think this will be much of a surprise, so actions and rolls please for the first round.


Male Human Witch 5

Barnabus hangs right behind Jirani's shoulder, his Morningstar in one hand and a healing hex at the ready with his free hand...

"Ware it comes."


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Lothar's stance changes as he unleashed his inner dragon. He did not move however from where he stood. Instead, the magician prepared by reminding himself that he would enjoy the feel of its bones shattering beneath his fists.

Readying a standard action to attack.


Elf Ranger (Guide, Skirmisher)

Watching her adjacent ally for his reaction, she sees the pause like at the entrance. Not completely surprised, for she has seen great warriors that needed that moment to compose themselves or who even require their foe to strike first, she steps forward to take the brunt of the attack.

5' step directly toward the skeleton and attack as it approaches

Elven Curved Blade: 1d20 + 4 ⇒ (11) + 4 = 15 Power attack

Damage: 1d10 + 7 ⇒ (10) + 7 = 17 Two-handed Power Attack

Excellent damage, meh attack. Hoping he's taking a penalty for the charge...


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel at the back quickly and decides that this creature may be more of a threat then the group originally anticipated. She planned on using a special ability and gathering power, but currently her skills were not up to par to use gather power for infusion that doesn’t require the effort. Although she was not going to simple let what could be the greatest fight of the night go down without a hitch.

”I see this will not be easy”

Noriel starts to cringe as her body starts to pulse with silvery strands of Aether coursing across her skin and lifting into oblivion, she waves her hands around her and all the skeleton bones from the floor come pouring in around her, she looks forward to the charging skeleton, hoping that it will become easier to hit in its charge. She launches with all her effort draining her life force in the process of a powerful attack at the would be boss skeleton, Focusing all she had, of course it completely showing her hand to the rest of the group, as skeleton bones come flying at the skeleton like a machine gun of bullets. She took a 5ft step forward to attempt to improve her aim and be more in line with the evil creature.

”Metakinesis-Empower Spell (1 Burn)_Standard with Attack_, activates Elemental Overflow_Free Action_(+1 to hit, and +2 damage, not empowered), Kinetic Blast with bones_Standard Action with Empower_, Five foot step forward_Move Action_

Empowered Kinetic Blast Attack: 1d20 + 7 ⇒ (15) + 7 = 22 “Normal AC attack”
Empowered Kinetic Blast Damage: 3d6 + 3 + 5 ⇒ (6, 1, 5) + 3 + 5 = 20 "+10 for empower, half of 20, plus the 2 extra damage. Total=32

The force of the Burn on her takes from her till a full night rest 5 hp.

HP: 50/55


Elf Ranger (Guide, Skirmisher)

How far were you able to move the sword last round? Curious where it landed, if it's behind the party - I don't know the extent of your abilities, whether you have to drop the sword this round to make this attack or what.


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Rhasa/DM Reply to question:
"Yes the sword would have fallen to make this attack. It would only be 30ft a round that I could move the sword, with her extend talent, however her powers can reach as far as medium (100 ft. + 10 ft./level) at current power. Her kinetic Blast is only 120 foot reach, and only effects one person at the current moment, but she needs objects to throw and the weight doesn't matter as long as its less then 5 lbs per level total. This attack is a full round attack and takes all her strength. At this point this is as powerful as she can toss out. However, at the cost of HP, which can't be recovered or healed till next day because of the burn effect." So it a win lose situation, but at this point in time she could do 8 Burns a day if she was at full HP, but each burn removes 1 HP per level. Although without burn she can use her kinetic blast unlimited times a day like sword attack. Which is 3d6+3+Con Modifier (5) from the ability kinetic blast. I hope that clears things up a bit for DM and players.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Round 1

Rhasadilara steps forwards swinging her blade mightily... but it seems that she's distracted by the skeleton's sword falling from the air with a clatter at her feet because she misses.

Noriel appears sheathed in silver sparkles as she draws on her powers. At a gesture, all the bones on the floor rise up, align themselves then take flight towards your opponent, falling around it with a tremendous rattling and clashing.

Barnabus readies both mace and healing hex, waiting for the skeleton to get a little closer.

The skeleton barges forwards and reaches for its sword on the ground. (Can anyone say AoO? Rhasa and Barnabus can have a free crack...)

Lothar centres himself and prepares for battle.


Male Human Witch 5

touch attack healing hex
1d20 + 3 ⇒ (5) + 3 = 8
2d8 + 5 ⇒ (3, 1) + 5 = 9


Elf Ranger (Guide, Skirmisher)

Definitely taking that free shot.

Elven Curved Blade: 1d20 + 4 ⇒ (19) + 4 = 23 Power attack

Damage: 1d10 + 7 ⇒ (4) + 7 = 11 Two-handed Power Attack

I forget if a skeleton can suffer a critical. Just in case...

Crit confirm: 1d20 + 4 ⇒ (1) + 4 = 5 Power attack

Damage: 1d10 + 7 ⇒ (8) + 7 = 15 Two-handed Power Attack

Ah. Never mind.


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

"Did it hit the skeleton at all or did it appear to just fall out like a force field or something?"

Noriel will use her telekineses to fling the sword on the ground another 30 feet towards the exit of the room/cave, using her move action to draw her Dagger.

"Now..Now.. We can't have that happening today! Thats not how you treat a lady."

Flinging her hair back a moment as her body came to a rest, at this point though her body continues to have silvery Aether radiating from her body.

"All my efforts, nothing....???"

Noriel got a moment of a shock, nearly feeling useless for but a moment as she attempted to keep the boss skeleton from claiming his weapon.


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Hampered by his curse of foresight Jirani manages to lurch forward another few feet so as to be threatening the skeleton if his comrades efforts do not end the confrontation in mere seconds Staggered in first round so, now I'm in position, lol


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Lothar moved forward to engage the skeleton his companions now faced. Due to his current condition, he kept his attack simple, delivering a vicious kick to its femur just above the knee. In a flesh and blood opponent, the strike would have weakened the leg and limited mobility. But with this enemy, the best that Lothar could hope for was to completely shatter the bone.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6
the +1 is from Dragon Style (1 and 1/2 Strength modifier from now 15 Strength)

@Rhasa: Yes, undead can suffer criticals.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Rhasadilara's stroke falls true... and severs the thing's head from its shoulders! The skull rolls off to one side, the bones disarticular and join all those that Noriel had flung on the ground.


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Jirani cannot help but pat his elven companion on the back, Well done. Another foul creature sent back to its proper passing.


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel looks over the fallen bones and quickly replies to group, her skin remains pulsing with a faint silvery aura for the remainder of the day.

”I believe that we should bundle these bones into a bag for proper burial, and to insure they don’t reassemble.”

Noriel immediate idea was focused on the fact that these bones could re-animate once more and then it would be another fight all over again.

”This fight was fairly easy; although, should all the bones assemble into some mystical undead abomination, our challenge may become unbearable.”

Noriel mind races with the possibility of something greater happening. Something about this seemed off to her like whatever it was, it’s not over yet. She doesn’t let her guard down for a second, although she does attempt to sleight of hands the broken sword into her backpack with her kinetic telekinesis, while everyone is still distracted.

Broken Sword Sleight of Hands into Backpact with Telekinesis: 1d20 + 8 ⇒ (17) + 8 = 25

”in case you’re wondering, her Kinetic finesse allows her to manipulate small things with her telekinesis as if she was using her hands.”

Liberty's Edge

Female Depemds on the game system (human in the real world)

OK, if you want to notice what Noriel's doing, Perception check DC 26.

Otherwise, what do you want to do now?


Male Human Witch 5

"I watch tha magic o tha trap to see if it returns, err if it passes wit tha knight."


Elf Ranger (Guide, Skirmisher)
Noriel Dregon wrote:
”I believe that we should bundle these bones into a bag for proper burial, and to insure they don’t reassemble.”

"Indeed. We discussed that earlier, that Master Shores would use his knowledge of proper rituals to lay the dead to rest once and for all. I presume we have some digging to do."

She begins the process of gathering up the bones to remove them from the barrow. She's not paying attention to Noriel's actions, but as she works, she asks, "Barnabus, Lothar, did one of you say that the broken sword was magical? Can you tell what the nature of the magic is? I thought a broken sword would lose its enchantment."


Male Human Witch 5

"Rasha I was more concerned wit tha magical mist regathering strength...yer incorrect a broken magic can at times be mended, though it may have tah be refired tah do so."

Renews detect magic and turns to consider the sword fragment...
Spellcraft1d20 + 11 ⇒ (2) + 11 = 13detect magic adds to the roll

"Given proper time I could say more o it."


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Jirani nods at Rhas distractedly, Burial could be an option though it I had my preference with bones that were once animated I would prefer to cremate the remains. We would need to build a pyre and, preferably add a reagent of some kind to ensure the fire burns as hot as possible. We can mark the passing of these souls with a monument of cairn of some kind but I think there is a symbolism my Lady would appreciate in seeing these remains free from any possibility of abuse.

The paladin looks around for a moment as the conversation moves to the sword, Ah...where did the sword even go?


Elf Ranger (Guide, Skirmisher)

Eyebrows raised, Rhasadilara looks around from her task.

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

"Perhaps the sword is the source of the problem here. We need to locate it before it does other mischief."

Liberty's Edge

Female Depemds on the game system (human in the real world)

Barnabus - indeed the rest of you - cannot see the sword. Odd that!


Male Human Witch 5

"I see no sign tha trap energies err regatherin, perhaps tha curse is broken."


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel starts looking around for the sword, unsure of where it may have gone, or at least that’s the expression she reveals.

”Ah yessss… I flung it”

Making haste Noriel leaves the room only to return a moment later, holding the sword upon her hand. Noriel hasted retrieval of the weapon while out of sight to avoid suspicions.

”It appears that it was in the other room!

Attempted Bluff: 1d20 + 1 ⇒ (17) + 1 = 18

Noriel Realized two things at this moment:

”I need to either get better at this, or obtains things this group has no interest in looking for or has little knowledge of its existence.”


Male Human Witch 5

"We ken determine tha properties o tha sword at our leisure, I will determine iffen tis magical. Jirani ken yah determine iffen it hast tha taint o evil?"

Not that Barnabus particularly cares....on the alignment of magic..


Elf Ranger (Guide, Skirmisher)

Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12

Rhasadilara looks a bit doubtful, but more relieved, that the sword has been located. She returns to the gathering of bones.

"Does anyone want to investigate this room? It might help to inter the dead if we know who they were." Or perhaps you will want to loot the long-dead?


Male Human Witch 5

"Aye tha whole ting must be safe....perhaps we should give it a name an purpose fer use. A root cellar perhaps."


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Lothar had wandered back to the tomb's entrance once Golden Arm had finished off the undead creature, avoiding the trap in the process. Having experienced the effects of the trap before, he knew that his fatigue would pass after a good night of rest.

But the magician had a more pressing problem. Until now, the skills that he had acquired had been more than useful to the Wardens. But now, Lothar wasn't so sure that would be the case in the future. His magic was very limited in scope when compared to the witchcraft employed by Barbnabus. And his fighting skills, though impressive, were lacking when compared to Rhasadilara's. And with the likes of Jirani and Noriel possibly joining their ranks, Lothar knew that he would have step up his game to continue being useful to his fellow Wardens.

He looked up to the sky and smiled. That meant that Lothar would do whatever was necessary to prove his worth and if that meant extensive training on his part, that would be what he would have to do.

And part of that meant accepting that he could no longer be beholden to two masters. In his heart, he knew that he could no longer follow the ways of Norgorber, not when the teachings of Irori offered him more freedom to discover his own path.

When they made it back to the settlement, Lothar resolved to find the monk of Irori and to learn from her as much as he could to further his knowledge of the Master of Masters' teachings.

Liberty's Edge

Female Depemds on the game system (human in the real world)

The weapon is indeed magical - even now, when broken. It's a +2 fey bane bastard sword if you are curious. It does not appear to be particularly evil, although anything with 'bane' in its magicks is a little that way inclined.

It's not that easy to make out the story, but it appears that an ancient barbarian warlord was the first occupant of this crypt, laid to rest in an impressive tomb along with his loyal guardsmen. However a greedy relative (brother, son?) who succeeded him as warlord wanted his magic weapon and so failed to inter it with the warlord's remains. Angered at this blasphemy and the desecration of his remains, the warlord's spirit rose as an undead menace not long after. He sought out the treacherous relative, and although the stolen weapon became broken in the fight that followed, the undead warlord succeeded in killing him and returned to this cairn with his reclaimed weapon; he has stood eternal guard over his tomb ever since. So he was pretty much at peace... but had set safeguards against the sword being pinched, or his remains disturbed, yet again!


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

An interesting tale. Knowing more of what has transpired here I would wish to cremate the remains but place them back here as a monument of this tale. The sword has a story and I am of the opinion that this soul unduly meant to covet his past and it kept him from his transition. We should take it and see it reforged perhaps. Named to honor this tale but put to a use in this world, not held for the next.


Elf Ranger (Guide, Skirmisher)

"I am happy to defer to your judgment on such matters."

Perform a field cremation, examine the ring (I didn't forget it!), then what? Lothar wishes to return to the trading post, Jirani suggests having the sword re-forged - in the settlement, I presume, what else is on the Wardens' to-do list?


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel helps with the gathering of the bones and minor assistance towards the cremation. Although she doesn’t seem to give much respect to them, as Drow would often use the remains of creatures to fashion up some nice daggers or weapon handles. In the process, she mentions to Rhasadilara at the absence of Lothar presence:

”Rhasadilara, would it be ok with you if I held on to one of the bone legs or a rib from the rib cage? It would fashion me a nice dagger! You may cremate the rest.”

Of course, now that Noriel wants something she is trying her seductive voice in persuasion, though with the elf it’s unlikely she will get far, rival enemies that is.

Noriel cringes at the mere thought of the words she was about to mention but figured that it would only aid in her joining the group officially.

”Typically, I wouldn’t suggest such a thing but if the undead warlord was this desperate to retrieve his sword, it may be wise to let him forever keep this enchanted sword. For we have released his physical form and the next time he returns it may be in a ghost like state, which would pose a greater threat to us! Hiring a worker to imbed the sword in the wall above his tomb and restore the crypt may be the most efficient way to restore balance. Open the tomb up and allow passage through it to admire such honor, perhaps we could even collect a few coin in his honor… of course we would need our share to maintain it…"


Male Human Witch 5

"Aye, but how ken we know wha might honor err dishonor tha dead an tha descendants o tha dead?"

"I say we honor tha tomb an hold it a restin place an keep tha sword in tha land o tha living."


Elf Ranger (Guide, Skirmisher)

Rhasadilara looks at Noriel for a long moment. Finally, she shakes her head slowly. "We know next to nothing about this man. He has been dead so long, his tribe is no longer in the area." She points at the opening to the barrow, adding "the tomb would not have been left in the state we found it if they continued to honor him. We have no way of finding those that could share the history, if anyone recalls it at all. It would hardly be a museum worth visiting."

"Besides, our role here is as leaders and protectors for the people here, not as merchants."

"As for the proper interment of the dead, the potential future of the sword, the possibility of a ghost pursuing the holder of the sword... I will defer to the servant of the Lady of Graves. I am most concerned that the black fog trap will continue to be a threat. The only workers I am interested in bringing here are those that will re-seal the tomb after the place the remains within once more or a mage that can destroy the trap once and for all."

Liberty's Edge

Female Depemds on the game system (human in the real world)

Has anyone checked the status of the trap since you defeated the undead warlord?

Investigating the ring, you discover that it is a tarnished copper ring of sustenance.

Interesting debate :)


Male Human Witch 5

Spent several rounds trying to see and or circumvent the magical trap....finally assumed it had disappeared....due to no longer seeing the gathering energies........

"Such a ring benefits anyone after tha proper attunement, but lets one who needs rest fer Spellcasting need less time."


Elf Ranger (Guide, Skirmisher)

The rest benefit applies to anyone. The spellcaster is still limited with regards to how often they can prepare their spells. As in, if a mage or cleric has used a spell slot within eight hours, they can't prepare a spell in that slot until the time has passed.

We asked about the trap and you indicated it was regathering before we re-entered the barrow. Since then, Barnabus has repeatedly said the trap is no longer visible to his detect magic, but you never actually said so that I have seen.


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel is slightly disappointed at the response she received from the Elf, and makes her way to the exit of the cave, avoiding the trap in the center of the room.

”This is a soul un-resting, respect must be repaid.”

Mumbling something in Drow under her breath

Drow:” vharc uk yorn orthagyn!”Translation: Vengence he will redeem!

On the way to the exit Noriel exclaims louder for everyone to hear.

”Either you respect the dead, or claim it under your power, little room for middle ground.”

Actually Noriel ideal situation is to reap the benefits of the monetary gain of such trivial establishment, but it appears that the goal of the group is more set on protection and guarding the lands.

”One does not realize that to protect what is sacred, one must first have coin to fuel their armies, or replenish their lost.”

Of course Noriel is showing a bit of her bad side, though she tries to maintain some form of modesty towards the group as to not ruin the only way she will reap larger rewards and improve her power to one day defeat her mother and the Drow kingdom for casting her out.


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Jirani watches the proceedings with some amusement but darkens at Noriel's words, There is no path where death can be claimed. No power is great enough and it will always lead to doom. Folly is the mark of those who think that they can control that which my Lady reigns over.

Leaning on his polearm the paladin continues, I would ask that not one piece of this man be taken. Things touched by undeath can be used in fell rituals and are often tainted. It would be best not to risk it. As for the sword I have said my piece but will defer to the group as to whether it is taken or left behind.

At this point does the sword actually function fully but just *look* broken?


Male Human Witch 5

"Magics pussiant enough against fey err rare talismans hard to create an tah come by, tha fey err strong in tha land, verily iffen an ancient warlord had need, then so might we."

Liberty's Edge

Female Depemds on the game system (human in the real world)

When it's checked again, the magic powering the trap has indeed drained away.


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

It would seem that the evil power that marked this place is no more. Our task here is done, and The Wardens could not have accomplished this without your help, so on behalf of Barnabus, Golden Arm, and myself, many thanks are are offered. Like my partner, I also defer to the judgement of Jirani in these matters. If he feels the weapon should be taken and put to use, then let us take it and see that it is restored.


Male Human Witch 5

"Aye an so it is, Lothar choses tah ignore tha advice o brother Barnabus, jus because he wants tah do otherwise, whilst aving tha appearance o neutrality."

The emphasis on the word brother implies that he and Lothar are related...alternately a sense motive of 0

Barnabus pauses for a long while only breaking into laughter when someone speaks....


Kineticist (Aether) || Level 5 || Female || "Half-elf (Drow)" --- HP: (55 / 50) +5 Temp || AC: 15 Flat-Footed: 13 Touch: 12 || Saves: Fort: +9 Ref: +6 Will: +2 || CMB: +3 CMD: 15 --- Skills: §Acrobatics: +8, Disable device: +9, §Heal: +12, §Knowledge (Engineering): +9, §Perception: +12, §Sleight of Hand: +8 §Stealth+8

Noriel makes her way to the front of the cave where her heart questioning the motives of the newfound allies.

”Righteous as these people may seem, they have little room for balance. Although, there path is better than a dark one that I am so familiar with. Their belief in good may help me find a better balance from good and evil.”

Noriel runs her fingers through her hair as though to brush it without a comb, her body still radiating a large amount of Aether strands. Although, at the current moment it looks a little more like tinsel glinting off any light, but should she accept more Burn and suffer more damage her body will begin to cause larger effects around her. Thankfully, she is not at that point yet, and a good night’s rest will restore her to normal appearance. She was assuming that this adventure contained no reward accept a sword that could yield money, one she attempted to claim of her own, and displayed a minor furry of aggression about saving the crypt more out of the fact that she didn’t get to keep the sword.

Noriel waited at the entrance of the cave waiting for them to exit, keeping a watch out, although blatantly board. Noriel was exercising her Kinetic ability tossing rocks off into the distance, of course they were tiny pebbles.

”One, two… twelve, thirteen…sixteen…. I may have displayed my powers to aggressively so soon, I am sure they will cast me away as my own kind did.”

The thought of leaving the group crosses Noriel mind, scared of not being accepted when she has remained an outcast for a very long time.


Elf Ranger (Guide, Skirmisher)

Rhasadilara exits the barrow, a large bundle of bones in her arms. She looks around for an area that might lend itself to a pyre without causing a grassfire.

She calls back into the tomb, "Master Shores, is it possible that we might perform the ritual within the barrow? I fear any fire we start out here might burn all the way to Oleg's before it would finally run its course." She exaggerates, of course - the wind isn't blowing toward Oleg's at all, but the point is made.

To the half-drow that has assigned herself the watch, she asks, "I have failed to ask you how I should call you. You have certainly proven that you deserve the respect of being called by a name you prefer. I am glad you joined us for our task today. Perhaps you would consider working with us in the future, as well." She meets the other woman's eyes for the briefest moment, then turns back toward the tomb.


HP: 39 AC/Touch/Flat 17/10/17 | Fort/Ref/Will +10/+4/+11 | Init +0 | CMB +5; CMD 15
Skills:
Climb +2, Diplomacy +8, Perception +3, Ride +4, Sense Motive +7, Spellcraft +5, Survival +7, Swim +2

Jirani nods after Rhas, Of course, we can take every precaution. n fact if we were to do it over here... The paladin then indicates his ideas for safely dealing with the remains...

I assume if we basically took the rest of the day we could build the pyre, let it burn down and then fashion a rough shrine/mound of sorts at the barrow as a fitting memorial. I don't think (personally) that we need to expend an abundance of description to that but I am happy to play it out if other folks prefer...

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Narrator [Maps, handouts, pictures: Links in top of page spoiler]

The following folks have been chosen to receive the charter, in no particular order:

Calinder Surital
Kylia
Gorguk
Barnabus Collins
Lothar Narda

Would all of these people/characters make a post as soon as possible to confirm they still want their slot.

I would like character gens to be finished by next Friday (the 8th) if possible. We will then begin play on Tuesday October 12th. (Wife and I are going away for the Columbus Day weekend, 9th-11th).

I will make an IC thread on Tuesday morning the 12th, introducing you all with a spoiler for you each to read, and some general text.

To any lurkers and those who didn't get a place. this thread is 100% lurker friendly, post as often as you like here. I will not be looking at the thread for this game in the Gamer Connection forum.

To anyone who wants to be able to contact me on-line with regards to the game, use the following address:

Spoiler:
papa_drb@yahoo.com

I am retired, but between volunteer work and some training I am out of the house a lot, but usually keep Yahoo Messenger up so leave a message and I will respond.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

This is a character for my home game that will be starting in a few months, but I am posting here to show what I would like to see for character sheets. It generally follows the Paizo stat block for NPCs.

=====================================================================
Traine dan Torcan
Male Human (Varisian) Ranger 1
NG Medium humanoid (human)
Init +4; Senses Normal, Perception +5
-------
DEFENSE
-------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Chain Shirt, )
hp 13 (1d10)+3
Fort +4, Ref +4, Will +1
-------
OFFENSE
-------
Speed 30 ft.
Melee falchion (two handed) +5 ((two handed) 2d4+6/18-20)
Melee falchion [power attack (two-handed)] (two handed) +4 ((two handed) 2d4+9/18-20)
Melee handaxe +5 (1d6+4/x3)
Ranged masterwork longbow +4 (1d8/x3)
Ranged masterwork longbow [deadly aim] +3 (1d8+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Favored Enemy (Monstrous Humanoid) +2,
----------
STATISTICS
----------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Deadly Aim, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Skills Bluff -1, Climb +2, Diplomacy -1, Disguise -1, Handle Animal +3, Heal +5, Intimidate -1, Knowledge (Geography) +4, Knowledge (Nature) +4, Knowledge (Nature/Jungle) +5, Perception +5, Perform (Untrained) -1, Sense Motive +1, Stealth +4, Survival +5, Survival (Follow or identify tracks) +6, Swim +2,
Languages Common, Polyglot, Varisian
Special Qualities Bonus Feat, Class Skills, Skilled, Track +1, Wild Empathy +0,
Possessions arrows (20) (x5); chain shirt; falchion; falchion; explorer's outfit; Backpack [ Grappling Hook; Sunrod (x3); Rope (Silk/50 ft.); Rations (Trail/Per Day) (x10); Waterskin (Filled); Flint and Steel; Whetstone; Handaxe; Torch (x8); Alchemist's Fire (Flask) (x3); ]; Masterwork Longbow ; Masterwork Longbow ; Pouch (Belt) [ Ink (1 oz. Vial); Journal; Inkpen; ]; Pouch (Neck) [ Coin (Silver Piece) (x2); ];
-----------------
SPECIAL ABILITIES
-----------------
Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Bonus Feat Humans select one extra feat at 1st level.

Class Skills A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.

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

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow or identify tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.

Description: Traine is a young human male, he is very muscular, and at 6 feet tall stands over most of the folks he meets. He is wearing a chain shirt, barely visible under his explorer's outfit that is colored in browns and greens. He has a falchion on his hip, and a longbow strung over his shoulder. That along with is pack and pouch, makes him look like a man who is ready for anything. However, his open friendly smile belays the somberness of his clothing.

Biography: The Journal of Traine, started whilst onboard the ship Jenivere, sailing to Eleder, at the suggestion of my last master.
Greetings to any reading this journal. I am Traine, a Ranger in the service of Desna. Originally I am from Longpoint, a village along the western coast line of the Aspo Bay in Andorian, and was known as Traine dan Torcan (Train son of Torc). If you find this journal, it means that I am dead. Please try and return it to my father.
My story begins in my 16th year, and as normal for our village I begain training in the ways of hunting the accursed Saughin that raided our small village during the summer season. I have been blessed by Desna and became quite good at tracking, finding, approaching stealthly and finally killing these beasts that hunted our village. By my 18th birthday, I was in charge of a patrol that scoured the shoreline for them, and my father asked me to take my younger brother Carl, who had just turned 16, with me and teach him our ways. This I refused for two reasons, brothers should not train brothers, it just doesn' t work, and more importantly, Carl was not suited for the woods. He had learned to sing and play the flute. He even had learned a magic trick or two, so he should have spent his time performing in the taverns or gone on to the big city and worked there and I told da as much. Well, da was not to be denied, and Carl was sent out with another patrol, and only the leader and 1 other man returned. Eight of our young men died, including Carl. Myself and two other patrols were dispatched and we caught up with the Saughin group and destroyed them, but never recovered all the bodies including Carls. My da never forgave me and turned me out so I left to explore the world.
Since then, I have traveled to many lands, including the great city of Absalom, which led me to understand that I don't like cities, Osirion, where I learned to use this falchion quite well, to the Mwangi Expanse, where I finished my apprenticeship for being a guide, and am now on my way to Eleder in Sargava, where I understand that a group of Pathfinders wish to explore the Expanse and perhaps I can hire out as a guide.
Rova 30, 4710
Boarded the ship Jenivere in the port of Bloodcove, Mwangi Expanse. Met Captain Alizandru Kovack who says it will take 7 days to reach Eleder. Also met 1st mate Alton Devers, and the crew. It seems that the ship also has some passengers. I hope to learn more about them during the voyage. Perhaps they are also going to be part of the expedition to the Expanse interior.
Lamashan 1, 4710
Traveling to Senghor
Lamashan 2, 4710
Traveling to Senghor
Lamashan 3, 4710
Docked in Senghor
Lamashan 4, 4710
Docked in Senghor
Lamashan 5, 4710
Docked in Senghor
Lamashan 6, 4710
Traveling to Eleder
Lamashan 7, 4710
Traveling to Eleder


Consider me a lurker.


Lurking...


Male Human Witch 5

I am here!....

Will update PC to rules as posted!


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

I will have a character built and ready to go. Just have to make some final touches.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Oh, and everybody please pick an avatar for you character. I intend to use them for Token Tool / Map Tool when I put up encounter maps.

thanks,

-- david


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Thank you for the opportunity to play in this game. I'm looking forward to getting started. I've been doing nothing but running games for the past six years now so any chance to actually play will be good.
The avatar you see is the very one I want to represent Lothar, so no worries there.
Here's my write-up. I hope that I covered everything. If not then I will redo as needed.

Lothar Narda:

Lothar Narda
Male Human (Vudran) Bard [magician] 1
LG Medium humanoid (human)
Init +3; Senses Perception +3

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 quilted cloth armor)
hp 14 (1d8)+6
Fort +1, Ref +3, Will +1; DR 3/- vs. ranged piercing weapons (quilted cloth armor)

Speed 30 ft.
Melee unarmed strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attack bardic performance (5/day), Improved Counterspell, distraction, fascinate (DC 12), dweomercraft +1
Spells Known (CL 1st):
1st (2/day) - comprehend languages, grease (DC 13)
0 (at will) - detect magic, message, prestidigitation, read magic

Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Improved Counterspell*, Improved Unarmed Strike, Toughness*
Traits Bastard (campaign), Reactionary
Skills Acrobatics +5, Craft (alchemy) +6, Escape Artist +5, Knowledge (arcana) +6, Knowledge (local) +6, Perception +3, Perform (act) +6, Sleight of Hand +5, Use Magic Device +6
SQ bonus feat, magical talent, skilled
Languages Common, Kelish, Vudrani
Gear Quilted Cloth Armor; Backpack [Alchemist's kit; Black Monk's Robe (free outfit); Grappling Hook; Sunrod; Rope (Silk/50 ft.); Rations (Trail/Per Day) (x6); Waterskin (Filled); Flint and Steel], tattoo (covers both arms; see description below), traveler's outfit (worn).

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite,
even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Feat: Humans select one extra feat at 1st level.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Improved Counterspell: A magician is skilled at countering the spells of others using similar spells. When counterspelling, A magician may use a spell of the same school that is one or more levels higher than the target spell (gained as a bonus feat; replaces countersong).

Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Reactionary: You were bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Diminuitive and lean, Lothar belies his physical appearance, as he appears to be a quiet, mousy man. The only thing that ruins this image are the tattoos of intricate Vudrani script adorning his forearms that denote some connection to the Houses of Perfection on the Isle of Jalmeray. He stands at an even 5' and weighs 130 lbs. without his gear. Lothar wears quilted cloth armor under his clothes and carries no weapons. His possessions are carried in a worn pack that is slung across his back.


Male Human Husband/1(53 years), Father/2, Grandfather/2

Spoiler:

How are you coming up with: Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 15?

Str 17 [7 points - 15 +2 racial)
Dex 13 (3 points)
Con 12 (2 points)
Int 14 (5 points)
Wis 8 (-2 points)
Cha 15 (7 points)
for a toal of 22 points?

Lothar Narda wrote:

Thank you for the opportunity to play in this game. I'm looking forward to getting started. I've been doing nothing but running games for the past six years now so any chance to actually play will be good.

The avatar you see is the very one I want to represent Lothar, so no worries there.
Here's my write-up. I hope that I covered everything. If not then I will redo as needed.

** spoiler omitted **...


Male Human Witch 5

OK I think I have the details worked out now I am just formating the character sheet to make it more efficient.......

And I picked an avatar!


Lurkin'


female Human Ranger

sorry internet trouble but im back. will finish the character tomorrow


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Lurking as well, good luck everyone ( ^_^)-d


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Spoiler:

Sorry, I was multi-tasking yesterday (working on getting this done while doing prep for my own game as well as cleaning around the house) and forgot to lower my Charisma down to 14, which should put it back to 20 pts.

So my stats should look like this:
Str 17 (7 points + 2 racial)
Dex 13 (3 points)
Con 12 (2 points)
Int 14 (5 points)
Wis 8 (-2 points)
Cha 14 (5 points)
for a total of 20 points.

Lothar Mahasi Narda
Male Human (Vudran) Bard [magician] 1
LG Medium humanoid (human)
Init +3; Senses Perception +3

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 quilted cloth armor)
hp 14 (1d8)+6
Fort +1, Ref +3, Will +1; DR 3/- vs. ranged piercing weapons (quilted cloth armor)

Speed 30 ft.
Melee unarmed strike +3 (1d3+3)
Space 5 ft.; Reach 5 ft.
Special Attack bardic performance (5/day), Improved Counterspell, distraction, fascinate (DC 12), dweomercraft +1
Spells Known (CL 1st):
1st (2/day) - comprehend languages, grease (DC 13)
0 (at will) - detect magic, message, prestidigitation, read magic

Str 17, Dex 13, Con 12, Int 14, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats Improved Counterspell*, Improved Unarmed Strike, Toughness*
Traits Bastard (campaign), Reactionary
Skills Acrobatics +5, Craft (alchemy) +6, Escape Artist +5, Knowledge (arcana) +6, Knowledge (local) +6, Perception +3, Perform (act) +6, Sleight of Hand +5, Use Magic Device +6
SQ bonus feat, magical talent, skilled
Languages Common, Kelish, Vudrani
Gear Quilted Cloth Armor; Backpack [Alchemist's kit; Black Monk's Robe (dhoti kurta with an angavastram; free outfit); Grappling Hook; Sunrod; Rope (Silk/50 ft.); Rations (Trail/Per Day) (x6); Waterskin (Filled); Flint and Steel], tattoo (covers both arms; see description below), traveler's outfit (worn).

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite,
even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Feat: Humans select one extra feat at 1st level.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Improved Counterspell: A magician is skilled at countering the spells of others using similar spells. When counterspelling, A magician may use a spell of the same school that is one or more levels higher than the target spell (gained as a bonus feat; replaces countersong).

Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Reactionary: You were bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Diminuitive and lean, Lothar belies his physical appearance, as he appears to be a quiet, mousy man. The only thing that ruins this image are the tattoos of intricate Vudrani script adorning his forearms that denote some connection to the Houses of Perfection on the Isle of Jalmeray. He stands at an even 5' and weighs 130 lbs. without his gear. Lothar wears quilted cloth armor under his clothes and carries no weapons. His possessions are carried in a worn pack that is slung across his back.

With that done (I've adjusted my character profile page as well), is everything else satisfactory?


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

Caught my own mistake this time, but it's cultural as opposed to being mathematical in nature.

Spoiler:

In his gear, my character's monk's robe should be a kasaya, and not a dhoti kurta with an angavastram as listed. To use a more immediate reference, the kasaya is pretty much what is worn by Aang in Avatar the Last Airbender when he is prepared to face Firelord Ozai in Book Three of the series, only it is obviously all black in Lothar's case.


Male Half-elf Cleric 5

I'm here and ready to accept my charter. I'll have my character ready to go in the next day or two.


Male Human Witch 5

I look forward to the discussion thread....

Looks like I have time to really detail my character!


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Almost there just need to flush out the special abilities, gear and background and should be set.


female Human Ranger

I think she's ready...

EDIT: QUESTION, If she takes the pioneer trait, how should i handle tricks for the horse. I'd like to train the horse for combat riding.


Male Human Witch 5

I think it is under your handle animal skill, might have to do it in game, possibly out of game.....

It takes skill and time

I hope this helps!


female Human Ranger

Thats what i should have asked. is it an in game check or is it somehting she would have already done.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
Kylia wrote:
Thats what i should have asked. is it an in game check or is it somehting she would have already done.

That is a good question. I would also like to combat train my mount.


Male Human Witch 5

That will be up to our good DM!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Training a mount for combat:

Spend the required skill ranks on Handle Animal, and the skill check is "assumed" to have been made. For those of you do *NOT* have Handle Animal as a class skill, you are are going to have to do it 1 trick at a time, unless you take Skill Focus at 1st level.

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Thanks Papa for the ability to train our mounts. Just a question though, are you being lenient on us now jsut because of how nice you are, or because you know what we are getting ourselves into and should be worried?


female Human Ranger

thats an interesting question, i fear it will be the latter


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Yes.

-- david
Papa.DRB

;-) couldn't resist that. Truth is a bit of both. This is a tough campaign, the possibility of character deaths is real, and having trained horses, whether it is for fighting or riding is a plus. While I am AR/OCD about character creation, rules and dice rolling (I am the non-fudging DM), I would rather have the same group of player/characters through the whole adventure than a new character every week, so a bit lenient at the beginning is a good thing.

I will be going over the character sheets in the next couple of days and we will start next Tuesday.

Gorguk wrote:
Thanks Papa for the ability to train our mounts. Just a question though, are you being lenient on us now just because of how nice you are, or because you know what we are getting ourselves into and should be worried?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Everyone,

Please let me know where you put your skill points, and what you did with your favored class bonus,

ie. (2 skill points)
Intimidate +1
Knowledge (religion) +1

Favored Class Bonus:
HP or Skill point: Survival, or other....

Thanks,

-- david
Papa.DRB

It is good to see the complete untrained list, but on some of them, I am having a hard time figuring out how you got there.


Male Human Witch 5

I will update for that part, and check my math!

Being a D6 class I put the favored class bonus into a hit point bump!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Gorguk only:

Questions...
and I did say that I was AR/OCD in my other post... lol
a) I have you with slightly less gold left: 133.58
b) I put your skills in: Intimidate, K(religion) and your Favored Class Bonus in Skill-Handle Animal.
c) I have your equipment weight as 64.08 pounds (coins count!)

Here is a copy of the output sheet from the character generator that I use. Please look it over and get back to me with any corrections.

Gorguk Tsadok

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Calinder Surital:

by the way, your deity is LG, so you need be LN, LG, or NG (LG/NG preferred) and not CG. You have to be within in alignment step)

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Kylia Stormbow:

Questions...
a) You have 75.9 gold left
b) While you have a horse, if you are going to ride it you will need to buy at least a saddle and a bit & bridle
c) Pioneer is the campaign trait. You have one basic trait left.

Here is a copy of the output sheet from the character generator that I use. Please look it over and get back to me with any corrections.

Kylia Stormbow

-- david
Papa.DRB


female Human Ranger
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

I'm surprised at some of my bad math, good catch. doh, forgot to include armor check, but you caught it.

i will add gear for the horse.

edit; went with reactionary as the other trait.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Papa:
I recalculated the gp spent and forgot about the 2 weapon cords so we both agree with that. The skills are detailed in my profile and the only correction is that the skill point goes into ride instead of intimidate. I am stuck on how much of a difference there is in the weight carried however. I calculated the weight of coins as not using platinum pieces, it is all gold. This makes a change of 2.34 lbs which leaves 8 lbs left over. Do you not count the explorer's outfit?

Male Human Husband/1(53 years), Father/2, Grandfather/2

Gorguk:

Ok, skills fixed. Coins are 0.02 pounds per coin (50/pound), and yea, no weight for the free clothing is a 3.5 holdover. If I change that, my table top guys will kill me... lol

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
Papa-DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Papa:
I felt the same way when I first converted to Pathfinder. In the Rise of the Runelords AP that I am running right now, you be surprised how many times that 8 lbs will change an NPC from light load to medium load.

Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Lothar Narda:

questions...
a) You have 13 hitpoints, d8 + favored bonus + con + 3 toughness

Please look at this output sheet from the character generator that I use and get back to me if there are any issues...

Lothar Narda

-- david
Papa.DRB


Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Thank you. Already adjusted for in my profile.

Papa:

Quick question: How did I get Varisian as an extra language? I can handle having a free language slot from the DM, so don't think I'm complaining or anything. Unless I forgot to take Vudrani into account, which would mean I had one more language slot open and you filled it for me. Regardless, thanks for the extra language. I'll change it on my profile.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Papa:
For languages is Varundian the same as Draconic? If not then that needs to be changed. Two other things I noticed: I bought 2 weapon cords and I only see 1 on your character sheet and longsword appears twice. If there is any other questions please let me know.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

All,

Re: Bonus Language. I have given everyone a "Human Ethnicity" of Varisian, which grants that language, so consider it a present.

Gorguk:

Varisian, see above. Draconic - You have an int of 10, so no bonus language and you did not spend a skill point for Linguistics.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Barnabus:

Questions...
a) Does your familiar have a name?
b) Trait: Hunter's eye (Andoran-Source Guide to Society Organized Play). is not permitted as it is not in the Core or APG. Also you need to pick a campaign trait for your 2nd trait.
c) I can't figure out where your 6th skill point goes (4 - Knowledge(x) and 1 - Spellcraft).
d) I haven't gotten to gear yet, but since you don't have Hunter's Eye, you are not proficient with the longbow. You may want to change the longbow to something else.

-- david
Papa.DRB


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
DM Papa.DRB wrote:

All,

Re: Bonus Language. I have given everyone a "Human Ethnicity" of Varisian, which grants that language, so consider it a present.

** spoiler omitted **

-- david
Papa.DRB

Papa:
your right I originally had Gorguk with a 12 int and changed to have a higher con. My fault sorry about that.

Male Human Witch 5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

OK got rid of the longbow, changed to crossbow....

Will look at skill points tomorrow...

And other stuff


Male Half-elf Cleric 5
DM Papa.DRB wrote:

** spoiler omitted **

-- david
Papa.DRB

Yes, I already caught that and made the necessary change to alignment.


Male Human Witch 5

OK I think I am all done!


Male Half-elf Cleric 5

Papa.DRB,

Got everything on my profile page except the description and background, but you can give what I have the once over if you'd like.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Calinder:
I am glad to see another follower of Erastil in the group. Not only will it help me to understand Erastil's divine guidance, but I wasn't sure what I was going to do with the other non-believers.


female Human Ranger

any suggestions on a good deity for a ranger. still getting used to pathfidner pantheon. Looking for a good nature type deity


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Barnabus:

I can not find the following items in either the Core or APG.

a) Grappling Bolt (mentioned under Twine & String but not defined otherwise)
b) Vermin Repellent
c) Hammock

What source are they from?

Also, your stats are wrong. You only spent 18 of the 20 points. I "assumed" the other 2 brought Charisma back to 10, but you can put them as you wish. Just let me know.

Please look at the output sheet from the character generator that I use and let me know if there is anything wrong.

Barnabus Collins

You have an armor check penalty on your weapons. The penalty of zero is only for swimming.

-- david
Papa.DRB


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Calinder Surital:

Here is a link to your character sheet output from the generator that I use. Please look it over and let me know if there are any issues.

Calinder Surital

-- david
Papa.DRB

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