Initiative 28 ac 37 (41 vs AoO provoked by movement), touch 19, fleet-footed 27 fort +15, ref +17, will +16 (immune to charm, disease, fear) cmd 31 hp 35/106 effects:aura of courage ‘10 +4, aura of resolve ‘10 +4
Linah returns the shield slam with a vicious cut of her own, her blade crackling with energy as it makes contact.
Kyson heals his companions as Khazmia continues her magical duel with the arcane priests, responding to their attempt at destroying her brains with two of her own. Unfortunately, her foe ducks aside and resists the second magic, though one does fall prone. The other one leaps off the balcony, landing on its feet and putting itself some distance from the ongoing spells, while the second one leaps off the balcony too, though doesn't seem to have the energy to move any further.
Sekathral backs out of the way, ducking under a swing from the skinwalker and reloading his pistol as Zstelian and Linah continue their assault, the Varisian landing a couple vicious blows and the Sarenite another. Their foe looks badly hurt, but he remains on his feet, spear drawing more blood from Zstelian 28 hp, though Linah's able to fend off its lion limbs.
SW8: 38
SW9: 11, exhausted (half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity), prone
SW10: 37, fatigued (–2 penalty to Strength and Dexterity)
SW12: 203
Initiative 28 ac 37 (41 vs AoO provoked by movement), touch 19, fleet-footed 27 fort +15, ref +17, will +16 (immune to charm, disease, fear) cmd 31 hp 35/106 effects:aura of courage ‘10 +4, aura of resolve ‘10 +4
As the tide of battle starts to favor the party Linah continues to press the advantage trying to end her opponents as quickly as possible.
5ft step S, placing me withing range for both foe 8 and foe 12 Full round attack directed at foe 12. If he is felled before, or if any of Linah’s attacks defeats him I would like to have any surplus attacks directed towards foe 8
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Kyson will post after others have gone so he can keep an eye on hp. Linah, not sure you updated after the last burst. Also, you can heal yourself too, right?
Linah, not sure you updated after the last burst. Also, you can heal yourself too, right?
Woops, missed that. I've updated now. Linah is at 58 hit points. Yep, she can heal herself but right now she believes that she can defend herself against the foe and the quicker he goes down the less damage he'll do. Didn't count on the poop rolls though :/
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Round 8a
Zstelian's blade flashes again in the darkness, as he finally -- taking advantage of a distraction provided by Kayle, lands a killing blow, driving his blade deep into the shared skulls of the skinwalker and dropping him to the ground.
Linah and Sekathral's weapons rip into the other skinwalker, leaving him barely clinging to life as well as he lets out a howl of outrage and seeing the other go down.
Kyson and Khazmia up, then the remaining skinwalkers.
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
Khazmia growls, frustrated at the complete uselessness of not one, but two spells. IWhy did I go ahead and try after I missed with the touch of idiocy????
Still, she tries again with another quickened spell.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Dear Heathens (not Linah), don't forget heroes feast. Seka, you have Extended Magic Circle of Protection Evil 10'.
Round 8, Init 19
Kyson takes a look at the wounds of others and hopes that the damage being put out is greater than is returning lest he need to step in soon. He spontaneously casts Mass Cure Light Wounds on all the good guys.
1d8 + 13 ⇒ (1) + 13 = 14 healing to all
He then moves next to the baddie #10 with scimitar drawn.
Light the Candle 4/10 used
Channel (7d6) 4/5 used
Heroism 6/13 rounds used
Righteous Might 0/12
Rod Extend 0/3 used
Rod Reach 0/3 used
Wand CLW 3/50 used
Left hand: Shield
Right hand: nothing
[ dice]1d20+12+2[/dice] touch hit;
[ dice]1d6+5[/dice] fire damage.
Spells:
Delay Poison (13 hours)
Heroes Feast (13 hours)
Ext Air Walk (260 minutes)
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Round 8b
As Kyson again heals his companions, Khazmia sends missiles slamming into the skinwalker. It turns around and launches another fireball, flames washing over all of you -- and incinerating Linah's foe 51 hp; DC 19 Reflex save for 1/2. The other remaining skinwalker climbs to its feet and puts some distance between itself and its companion.
SW9: 11, exhausted (half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity), prone
SW10: 69, fatigued (–2 penalty to Strength and Dexterity)
Initiative 28 ac 33 (37 vs AoO provoked by movement), touch 19, fleet-footed 27 fort +15, ref +17, will +16 (immune to charm, disease, fear) cmd 31 hp 45/106 effects:aura of courage ‘10 +4, aura of resolve ‘10 +4
”Take down the skin walker! Make sure that he does not escape”, Linah says and points to one of the skin walkers (foe #10, is that the spell caster?). ”I will engage the other one.” With that she runs up the stairs to close the distance between her and the foe.
Double move to engage foe #09 Lay on hands as a swift action: 6d6 ⇒ (6, 4, 6, 5, 1, 2) = 24
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Late roll:1d20 + 14 ⇒ (16) + 14 = 30
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
Khazmia does her best to drop the escaping caster where he stands
Kyson hacks at his foe, to no avail as some force around it turns his blade, though Khaz's missiles have more effect.
As Sekathral reloads, Linah closes on the other, Zstelian's blades flashing by her.
They one manages to get off another spell -- another massive fireball, whose flames again flicker around Khazmia without effect 57 hp fire damage; DC 19 Reflex for 1/2 -- before you're finally able to bring them down.
SW9: 57, exhausted (half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity)
SW10: 110, fatigued (–2 penalty to Strength and Dexterity)
They could probably hang around for a few more rounds and use up some more resources, but I think we've had enough of this combat.
Things of note as you loot the bodies:
From the tough warrior: +2 bashing light wooden shield, +2 flaming burst macahuitl, +1 composite longbow (+5 Str), belt of giant strength +4, bracers of armor +4, amulet of natural armor +2
From the spellcasters: Two lesser rods of empower metamagic; two +1 daggers, two +1 composite longbows (+2 Str) with 20 arrows, 2 rings of protection +2, two cloaks of Charisma +2
A variety of mundane items that probably aren't worth me writing out.
Reflex save: 1d20 + 17 ⇒ (10) + 17 = 27 vs DC19 => Success => 29 fire damage
Linah jumps down from the balchony and scans the room. "Is anybody seriously hurt?" she asks and emits a wave of positive energy that closes some wounds. She makes her way to the far end of the room (the west end) and peers down the tunnel, checking for signs of trouble.
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
"There's a fair bit of usefulness things here. We should take them with us. How is everyone?" The Princess, while a bit dusty, seems otherwise as good as new.
I didn't make spellcraft checks for the items in the spoiler, though I can if needed. It sounded like Motte just wanted to move on.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Kyson airwalks around, his sword still drawn in anger. He looks left, then right, for more foes to fell after this fiery battle.
"Is that all of them? Are there no more?" Kyson asks, slowly calming down. "I didn't like them. I still don't...and it's good they are dead. Sarenrae would have wanted it that way."
Only when satisfied with the peace will Kyson stow his blade and tend to others and the loots. Kyson would take a Ring of Prot +2 and a Rod of Empower, but would lay no claim on anything else.
Kyson goes to the body of the leader, taking time to examine his holy symbol (if there is one) and looking for the source of his power.
"Now what? We need to find that priestguy, right?" Kyson asks. "And make sure there is no more evil here. I think I'm ready."
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
I didn't think it was worth forcing the Spellcraft checks. One of you would make them, I assume.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Reflex save:1d20 + 16 ⇒ (15) + 16 = 31
Sekathral, realising that magical fire and blackpowder do not mix well, sensibly dodges out of the way of the blast. Once the skinwalkers are down, he spins his pistols on each index finger before holstering them.
"Might take the hide of one of them ****ers and use 'im as a hearthrug, ha ha. It's what they would have wanted"
He glances at Linah.
"I'm alright, ta. Don't know who wants that belt, but if nobody else fancies it, I'll have it. Beats bloody exercising"
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
Khazmia would like the other empower wand, unless someone else would like it more. I don't think the cape will stack with the headband of alluring charisma, so she'll leave those for others.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
OK, sounds like no plans to rest, so exploring on... I'm going to try to move things along a bit and assume you explore this whole area...
Area 1: You approach a great exit on the cliff, 90 feet wide and just as tall. The red marble walls within are lined with carvings depicting strange gods and ferocious animals. A pair of crude wooden piers extends over the waters of the lake from the exit, where three canoes are tethered. A net stretched over a half-dozen thick pilings protects the approach, forming a semicircle around the stone landing.
Area 2: A monumental stairway climbs to a wide landing with an archway set in the east wall. Pillars decorated with abstract and intricate carvings support the ceiling of the chamber. In the middle of the cave, two square pedestals to either side of the center steps of the stairway support the feet and ankles of a collapses statue that once straddled the stairs. Some of the statue's features are still recognizable in the heaps of rubble scattered on the stairs, most noticeably the feathered texture of a huge pair of wings. To either side of the passage to the east leer two bas-reliefs of men with feathered headdresses. The one to the north shows a man with a brilliant sun over his head while to the south is a man behind a smoking moon.
You recognize the bas-relief figures as Tezcatlipoca and Tonatiuh, which means the statue likely was Quetzalcoatl.
Area 4: These rooms are lined with mats and furnished with fur beds and crocodile skin rugs. Ornaments of bones, feathers, and fish scales hang on the walls. Unfinished bows, arrows, and spears rest on the floor. A clay brazier in the middle sheds a soft light. The air reeks of grease, smoke, brimstone, and sweat.
Area 5: The walls of this grim room are decorated with stretched skins, most of which seem to have been harvested from men and women. The gruesome trophies are painted with twisting, coiling runes. A bloodstained stone block sits in the center of the room, a half-dozen obsidian knives glittering atop it. Mounds of furs line the west section of the room, and sitting amid them is a battered stone coffer.
The runes are written in Abyssal; the trunk contains five colorful feathered cloaks with large ivory clasps worth 50 gp each, six golden bowls worth 200 gp each, and four golden chalices shaped like skulls with black opal eyes and obsidian teeth worth 500 gp each.
Area 6: A stool sits before an array of stone levers near a peephole in the southwest corner that looks out into area 2.
Area 7: A single, luxurious bedding of tiger furs sits against the middle of the west wall. A wooden trunks rests at the foot of the bed, while a dozen colorful wooden shields decorated with large and brilliant feathers hand from or lean against the west walls. A large clay jug emanating a spicy, alcoholic smell sits in the northwest corner.
The trunk contains nine 1-foot-tall ivory statuettes of ancient Olman spirits worth 70 g each, an ancient Olman priest's bronze mask encrusted with gems worth 1,100 gp, a golden ritual scepter with a moon-shaped sapphire worth 1,450 gp, two potion of cure moderate wounds, and a set of pipes carved in the shape of a feathered snake.
Area 8: This room is bare of furniture with the exception of a few stone benches along the wall, and a heavy layer of dust and fine sand covers the floor. A steep flight of steps in the northwest corner leads up to a narrow platform, and a trail of footprints winds through the dust between the steps and the southwest corridor.
DC 30 Perception:
The dust and sand on the floor cover a stone trapdoor.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Kyson Tirc wrote:
I've been delaying in posting in hopes that Linah might post or that someone else wanted to help push and make this game happen. Sadly, that doesn't appear to be the case. I won't be pushing...I'll be reflecting what all y'all do instead. We have a good GM ready to rock this and it doesn't seem like this group wants to play.
Kyson looks around, seeing what others notice and want to do.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Sekathral toys with the weapons in Area 4 and peeps through the peephole in Area 6. His eyes light up when he senses the jug emanating a spicy, alcoholic smell, and he sniffs it experimentally before taking a sip. Afterwards, assuming that he doesn't dissolve, or turn into a lizard:
Hits with my CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 Hits with my CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 Hits with my CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 Hits with my CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4 Hits with my CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
"This does seems to be just another entrance. I think we should back track and explore the entrance. There was another passage there that we have not yet ventured down", Linah says while looking at the floor. "Zstelian, do you think you can follow these tracks?"
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
"Seka, are you sure now is the right time to be drinking? Maybe we should be focusing on not dying and finding maidens than drowning our infinite regrets and unending sadness in the temporary fleeing bliss that booze might offer?" Kyson tsks at Sekathral.
Linah Jamil'Kaid wrote:
"This does seems to be just another entrance. I think we should back track and explore the entrance. There was another passage there that we have not yet ventured down", Linah says while looking at the floor. "Zstelian, do you think you can follow these tracks?"
Kyson nods, happy to follow his SunSister wherever, especially if it might lead out of here or toward the man they seek.
"I think that passage is the right way to go too, Linah."You talking about the one near area 20?
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
"Shouldn't we take those skins down...but perhaps maybe afterward. So we can take them out to the sun." She follows Linah and Kyson to the room with the tracks.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Kyson Tirc wrote:
"Seka, are you sure now is the right time to be drinking? Maybe we should be focusing on not dying and finding maidens than drowning our infinite regrets and unending sadness in the temporary fleeing bliss that booze might offer?" Kyson tsks at Sekathral.
"Infinite and unending what?" Sekathral stares back at Kyson. "No offence, mate, but it sounds like you've had a couple yourself."
He takes a healthy gulp of the liquid. "Tastes alright, considering it's been here for Cayden knows how long. Just hope a ****ing demon ain't pissed in it"
Sekathral decants some more of the Olman booze into a waterskin, then wipes his mouth.
"Right. let's go. If Zstelian and Linah think we're on the right track, that's alright by me"
He prepares himself, then moves off with the others.
"I think that passage is the right way to go too, Linah."You talking about the one near area 20?
"Yes, unless these tracks can lead us somewhere. Although I think that we will be heading down that corridor sooner or later."
Yep, the north part of the dungeon
Khazmia Makuhuzdia wrote:
"Shouldn't we take those skins down...but perhaps maybe afterward. So we can take them out to the sun." She follows Linah and Kyson to the room with the tracks.
Linah shrudders. "You are right. I do not know what to do with them, but we can not leave them hanging there. Still, we need to explore this temple completely before we do anything else. I am afraid to say that I feel that we have not yet witenessed the worst of what this temple has to offer."
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
The steps in the sand appear to be nothing more than that, leading to the tall platform, where you can look down on the room below.
Heading back to the one unexplored area of the first floor of the temple, you enter a passageway that slopes upward at a slight angle. You're almost at the far end when you hear a slight rumbling and moments later an 8-foot-wide spherical boulder comes rolling down the hall toward you!
Anyone who has a speed of more than 40 can avoid it; everyone else must make a DC 35 Reflex save or take 14d6 ⇒ (1, 5, 6, 6, 3, 2, 1, 4, 3, 3, 1, 4, 5, 5) = 49 damage. (Only had a couple minutes, but figured I could push you forward a little.
Beyond that, a room holds a 4-foot-tall clay pedestal fashioned in the shape of a miniature ziggurat sits sunken into the floor, a ramp at the north end of the room clearly having held the boulder that passed you moments earlier. You suspect the ziggurat was likely some part of the trap's mechanism, but the whole thing would need to be reset before it could trouble you again. To your left, a passageway leads back out into the wilderness.
That clears out the first room. I assume you'll descend downstairs again, but don't have enough time to push you on there at the moment.
Affects beneficial spells. Takes a standard action to lower for 1rnd, doesn't provoke.
Unusual Anatomy 50% vs crits/sneak attack
languages:
Common, Draconic, Goblin, Kelish, Orc, Polyglot
stuff:
hp 104/104hp,..................... AC 18, T- 16, FF-14, ........ Saves: F. +7, R.+8, W +9 ..................... Unusual Anatomy 50% to ignore crits or sneak attack
Khaz has been using overland flight, so if that counts, no damage, but if not, then...
I'm reflex:1d20 + 8 ⇒ (5) + 8 = 13
Khaz surfaces, sputtering rock and sand. "Yes, let's do that. I'm so tired, I can hardly see straight." or, she has rubble in her eyes.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
You manage to find a place to safely rest for the night and refreshed in the morning you head back down to the lower level of the temple and resume your exploration.
Moving through the flooded room where you fought the hezrou demons the day before -- what seems like weeks ago somehow -- you find what looks to be an old torture chamber and cells, all of them flooded and containing little of interest.
The passageway to the norh seems separated by a raised area covered with pale fungus. You're about to pass through when Sekathral realizes the floor beyond is coated with green slime below the water. I'm going to move beyond because I figure you can bypass it, but it could take a spell as you can't use normal fire below the water to kill it. You can also try moving around it via climb to scale the walls or some other method.
Room 35:The door beyond opens into a room with a stone desk carved in the likeness of an ancient Olman head with a flattened top sitting against the northern wall. The walls are fitted with stone shelving, with many stacks of clay tablet piled on it. Kyson can easily recognize it as some sort of archives that could be valuable to the right collector.
DC 25 Search:
The head-shaped desk hides a secret compartment in the left eye. Within is a +2 human bane dagger, 500 gp and two coral statuettes of fish with ruby eyes worth 1,500 gp each.
Room 38:Taking the other passage from the large flooded room, you wade through about 4 feet of water to enter a chamber with walls decorated with mosaics representing various fantastic and horrid creatures from the ocean depths. The door to the north appears to be stuck. DC 30 Strength check to open.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Perception (Search):1d20 + 20 ⇒ (8) + 20 = 28
Sekathral, noticing something out of the corner of his eye, runs his fingers over the desk, before dexterously extracting the treasures from their hiding place
"Bugger me - that's a bit of alright. Who wants the shiv?"
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
In the morning, Kyson offers a heroe's feast to those that wish it (even Seka). He then prepares his explosive seeds, ant haul, and again walks in the air (he feels safer up there).
* * *
Kyson takes a few moments to examine the tablets, putting a few into his haversack in case they don't make it back this way.
1d20 + 20 ⇒ (4) + 20 = 24 Perception - collection
1d20 + 20 ⇒ (19) + 20 = 39 Perception - desk
"I don't need no shiv, thanks. I don't plan on being in a pirate prison anytime soon...you should keep it, Seka."
Kyson doesn't have the strength to move the door. Is it stone or wood, GM Motte?
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Linah makes a feeble atempt at moving the stone door, but quickly realizes the futility and stops. "This will not move any time soon. Kyson, Khazmia, do you have access to magic that can open this?"
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Welcome all, and congratulations. Really excited to get started.
Please set up aliases and post here letting me know I can look over your character sheets. I'll assign you a trait then.
Silvio, you'll need to let me know what you actually want to play. We do have a rogue, so I'm assuming fighter or bard. Though since we don't have a full arcane caster, you may want to consider magus as well, to give the group a boost in that area. Any of the three is fine with me, though.
Zstelian, I'll take another look (probably later today) at your background and see if we need to tweak it at all to get it to work.
P.S. Since Dargon apparently thinks the birth of his child is of more importance than role-playing -- some people just can't prioritize ;-) -- I assume we'll have to wait a couple days for him. If everyone's ready before he's back online, we can probably start without him and catch him up.
Silvio signing in! Will have a profile up in a while. Silvio was originally built for a free hand fighter, an upfront kind of guy without being clad in full plate armor. I'll take a look at the magus class, but a word to the wise, i don't play a caster well :)
Speaking of wise, i have a question. Silvio's stats came out like this:
str 15
dex 15 (17 with racial)
con 14
int 12
wis 12
cha 15
Would it be ok if i lowered the wis score to 8? I don't want to raise anything else, just lower the wis. Silvio is not ment to be wise.
Thanks for choosing me but I'm going to decline after all. I'm just not comfortable with the drastic spread of stat arrays (Dargon being super high and the rogue being really low).
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
I'm sorry to hear that, Feral. Is it just the stat array? I'm happy to let limelongears re-roll if he wants. (And can check with Dargon about lowering his, since they are indeed really good rolls.)
Would it help if I re-rolled? Regardless, I wanted to check a couple of things - firstly, I'm moving house (and am fairly new to Pathfinder); all my books are in storage, so apologies in advance for any howlers/omissions in my character sheet (which can be viewed in my profile). Secondly, can my character use cutlasses? Going from memory, these are light weapons; 1d6 slashing damage; 19-20 critical. They're not in any of the Pathfinder books, but did appear in Stormwrack and possibly another 3.5 book...
Perfectly happy to do so if it's OK with motteditor. Realise I've missed out a lot - revised character sheet below. Stats may change depending on whether I end up rerolling and I'm not at all sure what the proper bonuses to Sea Legs are...
Sekathral Silvereye
Male Elven rogue (pirate) 1
CN Medium Humanoid (Elf)
Init +4; Senses Perception + 2
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 11. . (+1 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee cutlass +0 (1d6/19-20/x2) and cutlass +0 (1d6/19-20/x2)
Ranged dagger +4 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 19, Con 11, Int 14, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 14
Feats Sea legs (bonus), two weapon fighting
Traits River rat
Skills Acrobatics +8, Bluff +2, Climb +4, Disable device +8, Knowledge (geography) + 6, Linguistics +6, Perception +6, Profession (Sailor) +6, Stealth +8, Swim +5
Languages Common, Elven, Polyglot, Aquan
Combat Gear Leather armour, 2 x cutlasses, thief’s tools, 6 x daggers, pipe, pouch of flayleaf, bottle o’rum
--------------------
SPECIAL ABILITIES
--------------------
River rat +1 to hit with daggers; + 1 to swim skill; Sea legs: + 2 to acrobatics checks when on board ship and perception checks in bad weather (??)
How are the third lot? I'm doing this on a rather poor mobile connection, which is why I appear to be a couple of posts behind...
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Limey, try rerolling, to maybe bump you up a bit. However, I think Dolgrim just really kicked butt on his rolls. When he gets on, let's see if he'll mind lowering a couple of them. I like high stats on characters, but those really are very high. (And, Feral, not playing ruins *my* fun. I think you had an interesting character going, and I like the falconer class.)
Limey, can you please create an alias for your character. (To do so, go under My Account, and you should see an area on the left saying message board aliases, with an option to create a new alias.)
Also, if you need the "books," you can also get them at http://paizo.com/pathfinderRPG/prd/. I find that INCREDIBLY useful, especially when I'm doing PBP, as I have everything at the click of a mouse.
I'm fine with using cutlasses like that -- basically the same mechanically as short swords, except slashing instead of piercing.
Looks like Pathfinder's version of Sea Legs is You gain a +2 bonus on Acrobatics, Climb, and Swim checks. I guess that's only meant to be when you're on board a ship, though it doesn't say that in the benefits part of the feat (just in the description). OK, starting to look over the profiles shortly.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Why don't you use that last lot but bump the 9 up to an 11.
And Patrik, you're welcome to drop Silvio's wisdom.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Thanks for the help - amended stats below:
Sekathral Silvereye
Male Elven rogue (pirate) 1
CN Medium Humanoid (Elf)
Init +4; Senses Perception + 6
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee cutlass -2 (1d6/19-20/x2) and cutlass -2 (1d6/19-20/x2)
Ranged dagger +4 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con 11, Int 15, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Sea legs (bonus), two weapon fighting
Traits River rat
Skills Acrobatics +8, Bluff +4, Climb +4, Disable device +8, Knowledge (geography) + 6, Linguistics +6, Perception +6, Profession (Sailor) +6, Stealth +8, Swim +5
Languages Common, Elven, Polyglot, Aquan, Osiriani
Combat Gear Leather armour, 2 x cutlasses, thief’s tools, 6 x daggers, pipe, pouch of flayleaf, bottle o’rum
--------------------
SPECIAL ABILITIES
--------------------
River rat +1 to hit with daggers; + 1 to swim skill; Sea legs: + 2 to acrobatics and climb checks when on board ship and + 2 to swim checks
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
Ahh - thought I had to have a +1 attack bonus to get weapon finesse (working off 3.5 rules), but it looks like I don't, so yeah, it would be a better option (although I like the idea of an elven rogue with two cutlasses... style vs. substance). I'll go with weapon finesse, I think.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Finn looks good to me.
Sekathral, if you can put your character sheet into your profile, I'd appreciate it. Just click on the profile name, and you should see an edit button. You can just copy and paste it in there.
Looks like you need to update the combat stats if you did decide to go weapon finesse before two-weapon fighting.
Would you mind doing your skills like in Finn's profile? Makes it a lot easier for me to reference quickly if I need to make a roll for you (I tend to roll a lot for players just to speed things along). Also, if you can put the special abilities all on a separate line, that's helpful.
Looks like you may not have your elven bonuses incorporated (I can't quite tell). I'm thinking if you put one rank in perception, it should be +8 (1 rank, +3 class skill, +2 Wis, +2 for being an elf. I think you're also missing your favored class bonus -- you should have +1 HP or +1 skill rank
Up to you on this, but you may want to also consider this, since it doesn't look like you're planning on using elven magic, though rogues can get some magical abilities. It's completely up to you but I wasn't sure if you were aware of this from the Advanced Players Guide:
Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial traits.
Holding off on Silvio until you decide what exactly you want to be (and if Feral does decide he's not interested, going fighter's probably the better choice than magus, though Dorgan will also be able to provide some martial prowess...)
Bonus traits:
Finn -- Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the inf luence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. (Obviously your spell can be one of your extracts...)
Sekathal -- Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that he would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.
Mobile until Friday or Saturday so rp will be rough but I'll follow the tread and might pop in with simple post. Dragon rolled awesome but the game is more important. Whatever make good is needed on my part to keep all interested is perfectly ok.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Dargon, do you mind going with 38? Definitely not quite as good, but should still be a character to be able to brag about. I appreciate you using the lower stats.
Feral, I do want to tweak your background slightly. I fudged it a bit for simplicity's sake for the recruitment, but Larissa was actually the more adventurous of the pair, eventually marrying Verik, who joined her on some explorations. (They were more explorers than your classic PC-style adventurers.)
I think your background still works, but your adventures were solely with Larissa, whom you fell in love with. When she decided to marry Verik instead, you left, feeling bitter.
Also, Larissa has a couple adult children, so I figure she was at least 43 or so, and probably closer to 50 when she died, since she was an adventurer beforehand. Not sure if you want to be that old, and if you want to deal with the aging effects, if so. Perhaps you found a fountain of youth that reduced your age? (It could even have been cursed, wiping out your experiences, which would explain why you're first level. I know I hate when I envision a more experienced character but I'm still starting out at level 1.) You could also just have been younger than her when you were together, but unless you were more in schoolboy-crush mode, you'd still be middle-aged for a human (you could also be a half-elf, which would solve the aging issue if that is something you're concerned about.
I'm thinking for a trait something like "For Family Honor," indicating your persistence to protect the Vanderboren family. I'm thinking it gives you +1 to saves when you're trying to protect the Vanderborens. Something like that work for you?
Let me know your thoughts. I'm happy to tweak whatever we need to get something you're happy with background-wise.
Also, I noticed your name's changed a bit. Are you Zsetian or Zstelian? And I'm assuming pronunciation-wise, the Z is silent?
Yeah, I mentioned him being middle-aged because I figured they were older. I'm okay with being on the upper end of middle aged and just assuming that my current stats has taken the adjustments into effect. I like the idea of breaking the mold of all adventuring non-wizards being young bucks.
The adjustment to the background is cool. He still blamed Verik for stealing his woman (even if it was her that had pursued him) - perhaps the wisdom of years has forced him to figure out that he was wrong. He's low level because after being spurned by Larissa he laid pretty low and led a fairly adventure-free life in the interim time. Also, he's a bit rusty. As he levels he'll remember tricks from his younger years and get some spring back in his step.
The trait sounds cool. I trust the Vanderboreans are going to be featured fairly heavily throughout the AP?
Yeah, I mistyped the name at one point and kept with it in the name of consistency. I prefer Zstelian. You're correct, the Z is silent - pronounced Stelian.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Works for me. Yes, the Vanderborens are featured very prominently throughout the Adventure Path -- unless you all mess up really badly : ). They're a little less important toward the end, but I may tweak that part since it starts getting into areas I don't think are quite as interesting as the first two-thirds of the Path. (Even if not, you'll have gotten as much value out of it as traits that give you extra starting gold, for example, so I think it'll be nicely balanced.)
I'm fine with you being older -- that was definitely part of the reason I picked you (don't know why I didn't think to just assume the age is already factored into the stats -- and also prefer Zstelian as your name.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Motte-
Finally at home and working on more details of my yahoo. Do you have anything changes or restrictions/suggestions for crafting feats? I have tentatively taken Scribe Scroll, but wanted confirmation that it might be useful in this campaign.
Do you have any home rules for crafting?
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
I'm fairly inexperienced at crafting -- as in we've never actually done it in a campaign I've played in since we switched to Pathfinder (and didn't do it much in the 3.x we played either). I know there is plenty of crafting time available (the Path spans a year or two, with plenty of downtime available).
I know in the KM campaign I'm running, we cut the time it takes to craft something (this was nonmagical, though) since it would have been two months holed up working, but other than that, my inclination is to pretty much follow the rules. Certainly don't see a problem with scribe scroll. (I'm probably less inclined to cut the time allowed for crafting magic items, since I don't want you running around with 100 scrolls, but I'm fairly easy going other than that.)
PFRPG drastically reduced the time needed to craft magic items and really streamlined the whole process, including a crafting-on-go mechanics.
Ironically, they didn't reduce the time it takes for mundane crafting. So while it's possible to enchant a 9000k +3 Fullplate in like 3 days. It takes 90 days to make the actual fullplate. =/
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
A'ight, I'll keep the scribe scroll feat, but might poke you about it later on.
My build is up, still tweaking and fiddle-faddling, and need to complete the some portions of my alias, but the main parts are done. I'll be fixing it up tonight.
Also need my trait.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Dammit. Had half of this written up and then accidentally closed it when I meant to switch tabs. Grrr.
From memory, then:
Zstelian -- Your sheet looked fine. If you could just put the heads (skills, feats, traits, gear, etc.) in bold, that makes it a touch more readable for me. I'd appreciate it.
I assume you're going with a switch-hitter? Just curious, are you planning to use javelins as your primary ranged weapon? I don't think I've ever seen anyone do that, but as with your advancing age, I like the change from the usual.
Also, looks like you've got 71 gold left that you don't have marked down on your sheet.
OK, I think that was everything. Mental note to copy and paste now before switching tabs.
---
Kyson -- Love the diary. You did make it to Eleder safely.
I'm a little lost on your skills. Looks like you used the favored class bonus there (I'm thrilled so many people are using their favored class bonuses in skills; I honestly thought I was the only one who did that) and thus have ranks in appraise, heal, know (religion), profession (scribe) and sense motive. I'm not sure how you got a +4 in craft (calligraphy).
Also, please don't try to swim or climb anything. : )
Am looking for a good trait. Probably won't be a "campaign" trait but something based more of your monastery life.
---
OK, waiting for a final confirmation on Silvio's class. (And if you don't want to do magus, Patrik, that's fine. Was just throwing it out there.)
Also, Dargon will have to be redone with the lower stats. Plus, how'd your wife do? Congrats on the baby. Boy or girl?
Sure thing. I copy/pasted that stat block from my application post. I'll get a fresh HeroLab export in there when I get home.
I went with javelins for now because composite bows are too expensive for a level 1 character =P. Alternatively, there's a pretty cool sling feat in UC if I remember correctly and I may end up using that as my ranged option. When was the last time you saw a slinger that wasn't a gnome or a halfling! Slings feel like a very appropriate gypsy/Varisian weapon.
I was planning on switch-hitting but I may end up focusing on one style more than the other depending on what the rest of the party does.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
Oh yeah, I can't play a PC without skillz...drives me bonkers. I have to be able to do some stuff or I go nuts. Or start randomly multiclassing (like starting as a paladin and double dipping into rogue).
Anyhoot, Kyson should get 6 skill points per lvl: 2 cleric, 2 int, 1 human, and 1 for fav class.
Sadly, Kyson doesn't have access to the usual fancy fine calligraphy kit like he did in the monastery so he is much less adept at calligraphy before he gets the proper tools for the job.
I believe the scoring for that looks like this:
+2 Int
+1 Skill point
+3 Class Skill
-2 No tools
----
+4
I kinda figure that Kyson is currently trying to use an inkpen for calligraphy and he can't quite do it right until he buys his own calligraphy kit.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Got it. Forgot about the human skill point bonus.
In which case, Zstelian, do you have all your skills? I think you may be one point short. (Or I'm just really bad at breaking down people's characters...)
I'll check it out when I get home but I believe I've got all my skills.
I chose the favored class option where I give the bonus HP to my animal companion.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Zstelian Karela wrote:
I chose the favored class option where I give the bonus HP to my animal companion.
Ah, that'd explain it then. I didn't realize that, so thought you had put it into skills (while forgetting to account for your extra skill point for being human). You should be fine.
Dammit. Had half of this written up and then accidentally closed it when I meant to switch tabs. Grrr.
From memory, then:
Zstelian -- Your sheet looked fine. If you could just put the heads (skills, feats, traits, gear, etc.) in bold, that makes it a touch more readable for me. I'd appreciate it.
I assume you're going with a switch-hitter? Just curious, are you planning to use javelins as your primary ranged weapon? I don't think I've ever seen anyone do that, but as with your advancing age, I like the change from the usual.
Also, looks like you've got 71 gold left that you don't have marked down on your sheet.
OK, I think that was everything. Mental note to copy and paste now before switching tabs.
---
Kyson -- Love the diary. You did make it to Eleder safely.
I'm a little lost on your skills. Looks like you used the favored class bonus there (I'm thrilled so many people are using their favored class bonuses in skills; I honestly thought I was the only one who did that) and thus have ranks in appraise, heal, know (religion), profession (scribe) and sense motive. I'm not sure how you got a +4 in craft (calligraphy).
Also, please don't try to swim or climb anything. : )
Am looking for a good trait. Probably won't be a "campaign" trait but something based more of your monastery life.
---
OK, waiting for a final confirmation on Silvio's class. (And if you don't want to do magus, Patrik, that's fine. Was just throwing it out there.)
Also, Dargon will have to be redone with the lower stats. Plus, how'd your wife do? Congrats on the baby. Boy or girl?
Wife and baby boy are healthy and doing great!
New stats. (call me out if they dont add up, doing from memory)
Str 18 (17 pts)
Dex 14 (5 pts)
Con 15 (7 pts) -> 17
Int 12 (2 pts)
Wis 15 (7 pts) -> 17
Cha 10 (0 pts) -> 8
Same build options likely with perception, sense motive, climb, swim, profession (merchant) as chosen skills. I'll do a complete rebuild Friday. This is just to give everyone an idea.
AC 25,T 17, FF 18; HP 47/54; Fort +8, Ref +16, Will +5
I've made an attempt to format my profile like Finn's, with partial success at best... I'll add in background details (etc) a bit later on, as I'm supposed to be working at the mo. Sorry to be a pain, but how do you get the show/hide button to show up as per other people's posts? Copying the coding from the page source doesn't appear to work; searching the site hasn't got me anywhere, either...
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
OK, will take a look, Zstelian.
Sekathral, you type [ spoiler=xxx] blah blah blah [ /spoiler] without the spaces right after the brackets. You should see, when you go to post, a how to format your text button at the bottom of the screen. That's got all the various commands you can use. (italics, bold, etc.).
Taking a look, what I really want (more than spoilers, though you're free to use those if you want) is for the headers of sections (i.e. the word skills before your list of skills) to be bold. Zstelian's is a good example there. Sorry if I was confusing.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...
Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.
(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)
Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...
Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.
(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)
In my opinion it's ok if he can't exceed his caster level. That means the real benefit won't kick in until level 2, and it will act more like a discount to caster level cost.
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19
motteditor wrote:
Thinking about a trait for Kyson, would something like this work? I'm not sure if it might be TOO powerful (in which case I'd probably just nerf it a bit; I like the idea behind it). Feedback's welcome...
Skilled scribe: You've spent much of your life scribing and have a knack for it. Any scroll you create functions at +1 caster level.
(If that's too powerful, perhaps something like +1 to any rolls you make based on a scroll you scribed, or +1 DC for saves on them...)
Ah. That'd be fine, Motte. No, I don't think it's too powerful. Traits are supposed to be about half a feat. And, in this case, that seems about right: Cypher Magic.
It's a twist on half of that feat, but with Dargon's additional rider about level cap, seems about right.
I've looked through the magus and it could be a fun class but doesn't really fit with what i had in mind for Silvio. I'm going to stay with the free hand fighter. Just need to buy some starting gear then he's set.
@Mott: Can you add all the player to the campain page? It will make it easier to keep up with the thread.
Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Patrik Ström wrote:
I've looked through the magus and it could be a fun class but doesn't really fit with what i had in mind for Silvio.
"Of course not!" Silvio interjects. "Just read the class description!" the exiled nobleman continues and stats to cite from memory.
There are those who spend their lives poring over ancient tomes and texts, blablabla
"You hear that. Books! Books are not for Silvio. The sword is for Silvio! Leave the books for those with no heart for adventure and Silvio will take their share of swords, wine and women!", he proclaims with a smile.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Kyson, sounds good to me.
Finn, Sekethal -- if you want to me come up with more original traits, let me know. I think those ones are perfectly good (I copied them from Carrion Crown), but they seem a little less exciting than the more personalized ones for Zstelian and Kyson.
Patrik, I think you get added by just posting in the game thread, no? I'm not aware of a way to manually do it. (Speaking of which, does anyone know how to make a supposedly current campaign into a previous campaign? I've got a couple there that I'm no longer involved in...)
You're all welcome to begin posting, by the way, if you want. Let me know if you want to do anything before the dinner (which can include any knowledge checks you may want to make about the Vanderborens or anyone other NPCs from the recruitment threads). I figure we can start that before the PCs are fully vetted, since it's role-play, not roll-play. Dargon, if you get to post, great. If not, we'll pretend you're there and join in when you're ready.
(I'm on vacation this week, so have been posting a lot. However, I'm heading down to DC for Friday-Monday. I assume I'll still get a chance to post somewhat, because my friends go to bed hours earlier than I do, but am not sure exactly how much time I'll get online.)
Patrik, I think you get added by just posting in the game thread, no? I'm not aware of a way to manually do it. (Speaking of which, does anyone know how to make a supposedly current campaign into a previous campaign? I've got a couple there that I'm no longer involved in...)
You're all welcome to begin posting, by the way, if you want. Let me know if you want to do anything before the dinner (which can include any knowledge checks you may want to make about the Vanderborens or anyone other NPCs from the recruitment threads). I figure we can start that before the PCs are fully vetted, since it's role-play, not roll-play. Dargon, if you get to post, great. If not, we'll pretend you're there and join in when you're ready.
I didn't even notice that there was a game thread created :) Yep, it got added to my campaign list as i posted in the game thread. Good stuff!
Edit: Not until now i noticed the roleplay part of your last post in the recruitment thread. This is not my day it seems :)
Edit pt 2: Silvio's sheet should be complete now, except for a trait of your choice.
Regarding your other question: I posted somewhat the same question here.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Silvio's sheet looks fine, other than you're missing the closing italics tag on the name of the ship you stowed away on.
For Silvio's trait, how about Confidence: Your complete sense of confidence makes your "exaggerations" more convincing. +1 trait bonus to bluff rolls, plus bluff is a class skill for you.
OK, just Dargon left to check. Let me know when you're ready.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Sekathral, consensus seems to be that the bonuses conveyed by the Sea Legs feat apply all the time, not just when on a ship, so I'd just add them to your overall skill scores.
Silvio's sheet looks fine, other than you're missing the closing italics tag on the name of the ship you stowed away on.
Fixed.
motteditor wrote:
For Silvio's trait, how about Confidence: Your complete sense of confidence makes your "exaggerations" more convincing. +1 trait bonus to bluff rolls, plus bluff is a class skill for you.
Love it! (since i use herolabs i took the "Fast talker" trait, which is identical)
Dargon is ready for review. I should be able to start rp sometime tomorrow.
Crunch:
DARGON DOLGRINSON CR 1/2
Male Dwarf Monk 1
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 16, flat-footed 14. . (+2 Dex, +1 natural, +1 dodge)
hp 12 (1d8+3)
Fort +5, Ref +4, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Axe, Throwing +0 (1d6+4/20/x2) and
. . Handaxe +4 (1d6+4/20/x3) and
. . Unarmed Strike +4 (1d6+4/20/x2)
Ranged Axe, Throwing -2 (1d6+4/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 17, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +4; CMD 20
Feats Dodge, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13)
Traits Chance Savior
Skills Climb +8, Linguistics +2, Profession (Merchant) +7, Sense Motive +7, Swim +8
Languages Common, Dwarven, Giant, Varisian
SQ AC Bonus +3, Auroch’s Breath, Greed, Hardy, Hatred, Lost Halls Porter, Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6), Wondrous Whippersnap
Combat Gear Axe, Throwing, Handaxe, Shuriken (5); Other Gear Auroch’s Breath, Lost Halls Porter, Silver clan signet ring of a pick ax over a mountain range , Waterskin, Wondrous Whippersnap
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Lost Halls Porter Drinking a pint gives dwarves—and only dwarves—a +1 alchemical bonus to saving throws against poison.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wondrous Whippersnap This light ale, a rarity among dwarven beers, extends the range of your darkvision by 1d3 × 5 feet (varying from batch to batch, and even from person to person) for 1 hour