HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8
Agreed. Seems a well-rounded out group...maybe a little light up front, but the buffs and battlefield control should make up for it, if it comes to it.
AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9
Okay, this is confusing me...
Does every house have animagi? Does every animagi have our memories? Are we in sone nexus where all the Founding Contracts are, or just the extra-dimensional vault of House Leroung?
AC 11 (T 11 FF 10); CMD: 15; Maximum HP: 42; Current HP: 42 F +6, R +6, W +9
So unless Leroung was in on their memory wipe, there’s no reason to believe their animagi have our memories. If they find animagi belonging to a House, defeat them, and get their memories back, they’ll have a pretty good idea of which a House did this to them?
Not necessarily... the memories could be spread out in the animagi. Not sure how, but if they are making deals with devils not impossible. We don't know if they are all in one (unlikely I think), or if different people will get back their memories at different times, or we have to take them all down to break some curse or whatever.
Even though they said that lady would know a lot about memories, she knew nothing about what we needed, because someone wiped her memory too. The whole thing is freaking unlikely, but all we can do is try to destroy the things and see what happens. The game of the houses is utterly meaningless to me at this point, honestly.
I don't really want to have it in character, because then our characters all vote to leave instead of fight, and we lose the purpose of the whole game.
... Unless I am wrong about the purpose. Are we supposed to be doing something besides figure out how to get our memories back? Taking down Thrune is a secondary goal, and we're already on track with that since we agreed to an assassination, which is also way out of our depth.
Unfortunately, I am in the middle of moving, and my posting is going to be spotty between now and the 15th. Packing up the truck tomorrow, and should be in Utah and able to post again (hopefully) around then.
If you guys come up with a scheme in the meantime, you can count me in and just bot me along. Really sorry about not being able to check in consistently until then.
Is there any issue with buying a couple of healing wands? I can afford one wand myself, and then we have enough in party treasure to buy another one (if all the players agree it is a good idea), but wanted to make sure that they would be available in town.
Egorian can supply just about any magic item. No need to RP it. You can get 5% off with a 20+ diplomacy check and 10% off with 30+. That applies for any purchases.
Flying to Vancouver in the morning to help my brother. Not sure if I will have a chance to post from there or not, so might be essentially offline until the 4th. Apologies for the late notice. Please bot me as needed.
On the pushing it along question, decided to move it here instead of gameplay since it got long:
That's a good question. I don't know... find a way to shorten up the gather information blanks in the game? I feel like we never know enough because of the memory thing, and Knowledge Local is kind of obviously broken, and all of our real allies (that we know about) have the same problem. I think we would be happy to walk into a fight with Alana or a fight with an animagus because the in between "I have no idea what to do now" parts are wearing us down a little. We just don't know enough about anything, so it is hard to commit to a course of action when we are so far in the dark. And the information about the memory recovery being flawed.... I guess I am not sure what we are working towards anymore. 5-year old revenge, or fighting someone that we aren't even sure is culpable for the memory extraction? We don't even know who our enemies are.
... You could certainly fast forward us to the fight with Alana or the next Animagus battle, but right now we are facing trying to make a plan with next to zero information about Alana's schedule, movements, or armament. All we know is that there is a way from her rooms to an inn's basement.
With the Animagus we know the general area, but we're stumbling in the dark there too. Our information sources don't provide a lot, and we don't have an inside man, which is a problem especially with the whole collapsing stuff. I don't know about the others, but I find that it is hard to keep up the motivation inventing plans with so little to go on, and with more and more people just wanting to kill us, and every lead we get seems to be just another dead end... and things keep getting worse instead of better. We don't know if anyone knows we have one of the contracts, but if they do, now the Hellknights are after us too. And I don't even know what we did to piss them off in the first place. And now we're murdering someone in exchange for information that was very poor and won't even get us to the next step without a lot of extra work and risk. For a contract that we're likely going to get murdered over. That deal stinks. :)
HP 38/38 | AC 20 T 15 FF 15 | F +4 R +8 W +8 (+10 vs non-Zon Kuthon divine) | Perception +12 | Init +8
I was busy with my kids yesterday, I apologize. I will say that having the quests and storyline be more linear would probably be helpful. I hate to say it, but a relatively slow medium like this isn't the best place for lots of options and group decision-making. Just my two cents, of course. There's a fine balance to maintain between ram-rodding the story and allowing creative thinking.
As for this particular quest, I'm not sure why the relative lack of interest. Things seem pretty straightforward at the moment.
Not sure how it would make any difference. The other one wore off, but the effect of the elixir is always that if you speak you must tell the truth. So, she can refuse to drink it, or remain silent as she wishes (and face the consequences), but if she drinks it voluntarily (allowing it to activate) and speaks, it has to be the truth.
In essence, we are threatening her and telling her that yes, we know that she can make the will saves to avoid speaking or blurting out the truth, but if she takes that route, we'll destroy her body so well that it will take a Wish spell to bring her back. The elixir is just there to prevent her pretending to talk and lying. She still has the option to not talk or not drink.
Since you get a will save against every question, I made the rule application that you can't repeat questions because they already passed a save for that question. I can't find a actual ruing for that either way so I'll stick to that. I was also seeing if there would be any kind of effect similar to fear, where if you pass you are immune to the fear for 24 hours. There does not appear to be a similar application for compulsion. I checked through several spells and none of them mention anything about repeat actions.
So I'll go with, passing a will save protects the affected person from any version of that question for the duration of that particular elixir. New elixir, new set of questions.
I am moving to Texas next week, and won't be able to post for sure Monday-Thursday, and it just depends on what is going on whether I will be able to post the rest of the week. Hopefully will be back up and normal on Monday the 29th latest, since I start my new job that day, so things have to be resolved at least that much.
Alright, so took a bit longer than it usually does but adding Dice as an ally is very helpful down the line. Let's pick back up with your next course of action.
--Get +1 2nd level and a 3rd level spell per day.
--Get +1 1st level and +2 3rd level spells known.
--Get a feat.
--HP: are we doing half plus 1? If so, +10 HP
--+22 skill points (plus hard bargainer adjustment (half level)
--+1 rogue talent
--Get Comparative Arcane studies (Once per day, a studious librarian can cast any spell from the bard, sorcerer/wizard, or witch spell lists from a scroll or spellbook in hand as if it were one of his bard spells known, expending a bard spell slot of the same spell level to cast the desired spell. Casting a spell from a scroll this way does not cause the spell to vanish from the scroll.)
I think that is it. Note: I have not actually chosen all of these things, and HP is the only thing I added to my sheet, but it is what I have time for now, and I thought it might help doing it in stages. I will update later when I get it done.
Also, taking suggestions for what people think I should choose, if there is something that will help the group or an individual. No promises, but will definitely consider it.
[Name Redacted] is a quest set in the heart of Cheliax; Egorian. As the houses wage political battles to overtake House Thrune, and the Hell Knights try to maintain order, a third group is starting to make waves. Taishan, an anti-government organization, has been quietly and deliberately working in the shadows to bring down Thrune and many of the other political houses.
This quest is focused on discovery. Information is at the center of it, and the gathering and distribution of that information. You’ll have to figure out the what, and also the how and why. And then you’ll have to determine how much you want to share with the rest of your group. All of this is made more complicated by a very important wrinkle; you’ll start the quest without any of your recent memories (see background for details). This quest will feature obstacles that have to be completed by the party, but there is also a large part of this that can be done individually, or with just part of the group. I'll note, the key to information gathering is digging deeper. The more you put into this quest, the more you get out of it.
Setting:
This quest is primarily set in Egorian, in Cheliax. I’ve adapted Cheliax slightly for the quest, but for the most part it follows the details in the Wikia. The year is 4707 AR, 67 years after House Thrune has taken over the ruling of Cheliax.
Pathfinder Wikia: Cheliax
Queen Abrogail II and General Gorthoklek are not involved, though the houses detailed in the Wikia play an important part in the quest.
PBP Notes and Expectations:
I saw these guides posted in another recruitment post, and they are awesome.
-I’m in the EST. I work 8-5, but can post before that, at lunch or at night.
-I’ll be posting every day on week days, and I expect you to follow the same pattern.
-I usually bot for trivial RP situations, as well as rolling initiative and saves for players. I’ll be more specific when the game starts.
Characters: For this quest, you can either submit your own 5th level character, or play one of the pre-made characters for this quest. Details for either are spoilered below. I don’t believe I’ll have a strong preference in choosing either way, but I will note that obviously, there can only be one submission picked for any pre-made character.
Basic Character Rules:
Level and wealth: Level 5, standard character wealth (10,500 GP). All magical items are available.
Attributes: Roll 4d6 drop the lowest die (roll 2 sets of 6 and choose) or point buy with 20 + 1d6. You can roll all 3 and then choose. (update: for the sake of others in the thread please spoiler your rolls if possible)
Races: Core races, plus Aasimar (minus the spell like ability), Dhampir and Tiefling (minus fiendish sorcery) (Samsaran and Dragonborn are also available as pre-made characters, see below)
Classes: Any Paizo. No Synthesist. I’m not well versed in the Occult classes, though I am not ruling them out. Firearms are emerging.
Skills: We will be using background skills.. You also get free skill rank at level 1 to put into a profession or craft skill. This profession or craft can be legitimate, but could also just be a cover for your true work in Taishan.
Traits: 2 traits, and a 3rd if you take a drawback
Alignment: Any alignment. This quest can support evil characters, and there should be enough motivation to keep them tied to the party.
HP: 1st Level Max, Half + 1 for all other levels
Progression: Technically I use fast progression, though most of the time I use milestones for level ups.
Party balance: You’ll have quite a few non-player characters in your group with a range of skill sets (see pre-made characters for specifics), so party balance isn’t critically necessary.
Pre-made Character Submissions:
I’ve run this quest several times and refined it with each running. The characters below were all played before, and I liked them enough that I’ve folded them into the story line. You’ll find spoilered background and statblock data below in a second post. You can also see post histories in the Tadloton quests where some of these characters were used.
To submit an application as a pre-made character:
1-Write a scene, monologue, interaction, etc with the character. It doesn’t have to be long; I’m mainly looking for how well you portray the character.
2- Gear up your character! (if you want, you can also wait for selection to finalize gear) I have the Hero Lab portfolios that I can send you. I can also send you the BBcode formatted stat blocks, but not until my desktop computer finishes its endless windows update cycle.
-Some characters have “Specific Included Gear.” This gear is included with your character; it does not count against the wealth assigned to your character. You can include equipment and gear, though for your submission having that included is not necessary. If you are selected, you can fill in your gear ahead of the quest starting.
-Because of the nature of this quest, some of the character information has been redacted. If you are going to apply as a premade character, I will PM you the redacted information.
Player made Character Submissions:
-Submit a stat block for your character. You can include equipment and gear, though for your submission having that included is not necessary. If you are selected, you can fill in your gear ahead of the quest starting.
Important: You will begin this quest as a member of the anti-government agency Taishan. You will also not have any memories from the past two years, this includes your entire time with Taishan. This will also include time spent in the Tadloton Mercenary Guild. Therefore, your backstory will need to have 2 specific elements:
1- Your last action should be heading to Tadloton, a small town on the Andoran/Cheliax border that is starting up a mercenary guild. You would be level 1 at this point.
2- You’ll need to have a reason to want to overthrow the House Thrune. It could be simple (you belong to a rival house and want to take over) or complicated (this guy once told you thing that means this other thing will cause this untold destruction and suffering unless Taishan is overthrown)
For the background itself, I’m not overly concerned with the format; I just want to get a sense of what the character is like, how they act, and what their motivations are. That means short summaries, personality descriptions, or sweeping epics are all fine for submissions. If you submit it I will read it (within reason).
PBP History: Optionally, you can submit up to 3 posts or even former PBP characters as examples of your play style.
Recruitment: Recruitment ends November 1st, at 11:59 PM EST. You must have completed submitted character by that time. Good luck everyone!
• Personality: Brash, witty, clever, over the top, silly, divisive
• Motivation: Seeks attention and acceptance, personality is mostly self-contrived
• Combat Style/Role: Ranged
• Adventuring Role: Ranger/Rogue abilities
• Specific Included Gear: N/A
• Quick background: [redacted]
Payk Stablock:
Payk
Half-elf slayer (sniper) 5 (Pathfinder RPG Advanced Class Guide 53, 120)
N Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +9
Defense
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 34 (5d10)
Fort +4, Ref +9, Will +1; +2 vs. enchantments
Immune sleep
Offense
Speed 30 ft.
Special Attacks sneak attack +1d6, studied target +2 (2nd, move action)
Statistics
Str 15, Dex 20, Con 10, Int 12, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 22
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits ambitious, elven reflexes, reckless
Skills Acrobatics +11, Appraise +2, Bluff +10, Climb +7, Diplomacy +3 (+7 to influence creatures with 5+ HD more than you), Disguise +6, Escape Artist +6, Handle Animal +4, Intimidate +7, Knowledge (dungeoneering) +8, Knowledge (geography) +10, Knowledge (local) +9, Perception +9, Profession (trapper) +4, Ride +10, Sense Motive +9, Sleight of Hand +7, Spellcraft +2, Stealth +13, Survival +7; Racial Modifiers +1 Bluff, +1 Sense Motive, sociableAPG
Languages Common, Elven, Halfling
SQ accuracy, combat style (archery), deadly sniper, dependent, elf blood, slayer talent (ranger combat styleACG)
Other Gear light horse (combat trained), 10,500 gp
Special Abilities
Accuracy (Ex) Halve range penalties with bows, crossbows, and firearms.
Deadly Sniper +5 (Ex) Ignore 30' limit and bonus damage for sneak attacks vs. unaware targets in first range inc.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sociable If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
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• Motivation: Seeks to create his own legacy, doesn’t realize that he does enjoy what he rebelled against
• Combat Style/Role: TWF
• Adventuring role: Information gathering, especially in social situations, presents access to nobility
• Specific Included Gear: 2 Masterwork Shorts Swords +1 (any enchantment) (These are blades that are passed down the line in Alden’s family, and contain ornately detailed engravings and designs.)
• Quick background: Alden grew up in nobility, but the noble life outlined by his family wasn’t the life he wanted. The hours spent with tutors, lessons, classes, and fanciful dinners, both real and practice, taught him manners, proper decorum, and everything else that was expected of the nobility. But Alden considered them wasted hours, and as soon as he came of age he ran away from home to seek out adventure. He considered it running away, but really he told both his parents that he was leaving and they didn’t take any actions to stop him.
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 shield)
hp 34 (5d10)
Fort +4, Ref +9, Will +2; +2 vs. enchantments
Immune sleep
Offense
Speed 0 ft.
Melee +1 keen short sword +9 (1d6+3/17-20) or
+1 shock short sword +9 (1d6+3/19-20 plus 1d6 electricity)
Special Attacks combat style (two-weapon combat), favored enemies (andor +2, cheliax +4), hunter's tricks (3/day; cunning pantomime)
Ranger (Dandy, Skirmisher) Spells Known (CL 2nd; concentration +4)
1st (3/day)—anticipate perilUM (DC 13), charm person (DC 13), magic mouth (DC 13)
0 (at will)—dancing lights, detect magic, message, read magic, unwitting allyAPG (DC 12)
Statistics
Str 14, Dex 20, Con 10, Int 10, Wis 12, Cha 14
Base Atk +5; CMB +7; CMD 22
Feats Double Slice, Endurance, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits mercenary, reactionary
Skills Acrobatics +0, Climb +0, Diplomacy +8 (+10 when negotiating payment for a quest or a service that you provide), Disguise +3, Intimidate +2 (+4 when negotiating payment for a quest or a service that you provide), Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +3, Knowledge (nobility) +5, Knowledge (planes) +1, Linguistics +1, Perception +9, Ride +3, Sense Motive +7 (+9 when negotiating payment for a quest or a service that you provide), Sleight of Hand +0, Spellcraft +5, Stealth +5, Survival +4, Swim +1, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ elf ranger, favored terrain (urban +2), hobnob, hunter's bond (companions), rumor empathy +7, track +2
Other Gear +1 keen short sword, +1 shock short sword, light horse (combat trained), 10,500 gp
Special Abilities
+2 to critical confirmations (Short sword) Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not st
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Nation (Andor +2) (Ex) +2 to rolls vs. courtiers, officials, nobles, and gentry from Andor.
Favored Nation (Cheliax +4) (Ex) +4 to rolls vs. courtiers, officials, nobles, and gentry from Cheliax.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Hobnob (Ex) After 10 min. of socializing, grant allies half his favored nation skill bonus at a social event.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Hunter's Tricks (3/day) (Ex) Various tricks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rumor Empathy +7 (Ex) Over 8 hr, modify rumor tone one step with a Diplomacy check based on settlement size.
Track +2 Add the listed bonus to survival checks made to track.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +6, Ref +5, Will +1 (+1 vs. compulsions)
Defensive Abilities well-paid loyalty +1
Offense
Speed 30 ft.
Special Attacks weapon training (axes +1)
Statistics
Str 19, Dex 16, Con 14, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +9; CMD 23
Feats Cleave, Dodge, Great Cleave, OutflankAPG, Power Attack, Weapon Focus (battleaxe)
Traits mercenary, reactionary, veteran of battle
Skills Appraise +2, Diplomacy +0 (-5 to improve other creatures' attitudes towards you, +2 when negotiating payment for a quest or a service that you provide), Intimidate +6 (+1 to improve other creatures' attitudes towards you, +8 when negotiating payment for a quest or a service that you provide), Knowledge (dungeoneering) +4, Knowledge (engineering) +6, Linguistics +1, Perception +3, Profession (Mercenary) +4, Ride +7, Sense Motive +1 (+3 when negotiating payment for a quest or a service that you provide), Sleight of Hand +6, Survival +4
Languages Common, Dwarven
SQ armor training 1, blackjacket tactics, condescending, heart of the streetsAPG
Other Gear 10,500 gp
Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blackjacket Tactics (Ex) After 1 min, gain fellow Blackjacket's teamwork feat for hrs, but only if in 30' of team.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
Well-Paid Loyalty +1 (Ex) +1 to Will save vs. compulsions.
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---
Glifdore:
• Male Dwarf Skald
• Personality: Confident, decisive, leads because he feels he has to
• Specific Included Gear: Masterwork +1 Earthbreaker (Any echantment)
• Quick background: [redacted]
Glifdore Statblock:
Glifdore
Dwarf skald (battle scion) 5 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Intrigue 48)
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
Defense
AC 10, touch 10, flat-footed 10
hp 43 (5d8+15)
Fort +6, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training, uncanny dodge
Offense
Speed 20 ft.
Special Attacks battle prowess, hatred, rage power (guarded lifeAPG), raging song 13 rounds/day (inspired rage, song of marching), relentlessAPG, spell kenning 1/day
Skald (Battle Scion) Spells Known (CL 5th; concentration +7)
2nd (3/day)—mirror image, shatter (DC 14), tactical acumenUC
1st (5/day)—blurred movementACG, cause fear (DC 13), memory lapseAPG (DC 13), touch of gracelessnessAPG (DC 13)
0 (at will)—dancing lights, detect magic, know direction, message, read magic, sparkAPG (DC 12)
Statistics
Str 17, Dex 10, Con 15, Int 10, Wis 13, Cha 14
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Scribe Scroll, Skald's VigorACG, Toughness
Traits artisan, reactionary
Skills Acrobatics +0 (-4 to jump), Appraise +4, Craft (carpentry) +5 (+7 on checks related to metal or stone), Diplomacy +9, Handle Animal +10, Intimidate +10, Knowledge (arcana) +5, Knowledge (engineering) +4, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +5 (+7 to notice unusual stonework), Perform (oratory) +8, Perform (percussion instruments) +10, Sense Motive +5, Spellcraft +5, Survival +2, Use Magic Device +6; Racial Modifiers craftsmanAPG, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ bardic knowledge +2, courtly presence, versatile performance (percussion)
Other Gear Drum, 10,500 gp
Special Abilities
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Battle Prowess (Ex) Selected feats can be shared with inspired allies for 2 rounds of raging song per round shared.
Courtly Presence +2 (Ex) Start verbal duels with extra edge for presence tactics
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Guarded Life (5 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Raging Song (standard action, 13 rounds/day) (Su) Song can inspire allies in a variety of ways.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Percussion Instruments) +10 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
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• Quick background: Tarken’s clan was raided before he reached adult hood. The dragonborn were still an unknown entity at the time, and the raiders feared the strength and brutality that they fought with, not knowing that it came only in defense of themselves. They eliminated the entire adult population of the clan, even after the dragonborn had surrendered. They enslaved everyone underage, and Tarken was sold from one master to another. Eventually, he was bought and freed by a priest of Erastil, where he took up the service to the deity. The work in the domains of Good, Law and Community helped heal the scars of his past, and set him on a path of service.
Tarken Jeryl Statblock:
Tarken
Dragonborn oracle (dual-cursed oracle) 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
LG Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +1 (-1 when furthen than 10 feet from a fallen ally)
Defense
AC 11, touch 10, flat-footed 11 (+1 natural)
hp 48 (5d8+20)
Fort +4, Ref +1, Will +4
Defensive Abilities cornered fury; Immune fatigue; Resist fire 5
Offense
Speed 0 ft.
Special Attacks channel positive energy 8/day (DC 19, 3d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 5th; concentration +10)
2nd (5/day)—cure moderate wounds, holy ice weaponACG, oracle's burdenAPG (DC 17), lesser restoration
1st (8/day)—bless, cure light wounds, ill omenAPG, magic weapon, sanctuary (DC 16), shield of faith
0 (at will)—detect magic, guidance, light, mending, resistance, stabilize
Mystery Life
Statistics
Str 14, Dex 10, Con 16, Int 10, Wis 11, Cha 20
Base Atk +3; CMB +5; CMD 15
Feats Extra Channel, Extra RevelationAPG, Improved Channel
Traits natural-born leader, prophesied, reactionary
Skills Acrobatics -6 (-8 when furthen than 10 feet from a fallen ally), Appraise +0 (-2 when furthen than 10 feet from a fallen ally), Bluff +5 (+3 when furthen than 10 feet from a fallen ally), Climb -4 (-6 when furthen than 10 feet from a fallen ally), Diplomacy +11 (+9 when furthen than 10 feet from a fallen ally, +12 vs. anyone who know your reputation), Disguise +5 (+3 when furthen than 10 feet from a fallen ally), Escape Artist -6 (-8 when furthen than 10 feet from a fallen ally), Fly -6 (-8 when furthen than 10 feet from a fallen ally), Handle Animal +7 (+5 when furthen than 10 feet from a fallen ally), Heal +8 (+6 when furthen than 10 feet from a fallen ally), Intimidate +5 (+3 when furthen than 10 feet from a fallen ally, +6 vs. anyone who know your reputation), Knowledge (geography) +3 (+1 when furthen than 10 feet from a fallen ally), Knowledge (history) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (planes) +4 (+2 when furthen than 10 feet from a fallen ally), Knowledge (religion) +6 (+4 when furthen than 10 feet from a fallen ally), Linguistics +1 (-1 when furthen than 10 feet from a fallen ally), Perception +1 (-1 when furthen than 10 feet from a fallen ally), Ride -6 (-8 when furthen than 10 feet from a fallen ally), Sense Motive +5 (+3 when furthen than 10 feet from a fallen ally), Spellcraft +6 (+4 when furthen than 10 feet from a fallen ally), Stealth -6 (-8 when furthen than 10 feet from a fallen ally), Survival +1 (-1 when furthen than 10 feet from a fallen ally), Swim -4 (-6 when furthen than 10 feet from a fallen ally), Use Magic Device +6 (+4 when furthen than 10 feet from a fallen ally)
Languages Celestial, Common, Draconic, Goblin, Ignan
SQ breath weapon, oracle's curses (lame, tongues [ignan]), overprotective, revelations (enhanced cures, life link, channel, safe curing)
Other Gear 10,500 gp
Special Abilities
Breath Weapon (1d6 Fire, 15 ft Cone, Ref neg, 1/day, DC 13) (Su) As a standard action deal elemental damage to an area.
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enhanced Cures (+5 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Life Link (5 max bonds, 150 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 3d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Tongues (-Choose-, Ignan) You can only understand and speak two languages in combat.
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• Adventuring role: Information gathering, surveillance, infiltration
• Specific Included Gear: None
• Quick background: [redacted]
Sydney White Statblock:
Sydney White
Samsaran witch (hedge witch) 5 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 4 230, Pathfinder RPG Ultimate Magic 84)
N Medium humanoid (samsaran)
Init +0; Senses low-light vision; Perception +1
Defense
AC 10, touch 10, flat-footed 10
hp 27 (5d6+5)
Fort +1, Ref +1, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
Offense
Speed 30 ft.
Special Attacks hexes (charmAPG, flightAPG, healingAPG, slumberAPG)
Spell-Like Abilities (CL 5th; concentration +8)
1/day—comprehend languages, deathwatch, stabilize
Witch Spell-Like Abilities (CL 5th; concentration +10)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch (Hedge Witch) Spells Prepared (CL 5th; concentration +10)
Patron Healing
Statistics
Str 10, Dex 10, Con 10, Int 20, Wis 11, Cha 16
Base Atk +2; CMB +2; CMD 12
Feats Accursed HexUM, Extra HexAPG, Extra HexAPG
Traits extremely fashionable, fast-talker
Skills Appraise +6, Bluff +14, Craft (alchemy) +11, Diplomacy +4, Disable Device -1, Disguise +13, Handle Animal +4, Heal +5, Intimidate +7, Knowledge (arcana) +9, Knowledge (history) +11, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Linguistics +7, Perception +1, Sense Motive +5, Sleight of Hand +1, Spellcraft +9, Stealth +2, Swim +4, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Disguise
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Samsaran
SQ shards of the past (Disguise, Bluff), spontaneous healing, witch's familiar (scarlet spider named Arcane Familiar)
Other Gear 10,500 gp
Special Abilities
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Charm +1 (5 rounds, DC 17) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shards of the Past (Disguise, Bluff) (Ex) A samsaran’s past lives grant her bonuses on two skills. The samsaran chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Adrien Tansar:
• Male Elf Slayer/Hunter/Ranger/Rogue (Any melee)
• Personality: cold, spiteful, twisted, vengeful
• Motivation: Vengeance on the ruling class that
• Combat style: DPS
• Adventuring role: Interrogation, infiltration
• Specific Included Gear: Masterwork +1 melee weapon (any enchantment), Signet rings
• Quick background: A childhood as the constant victim has hardened into an assassin that almost wants to kill as much as he is contracted to kill. His preferred targets include the ruling class and anyone involved in the Chelish government that condones and even encourages such practices. He knows he is slowly becoming the like the people he despises, but he is driven to continue anyway.
AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
hp 39 (5d10+5)
Fort +4, Ref +9, Will +1; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Offense
Speed 30 ft.
Special Attacks sneak attack +1d6 plus 1 bleed, studied target +2 (2nd, move action)
Statistics
Str 16, Dex 20, Con 10, Int 10, Wis 11, Cha 12
Base Atk +5; CMB +8; CMD 24
Feats Dodge, Mobility, Skill Focus (Perception)
Traits mercenary, reactionary
Skills Acrobatics +9, Appraise +1, Bluff +9, Climb +7, Diplomacy +2 (+4 when negotiating payment for a quest or a service that you provide), Disable Device +4, Escape Artist +6, Intimidate +7 (+9 when negotiating payment for a quest or a service that you provide), Knowledge (geography) +4, Knowledge (history) +1, Knowledge (nobility) +2, Linguistics +1, Perception +13, Profession (Assassin) +4, Sense Motive +0 (+2 when negotiating payment for a quest or a service that you provide), Sleight of Hand +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Elven
SQ dirty trick, resist level drain, slayer talent (bleeding attack +1), track +2
Other Gear 10,500 gp
Special Abilities
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Trick (Ex) As a free act on sneak att vs. studied target, no extra dam but dirty trick at +1 per extra dice lost.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Couple of questions before I start making the character:
What are the methods for rolling stats? I'm guessing 4d6 drop one is rolling 4d6 for every stat twice and picking the ones you want, but what does 20 +1d6 mean? Getting a 20 in every stat and then adding 1d6 felt a little out of place. Is it referring to point buy?
For the skills portion, are you referring to using background skills and then getting an additional rank to add to profession or craft, for a total of 3 extra skill ranks? (I might be reading this wrong)
Couple of questions before I start making the character:
What are the methods for rolling stats? I'm guessing 4d6 drop one is rolling 4d6 for every stat twice and picking the ones you want, but what does 20 +1d6 mean? Getting a 20 in every stat and then adding 1d6 felt a little out of place. Is it referring to point buy?
For the skills portion, are you referring to using background skills and then getting an additional rank to add to profession or craft, for a total of 3 extra skill ranks? (I might be reading this wrong)
Lastly, are we allowed to take drawbacks?
Thanks in advance.
I updated the post slightly to clarify the meaning. Roll 4d6 6 times. You drop the lowest die number from each roll of 4 and those are your 6 attribute values. You can do that twice, and choose he better set of 6.
The 20 + 1d6 is a point buy method.
You'll get two background skills at every level. You get one additional rank at level 1 for a profession or craft.
Yes, you can take a drawback and the extra trait that comes with it.
It's 20 + 1d6, so you'll get between 21-26. You also roll this one only once. So yours would be the top one. That would give you 20 + 3, so a 23 point buy as an option along with either of the two rolled sets.
It's 20 + 1d6, so you'll get between 21-26. You also roll this one only once. So yours would be the top one. That would give you 20 + 3, so a 23 point buy as an option along with either of the two rolled sets.
Yeah, caught that and fixed it, but too late for you not to see my mistake. Oh well, humility is good for you, right? :) I'll see whether that works better than what I rolled. :)
CB wrote:
Hey Zanbabe...I see this caught your eye as well. :)
Decided to do the math, first one is 26 point buy, the second is a whopping 29 point buy. Only thing that stinks is the 7 in a stat, might use a race that can boost that up.
Thinking Warlock Vigilante for my class, focusing on throwing out the energy bolts like a madman.
Decided to do the math, first one is 26 point buy, the second is a whopping 29 point buy. Only thing that stinks is the 7 in a stat, might use a race that can boost that up.
Thinking Warlock Vigilante for my class, focusing on throwing out the energy bolts like a madman.
The classic balanced vs unbalanced stat debate. I completely forgot about the Warlock option for vigilantes, that just makes it twice as interesting to see in action.
GM, can we use stats adjustments due to age? Not looking to break anything, just to round some even numbers. Intending to build a middle-aged investigator.
GM, can we use stats adjustments due to age? Not looking to break anything, just to round some even numbers. Intending to build a middle-aged investigator.
Nothing amazing, but I'll probably go with set #2.
A few questions, GM:
1. How deep of relationships would you like to form between the NPCs and PCs?
2. Do you expect us to recover our memories through a specific trigger? Might we have lingering feelings "on the tip of our tongues" about strong experiences from our pasts for which the details were forgotten?
3. How dark do you usually write themes to be in games?
4. What are your feelings about platypi?
5. As we are composing our submissions only up to level 1 worth of life experience in our class, will you be connecting the dots for us if our memories are restored, or should we hypothesize what happened in the meantime for you?
6. Without alignment restrictions, could one make a CG paladin of freedom? I'm not sure if you're familiar with unearthed arcana from 3.5, but that's essentially the angle from which I'm asking.
7. How would you see leadership/crafting fitting into your campaign?
Regarding writing samples, my characters Dalton, Harakhty and Gruskorb have a good amount of history under their belts, though only the latter is part of an active game at this time. I just finished an extensive background for Quovex, who was designed in another recruitment for which he was not accepted, yet it was focused on infiltration. Although I'm leaning towards creating something new for this at the moment, if you think his can be modified to segue (mostly towards the end to tie into the mercenaries), I think he could be a nice fit.
1) in most cases, you won’t have an established relationship with the listed NPCs. Especially for characters from Egorian, it is possible to have a strong connection to an NPC in the city.
2) you’ll have specific means to recover your memories that will be laid out in the quest. You might have feelings and familiarities from your forgotten memories.
3) some of the themes are semi-dark, but I usually write them a lot lighter than they are. The areas this quest touches on are theft, assassinations, murder, sabotage, espionage, deception, and some petty crime.
4) I’ll look into it and get back to you.
5)I’ll connect the dots as part of the quest.
6) you will have to use the class alignment restrictions, so a paladin would be LG. I’m not familiar with the arcana you’re referring too. I’ll note that it may be difficult to keep an LG alignment in This quest.
7)leadership works well. Crafting fits, especially since you can have an established presmises and workshop. The in gametimeline for the quest is somewhat compressed though, so extensive questing won’t be too avilable. Having said that, you can craft your gear to save on the cost of it if you have the needed abilities.
Could you expand question 4? Do you mean as like a playable race?
No. The monotreme doesn't have a clear geographical "home" in Golarion from what I've read, yet it obviously exists and is included in the beastiary, has a familiar bonus, etc. Given I'm thinking of a character with some naval background (such as Quovex, though I'd have to segue the ending into this story if you find the rest of the background to be acceptable), knowing about potential familiar/spirit choices can help.
GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.
Could you expand question 4? Do you mean as like a playable race?
No. The monotreme doesn't have a clear geographical "home" in Golarion from what I've read, yet it obviously exists and is included in the beastiary, has a familiar bonus, etc. Given I'm thinking of a character with some naval background (such as Quovex, though I'd have to segue the ending into this story if you find the rest of the background to be acceptable), knowing about potential familiar/spirit choices can help.
Ok, that makes more sense. You should be fine with anything that’s listed in paizo fanilar options (which platypus is), and I would possibly let you consider other ones as well. Story wise it can fit too since Egorian borders the river adivian that runs straight to the sea.
GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.
It’s paizo official so it’s fine. It can fit well too, similar to how it’s talked about for council of thieves: the more obvious thief that distracts from the subtle thievery.
GM, would the Dashing Thief archetype be acceptable? I ask because its fluff ties it to the Council of Thieves, though I think it works pretty well on its own. Just wanted to run it by you.
It’s paizo official so it’s fine. It can fit well too, similar to how it’s talked about for council of thieves: the more obvious thief that distracts from the subtle thievery.
Oh nice! Will proceed with my character building then.
I think I will drop this guy back to 5th level. He’s an incredibly intelligent Andoran bookseller who learned magic years ago (along with a pile of other stuff) just by reading his own wares. He would have stayed a bookseller, but his son Kris became a cleric of Cayden Cailean and joined the Bellflower Network. Then Kris went and got himself captured by House Thrune so daddy left his shop, remembered his magic, and joined the mercenary group to try to find him.
I think I will drop this guy back to 5th level. He’s an incredibly intelligent Andoran bookseller who learned magic years ago (along with a pile of other stuff) just by reading his own wares. He would have stayed a bookseller, but his son Kris became a cleric of Cayden Cailean and joined the Bellflower Network. Then Kris went and got himself captured by House Thrune so daddy left his shop, remembered his magic, and joined the mercenary group to try to find him.
Looks like a focus on battlefield control magic and evocation magic. Would you skew more towards one when you scale down to level 5?
I designed this character to be a sorcerer who knew a lot of spells, thanks to Expanded Arcana feats and the human FC bonus.
The build approach was I was picking all my favourite spells, and my favourites are illusion and conjuration schools. I had gone with the lightning bolt focus because I liked the Lingering Spell Feat for battlefield control options. I played him from fifth to ninth level in a Crimson Throne game and never once used the approach, so I will probably try to focus on something else. How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?
How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?
Probably too broad of a question. In general I'll follow Paizo RAI over RAW (although thats probably the first time I've said it that way) but it really varies, and if I can find a good way someone else dealt with the situation I'll do that. For illusion, there are certainly some instances where mind-affecting illusion (phantasm, pattern) spells would not impact, say a zombie, but illusion creating (for lack of a better term off hand) like figments and glamers would. I would call most interactions touch based, though certainly other senses (watching someone fall through a "wall") could be termed interaction as well.
How do you like to adjudicate illusions? Specifically, what counts as interacting? Do non-intelligent foes automatically ignore illusions?
Probably too broad of a question. In general I'll follow Paizo RAI over RAW (although thats probably the first time I've said it that way) but it really varies, and if I can find a good way someone else dealt with the situation I'll do that. For illusion, there are certainly some instances where mind-affecting illusion (phantasm, pattern) spells would not impact, say a zombie, but illusion creating (for lack of a better term off hand) like figments and glamers would. I would call most interactions touch based, though certainly other senses (watching someone fall through a "wall") could be termed interaction as well.
That’s what I mean. I once had a GM who ruled that skeletons automatically disbelieved my silent image wall because they didn’t have an intelligence that could be fooled.
That’s what I mean. I once had a GM who ruled that skeletons automatically disbelieved my silent image wall because they didn’t have an intelligence that could be fooled.
Yeah, I thought that example I gave was pretty straight forward but I did see some forum articles where GMs had applied it in a similar way to what you are saying.