With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?
"No worries, you may take heart, sister. We won't leave here without you! My friends are fearsome warriors and diplomats, so one way or another, you will be released. Do not despair any longer."
The pale woman let out a brief laugh that she quickly swallowed. "Gabh dom, ach is dóigh liom go gcoimeádfaidh mé mo éadóchas go dtí go mbeidh mé amach anseo. Ach go raibh maith agat. Go raibh maith agat! Chomh maith leis sin - seachain an corcra. I mo thuairimse, tá sé i gceannas anseo agus is dócha go bhfeiceann tú go léir leat anseo agus ansin an bealach eile!"
elven:
"Forgive me, but I think I will keep up my despair until I'm actually out of here. But thanks. Thanks! Also - beware the purple one. I think he is in charge here and he probably rather see you all in here with me then the other way around!"
Alia holds her position, the knuckles of her hand growing white from the force she grips her Estoc with:"Numalar, I will not let these oversized lizards sacrifice anything remotely elven in these caves. If they refuse to let her go...", her voice trails off, but Alias other hand is slightly raised, as if ready to start casting.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Scarlet listens to everyone jibber jabber back and forth in languages she doesn't understand. She taps her foot, impatiently waiting for something to happen.
The door guard leads the party into a larger cave (roughly 30' x 25' x 12' tall near the center) filled with about a half-dozen kobolds. The air here feels warm and close, thick with a reptilian stink mixed with smoke and burnt meat. Numerous beds of furs lie scattered throughout the room amid smoldering cookfires (which make the room naturally dim), while to the south, a ten-foot-wide alcove contains a large mound of furs framed by dozens of sticks on which are mounted the skulls of many birds and small animals, all smeared with ash.
Standing atop the mound is an imposing black kobold (nearly three-and-a-half feet tall) with a headdress that mirrors the room's decoration. From his vantage he can look Zokon in the eye. His eye bulge when he sees who is accompanying his doorman, and he looks ready to order an attack, but freezes when he sees Numalar bearing the statue of Ol' Sootscale, and when Mikmek and the doorman rush forward to explain.
One of the hooded kobolds steps forward, hands tucked into his robe's sleeves and addresses the giant Numalar.
"Huj Hab wa' 'e' Dun jat qab yItlhobneSQo' jatlh, ghotvam'e' 'e' nob Ho'Du' jej Ol'." At which point he and his fellows all clap their scaly fists to their chests and cry: "Hoch OL' Ho'Du' jej rI'!"
He then continues as if nothing happened. "tartuk qeylIS-jatlh ghogh jotlhmeH wa' wo' 'e' vIH pagh chomuvbe''a'."
Draconic:
"Strange Smooth One that speaks our exalted tongue so poorly, this is to be an offering to Ol' Sharptooth" At which point he and his fellows all clap their scaly fists to their chests and cry: "All HAIL OL' SHARPTOOTH!"
He then continues as if nothing happened. "It is for Tartuk the God-Speaker to voice whether this one is to be moved or not."
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
"He says it is up to someone named Tartuk God-Speaker if she is to be moved and they won't listen to me. I suppose that must be their chief cleric."
"Zokon, stand here a moment."
Standing behind Zokon, so the kobolds have a hard time seeing, Numalar begins casting a spell. He murmurs something and touches his ears. When just about done, he steps out from behind Zokon, and points at the captive, and then Alia and Celyne.
Casting message. If we are going to be out of sight of the elf we can still talk to her. I can't speak elven but Celyne and Alia can.
While nearly everyone, strangers and kobolds alike exit the room to the east, one of the hooded kobolds (the most open members of Tartuk's cult) rushes past the other way down a tunnel that you know Tartuk often emerges from.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Numalar watches the way that Mikmek honors this kobold he is now facing, and does the same.
Since the Avatar image shows the name "Chief Sootscale" I take it we have been told who we are facing? Or perhaps can guess?
Numalar whispers to the others,
"I'll see if I can get him to release the elf woman in trade."
Numalar straightens up and addresses the chief.
"ghaH 'ej Duvan, HoS ra'wI'. tlhong chenmoH maH je loD Hew qem SoH. wa'DIch 'oH mech 'op naH Hech maH. 'ach Hoch elf be' boS chavmeymaj elf-be'Hom tlhap maS Dalegh wIlegh qaStaHvIS mech. SoHvaD jatlh nuq?"
Draconic:
"Greetings, mighty chief. We made a bargain with your men to bring this statue to you. Originally we intended to trade it for some radishes. But as you see we are collecting elf women and would prefer to take that elf-girl we saw in trade instead. What say you?"
Illthir ducks behind the door, looking around in the small cell for anything - anything really - that could serve as a makeshift weapon. If the purple one wanted to expedite things she'd have to find a way to buy a few moments for her new allies. And if he weren't - well at least it gave her something to do rather then anxiously wait to (hopefully) be released.
The kobold with the keys returns with half-human woman from the cell, interrupting her frantic search for a makeshift shiv.
Mikmek gingerly takes the statue from Numalar and hands the gruesome effigy off to the larger kobold. He then retreats bowing his head.
The kobold holds the statue in his claws with a fierce look of concentration. Then with a sudden shriek, he lifts the statue over his head, and then smashes it down onto the ground, shattering it.
Will Save:1d20 + 4 ⇒ (16) + 4 = 20
Alia seems barely able to contain her anger hearing the reply, then hisses her own answer at Numalar, all but ignoring the Kobolds nearby.
"vup DaH qen wuq laHlIj garden 'aqla'. chaq laHlIj qa'meH, vItu' reH HIjwI'pu' ngu'laH. until vaj vay' Data'nISbogh Daghaj."
Draconic:
"Pity that our quality garden folk recently decided to leave. Maybe we'll find a quality replacement, eventually. Until then, you'll have to do."
Not really paying attention to the chief OR the statue, right now. So no reaction there.
Freedom? Yay! Illthir glowed. These visitors had proved to be very efficient. (Much better then her own pleading and whining at least!) But once she was taken into the next room her enthusiasm dimmed a bit to the sound of a resounding crash.
"Uh-oh." she gasped and stared at the broken statue. "That can't be good!"
"Look -" quickly turning to her rescuers she did her best to explain the situation. As far as she knew at least! "- their purple priest and the chief have been quarrelling. And *that* will surely put things to a head!"
And she suspected that Turtuk would emerge juuuust behind her and she didn't look forward to being in the line of fire. With a sour grimace she looked around in the room - maybe she could spot her gear here? Or something interesting ... Anything for a good excuse to move!
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
"Huh. That was easy. And we didn't even need to fight-"
She watches the statue smash. Her eyes widen and she reaches for her weapons. Then she notices the unarmed half-elf. "Hey! You can swing a warhammer? It's gonna get messy soon."
This elicits a sudden cheer from the assembled hip-high crowd. The chief They all raise their weapons and begin moving en masse toward the cave's southern exit.
"I can - but *uh* really rather not ..." The half-elf starts in reply to the red haired warrior when she notices the kobold chief's stare.
Sense Motive:1d20 + 13 ⇒ (18) + 13 = 31
"...buuut that doesn't seem like my choice anymore." She winces and tries to shuffle against the tiny lizard tide towards the party. "You have a spare - or have you seen mine?"
Still trying to ignore the commotion around her, Alia answers Numalar: "The next time, try and find a ruse that does not degrade and insult both my gender and entire species.", before she turns to Zokon:"Help with what, a Kobold Civil War? I would prefer not to get involved, but you're the Kobold authority..."
With a few whispered words, arcane energy flows into the Elf Swordmaidens blade, and a small shield made of force forms orbiting her.
Casting Shield, +4 AC, powering up Blade, too.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Didn't realize until just now that my last post was ninja'd by GGGM's.
Alia of the Blade wrote:
"The next time, try and find a ruse that does not degrade and insult both my gender and entire species."
"You are far too sensitive, my dear. The kobolds were keeping this lady here in a cage like an animal. Clearly they don't have a lot of respect for elves. By making that comment, I implied that I had something in common with these kobolds, in the hopes of winning their trust. I assure you I have no disdain for the elven race as a whole, though I think they take some things too seriously."
Numalar turns to the new half-elf among them.
"I am Numalar, by the way. Don't worry, we'll get you out of here soon. Are you hurt?"
Numalar turns to the rest of the group.
"Now... as to this chief..."
Numalar ponders what just happened.
"Everything that Mikmek has told us indicates that 'Old Sharptooth' was a really miserable god to worship. And it seems that this chief has just 'killed' Old Sharptooth."
"On that basis I'm inclined to give him a chance. I'm not saying we should die to protect him, but giving him a hand might not be a bad idea."
"Besides, if he wins, he might be grateful for our help, or angry for a lack of it. And if he loses, the other side will know that we gave him the statue, and aren't likely to to thank us either."
Utterly ignoring Numalar's explanation, Alia nods:"Nope, not leaving peacefully. If Zokon says we follow and help the chief, I'm with him!"
One: Because I don't think we need to settle that conflict right there...no matter your reasoning, in her eyes it was offensive and telling that it was the first "ruse" that came to mind instead of literally anything else you could have told them - Secondly: Because I actually doubt you have time for all that pondering...the Chief seemed to be in somewhat of a hurry, so I doubt he'll sit around waiting a minute or so until your verbose explanation of the situation is done. :)
All right. Step one - hammer! The half elf nodded at Scarlet and reached for her hip as soon as she was close enough. She unhooked the hammer and weighted it in her hands. It was no doubt quite reassuring.
Step two - introductions! she thought to herself. Noting that some of her captors didn't seem overly pleased with eachother she added Also! I've missed something. But that wasn't her problem yet.
"Illthir." she mumbled in the direction of the gnome. Her mother had always taught her to be careful with name. And a whole other bunch of silly stuff... But lesson had somehow attached itself deeply to the back of her mind. With a wince she pushed the hesitant thoughts away and repeated her name slightly louder. "Illthir Winlowe. Nice to meet you!"
"And only emotionally." she continued with a laugh. "My capture wasn't very violent - it was actually quite funny. Now that I'm not stuck in a dirt cell anymore. But more of that later ... The chief looks impatient."
The press of bodies pushes forward. ahead the party can hear the sound of battle, the ring of steel, the growls of the combatants, the yips of the wounded, and then "KA-BOOM!!!"
The lead kobolds fall flat. The sound echoes through the cave shaking centuries old dust from the ceiling. A wave of heat and a huge plume of grit billow out from the tunnel ahead. Once everyone regains their hearing the only sound out of the cloud of dust they can hear is the sound of rocks settling and the injured groaning.
EDIT Those of you with animals will have to push your companions to continue on-ward should you decide to go that way.
"Mip...mip...mip", patting her ears with her free hand, hoping to regain her sense of hearing faster, Alia looks for Scarlet and comments:"Are we sure we're with the right guys? That...seemed like some powerful magic-", before shouting:"Huj! batlhvaD matay'DI'!" at the nearby kobolds...clearly with the intent to let them go in first.
Celyne will try to convince Luna to be willing to press forward, depending on her to guard her while she moves up to help, one way or another.
handle animal:1d20 + 8 ⇒ (7) + 8 = 15 (plus isn't there a bonus for an animal companion? traveling and don't have access to all the info on the road)
sorry, no time for a longer post... gotta hit the sack to get up early for the eclipse tomorrow.... we're leaving for viewing at 3:30am...Be able to post more tomorrow
"Well..." Illthir grins sourly "It can't be *that* powerful right? Seeing as some clearly survived. And what's the odds they can do that twice?" She didn't look too convinced by her own arguments. On the bright side - if that was magic - my lack of armour isn't actually much of a drawback. Yay!
"We are going...safely behind the Kobolds...just in case he CAN do it twice-", Alia responded, herding the scaly ones forward with motivational clicks and noises in Draconic.
Had we not come, they would gladly have sacrificed the woman to their dark idols. That kind of tribe is not worth saving...if we're lucky, they'll take each other out...
Aye, but Alia does not know that ;) Just saying she's not too keen on risking her life in the name of a Kobold revolt when said Kobolds would gladly have accepted your sacrificial murder if that meant it was not them. That is, she will help get rid of the bad guy. But she'll accept some collateral if that means less danger for us non-kobolds...just wanted to make it understood there actually was a reason, and Alia is not just evoking "we have reserves" because she dislikes Kobolds as a species(which she totally does)
Howdy folks. The GM asked me to join, using a potential frontliner character. I'm thinking of an ifrit bloodrager, and will begin cooking her up soon. Expect an entry over the weekend.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Alright, here's the character build, per the GM's review. A few questions:
Ifrit Sorcerers who choose the elemental (fire) bloodline treat their Charisma as +2 higher for spells and class abilities. My bloodrager chose the elemental (fire) bloodline. Does that mean I get the bonus. RAW it doesn't, but if a Bloodrager multiclasses into a Sorcerer she must choose the same bloodline.
I will write out a longer story for her that fits in Kingmaker.
For now, she's a fighter who is looking for her brother.
Alright, here's the character build, per the GM's review. A few questions:
Ifrit Sorcerers who choose the elemental (fire) bloodline treat their Charisma as +2 higher for spells and class abilities. My bloodrager chose the elemental (fire) bloodline. Does that mean I get the bonus. RAW it doesn't, but if a Bloodrager multiclasses into a Sorcerer she must choose the same bloodline.
I will write out a longer story for her that fits in Kingmaker.
For now, she's a fighter who is looking for her brother.
Alright, here's the character build, per the GM's review. A few questions:
Ifrit Sorcerers who choose the elemental (fire) bloodline treat their Charisma as +2 higher for spells and class abilities. My bloodrager chose the elemental (fire) bloodline. Does that mean I get the bonus. RAW it doesn't, but if a Bloodrager multiclasses into a Sorcerer she must choose the same bloodline.
I will write out a longer story for her that fits in Kingmaker.
For now, she's a fighter who is looking for her brother.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
I would say you do, if only by the fact that the basic assumption of the hybrid classes are to mesh two (parent) classes (barbarian and sorcerer in this case) more seamlessly. As one of the parent classes that makes up the bloodrager class is sorcerer and that the two class abilities have the same name I don't see why it wouldn't follow the same rule. Though I do see why there's a lot of errata for this particular book.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Scarlet Scarab wrote:
Alright, here's the character build, per the GM's review. A few questions:
Hello and welcome! Should I call you "Scarlet?"
A few notes about your character:
I like bloodragers, and while I would normally not recommend TWF for one, it looks like the ability to add +1D6 fire to your weapons will make it viable.
* You have a crit range of 18-20 listed for your longsword. Longswords only have a crit range of 19-20. If you want to have better crits then scimitar is the way to go as it does get 18-20, and a scimitar fits well with ifrits thematically. Note though that the 1d6 fire damage doesn't double on a crit.
* It is worth remembering that as a TWF you can also throw two weapons in one round (you will need the quick draw feat to "reload" effectively though). Looks like you plan to throw light hammers or chakrams.
* Don't forget to pick two traits! Including one campaign trait. If you are a follower of Sarenrae you might want "Flame of the Dawnflower."
* You have the racial ability of burning hands. This isn't terrible, but at only 1d4 damage you might be better off with the alternate "Efreeti Magic" enlarge person ability, which enhances STR at the cost of DEX and increases your weapon damage by a die type (good reason to use Longsword here). Enlarge person is a buff that is good for STR based fighter types even at high levels.
* You have made your CHA your highest stat. Bloodragers are spellcasters, but they are primarily melee fighters with a bit of spellcasting thrown in, and that only starts at 4th level. You only ever need to have a CHA of 14 to access all levels of your spells, and with the "fire affinity" ability you get an extra +2 for magic purposes. On top of that I see you aren't bothering with social skills, and It is worth noting that the party already has three characters with 20 CHA. So I would consider jiggering around your scores to favor physical stats more. You really want more STR if you are going to TWF just to compensate for the -2 to hit when using two weapons. With 30 point buy you could do:
STR 16 DEX 18 CON 16 INT 10 WIS 08 CHA 12 (14 for fire bloodline) or
STR 16 DEX 17 CON 16 INT 12 WIS 09 CHA 12 (14 for fire bloodline) or maybe
STR 16 DEX 16 CON 16 INT 12 WIS 09 CHA 14 (16 for fire bloodline)
Aside from Luna and Zokon (who I will remind you is actually quite a good multi-role fighter -- He's the F-16 of your group), Posh and Celyne can both support the effort in a number of ways. And while Numalar is the most strength-challenged combatant he is also the most-built for the role of close-range artillery.
You are hero-adventurers, not bean-counters. You adventure. You face the unknown all the time and (hopefully) you work together to over come it. If direct force of arms does seem possible or pallet-able to you then you will find another way. I've got faith.
"Frankly Numalar...." ;) I can hardly wait for the kingdom building part of the game when someone suggests building a dam.
Yeah, just checked again one campaign and one other trait. The OGM (Original Game Master--straight outta Redmond) had the following creation rules some of which I have altered (the strike throughs).
OGM wrote:
Character Creation:
Races: Human, Elf, Half-Elf, Halfling, Dwarf. I like standard races, please don't ask to play a Tiefling.
Alignment: No Evil please.
Level and other items: 1st Level, max gold for class, max HP for 1st level. 30 Point Buy - yes, you are supposed to be heroes.
Classes: Core only - no gunslingers, ninjas, samurai's or their derivatives. There is no tech in my Golarion. Any archetypes will need to be approved beforehand.
RPGGGM wrote:
I expanded upon this list, but was and--if I'm being truthful--still am a bit leery of the Advanced Class Guide, but there was already a slayer (and at one time, a war priest) in-play so I'm running with it.
Traits: Pick two, one from the Kingmaker Character Trait list and the other from any core source.
Again, looking for 4-6 characters that will mesh well and make for a good party.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Numalar Auritonius wrote:
Hello and welcome! Should I call you "Scarlet?"
Scarlet's perfect.
Numalar Auritonius wrote:
I like bloodragers, and while I would normally not recommend TWF for one, it looks like the ability to add +1D6 fire to your weapons will make it viable.
Oh yeah, this character is mostly concept driven. TWF is basically a trap feat (she'd do much better as a sword-and-board or 2-handed fighter) but flaming swords man! Flaming swords!
Numalar Auritonius wrote:
* You have a crit range of 18-20 listed for your longsword
Oops, thanks for catching that.
Numalar Auritonius wrote:
* It is worth remembering that as a TWF you can also throw two weapons in one round (you will need the quick draw feat to "reload" effectively though). Looks like you plan to throw light hammers or chakrams.
This build is starving for feats already, haha. I'm planning to get more TWF feats as well as some survival tools (since my saves are so lousy.) Combat Reflexes will be useful if I get enlarge person, too.
Numalar Auritonius wrote:
* Don't forget to pick two traits! Including one campaign trait. If you are a follower of Sarenrae you might want "Flame of the Dawnflower."
Will do! I wasn't sure if traits were allowed.
Numalar Auritonius wrote:
* You have the racial ability of burning hands. This isn't terrible, but at only 1d4 damage you might be better off with the alternate "Efreeti Magic" enlarge person ability, which enhances STR at the cost of DEX and increases your weapon damage by a die type (good reason to use Longsword here). Enlarge person is a buff that is good for STR based fighter types even at high levels.
Thematically Scarlet would be able to cause point-blank explosions. But enlarge person has plenty of utility (and damage buffs, and Combat Reflexes opportunities) well past 5th level. Well, I can buy a wand of burning hands if I need it. I'll substitute that out.
Numalar Auritonius wrote:
* You have made your CHA your highest stat. You only ever need to have a CHA of 14 to access all levels of your spells, and with the "fire affinity" ability you get an extra +2 for magic purposes. On top of that I see you aren't bothering with social skills, and It is worth noting that the party already has three characters with 20 CHA. So I would consider jiggering around your scores to favor physical stats more.
Yup, you've got a point. I bumped her Str to 16 and lowered her Cha to 16. I would have more social skills (I forgot to add Intimidate to my character sheet, one moment!) But I've learned that at 1st level you should always spend a point on Climb and Swim if it's in class.
Alright, I'll update my stats here and be right back.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Alright. I took Tough Minded and Crowd Dodger as my traits, and swapped the default Burning Hands racial ability for Efreeti Magic. Ready for your approval.
I will be out gaming this evening (EST) but feel free to plan on the gameplay thread. Cyrielle's going to keep an eye on the prisoners and anything you want to leave behind.
Scarlet, we'll need to discuss a campaign 'in' for you. PM me when you get a chance (though I might not get a chance to respond until tomorrow my time).
Off the top of my head: Speed? And could you list out the contents of the Barbarian Kit, just so we don't have to go looking for it? Other than that and a reason to be here we look pretty good.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Speed is 40 feet since she is wearing light armor, lightly encumbered (64 out of 76 pounds) and has the bloodrager's +10 ft movement. Usually I put that in my Defenses subsection.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Scarlet Scarab wrote:
Alright. I took Tough Minded and Crowd Dodger as my traits, and swapped the default Burning Hands racial ability for Efreeti Magic. Ready for your approval.
Hey... one thing I thought of.
TWF makes casting spells in combat kind of tricky, because each hand is normally full with a weapon, which means that you don't have a free hand to cast spells.
But... consider the Two-Bladed Sword. Since it is a two-handed weapon, you can take one hand off and cast the spell, and then put the hand back. You can also use it with TWF or use it as a two-handed weapon.
You could use it either via the EWP feat or through a cracked opalescent white pyramid ioun stone. At 3rd level I will be taking the craft wondrous item feat so maybe I could make one for you.
So when you get to 3rd or 4th level maybe this is an idea.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
Use weapon cords, weapon recovery swift, drop id free?
Weapon cords were FAQ'ed so they are a move action to use, not a swift. Still, they are better than dropping the item.
Seems the gunslingers were using weapon cords for all kinds of reloading shenanigans. But it is a bit much to ask that a 1 sp mundane item do almost as good a job as a 10,000 gp glove of storing.
But the ioun stone will cost 750 gp to make and also allows both attacks to do 1d8 damage (or 2d6 when enlarged).
Or there is always the meteor hammer! Not as good crits but the two-handed mode allows reach and a shield bonus.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Numalar Auritonius wrote:
TWF makes casting spells in combat kind of tricky, because each hand is normally full with a weapon, which means that you don't have a free hand to cast spells.
This makes the Quick Draw feat more attractive, then. Drop my light weapon, cast, then draw another light weapon for free.
This would also make Vital Strike more attractive, so I wouldn't be too screwed if I had only 1 weapon to wield.
Oh well, something to consider when I'm level 3 or 4.
First: I'm still testing my bindings, I want to know IF I could get free if a situation arises in which that may be advantageous.
Secondly: I would suggest we were raided together. I will have arrived with 2 others who were killed, if you had been travelling with us things would be easier I think. Simple enough if we had the same direction, and either of us knew the way...safety in numbers. At least if the guard during second shift is not sneak-attack-killed and the others surprised in their sleep.
I'm good pretty much however you two want to go, but note the bandits here primarily waylay travelers rather than attack camps but if you camped close enough that's a possibility.
Could be one of the bandits saw us at evening, making camp, and they decided to raid us during the night?
@Escape artist...shows how often I used that skill...totally missed the part "Update: Page 568—In the Pinned condition, in the second sentence, change “flat-footed” to “denied its Dexterity bonus.”"...was still working on the assumption it only affects AC and CMD, Apologies.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
GM/Alia:
Scarlet would be smart enough to not travel alone, especially in unchartered territory. Possibly they got they drop on us the previous night. I was thinking Alia and I were hired as guards for a pair of merchants and failed to protect them. Scarlet is a mercenary by trade.
Simple enough, then. I was travelling with 2 other elves, and none of us were familiar with the area. While one of us definitely would have been able to find his way through the wilderness, we may have been ill-equipped/prepared to deal with certain local dangers, thus hired a guard to accompany us. In that case, your only remaining "employer" alive would be me, and we'd already have a sort of pre-formed bond. You could also feel slightly guilty about the others dying and extend your contract with me giving an in-character reason to stick together...sound good?
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Scarlet Scarab wrote:
This makes the Quick Draw feat more attractive, then. Drop my light weapon, cast, then draw another light weapon for free.
Yes, good point. You wouldn't need EWP and this complements the throwing thing at the same time. If your backup is going to be a kukri you could carry a lot of them; they are not heavy.
Scarlet Scarab wrote:
Oh well, something to consider when I'm level 3 or 4.
Yeah you have a while before you have to worry about it.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
@ GGGM: Are the scrolls we found all arcane scrolls or are some divine? Or do you use the PFS rule that you don't track that you can use a scroll if you have it on your spell list?
@ new guys: Our policy has been to track the value only of non-consumable items; consumables are given out to whoever can use them. Likewise we are putting all of the loot into one pile and when we have enough money to buy something good for someone we will do that. We plan to take turns doing that so the money is shared out reasonably evenly, but this way we don't have to
Assuming we have inducted the two new folks into the party, I would propose the following:
Alia takes the spell book for now and copies what she can out of it; once she has done that it goes on the party pile to be sold.
Alia can also use the expeditious retreat scroll and should probably take it. She could keep it for use or copy it into her book. Numalar will happily take it if she doesn't want it.
Posh and I are the only ones who can use disguise self so we could take one each.
If Celyne can use theobscuring mistthen she could have it, otherwise Alia could also copy it into her book. Again, I'm happy to take it if no one else wants it.
Speak up if you want the scroll of invisibility. Or Numalar could hold onto it and cast the spell on whoever needs it.
I'm guessing nobody wants the masterwork hand axes? We also have a masterwork short sword if either of you guys want it.
I'm guessing all the other goods will just go on the sell pile.
Edit: BTW I will not have time to update the Loot Page until tomorrow.
@ GGGM: Are the scrolls we found all arcane scrolls or are some divine? Or do you use the PFS rule that you don't track that you can use a scroll if you have it on your spell list?
@expeditious retreat: Is in the spell book.
@obscuring mist: same thing.
@invisibility: I will eventually want the spell, no question, but thats Level 4 for Magus to have L2 spells, so I doubt we want to keep it around. I'd say hold on to it.
Generally: Scrolls add some flexibility in having the right spell at the right time. I do have part of that due to my arcane bond with the Estoc.
Meaning once per day, any spell in my spellbook.
So by that logic, even if it's only once per day, I would usually not claim scrolls of spells I already have in my book, unless they are duplicates and you guys are already covered.
@Put loot into pile and buy something good: Definitely a fine idea. I would like to re-iterate though: I will have a level-equivalent bonus on Craft-Skills, and Craft Magic Arms and Armor(L5). So, not right now, but in a few levels and with downtime, we can work with that(Weapons, Armors, Shields, Bows...plus making them in half the usual time.)
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
@expeditious retreat: Is in the spell book.
@obscuring mist: same thing.
Good point. Do you want these scrolls though?
Numalar could use the expeditious retreat scroll as he has problems getting close enough to use burning hands.
Good point about crafting, but I expect that crafting mundane items might take longer than it is worth. FYI at 3rd level I plan to take craft wondrous item.
Scarlet Scarab wrote:
Scarlet could take a Longbow and some arrows. She has throwing weapons but no long range weaponry.
Done!
Scarlet Scarab wrote:
The masterwork short sword is tempting, but I'll pass for now and upgrade my other weapons when we visit Oleg's post.
The problem is that Oleg doesn't have a whole lot of useful stuff... basically it seems like you have to "order" things and then there's a time lag.
@ Celyne: I'm guessing you will want the masterwork crossbow bolts? There are 10.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
OK, for now I have put down that Numalar is taking the scroll of expeditious retreat. Obscuring mist and invisibility are still up for grabs.
I figure the Thunderstones can be held by whoever is on watch when we are camping, in case the alarm needs to be sounded.
Guys, it looks like after we sell off all this gear, we will have some decent coin and we should start buying stuff. Between the coin we have and selling off all the weapons and armor we found, we will have 1984.9 gp with Oleg.
Here are my suggestions:
1. Upgrade to heavy horses for everyone, preferably combat trained. We already lost 2 horses to wild critters. I plan on getting a riding dog, and perhaps that would work for Posh too. We can get some credit here by selling off the 2 light horses we currently have.
2. Barding for said mounts. Masterwork Studded Leather barding costs 250 gp for a horse, 200 gp for a riding dog (or for Luna!) and incurs no armor check penalty. Plain leather barding would cost 40 for a horse, 20 for a dog or for Luna. I definitely think Luna should have some armor. Even if she is not proficient she won't take any penalty as long as the armor check penalty is zero.
3. Masterwork arrows cost 6 gp each and would be good for Zokon until he gets a masterwork bow.
4. Posh could get his own crossbow, or perhaps a shortbow. Maybe masterwork.
5. Some scrolls for contingencies. Any particular spells you guys think we we ought to have access to?
@scrolls, as I said, I would take duplicates after the spontaneous casters are covered.
If I have it in my Spellbook, I can already "spontaneously cast" one spell once per day, so if there is that specific circumstance where the scroll would be handy, I'd just use Arcane Bond.
You and Posh, on the other hand, would need to have the scroll available if that specific circumstance were to occur for you.
@crafting: Mundane items will, at a later level, be valued at 1/10th of their value for crafting. So Mundane stuff is 10x as fast, Magic Stuff double as fast.
Good thing about the wondrous items. I would take my crafting feat earlier but Craft Magic Arms and Armor has CL 5 as requirement, so only then will the goodness start.
@Horse...your call...for me it's only a means of transportation, will not go down the Mounted Combat route. I feel it may be a temporary investment, because sooner or later things powerful enough to eat them horsies regardless of combat-training or barding will show up. In that case, we just made the snack more expensive.
I second Zokon's request for a Cure Wand. Every party should have one.
@future wishlist(no inmediate necessity, just writing that down): Composite(+3) Longbow...400 GP
(no masterwork weaponry needed for me since I will usually use Arcane Pool to get it to +1 anyway, prefer to eventually craft a bow with masterwork component for fluff(and later enchanting))
I will mostly join in melee, but for those cases where ranged combat is necessary, the extra damage will be useful. The omitted Masterwork part also means if we come across a masterwork composite longbow for Zokon, I would gladly pick up his old one even if the strenght rating is not optimal.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Numalar Auritonius wrote:
Scarlet Scarab wrote:
The masterwork short sword is tempting, but I'll pass for now and upgrade my other weapons when we visit Oleg's post.
The problem is that Oleg doesn't have a whole lot of useful stuff... basically it seems like you have to "order" things and then there's a time lag.
Hmm, good point. I'll take the masterwork short sword as well, then. Anything to help offset that -2 TWF penalty. This is what I pay for flavor!
Riding horses and a wand of Cure Light Wounds would be my priority. Scarlet has 40 ft move, so she could almost keep up with a horse. I can't get that image out of my head.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
@scrolls, as I said, I would take duplicates after the spontaneous casters are covered.
Fair enough.
Alia of the Blade wrote:
@Horse...your call...for me it's only a means of transportation, will not go down the Mounted Combat route.
I don't think anyone is planning to invest in mounted combat. But if we are going to have horses at all, it makes sense to have ones that don't get killed so easily. This is an AP with wandering monster encounters so we will likely often get hit while travelling.
A agree that eventually we will level beyond the survivability of horses, and at that point we can sell off the horses that have become more of a liability. At the point we are at now, the horses we have at the moment are something of a liability already, as we need to be careful about "parking" them when we go into a combat. If we are not willing to invest in more durable mounts, I would suggest selling off the ones we have, so we don't have to protect them all the time. We can always just walk around, and bring a few pack mules to carry things (they only cost 8gp). We don't have any deadline for when we have to get things done.
Scarlet Scarab wrote:
Hmm, good point. I'll take the masterwork short sword as well, then. Anything to help offset that -2 TWF penalty.
I would also point out that horses make exploration much, much quicker. My home group is 5th and 6th level and they still make a lot of use of horses (and hirelings).
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
I would also point out that horses make exploration much, much quicker. My home group is 5th and 6th level and they still make a lot of use of horses (and hirelings).
This is true, but there normally isn't a deadline for doing stuff. There's no rush; you can take as much time as you want.
Hirelings to look after the horses will need horses to keep up with us. How about some guard dogs? A small pack of them? They can run with us when we ride, guard the horses, guard the camp, sniff out things with scent...
Just throwing that out there...we would likely still need 1 or 2 hirelings but it may cut back on these expenses.
As said, I'm fine with spending funds on better and armored horses, but I have no idea if anybody else in the party would have more pressing needs.