Legends of Andoran (Dragon Mountain-Pathfinder) (Inactive)

Game Master Dread

This is an 'adventure path' created by combining the adventures Sunless Citadel, Forge of Fury, Speaker in Dreams, Wererats of Relfrin (now called Wererats of Sauerton), The Standing Stone and Dragon Mountain. Care to take the journey?


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The Party as it stands right now.

Edward Sobel- Klor Kragsson Dwarf Fighter (Weapon Master)
Ridge- Ekan Waterfield Halfling Illusionist
WesternWolf777-Grommund Geargrip Dwarven Rogue


Klor biggest thing I see right now is obviously changing Klor to a 1st level and these traits-

Traits Child of Zolurket, Zest for Battle

I have no idea where either of them come from ;) or what they are....


www.d20pfsrd.com is your friend GMMichael. Though the site appears to be down at the moment.

I will get working on Grommund soon.

Basically stats are going to be Str 16 Dex 16 Con 12 Int 10 Wis 12 Cha 8

Feat will be Dodge.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Yay. Avatar already chosen, working on the rest too.


DM Jelani wrote:

www.d20pfsrd.com is your friend GMMichael. Though the site appears to be down at the moment.

Thanks for that. Klor..I looked at them and they are both Race Traits. You can only take 1 trait from any one category. I would prefer zest for battle since it isnt 'path specific.'

The Child one is for Legacy of Fire, and you would need to reskin it for this one if you wanted to keep it. which would be easy enough...calling it Child of Khundrukar would give you ties to Forge of Fury, if you wanted to do that.

and please everyone. no need to type the full name...call me DM/GM or Mike. I have no preference.


male Dwarf Fighter 1

I will obviously be lowering level and those traits were from another game that died (a zombie apocolypes type game)

I will most likely change both of those traits.

and will start going over everything with a fine tooth comb
so to speak


male Dwarf Fighter 1

Klor redone for level 1

all in the alias profile


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

This is the alias I'll be using. Not quite done yet, but mostly there.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Ok. I believe my alias is up to date and complete.


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Okay, I'm ready to roll.


Read through everything with you Klor, looks good.

For your background, when you say you became a Blacksmith can you alter it to say you partnered up with Rurik, the Hamlets Bklacksmith or some such. Since the hamlet, all of 55 people, has 1 Blacksmith...there likely wouldnt have been enough work for two smiths in town, but working in his smith wouldve been ok.

If you glance at the Campaign info tab you'll see the info on Oakhurst. I hope to have the regional map up today as well.

For that matter, when you exited from the tunnels you came out in the lightly forested hills to the North of Oakhurst, FYI

Ekan Ill start reviewing yours now.


OK Ekan youre good with one exception..minor really ;) change location from Sandpoint to Oakhurst :D


male Dwarf Fighter 1
GMMichael wrote:

Read through everything with you Klor, looks good.

For your background, when you say you became a Blacksmith can you alter it to say you partnered up with Rurik, the Hamlets Bklacksmith or some such. Since the hamlet, all of 55 people, has 1 Blacksmith...there likely wouldnt have been enough work for two smiths in town, but working in his smith wouldve been ok.

If you glance at the Campaign info tab you'll see the info on Oakhurst. I hope to have the regional map up today as well.

For that matter, when you exited from the tunnels you came out in the lightly forested hills to the North of Oakhurst, FYI

Ekan Ill start reviewing yours now.

no problem I didn't have the needed info for Oakhusrt handy when i put it together.


When youre doing your characters, if you could indicate Favored Class and where you put your bonus' each level, that would be a big help.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
GMMichael wrote:
OK Ekan youre good with one exception..minor really ;) change location from Sandpoint to Oakhurst :D

Whoops. Corrected.

Favored class is wizard, I put it in profession scribe.

Also, I missed something and am curious about this...
"8. All characters get 1 skill rank that MUST be put into a Profession (not craft) for what they do for a living before choosing to answer the call. "

Does that mean we just use one of the skill points we already have for a profession or we get a bonus one? If the latter (Which it sounds like but I don't want to presume), I might add one to Profession: clerk since I picture him doing that as related to his scribe work.


don't forget then you also get a free profession rank as well per character creation rules. (saw your note on 8 as I was typing...;)


male Dwarf Fighter 1

klor updated as requested


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
GMMichael wrote:
don't forget then you also get a free profession rank as well per character creation rules. (saw your note on 8 as I was typing...;)

Nice, I now have clerk filing skills that will no doubt save us all one day :D


I like to use the profession's as a catch all skill that could lend bonus' to all sorts of stuff.

Like with Clerk, if youre searching a room used to store things in, you could roll a DC10 check (like aid another) to apply a +2 to your search...well because Clerks are used to knowing where people put things. :D

so never hesitate to ask if you think it could apply.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Will do. My own mind flashed to the futurama episode where Hermes' accounting skills save the day. ;)

And while I may not write it all out, I do picture Ekan keeping a journal of his adventures, it's a halfling tradition after all.


Just make a spoiler=character update when leveling


The Final Party

Edward Sobel- Klor Kragsson Dwarf Fighter (Weapon Master)
Ridge- Ekan Waterfield Halfling Illusionist
WesternWolf777-Grommund Geargrip Dwarven Rogue
New England Frost Giant- Zarrick Deshain Adept Intent-Cleric (Merciful Healer)
JAF0- Tae Aasimar Oracle (Spellscar)--Witch
CorvusRed- Alrick the Lesser Human Commoner Intent-Paladin

Grommund Ill be reviewing your sheet tonight. ;)


Grommund I see nothing about your sheet that needs adjusting.

and can I say we have a very Reactionary Party ;) The Trait is immensely popular 3 out of 3 so far. :D


Male Human Adept/2

Zarrick Deshain
Race: Human Gender: Male Class/level:Adept/1
Age: 19 Height: 5'11" Weight: 205 lbs.
Eyes: blue Hair: brown
Deity:Serenrae
Speed: 30' (6 squares)

Stats:

Str 14 +2
Dex 13 +1
Con 10 +0
Int 14 +2
Wis 16 +3
Cha 12 +1

AC 13 Touch 11 Flat-footed 12
HP 9

CMB= 3 CMD=13

Saves:

Fortitude +0
Reflex +1
Will +5

Skills:

Acrobatics=1
Appraise=2
Bluff=1
Climb=2
#Craft=2 (none taken)
Diplomacy=1
Disguise=1
Escape Artist=1
Fly=1
#Handle Animal=1
#Heal=9*
#Int Knowledge (arcana)=6*
#Int Knowledge (religion)=6*
Perception=3
Profession (book keeper)=7* *=1
#Ride=1
Sense Motive=3
#Spellcraft=6*
Stealth=1
#Survival=5
Swim=2

* skill point used/* * free skill point/ #class skill

Feats:

Self Sufficient+2 to Heal and Survival checks.
Toughness +2 on Heal and Survival checks

Human Racial Traits:

Standard Traits
Ability Scores- +2 to one ability
Size- medium creature, no bonuses
Base Speed- 30
Languages- Start with Common

Traits:

Focused Mind (magic) +2 to Concentration checks.
Sacred Touch (faith) As a standard action, you may automatically stabilize a dying creature merely by touching it.

Both from the Advanced Player's Guide

Equipment:

Armor
Leather +2 AC (no armor check penalty)

Backpack
Bedroll
Belt pouch
Candle x4
Scroll case
Flint and Steel
Ink (1oz bottle)
Ink pen
Common lamp
Oil x5 (1 pint flasks)
Paper x4 (sheets)
Rations x5
Signal whistle
Signet Ring
Silver holy symbol (Serenrae)
Waterskin
Whetstone

Weapons

Heavy Mace
Melee 1d20+3; Damage 1d8+

Dagger
Melee 1d20+3; Damage 1d4+3(19-20)
Ranged 1d20+2; Damage 1d4] (19-20)

Light Crossbow 1d20+2; Damage 1d8 (19-20)

PP= 0 GP= 9 SP= 2 CP= 4

Adept Spells:

Spells/day 0-lvl 3; 1st-lvl 2

0-lvl (Save DC=13)
Create Water
Detect Magic
Ghost Sound
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Stabilize
Touch of Fatigue

1st-lvl (Save DC=14)
Bless
Burning Hands
Cause Fear
Command
Comprehend Language
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Endure Elements
Obscuring Mist
Protection From Chaos/Evil/Good/Law
Sleep


male Dwarf Fighter 1
GMMichael wrote:

Grommund I see nothing about your sheet that needs adjusting.

and can I say we have a very Reactionary Party ;) The Trait is immensely popular 3 out of 3 so far. :D

yeah i actually was trying to find something different but nothing fit since all the ones I liked were racial.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)
GMMichael wrote:

The Final Party

Edward Sobel- Klor Kragsson Dwarf Fighter (Weapon Master)
Ridge- Ekan Waterfield Halfling Illusionist
WesternWolf777-Grommund Geargrip Dwarven Rogue
New England Frost Giant- Zarrick Deshain Adept Intent-Cleric (Merciful Healer)
JAF0- Tae Aasimar Oracle (Spellscar)--Witch
CorvusRed- Alrick the Lesser Human Commoner Intent-Paladin

Grommund Ill be reviewing your sheet tonight. ;)

Welcome aboard guys.


male Dwarf Fighter 1

Ekan don't take offense but Klor may call you Peck its his clan's term for halfling.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Well, not to cause troubles, Ekan might be a tad touchy about that, after all, his mother was once referred to as "Slip" in Cheliax, and he might see that as similar.

But most likely he'd just politely ask Klor not to do it after the first time it comes up.


male Dwarf Fighter 1

Klor is a bity stubborn so he might need some reminding...

(your an illusionist, Klor as a weak will save, yeah you can remind him alright)


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Hello everyone... Just checking in... and I didn't take reactionary as a trait :) Just had to be different lol


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

Probably since it's one of the best traits no matter what class you are.


Male Human Monk-6 (HP: 49/56; AC 19, 18t, 16ff; F+7,R+7,W+8)

Hi, Tae. I went with Freedom Fighter and Focused Mind myself


Zarrick, youre good. Tae, I'll look over your sheet tonight after work


The Regional Map is in the Campaign Info section now.


male Dwarf Fighter 1

link says file not found...


try it now


Male Human Adept/2

I have it saved on my iphone


whats the starting gold for a commoner?


Commoners get 60 gold if you look in the recruitment thread page 2


Male Andoran Commoner 1

thanks NEFG-

Here's the alias thus far.

Alrick doesnt have gear, because frankly, he's not an adventurer. Technically he doesn't even have a weapon, but he'll end up taking his father's mace or something similar when the call goes out.


Quarterstaffs are free! :)


I think clubs and slings are too.


Hey GM, how's my character look? I decided on using these traits over the other one I wanted after I read it real good. It would have given Zarreck a reroll on natural 1s on damage die to undead. Though since I have not encountered undead I didn't see the point.


Theyre fine. the only thing Id like you to change is making this person your mentor-

Democles Nagle Human Male Cleric 4 (Saranrae)


Tae- small issue.

Peri-blooded aasimar
+2 Int, +2 Cha +2 bonuses to Knowledge (planes), Spellcraft, spell-like ability: pyrotechnics description: Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

When you went Peri-Blooded The 'skilled' section of the regular Aasimar switched from Diplomacy & Perception to Knowledge Planes & Spellcraft

yet Truespeeker replaces skilled...so you lose those two bonues' and gain Truespeeker. please adjust down K-Planes and Spellcraft.

and are you making Oracle your favored class? and if so where did you put the perk?

as I mentioned everyone please put Favored Class- (name of class) and 1st level- ?? somewhere and as you go up levels track which place you put your perk. Makes it easy for me to see it and also makes sure you dont forget to use the FC perks.

Also in your description of Tae please indicate that her hands and arms are blackened to the elbow. ;)


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Ok - her skill in know planes and spellcraft is 7, (3 from class, 3 from stat, 1 from point put in it, no +2 in either of them.

Oracle is her favored class, and that is where the trait bonus is going.

Description is changed.

THanks for the feedback.


thank you kindly


Alric- what code do you have to follow to gain Contagious Mettle? (Its obiously a Knightly code ;) but I dont have the Knights book...

for your dads Tavern, it would be located on the southern edges of the 'hamlet' and isnt very well attended. a few farmers. no guardsman. except when an andoran patrol comes through. remember, the hamlet is only 55 people with a good many outlying farms further than the few miles of officiual 'hamlet limits' 1 sherrrif 1 deputy, and a court justice of Iomedae.

as for who knows who....Id say that all of you know each other. in a small place you guys would all talk occasionally. how well you know each other you can decide. What terms you would be on at the beginning...once again for you to decide.

Tae your herbalist/apothecary would be to the east of the town. Zarrick youre right in the center of town at the temple. Klor you live and work right next to the temple in the blacksmith.

Ekan, what business does your dad have? think hamlet ;) not big city. he could be a bookeeper for The Hucreles? or for the Judge? or could be affiliated with the temple for scribe duties? or a cartographer? or something that could exist well enough in a rural community...perhaps his business has something to do with the hundreds of farms in the area?

Grommund your Locksmith shop would be on the North side of town near the city limits ;)


HP 19/19; Init +2; AC 14; Saves - Str +3, Dex +5, Con +3, Int +2, Wis +1, Cha +2, Arrows 49

I'll try to take some time tonight after work to read over the other PCs and create a connection with each of them.


hp 44/51; AC 18 (14 t14 f11); F 5, R 7, W 4; bab 3 +4 melee +7 range; cmb 4 cmd 17; init +8, conc +15, spd 30, wih 25 | halfling crossblooded sorceror / 7. Spells: 1-6/7, 2-7/7, 3-5/5
skills:
acro 7, bluff 8, fly 10, intim 11*, kn arcana 6, perc 6*, spellcraft 8, stealth 7*, umd 11

Tae's connection to anyone who is native to Oakhurst or has been here for any length of time is fairly easy to establish, as she is the resident healer (outside of the church of Sarenrae). She runs an apothecary shop that specializes in medicinal remedies, herbs and occasional spells cast. She has a reputation for aiding anyone who comes to her whether they can pay or not. She does a lot of her cures for trade (for necessary things like flour, eggs, milk, whatever a person has to offer), with occasional transactions in cash. She cures animals as well as people, making her probably the only veterinary practitioner in town as well.

She lives on the outskirts of town in a small cottage which also houses her apothecary business.

While she is a gentle an nurturing person, she has a hardness to her born of the rejection she gets from normal townsfolk because she's 'different'. She outlived her parents, and her siblings, and still looks quite young. Also, the burned and blackened skin on her forearms and hands adds to her inhuman reputation, as the skin never heals. Tae bears no ill-will toward any of the townsfolk, but she knows they don't, as a general rule, like her, though most of them DO keep coming back for her cures, because they usually work.

So that said, GM or other players - feel free to create any connections you want between your character and Tae, and if for some reason, they don't quite work, we can always tweak them a bit. :)

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