Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
A Dwarf and his Rhino, stand side by side, ready to take on Thornkeep.
Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7
Pulls out one of his daggers and holds it up to compare with the rhino's horn. After a moment he slowly puts the dagger away and slumps his shoulders, clearly depressed.
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
The Rhino is only size medium. It will grow to large at level 7 provided he makes it that far.
Keeran, a tiefling with undeniably strong fiend blood, takes his place in the room with a small grin and keen eyes. His only companion is his scythe faithfully at his side.
Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
That would be great. I can't access the google docs, if you want to you can sent the static map to the email I gave you.
I might not have a chance to post until late tonight. I am in an Asian timezone though, so it would be the difference between morning and afternoon for you.
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]
Nope - no PFS alchemists do, in fact; they get extra bombs instead. Grenadiers get a martial weapon proficiency, and Boram chose the composite longbow.
Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7
Male Aasimar (angel blooded) Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4
If it's too difficult...how's everyone feel to just don't rest and move to the next room? Manius is fine with it...but he's not the one out of bombs/channel/spells and stuff
Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7
I suggested actually leaving the Halls and going to town but we decided to stay inside and rest. We'll see how it plays out I guess.
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Yup, but that is something Ill just have to deal with. Feel free to move my piece for me, I do appreciate it.
Going to keep this thread. I put in a request to have it transferred to me so I will have access to the campaign tab. Without going into to much detail there are some discrepancies I will be correcting as we get to them. I am also going to try and address Hrothgar's map issues as best as I can so he can have some sort of reference instead of charging blindly into combat.
Male Half-Elf Cleric of Desna [3] | HP 24/24 | AC 18 T 11 FF 17 | F +4 R +2 W +7 | CMB +3 CMD 14 | Init +1 | Perc +14 | SM +4 | Heal +8 | Diplo +6 | Channels Remaining 3/7
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Sorry if this is a bit confusing or random. Combat had degraded to a point where it was just unplayable so I did my best to put it back to a playable spot. I kind of view it as the music just skipped really bad and started in a new different spot. Just keep dancing and it'll get better.
I hadn't made that connection with your post when I put it up Manius. I had it up there to just address the general what's happening now. This isn't where I pictured myself being thoughts. Keeran you might not want to thank me just yet. I will be posting a list of loot gained so far along with anything my character picked up to the campaign tab as soon as I get access to it.
Male Dwarf Druid 1 [8/14 HP, AC 17, T 11, FF 16 | Fort +4, Ref +1, Will +4, +4 vs Charms or Compulsions | Init +3 | Perception +6 & Darkvision 60 feet]
Thornkeep: The Accursed Halls
Beneath Brokenhelm Hill and the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.
This is a tier 1-2 module which can be replayed with 1st level characters.
This module contains encounters potentially very deadly for first level characters. You have been warned.
One, maybe two spots are reserved. So I will be taking 4 or 5 players to start, but there is a chance that one or both of the other slots will open up.
We will begin on April 5 and will need to keep up a pace of at minimum 1, preferably more, posts per day in order to finish on time.
I've never played this one, but I'd like too.
Character will either be lvl 1, maybe lvl 2 (depends on what I get to play this weekend RL). I'm at GMT+1, I normally post/check at least once a day.
We'll go with the cleric since I want to get some experience as a healy type anyway. PFS and PC info is in my profile and
my stat block is here:
Selkin Rayne
Male Aasimar Cleric 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee heavy shield bash -2 (1d4+2/×2) and
mw cold iron morningstar +3 (1d8+2/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Special Attacks agile feet, Channel Energy 1d6, touch of chaos
Spell-Like Abilities
6/day—touch of chaos
1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—doom (DC 14), murderous command (DC 14), longstrider
0 (at will)—detect magic, create water, guidance
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Statistics
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Str 14, Dex 14, Con 14, Int 7, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Selective Channeling
Traits observant, sacred touch
Skills Diplomacy +4, Perception +6, Spellcraft +2; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura, domains (chaos, travel), spontaneous casting, variant channeling (disease variant channeling [±1 sacred])
Combat Gear Acid; Other Gear Lamellar (steel) armor, Heavy wooden shield, Light crossbow, MW Cold Iron Morningstar, SBCI Bolts (50), Backpack, masterwork (empty), Bedroll, Bell, Belt pouch (empty), Blanket, Candle, Canteen, Chalk, Earplugs, Flint and steel, Holy symbol, wooden (Ragathiel), Ink, black, Inkpen, Parchment, Sewing needle, Signal whistle, Soap, Thread (50 ft.), Tindertwig, Trail rations (2), Wrist sheath, spring loaded (empty), 2 GP, 7 SP, 3 CP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Woe
Human (Shoanti) Hunter 1
Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d8+4)
Fort +3, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee bardiche +4 (1d10+6/19-20) and
. . cestus +4 (1d4+4/19-20) and
. . longsword +4 (1d8+4/19-20)
Hunter Spells Prepared (CL 1st; concentration +3):
1st—cure light wounds, cure light wounds
0 (at will)—enhanced diplomacy, guidance, light
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Statistics
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Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes, Precise Shot, Toughness
Traits auspicious tattoo (shoanti), life of toil
Skills Handle Animal +4, Knowledge (nature) +4, Perception +6, Stealth +4, Survival +6
Languages Common, Shoanti
SQ animal focus, animal focuses (bear, bull, falcon, frog, monkey, owl, snake, stag, tiger, wolf), wild empathy +1
Other Gear chain shirt, bardiche, cestus, longsword, 17 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (1 minutes/day) (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Bear +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special
Bull +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special abi
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Falcon +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or spe
Frog +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Swim checks and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift acti
Monkey +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special
Owl +4 (Su) The hunter or her animal companion gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or specia
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus on attack of opportunity attack rolls and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter
Stag +5' (Su) The hunter's or her animal companion's base land speed increases by 5 feet (this is an enhancement bonus). This increases to 10 feet at 8th level and 20 feet at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift acti
Tiger +2 (Su) The hunter or her animal companion gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ab
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10') (Su) The hunter or her animal companion gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet do
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Could go with a second level I have ... he's currently a Bard (but he's never been played so I will probably change him.)
Revvy, seems we could use some type of frontliner. The cleric has a decent AC but he's not exactly a tank. However it really doesn't matter, I say bring whatever you like.