Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |
Well..maybe not petty vandals, but we know that they are some animated ones terrorizing the countryside-not saying that these are them mind you...but I ain't saying there not neither. Figure it is easier to rip them apart now instead of...you know...when they are alive! Cordwin says sheepishly under The Inquisitor's harsh interrogation!
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
Back from the con and hopefully caught up on sleep!
René ignores the dwarves' bickering, continuing to pelt the scarecrows with rocks and slowly making his way towards the house so long as none of them move.
As you toss rocks at the scarecrows, they jump to life... of sorts. Someone is tied to each post, sacks over their heads, growling and struggling unnaturally.
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
"Whelp, guess the peltin' was a good idea." René chuckled dryly.
Evil eye the tied up scarecrow's skill checks. -2 to skill checks for 7 rounds, DC 15 Will to reduce to 1 and then cackle to extend the hex. Let's see if we can't keep him tied up!
Statuses
- Bound scarecrow: -2 to skill checks (8 or 2 rounds)
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
"Well, this is why I went 'n pelted 'em with rocks. Though dunno why Skarn didn't just tell us they wuz evil afore; would've saved us th'element of surprise."
CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*
Knowledge (religion):1d20 + 8 ⇒ (10) + 8 = 18 +3 to identify creature abilities and weaknesses
”Oy, those be ghouls indeed. They give you a fever that you don’t want, and they’ll paralyze you with their touch. Kill ‘me fast is the usual prescription. Likely there are more about as these were turned recently. Seems odd though that they’re tied as scarecrows. We’re they tied and then turned, or turned and then tied?”
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
Are we out of combat then? "Wonder if whomever tied 'em up knew they was destined ta change. Prob'ly not or they woulda either killed 'em or kept 'em free. Guess we're stabbing all the scarecrows though ta make they done stay dead."
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
René quickly pulls the bag off of the scarecrow's head to reveal the person's face. "Hey, looks like this one ain't turned yet. Cordwin, you got that them healy stick? Mebbe we kin do sommat for him/her."
Trying to figure out if he's going to turn/how long we might have before that happens. Heal:1d20 + 4 ⇒ (19) + 4 = 23
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
"Yeah, an' doom any other poor sap left still alive while we're at it?" As soon as the words were out of his mouth, René regretted it. Why the hell was actually arguing against the safe option? Though...actually, it might not be that bad. They'd probably be forced to explore this place again on their way back, so it would probably be best if they caught as many people as they could before they turned. "We should probably check out that there barn he went 'n' mentioned first."
CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*
"Yes, to the barn. If twenty minutes is the difference in this lad's chances, then the gods have condemned him, not us. Perhaps there are more to save."
Moving on, you find two more ghouls hanging, and are able to dispatch them before they could break free and attack you. As you turn the last corner, you find another ghoul-in-process, a woman that you assume must be this Lettie. She is also in the final stages of ghoul fever, but at least she hasn't been stabbed.
A1: The Barn
The barn is the larger of the two structures, an L-shaped building constructed around a unique feature-a 12-foot-high stone head, canted slightly to the left, depicting a helmed warrior, his face a stern model of determination. Moss has grown over much of the weathered figure, making his features hard to discern.
This head, known locally as "the Stone Warrior," is a remnant of an ancient Thassilonian statue that once stood in the area. Realizing the statue was too large to move and too unique to destroy, Hambley decided to use
A2: The Farmhouse - pretty basic farmhouse, but the door is open and hanging from 1 hinge.
We've got a bard, witch, fighter, and oracle. As for creation rules, I looked at Cordwin's sheet and it looks like 20 point buy. All core, featured, and uncommon races, no 3PP. I think your inquisitor would fit just fine!
Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:
New Guy on the Front line wrote:
There’s a rumor going about that you are in need of a martial tank type?
What exactly do you have and what are the creation rules?
Any opinion on what would fit well or not?
I play in two games with Cordwin who asked me to come over, one of which had the same GM that I think you guys recently lost.
Hey dont forget about me!
Original character creation guidelines - updated
- 2nd Level
- 20 Point Buy
- 500 gp. No magic
- Max HP all levels
- Races: CRB only.
- 2 Traits + 1 Campaign Trait. No drawbacks.
- Alignment: Good or LN, N. No CN or Evil.
Have a barbarian here for you to look at. No real purchases outside of armor and weapon. RichD/cordwyn who runs a few games I am in said you were looking for some muscle.
Gorguk
Half-orc barbarian (invulnerable rager) 2 (Pathfinder RPG Advanced Player's Guide 79)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5 (+6 vs. giant subtype creatures)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 30 (2d12+6)
Fort +6, Ref +3, Will +0
Defensive Abilities orc ferocity; DR 1/—, 2/lethal
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee greataxe +5 (1d12+4/×3)
Special Attacks rage (11 rounds/day), rage power (intimidating glare)
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Statistics
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Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Raging Vitality[APG]
Traits deft dodger, devotee of the green, giant slayer
Skills Acrobatics +2, Bluff -1 (+0 vs. giant subtype creatures), Climb +3, Handle Animal +4, Intimidate +6, Knowledge (geography) +7, Knowledge (nature) +6, Perception +5 (+6 vs. giant subtype creatures), Ride +2, Sense Motive +0 (+1 vs. giant subtype creatures), Survival +4, Swim +3; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ fast movement, orc blood
Other Gear breastplate, greataxe
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Special Abilities
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Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
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.
Eventually will be dragon totem rage powers to increase dr
CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*
Iskender here:
How about Skarn Hornfels, Dwarven Inquisitor of Cayden, oh and brewmaster!
Skarn Hornfels:
Skarn Hornfels
Dwarf inquisitor of Cayden Cailean 2 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework, +8 vs. giant subtype creatures)
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 24 (2d8+8)
Fort +6, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
heavy pick +3 (1d6+2/×4) or
rapier +3 (1d6+2/18-20)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5)
1st (3/day)—cure light wounds, divine favor, expeditious retreat
0 (at will)—acid splash, create water, detect magic, read magic, stabilize
Domain Travel
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Statistics
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Str 15, Dex 12, Con 16, Int 13, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Heavy Armor Proficiency
Traits brewmaster, fate's favored, giant slayer
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -2 (-1 vs. giant subtype creatures), Climb -2, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Intimidate -1, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework, +8 vs. giant subtype creatures), Profession (brewer) +9, Ride -3, Sense Motive +8 (+9 vs. giant subtype creatures), Sleight of Hand -6, Stealth -3, Survival +8 (+10 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ agile feet (6/day), giant hunter[ARG], monster lore +3, stern gaze +1, track +1
Combat Gear brewer's kit; Other Gear banded mail, heavy wooden shield, dagger, heavy pick, rapier, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 158 gp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor 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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
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.
Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |
At the risk of offending my fellow dwarf and hafling compatriot, Cordwin is an educated dwarf. That is what happens when you can't succeed at dwarven wargames and books are your only friends. {sheds tear}.
Male Dwarf Bard (Archaeologist) 8 | HP 50/ 50 | AC 15 | T 12 | FF 15 | CMB +5 |CMD 17 | Fort +4 | Ref +9 | Will +7 | Init +2 | Perc +17 |
Exactly! All he needs to do is hang around with an elf cleric (Dentist!) named Hermey, a human ranger named Yukon, a dire ape animal companion (Bumble) and he would be all set!
Wow. You guys are just killing the RP. I already know some great players on these boards and, now, I know even more!
I'll sit tight until we're ready to move :)
Male Human (Chelaxian) Fighter Level 5 HP 51/51| AC:21| T:13 | FF:18| CMB: +7 | CMD:19 | Fort:+5 Ref:+3 Will:+2 | Init:+4 | Perc: +1 | Status:
Tylur willingly gives up the responsibility of being in front. Single file go Cordwin, Skarn, Tylur, Aurora and René. Tylur wont mind middle duty having encountered the poison of the Runelord spawn and Tsuto's fists he already has hesitation about being down here.
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
Works for me. René likes sticking to the back, both in the hopes of living longer and because he mostly just points and mocks the enemies to distract them/cover his hexing ability.
Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft. spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/ feats: Summon Monster, Summon Good Monster
different kind of adorable. Sheada is a pirate priestess of sexness. Skarm is a bit obsessed about booze, he is rather tunnel visioned. Hehe, see what I did there ;)
....
CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*
GM - In Gods and Magic most of the deities have some colorful clarifications for spellcasters related to specific spells. Bards of Sarenrae can cast flame blade being one of my favorite examples.
Anyways, Inqusitors didn’t exist when that book came out, but we do now!
For Clerics of Cayden - lTheir create water spell can create ale or wine (1 cup per level), and their create food and water spell can be used to make ale or wine rather than water (which spoils at the same rate the food does).”
There’s other stuff in there for Bards, but all I care about is, can I, As an Inquisitor of Cayden, who has create water, on my list and selected, use it like a Cleric and make ale or wine? Frankly, I’m more concerned with ale/beer, but I do understand that Cayden wasn’t a Dwarf, hahaha.
And if so, how “good” is it? I figure an untrained noob with a 10 INT/WIS and a book (+2) could take 10 and make beer of quality “12.” Can I roll, or take 10, when making beer, and that relate to just how tasty it is?
CG Male Dwarf Inquisitor 8 HP:90/90 AC: 24* TCH: 12 FF: 22 CMD: 22 (26 vs Bull Rush, Trip; +4 vs giants) | F+10*, R+3*, W+9*
GM - question, soooo, if I assume, and I like to be an optimist, that this game stays together to 11th level, I won’t want to to be wearing heavy armor, because of the Inquisitor’s Stalwart ability. Mind if I swap out my Heavy Armor proficiency (and my Heavy Armor)? I believe my AC will be unchanged at this time.
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox
Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7
So what I'm hearing is if we survive Tsuto, we're having a big celebration to replace whatever festival it was that got interrupted by goblins before I joined, y/y?