This huge room looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like
translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.
Ram horns curl back from the twisted head of this tiny winged demon, and its body is thin and wiry. It wears a small black dress it's face turning into a grin as it cuts its palm... as the blood drops into the water TWO of the monsters wielding ranseurs emerge but the little horned creature looks worried suddenly.
Knowledge Planes DC 12[/spoiler:
The quasit is perhaps the least powerful demon, yet it is not the least respected—even quasits hold themselves above the dretch horde, and true to their natures, dretches lack the courage or drive to prove the quaits wrong. A quasit’s first role in life is that of a familiar to a spellcasting master, but those quasits who escape from this humiliating servitude become free-willed and much more dangerous. Cold iron is best used to get around it's unnatural toughness.
20ft move forward and throw chakram. Someone please move me
Hit vs Blue:1d20 + 5 ⇒ (16) + 5 = 21 Damage:1d8 + 5 ⇒ (4) + 5 = 9
Drazh moved into the room, and with one swift movement sent a chakram flying at the nearest foe. Then, he raised his hammer and braced himself for their counter attack.
| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects
Ferocia raises an eyebrow at some of the others muttering over returning for excavations, and treasures and book burnings, or some such nonsense. "Whatever floats your boat, guys." she replies with a scoff and a shake of her head.
She takes a few sips from her wine and puts it back in her bag, then heads back to the big stone doors.
"Knock, knock." she remarks, before pushing open the doors with a great heave.
Seeing the bat-monster make monsters, Ferocia lets out a growl. In a flash, she sprouts her claws, then stalks into the room and up the stairs. "So these freaks are your fault?" she growls. Then she lets out a scoff. "They won't protect you. Not from us."
Activating claws as a swift action. Then taking a double move.
hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36
I'll go ahead and post my actions for Round 1. Since i'm dead last, this won't go into effect for the others until the start of Round 2.
K(planes):1d20 + 4 ⇒ (20) + 4 = 24Gonna assume that gives me some insight, so I peeked at its beastiary entry. I hope that's alright.
A quasit!
How does she know this? At first she isn't sure. But she realizes that her seeing wheel is turning, even now, burning within her mind, its esoteric runes revealing knowledge to her through some mystical connection.
"A quasit!" she yells as loud as she can as she runs into the room, for the others now have their backs turned to her. She hopes they can hear her. "Milgen, it's immune to electricity! If you've cold iron weapons, use them!"
Her heartbeat racing, she focuses on the burning rune in her mind, conducting its power outward through the tips of her fingers.
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Kn(Planes):1d20 + 8 ⇒ (6) + 8 = 14
Well, good to know, but annoying. :P On the other hand, Milgen's only got 1 first level spell left, but he usually flings a magic missile at things he thinks are hard to hit and dangerous. And little demon things that raise undead are dangerous
Milgen doesn't hesitate, he flings a hand out and flings a magic missile at the whatsit in the air!
MM:1d4 + 1 ⇒ (1) + 1 = 2
When Anneka announces lightning won't be of use, he frowns, and gives the creature the universal sign of annoyed disrespect using his middle finger. "Peachy." He says with annoyance. He signs 'Thanks for the info' at Anneka, then indicates annoyance, obviously with the thing, not her.
Milgen doesn't hesitate, he flings a hand out and flings a magic missile at the whatsit in the air!
When Anneka announces lightning won't be of use, he frowns, and gives the creature the universal sign of annoyed disrespect using his middle finger. "Peachy." He says with annoyance. He signs 'Thanks for the info' at Anneka, then indicates annoyance, obviously with the thing, not her.
Azalia shoots at the quasit and misses.
Drazh moved into the room, and with one swift movement sent a chakram flying at the nearest foe. Then, he raised his hammer and braced himself for their counter attack.
It is not undead.
Seeing the bat-monster make monsters, Ferocia lets out a growl. In a flash, she sprouts her claws, then stalks into the room and up the stairs. "So these freaks are your fault?" she growls. Then she lets out a scoff. "They won't protect you. Not from us."
The little demon leaps into the air batting it's wings while making strange gestures and points at Drazh.
DC 14 Will Save Vs A spell:
Hold Person!
DC 17 Spellcraft Check:
It is trying to cast hold person on Drazh!
Your fiendish foe flies gracefully upwards staying aloft in the air, clearly not keen to get within arms reach of you.
One of the monsters moves to the flight of stairs as Drazh approaches seeking to strike the dwarven ranger down.
Blue Vs Drazh:1d20 + 3 ⇒ (14) + 3 = 17
The other monster drops it's polearm before trying to claw and bite at Ferocia in turn with wild abandon.
Bite:1d20 + 3 ⇒ (1) + 3 = 4 Claw:1d20 + 3 ⇒ (16) + 3 = 19 Damage:1d4 + 1 ⇒ (4) + 1 = 5 Claw:1d20 + 3 ⇒ (1) + 3 = 4
Miron
Anneka
Milgen
Azalia
Drazh
Ferocia
Bad Guys Quasit -2, Blue Sinspawn -9
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Milgen steps into the room and raises his hand and flings acid at the quasit.
RTA:1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Dmg:1d3 ⇒ 2
Not sure he can hit with the x-bow, given his BAB/Dex, so going to use touch attacks if I can. Small + high dex + armor worse than small + high dex. If someone hits it with a moderate roll, I'll switch to the x-bow
Will:1d20 + 4 ⇒ (10) + 4 = 14 Too close! Will need to improve his will save
Drazh felt his body freeze as the magic took hold of him. Gritting his teeth, he fought through it, only managing to overcome the spell because of his natural Dwarven resistance.
Dodging the blow from the creature, he returned the attack with one of his own.
Hit vs Blue with bless:1d20 + 1 + 7 ⇒ (12) + 1 + 7 = 20 Damage:2d6 + 9 ⇒ (4, 6) + 9 = 19
Miron sees the foulness in front of him with a feeling of disgust. His hands are free, his spear clattering on the floor. "Purge these monsters and the thing that created them!" He seeks to bring righteous judgement upon the flying creature, as he draws the bow and launches an arrow at it connecting.
A quasit! How does she know this? At first she isn't sure. But she realizes that her seeing wheel is turning, even now, burning within her mind, its esoteric runes revealing knowledge to her through some mystical connection. "A quasit!" she yells as loud as she can as she runs into the room, for the others now have their backs turned to her. She hopes they can hear her. "Milgen, it's immune to electricity! If you've cold iron weapons, use them!" Her heartbeat racing, she focuses on the burning rune in her mind, conducting its power outward through the tips of her fingers. Her hair begins to float up around her.
Milgen steps into the room and raises his hand and flings acid at the quasit but finds her to be a very fast and small target.
Azalia tries to shoot the quasit again.
Drazh felt his body freeze as the magic took hold of him. Gritting his teeth, he fought through it, only managing to overcome the spell because of his natural Dwarven resistance. Dodging the blow from the creature, he returned the attack with one of his own sending the creature tumbling to the ground.
Ferocia lets out a snarl as the strange creature sunk its claws deep into her shoulder. "Let's see whose are sharper." she tells the creature, before attacking it with both claws hitting with both but the creature still stands.
The Quasit begins casting a spell.
Spellcraft DC 17:
She is casting Summon Monster II.
The rage of the monster is without doubt... the accuracy of it's blows however leaves Ferocia without further injury.
Bite:1d20 + 3 ⇒ (3) + 3 = 6 Claw:1d20 + 3 ⇒ (6) + 3 = 9 Claw:1d20 + 3 ⇒ (1) + 3 = 4
Miron
Anneka
Milgen
Azalia
Drazh
Ferocia
Bad Guys Quasit -8, Red Sinspawn -10
hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36
The wheel spins, revealing another rune. Anneka begins to feel dizzy, her vision blurs, and an intense pain pounds in her skull. A rage momentarily overwhelms her, hot and acerbic, but she directs it outward, into the mind of the demon.
Casting murderous command on quasit. DC 15 will save. Bless is still active.
"Those who can, strike at the Quasit!", Miron shouts, taking a step forward and firing another another arrow at the creature.
Concentration DC16:1d20 + 5 ⇒ (20) + 5 = 25
The wheel spins, revealing another rune. Anneka begins to feel dizzy, her vision blurs, and an intense pain pounds in her skull. A rage momentarily overwhelms her, hot and acerbic, but she directs it outward, into the mind of the demon but the ancient and alien intellect defies her.
Will Save:1d20 + 6 ⇒ (14) + 6 = 20
Milgen grimaces. "Hit the Quasit, it's summoning a monster." Putting actions to words, he flings another ball of acid at the annoyance hitting it but doing no damage!!!
Azalia shoots at the quasit but the nimble little demon evades the attack.
Drazh moves up and finishes off the Sinspawn as he is unable to reach the flying demon.
Her foe down Ferocia draws her sling and pelts the demon!
Damage:1d4 + 3 ⇒ (4) + 3 = 7 Concentration DC17:1d20 + 5 ⇒ (6) + 5 = 11
The continous assault proves too much and the demon loses control of the spell.
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Spellcraft:1d20 + 8 ⇒ (15) + 8 = 23
Milgen grimaces. "One, don't cast elements at the quasit, it apparently is immune to acid and electricity. Just put more pointy things in it. Two, it's summoning a monster again."
Crossbow:1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
However, the bolt for some reason, flies out sideways, bounces off Drazh's armor, and then bounces back to land between Milgen's feet. He looks around suspiciously, as if he's somehow been transported into a slapstick play on a stage or something.
Drazh, unable to reach the quasit, pulled out a chakram and threw it. It hit home, though being made of mundane material, he expected it to do less damage than it otherwise would have.
Satisfied that the group is pressing the assault ably, Miron focuses on shooting at the Quasit.
Anneka runs up the stairs and touches Ferocia's arm, guiding her aim.
Milgen grimaces. "One, don't cast elements at the quasit, it apparently is immune to acid and electricity. Just put more pointy things in it. Two, it's summoning a monster again." However, the bolt for some reason, flies out sideways, bounces off Drazh's armor, and then bounces back to land between Milgen's feet. He looks around suspiciously, as if he's somehow been transported into a slapstick play on a stage or something.
Azalia shoots at the quasit again, although her last shot was pretty decent and didn't hit it, so she doesn't hold out much hope. Her negativity becomes a self-fulfilling prophecy as her lack of confidence causes her to shoot badly.
Milgen grimaces. "One, don't cast elements at the quasit, it apparently is immune to acid and electricity. Just put more pointy things in it. Two, it's summoning a monster again."
Crossbow: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
However, the bolt for some reason, flies out sideways, bounces off Drazh's armor, and then bounces back to land between Milgen's feet. He looks around suspiciously, as if he's somehow been transported into a slapstick play on a stage or something.
The tiny demon plummets from the sky hitting the water with a faint plop.
Loot!
+1 cold iron returning dagger- 2,152gp to sell!!!
Tiny Tiara worth 50 gp
Black silk gown worth 25 gp
Obsidian unholy symbol of Lamashtu worth 10 gp
Milgen grimaces. "One, don't cast elements at the quasit, it apparently is immune to acid and electricity. Just put more pointy things in it. Two, it's summoning a monster again."
[dice=Crossbow]1d20+4+1
However, the bolt for some reason, flies out sideways, bounces off Drazh's armor, and then bounces back to land between Milgen's feet. He looks around suspiciously, as if he's somehow been transported into a slapstick play on a stage or something.
The quasit fell from the air, now quite dead. Khaz looked over at Milgen with murder in his eyes. The man had shot him! In the heat of battle he had been shot! He had thought that the past was behind them, and that they could work together. He would kill him!
Drazh bent over to pick up the errant bolt, but as he did so, he froze. Next to the bolt was a...hedgehog? It was curled up into a ball, and it was shivering. What was a hedgehog doing down here? Dropping the bolt, he took off one of his gauntlets and gently ran his fingers across it's spiny hide. Despite his gruff appearance, and personality, and general outlook...he had always had a soft spot for animals wild empathy. The little hedgehog unrolled itself. As it did so, it looked at him, and Drazh heard a voice in his head.
Baraz-ha!
A single word. From dwarven, it could be best translated as "oath" "bond" or "promise." It was being emphasized. He stared at the little hedgehog in abject confusion. Was it talking to him?
Ek Bezek Baraz-ha!
There was the voice again. Literally, the phrase translated to "You possess honor." What was this hedgehog? Was it where the voice was coming from?
Finally, out loud he whispered to it "What are ye trying to tell me?"
Ek Unbarakit Baraz.
In the common tongue, this meant "you will permanently break your honor."
Drazh stared at the hedgehog, sitting next to the crossbow bolt, and it finally dawned on him. This little creature? It was a gift from the gods. He assumed Kols. And why a hedgehog? Well, looking at it, the creature was covered in hard spikes, but was soft and vulnerable underneath it. Was it a reference to himself? To Milgen? He assumed the latter. There was nothing soft or vulnerable about him! He would never admit to that, not even to himself. But regardless, the gods were giving him a clear sign. The path that he was about to walk down was not the right one. He had been stopped from making an unjust killing.
He picked up the hedgehog and opened his pack. It scurried inside. Then, he recovered the errant bolt and walked over to Milgen. With a calm and level voice he said "We will all need more practice to truly work as a team." before handing the bolt over.
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Milgen, meanwhile, is checking his crossbow. "Not teamwork, teamwork was fine, we fried that little hellspawn. What I need is to figure out how the damn flange came loose." He takes the bolt, slides it back in the crossbow, and then fires it at the wall. Again it comes out sideways and this time shatters on the stone, 5 ft away from where it was being aimed. "Looks like shoddy workmanship." He shakes his head, it quite obviously never having entered his mind that Drazh would have thought he was trying to shoot him. "But it's not, it was well made. I think it's just time and wear. Well, that goes to show you that you need to get new weapons every few dec..." He trails off, and leaves the sentiment unfinished. "Anyway, everyone alright? Nobody dead?" He checks Drazh over. "You look in more or less one piece." Once he puts the broken crossbow away, he begins to sign for Anneka again.
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Milgen looks at Miron, then to Drazh. "It wasn't a 'near miss'. The bolt came out of the damn crossbow sideways. It could have hit an unarmed 5 yo like that and all the 5 yo would have gotten was a red welt."[b] He pulls a bolt out of his quiver, and holds up the pointy end. [b]"Pointy end, dangerous." he turns it sideways. "Shaft no dangerous, except to spank someone." He demonstrates by hitting his palm 4 or 5 times with the shaft, the palm is mildly red. Then he takes the pointy end, and jabs it on his palm, generating a little blood. "See, pointy end dangerous, shaft not. And it's not as if I shot it at him on purpose, sheesh. The damn flange broke."
The pool with water appears to be only as magical as the rest of the place but the one with the orange liquid... it's bubbling has stopped but the aura is probably the strongest she has ever seen radiating necromancy.
Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)
There is a really, really strong aura of necromancy around this orange pond. Anything we could maybe do to, um... bless it, or remove the taint, or ...? Really I have no idea. It's just immensely creepy.
Elemental Master (Air) Arcanist 2/Cross-blooded Sage Air Elemental Sorcerer 1
Milgen casts detect magic, and examines the orange pond as well.
Spellcraft:1d20 + 9 ⇒ (3) + 9 = 12
However, he's not sure either. "Honestly, we might want to come back tomorrow and I'll bring an Identify. As to destroying it, that is easy enough. The pond is enchanted for necromancy, we can stand back and cast multiple destructive spells at it over and over. Cantrips would be easiest, blast the ring around the pool, and anything else that has an aura around and in it. May take few hours. Alternately, we can also blast the ceiling over and over, until it collapses on the pool, although that's more dangerous. Finally, we could return tomorrow with a few barrels of dirt and fill it in."
Listening to all of this, Drazh shrugged. ”Ye are the experts on the art. But, about that crossbow. What say ye let me take a look at it? I’ve fixed more than my fair share. Back home crossbows are the weapon of choice when fighting underground. Mayhaps we could work some of your art into it as well.* Truly make it your weapon.”
*This would be where the 100 gold would come from to make the crossbow Masterwork. It would represent the cost of the ingredients needed for Milgen to add some enchantments to his crossbow. So the end result is a weapon that makes use of both characters’ skills to have that +1 to hit
| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects
Ferocia raises an eyebrow at Milgen's melodramatic display.
"Easy with the theatrics, Princess, no one thinks you were trying to murder the guy." With a scoff and a shake of her head she adds, "It'd take more than a single bolt, anyway."
Ferocia wanders over to Anneka and Azalia, and gawks into the pool. "Zantus might be able to cleanse it, if its evil. Or that old wizard, fool... What's his name...?" After a moment she shrugs. "Old men all look the same to me."
Is there a well-known wizard type in town that Ferocia might know of (or be forgetting of)?
Drazh smiled at that. "Aye, that it would." He felt something move within his pack, reminding him of the hedgehog. It truly had saved him from making a fool of himself. He offered a silent prayer of thanks to the gods.
hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36
Anneka says nothing as she creeps behind the others as they likely debate what to do with the fountain
She has her own method.
Extracting from her pack a small sack of flour that she'd stolen this morning, she spreads out a thin layer of the white substance upon the old floor near the skulled fountain at the base (she tries not to look them directly in the eye sockets). With a finger, she draws her seeing wheel and its seven pointed star, uncomfortably similar to the runes they'd found down in this dungeon. Within the point of each star she draws the runes, those unknown symbols that had made themselves known to her. Then she closes her eyes, focusing on the necromantic fountain and how to destroy it.
Using Gift of Prophecy revelation (as augury spell with 90% accuracy) to determine if casting cure light wounds on the fountain will end its evil. She has two castings of it remaining.
| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects
"Magister Moto! That's his name! He might have insight. If he can still see."
Seeing Anneka do something weird with flour, Ferocia watches with interest. When she seems done, and Ferocia catches her gaze, she asks, "Learn anything?"
Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)
Relived that someone has an idea about what to do with the weird pond, Azalia asks
Well, do you guys think any of those blocked staircases are unblockable, or should we go back and see if there are any other tunnels we need to clear out? We need to stop this attack on the town before it starts if at all possible.
Stats 4d6 keep the best three rolled six times with twenty point buy as a safety net.-Some have already rolled these in a thread set up by a player.
Race wise it'd be best to stick with core though a case could be made for things like Aasimar or Tieflings.
Classes: Any Paizo. Unchained or regular versions or a class are acceptable.
Traits: Two, you do not have to take a campaign trait but need a reason to be invested in Sandpoint or the surrounding area. Lets keep reflarvouring to a minimum.
Optional Rules: Background Skills. Variant Multiclassing is acceptable as is normal multiclassing. Skill Unlocks can be gained with a feat, or if you are an unchained Rogue. Added since I've spoken with people: Alternate Crafting from Unchained
Grumbaki-Probably some kind of melee character.
Meloriel-Shifter
Zanbabe-???
MDT-Sylph Elemental Master Arcanist (presumably air)
Something Wicked-Oracle or Psyker
Decimus Observet-Inquisitor
I'd like to keep things moving along and given how long things can take I'll be doing without random encounters and maybe removing some of the 'padding'.
Yep, Air. Probably with a dip into cross-blooded sage/elemental sorcerer at second level to pick up some additional arcana/abilities.
Before I wrap up things, are we going to be doing crafting in game? It could affect my feat stuff down the road.
Also, a question, Sylph ability Air Affinity adds 2 to your charisma for your all spell stuff, (which per our e-mail, you're allowing to work on the Arcanist Elemental stuff as well, and presumeably with Int). Does that include spells per day? Important to know as that would grant me one additional spell per day at 1st level.
I'm plotting an inquisitor of Abadar. Armed with light crossbow and words. Lawful neutral, taking order and civilisation as sacred precepts that must be defended. Ranged attacks and social/investigation abilities.
I'm looking forward to seeing how this party comes together in play.
My first AP on these forums was RotRL. My first character was a poorly built Dwarven Ranger. Now’s the chance to do this right.
Going to go with a Dwarven Infiltrator Fortune Finder Ranger
Str (18) Dex (16) Con (16) Int (10) Wis (15) Cha (8)
Will get him built up asap. Enough Str to be optimal in combat. Enough dex to max Breastplate AC. Enough Con to be tanks and enough Wis to eventually cast spells. Nothing too OP (a Ranger, after all) but he should work out well.
Going to max out his giant slaying potential. Giant Slayer campaign trait, Favored enemy giants, Giant Hunter Dwarven ability. So at lvl1 he is at +4 To Hit Giants and +3 damage, with +4 AC against them.
In other words, a stubby little guy who can dig his feet in and go toe to toe with his most hated foe.
On the matter of crafting, theres not a huge amount of time for it in campaign. Traveling and crafting don't work out too well. Investing in crafting isn't out of the question but I wouldn't advise a pc does more than one feat.
Drazh stomped through the town of Sandpoint. The dwarf looked around with a critical eye. They call this civilization? The dwarf thought bitterly. While shorter than the humans milling about him, the dwarf was far more broad. He wore well made armor, and had a large hammer resting on his shoulder. He was mostly covered by the hood and cloak that he wore. Where his gear was obviously well taken care of, the cloak was completely different. It was patched in many places, was old, weather beaten, and faded. Much like myself he thought glumly.
The dwarf had hailed from Grung Varn, a mine located not far from Sandpoint. A village, as far as the dwarves would think of it. Drazh and his Clan had lived there, mining and smithing. They had moved there from Janderhoff after his cousin had found the seams of ore. It had seemed like such a good idea at the time. Drazh had come with his wife, Brunhilda, not as a miner, but as a smith. Someone who could repair and make tools for the miners who worked the earth. They knew it would be hard work, but to start a new mine? The wealth of the earth was to be theirs. Far away from the competition in Janderhoff, it was how they would start their savings. Their family.
He scowled, the burning rage within him threatening to rise up. He could feel the hatred like an inferno, that threatened to consume him. He bawled his fists as he fought to control it. A passing lass looked at him with concern, seeing the look on his face. He took a deep breath. He wasn't angry at these people. No, it was not their fault. It was the giants...
He remembered the day like it was yesterday. When the giants came. A caravan had gone out to sell their ore. It failed to come back. Only Lokri did, with a broken arm and wide eyes. Giants! He had screamed the word as he ran back. The clan barely had time to get everyone underground before the giants came. They thought that would be safe in the mines, where the giants couldn't reach them.
The giants had laid siege to the mine, unable to get in, and the dwarves unable to get out. Day and night the giants bellowed and banged against the stone, trying to force the dwarves out. But Drazh and his Clan had no intention of fighting. They planned to dig their way out. And dig they did.
Even dwarves can make mistakes though, and his clan paid for their hastiness. For Grung Varn translates to 'the mine by the lake', and it was the lake that they breached in their haste to dig their way to freedom.
The memory of the water rushing towards him was all too real. Of the desperate flight. Of how he and the rare few of his clansmen who could ran out into the night. Right into the waiting giants. What followed was a slaughter.
Drazh...he ran. Everyone did. Scattering in all directions. What good could a half dozen dwarves do when outnumbered by giants? He saw poor Lokri with his broken arm get ripped in two when a pair of giants fought over him. The dwarf's screams still echoed in his dreams. He saw brave Bolgar try to make a last stand. He learned that day that a shield, no matter how well crafted, could not parry a giant's club.
Even now, in the safety of Sandpoint, he could see with his waking eye that fateful night. Of how he managed to get behind a boulder, of how he watched helplessly as the last of his kinsmen were slaughtered. As much as he had wanted to charge out, they had died before he could have even gotten to them. There was nothing that he could do. At least, that is what he told himself every night.
For a day he stayed there, watching and waiting. He heard the giant victory songs, he saw them loot whatever they could. But he waited...hoping for a sign of his wife. There was none. He knew that there was only one way out of the mine, and she had never emerged. Their home had become her tomb, and with it, all of his hopes and dreams.
Left with only what he had on him, in his planned flight, Drazh made his way to the closest town. Sandpoint. His clan had planned on selling their ore to the humans of Sandpoint, to make more gold than they ever could have bargaining with their own kinsmen. Now, as the last of his kin, he came for a different task. To warn them of what had happened to his people.
He told himself, that he had survived for a reason. That Torag had allowed him to live because there was a plan. It kept him sane. And right now, the only thing he could think of to do with the life gifted to him, was to ensure that what happened to him did not happen to anyone else.
Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
To my understanding, we are allowing it to also work as thus...
Sylph Arcanists with the elemental (air) mastery archetype treat their Intelligence score as 2 points higher for all Arcanist spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
So it's not actually increasing the Int, it's only increasing effect Int for SPells and Class abilities. My only question on that was if that applies to the bonus spells per day for high int, or not. I think it should, as that is a class feature (spells). Note it's not actually raising the int (so no skill bumps), just effective int for class abilities and spells (+1 DC for the most part).
I'm debating how heavily I want to go into the face/investigation role with Inquisitor. I can pump up wisdom and intelligence, taking traits/inquisitions to make social skills dependent on those. Maybe even variant multi-class for bardic knowledge.
I'd wait and see what all we have (proposed), not everyone has checked in. It's a lot of effort to be the face, and if someone else is planning a face build it might not be worth it.
Milgen was born to the Loztres Clan, a Merchant Clan that has spread over half of Golarian. In the history of the clan, they have had strong ties to Air Elementals, often working for and with Outsiders who visit the mortal plane.
Because of this, every four or five generations, there is born into the family a Sylph. Milgen was his generation's sylph, although his parent's didn't realize it until they realized he wasn't aging as fast as he should, because he simply didn't look like a Sylph. Once they realized it though, the family knew what to do. Milgen doesn't know who his parents were, they are almost certainly dead now. The family, having experience with the long lived Sylph children, shuttled him from family to family every 5 or 6 years for his first 20 years, and Milgen grew up always in a happy home. Never revisiting a home, until now.
Over the years, he has lived in major cities such as Cassomir, Absolom, as well as small cities such as Sandpoint and the mountainous Brimstone Springs. Milgen has recently returned to Sandpoint, 40 years since his last visit. His last visit he resembled an 8 yo human boy. Now he looks like he's 16 or 17. It's bitter sweet as he has fond memories of the town from his youth (his earliest memories are of his friends in Sandpoint). However, the children he played with then are now reaching middle and old age, with grown children of their own.
He has not admitted to any he is the same person they knew back then. Anyone who suspects and asks about his name and hair color, is told he is named for his grandfather, who had the same features, and yes, he did spend some time in Sandpoint when he was a young boy.
Milgen has an easygoing personality, with always a laugh ready. His lazy ways hide a sharp mind, and skills he's spent time cultivating. His youth (he's only 63 after all) means he's sometimes a bit childish, but like the elementals he is related to, his mercurial nature means he rarely stays upset long.
Cheers for the comments. If someone else is set on being a face, I can leave my inquisitor's charisma around average. If folk are fine with me taking over the face role, I'll happily either pump up charisma, take conversion inquisition or trade sub-domain.
I always recommend conversion Inquisition. It’s just such an amazing ability. And having more than one party face is never a bad thing. Especially when using your casting stat.
Ok, think crunch and background are done. Going VMC Barbarian. Should make for a good front line character. Big moment for him is lvl3, as he gets 6 rounds of rage and 30min of adaptation. Using both together will give him +4 Str, +4 Con, +2 Will, -2 AC and +2 AC, so armor cancels out.
Also going menacing combat style for flavor. Maybe not most mechanically sound...but he will gave decent intimidate and will be able to potentially get in some free intimidate checks.
That's an 18 point buy, so I guess I am going with the 20 point buy safety net.
I really hate not being able to detect magic, so I'll probably go Sorcerer or Bard. Or ranger if I decide I like archery more than cantrips. I'll try to pull something more solid together soon.
@Grumbaki his dex will be high enough that if you can find it and are willing to invest in a few then it's perfect for mithral full plate too!
@Zanbabe if you're interest in doing an elven archery ranger (a classic) Fey Sighted would work well, all the detect magic. -Though we will forget and it will drive us mad.
Hedge Wizards Cloak of Divination is also very handy without the restrictions and head awkwardness.
I will try to sit down and read the backgrounds people have come up with tomorrow. I have clarified MDT's question in a PM.
@Drazh - Given Drazh's age, being a dwarf, it's possible Melgin and him crossed paths at some point in his history. Where did Drazh come from before moving to the mine near Sandpoint?
That sounds fine, Korvosa would make sense for one of the trade cities his family lived in, and that may have been the city that he was in before coming to Sandpoint. He probably spent 10 years there, so plenty of overlap for Drazh to have met him when the clan came to Korvosa over the years to sell things. Unlikely they were bosom buddies, but he may have been dealing mostly with dwarves, who wouldn't really notice his lack of aging as much. Maybe he was even working with the dwarven trade his family was involved with. Korvosa has a pretty big dwarven area, living there would make it easier for him to blend in and not have to move so often.
Korvosa? That’s the only city whose port has Janderhoff goods. So...that works. Will update Background tomorrow to reflect it. Should make a good introduction scene.
As a note...edited Drazh. He no longer has Hardy (!) and instead has unstoppable. The main reason is that I dislike playing characters without some face skills. So traded a trait...and now have +4 Diplomacy, +3 Intimidate (gains Str mod at lvl2) and +0 Bluff.
He won’t be a party face, but at least he won’t be embarrassing to have around.
@Milgen your character seems to have three traits? Even then I'd stretch things a little for him to have eyes and ears of the city or highlander as a member of a wandering merchant family but both is a bit of a stretch.
He has Thasillonian as a language which shouldn't be too common yet but doesn't have a rank in knowledge history and no background reason to know it. I have no issue with him learning it later on but I'd be surprised if he was exposed overly much to it yet. I assume his human ancestry might be mostly Varissian given the families nomadic ways, perhaps that might be a more appropriate starting language? Or a more general travelling group.
Most games set on Gollarion are in the Inner Sea area and there Common is Taldane. If you are playing a game in the Dragon Empires common would be Xian.
Ok, if you don't like both of those, would you be ok with either of these combinations?
Slippery/Eyes & Ears of the City
Highlander/Valashmai Veteran
I'd have a slight preference for the second pair, but the first will work. If you like the second pair, I'll replace Thassalonion with Tien language. If you are ok with the second pair, then he'd have spent a lot of time in Valashmai with his family's extended clans, before coming back to Korvosa for 10 years, and then back to Sandpoint. Valashmai is a volcanic and mountainous jungle region, so both of those fit nicely.
Valashmai actually does make a good place to send an Outsider child to grow up for a few decades, there is a high percentage of outsiders there, and mixed blood are more common, per my understanding. And traders love exporting exotic spices, medicines, animal parts, and other rarities from there so it would make sense for a trade family to have an outpost there to export to the other continent.
Also, some of his armor is eastern, I was going to say he picked it up in a port city, but it would be better having picked it up there.
If it doesn't clash consider Highlander and Seeker? Seeker will get you perception and doesn't involve your character trekking from the other the far south of the Dragon Empires.
After some thought, I moved some things around. Here's what I came up with...
Lvl 1: Extra Traits
Traits
* Giant Slayer (Campaign: Fits his background perfectly. And goes with his alternate racial trait)
* Ease of Faith (Faith: +1 diplomacy. Took this because Drazh used to be a smith and merchant. Knowing how to talk decently to make a sale would have been very important to him, and isn't a skill that he would have lost)
* Ancestral Weapon (Regional: Free masterwork silver earthbreaker with +1 trait bonus to attack rolls. Feels very dwarven to be carrying around a weapon that has been passed down through generations. Plus, a two handed hammer covered in silver engravings? Visually that's just amazing)
* Rich Parents (Social: A dwarf in masterwork armor is a dwarf dressed right. Having come from a clan of smiths, how could he not have the best armor possible?)
* Bloody Minded (Combat: Despite his background as being a smith and merchant, Drazh is...somewhat scarred by his experiences with the giants. This reflects that. Most importantly, it gives the +1 intimidate needed to overcome his Cha8. He's a Str18 dwarven warrior! He should be intimidating)
* Foul Brand (Drawback: Drazh has tattooed the holy symbol of Dranngvit into his hand. This is the dwarven goddess of vengeance. She is seen as a necessary evil by the dwarves, and her only followers are those who are consumed with hatred. A definite 'what the hell is wrong with this one' sign should Drazh run into any other dwarves)
Feats
Lvl 1: Extra Traits (yes, he is maxed out on traits)
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Usually I have my martials go power attack at lvl1. But after some thought, I came to the conclusion that (a) most lvl 1 foes don't need to be hit for 15+ damage, and (b) I'd rather Drazh be able to have some social skills.
Still, he has +7 to hit and does 2d6+6 damage. So that is respectable right there. And with AC19 + HP14, he'll be a good tank as well.
His damage will shoot up as he levels.
Lvl 1: 2d6+6
Lvl 2: 2d6+9
Lvl 3: 2d6+12 (6 rounds per day)
Lvl 4: 2d6+15 (Move action to get 2d6+17)
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Sadly, while his AC is a *great* 19, it won't improve that much going forward. Because of VMC Barbarian, he just won't have the feats necessary to ever use a shield, get dodge, and his rage cancels out his natural armor from adaptation.
Here is the crunch for Wicked's Oracle (Shadow mystery, Deaf curse, Seer archetype).
I need to work on her backstory, but here's a start. I've chosen to play an existing NPC already living in Sandpoint. Her story involves mention of the late unpleasantness, so there are (very minor) spoilers below.
Anneka is twin sister to Arika, and daughter to Alma. The Alvertin's run Sandpoint Savories. Her older brother Casp, former sheriff of Sandpoint, was murdered five years ago by a serial killer named "Chopper"-one of twenty-five victims. Just before Chopper's killing spree began, Anneka began having terrible, violent nightmares filled with blood, darkness, and fire. The night of Casp's death, she dreamed that Sandpoint Chapel burned to the ground. Within the flames, a figure stood, burning and screaming--screaming so loud that it woke her from her own nightmare. That night, she lost her hearing.
The loss of her brother, and the subsequent burning of the cathedral, left Anneka terrified at her own dreams. Worse, she began to experience premonitions in the waking world. For the past five years, she has become a devout congregant, cycling through all seven of Sandpoint's deities (Abadar, Desna, Erastil, Gozreh, Sarenrae, Shelyn, and Irori), hoping that any or all of them might rescue her from the looming darkness.
For a time she found peace, and so she has gone about her life, tending to the shop, trying to forget the past, and remaining hopeful for the future. But lately, she can't shake the feeling that something is terribly wrong. She has begun to smell smoke for no reason, hear cries of terror and pain despite hear deafness. She knows she has no reason to be fearful, for the Swallowtail festival is sure to mark a change for the better. But with it also comes the terrifying possibility that her premonitions may once again come true.
If we're going to have a deaf oracle, maybe Milgen should pick up Sign? It would make sense for a trader to have that, and would make things easier dealing with our deaf oracle.
Anneka will put another point in linguistics at level 2 to gain sign. Until then, she's only reading lips. Unless we want to houserule that they are one language?
Deaf? Oof. Very useful for casting. But can't hear anyone scream things like "Look out! That goblin is on fire and is going to hug you!"
But...it could be worse.
Silly Character that takes the curse up to 11:
Traits
* Blind Zeal (Character is blind, but can 'sense his surroundings.' So no penalty for moving around and can do so at full speed. What the 'sensing' means is likely GM dependent)
* Paranoid (DC15 chance to use aid another. Not that big a deal, right...?)
Lvl 1: Sorcerer. Something that gets you a familiar that can talk. Take the Feat "Telepathic Link" so you can speak to your familiar telepathically.
Lvl 2: Dual Curse Oracle!
* Tongues (can only speak in a strange language during combat)
* Deaf (can't hear anythhing)
Suddenly, at lvl2, your character, already unable to see, can now no longer hear! He also can't talk in times of stress! But wait...with the paranoid drawback, it is always a time of stress, no? That's what it means to be paranoid. So the tongues curse now *almost* always applies.
Luckily, the raven on his shoulder, the raven can see. The raven can talk. The raven can hear. This means that the party *has* to talk to the oracle's bird. And the party *has* to listen when the bird speaks. Because that's how the oracle communicates.
So your character is now an old man, walking around with a bird on his shoulder. His eyes are covered with white cloth, and he leans on a walking stick...which he doesn't actually need. But someone is out to get him, and it would be better if he acted the part of the helpless blind man. Sitting on his shoulder is a bird. A large, black raven. It caws. The man smiles. He could not hear the footpad approaching, but the raven could. Someone was going to have a bad day...
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Going forward, the character becomes a Mystic Theurge.
Arcane and Divine magic, both use Charisma. Makes for a character who is very versatile.
Can go with just about any mystery. Shadow, of course, would fit well. So would dark tapestry. But Lore? That can give you Cha to AC. Can also get Brain Drain, which fits the character thematically.
Varissian Sign would be best, Pathfinder Sign and Drow Sign are the only others I can think of and would be pretty rare in these parts... it'll probably end up being one of those parties where everyone picks it up.
I'm not going to ask the deaf character to put a point in language for lip reading.
I had a cleric in a game with a deaf oracle, when the group was talking since he picked up varissian sign it was interesting always noting his facing to her to keep his lips and hands in the light and visible in social situations... it got a bit tougher for her in combat though. That PBP died however.
Hey, guys. Meloriel here. I'm going to be playing Ferocia, a dwarf shifter who was stolen by fey as a child. Though returned home a few years later, she's forever marked by her experiences, and is a little unstable.
Statistics:
Ferocia Navarro
Female Shifter 1
N Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 ft., Perception +6 (+2 in natural settings, +2 stonecunning)
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+3 armour, +1 Dex, +0 shield)
…+4 dodge AC vs. giants
hp 13 (1d10+3)
Fort +5, Ref +3, Will +2
…+2 vs. poison, spells and spell-like abilities
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OFFENSE
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Speed 20 ft.
Melee 2 claws +4 (1d4+3)
…battleaxe +4 (1d8+3)
Ranged sling +2 (1d4+3)
Combat Modifiers: Hatred (+1 attack vs. goblinoids and orcs)
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STATISTICS
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Str 17, Dex 13, Con 16, Int 12, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 15 (+4 vs. bull rush & trip while standing on the ground)
Traits Bloody-Minded, Eyes of the Wild
Feats Extended Aspects
Skills Acrobatics +5, Appraise +2 (+2 w/ non-magical goods that contain precious metals or gems), Climb +7, Handle Animal +3, Intimidate +0, Knowledge (nature) +5, Perception +6 (+2 in natural settings, +2 w/ unusual stonework), Stealth +5, Survival +6
(8 points; 4 class, 2 background, 1 INT, 1 favoured class) (Check Penalty: -1)
Abilities defensive training, greed, hardy, hatred, shifter aspect (6 minutes, bear), shifter claws, slow and steady, stability, stonecunning, weapon familiarity, wild empathy (+0)
Languages Common, Druidic, Dwarven, Sylvan
Special Abilities:
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SPECIAL ABILITIES
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Bloody-Minded (trait): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Extended Aspects (feat): You can invoke your aspect’s minor form for longer stretches of time than most of your allies and rivals. Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animals focus ability to assume the aspects of an animal. (Adds +2 minutes).
Eyes of the Wild (trait): Having spent much time immersed in the wilderness, you’re now attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Shifter Aspect (Su): At 1st level a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level (4 minutes). The duration need not be consecutive, but it must be spent in 1 minute increments. Shifting into a minor form is a swift action, while ending this effect is a free action that can be taken only on a shifter’s turn. She can assume only one minor form at a time (until level 9). Shifting to a new aspect (or aspects, later), ends all minor form currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefit of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects.
Bear - Minor - You gain a +2 enhancement bonus to your Constitution score. At 8th level, this increases to +4, and at 15th level it increases to +6.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage. If she uses one of her claws in conjunction with a weapon held in the other hand, the claw acts as a secondary attack instead. As the shifter gains levels, the power of her claws increases.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon and Armor Proficiency: Battleaxe, club, dagger, dart, heavy pick, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, warhammer. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Proficient with light and medium armor but are prohibited from wearing metal armor. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Gear/Possessions:
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GEAR/POSSESSIONS
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Combat Gear battleaxe, sling, sling bullets (10), potion of cure light wounds
Possessions wooden armour, belt pouch (2), flint and steel, necklace (wooden flower charm), signet ring (Clan Navarro), waterskin
Non-essential Possessions: backpack, bedroll, mess kit, rope (50 ft.), skillet, tent, whetstone
Carrying Capacity Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried (all possessions) 74.5 lbs.
Money 6 GP 7 SP 7 CP
Background:
Ferocia Navarro was born and raised in Sandpoint—or so the story goes. Her parents claim loudly and often that she never left, though the fact that they bother to proclaim it at all makes that unlikely. There’s rumours that she ran away as a child. Got lost in the woods, maybe. But, they’re wrong. She had been taken. By the fey.
She can’t remember much about those early days. She remembers the smell of the trees, and running barefoot through the woods. She remembers strange songs, and stranger faces. She remembers having fun. Feeling at peace.
And then a woman found her—Shalelu Andosana. Shalelu took Ferocia from the forest and brought her back home—or so she said. Ferocia was returned to parents she didn’t remember, to a city too loud and stinky to be healthy, and too crowded to feel safe. Her parents were ecstatic. But she had fought and cried and tried to flee. To run. To escape to the safety of the trees. It didn’t work, of course. She was still young then, and they kept a close watch on her.
It time the memories faded, but Ferocia never forgot her time among the fey. She still felt comfortable in the woods and the wild places. But she also resented it. Her time away from Sandpoint had made her strange. She could do things that other dwarves couldn’t. Felt things they didn’t understand. Speak tongues no one she knew spoke. She was an outsider, a fact which neither her parents nor her so-called ‘friends’ ever really got used to. Even among a crowd, she felt alone.
She grew into a bitter young woman, and mellowed out little as she matured. Her penchant for getting into brawls gave her a foul reputation, and these days she’s known as a bit of a trouble-maker.
Her parents are alive and well. They work for the mercantile league, and scold her every opportunity they get for her ‘wasted life’ and ‘bad attitude.’ They love her—she knows that. But then, it doesn’t matter much when you’re a disappointment. She has plenty of brothers and sisters—proper dwarves, the lot of them. Upstanding, respectable and boring. They couldn’t be more different. What few relationships she’s had have been short and meaningless. Most of the time she can’t be bothered to remember her ex-lovers names. Occasionally her parents hire her for minor odd jobs that she ‘couldn’t possibly screw up.’ Deliveries and hauling product, mostly. When she’s feeling rebellious she messes it up anyway, or takes work hauling cargo on the docks for ships unaffiliated with her family.
Appearance and Personality:
Ferocia Navarro is a sarcastic dwarf with a short temper. She has white/gray hair that’s wavy and shoulder length on one side of her head, and shaved down to her skin on the other side. Lines of vine-like, twisting tattoos cover her jaw, neck, chest and shoulders. An ugly scar runs across the bridge of her nose. She wears multiple wooden earrings, some of which are quite thick, and an elaborate wooden necklace tucked into her shirt, which features a flower motif. Her armour is made of intricately carved wood, and is trimmed with black fur that looks like it comes from a bear. She’s short for a dwarf, but no less sturdy.
Ferocia is prone to losing her temper, and is constantly getting in brawls and arguments. She always seems to have a headache, and occasionally complains about the noise or stink of Sandpoint. Most people just assume she's hung over. Every once in a while she disappears for weeks at time, and comes back in a better mood—for a day or two at least.
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@ Something Wicked: I LOVE that you're playing Anneka Avertin.
@ Milgen: Ferocia is around 50 years old, and if it's been around 40 years since your last visit to Sandpoint, you may remember her. She was returned home by Shalelu Andosana after being abducted by fey for a few years, so she was quite a contentious topic of conversation at the time. However, she has few memories of her youth, and doesn't recognize or remember you. If you recall her from those days, she was a wild child, constantly trying to escape back into the woods, biting and clawing with arms that could turn into those of a bear, and speaking in languages no one understood.
@ Drazh: Ferocia is young for a dwarf, only in her early fifties, and has nowhere near the kind of life experiences that your character does. It sounds like you haven't been in Sandpoint long, but if you do decide you're met her, it's certain that you feel she's odd for a dwarf. Although her family seems like upstanding, Dwarven folks, with proper dwarven interests (like mining, trade, commerce and so on, respect for their history and family, etc.), she couldn't care less, and tends to spit in the face of tradition. Most of the dwarves in town think there's something wrong with her.
@Drazh - We will have to try and preempt any flaming goblin hugs!
@Kevin - when you say Pathfinder Sign do you mean Common Sign? You think Varisian is the best option, then? I'll go ahead and insert it into languages. Do you have a link to the campaign you mentioned? I want to copy be inspired by how that player handled it.
@Ferocia: any chance Ferocia would have made deliveries to Sandpoint Savories? She and Anneka might have come to know each other that way. Any relation to Dave?
Choices, choices. That whole fey-sighted comment led me down a whole different path, and now I am going to be an Elven Rogue. Still will be an archer, but not quite as good as if I were a Ranger, and going with the Heister archetype. (I really liked Phantom Thief better, but it takes away trapfinding which is the whole point of having a rogue in the party, isn't it?)
So, won't be able to teleport the party around later in the adventure as I could if I went Sorcerer, but hey... I did that last time I played through this one, so trying something different.
Thinking the background will be a bored rich-girl type character who was born with this strange fey magic sight. The constantly-on detect magic kind of led to her hobby of ... "borrowing" magic items, and she really obsessed over her hobby, so she got better at it...
I'm working on getting everything statted out, but it might take me a little longer. Hard to fit things in on weekdays. Sorry.
That's a really nice archetype... way better sniper than the rogue option, but I'm not seeing how it gets trapfinding, and disable device isn't a class skill, so not sure why full ranger with divine marksman wouldn't be better if I were just going for an archer.
@ Drahz: Haha! I honestly set out with the intention of making an elven or half-elven shifter, because I never plays elves, but after about ten minutes I went, "But dwarves are so much cooler!" And here we are. I'd love to say we'll be besties, but I have this gut feeling Drazh will hate Ferocia. We'll have to bond through ass-kicking. Or possibly alcoholism. I'm excited to see how they get along.
@ Anneka: For sure! How could I possibly mess up delivering a few giant bags of flour, to the most well-known bakery in town, right? Right? Wrong. I probably showed up hung-over and got in an argument with your mother. ...I can picture Ferocia being nice (or at least 'not mean') to Anneka. Not necessarily enough to be friends, but at least enough to give her a nod and a 'Hello' when I pass by. You probably know her favourite pastry or something. As for Dave: Who's Dave?! Did I miss something? Lol.
That's a really nice archetype... way better sniper than the rogue option, but I'm not seeing how it gets trapfinding, and disable device isn't a class skill, so not sure why full ranger with divine marksman wouldn't be better if I were just going for an archer.
All depends what you want to do.
Slayers get a Slayer talent on even levels. One slayer talent is trapfinding, which gives them disable device and the ability to disarm magical traps. Another slayer talent is a ranger combat style feat (allowing you to get a Ranger feat without the prerequisites) and yet another is a rogue talent.
They also get full BaB and Sneak Attack
Slayers are Ranger/Rogue hybrids. The problem with them is that it can take awhile to get everything you want.
Example Build:
Traits:
* Deadeye Bowman (always a must)
* Magical Talent (Detect Magic 1/day, increases to 2/day with elven racial choice) or Rich Parents (Can buy a Masterwork Hornbow with +2 modifier)
* Heritage Weapon? (Proficiency Orc Hornbow! Lower ranged bow, but 2d6 damage. Perhaps an old family trophy?)
* Drawback of choice
So yeah. Archer Ranger will get all the feats sooner. But won’t get Studied Target, Trapfinding, or Rogue Talents. Will get Favored Enemy (1/2 to everything!)
Assuming Dex18 and Str14, with rich parents...
Move Action Study Target. To Hit: +7 Damage: 2d6+3 (+1 Hit and Damage if within 30ft). Really isn’t bad.
@ Drahz: Haha! I honestly set out with the intention of making an elven or half-elven shifter, because I never plays elves, but after about ten minutes I went, "But dwarves are so much cooler!" And here we are. I'd love to say we'll be besties, but I have this gut feeling Drazh will hate Ferocia. We'll have to bond through ass-kicking. Or possibly alcoholism. I'm excited to see how they get along.
@ Anneka: For sure! How could I possibly mess up delivering a few giant bags of flour, to the most well-known bakery in town, right? Right? Wrong. I probably showed up hung-over and got in an argument with your mother. ...I can picture Ferocia being nice (or at least 'not mean') to Anneka. Not necessarily enough to be friends, but at least enough to give her a nod and a 'Hello' when I pass by. You probably know her favourite pastry or something. As for Dave: Who's Dave?! Did I miss something? Lol.
Your thought process shows (a) your head is on straight. Dwarves = Pure Awesome. And (b) everything right about character creation.
Now ignore all my number crunching...anyways, I’m excited too! :D
@Zanbabe depending on what you want from Rogue but still want the ranger stuff you could take the Trapper, there are a few traits that would let you get sleight of hand as a class skill including one of the rise of the runelords campaign ones. Worth considering at least.
@The dwarf conversation- I once accidentally killed a campaign in character generation with a dwarf. I've noticed a phenomenon a few times where if over half the party shows up with the intent to play a dwarf the other players will often go "My guy could be a dwarf too, they're pretty cool." and the final one will go "It'd be kind of funny if we all played dwarves." I've never seen it happen with any other race but with dwarves a few times in different systems.
The GM was going to run a Ravenloft Campaign, we could be from whatever DND setting or make up a new one but we'd be drawn into Ravenloft. I had a slightly silly idea of making a dwarven melee bard from a world inspired by the Brutal Legend computer game, the GM was ok with it. So I showed up to character generation with 90% of a character done who'd rock his way through the gloom... but one other player had a dwarf... and so we started a dwarfalanche and the GM exasperated lost his will to run the game full of grumpy and plucky dwarves... it's not so bad though, more often than not his games don't get past character creation.