What happens when the heroes chartered to explore the Stolen lands make treaties with locals and end up dead with the charter passing into the hands of goblins???
Colvin nods to Gufi, "OK, let's do it. I still have most of my spell powers available but I will not be able to summon the spirit of my in as I did before".
Colvin mounts his Eidolon, "Lead the way my Goblin friend!".
Gufi leads you out to the plains near the ravine where you buried your friends. Three human riders with no light are on foot leading their horses towards the South....
The kobold hunkers down in the tall grasses, taking careful aim with his musket as the bandits approach. He urges his beast to do the same, though the Krenshar is anxious, and frequently licks the spot where it had been wounded.
The mite waits with the others. Scratch sits on her shoulder like some sort of pirate's parrot, but My Horse (her riding rat) is back away from the ravine because it seems to be incapable of remaining quiet.
With 120' darkvision, do I have longer range than the rest of you? If so, I will whisper the bandits' formation, etc. so we can position ourselves best before they reach us.
You said they have no light. So they are effectively blind? Stealth:1d20 + 16 ⇒ (13) + 16 = 29
Surprise round
She casts bane on the bandits.
First round
She casts guidance on the sharp-shooting kobold.
Surprise Round
Soggy sneaks, inching slightly closer to the approaching bandits. As they draw near, he leaps out with a screech, exposing his skull to a bandit in the rear of the bunch.
Skullface: DC 12 Will or Frightened For::1d4 ⇒ 3 rounds.
First Round
Once Soggy finishing terrifying the humans, Kel leaps from his position, taking aim at an uninjured bandit and pulling the trigger on his musket.
Musket+Guidance:1d20 + 9 ⇒ (4) + 9 = 13 Damage:1d10 + 1 ⇒ (1) + 1 = 2
Soggy circles around, hoping to block any escape.
Ready Action: Attack a fleeing bandit
The three bandits quickly become just two, even though everything is in chaos and several attacks failed to hit the bandits, the two bandits mount an offensive.....
The little mite, who was hiding near the kobold after casting her guidance spell on him, activates her copycat ability and rushes between the man and the kobold, where it appears that two of her are threatening him with her club.
She has DR 2/cold iron and he has a 50% chance to miss her. She's angry enough to take those odds.
"This is for our friends! You will feed the One Below tonight! My friend will use his firestick to kill you and I will give you to the worms!"
Round 2: Kel reloads, Soggy sulks Round 3:
His musket reloaded, Kel takes aim and fires at the single remaining bandit. He takes special care with his aim, shooting for the man's heart.
"Bandits all gone, maybe reward from Oleg for stolen stuff? Oleg buy horses, I bet." She looks at the ring longingly, but says nothing to claim it. "Shiny..."
Almost without a plan the group takes the horses of these last few bandits and the treasure and begins to head to Oleg's to see whether or not the Baron will give you more than the horses are worth as food....
Any objections to Oleg's?....speak now, or you know
Colvin shrugs. "Horse meat is good but ok we can sell 'em! What about other loot?"
As the group begins to make the journey Colvin's tail starts to twitch and he gets nervous his nose twitching as well, "We should be on guard as we approach what if these bandits have friends at Oleg's?!"
From the chiefs of the four nations tribe, but you had expected it to be smaller as the residents you know of were only the lord and lady, Oleg and Svetlana......
Near the gates are four humans on horseback who appear to have just arrived with a cart and donkey as well....
"Don't worry friends, Mastre Splinter teach me quite well to speak with humans! I can do all talking you all do watching, we need to be on guard until we know we can trust these longlegs!" Colvin appears excited and nervous at the same time.
Colvin rides up to the gate on his Eidolon, "Greetings, we four", Colvin will now and gesture back to his companions in the distance, "must meet with Oleg on some matters of great importance. You be Oleg yes yes?" Colvin asks. His Eidolon senses Colvin's nervousness and his tail too begins to twitch.
"You best get the heroes, we have been over run by a brigade of bandits, they stole the horses, most of my inventory and to top it all off my wife's wedding ring!"
Colvin sighs, "I fear that is what we are here for..."
Colvin waves his allies, the new heroes forward.
"Your human heroes and your friends have been slain by the brigands! We, I think, got most of 'em but there still could be some out there. We found many many trade goods, horses, and a ring and most important, Charters".
Quuroog comes forward, but not quite as close as Gufi. A big tear rolls down her cheek, and she adds, "They killed Lini and her big kitty. She was going to teach me new tricks!"
Then she scowls with a surprising ferocity for her size. "Lini's friends wouldn't let those bullies go free, so we didn't, either. They paid." She nods once firmly, but another tear slowly makes its way down the other cheek.
"I'm Quuroog."I've decided the pronunciation is kuh-ROOG. Soft emphasis on the second syllable. Funny how details come together for a character, isn't it?
Oleg: "Dead you say, all of them? But you killed the bandits? What to do, what to do? It would take months to get another group in from Restov, and no one will want to hearing such hearty heroes met such a horrible end."
The men at arms "We can secure and hold the fort, but we can not patrol for danger even with additional horses."
Oleg: "Wait! The charters clearly fall to the four nations under the treaty. Will you accept the mission of the charter to explore the lands?"
You should look at all the racial traits. Also having the tribes working together all these years we might have some room for learning other racial traits (within reason) via the "adopted trait".
Just find traits you like and we will figure it out. I love traits and have even used the additional traits feat at first level for character creation....
Can I build this Eidolon as the embodiment of Ratfolk and thereby grant it the Swarmfighting ability as a 1 point Evolution? This would be a great build for the trajectory of this character to be sure.
I would like the Eidolon to be a front liner but one that I can stand with so that we may assist each other from time to time.
EDIT: Getting a bit tired over here - can I use Craft Alchemy to make Poison?
Submission:
Rikkan Tikki
Ratfolk Warpriest 1/Summoner (Unchained) 1
(25 Point Buy)
HP= 17 +(Summoner HP roll) [Favored Class Warpriest]
AC = 12 (Summoner can cast wearing Light Armor with no penalty)
CMD = 0
CMB = -1
BAB = 0
Melee Attack – +1 - Heavy Pick 1d4 x4 Critical
Ranged Attack – +2 - Hand Crossbow – 1d4 + Poison
Swarming - Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Blessings:
Luck - At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.
Earth - Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn't stack with the additional damage from the corrosive weapon special ability.
Traits:
Bane from Below - Benefit Whenever you flank a target, you gain a +1 trait bonus to damage. Priests with the sneak attack ability may also add this bonus damage to sneak attack damage as well.
Amiable Blunder - Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Benefit(s): Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC's attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character's attitude doesn't change, as though you had failed the original check by 4 or less.
Life Link – Transfer HP to retain it on plane must be w/in 100’ to retain full power.
Summon Monster I – 6x Day – 1 Minute Per Level
Spellcasting:
Concentration +4
Spells:
Cleric – (Channel Positive Energy)
0th – (3) Detect Magic, Guidance, Resistance
1st – (2) Cause Fear, Protection from Evil
Summoner –
Known
0th – (4) Acid Splash, Arcane Mark, Daze, Mage Hand
You should look at all the racial traits. Also having the tribes working together all these years we might have some room for learning other racial traits (within reason) via the "adopted trait".
How about a vermin-themed Animal Friend trait? I'm still holding out hope that my combination of abilities allows me to use Handle Animal against vermin. If it doesn't apply against Animals as a result, I'm OK with that.
The feat vermin heart might be worth considering. I would allow a mite to take tgat feat to augment his/her vermin empathy. Also the trait unnatural prescence as well for nonmites....
Interesting; that feat is apparently missing from Hero Lab.
Racial ability: Vermin Empathy (Ex)
This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.
Feat: Vermin heart
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to influence vermin as easily as you influence animals.
Conclusion
I don't think I gain anything from this feat. I already have the ability to train vermin according to the description for the racial ability and that's what I was really looking for. I have a better wild empathy ability with them than the feat provides. Thanks for the suggestion.
Initial pass at the character sheet for the mite cleric. "The One Below" was a vision she had in a dream of a snake or worm or something like it that moves through the soil below her feet. She's never seen it, but she hears it in the soil at night. She began worshiping it and her strong faith has led to her clerical powers.
She has a greensting scorpion familiar and a riding rat (which I intend to reskin as a riding beetle, but that wasn't an option in HL and I've killed too much of a day on this character build, especially considering it's not all that special.)
Do we get 2nd level treasure? 1000 gp? Or max for 1st level? Sorry if I missed the exact amount.
Still working on my goblin, tentatively named "Gufi." Unchained rogue is a lot cooler than the original. He'll have 3 levels of it, if he gets that far.
So, we've got a Mite cleric 2, a Ratfolk warpriest/summoner, a Goblin rogue/wizard and a Kobold (?), right?
Looks like we have our goblin, kobold, mite, and ratfolk!
Here is a question to consider....
Do you guys want to get a gnome or Halfling PC, or do you want to go on with the assumption all the initial group perished????
Please private message me with your choice. if you have no preference don't send anything.
I would just as soon assume the initial group perished. ...though it would be funny to have the only "normal" race in among a bunch of monster folk trying to keep things sane.
Fatal flaw in your method. You said not to vote if we had no preference, then did not set a deadline. You could be waiting for people that voted by not responding. Like me.
You can save some starting wealth to order from Oleg's...if you think it might not be something you could have purchased or found in the four nations.....
I am OK assuming you have normal starting gear...I would also say some minor poisons, alchemical items, etc. are logically there as well.
I intend to stat the four kingdoms as a single unit....
Quuroog is fearful. She worships out of fear and receives abilities from that worship, so she fears that she will use it wrong. She's not certain that Scratch, her greensting scorpion familiar, is there to help her or to spy on her. She's pretty sure it was sent by the entity she worships.
She may spend an inordinate amount of time talking to the scorpion to make sure it's happy with what she's doing.
She's a work in progress, but that's the off-the-cuff reaction I have to that question right now.
Charyx is the most civilized of the bunch (so he believes). He is a leader, so naturally it comes with awesome perks and responsibility... and he has to be the leader because he is the only one who can handle that kind of responsibility.
Basically, an arrogant Professor X. Frail and weak physically, but a mental powerhouse and believes he is in charge because who else is as amazing as he is?
Not sure about Gufi. I want him to talk a little goofy, but he's got an 18 int, so he's not very goofy. Goblins seem to all talk like Gollum.
Maybe he should talk more like someone else. Some weird verbal mannerism...
It would ne pretty funny if he spoke proper English when Goblins were NOT around and degenerated his speech pattern when Goblins were around so as not to alienate himself from his own people. :-)
How about if ratfolk are relative newcomers and bring general manufacturing prowess, specifically things chymical, from their more recent exposure to other races and civilation?
I believe I saw that the Sootscales were going to have a role as primary source of silver. Of course, as a race, they often make a claim for magic in their blood. Those might translate to a knack for silver craftsmanship and general creation of magic items for the nations.
Goblins might have an iron mine and could have developed some skill fashioning basic item products. I don't picture them getting really sophisticated with their creations, but that's up to you and might only happen when an exceptional individual comes along.
Mites don't like iron because of its similarity to the cold iron they abhor, so their tools are generally made of wood. They have been known to produce some wondrous items or "potions" of rootstock, but only on those rare occasions that one of them develops the magical ability, generally the result of an ancestor with particularly strong fey blood. That and they are the primary contacts for the four nations and the fey in the region - not because the non-nation fey like them better, but they feel like they know what to expect from the mites where the non-fey are different. And better victims than allies.
That's off-the-cuff, initial reaction to the question. More might come later and you are more than welcome to ignore every word.
I see the ratfolk and kobolds being a bit more organized than the mites and goblins.....
To the point of having frequent patrols, with the others going out when they feel like it.
But I also see the mites and goblins being the best scavengers..gatherer's
Of course PCs are not defined by any stereotypes!!!