Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
KIley takes in a sharp gasp as she comes back to consciousness and the white-hot fire of her wounds. It doesn't take long for her to gather her wits, though, as the sounds of a growling goblin dog focuses her mind wonderfully.
"Hal! Get behind me," she tells the mad priest of Groetus.
Talking is a free action, so I hope that Hal can still move.
"Hm?" Hal mused in turning to the tiefling, ignoring the slavering canine for a second. "Oh, no no no, dear, I'm the mad one, remember? Please don't ask me to retreat behind you in your state."
Hal has an unspent move action and could go behind Kiley, but wouldn't the likeliest outcome of that just be the dog knocking her unconscious again come its turn? Kiley can't attack it right now anyway, with her spending her move action getting up from prone. Or have I missed something?
Squeezing is annoying. It doesn't say you can't take a 5-foot step, and I allowed Henric to do so earlier, but it also counts as 'hindered movement', so I guess technically you shouldn't be able to take a 5-foot step? Also, while it would make sense that being knocked unconscious would cause you to drop your weapon, the 'unconscious' condition doesn't say anything about dropping your weapon, so technically Kiley is still holding her greatsword. The hit point rules don't say anything about it either.
This basically means that, according to a strict reading of the rules, Kiley could take a move action to stand, a 5-foot step, and then attack the goblin dog with her greatsword, as it is her drawn weapon. But, I'm not sure that makes narrative sense based on the conditions.
So...since I allowed Henric to take a 5-foot step earlier, I'm going to allow Kiley to do so. HOWEVER, she will also need to either spend a move action to retrieve her greatsword (which fell in the square in front of the goblin dog and provokes an AoO) or she has to draw another weapon as a move action (barring the Quick Draw feat).
Kiley, I'm going to leave the ball in your court for that decision.
The rule specifies you can draw a weapon at the same time as a regular move if you have a BAB of +1 or higher. I don't think standing up counts as a regular move.
Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
Ah, in that case.
Kiley seeing how badly she's positioned gets to her feet and focuses on the spark of... something that she has. Pulling on the magic, she creates the illusion of a stone wall erupting up from the floor.
The mangy mutt bit into the cleric's side, a transaction of teeth and flesh that left neither party pleased. For his part, Hal did not find being eaten alive very agreeable. And the dog was sorely disappointed at the stringy bit of meat it had clamped its jaws around; there were stick insects out in the world with more meat on their bones than the elf. Undeterred by the canine, however, the cleric laid a hand onto the unconscious Kiley and focused solely on his magic. He did not say a prayer because he knew Groetus wasn't listening. Instead he siphoned off his divinity, pulling it through the multiverse to send it cascading into the tiefling as a curative light.
Round 7
KIley takes in a sharp gasp as she comes back to consciousness and the white-hot fire of her wounds. It doesn't take long for her to gather her wits, though, as the sounds of a growling goblin dog focuses her mind wonderfully. "Hal! Get behind me," she tells the mad priest of Groetus.
"Hm?" Hal mused in turning to the tiefling, ignoring the slavering canine for a second. "Oh, no no no, dear, I'm the mad one, remember? Please don't ask me to retreat behind you in your state."
Kiley seeing how badly she's positioned gets to her feet and focuses on the spark of... something that she has. Pulling on the magic, she creates the illusion of a stone wall erupting up from the floor.
GM Rolls:
Will:1d20 + 1 ⇒ (1) + 1 = 2
Finally!
The goblin dog is horribly confused as a wall suddenly springs into existence. Kiley can hear it barking on the other side, not knowing what to do. The party needs to make a Will save to disbelieve the illusion as well, but I'll give you the +4 bonus for interacting with it.
Initiative Order
Kiley
Goblin Dogs
Stryn
Henric
Renae
Goblin Wolf
Goblin Archer
Hal
Stryn, Henric, and Renae are up!
Tracking:
Kiley - 6/17, -2 Dex & Cha for 24 hours.
Hal - 13/17, -2 Dex & Cha for 24 hours
Henric - 15/19
Male Male Goblin | Rogue - Unchained (Scout, Underground Chemist) 2 | HP 17/17 | AC 17 | T 14 | FF 14 | CMD 12 | Fort +1 | Ref +6 | Will +1 | Init +3 | Perc +6 (Darkvision) |
Stryn doesn't even bother talking this time knowing its no use at this point and resigns himself to the fact that they are likely going to have to kill all these stupid goblins. He waits for the right moment and strikes out at the goblin archer once again.
Renae cursed angrily in Thassilonian a few other languages when she realized that her spells had failed yet again. Frustrated beyond relief, but knowing that kvetching would do her, and her allies, little good, the wizard took in a breath and did what she could.
Moving to get into line of sight, Renae once again tried a daze spell on the goblin dog, her other options not looking so good with the loss of her other spells and the unlikeness of her getting a good shot with her crossbow.
I'm really starting to hate that dog, but who knows. Maybe RNG is going to start changing things up? Daze on the Goblin Dog. DC 15 vs Will.
Renae, you need to make a Will save to disbelieve Kiley's illusion to attack the goblin dog. Daze also only works on humanoids, so you can take a different action if you'd like.
My bad. Forget about Daze's limitations. Welp, in light of them and the illusion, I guess Renae's going to move south and get into range with Goblin Archer to hit him with the Daze.
Stryn doesn't even bother talking this time knowing its no use at this point and resigns himself to the fact that they are likely going to have to kill all these stupid goblins. He waits for the right moment and strikes out at the goblin archer once again. His rapier strikes true, further wounding the goblin.
Henric continues his assault on the goblin, more trying to give Stryn the opportunity to do some damage than himself. His staff clatters off the walls as he swings it, but he finds that the confines aren't as tight. Henric, because of where you are standing, you no longer take the Squeezing penalty.
Renae cursed angrily in Thassilonian a few other languages when she realized that her spells had failed yet again. Frustrated beyond relief, but knowing that kvetching would do her, and her allies, little good, the wizard took in a breath and did what she could. Moving to get into line of sight, Renae once again tried a daze spell on the goblin dog archer, her other options not looking so good with the loss of her other spells and the unlikeness of her getting a good shot with her crossbow.
The goblin archer shakes off Renae's spell and, still enraged at the human before her, slashes at Henric again, this time cutting him. Henric take 5 damage.
Another goblin comes around the corner. Renae is the only one who can see him right now, and she recognizes him as one of the goblins who'd promised they could pass in exchange for pickles. More importantly, he recognizes her, and turns and shouts something in goblin.
Goblin:
"Spiketongue, Thornlip, Bogot, you guys head downstairs quick! Brambick, Fiddlerip, and I will help Nighteye!"
The other two goblins from the day before come around the corner, see Renae, and immediately begin talking amongst themselvs and with the one who spoke originally.
Initiative Order
Kiley
Goblin Dogs
Stryn
Henric
Renae
Goblin Sneak Wolf
Goblin Archer
Goblins
Hal
Hal and Kiley are up!
Tracking:
Kiley - 6/17, -2 Dex & Cha for 24 hours.
Hal - 13/17, -2 Dex & Cha for 24 hours
Henric - 15/19
"Ooh. Good one, Kiley," the cleric smiled in seeing the hallucinatory hurdle spring into existence like the phantasm it really was. How clever. That should allow him to retreat without the mutt biting at his ankles. Taking the opportunity kindly provided by the tiefling, Hal crawled away, taking the time to give Kiley an appreciative pat on the shoulder as he went. If he even realized the small blessing he imparted upon the young woman in doing so, the elf showed no sign of it.
Moving away as far as I can manage while squeezing and throwing another Guidance on Kiley while doing so. That's +2 attack, Kiley. Hoping this will be the end of what has to be the most resilient goblin dog that ever lived. I feel for your spells, Renae. Also taking the opportunity to remind everyone that Bless's +1 to attack still applies.
I believe Hal meant that's +1 from guidance, +1 from Bless.
Round 7
"Ooh. Good one, Kiley," the cleric smiled in seeing the hallucinatory hurdle spring into existence like the phantasm it really was. How clever. That should allow him to retreat without the mutt biting at his ankles. Taking the opportunity kindly provided by the tiefling, Hal crawled away, taking the time to give Kiley an appreciative pat on the shoulder as he went. If he even realized the small blessing he imparted upon the young woman in doing so, the elf showed no sign of it.
"Won't fool it long," Kiley tells Hal as she draws her planson and steps through the illusory wall. "GUTEN TAG!" Kiley's battlecry echoes through the warren as she brains the mangy beast. It collapses in a heap.
Initiative Order
Kiley
Goblin Dogs
Stryn
Henric
Renae
Goblin Sneak Wolf
Goblin Archer
Goblins
Hal
Stryn, Henric, and Renae are up!
Tracking:
Kiley - 6/17, -2 Dex & Cha for 24 hours.
Hal - 13/17, -2 Dex & Cha for 24 hours
Henric - 15/19
Renae made a sigh of relief as the of sound howling finally died. With only the the goblins left to deal with, the wizard readied her crossbow. The chances of hitting anything under this conditions was a grim prospect, but given her luck with magic this day, Renae decided to try regardless.
Stryn strikes out with his small rapier once again, trying to time it when the goblin girl is distracted by Henric. However, he slips on some of the blood pooling from the goblin and his jab goes off wide.
Grateful for the ability to stand upright, Henric tries to keep the goblin distracted by blocking and parrying between his attacks. His attacks miss the goblin, as well.
Renae made a sigh of relief as the of sound howling finally died. With only the the goblins left to deal with, the wizard readied her crossbow. The chances of hitting anything under this conditions was a grim prospect, but given her luck with magic this day, Renae decided to try regardless.
The goblin archer continues trying to cut Henric to bits.
Seeing a trio of goblins she can't understand fast approaching in her position, Renae quickly weaves an protective spell that summons a shell of force armor around her.
Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
Kiley moves past Hal and draws on the last little spark of magic she can feel and concentrates on wall between Renae and the goblins. The sound of digging comes from there before out bursts a three-headed dog snarling and snapping at the goblins.
Casting minor image again and creating the illusion of a monstrous, three-headed hound digging his way into the tunnels. If the GM will allow it, I'd also like to have it say, "I knew I smelled delicious, delicious goblins this way," in goblin. I'm trying to buy some breathing room for us.
"Hal, can you patch me up some more? That goblin dog took a lot out of me," she forces out through gritted teeth as she works the complex illusion.
Male Male Goblin | Rogue - Unchained (Scout, Underground Chemist) 2 | HP 17/17 | AC 17 | T 14 | FF 14 | CMD 12 | Fort +1 | Ref +6 | Will +1 | Init +3 | Perc +6 (Darkvision) |
Assuming Stryn can hear what the goblins are saying, otherwise ignore the spoiler below
Stryn overheads the goblins talking to Renae and he calls back in reply.
Goblin:
"Yes, we brought the pickles, but your companions were not so welcoming. They were going to try and stab us in the back and steal the pickles for themselves, steal them from you! We can still make a deal, you don't need to fight us!"
He waits to see their response noting to the others "Don't attack those three yet"
If they stop their advance and convince the female goblin to stop attacking Stryn will lower his weapon and recommend the others do the same. Otherwise, if the female goblin doesn't intend to give up he will try and finish her off.
"My oh my, I sure am glad I'm not prone to hallucinations," the elf laughed at Kiley's talking cerberus bursting through the bedrock. "I'd be ever so confused right now."
Kiley Sherrow wrote:
"Hal, can you patch me up some more? That goblin dog took a lot out of me," she forces out through gritted teeth as she works the complex illusion.
The tiefling received no reply - none beyond a concentrated grimace as Hal scrunched up his narrow face in focus. That, and a growing brilliance from his pendant. The holy symbol, hanging freely from the hunched over cleric, was already emitting what light there was in the dark cave, but that pale sheen was now taking on a golden hue, rapidly building in intensity. When the radiance had grown such as to appear too much for any skull-shaped trinket to contain, it burst out. For a second the cavern was entirely illuminated as a light so powerful as to be palpable, pleasantly so at that, washed over everyone present. It faded quickly enough, however, wounds and scars fading away with it.
Channel energy:1d6 ⇒ 6
If I'm counting my squares right, I've moved Hal juuust right for Henric to be included in the 30 ft. burst of the channel, while leaving the tough goblin out. The other goblins are included, of course, but assuming that these are already at full health that hardly matters. 6 HP for Kiley, Henric and Hal. Also, am I right in believing that the goblin dog's disease is instantly fixed by any magical healing? If so, Kiley's AC is also improved.
Stryn overheads the goblins talking to Renae and he calls back in reply.
Goblin:
"Yes, we brought the pickles, but your companions were not so welcoming. They were going to try and stab us in the back and steal the pickles for themselves, steal them from you! We can still make a deal, you don't need to fight us!"
He waits to see their response noting to the others "Don't attack those three yet!"
Noting Stryn's sudden change in his stance, and the arrival of more goblins, Henric changes to a more defensive stance, waiting to see what happens.
Seeing a trio of goblins she can't understand fast approaching in her position, Renae quickly weaves an protective spell that summons a shell of force armor around her.
Kiley moves past Hal and draws on the last little spark of magic she can feel and concentrates on wall between Renae and the goblins. The sound of digging comes from there before out bursts a three-headed dog snarling and snapping at the goblins.
Kiley, Minor Image does not allow for audible speech, just some sounds.
"Hal, can you patch me up some more? That goblin dog took a lot out of me," she forces out through gritted teeth as she works the complex illusion.
"My oh my, I sure am glad I'm not prone to hallucinations," the elf laughed at Kiley's talking cerberus bursting through the bedrock. "I'd be ever so confused right now." The tiefling received no reply - none beyond a concentrated grimace as Hal scrunched up his narrow face in focus. That, and a growing brilliance from his pendant. The holy symbol, hanging freely from the hunched over cleric, was already emitting what light there was in the dark cave, but that pale sheen was now taking on a golden hue, rapidly building in intensity. When the radiance had grown such as to appear too much for any skull-shaped trinket to contain, it burst out. For a second the cavern was entirely illuminated as a light so powerful as to be palpable, pleasantly so at that, washed over everyone present. It faded quickly enough, however, wounds and scars fading away with it.
Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
Thanks Hal!
Kiley, feeling the wounds close give Hal a nod of thanks before moving up to stand beside her illusionary hound as it pads up to stand beside her. She looks down at it and begins talking to it in a voice not unlike a doting owner might use.
Goblin:"Ah, I was wondering where you'd gotten to! Are you hungry for goblins? That's right! You are!"
Move to get where I am on the map and a standard to concentrate on the illusion and make it act like it's happy to see me. Can I roll bluff or intimidate to keep the goblins too spooked to think?
Male Male Goblin | Rogue - Unchained (Scout, Underground Chemist) 2 | HP 17/17 | AC 17 | T 14 | FF 14 | CMD 12 | Fort +1 | Ref +6 | Will +1 | Init +3 | Perc +6 (Darkvision) |
Stryn scowls at the goblin who is so stubbern but strikes out once again as he says under his breath "Stupid... you should just give up, you have no chance..."
"You're alive!" exclaims as she sees Kiley up and standing. The wizard might have hugged the tiefling right then and there, but given the still dire circumstances around them, Renae opted to instead focus on eliminating the seemingly only goblin left in the cave with her crossbow.
Move Action: Not sure if Renae has line of sight with the goblin archer, so she'll move closer to where Henric and Stryn are to do so. Standard Action: Firing Light Crossbow at Goblin Archer. Penalties be damned.
"Everything alright over there? Hal yollered at the goblin and behatted man once he finally came upon the two again; it wasn't easy keeping track of everyone in the dark cave. Hopefully they were alright, the elf thought in lazily waving a hand over Kiley, once again imparting a minor blessing on the tiefling. The group wasn't out of the woods yet. Cavern. Whatever.
Don't think I can move far enough to aid those already in melee with the remaining goblin or attack her myself, so just dumping Guidance on Kiley again. Its +1 attack bonus should last til her next swing. Bless's +1 is also still in effect for anyone wondering. And yup, those do stack, Kiley.
Kiley, feeling the wounds close give Hal a nod of thanks before moving up to stand beside her illusionary hound as it pads up to stand beside her. She looks down at it and begins talking to it in a voice not unlike a doting owner might use.
Goblin:
""Ah, I was wondering where you'd gotten to! Are you hungry for goblins? That's right! You are!"
"Everything alright over there?" Hal yollered at the goblin and behatted man once he finally came upon the two again; it wasn't easy keeping track of everyone in the dark cave. Hopefully they were alright, the elf thought in lazily waving a hand over Kiley, once again imparting a minor blessing on the tiefling. The group wasn't out of the woods yet. Cavern. Whatever.
"Persistent little things, aren't they," Henric comments, then immediately looks abashed as he realizes who he's talking to. "Sorry..." His staff whacks the goblin on the head, but despite hitting a critical part, the blow is closer to a graze than a decisive strike.
"You're alive!" exclaims as she sees Kiley up and standing. The wizard might have hugged the tiefling right then and there, but given the still dire circumstances around them, Renae opted to instead focus on eliminating the seemingly only goblin left in the cave with her crossbow. The tight space and melee confines caused her bolt to skip along the floor.
Stryn scowls at the goblin who is so stubbern but strikes out once again as he says under his breath "Stupid... you should just give up, you have no chance..." She proves to be quite evasive, however, and he catches only air.
The goblin, screeching in fury, nearly cuts Henric across the belly. Fortunately, his defensive maneuvers manage to keep the blow from eviscerating him at the cost of a wound on his arm. Henric, take 4 damage.
Initiative Order
Kiley
Hal
Goblin Dogs
Henric
Renae
Stryn
Goblin Sneak Wolf
Goblin Archer
Goblins
Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
"Sorry," Kiley says to Renae through clenched teeth, "Concentrating!"
She moves up to where she can see the goblin, directing her illusory hound to "dig" into the floor and tunnel around to beside the goblin that just refuses to quit. The sounds of scrapes, scratches, growls trace a path over to where it bursts from the ground with a growl and a bark in two part harmony and menaces the goblin.
Trying to distract the goblin with the illusion. Do I need to roll anything?
"Hey now," the cleric called out like a disapproving teacher upon the remaining goblin cutting at Henric, "I just fixed that."
Advancing upon the little beastie, Hal seemed almost to grow with every step in a disconcerting fashion; his back scraping along the rising cavern ceiling, he rose along with it. Joining the fray and slicing out with his knife, the blade glinted with the light emitting from him. As a healer the elf firmly believed in the old adage of an ounce of prevention being worth a pound of cure. And what was disposing of a threat if not a preventative measure?
Renae saw and heard her loosed bolt skip across the cavern floor. It was a pretty familiar sight for the wizard given the past few days but Renae refused to let that deter her. Not when things finally seemed to be coming to an end.
She prepared another shot and fired it at the last goblin.
"Sorry," Kiley says to Renae through clenched teeth, "Concentrating!" She moves up to where she can see the goblin, directing her illusory hound to "dig" into the floor and tunnel around to beside the goblin that just refuses to quit. The sounds of scrapes, scratches, growls trace a path over to where it bursts from the ground with a growl and a bark in two part harmony and menaces the goblin.
GM Rolls:
Sense Motive:1d20 + 2 ⇒ (9) + 2 = 11
The goblin is startled by the appearance of the dog next to her.
"Hey now," the cleric called out like a disapproving teacher upon the remaining goblin cutting at Henric, "I just fixed that." Advancing upon the little beastie, Hal seemed almost to grow with every step in a disconcerting fashion; his back scraping along the rising cavern ceiling, he rose along with it. Joining the fray and slicing out with his knife, the blade glinted with the light emitting from him. As a healer the elf firmly believed in the old adage of an ounce of prevention being worth a pound of cure. And what was disposing of a threat if not a preventative measure? The still confined space made striking the goblin difficult, however.
Henric's space is the first one where it opens up enough to avoid the squeezing penalty.
"Stryn," Henric calls out between blocking with his staff. "Now would be a good time for a trick." His own staff swing does not connect.
Renae saw and heard her loosed bolt skip across the cavern floor. It was a pretty familiar sight for the wizard given the past few days but Renae refused to let that deter her. Not when things finally seemed to be coming to an end. She prepared another shot and fired it at the last goblin. This one didn't skip across the floor, but it still missed.
Stryn curses as the stupid goblin girl keeps managing to get lucky and he can't strike her. He goes in for another try, but is still unable to do so.
Nighteye hollers something as she attacks the three-headed dog.
Goblin:
"Die, monstrosity!"
GM Rolls:
Will:1d20 + 3 ⇒ (8) + 3 = 11
She's frustrated as she appears to fail to hit the thing.
Initiative Order
Kiley
Hal
Goblin Dogs
Henric
Renae
Stryn
Goblin Sneak Wolf
Goblin Archer
Goblins
Kiley slips past Hal and Henric to bring her Goeden dag to bear. "Guten tag," she says in a cheery voice as she steps up beside Henric and brains the goblin. The goblin crumples to the ground. Then noticing Stryn, blushes with embarrassment and shifts uneasily from one foot to the other. "Um, sorry Stryn. I... I shoulda let myself get so carried away," she apologizes.
Male Male Goblin | Rogue - Unchained (Scout, Underground Chemist) 2 | HP 17/17 | AC 17 | T 14 | FF 14 | CMD 12 | Fort +1 | Ref +6 | Will +1 | Init +3 | Perc +6 (Darkvision) |
Stryn just waves his hand dismissively happy to see the threat down. "Others ran off, probably warn the rest of the tribe. Probably lots more fighting now. Are we continuing on? Still the dwarves to find."
"You're right, Stryn,"[b] Renae says to the goblin. [b]"Those goblins will likely be back here soon enough, which means we have to move to rescue the dwarves before they do.
The wizard looked towards the rest of the party, happy to see them all alive, but noting just how wary some of them look after the fighting. "I don't know about everyone else, but my spells are exhausted and I I'd prefer not to get into another fight if it can be avoided."
Female Tiefling(Rakshasa-Spawn) Slayer 2/Bard 2 (Perception DC 20 to see through her disguise) HP: 30/30, NL: 0 | AC: 17/13/14, CMD: 19, Resistances: Cold 5, Electricity 5, Fire 5 | F +5, R +10, W +3 (+1 vs. bardic performance, language-dependent, and) | Per:+8 (Darkvision 60 ft.), Init: +3 | Detect Thoughts: 1/1, Arrows: 40, Silver Arr.: 8 | Spells: 1st: 3/3 | Bardic Performance: 8/8 | Status:
"I can still fight," Kiley says as she makes to rub the three headed hound behind the ears, "but that was my last trick like that for a while. It's also cramped in here. Too cramped for me to fight well. If we could shrink me down, I could work with Stryn to keep them off of us. As it is, I don't know if I can."
The hounds dissolves into smoke as Kiley looks down at her torn and bloodied clothes. She was grateful to be alive, but she couldn't help but feel upset at the state of her outfit. These were new, dangit!
"Either we press on or pull back. Those are our options. Just pray the goblins don't figure that we want to rescue the dwarves and threaten them," she says, her voice and mood turning gloomy.
Male Human Occultist 3 | HP 30/30| AC 18 (22 w/ Shield) T 13 FF 15 (19) | CMB +3, CMD 16 | F: +6, R: +5, W: +5 | Init: +2 | Perc: +7, SM: +6 | Speed 20ft | Spells: 1st - 1/4; Mental Focus (6/6) - Evoc: 0/4; Abj.: 0/2 | Active conditions: Shield (3 minutes).
"I still have some reserves," Henric says, leaning on his staff. "We took a beating, but can we afford to hold off too long? We have no idea before any living captives stop being that way."
This is a closed Recruitment! If you have not received an invite, you will not be considered.
Okay, now that that's out of the way, here are the rules for character creation. The existing characters are a Human Occultist, Dak's Goblin Unchained Rogue (currently GMPC'd until he returns), and a Tiefling Slayer with a Greatsword:
Character Creation:
Starting Level: 3
Ability Scores: We will use a 20 point buy to generate ability scores. No stat above 18 after racial modifiers, and no stat below 8 before racial modifiers. I value a well-rounded build over a min-maxed build when choosing characters.
Race: Any Paizo 15 RP or below. No custom races. Variant Aasimar and Tiefling heritages are allowed, no special feat required. You may roll once on the variant special ability table, but you must keep the result. This does replace the standard spell-like ability. You may roll up to three times on the physical features table, as well. Variants of other races under 15 RP, such as Dhampir or Changelings, are allowed as well.
Class: Any Paizo. Summoner must be Unchained. Monk, Barbarian, and Rogue can be either regular or Unchained. I will not be allowing third-party material for this campaign. Any Paizo archetype is allowed, but try not to have more than two. I use Emerging Firearms, allowing Gunslingers and archetypes that use firearms. Vigilante is allowed, although I’d like you to tell me how you want to handle the dual identity in-game, since the adventure doesn’t really apply secret identities in any capacity.
Skills: We will be using the Background Skills system, Skill Unlocks, and Occult Skill Unlocks.
Feats: All Paizo feats allowed except Leadership. There will be time for Item Crafting, although I find that crafting big, expensive items can take a very long time. Combat Stamina is free for Fighters, and a feat for everyone else.
Traits: 3 traits, one of which must be a campaign trait. Only one trait from any single category, no drawbacks. Some notes on some of the Campaign Traits:
Accidental Clone - I will only accept one person with the Accidental Clone trait. Multiple people can apply, but you will be directly competing against each other, regardless of character concept. This does not mean that someone with Accidental Clone is guaranteed to get in.
Audhrani’s Ally - Specify which question you would like the answer to, and I will provide you with the answer via PM.
Close Allies - I will handle this in two ways, since play-by-post is different than face to face. First, if you and another player both want to take this trait and want to work together to build a backstory and connections between each other, I will consider you as a group submission - either both of you will get in, or neither of you will get in. Alternatively, you may make your character, and list your ally as [insert name here]. If both you and another single player with the trait are chosen, that person will be your ally, and the two of you may make minor tweaks to your characters in order to make your backgrounds work together. If you choose the second option, please also choose an alternate campaign trait in case you are the only one with Close Allies to be chosen.
Scion of Legend - For a time period reference, at the start of the campaign, the events of Rise of the Runelords ended 10 years ago, and the events of Shattered Star ended 5 years ago.
Alignment: Any alignment is allowed, with the following conditions:
Your character must be willing and want to work with the rest of the PCs, and not have any plans or intentions of betraying them. I have a strict no PVP rule, and I will enforce it by removing your character from the game should you engage in PVP.
The first part of this adventure assumes the PCs have some motivation to help the town of Roderic’s Cove. Make sure your character has motivation to want to help Roderic’s Cove.
If I think you’re taking things too far, I will privately ask you out of character to reign it in. If I still think you’re out of control, I will privately warn you a second time. If I have to ask a third time, you’re out of the game.
Deities: The Player’s Guide has several good recommendations, and I encourage you to heed them. I am also going to add that deities who tend to seek the destruction of things like civilization and mortal life are in general going to be poor fits, and I am less likely to consider PCs who worship them. You do not need to worship a deity unless your class calls for one.
Gear: Standard Wealth By Level for Level 3. You may self-craft up to 5 items before the game at standard crafting costs, but only if you can succeed on the crafting roll by taking 10. One bundle of ammunition counts as one item.
Miscellaneous: No mechanically Young or Middle Aged+ characters. If you want to be older or younger than the typical starting adventurer age, you can, and ignore the mechanical adjustments. Please list your Favored Class Bonus somewhere in the stat block.
When choosing traits, feats, and such, try to consider the flavor of the ability, not just the mechanics.
I only ask about encumbrance if you're trying to carry what seems an absurd amount of equipment or something particularly large and awkward/heavy.
Oracle substitutes Charisma for Wisdom on spells like Spiritual Weapon.
If there’s anything else I haven’t thought of, I’ll answer questions about it.
Backstory:
This doesn’t have to be long - a paragraph or two will suffice. I do read longer backstories, so don’t feel like you have to limit the length. Try to work your traits and your background skills into the backstory. The more interesting or entertaining, the better. Remember, length does not always equal interesting or entertaining.
The AP assumes the characters have been in Roderic’s Cove for a few weeks. Please tell me why you’re in Roderic’s Cove, and why you’ve been there this long. Being a resident of the Cove is fine, as well.
Appearance & Personality:
What does your character look like? Is their face scarred, do they have tattoos of mystic glyphs on their arms? Are they short, tall, fat, skinny, athletic? Do they have a beard?
By the same token, what are they like? Do they play practical jokes, or are they very stoic, rarely laughing? Do they trust others easily, or are they hesitant to rely on strangers?
Sihedron Heroes:
Part of this Adventure Path involves the Sihedron Heroes, a group of heroes who completed prior Adventure Paths, specifically Rise of the Runelords or Shattered Star, although other Varisian-centric APs are acceptable. The Sihedron Heroes aren’t particularly important for the first adventure, but I’d like to have an idea of who they are. If you have a PC from one of those APs, or any other AP set in Varisia that you would like to be one of the Sihedron Heroes, simply list that PC’s name, race, and class(es). Otherwise, you have two options. First, you can create a character for the purpose of being the Sihedron Hero. For this option, you should list their name, race, class(es), and which Varisia-set AP they would have completed in your submission. The second option is you can choose one of the iconics from either Rise of the Runelords or Shattered Star: Amiri (Barbarian, Shattered Star), Damiel (Alchemist, Shattered Star), Harsk (Ranger, Shattered Star), Kyra (Cleric, Rise of the Runelords & Shattered Star), Merisiel (Rogue, Rise of the Runelords), Seoni (Sorcerer, Rise of the Runelords), Valeros (Fighter, Rise of the Runelords). We may eventually need full stats for the Sihedron Heroes, but we can work on that once the game is underway.
I may ask questions about your character - possibly backstory elements or mechanical elements. Questions asked are not a guarantee of acceptance or rejection - I may just need to better understand how the math works on certain numbers or think there's an unexpanded element of your backstory that could be interesting. I'll give everyone until Monday 10/26/2020 to figure things out at least, and if anyone needs more time, I can extend it a couple days.
Hey, it's Hrothdane again! Here's the profile I'll be using. As I mentioned earlier, I'm a bit busy this afternoon (we are getting flu shots, visiting the new apartment we might be moving to at the beginning of November, and going to a medical appointment and the grocery), so I might not be able to finish until later. I'm old school so I fill out a paper sheet for mechanics first and then type it up later.
Backstory and character personality etc... might take a bit longer, but I already know where to start and have a good bit down already
I have a general idea of what the current party members can do, but just to have it stated clearly, I have a few questions:
1a) What roles do the current characters fulfill in combat?
1b) Are there any notable gaps?
2a) What roles do the current characters fulfill out of combat?
2b) Are there any notable gaps?
3) Will Dak's rogue continue to be in the party and GMPC'd until he returns, or will his character be shelved until his return? If he will be GMPC'd, please include him in the above questions.
4) How many characters are you planning on accepting?
Thanks, just want to get an idea of what spaces exist before thinking too much on a concept.
Since this is a very small recruitment, I would also invite all of the other applicants to reply to questions 1 and 2 above.
If you're familiar with the AP, they just rescued the Dwarves from the goblins, but haven't dealt with the Roadkeepers.
CampinCarl9127 wrote:
1a) What roles do the current characters fulfill in combat?
1b) Are there any notable gaps?
2a) What roles do the current characters fulfill out of combat?
2b) Are there any notable gaps?
3) Will Dak's rogue continue to be in the party and GMPC'd until he returns, or will his character be shelved until his return? If he will be GMPC'd, please include him in the above questions.
4) How many characters are you planning on accepting?
1A) In-Combat, the Slayer acts as a front-line damage dealer, the Occultist provides some flanking and elemental damage, and the Rogue flanks and deals sneak attack damage.
1B) Primary arcane spellcasting and healing (status effects, specifically), as well as some form of battlefield control are all lacking.
2A) Out of Combat, the Slayer has helped with scouting and has a robust set of skills, the Occultist provides magic item identification and some Knowledge, along with being capable of acting as a secondary face, and the Unchained Rogue provides all the Device Disabling, Trapfinding, and Sneaking you expect of a rogue.
2B) Out-of-Combat, they could use someone who's good with social skills. They're also lacking Knowledge (nature) and Knowledge (dungeoneering).
3) Dak's player will continue to be GMPC'd. This basically means I'll make rolls when rolls are requested of him, but Stryn won't provide any direct input. Basically, if someone says "Stryn, go scout that camp", I'll roll Stealth and Perception for him and relay information based on the results. Otherwise, he passively goes along with the group. Rolls made for Stryn will be made in the open, so you know whether they are good or bad.
As I work more on Camellia, it’s becoming clearer that despite her class, she’s not going to be investing hugely in int skills, focusing more on face skills with only a couple of flavorful knowledge options etc....
I’m picking traits atm (which always takes me forever), and things like Gregarious and/or Affable are what I’m leaning towards. The gray maiden spirit in her armor is going to be far more intense, but Camellia is a kind-hearted, clever farm woman at heart.
My idea is that she used to be a rogue before her Accidental Clone mishap, so she’ll be trained in disable device but godawful at it thanks to her armor check penalty.
Oh, and she’s much more of a support tank than damage. She’ll be starting with a beefy AC of 24 but not taking power attack for a while, probably 8 or 9.
As I look more at the current characters and the proposed ones, it seems the party is missing an "anvil", i.e. somebody who can keep enemies from functioning at their full capacity. There is good damage already, and with occultists manning the frontlines there will be no shortage of buffing going around, especially if Trudeau Clement as an evangelist cleric gets in.
Some further questions:
1) Will Dak's character be taking part in combat as well?
2) I know it's unlikely, but I have to ask because the party would really make good use of one: how likely do you think a necromancer could function within the party? I have no doubt I could make a non-undead-using necromancer work well by just making him focus on debuffs and crippling spells, but I wanted to see if the door was open at all to the possibility of using undead. The Spirit Touched trait would work well, and I think a Thassilonian specialist in necromancy (i.e. gluttony) would be very flavorful.
As per discord chat I'll be making a mesmerist... all face no knowledge.... feel free to suggest mechanical or background things! (Including but not related to family connections! :) )
Tru is basically finished. I’ve got roughly 1000 gold left to spend, if selected.
I see Tru as an ultimate ‘helper’ character. As an evangelist cleric, she is a full divine caster, can heal decently, and has a few of the bard’s tasty abilities as well. She has a decent amount of skills, can speak several languages thanks to the campaign trait, and has the Helpful trait to boost my aid another attempts.
She isn’t much of an offensive type character herself, focusing more on boosting others with spells and bardic inspiration, and then helping heal up the mess after.
Thanks for the consideration, GM. Obviously any of this can be changed or supplemented, depending on group make up.
2) I know it's unlikely, but I have to ask because the party would really make good use of one: how likely do you think a necromancer could function within the party? I have no doubt I could make a non-undead-using necromancer work well by just making him focus on debuffs and crippling spells, but I wanted to see if the door was open at all to the possibility of using undead. The Spirit Touched trait would work well, and I think a Thassilonian specialist in necromancy (i.e. gluttony) would be very flavorful.
Unfortunately for raising skelebobs and zombles, Kiley is terrified of undead, to the point that she will run as far as she can from them. Being the lone survivor of a ghoul attack will do that. I think a necromancer could be fine, but expect dirty looks if you start sounding like you like undead. :P
In all seriousness, if you don't mind having one of your teammates panic and run whenever you summon some undead, go for it. I love banter and friction between PCs since it can spark some amazing roleplaying, and a Thassalonian Necromancer is sure to cause some friction with Kiley.
I dropped a message in discord but I'll drop it here as well.
After some considering I've decided to withdraw. I'm having trouble getting character inspiration, there is a slew of good choices already, it will help the others narrow down how to fill out the party, and I've never actually played Rise of the Runelords so I'm sure much of the sequel would be lost on me.
Natloz here, this is the framework I'm working off of for an arcanist. I found a archtype Harrowed Society Student made specifically to be in Varisia as they are from the Twilight Academy. Some modifications would be have to be made for that. He could also be built to know all the languages to have some redundancy with Trudeau. He's lvl 4 at the moment so I'll have to reduce the level. The background would be my preferred theme for an arcanist. The drive to discover new magic and rip it apart to see how it works sounds like a fun concept.
Camellia's stat block is basically done and in her profile. The "Camellia Gray, In Her Own Words" spoiler is her backstory. I tend to prefer writing in first person or extremely close third, and it helped me to get practice with her voice.
I still need to do her appearance and personality description (though you get an idea of both from the backstory), as well as write up about the Sihedron Hero. My Rise of the Runelords game sadly petered out early, but I do have a fondly remembered character from it that I'd like to make my Hero.
Also--and this will make more sense after reading Camellia's backstory--I need to write a backstory for one more person, as she is kind of a package deal, you will find out.
You have both Desna and Shelyn listed in your stat block. While both are good choices, which one are you a worshipper of?
Treat Artistry as a class skill.
With 1000 gp leftover, you could make your chain shirt mithral, if you chose.
I'd like you to add a bit to your backstory - specifically, how Tru came to be interested in Thassilonian history, as well as an example of an adventure she had before coming to Varisia.
Camellia:
Where does the 5th level 1 spell come from? By my count it should be 4 (3 from level +1 bonus from Int).
Which two abilities from Gray Maiden Initiate did you take?
Could I get a skill point breakdown so I know how many went into each?
Good catch! She was previously built for Shelyn, but I am swapping her over to Desna for this one. I’ll buff up up her backstory a bit farther. Thanks!
Would a CG shaman or witch that is a follower of Yog-Sothoth be acceptable? There's a sidebar bit about said things in the player's guide, but requires GM permission. Looks like it would fill a role for the missing characters.
Also, I think I applied for this game a ways back, and we found out that the sihedron hero of my goliath druid was good with you. Is that acceptable?
@GM Added that second backstory to Camellia's profile, also in first person. Warning that she's a bit of a foul-mouth. Cammy is the one that's "driving" in gameplay, so you'll see less of Ira except in internal dialogue.
@Litejedi That's an intriguing concept! I've always been curious what a good-aligned lovecraftian horror worshipper would look like
My reading of Yog-Sothoth is that he seems quite enternal, constant, important, and not to be touched. There seems to be almost no malice to his actions. There’s a handful in that vein. One could be an accidental worshipper, or a worshipper of him in his splendor whilst having a kind heart. Not sure if it makes sense but it’s in the sidebar as an option!
PDK here -- Oh man... pulled an all-nighter on this one. My wife will be so mad at me in the morning... :P
Oh, well. It was worth it. I really enjoyed making this character. Definitely not optimized but a few good support options for an already very strong party. And face. She's all about face.
Feel free to ask any questions: I'd be happy to clarify anything you need. But for now.. I must crash for a few hours before work starts... ugh... :P
So I'm gonna modify the original application that I made last year and have the RP of the character set, with two different class options availble for the party (oracle or shaman) depending on what the other players want. I'll have something for you to look at tonight!
Appearance & Personality added. Submission complete. Please let me know if you have any questions, and thank you for the opportunity for this submission.
The oracle choice is a bit more melee focused, and a little better designed.
Oracle:
Tellanya
Female half-elf oracle (spirit guide) 3 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+7)
Fort +3, Ref +2, Will +4 (+2 trait bonus vs. charm and compulsion); +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground
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Offense
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Speed 20 ft.
Melee mwk earth breaker +5 (2d6+3/×3) or
. . mwk fauchard +5 (1d10+3/18-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork fauchard)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—lter self alter self (specific human, drow, or elf form) Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +5)
. . 1st (6/day)—bless, cure light wounds, divine favor, enlarge person (DC 13), shield of faith
. . 0 (at will)—create water, detect magic, grasp, guidance, light, mending, stabilize
. . Mystery Battle
. . S spirit magic spell; Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 15
Base Atk +2; CMB +4; CMD 15
Feats Combat Reflexes, Eldritch Heritage[UM], Shake It Off[UC], Skill Focus (Knowledge [history])
Traits child of two peoples, seeker, time lost
Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +3 (+5 to pass as full drow, elf, or human), Heal +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Perform (dance) +3, Sense Motive +5, Spellcraft +5, Use Magic Device +3
Languages Aklo, Common, Elven
SQ blightborn[HA], bonded spirit, bonded spirit hex (curse of faltering), darklands guide, elf blood, hidden half-breed, object, oracle's curse (lame), revelation (skill at arms), spirit ()
Combat Gear acid, darkflare (5); Other Gear mwk chain shirt, mwk earth breaker[UE], mwk fauchard, cracked opalescent white pyramid ioun stone, bedroll, belt pouch, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 764 gp, 9 sp, 1 cp
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Special Abilities
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Arcane Bond At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. Th
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Bonded Spirit Gain a wandering spirit each day.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Curse of Faltering (-2 penalty, DC 13) (Su) Imm act, when enemy in 30 ft threatens crit, force reroll with Cha mod penalty (Will neg).
Darklands Guide +2 to saves vs. traps and hazards while underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shake It Off Gain +1 to all saving throws per adjacent ally
The shaman build has more focus on spellcasting, with the minor utility of the hexes.
Shaman:
Tellanya
Female half-elf shaman 3 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 22 (3d8+5)
Fort +2, Ref +2, Will +5; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk longspear +5 (1d8+3/×3) or
. . mwk morningstar +5 (1d8+2)
Ranged mwk light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks hexes (chant, evil eye)
Shaman Spells Prepared (CL 3rd; concentration +5)
. . 2nd—; shield other[S]
. . S spirit magic spell; Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 13, Int 12, Wis 15, Cha 14
Base Atk +2; CMB +4; CMD 15
Feats Eldritch Heritage[UM], Extra Hex[APG], Shake It Off[UC], Skill Focus (Knowledge [history]), Spell Focus (conjuration)
Traits scholar of the great beyond, seeker, time lost
Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to pass as full drow, elf, or human), Diplomacy +7, Disguise +2 (+4 to pass as full drow, elf, or human), Handle Animal +6, Heal +6, Knowledge (history) +11, Knowledge (nature) +5, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +3, Perception +9, Spellcraft +5, Survival +6
Languages Abyssal, Common, Elven, Sakvroth, Thassilonian
SQ blightborn[HA], elf blood, hidden half-breed, illustrious urbanite, spirit animal (Arcane Familiar), tribal cooperation
Combat Gear acid, darkflare (5); Other Gear mwk agile breastplate[APG], darkwood heavy wooden shield, mwk light crossbow, mwk longspear, mwk morningstar, bedroll, canteen[UE], disguise kit, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), tindertwig (5), trail rations (5), 1,100 gp, 1 sp
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (5 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tribal Cooperation (4 rounds, 5/day) (Su) Stnd act, share a teamwork feat with allies within 30 ft.
Progression:
Tellanya is taking eldritch heritage (vestige) to get an arcane bond, probably a weapon. She may also take a level of some fighter type class, at some point (I'm not sure, possibly vestige bloodline bloodrager).
Backstory:
Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. Other spirits also visited her, spirits of eternity, which bound her venerate history. She doesn't know who speaks to her about these, but she venerates them for their wisdom.
Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of outsiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land.
Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of. She served as a minor priestess and mercenary, hiding her strange religious devotion, and eventually feeling compelled via spirits and visions to travel to Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon.
Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions.
Appearance and Personality:
Tellanya is a tall, muscular, and attractive woman with dark brown skin, grey white hair, and violet irises. She typically wears her hair in intricate braids, bound together with a fabric band that keeps her elven heritage (ears) hidden, most of the time. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah), as well as the holy symbol of Ashava on the back of her right hand. These are frequently covered by her clothing, which is loose-fitting but not revealing. Her left foot appears to be suffering from a permanent malady, which slows her movement considerably, though it does not cause her pain.
She stands tall as she walks, keeping a thoughtful gaze on the areas she enters, and speaks as quietly as the people of the Skoan-Quah are taught. She sometimes frames her thoughts in terms of historical events. She can also be a graceful dancer despite her injury, though she rarely indulges in the process. She is can be a little quick anger when challenged, and especially hates pureblooded dark elves. She is prideful and does not back down from a challenge, but does not go out of her way to seek them. She tends to give quarter to the fallen.
She can be untiring and implacable as a foe, otherwise, and often will stand watch longer than others in her party, knowing that the spirits will rejuvenate her in her time of need.
Sihedron Hero:
I am playing in a RotRL game now with Dak, it’d be fun to extrapolate that out. The character is a Goliath druid with a little bit of Ranger planned. By the end of his career I hope to more or less develop him into a character that tapped into the primal energy of the land to become a giant, basically permanently. He’s a half-orc but is partially from the land of the Linnorm Kings, so is not really related to the shoanti (though I could do so if you thought it was interesting).
The shaman fills a similar role as Esmaralda and the oracle fills a similar role as Trudeau, so if chosen, I'd have to decide based on what the others choose and what they want.
I was originally planning on ending recruitment today, but before I do, does anyone need more time (Ishmex, looking specifically at you)? I can push the deadline an extra day or two if needed.
I think I've got everything correct on the sheet now. I've also got a couple paragraphs of background and apperance for him as well. I was going to use my human druid Tikrok as my sihedron hero.