Male Human | AC 27 T 21 FF 19 | CMB +17, CMD 34 | F: +21 R: +25, W: +18 | Init: +9 | Perc: +24, SM: +21
Aishe nods to Vanyan, and says seriously, "I will take you."
When they discuss the pearl and ring he suggests, "Well, this place is ancient, so I doubt that wedding ring holds any personal meaning, but we could try to find the family... I suppose it's more hassle than it's worth. Maybe we should leave it here." he sighs.
"I do not know magics, so can't help with the pearl. Sorry." He looks at Vinas, "Do you think we can move on? We must wait, I suppose, to try again on the pearl." He turns back to Vanyan, "When can you try again? Should we wait?"
Tessenarin pushes to the eastern alcove, The stone walls of this room are carved to resemble hanging draperies framing a large dais. Upon the dais stands a large sarcophagus, its lid carved to resemble a sleeping knight with long hair and a wide mustache. This room carries a faint nauseating odor, like putrefying meat.
DC 15 Perception:
The putrefying smell seems to be coming from behind the sarcophagus.
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Tessenarin wrote:
"that sword over there, with the spirals. Is there anything unusual or magical about it?"
Vanyan nods at Tess, going to check on the sword. He's surprised how much he's relying on his ability to detect magic. It was something he hadn't done too much of as most magic he came into contact with was already known.
He will cast Detect Magic on the sword and the surrounding area, taking in a good look.
Aishe Danior wrote:
"I will take you."
Vanyan nods appreciatively. "Or you can just point the way. I haven't been back here long, and I wouldn't mind learning my way there. Gotta find my way in the City, ain't no better way than to wander."
Aishe Danior wrote:
"When can you try again? Should we wait?"
"I'll try again tomorrow, if we live that long. There is always tomorrow."
He moves over to examine the sarcophagus...
1d20 + 8 ⇒ (16) + 8 = 24 Perception
...then quickly steps away.
"Make way! Make way!" Vanyan cries as he moves back from the smelly tomb. "Whomever smelt it dealt it and that sarcophagus is dealin' it!"
He casts Magic Stone upon the 3 of the rocks he picked up earlier.
"I told you there would be ghouls here. I told you all good. Now watch yourselves!"
+1 to the quality images added to the maps. I get the feel of it. It's gooooood.
| M Half Elf Skald 17| hp 157/157| | AC 25| Fort +17 Ref+12 Will +15 | Perc +11
Tessenarin sniffs at the front of the area.
perception:1d20 + 2 ⇒ (2) + 2 = 4
and then looks at Vanyan. Just need to get out of this place. Then I can get away from this madman.
"Are you, by chance, a devotee of Lamashtu or Zon Kuthon? I've heard tales the mad tend to favor them." He still takes a 5 ft step away from the room AND Vanyan.
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Tessenarin wrote:
"Are you, by chance, a devotee of Lamashtu or Zon Kuthon?"
Vanyan looks at Tessenarin.
"Do you not smell the smell coming from that? I tell you what, if I'm wrong, why don't you go open that see what's inside? Why don't you tell me what lies within that you can't smell with your own two nostrils? How can you be a cook when you can't smell what's cookin'?" Vanyan retorts. "I just done show you my two holy symbols, and now you're thinking that I worship the dark, do you? "
Male Human | AC 27 T 21 FF 19 | CMB +17, CMD 34 | F: +21 R: +25, W: +18 | Init: +9 | Perc: +24, SM: +21
Aishe pokes his head in the room.
Perception:1d20 + 6 ⇒ (15) + 6 = 21
"Ah, oh." Aishe interjects quietly into the religious conversation. "The smell is coming from behind the sarcophagus, not inside it." He doesn't make a move to go investigate right away as he thinks a moment.
"Might be a rat got in, and died back there." he decides.
| M Half Elf Skald 17| hp 157/157| | AC 25| Fort +17 Ref+12 Will +15 | Perc +11
"Really, how many different holy symbols does one need? The fact that you have two does nothing to dissuade me from thinking you do not worship yet some other god. It could all be ruse. I know nothing of you. For all I know, you are responsible for our being here and are testing us. But I will not fall into such a state of paranoia. But you DO seem quite mad."
Tessenarin looks over at Aishe. [b]"or worse, one of those... things that so injured him, he says, nodding at Vinas
Shifting around Ervin Roslar's sarcophagus Vanyan finds a cobra, it looks to be made entirely of bone, coiled behind the sarcophagus. The nauseating smell seems to be coming from it as the snake swallows a bluish arm. Tiny finger's poke out of it's jaw as it finishes swalling the pieces. Intruding in it's vicinity causes it to strike.
DC 11 Knowledge Arcana (Cobra):
This is a bone cobra, a variant of the iron cobra.
The iron cobra is a simple construct that resembles a hooded cobra made out of metal. The iron cobra is typically used as a bodyguard or guardian of treasure, though its magical ability to unerringly locate creatures means it is also used as an assassin. Since an iron cobra’s poison reservoir can contain multiple types of venom, the construct’s specific use can be further tailored by varying the poison used. Some spellcasters even fill these reservoirs with potions, so that when the cobra bites, it injects the potion into its target. This is a somewhat dangerous method for gaining the effects of a potion, but it does free up the cobra’s master to do other things in a combat round apart from quaffing potions.
What would you like to know about them?
Speaking of one of the creatures that injured Vinas earlier another of the tiny scarab creatures skitters out from within the metal skeleton.
DC 11 Knowledge Arcana (Insect):
This is a creature known as an Ostovite. Tiny Abyssal scavengers, ostovites skitter across demonic battlefields, amid charnel pits, and through that plane’s festering sewers looking for corpses on which to feed. When they find these morsels, they use their acidic saliva to digest the flesh, taking what they need for sustenance. Yet what ostovites truly desire is not food, but self-improvement.
Though only barely intelligent, ostovites have a deepseated jealousy of larger races, as well as an instinctive shame regarding their own forms, which resemble silverfish made out of thin, compressed bones. When an ostovite locates the corpse of a larger creature— particularly that of a humanoid or other intelligent being—it doesn’t stop at feeding. Instead, as soon as it has sated its hunger, it begins using its acid to soften the creature’s bones, drawing them out and reconstructing them into a twisted parody of their original configuration, with the ostovite resting in a nest-like structure in the sculpture’s center. Once it’s finished, the ostovite magically animates its creation, controlling it like a puppet and at last experiencing the thrill of being larger and—to the ostovite’s mind—more important. These ghastly creations are generally more disturbing than normal undead, as ostovites’ understanding of biomechanics is often crude, potentially resulting in humanoid skeletons that move around on all fours or drag themselves along like landbound octopuses. Like hermit crabs changing shells, ostovites regularly replace their chariots in order to increase their social status and impress potential mates.
Though they often squabble over smaller skeletons, when a particularly prime corpse is located, an entire nest of ostovites may band together to create a single bone chariot of epic proportions.
Adult ostovites are 2 feet long and weigh 3 pounds. Natural cowards except when enshrined in their chariots—at which point most believe themselves invincible— ostovites have a species-wide hatred of the more powerful vermlek demons, with whom they often compete for quality corpses.
Vanyan knows that the bone cobra is a type of construct similar to an iron cobra. It is resistant to most forms of weaponry unless they deal bludgeoning damage as well as most spells. Will need SR checks if using spells.
Aishe fires his crossbow at the insect, being unsure what he can do against the cobra but hit it with he but of his crossbow… and he frankly doesn’t want to get that close.
Crossbow:1d20 + 5 ⇒ (1) + 5 = 6damage:1d8 ⇒ 2
Flailing badly he shoots a bolt into the ceiling. He takes a 5' step back, and reloads his crossbow with one of his older, and better cared for, quarrels. He hopes it will make a difference.
Atium moves up alongside Vinas. The guy seems like a bruiser, and it'll be good to see if they can both squash a bug and hack a snake quickly.
I haven't heard anything about it's DR yet
He swings with his axe to damage the snake.
attack:1d20 + 4 ⇒ (8) + 4 = 12 damage:1d12 + 4 ⇒ (8) + 4 = 12
And the axe seems to skitter off the tough bone hide. Atium gets angry. He grits his teeth.
THis thing is tough. It's time for the bull to come out. *Shakra Bull*. Next round I'll activate rage
Aishe's shoots a bolt into the ceiling as Atium charges into the cobra. His greataxe skitters off the bone as it gets caught in one of the cracked vertebrae.
The tint insect skitters out from in between the metal skeletons ribs and charges at Vinas as he is closest to it with an audible hiss. Vinas gets an AoO for the tiny insect entering his space.
Male LG Human | HP 199/199| AC 41 T 15 FF 41 (Minor Displacement) | CMB +21, CMD 33 | F: +24 R: +14, W: +22 | Init: +0 | Perc: +25, SM: +22
Per Diem Abilities:
Freedom of Movement 1/1 (10 Min)
Favored Enemy: Undead (+2)
Divine Bond: 5/5
Lay on Hands: 12/16 (8d6)
Aura of Courage
Aura of Good: Overwhelming
Smite Evil: 5/5
"I'm getting REALLY tired of these things. Two is more than enough for this life." Vinas steps back and swings at the angle Vanyan helped open:
ATK:1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for DMG:1d8 + 2 ⇒ (8) + 2 = 10
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
”Aishe? Do you want to borrow my morningstar?” Vanyan asks, not trying to be mean, but actually helpful. ”You might get closer to hitting it without putting us in danger.” He points to the weapon at his belt.
Atium is in the room alone and he gets a snarl on his face. The snarl is with clenched teeth as his stomach roils. He doesn't let it spill out in a full on vomit, but the bile is rising in his throat.
Really dicebot? Both Aishe and Atium? You got a problem with character's that start with the letter A?
status:
Atium - Entangled, sickened, raging 1/6. AC 13 (tanglefoot). HP 12(10)/16(14).
The stickiness of the goo is impeding Atium. His angst vascilates between the Cobra and the stickiness. The Cobra is keeping him from freeing himself of the goo and the goo is keeping him from freeing himself of the cobra.
Unable to react fast enough Vinas stumbles around, trying to get away from these stupid and strange bugs as his sword catches air. Overall the remainder of the group including Aishe and Atium seem to have similar outcomes. Though that can be expected as none were seasoned adventurers or even Pathfinders for that matter. Atium begns to feet his muscles slow as the strange substance and aroma cause his stomach to churn.
With Vinas away the bug skitters at Tessenarin and begins spewing acid on his feet, trying to melt him as well. Provoke an AoO from Vinas and Vanyan for leaving a threatened square.
Bite vs Tessenarin AC 15:1d20 + 7 ⇒ (19) + 7 = 26 Damage:1d2 ⇒ 2 Acid Damage:1d6 ⇒ 3
| M Half Elf Skald 17| hp 157/157| | AC 25| Fort +17 Ref+12 Will +15 | Perc +11
Tessenarin yells out angrily in pain as the bite from the insect almost disables him. He steps back 5' dropping his bow to the ground and pulls out his axe and takes a swing at the creature.
The tables seem to have turned as Vinas chops off a few legs with his longsword before it skitters back underneath anything else. Raising his bladeback up be stabs it downward into the insect, ending it once again.
Aishe loads another proper quarrel, and tries for the cobra this time, spinning in place. After his attack, he reloads again and 5' step out of the way of the door.
Crossbow (silver, cold iron):1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 (point blank) damage:1d8 + 1 ⇒ (6) + 1 = 7 (point blank)
Not sure if the stairs provide cover to the snake.
Atium holding onto his Great Axe - uses grit and grind to flex his muscles. He finds a way to angle the axehead just enough to slice through the sticky substance the Bone Cobra put on him with it's bite.
damage:1d12 + 8 ⇒ (7) + 8 = 15 Power 2Handed attack Rage sickened.- vs. Tanglefoot 15 HP's against slashing weapon.
GM Tanglefoot BAg rules:
A Creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of Damage to the goo with a slashing weapon. A Creature trying to scrape goo off itself, or another Creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the Creature that hit makes a Damage roll to see how much of the goo was scraped off.
Just getting himself free of the goo... Atium feels better. He feels Free. Well- until the Cobra coils and strikes him again.
Guys! This snake bites pretty tough and gives off this strange gooo.
Atium fights through the strange goo, slicing his way free and immediately begins to feel better while Aishe's bolt puts a small scratch into the cobra. DR.
Vanyan and Tessenarin swap out their weapons for something a bit more suitable as the cobra continues to bite at Atium's hand as he cuts at the thick goo coming from the cobra.
@Atium- You are treated as if hit by a tanglefoot bag (Reflex DC 15 avoids being stuck to the floor), and are sickened as long as you are entangled.
The cobra bites into Atium's hand and splatters him with the sticky, nauseating substance inside of it as the goo once again begins to cover his hands and feet.
| M Half Elf Skald 17| hp 157/157| | AC 25| Fort +17 Ref+12 Will +15 | Perc +11
In case this becomes necessary
Tessenarin nocks another arrow and exhales as he releases is from his bow.
longbow:1d20 - 1 ⇒ (10) - 1 = 9 damage:1d8 ⇒ 5
Tessenarin curses as his arrow lands nowhere near the target.
"I thought my father had taught me better. Or perhaps I should have warned you to stay still."
Atium has a gutteral sound emit from his throat as he pauses from gnashing his teeth.
*Snort*
He swings at the Cobra - trying hard to muscle his way through it's tough bone to crack it's back.
attack:1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11 damage:1d12 + 9 - 1 ⇒ (6) + 9 - 1 = 14
He misses horribly, the sticky stuff confounding his every move.
Aishe, knowing there’s a lot to overcome, still tries to do what he can to help against the tough snake.
Crossbow (silver, cold iron):1d20 + 5 - 3 ⇒ (9) + 5 - 3 = 11 (point blank, cover) damage:1d8 + 1 ⇒ (5) + 1 = 6 (point blank)
He is disheartened at yet another miss, but shrugs acceptingly. Such is my luck today. he thinks, quickly forgetting his skill with the trap. After all, that wasn't combat...
He quietly takes another 5' step to stay out of the way as he reloads his crossbow.
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Presuming Vinas actually stops out of VK’s charge lane...
Round 4
Vanyan, seeing his opening, charges in to help the helpless Atrium who struggles with goo. He raises his morningstar above his head in two quavering arms...rushing in to bash the snaky thing.
Male LG Human | HP 199/199| AC 41 T 15 FF 41 (Minor Displacement) | CMB +21, CMD 33 | F: +24 R: +14, W: +22 | Init: +0 | Perc: +25, SM: +22
Per Diem Abilities:
Freedom of Movement 1/1 (10 Min)
Favored Enemy: Undead (+2)
Divine Bond: 5/5
Lay on Hands: 12/16 (8d6)
Aura of Courage
Aura of Good: Overwhelming
Smite Evil: 5/5
"Again, this tomb seems designed to make sure the dead stay that way. Atium, Tessenarin, drink the last two potions. We can't have you succumbing to wounds."
Vinas begins a search of this, more impressive, tomb. Perception:1d20 + 5 ⇒ (3) + 5 = 8
| M Half Elf Skald 17| hp 157/157| | AC 25| Fort +17 Ref+12 Will +15 | Perc +11
Not remembering who had the potions, Tessenarin asks the group "Could we spare one of those potions for me? I think our angry friend there could use one as well, as he looks quite injured too. In fact, it may be that he should be our priority. I fear his injuries may be more severe than my own. Though I admit I am unlikely to survive another combat in my condition."
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Vanyan looks surprised when his ‘star hits, much less kills the bone snake. He looks at his star, then the snake, then at Atrium and is as surprised as anyone.
He wrenches up the ‘star, blowing off the bone dust, and putting it to hang on his waist.
”Are you okay? You seem angry...” Vanyan says to Atrium, drawing his dagger to help cut him out.
- 15 Point Buy
- No Leadership Feat (Please try not to Min/Max as it tends to break the game for most folks.)
- Choose 1 trait from the Player's guide to build your background around.
The first adventure of the Tyrant’s Grasp Adventure Path assumes all of you begin in the small town of Roslar’s Coffer, in the southwestern corner of Lastwall.
Keep that in mind with your backgrounds, whether you are just visiting, or live there. If you live there do you have family there as well? What do you do for a employment ect. This will all play a bit of a role
The first adventure of the Tyrant’s Grasp Adventure Path assumes all of you begin in the small town of Roslar’s Coffer, in the southwestern corner of Lastwall.
Keep that in mind with your backgrounds, whether you are just visiting, or live there. If you live there do you have family there as well? What do you do for a employment ect. This will all play a bit of a role
Love it. I'll read the players guide tomorrow and start cooking something up. Thank you!
The Gameplay thread is open for dotting as well. I am hoping to start sometime during the middle of this week, once everyone's characters are built of course.
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Hey All-
I look forward to this. As some of the other players already know, I don't want to know what anything about your build or stats or whatever. I don't give a hoot about party balance or covering roles. I just hope that everyone brings someone that they are kick ass jazzed to play.
My yahoo, when I finally decide to do something, will at least one thing well, and probably cover a few other bases, and probably will be totally useless at most everything else.
We're coming into this blind, as yahoos starting off in Lastwall...and I'm excited to see who I'm going to meet and see what they can do over time. I can't wait for y'all to show me who you are through roleplay.
Greetings all! I am quite looking forward to this!
I have some ideas, but I won't share them as someone gets grumpy. We'll just meet in the by and by. :)
Tyranius, is it just the one trait then from the AP? Or do we get two traits, one from the AP, one from the rest? Just checking as it has a cascading effect for something I'm thinking of.
Tyranius, is it just the one trait then from the AP? Or do we get two traits, one from the AP, one from the rest? Just checking as it has a cascading effect for something I'm thinking of.
I look forward to this. As some of the other players already know, I don't want to know what anything about your build or stats or whatever. I don't give a hoot about party balance or covering roles. I just hope that everyone brings someone that they are kick ass jazzed to play.
My yahoo, when I finally decide to do something, will at least one thing well, and probably cover a few other bases, and probably will be totally useless at most everything else.
We're coming into this blind, as yahoos starting off in Lastwall...and I'm excited to see who I'm going to meet and see what they can do over time. I can't wait for y'all to show me who you are through roleplay.
-Pain
+1 to this
Just please either put your character sheet behind a spoiler on your character page or PM it to me so I know what is going on. :P
In the large village of Kopparberget, people move about like a beehive. Life in the upper northern reaches of Golorian is exceedingly tough. But this village has advantages that few other locations in this forsaken land have – and because of that-- this land is coveted by other tribes and creatures.
The sprawling village rests right in the crook of two adjoining mountain ranges on an elevated plateau that has advantages for defense. Because of a natural hotspring located nearby, it even grows robust grass that can sustain milk and meat giving livestock.
In the midst of this marvelous village a disgruntled older boy hates everything about it. He hates the caste system that exists. He hates the constant attacks or territory wars from monsters or the neighboring Jol tribe. He hates the forge that he knows he will be working for 6 days of the week for the rest of his father Varg’s life and then the rest of his life as he assumes the Masterworker duties upon that death. He hates the stupid girls and their snide and cutting remarks that prove how their tongues are just as sharp as the blades he’s forced to forge.
The only thing he liked about this place was the grass. The large swaths of grass that existed nearly year round were special and grand. He would travel and explore the great white northern lands and unless it was an unusually warm summer – grass just did not spring up or show anywhere else within 10 days travel. So, on days when he was especially rundown in spirit, he would steal away time watching the cattle graze on the grass. The cattle were important to this village. So, they were kept within the confines of the village by these long, deep, and spiked trenches. The trenches were obviously for defense too, but served very well to keep the constantly wandering cattle contained. The roads into and out of the sprawling village of Koppargerget had these “rails” inset into the pits to allow men, wagons and trained horses to properly cross the deep recesses. It was a bit ingenious in it’s set up, the cows and bison hated treading on the spaced rails with their cloven hooves. It was probably how uneven or unstable their footing was that would always make a calf investigate, test, but never cross the trenches.
He would stare at the cows. He would lie down in the grass and recall the heated arguments he’d have with his father and mother about how he wanted to do something- anything- except blacksmithing. But, he was shut down hard with the explanation that the tribe could not survive if everyone just did things the way they wanted. The hunter families raised hunters, the farming families raised farmers, and the crafting families raised crafters.
Time passes….... but the same routine continues…....with the exception of him growing older, stronger, and learning more complex metalwork. He is now at the age where he is crafting replacements of those “rails”.
One day, after a fierce argument with his father, where he actually said he’d prefer to be a farmer or herder than grab the tongs again. That insulting statement earned him a brutal slap across the face, and made him retreat to the haven of the quasi-pasture. A pasture that had been reasonably eaten down by a larger than normal herd this year. That is when he noticed it. The Lone Bull. The lone bull chewing on much longer previously unadulterated grass and bush blossoms on the other side of the trench. The lone bull looking as happy and as content as can be --- having figured out how to overcome the barrier that had kept him from the greener pastures…………………
Introducing Atium of Varg
GM Atium Character:
@GM -- Please note I also want to take the Outsider trait-- but my Herolab has not uploaded the new traits to show.
Atium of Varg
Male human (Ulfen) barbarian (beast totem) 1 (Pathfinder RPG Advanced Player's Guide)
CG Medium humanoid (human)
Init +2; Senses Perception -2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +2, Will -2
Resist cold 2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greataxe +4 (1d12+4/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 12, Wis 7, Cha 10
Base Atk +1; CMB +4 (+6 sunder); CMD 16 (18 vs. sunder)
Feats Improved Sunder, Power Attack
Traits northern ancestry
Skills Acrobatics +2, Appraise +2, Climb +3, Craft (blacksmith) +3, Diplomacy +1, Intimidate +4, Stealth -1
Languages Common, Dwarven, Skald
SQ fast movement
Combat Gear caltrops, oil (4); Other Gear scale mail, greataxe, backpack, bedroll, belt pouch, bullseye lantern, flint and steel, hemp rope (50 ft.), piton (4), silk rope (50 ft.), small tent, torch, waterskin, whetstone, winter blanket, pony, 39 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Pony CR –
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves -3 (1d3)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ docile, riding
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I like the story in that it allows for a lot of "fill in the backstory" with a year of travel south. I see Atium being in Roslar's Coffer as he is dropping off some famed Dotort Chargers to the Paladin Garrison there. Highly trained and coveted horses purchased for the garrison by the military.
He works for the Dotort Ranch and has been a ranch hand/animal handler for some time (as he has developed and grown older). Is that decent enough?
The best way I can explain he could have afforded such good armor and weapon as a "ranch hand", is that he's been getting training to help be a protector for the "Horse Drive" of super expensive horses.
Atium is not a town native. I even mentally picture him having to leave soon to take a half dozen horses across the river to the small town of Kassen - a town headlined in the module Crypt of the Everflame.(
Sounds good! As for traits, Northern Ancestry is frm the Reign of Winter Campaign. Need to choose one from Tryant's Grasp and 1 more from another source.
Aishe:
Do you have any friends or family started there in the past 10 years?
Male Human | AC 27 T 21 FF 19 | CMB +17, CMD 34 | F: +21 R: +25, W: +18 | Init: +9 | Perc: +24, SM: +21
GM Tyranius:
Aishe hasn't started a family and doesn't know who his parents may have been, so nothing in his past lingers here either.
He does occasionally hang out with his landlord, Luthias Catanach, a decent fellow for a slumlord. The two have hit it off a bit, as Luthias recognizes Aishe has the money to stay elsewhere, and he even manages to keep Aishe's hovel in decent repair. For his part Aishe tells stories of his travels, and dines with Luthias once a week or so to chat about the goings on.
I imagine it's a small town, and he'd know most folks by sight. He's also trying to ply a trade - shipping goods to nearby settlements, farms, whatever. So he'd be out and about talking with people (though he's not as good at that as he could be).
Let me know if you want me to create more people for him to know. :)
Male LG Human | HP 199/199| AC 41 T 15 FF 41 (Minor Displacement) | CMB +21, CMD 33 | F: +24 R: +14, W: +22 | Init: +0 | Perc: +25, SM: +22
Per Diem Abilities:
Freedom of Movement 1/1 (10 Min)
Favored Enemy: Undead (+2)
Divine Bond: 5/5
Lay on Hands: 12/16 (8d6)
Aura of Courage
Aura of Good: Overwhelming
Smite Evil: 5/5
I'll have something ready tonight. I'm also a big fan of what I call the "undergrad" technique. I try to have a major and a minor. I've also come full circle on character back stories. In high school it was a safe bet that I wrote a novella. I actually find that binding and more trouble than it's worth. I'm much more into a clear, yet open back story.
I. am. so. excited.
Are we straight up hiding our character sheets so that even our tag line information should be hidden?
If you have the basic tagline it still may be a good idea for you to do the spoiler tag during combat on your posts to help keep track of spells / items / abilities used. It doesn't need to be as extensive as that example but something to help track your stuff.
Male Half Elf - sad man in the armor wand clw 11/50 (post 6744) charges, **wand CMW 19/33**wand lesser resto 13/13 ** (+3 full CLW wands lvl 11 buy)
Stats:
AC 24; F10/R11/W20; Arcana+20,Fly+10,Heal+12,Hist+16,Local+16,Nat+19,Pln+17,Rel+16,Perc+28,SenM ot+8,Spell+18(+6 more magic ID)
Tyrant's Cabanaboy moves himself to the center of the discussion area, his form changing and flexing within the aether. It seems to inflect then implode, then explode again, each time changing form and function.
After several moments of change, it seems to slowly resonate into a single form, that of a male half-elf. Even as the humanoid shape solidifies, his clothes, weapons, and gear continue to shift and change.
But then, even that chaos ends...and finally, he seems done. Well, mostly done. Still some small tweaks to come.
He smiles, looking at his hands and feet. He stretches, still smiling. He seems happy to be born. Happy to be created. Happy to have essence. He's *alive*.
He turns to look at the assembled goonery in the discussion thread.
"Greetings, I am Vanyan Kaleseder. Hail and well met," Vanyan's confidence seems to quickly wane, as if his birthing bravado is being replaced by the weight of his backstory suddenly hitting him. His shoulders get a bit more caved, his eyes lose any twinkle, his gaze lowers to the ground. The change is as immediate as the the changes in his form.
"Not that it matters, but I'll do what I can. I didn't do so well at my last job, but maybe...nah, probably not..." Vanyan's voice trails off, his lack of confidence now fully expressed. He looks at his feet, his backstory and upbringing now almost fully walling off any joy or happiness that he might have had as a young half elf. He has burdens now, a lifetime of downcasts and lost potential on his face.
"Well, let's get this started. Which way...?" Vanyan asks, looking for the gameplay thread. "Oh, it's that way...I'll be right back..."
Don't screw this up, Vanyan. You got one chance to make a good impression...or it will be just like the last time.
Vanyan- Could you PM me a character sheet once it is done. :)
Tesennarin- Just need the quick down and dirty background.
Vinas- Looks good to go Just PM'd a quick question
Aishe- Good to go.
Atium- Just need to fill in your traits and good to go.
Vinas wrote:
I'll have something ready tonight. I'm also a big fan of what I call the "undergrad" technique. I try to have a major and a minor. I've also come full circle on character back stories. In high school it was a safe bet that I wrote a novella. I actually find that binding and more trouble than it's worth. I'm much more into a clear, yet open back story.
I agree. Having a good core and leaving it open ended with character quirks ect helps build character development during the AP by reacting to the situations that happen as they fall to fill in the gaps.
My two traits are:
Dedicated Defender. I THINK that's from Core Rulebook. The search list wasn't clear when I did on-line research.
Then Outsider from this AP.
Male LG Human | HP 199/199| AC 41 T 15 FF 41 (Minor Displacement) | CMB +21, CMD 33 | F: +24 R: +14, W: +22 | Init: +0 | Perc: +25, SM: +22
Per Diem Abilities:
Freedom of Movement 1/1 (10 Min)
Favored Enemy: Undead (+2)
Divine Bond: 5/5
Lay on Hands: 12/16 (8d6)
Aura of Courage
Aura of Good: Overwhelming
Smite Evil: 5/5
So in every AP I play in, I try to have a schtick that is a fun little side thing for me to track. For example, in Kingmaker, my druid's beard is 2+2xlevel inches.
I think for this one, I'm thinking of tracking scars such that any single attack that ever does 50%+ of my HP would leave a mark...
My guy is nearsighted... which you will have a slight notice in my next post. I am bogged with work, but will post in a few hours.
Back to Vinas -- On second thought, your schtick is pretty impressive. I mean, you are going to have a lot of brainstorming on original ideas as your characters die one by one every ten encounters of so! (Zing!).
Well..... this is a very, very different adventure path. Unlike any I have encountered before. I thought Strange Aeons was.. strange. I am eager to see how they keep this thing from jumping the shark at such low level.
I am excited about this turn of events. Good work GM on how you played this.
Male Human | AC 27 T 21 FF 19 | CMB +17, CMD 34 | F: +21 R: +25, W: +18 | Init: +9 | Perc: +24, SM: +21
NEXT LEVEL: 2:
Gunslinger (Bolt Ace) (2)
+6HP (total 16)
+1 BAB (CMB/CMD) (+2)
+1 Fort & Reflex saves
+6 skills (4 class +1 human +1 int) (Disable Device, Knowledge Local, Perception, Sense Motive x2, Survival)
Nimble (Ex): A gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus.
....
and..you DO get to put a feather in your cap at those evil GM conventions*. You can truthfully tell them that you sent the party to the Boneyard in just 8 encounters.
*- Always held in San Fran with Cats being the Grand PuhBah (Zing!)
@ GM and others -- how do you do handle new hit points for gaining a level?
I get a D12.
Atium LVL 2:
Atium of Varg
Male human (Ulfen) barbarian (beast totem) 2 (Pathfinder RPG Advanced Player's Guide)
CG Medium humanoid (human)
Init +2; Senses Perception -2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 24 (2d12+4)
Fort +5, Ref +2, Will -2
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greataxe +5 (1d12+4/×3)
Special Attacks rage (8 rounds/day), rage power (animal fury)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 12, Wis 7, Cha 10
Base Atk +2; CMB +5 (+7 sunder); CMD 17 (19 vs. sunder)
Feats Improved Sunder, Power Attack
Skills Acrobatics +3, Appraise +3, Climb +3, Craft (blacksmith) +4, Diplomacy +1, Intimidate +5, Ride +2, Stealth +0, Survival +2
Languages Common, Dwarven, Skald
SQ fast movement
Combat Gear caltrops, oil (4); Other Gear scale mail, greataxe, backpack, bedroll, belt pouch, bullseye lantern, flint and steel, hemp rope (50 ft.), piton (4), silk rope (50 ft.), small tent, torch, waterskin, whetstone, winter blanket, pony, 39 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Pony CR –
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves -3 (1d3)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ docile, riding
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.