Barnaby Bastien Bridge |
Whenever Barnaby is out ahead scouting, he will be relying on your Message spell, our good Skald.
We can use Sylvan as our response language; since 5 of 6 of us speak it.
Barnaby only has a Speed 20; but @4th he will be riding on Ant-icipation Speed 30 Climb 20. Should be fun!
Speaking of Scouting; I think that I will change his ACs Skill Rank into Stealth....or Survival for Tracking...he gets another once we reach 2nd...
ClearSpring |
1 person marked this as a favorite. |
Yes! Page 7 of The Player’s Guide says “Heldren is a small village of 171 people, mostly farmers, herders, and woodcutters.” I read your backstory and I think your character has reason to know Tegan’s Aunt Elin, a farmer, who probably would have introduced Tegan and her mother. Elin mostly grows vegetables but has a small chicken coop for eggs. Tegan and her mother, Efa, stay with her Aunt Elin during holidays and make occasional visits. Efa and Elin are actually identical twins, although only Efa is capable of magic. Efa sells scrolls and her magical abilities, which involves traveling to various towns in Taldor, renting the most affordable sleeping quarters.
That works! I think we were probably first introduced when Ylena went to Aunt Elin to pick up some eggs, and then became closer by talking shop about scrolls and spells. So, not besties, but acquaintances familiar with each other's brand of arcane magic.
I adjusted Barnaby's Traits and Skills. With our GM's permission, I took Trap Finder and shuffled a Rank for Disable Device +8. He even had enough for common thieves' tools!
Thanks Barnaby! My squishy, squishy caster appreciates your sacrifice in looking for traps and stuff. I do have CLW, so I can heal you if anything goes wrong.
Rimesong |
Whenever Barnaby is out ahead scouting, he will be relying on your Message spell, our good Skald.
We can use Sylvan as our response language; since 5 of 6 of us speak it.
This is one reason I decided to grab Message! xD It's a handy little spell.
GMMichael |
this is the link you use to join the roll20 game which we will use for our combats.
Reign of Winter make sure you tell me which character youre playing in the chat there.
Rimesong |
Will we be using the dice roller over there, or the one on the paizo forums?
Kandoo Krom |
Kandoo Krom AC:20(FF:18/T:12)CMD:16 HP:12/12 Saves-FO:+4 RE:+2 WL:+2
1st Class-Paladin (Soul Sentinel) Sex-Male Race-Tiefling Defenses: Cold 7 Elec 7 Fire 7
limited abilities: Smite 1/1 Corruption Resistance 1/1 HeroPoints:2
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +2, Will +2; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. death
I used my background skills for Handle Animal and Linguistics (because I wanted Sylvan). :)
Rimesong |
Understood, GM.
Huh, should I have put my conditionals in my little stat block? 'cause Rimesong has a lot of them...
Ylena Pavel |
We'll have to teach Rorgar Sylvan so he's not left out :)
Rimesong |
It'll be our secret language! Except, y'know, for any fey we might come across.
Barnaby Bastien Bridge |
I normally gravitate toward Trappers (and Wizards), so the adjustment is perfectly find for me.
I found it funny that 5 of 6 had Sylvan. I like finding the common links in recruitments...lol.
The Player's Guide mentioned a few languages that we should have covered: We do!
I like our group. We cover a lot of bases.
Barnaby--and Ant-icipation are ready to go!
Do you want to build a snowman....
Rimesong |
What wild winter wonders will we weather?
Rimesong |
Yes....because in my games, I'll make your save rolls and you'll make the bad guys you're trying to effect with your action...it's part of the 'how can I make combats go faster in pbp' effort.
Got it.
Fort: +5 (total) vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, and hot or cold environments; Ref: N/A; Will: +6 (total) vs. charm, compulsion, and fear by non-elven humanoids; All: +1 vs. evil-aligned arcane spellcasters' spell-like abilities, supernatural abilities, and spells
Is that acceptable, GM?
Kandoo Krom |
If we absolutely needed it, I could change my attributes and favored class bonus to get more skills, the traits to make them into class skills, and maybe like variant multi class to rogue (if allowed) to cover for the trapfinding. But honestly, it feels crazy exaggerated if someone else can go for it easier. :) again, if it was an issue with Barnaby, I’m sure I’d be able to modify the pally to serve the party in this manner. I like this group!
Barnaby Bastien Bridge |
Absolutely no problem with being the Trapper. I enjoy it.
Besides, you did elect to take Sylvan! Now, where's that stubborn dwarf...lol.
Rorgar Brewmaster |
Hey Dread, I resemble that dwarf remark. :)
No true casters, but a lot of hybrids. :)
Why would you call me Stubborn Barnaby. Is that not the pot calling the kettle black ??
Honestly, I think this group will rock.
Dread |
Hey Dread, I resemble that dwarf remark. :)
No true casters, but a lot of hybrids. :)
Why would you call me Stubborn Barnaby. Is that not the pot calling the kettle black ??
Honestly, I think this group will rock.
Oh contraire
Tegan's a Conjuror...1st Wizard
I think the group will be great.
I think I've picked some good role players with great concepts
GMMichael |
Ylena AC:14(FF:11/T:13) Mage Armor AC:17(FF:14/T:13)CMD:12 HP:7/7 Saves-FO:0 RE:3 WL:2
1st Witch (Cartomancer) Female Human (Varisian) Defenses: +1 vs Enchantments
limited abilities: 3 0 level spells 2 1st level spells HeroPoints:2
Rimesong AC:14 (FF:12/T:12)CMD:12 HP: 8/8 Saves-FO:+1 RE:+2 WL:+4
1st Skald (Twilight Speaker) Male Snowcaster Elf Defenses: Resist Cold 5 Fort: +5 (total) vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, and hot or cold environments; Will: +6 (total) vs. charm, compulsion, and fear by non-elven humanoids; All: +1 vs. evil-aligned arcane spellcasters' spell-like abilities, supernatural abilities, and spells5
limited abilities: Raging Song 12/12 HeroPoints:2
Barnaby Bastien Bridge AC:19(FF:16/T:14)CMD:13 HP:11/11 Saves-FO:4 RE:5 WL:1
1st Hunter Male Gnome Defenses:+4 AC vs Giants, +2 vs Illusions, +2 to death effects.
limited abilities: Spells: 0:4 1:2+1, Spell-Like:MH-1/OC-1/P-1/US-1 Animal Focus 1/1 HeroPoints:2
Ant-icipation AC:15(FF:14/T:11)CMD:11(19 vs trip) HP:23/23 Saves-FO:+5 RE:+4 WL:+1
Animal Companion M Small Giant Ant Defenses: None
limited abilities: None HeroPoints:0
Tegan Ryker AC:13(FF:11/T:12)CMD:11 HP:8/8 Saves-FO:2 RE:2 WL:2
1st Wizard (Conjuror) F Human (Taldan) Defenses: None
limited abilities: Arcane Bond 1xd, Acid Dart 7xday, 0:3 1:2+1 HeroPoints:2
Rorgar AC:16 FF:15/T:11)CMD:14 HP:9/9 Saves-FO:4 RE:2 WL:4
1st Class-Warpriest Sex-Male Race-Dwarf Defenses: Cold Resist 2
limited abilities: N Blessings 3/Day-DC 12, Cannot be surprised (Trait Defensive Strategist), Sacred Weapon 1 Round/Day, +4 vs all spells, and SLA (Steel Soul) +2 vs poison, HeroPoints:2
Kandoo Krom AC:20(FF:18/T:12)CMD:16 HP:12/12 Saves-FO:+4 RE:+2 WL:+2
1st Class-Paladin (Soul Sentinel) Sex-Male Race-Tiefling Defenses: Cold 7 Elec 7 Fire 7
limited abilities: Smite 1/1 Corruption Resistance 1/1 HeroPoints:2
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +2, Will +2; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. death
Rimesong |
We also have Ylena, our witch, who's a full caster.
Rorgar Brewmaster |
I also have a cold weather outfit, but no cleats or goggles.
Ylena Pavel |
I will join the club of people who bought a cold-weather outfit but forgot to include it in the stat block.
Barnaby Bastien Bridge |
Barnaby actually expects folks to stare. He enjoys it; if you couldn't tell...lol.
I am planning to play him as an accidentally successful hero!
Rimesong |
I feel like Rimesong is going to end up a face of this group (probably one of a couple), which should be... amusing. He's got some pretty alien ideas about etiquette, and comes from an incredibly reclusive people. That said, he is used to engaging with the weird foibles of the younger peoples.
Rimesong |
He's only gonna get better with levels - 1/2 his level bonus to that stuff is pretty good. Not intimidating, though... which is probably fine.
Barnaby Bastien Bridge |
I finally updated/committed to Verminous Hunter.
I like the flavor.
Rimesong |
I finally updated/committed to Verminous Hunter.
I like the flavor.
I was wondering why you hadn't gone for it. :P
Barnaby Bastien Bridge |
I was torn because I can actually see getting plenty of use out of Woodland Stride...lol.
My ACs/Familiars are usually the real stars of the show!
Read Tindertwig and Dirtbag posts...haha!
Tegan Ryker |
I started a Google Sheets for the loot we'll find along the way. You should be able to view and edit it with *this link*
My knowledge of Google Sheets is pretty limited so feel free to add formula commands, etc
Rimesong |
Huh, I missed the fact we all got an alchemist's fire.
Tegan Ryker |
Ya, "each!" :D
I believe throwing an Alch Fire is a Ranged Touch Attack so 1d20+BAB+Dex. But, I'm a little confused about the damage. Does Alch Fire automatically do 1d6+1 splash damage to creatures in a 10-foot square the first round? Or, do they have the opportunity to make a Reflex DC15 like they do in the second round?
Rimesong |
1 person marked this as a favorite. |
My reading is that it automatically does 1d6 fire damage to a targeted creature on a direct hit, and an additional 1d6 fire damage the next round unless the creature tries to put it out. That's if you're targeting a single creature with the ranged touch attack.
Alternately, you can throw it as a splash weapon, targeting an intersection of squares, in which case it does 1 damage to all the creatures in the area, with the 1d6 damage coming the next round unless they put it out.
GMMichael |
Alchemist’s Fire
Price 20 gp; Weight 1 lb.
DESCRIPTION
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
If you hit the ranged touch. Target takes 1d6. All adjacent take 1pt splash. Remember ranged increment . Additional 1d6 for target next round unless takes full round action to extinguish flames with dc15 ref
Rimesong |
That's a fair reading of it too. I was just correlating the splash weapon rules, which indicate targeting an intersection, but I like this way more. Less finicky.
Barnaby Bastien Bridge |
Thank you, Tegan! That was nice of you! I am not good with tracki g the Treasure Sheet...lol.