DM Squirrel Ninja SotG |
Welcome to the world of Greenwold!!
No matter if you grew up here or just passing through, you find yourself currently are in the once prosperous town of Mara. As you are making you way through the day you keep seeing and hearing about an opportunity that intrigues you. The town crier, chatter at the tavern, and even posted on the trading post is the announcement about a caravan master seeking aid of four guards. You will be traveling from Mara down the old Trade Road to the gates outside of Grayhaven.
At dawn you show up outside the Heroes' Gate south of town with the announcement flyer in hand.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hello all! I have recently subscribed to the monthly Dungeon in a Box adventure path. Each month, for 12 months, I will be receiving adventures that can either be used as one-shots or as a larger storyline. I am looking to do the latter. Dungeon in a Box is a D&D 5e game, but I am converting it to Pathfinder 1e. I am looking for 4 PCs to join me on this journey through the year.
Classes: CRB & APG only. I do allow class archetype variants
Races: Core only but I do allow racial trait variants
15 Point Buy
Background Skills used, I like the bonus to help build on who your character is
Not using traits for this
Gold max
Alignments: Any, you are mercenaries. But, keep in mind that where things go after this first adventure is based on your interactions with the party. It could keep you hired on or not.
Background: I don’t need a tome, but just give me a brief background and a sneak peak of your characters personality.
Posting 1/day during the week. Weekends can vary because I do know life happens. Some weekends I will be able to post daily, others I won’t be able to post at all. Because of this, I will not hold you to anything specific on the weekend.
Because this is a Dungeon in a Box monthly subscription, there could be times where we finish this month’s adventure before the next one arrives. When this happens we can use that time for RP to further character development and bonds between the PCs
I will be closing submissions on 2/16/2020 at 12:00 PM Central, and then deciding that evening and starting the adventure on 2/17/2020.
Best of luck to you all!!!
The Emerald Duke |
hm.... interesting premise. So does every box of dungeons for the run have to do with the world of Greenwold, or does it vary by month?
Is there any additional resources available for details on the town of Mara or the world in general? (Mostly asking for the purposes of sourcing backgrounds.)
I will not lie, I am interested in this... but I also don't want to hog all the cool games to myself either... so I will give serious thought to whether I should apply or not.
As a final question, what pantheon of gods would this world use? I ask because I would likely roll up an inquisitor if I do apply, so it would impact a few class features.
DM Squirrel Ninja SotG |
When you say Class archetype variants, do you mean all or just from the Crb and Apg?
I will allow any Paizo published class archetypes for CRB and APG classes. No 3rd party stuff.
So does every box of dungeons for the run have to do with the world of Greenwold, or does it vary by month?
The "Dungeon in a Box" is more of a name. For example, this first adventure takes you on a trade route from Mara to the town of Grayhaven. So it isn't a dungeon. They 12 box set is a complete story.
Is there any additional resources available for details on the town of Mara or the world in general? (Mostly asking for the purposes of sourcing backgrounds.)
I will see what I can dig up.
As a final question, what pantheon of gods would this world use? I ask because I would likely roll up an inquisitor if I do apply, so it would impact a few class features.
I am going to use the Pathfinder deity list since I am converting it to the Pathfinder system. Figure it would be easier that way for character creation.
Q: Are feats and such limited to CRB and APG as well?
I am open to all Paizo published feats. I mainly wanted to keep the class and races in a narrower window. Mainly to keep things simpler on the mind.
Just out of professional curiosity, can I ask why you're converting from 5E to Pathfinder?
I take you believe Pathfinder is still the superior RPG, yeah?
I have never played D&D 5e so I technically cannot say one way or the other. It is the system I have used and have the resources at hand. I was really interested in this monthly box subscription and figured it wouldn't be anything to convert it to Pathfinder. I don't own the DMG PHB or MM for 5e... so there is that also.
DM Squirrel Ninja SotG |
Hello Squirrel Ninja. I'm enjoying our game of Reign of Winter.
What are your feelings towards the Unchained version of the classes?
Hey Anthorg! I am enjoying it also, the party make up is great.
I like the Unchained versions of the classes, but I think for the purposes of this we will stick with the CRB version of those classes.
pad300 |
Some Further details from the Dungeon in a Box website:
Our first adventure arc is the 12-part adventure Secrets of the Greenwold.
“By sword, by spell, by oath – end the dragon war before it ends the world!
Two dragons clash for dominance, and the kingdoms of the Greenwold are in the line of fire. Only an ancient artifact, lost in the cursed citadel of the elves, can save the realm!”This adventure takes a party of adventurers across the length and breadth of the wild, forested realm known as the Greenwold – uncovering long forgotten secrets in the process. What your characters discover will save the realm… or allow them to remake it in their own image.
The arc will take characters from 1st level to 10th level as they delve into catacombs beneath the streets of Grayhaven, sail the storms of the rugged Harpy Coast, contend with the fields of undead that choke the Gray Tower, and finally pierce the heart of a cursed forest and reveal the elven citadel it hides.
Each month’s printed adventure is supplemented by additional pages of digital content that combines the boxes into a world-spanning quest!
We’ll be revealing more info about the Greenwold, and the game world, each month. If you’re particularly curious, you may want to consider checking out the liveplay Dungeons & Dragons podcast, Crit Juice.
These drunken, comedic D&D adventures take place in the same world as Dungeon In A Box, and are DM’d by Dungeon In A Box founder David Crennen.
DM Squirrel Ninja SotG |
Interesting. A party of four, with a setting that doesn't reveal a lot of what characters face...that's classic! I am intrigued.
It should be a fun time. Looking forward to seeing your submission.
@pad300 thanks so much for posting this. I just saw this today in the Q&A section. I will was looking for anything else, but unfortunately it looks like all the accounts for the Crit Juice has become inactive.
It looks like we will all be discovering this world together. Because of this, focus more on the characters motives and personality when it comes to character creation vs an elaborate background.
Ammon Knight of Ragathiel |
Mara: The run-down township
Windlass Hill: A tiny trading post community built around the block-and-tackle equipment used for hauling wagons up a very steep hill along the Long Road. The equipment is used for a small fee, much like you might pay for a ferry to cross a body of water.
Tanglebrier Forest: This forest is the primeval heart of the Greenwold. Long ago it was the center of an elven empire — until they brought a great curse down upon themselves. The exact nature of the crime and the curse is long forgotten, and the details change from bard to bard. What is indisputable is that the empire is now reduced to a few scattered ruins, and the Tanglebrier is overrun by evil creatures. Few who venture into the forest's depths are ever heard from again.
Tanglebrier Borderland Settlements: Some elven descendants of the original empire still dwell on the less dangerous fringes of the forest, embittered by their loss and locked in frequent conflict with the human settlements which have begun to gnaw at the forest's edges to feed themselves.
Crosswell: The Located on the most important crossroad in the Greenwold, the village of Crosswell grew to it's current size through the altruism of a holy order of monks and priests. The town is built around an abbey, and focuses on providing healing and aid to the many travelers who pass through. The Abbot of Crosswell Abbey is the de facto leader of the town, but faces continual challenges to his subdued style of leadership by the aggressive merchant interests that seek to profit from the crossroads.
Grayhaven: The largest city of the Greenwold, a hub of travel and commerce.
I just copied and pasted, not any trouble at all
DM Squirrel Ninja SotG |
Mara: The run-down township
Windlass Hill: A tiny trading post community built around the block-and-tackle equipment used for hauling wagons up a very steep hill along the Long Road. The equipment is used for a small fee, much like you might pay for a ferry to cross a body of water.
Tanglebrier Forest: This forest is the primeval heart of the Greenwold. Long ago it was the center of an elven empire — until they brought a great curse down upon themselves. The exact nature of the crime and the curse is long forgotten, and the details change from bard to bard. What is indisputable is that the empire is now reduced to a few scattered ruins, and the Tanglebrier is overrun by evil creatures. Few who venture into the forest's depths are ever heard from again.
Tanglebrier Borderland Settlements: Some elven descendants of the original empire still dwell on the less dangerous fringes of the forest, embittered by their loss and locked in frequent conflict with the human settlements which have begun to gnaw at the forest's edges to feed themselves.
Crosswell: The Located on the most important crossroad in the Greenwold, the village of Crosswell grew to it's current size through the altruism of a holy order of monks and priests. The town is built around an abbey, and focuses on providing healing and aid to the many travelers who pass through. The Abbot of Crosswell Abbey is the de facto leader of the town, but faces continual challenges to his subdued style of leadership by the aggressive merchant interests that seek to profit from the crossroads.
Grayhaven: The largest city of the Greenwold, a hub of travel and commerce.
@Ammon thanks for posting this. I found one place location of info, but it was from a game that was being ran IRL. I wasn't sure how much was spoilers or not. This looks solid. Thanks again! Also, you can never go wrong with a hobbit with a short sword!
@Axolotl sounds like a decently well rounded Oracle. Looking forward to seeing it.
DM Squirrel Ninja SotG |
I'm contemplating a druid with a Giant Mantis animal companion. Is that legal?
I would say just for simplistic sake, I would stick with what is available for animal companions in the CRB and APG
@pad300 you are correct. Those are the allowed classes.
@Ammon now that would be comical. I would be willing to watch that. Heck I believe the sword would be as tall as the halfling is...
Axolotl |
Ok, I whipped up an Oracle that's decent in a fight and can heal. Depending on what other people submit, though, I could consider other classes, to get that optimal arcane-divine-beatstick-skill monkey combo. :)
Yalyaane
Female human oracle (warsighted) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . longspear +0 (1d8/×3)
Ranged sling +2 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks martial flexibility 4/day
Oracle (Warsighted) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, spark[APG] (DC 13)
. . Mystery Outer rifts
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Combat Reflexes, Extra Revelation[APG], Nimble Moves
Skills Diplomacy +7, Fly +5, Intimidate +7, Knowledge (planes) +5, Lore (salamanders) +5, Perform (sing) +4, Sense Motive +4, Survival +4
Languages Abyssal, Common
SQ oracle's curse (haunted), revelation (unearthly terrain)
Combat Gear darkflare (4); Other Gear studded leather, dagger, longspear, sling, sling bullets (10), animal call (deer )[ACG], animal call (rabbit)[ACG], fishhook (2), simple banner[UE], 112 gp, 5 sp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Unearthly Terrain (1 rd, 6/day) (Su) As a standard action, turn one 20-foot square into difficult terrain for 1 rounds.
--------------------
Appearance and Personality
Yalyaane (yal-YA-ney) is of average height, slender and nimble on her feet, with the ruddy tan of the mountain tribes. She laughs easily, her voice melodic and compelling, and her smile is bright. When she summons the powers of the Outer Rifts, though, she is terrible to behold, the very fabric of the world warping around her and threatening to let jagged spikes of unreality into where it should not be.
She also likes salamanders and looks for them in every creek or wet forest glade she comes across.
Background
Yalyaane was kidnapped when still a tiny, sunny child by a neighboring clan, to be sacrificed to dark outer gods and unseen things. Her parents and other members of her clan rescued her, interrupting the ritual and saving her life—but she had absorbed some of the eerie energies of the places beyond, which manifested in strange noises and invisible forces around her person. Rather than abandoning her, her parents helped her learn to use the powers of the Outer Rifts to heal, and wield magic.
She is now in her wanderyears, to gain a name and glory for herself and her clan.
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.
pad300 |
Mezdav O'Mara, an alchemist
“You’re my most promising student Mezdav. So here, this is a letter of introduction to Dr. Rudiger at the Grayhaven College – he teaches alchemy there and is an old colleague of mine. I’ve perjured my immortal soul, so they ought to let you in. Go to Grayhaven my boy, and learn everything you can. You are worthy of everything they can teach you. Fly high young falcon, fly high!”. That is what Maester Groblehoff said to Mezdav…
Mezdav studied alchemy as one of Maester Groblehoff’s apprentices in Mara. He's always had an entrepreneurial streak, selling his student work at discount prices to help pay for his gourmand tastes (he likes his beer).
Mezdav says prayers to many gods, including Nethys and Gorum, but he has a secret – like Groblehoff his maester (and many other alchemists), he’ll whisper prayers to Haagenti ( demon lord of Alchemy, Transformation and Invention ), when he’s tinkering in the lab, alone.
Perhaps the most distinctive thing about Mezdav is the smell. He always smells of something chemical, and it’s never nice… His skin is grey-ish, and his hands are pockmarked with old burn scars. His hair is black, but already thinning (he’s only 21), and held back in a pony tail. His sacred tattoo runs along his spine, and is (normally) just visible on his neck under his pony tail. Heavily built for a human, about average for a ½ orc (5’3”, 185 lbs), he’s surprisingly quick for such a stocky man.
Normally quiet and bookish and observant, his sharp eyes miss little. He gets excited for fire and explosions…a “little” pyromania is not necessarily the desirable thing in an alchemist…
Mezdav O’Mara
CN Male ½ Orc, Favored Class : Alchemist)
Alchemist 1 (Preservationist)
Init +2
Speed 30 ft
Darkvision (60 ft)
Defense
AC : 16 =10+4 (armor) +2 Dex
HP: 9 = 8+1 (con)
Fort + 4 = +2 class +1 con +1 luck
Ref + 5 = +2 class + 2 dex +1 luck
Will + 2 = +0 class + 1 wis +1 luck
CMD : 13 = 10 + 0 (bab)+3 (Str)
Offense
Melee: Longspear +3 1d8+4, Spiked Gauntlet +3 1d4+3
Ranged: Sling +2, 1d4+3, Javelin +2 1d6+3
BAB : +0
CMB : +3 = +0 (BAB)+3 (Str)
Extracts Prepared
L1 (DC 12, 1+1/day) : Enlarge Person, open slot
Formula Book
L1 : Shield, Longarm, Crafter’s Fortune, Enlarge Person
Stats
Str 16 = 14(5 pts) +2 Racial
Dex 14 = 14 (5 pts)
Con 12 = 12 (2 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 7 = 7 (-4 pts)
Feats : Combat Reflexes (1st), Throw Anything (Class Bonus), Brew Potion (Class Bonus), Planar Preservationist (3ed)
Traits : NA
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (1, +5 +2 to find hidden stuff - scavenger), Spellcraft (1,+6, Disable Device (1,+6), Heal(1,+5), Stealth(1,+6), Survival (1,+5)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft - Alchemy (1,+6+1 class bonus), Handle Animal (1, +2)
Languages : Common, Orc, Draconic, Goblin, Sacred Tattoo, Fey Thoughts (Acrobatics, Stealth)
Class Special Abilities : Alchemy, Bomb (1d6, 3/day), Brew Potion, Mutagen (+4 Str, -2 Int, +2 NA), Throw Anything
Racial Abilities : Darkvision (60 ft), Orc Blooded, Scavenger, Sacred Tattoo, Fey Thoughts (stealth, acrobatics)
Weapons : Cestus (5gp), Longspear (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), sling, 10 bullets (1 sp), 2 Javelins(2 gp), Dagger (2 gp)
Armor: Leather Lamellar armor (60 gp)
Equipment
Explorer’s outfit, backpack (2 gp), String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), Alchemy crafting kit (25 gp), bedroll (1sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Inkpen (1 sp), Formula Book (free), Thieves Tools (30 gp). 4 gp in assorted coinage
Mule (8 gp), Pack saddle (5 gp). 20 days Mule feed (2 gp), Trail Rations, 19 days (9.5 gp), ), 4 Javelins (4 gp), waterskin (1 gp), 20 bullets ( 2sp), 50 ft of hemp rope (1 gp)
Anthorg |
Here's Ercio, my submission. He's a druid quite full of himself.
Appearance
Ercio is an excentric type to look at. While most druids can be recognized by an excess of leaves and twigs hanging from their clothes, Ercio seems to think that he really needs to be identified as a druid, and hangs an extra dose of natural items on himself, up to a comical degree. He carries a quarterstaff to appear wiser and a worn cloak to make it seem he is an experienced traveler. His light brown hair is shoulders long, but ungroomed. His dark eyes are small and closer to the nose than an aristocrat would have liked. However, his face transmits a carefree impression.
Background
Ercio doesn't remember his surname. He was raised by the druids after his parents abandoned him by the edges of where Mara is close to the forest. The druids gladly took him in, being it so hard to find volunteers. Ercio has always been a dedicated young boy. His respect for nature was impressive for the elders and his dedication to the studies was notable.
His achievements made him arrogant, however. He constantly belittled other apprentices and made sure everyone knew he was the star pupil. One day, elder Maurice, the closest person he had to a father, got tired of his arrogance and gave him a mission to make him humbler. He was to travel to Mara and offer his services to the town people. Ercio saw this as punishment, and went begrudgingly but obediently.
Personality
Ercio is a very active young man. He relies on Bumi, his cheetah, for protection, so he lives pretty carefree. He is on a self-humbling mission, but it is a hard job for him, as he likes to think of himself as very capable. For this reason it is not uncommon to see him talking down on others or just disregarding their opinions. However, on a pinch, he is still wise enough to hear everyone's opinions before coming up with one himself. He has much sympathy for people who are abandoned by society, as he once was. So, the young man understand his privilege and uses his luck to help those in need.
STR 9, DEX 12, CON 12, INT 14, WIS 19, CHA 10
Human
Male
Medium Size
Druid lvl 1
Total XP: 0 / 3000
BaB 0
Init +1; Senses: Perception +8
CMB -1 (0BaB -1strength)
CMD 10 (0BaB -1strength +1dex +10)
Favored Class Druid (+1 skill points)
Defense
AC 12, touch 11 flat-footed 11 (+1 Armor +1 Dex)
HP 9 (8 + 1 (1*1Con))
Fort +3 (+2 base +1 Con)
Ref +1 (+0 base +1 Dex)
Will +6 (+2 base +4 Wis)
Offense
Speed 30 ft
Melee Quarterstaff -1 (1d6-1/x2)
Ranged sling +1 (1d4-1/x2), Range 50ft
Space 5 ft, Reach 5 ft
Spells
CL 1
Concentration (Druid level + Wis): +5
DC: 14+spell level
Spell level: Known (Slots)
Cantrips: 3 (n/a)
1: 2 (1+1)
Spells known
Cantrips: Daze, Detect Magic, Mage Hand, Mending
1: Charm Animal, Entangle
Feats:
Lvl 1 - Spell Focus (Conjuration)
Human - Skill Focus (Knowledge nature)
Skills (4 class + 2 int + 1 fav class = 7 ranks/level):
Climb +3 (+1 Rank, -1 Str, +3 Class skill)
Heal +8 (+1 Rank, +4 Wis, +3 Class Skill)
Know. (nature) +11 (+1 Rank, +2 Int, +3 Class skill, +3 Skill Focus +2 Nature Sense)
Perception +8 (+1 Rank, +4 Wis, +3 Class Skill)
Spellcraft +6 (+1 Rank, +2 Int, +3 Class skill)
Survival +10 (+1 Rank, +4 Wis, +3 Class Skill, +2 Nature Sense)
Swim +3 (+1 Rank, -1 Str, +3 Class skill)
Background skills:
Handle Animal +4 (+1 Rank, +3 Class skill) (add 4 when using on animal companion)
Know. (geography) +6 (+1 Rank, +2 Int, +3 Class skill)
Languages: Common, Sylvan, Druidic, Elven
Gear
Will be bought if selected
Bumi, the cheetah
STR 12, DEX 21, CON 13, INT 2, WIS 12, CHA 6
Cat, small
Male
Small Size
BaB +1
Init +5; Senses: Perception +1 (low-light vision, scent)
CMB +2 (1BaB +1strength)
CMD 17 (1BaB +1strength +5dex +10)
Defense
AC 17, touch 15 flat-footed 12 (+1 Natural Armor +5 Dex +1 size)
HP 15 (8 + 2 (2*1Con) + 5 (1*5 HD))
Fort +4 (+3 base +1 Con)
Ref +8 (+3 base +5 Dex)
Will +1 (+0 base +1 Wis)
Offense
Speed 50 ft
Melee Bite +6 (1d4+1 plus trip)
Space 5 ft, Reach 5 ft
Feats:
Weapon Finesse
Skills:
Climb +5 (+1 Rank, +1 Str, +3 Class skill)
Stealth +8 (+1 Rank, +5 Dex, +3 Class skill
Tricks:
Aid
Attack
Come
Defend
Down
Guard
Sneak
Special:
Link
Share spells
Ammon Knight of Ragathiel |
Done, mechanics are in the character sheet
Brown hair down to his shoulders, light facial hair, blue eyes, though handsome he stands at the short height 3 feet. He's got a lean musculature from his training.
He's walks around barefoot like most halflings do, he's otherwise got a breast plate over a long black and dark green gambeson. He has a sheathe for his greatsword, longer than he is tall strapped to his back and uses his Slingstaff as a walking cane.
He tends to be blunt in conversation, having little tact, Otherwise he's the brave heroic sort. Fancying storied and legendary weapons, he learning to forge them. He also reads stories concerning such weapons, learning various languages in hopes of finding hints or clues to tracking them.
Adir's life is far from carefree however, He grew up in one of the Tanglebriar's border settlements. When The forest began growing dark, he lost his family in a series of murders. He used his skills learned from his father and mother, both warriors in their own right to start his career as a mercenary on his way to Grayhaven.
Adir's Father and mother come from a family that has long since intermingled with the good aligned fey. Adir himself doesn't but carries the blood in his veins.
pad300 |
Currently have 4 submissions put forward and 3 days remaining. Looking forward to seeing all of the possibilities for this games cast.
Submissions
(Axolotl) Yalyaane - Human Oracle Warsighted
(pad300) Mezdav O'Mara Half-Orc Alchemist Preservationist
(Anthorg) Human Druid
(Ammon) Halfling Fighter
Ain't exactly the traditional Fighter, Rogue, Cleric & Wizard, but it looks like it could do (at least at low levels - lack of arcane utilities might hurt at higher levels; teleport anyone?).
pad300 |
alchemist has those no?
Mezdav has spellcraft, and can certainly get K Arcana. Moving 1 skill point from Heal to K Arcana would fix that (I picked heal originally as I wasn't sure who else was coming along...) or I could just pick K Arcana up later.
My worries are less about skills than about key spells - Haste anyone?
DM Squirrel Ninja SotG |
A question for the Squirrel Ninja - are we using the Spontaneous Alchemy rules from the Alchemy Manual?
I think for this go I am going to say to use the standard alchemy rules. Mostly because this is the first time I have laid eyes on them. BUT, let me look over them and do a little research as we work through this first adventure and if I am cool with it I will allow you to make the necessary tweaks that you might need to make.
I am a processor and don't want to read over something for the first time and jump the gun on saying yes or no.
Axolotl |
I've whomped up most of a bard, just don't have a backstory. DM, potential players, what d'you think--would this be more useful? Between bard, druid, and alchemist, that's 3 secondary healers as well...
Unnamed Hero
Male human bard (archivist) 1 (Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 13 (1d8+5)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +1 (1d8+1/19-20) or
. . morningstar +1 (1d8+1)
Ranged sling +0 (1d4+1)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, saving finale[APG] (DC 14)
. . 0 (at will)—detect magic, light, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 12, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Flagbearer[ISWG], Toughness
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Perform (act) +7, Perform (oratory) +7, Perform (percussion instruments) +7, Spellcraft +6
Languages Common, Goblin, Sylvan
SQ bardic knowledge +1
Other Gear studded leather, longsword, morningstar, sling, sling bullets (10), Drum, 96 gp, 9 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Flagbearer Grant bonuses to allies who see your flag.
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.
pad300 |
Well, we are now past the deadline. There are all of 4 players signed up, and DM Squirrel Ninja has a single decision to make...
The locked in members
(pad300) Mezdav, O'Mara Half-Orc Alchemist Preservationist
(Anthorg) Ercio, Human Druid
(Ammon) Adir Silverleaf, Halfling Fighter
and the decision
(Axolotl) Yalyaane - Human Oracle Warsighted
or
(Axolotl) Human Bard Archivist