Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Seeing Luke is getting gobbled up, Gren snaps to attention, "s%%&," he mutters, and drops his glaive, drawing his longsword and enabling his bull focus as he moves. He and Ringo take a swipe at the lizard, trying to dislodge it.
”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion
Ringo tries to dislodge the lizard thing attacking Gren's friend.
gore on lizard, outflank:1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12 Gore damage:1d8 + 1 ⇒ (4) + 1 = 5
You know everything there is to know about monitor lizards; feel free to look them up. As for cave fishers, look at Herman's spoiler above.
Grenwold manages to draw blood from the lizard with his sword. The reptile growls through clenched teeth, maintaining his hold on Luke.
The crab-like wall crawlers attempt to reel in their prey.
Pull, 10-ft.:1d20 + 9 ⇒ (18) + 9 = 27 vs. Arthur CMD 19
Pull, 10-ft.:1d20 + 9 ⇒ (8) + 9 = 17 vs. Jestyn CMD 19
One of the creature manages to pull in Arthur within reach, while the other makes no headway with Jestyn. The human warrior strikes at it upon arrival, hanging several feet about the stream, dangling off the silk strand, and adding a deep halberd gash to the creature's scar collection. The creature, now very much motivated to put an end to this, tries to clamp Arthur towards the Great Beyond with its two pincers.
Arthur easily dodges the creature's claws. Below, the stream's current takes Jestyn 10 feet towards the west, towards the darkness...
Round 3 - Bold may go
crab things [orange really damaged, teal really damaged]
Fizzle & Biter
Luke -10 [grappled]
Herman
Monitor Lizard [damaged, grappled]
Dommer
Jestyn [readying, glued to strand]
Grenwold & Ringo
Arthur [glued to strand]
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
Herman's witchy ways befuddle the lizard. He's weirded out, and can't seem to be able to make eye contact with Herman. It hisses in protest.
Round 3 - Bold may go
crab things [orange really damaged, teal really damaged]
Luke -10
Herman
Fizzle & Biter
Monitor Lizard [damaged, -2 to atk]
Dommer
Jestyn [readying, glued to strand]
Grenwold & Ringo
Arthur [glued to strand]
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
Round 3 - Bold may go
crab things [orange really damaged, teal really damaged]
Luke -7
Herman
Fizzle & Biter
Monitor Lizard [damaged, -2 to atk]
Dommer
Jestyn [glued to strand]
Grenwold & Ringo
Arthur [glued to strand]
”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.
Arthur expertly pierces the crustacean's shell, hitting its central nervous system. The crab-like creature spasms and loses control of its motor functions, detaching from the rock face...
...and falls into the cold waters below, dragging Arthur into its depths like a weighted anchor!
Round 3 - Bold may go
crab things [orange dying, teal really damaged]
Luke -7
Herman
Fizzle & Biter
Monitor Lizard [damaged, -2 to atk]
Arthur [glued to strand, 10 feet underwater]
Dommer
Jestyn [glued to strand]
Grenwold & Ringo
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
Dommer keeps attacking the enemies, flurrying his arrows the fastest he can. Still worried about his companions, again the tries to put perfection on his shots.
Teal seems to be still within my 60 feet of darkvision so the flurry will go at him. Using Perfect Shot again (on the first shot of the round) and regular arrows (since they will sink with the enemy if it's killed on the water). If I can't attack teal for whatever reason, shots will go at the lizard (please add +1/+1 to attack and damage from point blank shot if it's the case).
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Gren can't do much in the water, so he focuses on trying to take down the lizard.
”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion
Dommer hits the crab creature right between the eyes. It falls to its watery death and sinks like his brother a few moments ago. Jestyn sees the thing falls into the dark waters beyond thanks to his low-light vision, and notes that the line does not pull at him after the crab stops his sinking... Since the crab was 10' high, and that the line does not pull Jestyn further, it is safe to assume that the depth of the river is 10' or less...
Ringo manages to gore the lizard.
Round 3 - Bold may go
crab things [dying, underwater]
Luke -7
Herman
Fizzle & Biter
Monitor Lizard [damaged, -2 to atk]
Arthur [glued to strand, 10 feet underwater]
Dommer
Grenwold & Ringo
Jestyn [glued to strand, swim check required]
N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
"I wish you would go away," Herman mutters darkly to himself.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Trying to stay afloat by kicking his feet, Jestyn hacked at the strand that was holding him.
Jestyn stays above water but fails to cut the line. He and his deceased crab-like agressor drift into the darkness. The current slams Jestyn into a rockface.
Arthur and the other crabs also drift towards the west.
Round 4 - Bold may go
stream current
Luke -7
Herman
Fizzle & Biter
Monitor Lizard [damaged, -2 to atk]
Arthur [glued to strand, 10 feet underwater, swim check required]
Dommer
Grenwold & Ringo
Jestyn [glued to strand, water surface, swim check required]
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
Luke drops his shortbow, takes out the sword and attajks the Lizard.
Luke moves closer to the water and takes out his shortbow and tries to shoot orange one.
[dice=shortbow]1d20+6
[dice=damage]1d6
@Luke: sorry to be the bearer of bad news and cancel a nice crit roll like that, but the post above implied you dropped your sword as a free action before your move, so that you could draw your bow during your move. Your adamantine sword has been on the ground on the map ever since (see map). This turn you could drop the bow, 5 ft. step back and grab your sword though. Please confirm.
N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
Herman continues glaring at the lizard. ”You had your chance to flee,” he growls. ”But now you’re the prey.”
Evil Eye again on lizard to give it a -2 penalty to AC for 8 rounds (1 round with Will 17).
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
GM PDK wrote:
Luke Redwood wrote:
Luke moves closer to the water and takes out his shortbow and tries to shoot orange one.
[dice=shortbow]1d20+6
[dice=damage]1d6
@Luke: sorry to be the bearer of bad news and cancel a nice crit roll like that, but the post above implied you dropped your sword as a free action before your move, so that you could draw your bow during your move. Your adamantine sword has been on the ground on the map ever since (see map). This turn you could drop the bow, 5 ft. step back and grab your sword though. Please confirm.
”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.
I know I don't go till after the lizard but I'm pretty disconnected from that combat and using full action to attempt to swim here so I'm going to go ahead and post it
Swim Check to swim towards surface + Derring Do:1d20 + 1d6 ⇒ (5) + (6) = 11
Herman keeps talking to the lizard, who seems annoyed. Biter savagely mauls the reptile, and the creature keels over, now very still. Luke picks his sword. Arthur tries to get to the surface, and puts in a valiant effort, but he 7-foot long creature appears very dense and its weight keeps Arthur at the bottom like an anchor. Arthur realizes this is not good.
Round 4/5 - Bold may go
Dommer
Grenwold & Ringo
Jestyn [glued to strand, water surface, swim check required]
stream current
Luke -4
Herman
Fizzle & Biter
Monitor Lizard [dying]
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 2 of 24]
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
GM you can take my previous roll for my next action if you like
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
Dommer turns around and, this time, the Dwarf flurries his arrows against the lizard. While not using his most perfect shots, he switches back to his durable arrows in the hope of retrieving them after the combat.
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Gren sees that the lizard is down, and nods at the others. He and Ringo wheel around heading towards where Jestyn was last seen, and he puts away his shield and sword in the process.
Actions:
Move action (Both) - Move towards Jestyn's last location + put away shield and sword, so now Gren is only armed with a gauntlet.
Gren wants to see if he can find Jestyn, and use his glaive to cut the strand from the shore on the next turn.
@Luke: ok, on your turn I'll use these old rolls to progress the action forward... but against what? the lizard is dying right now...
Jestyn cuts his line and swims back to shore.
Dommer launches two arrows into the dying, unconscious lizard. The creature expires with no further suffering.
Grenwold looks for Jestyn. To his great relief, the elf is still alive and has made it back to shore. With his low-light vision, Grenwold can see Arthur struggle for breath 10 feet underwater though!
The current then drags Arthur and his 400 pound anchor towards the west, closer to Grenwold and Jestyn.
@Jestyn and Grenwold: you are both on shore now but in the dark area
Round 5 - Bold may go
stream current
Luke -4
Herman
Fizzle & Biter
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 2 of 24]
Dommer
Grenwold & Ringo
Jestyn
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Can gren cut the line through the water with his glaive?
Fizzle chats with the dying lizard then with his fellow adventurers. He calls forth an orison on Luke.
Round 5 - Bold may go
stream current
Fizzle & Biter
Luke -4
Herman
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 2 of 24]
Dommer
Grenwold & Ringo
Jestyn
”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.
Arthur twists around and swings his halberd at the line:
Halberd:1d20 + 11 ⇒ (5) + 11 = 16 Magic Slashing Damage:1d10 + 1 ⇒ (1) + 1 = 2
Round 5 - Bold may go
stream current
Fizzle & Biter
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 2 of 24]
Luke -4
Herman
Dommer
Grenwold & Ringo
Jestyn
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
Luke jumps into the water to help Arthur.
double move - 1st action move closet to the Arthur, 2nd move action jumps into the water and swim
Luke jumps in the water and gets to Arthur in no time. The cave then becomes completely quiet, the noise from the shriekers outside coming to a sudden stop.
With Luke's light now shining underwater, Arthur and Luke can see the remains of three troglodytes—all killed by the cave fishers no doubt—lying at the bottom of the pool along with their javelins. The two heroes also see the reflections of Luke's light upon a small coffer made of steel and decorated with engravings of helms and breastplates...
Luke and Arthur: make me a Perception check at the beginning of your next turn if you investigate this further.
Round 5 - Bold may go
stream current
Fizzle & Biter
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 3 of 24]
Luke -4 [10 feet underwater, holding breath round 1 of 28]
Herman
Dommer
Grenwold & Ringo
Jestyn
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Grenwold and Ringo move to guard Herman and Fizzle, assuming Arthur and Luke can get the rest of the remains.
He whispers and stands "Behind me, both of you!" He holds his finger up to his lips, and gestures for everyone to be quiet.
He sits at attention with his glaive drawn, ready to react should they be attacked again.
The hooves of Ringo clip-clop loudly upon the stone floor. You hear shouts in the Draconic tongue to the south.
Trog stealth:1d20 + 9 ⇒ (12) + 9 = 21
@Dommer and Grenwold: Perception DC 21 to spot
Round 5 - Bold may go
stream current
Fizzle & Biter
Arthur [glued to strand, 10 feet underwater, tethered weight exceeds Arthur's maximum load, holding breath round 3 of 24]
Luke -4 [10 feet underwater, holding breath round 1 of 28]
Grenwold & Ringo
Herman
Dommer
Jestyn
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
Holds
Dommer held his ground, waiting for his group to sort things out, while still trying to keep a keen eye for new threats.
Perception:1d20 + 11 ⇒ (14) + 11 = 25
In case anything is spotted, takes action to flurry:
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Swim:1d20 + 6 ⇒ (11) + 6 = 17
Moving the best he could, Jestyn started swimming closer to help cut the line that was holding Arthur underwater.
Full round to move 15'
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Welcome everyone! I will be your sneaky elf in the shadows. I do not take too kindly to humans, especially Chelaxians!
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Hello, I am Grenwold, a morose and quiet gnome riding a deer with huge antlers.
Looking to coordinate gear and feat choices. Gren and Ringo both have outflank, so if anyone's looking for teamwork feats, it'd be a good one to get!
”Ringo” | Male NG Medium Celestial Megaloceros Companion | HP 114/114 | AC 36, T 16, FF 31 (Ranged Has 20% Miss Chance) | CMD 32 (+4 Overrun/Trip,+2 Bull Rush)| F +14 R +14 W +7 | Init +5 | Perc +6 | Speed 50 ft, 20 ft Fly | Hunters Tricks: 0/8 | Active Conditions: Turtle/Goat (Default Focus - Turtle/Goat), Reduce Animal, shield companion
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
You'll be wanting to spend most of your 6K starting money, btw. There are not a lot of opportunities for shopping in this AP (at least in the first few books).
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
@GM: Would I be able to have my +1 composite bow actually be a hornbow (but, since I lack proficiency, just use it as a regular composite bow)? It would be more expensive for me to buy (and it would do the same damage of a composite bow), but once (and if) I'm able to get the exotic proficiency feat, at least I wouldn't have to switch my weapon. That's okay if not, just trying to plan forward. Here is the link to the orc hornbow.
Also: are we using background skills? I think not (and build without it), but just thought I'd ask.
Hornbow: no, let's wait until later. You hate orcs, anyways. :) Chances to buy stuff are less than a regular AP, but not completely nil... ;)
Background skills: yes, thanks for reminding me, with one caveat: try to use it for something that's gonna help you survive in the wild. In Dommer's case, something that allows him to make his own arrows, for instance. That's not a 'GM order', but more of a recommendation, since those are extra points anyway and the AP happens in really remote areas. Some coordination between players before you finalize your choices could be advantageous. Assume you've all known each other for the last few months.
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Out of curiosity, are you going to be running retraining RAW or can we retrain archetypes and other things if we just spend money and time? Finding another person of the same class or with the applicable spell or feat is a bit hard to do in Ironfang.
As I mentioned to some of you via PM, here's the play schedule I intend to use for this AP:
The players would create level 4 PCs for Book 1, and level them up according to the following schedule as I run each book's sanctioned content in campaign mode:
Book 1 - Level 4 PCs
Book 2 - Level 8 PCs
Book 3 - Level 10 PCs
Book 4 - Level 13 PCs
Book 5 - Level 16 PCs
Book 6 - Level 18 PCs.
This would limit the number of mid-game PC leveling and keep the game going at a good pace.
Each time you 'level' your character, you can completely redo any or all things from stats, gear, etc. The only thing I want you to keep from one book to another is the character's race, name, alignment and overall role/stats. I don't mind if you change a couple feats and swap your skill ranks and equipment around, but I will not be happy if say, a dumb martial comes back as a supra-genius wizard. :)
In essence, you are locked into your roles at level 1. The only way to diverge from that role going forward is to multiclass. Taking the easy way of playing a high HP, high BAB PC at low levels only to switch to someone who can cast wish at high level flies into the 'being a jerk' territory if you ask me.
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
GM PDK wrote:
Hornbow: no, let's wait until later. You hate orcs, anyways. :) Chances to buy stuff are less than a regular AP, but not completely nil... ;)
Background skills: yes, thanks for reminding me, with one caveat: try to use it for something that's gonna help you survive in the wild. In Dommer's case, something that allows him to make his own arrows, for instance. That's not a 'GM order', but more of a recommendation, since those are extra points anyway and the AP happens in really remote areas. Some coordination between players before you finalize your choices could be advantageous. Assume you've all known each other for the last few months.
He does hate orcs! But being someone pragmatic, it's very likely he ran into one or more before, killed them, and decided to keep their bow because it was more dangerous than his, despite having shorter range.
I switched Deadly Aim with Exotic Weapon Proficiency, and will get Deadly Aim by level 5. What do you think?
I got Craft (Bows) and Profession (Woodcutter), and bought masterwork artisan tools.
EDIT: I also made him Qinggong and replaced Slow Fall with Barkskin.
N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
I don't know - you all look pretty suspicious. Especially those little ones with the big eyes and funny hair. Look like faeries...
Anyway, Herman here will be able to do a bit more prep work for the team after this first section (when we have some "downtime"). He's got Scribe Scroll, Brew Potion, Craft (alchemy) Profession (herbalist), and Craft Wondrous Item to help stretch our thin resources a bit further and give us some consumables. He won't have space to pick up Craft Magic Arms and Armor though, so plan on paying full price to get those types of items enchanted.
With the background skills, Herman has picked up a few extra languages and practiced his Survival and Sense Motive skills a bit more than before. He can use Profession (herbalist) to craft alchemical items, so let me know when we finish this section what sorts of things you mind want to have on hand.
Fey section of the avatars. It has this wittle guy... And since we're in campaign mode and not PFS-restricted, pic 'could' actually be accurate after you equip it with the proper magic items... lol
PS: your rabbit has the following magic item slots - armor, belt [saddle], chest, eyes, head, headband, neck, shoulders.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Thank you for the adding the Background skills. Added 3 ranks to K:Geography, a rank to Craft (bow), and picked up two ranks each in Craft (traps) and Profession (trapper).
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
@Jestyn: I got craft bows as well, but with full ranks in it. You might want to get a different one :)
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
As a thought, if anyone has 250 gp burning a hole in their pocket, a Traveler's any tool might be a good idea.
Traveler's Any-Tool
Source Ultimate Equipment pg. 323
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Due to the way that PDK will be allowing us to move things around, I'm going to drop the "divine hunter" archetype until later.
”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
I shifted some skill points around - got Knowledge (Religion) and lost some points in Sense Motive and Stealth. My intention is to qualify for Deific Obedience (for Erastil) and eventually get in the Evangelist prestige class.
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
I have some available background skills. If someone has a craft they think would be useful, Grenwold can take it. I took stonemasonry, but I don’t know if that’ll come up. Gren also has a lot of handle animal, a little linguistics and, a good amount of geography. He’s also got local, planes, religion, and nature.
He’s also very resilient - he heals more from healing spells and from rests - but if anyone sees a decent gnome magic replacement instead of vivacious, I’m game!
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Our start date approaches, but we haven’t quite nailed down our skills. Does anyone have any suggestions or requests?
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
I plan on investing in Acrobatic, Knowledge (Religion), Craft (Bows) and Profession (Woodcutter). Other skill points/ranks will vary. Maybe we should try to put together a spreadsheet with it to see how we're doing?
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Here is a list of everyone's Craft/Profession/Highest Knowledge/Perception
* Appears to not have any background skills.
@ 1 rank in K:Engineering but I do not see any other background skills.
I would suggest that Fizzlewumpit take another profession as Herman has over twice the skill in that area. As no one has Alchemy, that might be an area to look into.
N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
There's nothing wrong with doubling up on some skills. There are six of us - overlap is inevitable. And making a character that solidly embodies an idea you want to play is going to be much more fun and rewarding than the most optimized adventurer who can do everything by themselves. I forget who said it, but I remember reading somewhere "Often the most enjoyable characters lie someplace south of optimized."
tl;dr - make choices that make sense to your character.
”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.
realize I forgot my "regional" human language- I forget what's the culture/language of Nirmathi area?
Also had forgotten my background skills-- adding Knowledge (Geography) 4 ranks and Knowledge (History) 1 rank, Knowledge (Religion) 1 rank, and Knowledge (Nobility) 2 ranks to represent the knowledge I picked up on my exile to Molthune and Cheliax.
”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.
Ah- no, I didn't realize that was specifically marching order so- definitely frontline for me!
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
Can I make a banner holder to attach it onto my saddle, or may I attach the banner to my glaive?
This works much like the cavalier's banner ability. "As long as the cavalier’s banner is clearly visible," and "The banner [...] must be carried or displayed by the cavalier or his mount to function."
”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114
A glaive is a polearm, so I guess I'll fasten it to the glaive then, unless someone else has another idea.
Jet, aristocrat 2, +5 to Knowledge (local), Sense Motive, Survival:
Jet keeps the resources maintained, making sure
the refugees use the most perishable items first and
helping people pack balanced loads. She knows many
stories and songs that she shares with the others. So
long as Jet oversees the cooking and packing, the party
eats a well-balanced diet and considers their STR 2pts.
higher for the purposes of encumbrance.
• Kining, expert 2, +5 to Craft (blacksmithing, weaponsmithing), Knowledge (engineering), Profession (miner), Stealth, Survival:
The stolid dwarf keeps everyone’s weapons
sharp and true, and though she grumbles, she trains
the refugees how to fight so they don’t panic. All the
refugees gain a +1 bonus on initiative rolls while
Kining remains with the group.
• Oreld, expert 2, +5 to Craft (alchemy, leather), Knowledge (geography), Profession (herbalist), Stealth, Survival:
Oreld gathers materials from the woods to
make rudimentary potions. Every day, he can make 1
dose of bloodroot poison, one tanglefoot bag, or one
vial of antitoxin.
• Rhyna, adept 2, +5 to Heal, Knowledge (religion), Spellcraft:
She uses her herbalism training to find healing
plants and savory herbs while foraging, and treats the
small wounds the refugees suffer daily. Characters in
the camp heal 1 additional hit point each night while
they rest so long as Rhyna remains with the group.
The rest of the refugees have various skills. Overall, these refugees allow you to sleep uninterrupted at night as they stand watch for you while you're in the camp, and they can craft anything out of the Core Rulebook using the standard crafting rules (which means you pay only one third of the price, but you must wait several days before you get your item, and then only if the refugees make their Craft check, which is currently at +4 before assists)
The refugees are currently: (all skills at +4)
Commoner level 1 (x6) -- Craft (any one), Handle Animal, Perception
(Special: Commoners can be promoted to convert to Adept, Aristocrat, Expert, or Warrior)
Warrior level 1 (x2) -- Handle Animal
(Special: to make up for their lack of valuable skills in the wilds, Warriors have a better attacks, damage and hit points than the rest of the NPCs; in general terms, each Warrior level is worth two NPC levels for the purposes of battles, if it ever comes to that...)
Promotions:
1. Can be used to convert a Commoner to Adept, Aristocrat, Expert or Warrior; or
2. Can be used to increase an NPC's level by one (max level: 4)
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
@GM: Only Profession (Soldier) can roll, or can I use my Profession (Woodcutter) and maybe try to talk to NPCs while I teach/do the work with them on the trees?
@Arthur: sometimes you can't stand Luke's emotional outbursts... it irritates you to no end.
@Luke: you find Arthur to be a real pain in the neck sometimes, and you feel he goes out of his way to correct you or find something wrong with whatever you're doing.
@Dommer&Jestyn: you often make several jabs at each other, and have been pranking each other pretty much on a daily basis, to the great enjoyment of many refugees. This healthy and harmless elf/dwarf rivalry is a distraction to many who would otherwise sink in a pit of despair.
@Herman: several NPCs consult you on a daily basis for your expertise, but they are guarded and have learned not to annoy you with personal questions.
@Fizzle&Grenwold: you have pretty much integrated yourselves seamlessly with most of the NPCs and refugees, and you come in and out of most conversations and groups around the camp without causing an interruption of their discussion... you are regarded as one of them.
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
GM PDK wrote:
@Dommer&Jestyn: you often make several jabs at each other, and have been pranking each other pretty much on a daily basis, to the great enjoyment of many refugees. This healthy and harmless elf/dwarf rivalry is a distraction to many who would otherwise sink in a pit of despair.
I like the Gimli/Legolas feel of it :) Even if in our case the Dwarf is the one with the bow!
LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
No, I said I switched feats to get exotic weapon proficiency instead of deadly aim (which I’ll get later) :)
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Dommer wrote:
GM PDK wrote:
@Dommer&Jestyn: you often make several jabs at each other, and have been pranking each other pretty much on a daily basis, to the great enjoyment of many refugees. This healthy and harmless elf/dwarf rivalry is a distraction to many who would otherwise sink in a pit of despair.
I like the Gimli/Legolas feel of it :) Even if in our case the Dwarf is the one with the bow!
Funny, I have one of those, and a big blade if they get too close. At least I know which way to load it...