Conquest of the Vale (Inactive)

Game Master leinathan

Map of the Vale

Fort Thorn Map

Battlemap

TODAY: Lamashan 17, 4712
TIME: Early Afternoon
Location: Central Forest
ACCOMPLISHMENT POINTS: 5 / 25
DEADLINE: Kuthona 9

Bugbear Counter-Counter Ambush Ambush!, round 3

1. Red Bugbear Ranger (34 damage), Yellow Bugbear Ranger
2. Noelle, Marguerite
3. Green Bugbear Ranger
4. Casamir, Pavo, Talia
5. Bugbear Cultist (17 damage)


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Lettu "Wings" Kan wrote:
Hi DM, it's Archlich here with the character. Synthesist Summoner is not compatible with Unchained Summoner, so I had to adapt. Let me know your thoughts.

I do not see an avian base form in the unchained eidolon page. Please select a different base form.

What subtype did you select?

I see you have a 30ft fly speed and a 5ft fly speed. That confuses me, can you explain it?

Under what circumstances does Lettu make use of his eidolon?

- - - - -

@Shedinn -- If you purchase an exotic saddle, I'd say yes. What sort of creature rides atop a viper?


leinathan wrote:
@Shedinn -- If you purchase an exotic saddle, I'd say yes. What sort of creature rides atop a viper?

a very deceitful and insidious one?


leinathan wrote:

I do not see an avian base form in the unchained eidolon page. Please select a different base form.

What subtype did you select?

I see you have a 30ft fly speed and a 5ft fly speed. That confuses me, can you explain it?

Under what circumstances does Lettu make use of his eidolon?

Avian is one of the base forms from the Standard summoner. Like I said, synthesists are not compatible with the unchained summoner, so I was trying to adapt it the best I could. I can try to manually change it using the shadow eidolon itself, maybe with a biped or even serpentine subtype. In any way, it seems I won’t be able to keep his sheet much automated (I’m using Hero Lab right now).

Hero Lab sometimes adds these two flight speeds on the characters - I believe it’s a bug, but maybe the intention was to say he’s worse flying when he’s trying to hover (which is true, unless you have the feat or similar.

Lettu and his shadowy eidolon grew to respect it each other and know the potential of their fused nature. Their unlikely friendship grew to the point that the eidolon is almost like a second akin to him, since he lives mostly in the wild since his retirement. He’d probably not use it much while having a calm dinner in a tavern, though.


Please use the rules for the Unchained eidolon in their entirety. If you could point me at which abilities make them incompatible, I'd be happy to make a ruling.


If you want to start on Sunday, what's the submission deadline?


I updated now - it's a fight since Hero Lab doesn't really like it at all! The new unchained eidolons are stronger than the ones from before, so it feels a little off. I lost my flight, but gained a bunch of other toys. Hopefully now the numbers match - I updated the sheet! I made him serpentine/shadow and gave him arms and the shadow-related evolutions.


CYLA... hm.. she both would and wouldn't join a mercenary group.

I could see her as acting like a mercenary for a mercenary group. If that makes sense.

She also may have simply come to the area on her own, and joined up when she came across them sense they were heading their anyway.

As for cyla and stayven, it would certainly be interesting dynamic. I would want to note, it's not entirely a disregard of others beliefs, more along the lines of I have mine, and I'm going to believe mine. That said, to reuse my earlier example of the bandit scenario, if the village were adamantly against her using the poison, then she likely would not. That is their decision for their lives. The main question would be if she would even mention it, it is highly likely she would have simply said nothing about it, and then returned with a "problem solved" only going into detail if asked. She also wouldn't just murder someone that seemed remorseful, unless it was fairly heinous crimes. But as you said, what those would be is entirely up to her own morale compass, which would rub some the wrong way.


Tallarial Cyla Shadowsong wrote:

CYLA... hm.. she both would and wouldn't join a mercenary group.

I could see her as acting like a mercenary for a mercenary group. If that makes sense.

So she would join, and then tell herself, "I'm not really a part of this group, I'm just pretending harrumph"?

Lettu Kan wrote:
I updated now - it's a fight since Hero Lab doesn't really like it at all! The new unchained eidolons are stronger than the ones from before, so it feels a little off. I lost my flight, but gained a bunch of other toys. Hopefully now the numbers match - I updated the sheet! I made him serpentine/shadow and gave him arms and the shadow-related evolutions.

This is the list of evolutions available to unchained eidolons. You've selected two things that aren't on that list -- the shadow evolutions. If HeroLab is causing problems, I might suggest doing the sheet by hand.


Ellioti wrote:
If you want to start on Sunday, what's the submission deadline?

Hopefully before that?


mmm sure. She would join, and if she doesn't get any real connections in the group, would have no qualms about just up and leaving if some large issue comes up. If she did form meaningful connections, it would at least cause her to hesitate, at most make her suck it up, once or twice. That is if she couldn't convince them to leave with her.


Well, as an elf her idea of "some time" might well be very different from that of a human. In pathfinder, a human is considered an adult at 15 years of age. An elf? 110. An elf isn't venerable until 350 years old, and can live up to the very maximum possible of 750 years.

I could well see an elf having trouble seeing any humans (or dwarves for that matter) as being a meaningful connection simply because they don't live very long in comparison. And for the purposes of being in a border fort? Spending 1, 5, even 10 years there before moving on...that may well not be seen as being that big of a deal.


True, though elves that were raised among humans actually reach maturity alot sooner than the listed age IIRC. Elves age physically at the same rate as humans. So both would be "grown" by 21. The difference is elves don't place a level of experience on maturity as well. I think I also remember reading they develop slower emotionally, but that those raised by humans develop that quicker. You would have too, given that 60 years in you likely have seen more family die than an elf does after 200.

Also. Drow don't strike me as folk patient enough to parent for 100 years.

But, another way to sum her up-

"I realize the council has made a decision, but given that it's a stupid ass decision I've elected to ignore it." Hah


I can’t really get the synthesist to work with unchained summoner, so I will withdraw. I don’t want to cause any issues. Thanks for the consideration anyway, leinathan.


Also, elves form meaningful relationships with lesser lived races often. Just because a flower is pretty for only half a year doesn't mean it is less pretty to look at. I mean, look at all the half elves running around haha.


Tallarial Cyla Shadowsong wrote:

Also, elves form meaningful relationships with lesser lived races often. Just because a flower is pretty for only half a year doesn't mean it is less pretty to look at. I mean, look at all the half elves running around haha.

Bestiality is no laughing matter!


Well, it looks like we've got the four of you! I'll make a Discussion and Gameplay thread posthaste, and the four of you can move into the thread! We've got a fighter, a rogue, a wizard and a fifth person. If someone else wants to bring a divine-type, I'd be happy to accept you. But we're gonna start this weekend.


Is Stayven among the four?


I'd be happy enough to whip up a divine, give me a few hours, and I'll get something cool up and running. Do you have any elaborations other than divine-type?
Anyway, that sounds exciting, and I'll get to work!


Simeon wrote:
Is Stayven among the four?

Yes!


Captain Generica wrote:
Do you have any elaborations other than divine-type?

Nope!


I will admit, to being quite tired, and so my background isn't quite up to par. However, hopefully this snake cleric healer will pique your interest!

Crunch from a notepad:
Half Orc NG Ecclesitheurge Cleric of Teshallas 6 VMC wizard [favored class Cleric, +6 HP]
HP 45 BaB 4 AC 13 T: 11 FF: 12 Fort 5 Ref 3 Will 8
Str: 8+2
Dex: 13
Con: 10
Int: 13+1
Wis: 16
Cha: 11-2

Half orc features:
Orcish Ativism: +2 Str, -2 Int, does not count as human, gains ferocity
Fey Thoughts: Perception and Handle animal are class skills
Darkvision 60ft

Skills: Ranks Stat Misc Class Total
Diplomacy 6 2 0 Y 11
Perception 6 3 2 Y 14
Survival 6 3 1 Y 13
Sense Motive 6 3 2 Y 14

Background:
Handle Animal 6 -1 0 Y 8
Linguistics 6 2 0 Y 11

Cool class features:
Channel energy (2/day) 2d6
Can only use a club, dagger, heavy/light crossbow, quarterstaff. No armor or shield profiencies. If is used, lose all cool cleric features.
Standard action: Give +2 sacred bonus to either attack rolls, skill checks, ability checks, saving throws, or AC for 1/rd. Can use a channel to up that to two rounds

Domain Mastery: Can swap out secondary (healing) domain spells, but keep the healing domain powers. (Options: Magic, repose[Identify, Magic Mouth, Dispell Magic][deathwatch, gentle repose, speak with dead])

Bonded holy symbol: Can be used to cast a cleric or domain spell 1/day

Aura of good

Domains:
Primary
Scalykind[venom] Magic fang, Pernacious poison, magic fang greater (Can use spell slots to prepare these spells)
Swift action (5/day) spit venom onto a weapon, Fort save 16, 1/rd for three rounds, cure 1 save, 1 con damage.
Serpent Companion: Gain a constrictor companion at cleric level -2 (+2 from boon companion)(Bodyguard architype)

Secondary
Healing[restoration] CLW, Remove disease, CSW
Restorative Touch: 5/day standard action remove dazed, fatigued, shaken, sickened, staggered
Healer's Blessing: All cure spells are empowered

VMC wizard:
Sage viper familiar

Traits:
Focused Mind: +2 to concentration checks
Clever Wordplay: Use Int for diplomacy
Outcast: Gain Survival as a class skill, +1 to survival
Cruelty: When you are engaged in combat and there are dying or helpless foes within 30ft, you take a -2 on attack rolls that aren't them.

Feats:
1st: Toughness
3rd:-Familiar
5th: Boon Companion

Languages: Common, Orc, Draconic, Sylvan, Celestial, Infernal, Necril, Aklo, Dwarven, Elven

Spells:
Level 0's:
Usual loadout:
Create Water
Detect Magic
Guidence
Enhanced Diplomacy

Level 1s: 4+domain/day
Usual loadout:
Domain: Identify
Magic Fang
Protection from Evil
Shield of faith
1 open slot

Level 2's 4+domain/day
Usual loadout:
Domain: Pernacious poison
Bull's strength
Darkness
Shield Other
1 open slot

Level 3's 3+domain
Usual Loadout:
Domain: Dispell Magic
Greater Magic Fang
Prayer
1 open

Loot:
Bracers of armor +1(1000)
Ring of Protection +1(2000)
Dire collar (1000)
Masterwork Light Crossbow (335)
Dagger(2)
Sleeves of many garments
3463 gp

Basil: Viper Sage familiar
20ft climb swim land
HP 22 AC 18/16
Fort 4 Ref 5 Will 6
Str: 4 Dex: 17 Con: 8 Int: 11 Wis: 13 Cha: 2
Natural Armor +2
BaB 4(+7 to hit)
DC 9 poison, 1d2 con for 6 rounds, cure 1 save.
Climb +11, Perception +9 Stealth +15 Swim +11, Knowledge Arcana 12, Dungeoneering, Engineering, Geography, History, Local, Nature 7
Can attempt any knowledge check untrained with +3
Gets 2 skills/lvl
Share spells, empathic link, deliver touch spells, speak with master

Juniper: Bodyguard Constricted Companion
20ft climb, swim, land
HP 45 BaB 4 AC 18 T: 11 FF 17 Fort 7, Ref 8, Will 3(7 vs enchantment)
CMB +12/14
Large/huge
Low Light Vision, Scent
Str: 24/26 Dex: 15 Con: 17 Int: 1 Wis: 12 Cha: 2: Bite: 1d4+7+Grab and constrict1d4+7(1d6/8 when huge)
Gives Alertness when Adjacent
Can act in the surprise round, gains diehard when master is adjacent, but gets +2 to everything
Empathic Link, Devotion, +1 str
Acrobatics +11/9
Bonus Tricks: Aid, Attack, Defend

Bodyguard, In Harms way, Combat Reflexes

background:
Gov is a worshipper of Teshallas, the Priomordial Poison, the one who's venom flows through us all, the psychopomp responcible for aging.
Calling Gov good or not really depends on who you are. Gov fights without mercy or compassion, but does not go out of his way to cause harm to others. The brutish orc might slit your throat after a fight, but he sees that as practical instead of barbaric. If you got in a fight with him, you probably attacked first. He doesn't want to give you that chance again. On the other side of the coin, Gov is fiercely loyal to his allies. If one needs help and it's within Gov's power to grant, you best be sure that Gov will do his best to ensure that you get what you need to be sucessful. Gov also has what has been described before as the healers touch, but he is loathe to use it on strangers without a good reason. If you are a friend however, he will gladly patch you up free of charge, and with a smile on his toothy face. His loyalty is to himself, and whoever he calls boss at the moment, and he's willing to step over the rules to do what he feels needs to be done, but he does not beleive that he alone knows what's best, and often waits for consensus before acting, consulting with both Basil and Juniper, who he considers to be dual aspects of his personality.

Gov looks and often acts the part of the primitive tribal shaman. Often walking around with Basil and Juniper, he is nevertheless quite aware of the effect that a large half-orc, wearing tribal paints can have on the minds of others, and will often dress up nicely for the occasion, showering and combing his hair. However, the snake amulet around his neck is never removed, even when sleeping. In battle, he relies on his crossbow, and Juniper to completely decimate his foes, although he's not above using magic or poison to try and hasten things along. He wears no true armor, having taken a vow against such things, but can fight to the death, and beyond should the need arise. Juniper is perfectly capible of intercepting many an attack that would have ended Gov's life, and Gov returns the favor by feeding and healing Juniper. Primarily, he focuses his magics on augmentation of others, and healings. Between him, and Basil, they have a very wde knowledge of what spells are available to him, and he will take time to pepare new ones in the middle of the day, time allowing.

Gov hails originally from the Bloodsworn Vale. A dangerous place, it is where he got his love for reptilian life. He has nothing but respect for creatures with scales, but has often come into conflict with them. When eventually he left the Vale to find his own fortune, that is when he first became acquainted with Pharasma, however the goddess did not appeal to him specifically, and he instead became a follower of one of her lesser creations, The psychopomp responsible for age. Gov has a great love for his god, as he feels that without the wisdom that age gave him, he would be dead. In fact, he still bears many scars on his body, and the residual effects of a wasting illness from his earlier days. When angry, Gov falls back into patterns of speech reminiscent of the broken common that many orcs speak, instead of the surprisingly sophisticated speech he uses now. Gov has learned much in his time living amongst civilization, and considers them to truly be his people, even if Gov hopes to be able to broker a peace between the current residents of the vale and the new colonizers, but a job is a job, and if he needs to get his hands bloody, so be it. He would like to one day own the area that the tribe that he was born to lived in, and if it's still there, destroy it.


I've never played a character with a bonded item, an animal companion, and a familiar before, it sounds like it could be fun!


Gov wrote:
Calling Gov good or not really depends on who you are.

In the world of Pathfinder, morality is an objective physical force. In this way, calling someone Good does not depend on who you are. Someone is Good, or they are not.

Is Gov Good? The way that you have described him does not make him appear Good. Good characters are defined by their willingness and desire to sacrifice for the good of others. Characters are not Good because they help their friends -- everyone helps their friends, even Evil characters.

- - -

Can you tell me about Gov's family? Did he come from a tribe of orcs that had settled in the Vale, or were his parents independent? Why did he leave? Why is he coming back?

Gov wrote:
Gov has learned much in his time living amongst civilization, and considers them to truly be his people, even if Gov hopes to be able to broker a peace between the current residents of the vale and the new colonizers, but a job is a job, and if he needs to get his hands bloody, so be it.

This sentence is a bit confusing.

What does he want to happen in the Vale, without "but" or "even if"?

If he considers himself a city-person, why does he dress like a tribe member?


All excellent questions and points! I'll take your DM judgement and drop the good aspect of his alignment, we may have slightly different opinions on alignment, but who doesn't have their own opinion on it? Would you say that he's more TN then?

Gov:
Gov came from a tribe of orcs that had settled into the Vale. He used to be a warrior in the tribe before injury and illness crippled him (at least in relation to being an orcish warrior) He was exiled from his tribe at this time, for perceived weakness, and during this time is when he met both Juniper and Basil. Eventually seeking more out of life than just being a hermit running afoul of the various denizens of the Vale, he set out for more civilized lands, and began the process of training his mind instead of his body.

Now he seeks closure from his tribe. He hopes to avoid taking revenge upon them for his exile, but he's unsure how he will react upon seeing them again. Even if they have shunned him, he has not shunned his orcish heritage, and takes pride in being able to blend some aspects of orcish culture and Cheliaxian life. Other members of the Vale occasionally showed him kindness, such as some of the lizardfolk, and he would like to avoid them all being slaughtered.
Cities and civilization is where Gov felt like he was truly accepted, and he learned much from his time there, including 8(!) different languages, but he still bears a lot of mannerisms from his time as an orc tribesman. He does not view it as paradoxical, he thinks he can be both an orc and a city dweller, and would bring the Vale and Cheliax together if he could, since he thinks that he is stronger for having experienced both ways of life. He is willing to fight and kill to ensure that the least total amount of blood is shed.

Hopefully that's better? If not, I'll keep at it! :)


Much better-proofread :)

I wasn't making a judgment, I was asking a question. I read, "does not harm others, is willing to maim and kill, but loyal to allies". That sounds like N or LN to me, but your second description of "wants to blend cultures to promote peace" appears NG. Your alignment is up to you and has no bearing on your eligibility, I just wanted to make sure I knew what sort of character you're creating.

How do you imagine this character being introduced?


Hmmm! Well, potentially as a local guide, someone who can survive in the wilderness, and potentially provide food and support to a group. I see that people have already made it to the fort, so he could be waiting there? I'm also not opposed to having met them on the road, whatever is easiest for everyone! Should I assume that I have been approved? :)


Here's the crunch on Mairen Roäc, a Holy Guide paladin of Erastil. I think it's a particularly apt combination for this module:

A holy guide believes that it's her sacred calling to clear the roads of bandits between towns as well as to escort travelers to safety. She must enforce the rule of law in the wilderness and help those that cannot defend themselves against the many dangers of the area.

Focus that around a devotion to Old Deadeye:

Erastil is an elder deity, his worship hearkening back to the time when mankind first set about harnessing the wilderness and mastering nature.

I'm envisioning her having been led to join this mercenary company by her faith, either directly by omens sent by Erastil, or by simply recognizing the opportunity to work good through its activities. Background, appearance, and crunch are in the profile.


Mairen Roäc wrote:

Here's the crunch on Mairen Roäc, a Holy Guide paladin of Erastil. I think it's a particularly apt combination for this module:

A holy guide believes that it's her sacred calling to clear the roads of bandits between towns as well as to escort travelers to safety. She must enforce the rule of law in the wilderness and help those that cannot defend themselves against the many dangers of the area.

Focus that around a devotion to Old Deadeye:

Erastil is an elder deity, his worship hearkening back to the time when mankind first set about harnessing the wilderness and mastering nature.

I'm envisioning her having been led to join this mercenary company by her faith, either directly by omens sent by Erastil, or by simply recognizing the opportunity to work good through its activities. Background, appearance, and crunch are in the profile.

Does Mairen have any life-goals, things that she hopes to one day accomplish?

Where did she get her beautiful sword?

I also have a couple of minor mechanical notes:

We are using Automatic Bonus Progression, so Mairen's equipment could use some work.

I see that her Traits don't make much sense for the backstory given.

I also believe that she should have only 5 trained skills (2 class, 2 background, 1 human) and that 2 of them should be background skills.


Gov Shrah wrote:
Hmmm! Well, potentially as a local guide, someone who can survive in the wilderness, and potentially provide food and support to a group. I see that people have already made it to the fort, so he could be waiting there? I'm also not opposed to having met them on the road, whatever is easiest for everyone! Should I assume that I have been approved? :)

One more question for Gov, and then I need a bit of time to choose between him and this new paladin.

Where did he receive his training as a cleric and as a wizard?


Think I missed the bonus progression stuff, never played in a game with it before, but it should be a pretty quick fix.

In regards to his training: the way I see it, he would have wanted to learn more about the Golarian pantheon, and would have purchased the holy texts of the god that spoke the most to him, (Teshallas) and from there looking to find another true follower of his faith, and learning from them. Looking at the actual benefits of VMC wizard, and the fact that I chose a viper familiar on top of a domain that gives a constrictor animal companion, I feel like the VMC could be explained as having received additional favor from his deity, as opposed to classical wizard training. (An ecclesiathurge gets a bonded object anyway, and no armor, they're already pretty close to divine wizard.)


If you are a VMC wizard, you are a wizard (albeit a bit of a novice wizard). Especially since you will be gaining a level during the game and acquiring wizard school abilities, it would make the most sense if Gov had received wizard training from somebody.

Your explanation is a great reason for being a cleric, though.

Let me know when you finish adjusting your statblock, and post it again. Also, looking at Gov's ability scores... they are 10/13/10/14/16/9? Please use the totals when posting statblocks.


I just looked -- Mairen is built with 20-point buy. For this game, it is 15 point buy.


Apologies for the mistakes. I came across the recruitment thread last minute and hastened to get my toe in the door.

Mairen's life goals are simple and general both: to be true to Erastil, and enjoy the adventures her faith leads her to. To live with honor, to help those in need, and always be able to look herself in the eyes without shame whenever she comes across a mirror.

Her blade was a parting gift from the druid who healed her and restored her spirit.

I'll work on the crunch asap.


Gov 2:
Half Orc NG Ecclesitheurge Cleric of Teshallas 6 VMC wizard [favored class Cleric, +6 HP]
HP 45 BaB 4 AC 13 T: 11 FF: 12 Fort 6 Ref 4 Will 9
Str: 11 [Carrying capacity 22*3 519 light load]
Dex: 12
Con: 10
Int: 14
Wis: 18
Cha: 9

Half orc features:
Orcish Ativism: +2 Str, -2 Int, does not count as human, gains ferocity
Fey Thoughts: Perception and Handle animal are class skills
Darkvision 60ft

Skills: Ranks Stat Misc Class Total
Diplomacy 6 2 0 Y 11
Perception 6 4 2 Y 15
Survival 6 4 1 Y 14
Sense Motive 6 4 2 Y 15

Background:
Handle Animal 6 -1 0 Y 8
Linguistics 6 2 0 Y 11

Cool class features:
Channel energy (2/day) 2d6
Can only use a club, dagger, heavy/light crossbow, quarterstaff. No armor or shield profiencies. If is used, lose all cool cleric features.
Standard action: Give +2 sacred bonus to either attack rolls, skill checks, ability checks, saving throws, or AC for 1/rd. Can use a channel to up that to two rounds

Domain Mastery: Can swap out secondary (healing) domain spells, but keep the healing domain powers. (Options: Magic, repose[Identify, Magic Mouth, Dispell Magic][deathwatch, gentle repose, speak with dead])

Bonded holy symbol: Can be used to cast a cleric or domain spell 1/day

Aura of good

Domains:
Primary
Scalykind[venom] Magic fang, Pernacious poison, magic fang greater (Can use spell slots to prepare these spells)
Swift action (5/day) spit venom onto a weapon, Fort save 16, 1/rd for three rounds, cure 1 save, 1 con damage.
Serpent Companion: Gain a constrictor companion at cleric level -2 (+2 from boon companion)(Bodyguard architype)

Secondary
Healing[restoration] CLW, Remove disease, CSW
Restorative Touch: 5/day standard action remove dazed, fatigued, shaken, sickened, staggered
Healer's Blessing: All cure spells are empowered

VMC wizard:
Sage viper familiar

Traits:
Muscle of the society: +2 to carrying capacity, and breaking things
Clever Wordplay: Use Int for diplomacy
Outcast: Gain Survival as a class skill, +1 to survival
Cruelty: When you are engaged in combat and there are dying or helpless foes within 30ft, you take a -2 on attack rolls that aren't them.

Feats:
1st: Toughness
3rd:-Familiar
5th: Boon Companion

Languages: Common, Orc, Draconic, Sylvan, Celestial, Infernal, Necril, Aklo, Dwarven, Elven

Spells:
Level 0's:
Usual loadout:
Create Water
Detect Magic
Guidence
Enhanced Diplomacy

Level 1s: 4+domain/day
Usual loadout:
Domain: Identify
Magic Fang
Protection from Evil
Shield of faith
1 open slot

Level 2's 4+domain/day
Usual loadout:
Domain: Pernacious poison
Bull's strength
Darkness
Shield Other
1 open slot

Level 3's 3+domain
Usual Loadout:
Domain: Dispell Magic
Greater Magic Fang
Prayer
1 open

Loot:

Dire collar (1000)
+1 Masterwork Light Crossbow (335)
Dagger(2)
Sleeves of many garments (200)
Spell storing armor [Sands of time](1000)
Muleback Cords (1000)
Heavy Load Belt (2000)
Masterwork Wicker Basket (50)
3413GP

Basil: Viper Sage familiar
20ft climb swim land
HP 22 AC 18/16
Fort 4 Ref 5 Will 6
Str: 4 Dex: 17 Con: 8 Int: 11 Wis: 13 Cha: 2
Natural Armor +2
BaB 4(+7 to hit)
DC 9 poison, 1d2 con for 6 rounds, cure 1 save.
Climb +11, Perception +9 Stealth +15 Swim +11, Knowledge Arcana 12, Dungeoneering, Engineering, Geography, History, Local, Nature 7
Can attempt any knowledge check untrained with +3
Gets 2 skills/lvl
Share spells, empathic link, deliver touch spells, speak with master

Juniper: Bodyguard Constricted Companion [Base weight 60*8=480lbs]
20ft climb, swim, land
HP 45 BaB 4 AC 18 T: 11 FF 17 Fort 7, Ref 8, Will 3(7 vs enchantment)
CMB +12/14
Large/huge
Low Light Vision, Scent
Str: 24/26 Dex: 15 Con: 17 Int: 1 Wis: 12 Cha: 2: Bite: 1d4+7+Grab and constrict1d4+7(1d6/8 when huge)
Gives Alertness when Adjacent
Can act in the surprise round, gains diehard when master is adjacent, but gets +2 to everything
Empathic Link, Devotion, +1 str
Acrobatics +11/9
Bonus Tricks: Aid, Attack, Defend

Feats: Bodyguard, In Harms Way, Combat Reflexes


Important changes: Swapped out a concentration feat for +2 carrying capacity, swapped a point of dex for a point of str, bought muleback cords, a heavyload belt, and a masterwork backpack to be able to carry Juniper around without being past a light load.

When Gov left the Vale, he brought with him many trophies of his time there, after all there were many creature of great power that Gov had managed to outsmart, escape from, or prove that he was more trouble than it was worth to eat. Learning of the process of enchanting items, he became excited, wanting to increase the effect of his various trinkets so that he could fully tap into the power that he believed was contained in them. He sought out a wizard then and got his belts and pelts enchanted. During that time, he was very interested in learning more about the enchantment process, and hoped to learn how to do it himself. He watched the wizard closely, but to no avail. The wizard's notes were all encoded, and he guarded his secrets well. Noticing that Gov had an interest in learning his magics though, he became intrigued, performing a number of tests to see if Gov might prove to be a worthwhile apprentice. He found that Gov had some latent arcane potential, but nothing worth the wizards time as far as training would go; certainly he was no natural. The wizard gave Gov a few tips on how to channel the arcane energy that Gov had, and sent him on his way, not realizing that through Gov's oink-headed stubbornness, Gov would eventually make the most out of the few pitiful tricks he was shown, hoping to master them to tap them of all their potential, the way that a powerful wizard might.

How's that for VMC wizard?


Looks fine to me.

It would seem that your next task is to import everything into the profile, and synthesize the changes we've discussed into one cohesive submission. I would like it if you put a bit of effort into the formatting as well, to encourage readability -- I suggest selective usage of bolding.


Note: We will shortly move on. Characters who are not ready for immediate play will be left behind.


Hey sorry about the delay! My profile should now be up to date, if it's not too late. If it is, no worries and happy playing! (Link here!)


You did it! Drop into Discussion, then.

Currently, the PCs are arguing about fey in the middle of the Fort. Up to you how and where you're introduced, but you must introduce yourself.


Hello, Paizo-World!

We seem to have lost a player, taking us down to four. I would like to plumb the depths of the available player-base and see if I can't find someone willing to play a mercenary seeking land, gold, and titles in the Bloodsworn Vale.

The King of Korvosa has hired adventurers to clear the deadly wilderness that is the Vale of threats before the royal surveyor shows up to open the new trade road.

Currently, the players are in battle with local fey. Once they wrap that up, I suspect they will want to report back at base camp, where they will meet any new characters that wish to join. The character-creation guidelines are listed on the first page of this thread (link).

I am looking for one or two additional players.

The current party consists of a Korvosan human cartographer, an orcish priest of Teshallas, a half-drow arcane archer, and a dwarven crafter/warrior. We would most benefit from a knowledgeable mage or a support character (or both).

Grand Lodge

Overwhelmingly hopeful for this one!

I build PCs that are Mega Knowledge Skills & Mega Bluff (& Diplomacy). It's a nice coincidence that you're looking maybe for a Knowledge based PC.

I've DMed and Played, I dunno, billions of sessions in and around Korvosa -- including Conquest of Bloodsworn Vale -- but my knowledge of the module is so far removed from published text and into the home-game evolutions as to not matter too much.

Looking at your first Recruitment post I will build a LE, Pro-Korvosa (even pro-Cheliax/Devils) Wizard for application. Maybe just out of The Academae. Maybe with an Imp (Improved) Familiar -- though I usually don't do Familiars.

I'm the kind of Player that often askes the DM during Gameplay if I can make a Knowledge check for more background and setting information. I love games where I can really dive in to the campaign material. I like trying out-of-the-box gambits and roleplay guile -- from time to time -- over constant, typical hack-and-slash. The big part of my style of play is the Bluff. I love to Bluff evil NPCs -- all in order to gather information. If my PC can *occasionally* shine by attempting to Bluff the (whatever) evil monster, tricking it into giving the party its secrets or whatever, I'm happy. And the cool thing is that, when I fail a Bluff and it doesn't work, hey, we were just gonna kill the monster anyway.

Regarding my LE Alignment for this PC: Outside of game, firstly and most importantly, I Abhor PvP situations. I do not play in games where PCs don't work as a team, share information, share treasure, etc. I think it's good to say that before any game, but certainly in a game with strangers where I'm proposing an Evil PC.

LE to my character means I serve The Nine Hells and support the LE status quo in Korvosa. It doesn't mean I'm a liar or a betrayer or selfish. (If it's my LE character who finds a $10,000 GP diamond I will split it with the other PCs -- Hell, I NEED those front line fighters to be able to upgrade their weapons and armor to protect me!) I respect Iomedae; I even admit that I like her. But she's wrong: Asmodeus is right. I'm not interested in cold-blooded slaughter or murdering innocent people. Murdering innocent people is STUPID. First you have to convince them the beauty of LE. Then, after they've lived a long, influential for LE life, they can die and go to the Hells where the Good work [i]really[i] begins. If you kill the poor old barkeep today his Soul goes to the Upper Planes and he can become a REAL problem as some kind of Archon. No. I'm not some Chaotic Stupid Alignment.

I can of course go much further into answering Alignment (for me) questions, style of play questions, and adventure-spoiler questions, if asked.


Here is the very beginnings of my PC proposal.
Heavy Knowledge Skills, Bluff (& Diplomacy) / LE Wizard

Portia Porphyria-Jeggare is a young Wizard from Cheliax whose House Porphyria patron married her to a young girl of House Jeggare -- the niece of Lord Merciaval Jeggare in Korvosa. Portia Porphyria-Jeggare has moved to Korvosa and attended The Academae. Now graduated she wanted to join The Darklight Sisterhood but is willing to go to Bloodsworn Vale to support Sir Jasper Tolgrith at Fort Thorn.

Edit:
I just jotted down the backstory in her profile based on my faulty assumption that this adventure was taking place before the events of Curse of the Crimson Throne rather than after. When I went back to reread the first Recruitment post and realized it was after CotCT and that King Eodred Arabasti (and Ileosa) is dead, I started rewriting that last paragraph. But I was going to write that Neolandus Kalepopolis is in charge of Korvosa, that he's sent Sir Tolgrith to Bloodsworn Vale, but that's also not the case. So,... just drop me a line of who is in charge of Korvosa now, and I'll adjust that last little bit on my PC background accordingly.


Are there Traits?

I typically spend my two Traits to make a couple Skills into 'Class' Skills: Get Bluff and Perception each another +1 and another three for being a Class Skill


Hi there! I really appreciate your explanation of your playstyle. I think that'll fit in really well with what our party needs and is looking for. Additionally, I think a wizard with social skills is exactly the right sort of character we need, as long as you're prepared to prepare utility and support spells.

Yes, it looks like the other characters have traits -- two, as normal. Just remember that they have to be from different trait categories.

I also see a headband of intellect in your inventory, and want to remind you that Automated Bonus Progression is in play. Those items don't exist.

Neolandus is a perfectly reasonable assumption for the current ruler of the city, but I suppose my previous expectation was that it was some former CotCT PC. I haven't defined it as anyone in particular in canon, anyway.

Can you tell me about the Darklight Sisterhood?

Tolgrith is not a paladin -- he is a ranger. He's much more practical and military than he is holy, although he certainly is LG.


I probably could have guessed about the Traits -- I think it's pretty standard now rather than optional -- but since in my home-group we have a Player who doesn't allow Traits when it's his turn to DM I guess I'm still thinking of it as optional in character creation.

I'll not be making for proposal a Wizard with support spells. Grease and Web and other battlefield control, yes -- Haste, Bull's STR, etc., no. It'll be Grease and Fireball, Create Pit and Magic Missile. Hope that's okay. (I will have Dispel Magic and I like Minor Image -- plus with Scribe Scroll I'll be making lots o' Scrolls -- so there's variety there.)

*Grabs ye old Unchained to look up Automatic Progression....
Ah, cool. We use Background Skills and combined the Knowledge Skills in our various Home Games -- I hadn't seen Auto Progression before but I really like it. I think I may propose it for our various Homegames!

I'll go ahead and tinker my backstory for Neolandus Kalepopolis. Thanks! And LOL about Sir Tolgrith being a Ranger not a Paladin -- I mentioned my homegame campaigns over the years have done so much on the Korvosa area that the published canon is now pretty removed from my experience (thus being able to enjoy Conquest of Bloodsworn Vale with no real Spoilers.) In my head I was certain he was a Paladin. I think I got his name right, though, "Jasper" Tolgrith. I didn't want to look it up in the old Module -- may see something there I shouldn't.
....But I think it's a cool roleplay opportunity: Portia Porphyria-Jeggare can meet Sir Tolgrith at Fort Thorn and be like, "You're not dressed like other Paladins of Iomedae; heck you look more like a Ranger." But we'll see.

If it's possible, gimme another day or so to work out the Crunch of my character. I've got a good handle on the personality and background (For me that's paramount to Crunch and always gets done first.). Then I build it mechanically; I got started Sunday afternoon and the character is more than halfway done. But it may be Tuesday sometime before I can really have her finished. Certainly by Wednesday late morning if not earlier.

. . . .

The canon Darklight Sisterhood is Cheliax's version of The Pathfinder Society. Obviously they're not nearly as cool as PFS, but not if you ask Portia Porphyria-Jeggare. In Korvosa there is a tavern called the Three Rings Inn where the proprietor, Theandra Darklight, was a rather influential mover (maybe equivalent to a Venture Cpt). But she maybe isn't even a Darklight anymore; the canon leaves it ambiguous as far as I know. (Obviously in my home game I've made The Darklight Sisterhood, and Theandra, quite more developed, but my home canon of course has no bearing here.)
Darklight Sisterhood
And the paragraph on the Three Rings Tavern & Theandra Darklight, re-published in the various Korvosa gazetteers (RotRL, CotCT, Guide to Korvosa), are all better than the one nothing-sentence in the Pathfinder Wiki.


I think Tolgrith's first name is Jyrad. But anyway, take your time. Let me know when you have something comprehensive for me to look at. The party is likely to be in combat for several more rounds yet.


Looks like you have things covered. If you are interested in a halfling bard I can have him knocked out by this evening. Thanks.


If you can give me some more details, I can tell you whether or not I am interested :O


Kevan Nimblefingers is a halfling bard with wanderlust. He joined the mercenary troop to see the world and find his fortune. The idea of taming the vale appeals to him for the payoff. He has no intention of settling down. He is happy go lucky most all of the time and a constant optimist. Stretching the truth is a habit for the little guy but it is done to have fun, not to harm. He constantly tells stories, recites ballads, or sings of the marvels of the world. He gets along with most everyone. He can be drawn to playing jokes on those he finds rude or offensive. Characteristics he just finds unromantic.

From a game play perspective he would be almost all support. Straight up bard so bardic music and bard spells (pretty much all support). The for combat he will focus on fighting defensively and boosting his AC. Then he will move to flank opponents while reciting for a distraction giving flanking bonuses to others and perhaps sticking them for a little damage periodically.


The payout for this adventure is explicitly land and the money that taxes on trade routes across that land earn. There is no huge lump-sum payment awaiting characters who finish this adventure.

Also, where is Kevan from? Why did he become an adventurer? What has he done to earn 6th level?

I'd like to see a full workup.


@Portia -- Is there some narrative reason why your character hasn't yet succeeded at joining the Darklight Sisterhood? Would you like to see that organization represented in any way?

-- Why did your character study magic?

-- What's Portia's motivation for mucking around in the mud in the Vale?


Let's try this

Kevan Nimblefingers Male Halfling
Bard 1

Background:

Kevan is from a small halfling community in Magnimar. His father and mother ran an inn, The Halfling's Rest. He grew up listening to stories from around the world as soldiers, tradesmen, and merchants came through. He also listened intently to the stories and songs of the bards who performed for their room and dinner. All of this developed Kevan's romantic view of adventuring around the world.

He apprenticed as a bard to the Amazing Benvolio. Benvolio was an older man and his traveling days were over. Even so, he did move about the city and its outskirts, performing to cover the cost of most everything. At times, rich young ladies would provide him with valuable gifts and Benvolio and Kevan would live like kings. At other times, they found themselves performing for their food and a spot in the hayloft. By the time he turned 21, Kevan was ready to move out and become a famous bard in his own right.

He joined a group of traveling performers and headed north to Sandpoint. There he became intrigued with the goblin issues in the area. After performing at the theatre he joined up on an expedition to quell a goblin uprising. Their scout, an elf by the name of Androsana, led them safely through the surrounding wilds. They encountered several groups of goblins they were able to subdue relatively easily only losing one man to an unlucky bow shot. On their way back to town they encountered the Sandpoint Devil which amazingly resembled an angry chicken (or so goes Kevan's version of it). Afterward, the town awarded Kevan his medal for heroism for driving off the chicken with a well-timed performance of Farmer Barksdale Goes to Town (conveniently the medal resembles tokens given out by the church in Sandpoint).

His troop traveled south again and performed in Magnimar. There, he found himself embroiled in an outbreak of undead. Traveling into the sewers beneath the city, Kevan and a team of adventurers tracked down and confronted the necromancer who called the creatures forth. Again, Kevan managed to save the day skirting between the legs of the evil undead to reach the necromancer himself. Striking boldly, Kevan brought the necromancer down. His companions who were nearly overwhelmed by the zombies and skeletons were ever so grateful and gifted Kevan with an ivory handled dagger which carries even today.

Due to a misunderstanding with a local jewelry merchant, Kevan decided to depart on a ship headed south. Little did he know it was a pirate ship. After earning the hearts of the crew through performance and friendliness he led them in a mutiny against the vile captain. Once gaining port he thanked the crew for their support. They were so grateful for his leadership that they gave him a budgie from the Mwangi jungles. He then turned the Captain over to the authorities and headed in to Korvosa. He found common motivation with a group of mercenaries and offered to join them to record their exploits. Soon there afterward they headed out for Fort Thorn to stake their claim to lands in Bloodsworn Vale.

Kevan's plan is to get a small plot near the trade route going through the mountains. With others claiming property, trade will surely restart and he plans to raise an inn to take advantage of the situation. Kevan is average height for a halfing with blonde hair and green eyes. He dresses in adventuring leathers and wears a leather hat from the plains riders on the Storval Plateau (think leather cowboy hat or Indiana Jones hat). He carries a rapier and a small club on his person with a crossbow conveniently located in his haversack.

Defense:

Initiative +6 (Dex +4, Trait +2)
AC 23, touch 17, Flat Footed 15 (+4 Dex, +4 armor, +2 shield, +1 def, +1 size, +1 dodge) fighting defensively +4 AC
HP 39 (8+1; (5+1)*5)
Fort +5 Ref +11 Will +7

Offense:

Speed 30ft
Melee
Rapier +10 (1d4/18-20x2)
Fighting Defensively +8 (1d4/18-20x2)

Ranged
Crossbow +10 (1d6/19-20x2, range 70')

Statistics:

Str 10 Dex 18 Con 12 Int 12 Wis 10 Cha 16
BAB +4, CMB +4, CMD 17

Starting Stats
Init Str 10 Dex 14 Con 12 Int 12 Wis 10 Cha 12
Cost 2 7 2 2 0 2
Race Str -2 Dex +2 Cha +2
Level Dex +1
Total Str 10 Dex 18 Con 12 Int 12 Wis 10 Cha 14

Feats:

1. Dodge
3. Improved Unarmed Strike
5. Crane style: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
7. Cautious fighter: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
9
11

Automatic Bonus Progression:

3rd Resistance +1
4th Amor attunement +1, weapon attunement +1
5th Deflection +1
6th mental prowess +2

[/spoiler

[Spoiler=Skills]

Skill Points = 47 (36 class +6 Int + 6 FCB - 1 to background)

Acrobatics* 12 (5 rank, 3 class, 4 dex)
Appraise*
Bluff* 7 (1 rank, 3 class, 3 Cha)
Climb* 4 (1 rank, 3 class, 0 Str)
Craft*
Diplomacy*
Disguise*
Escape Artist* 13 (6 rank, 3 class, 4 Dex)
Intimidate*
Know: Arcana* 10 (3 rank, 3 class, 1 Int, 3 Bard)
Know: Local* 10 (3 rank, 3 class, 1 Int, 3 Bard)
Know: Dungeoneering* 4 (0 rank, 0 class, 1 Int, 3 Bard)
Know: Engineering* 4 (0 rank, 0 class, 1 Int, 3 Bard)
Know: Geography* 4 (0 rank, 0 class, 1 Int, 3 Bard)
Know: History* 8 (1 rank, 3 class, 1 Int, 3 Bard)
Know: Planes* 8 (1 rank, 3 class, 1 Int, 3 Bard)
Know: Religion* 8 (1 rank, 3 class, 1 Int, 3 Bard)
Perception* 11 (6 rank, 3 class, 2 race, 0 Wis)
Sense Motive*
Sleight of Hand* 13 (6 rank, 3 class, 4 Dex)
Spellcraft* 7 (3 rank, 3 class, 1 Int)
Stealth 15 (4 rank, 3 class, 4 size, 4 Dex)
Use Magic Device 12 (6 rank, 3 class, 3 Cha)

Background (12+1 from regular)
Perform* oratory: 12 (6 rank, 3 class, 3 Cha) versatile perf diplomacy/sense motive
Perform* act: 12 (6 rank, 3 class, 3 Cha) versatile perf bluff/disguise
Profession* Cook: 5 (1 rank, 3 class, 1 Int)

Languages:

Common, goblin

Class Abilities:

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (17 rounds): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Countersong, Fascinate, distraction, Inspire competence +2, Inspire courage +2, Suggestion

Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

Well versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore master: At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Halfling Racial Traits:

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling luck: Halflings receive a +1 racial bonus on all saving throws.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Resourceful: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces sure-footed and weapon familiarity.

Traits:

Paragon of speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Cautious Warrior: You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.

Gear:

Belt Pouch (loose change) .5#
Handy haversack (1500gp) (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel, candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, everburning torch, alchemist fire x3, oil flask) 5#

Leather (darkleaf) studded 5# (AC 3 Max Dex 7 ACP 0) 775gp
Dark wood heavy shield 2.5# 178gp
Mithral Rapier 1# 520
Cold iron Dagger .5# 4gp
Cold iron light mace 2# 8gp
Hand axe (haversack main pocket) 6gp
Crossbow (haversack main pocket) 35gp
Bolts x20 (quiver in side pocket) 2gp

Wand of cure light wounds (50ch) 750g
Wand of air bubble (50ch) 750gp
Iron spike of safe passage 2000gp
Potions of lesser restoration x2 (300gp ea)

Light Load 33, Medium Load 66, Heavy Load 100
Total Gear Weight: 16.5 pounds, Light Load

PP 0 GP 820 SP 0

Spells:

0 level (
1. Detect Magic
2. Know direction
3. Light
4. Read magic
5. Prestidigitation
6. Resistance

1st (5 per day)
1. Cure light wounds
2. Ear piercing scream (25 ft. + 5 ft./2 levels) You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
3. Flare burst (25 ft. + 5 ft./2 levels) creates a burst of light in 10' radius. creature is dazzled for 1 minute unless it makes a successful Fortitude save.
4. Summon monster I

2nd (4 per day)
1. Cure moderate wounds
2. Heroism
3. Invisibility
4. Summon swarm

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