GM Michael's Reign of Winter

Game Master Dread

Reign of Winter roll 20 link

cold weather rules:
1. each hour below 40* DC15 (+1 per save current DC17) or 1d6 non-lethal.
1b. below 0* check every 10 min
1c. below -20* check every min or 1d4 non lethal + 1d6 lethal no save.
2. Once Lethal damage has been taken Frostbite is possible. Type hazard (exposure); Save Fortitude (DC 16 severe cold, DC 20 extreme cold, DC 24 supernatural cold); Onset failed save; Frequency Severe cold (1/10 minutes), extreme cold (1/minute), supernatural cold (1/rd.) Effect 1 Constitution drain
3. Snow halves movement
4. Falling snow reduces visibility and causes a loss of perception. 60'/-2 Light 40'/-4 medium 20'/-6 heavy

Loot

Experience: 2141/next level: 2000

Current date:16th Erastus 4013 AR current time: 1230 pm


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Yes please do


Dotted with Reknar, a grizzled ex-army sergeant brought back home by an urgent sickness from his mother... The unusual, creeping cold, and her harsh life after Reknar was sent to jail, meant a deadlier than usual pneumonia...

Reknar was back home only in time to say his farewells, and bury his mother on the cold, hard ground. A victim of what some say is an ‘unnatural’ cold? What the hell is an unnatural cold anyway? Maybe he should look into it, however absurd it may sound.

——————————-

Reknar is a soldier, coming back home after a long time away. He came back for his mother’s last days and funeral, and discovered that perhaps something is wrong with the land he has grown up in.

Mechanically he is a melee bard, able to handle his own in a scuffle but also constantly barking orders at those around him (Inspire Courage). He has learned not all flights can be won with a blade in hand, sometimes you need friends and to use your brain.

He is a callous man after years in the service, but he’s also unwavering loyal to those who earn his friendship.

I should have a crunch up for him shortly. Let me know if the idea is a fitting one.


On second thought, the group could perhaps benefit more from someone able to handle traps?

I have an idea for a fleeing duelist, looking for refuge in the North away from his persecutors after besting in combat someone he should not have challenged, and suddenly finding himself dragged into the recent events in Heldren.

For now the troubles in the region do not mean a lot to him, but he will tag along if there is perhaps something to gain, or if it takes him away from civilization, as much as it costs him.

Mechanically, he is a Swashbuckler1/InvestigatorX, which means as a trap spotter/disabler he most likely only 'comes online' around level 2-3.

New players will start at level 1, correct?


At level 1, the Swashbuckler1/InvestigatorX would look something like this.

Crunch:

Reknar Heldergast
Half-orc swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human, orc)
Init 3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort 4, Ref 7, Will 3
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron rapier +5 (1d6+3 P/18+) or
. . silver light mace +2 (1d6+1 B)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB 2; CMD 15
Feats Combat Expertise, Deadly Aim, Fencing Grace[UI], Power Attack, Weapon Focus (rapier)
Traits fate's favored, student of philosophy
Skills Acrobatics +4, Bluff -1 (+2 to lie (as a result of using Int instead of Cha)), Diplomacy -1 (+2 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +1, Intimidate +5, Knowledge (geography) +3, Linguistics +3, Perception +5, Sense Motive +5, Use Magic Device +0; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc
SQ inspired panache, orc blood
Other Gear lamellar (leather) armor[UC], buckler, cold iron rapier, silver light mace, thieves' tools
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.

From level 2, as an Investigator his skills take off, and he becomes a very versatile character, even if not a powerhouse.

I imagine him as a grim one at the beginning, perhaps that is the very reason he has traveled (some would say fled) this far north - his aggressive nature may have taken him too far...


fyi. Barnabus is a trapfinder if that makes a difference in what you want to run.


The Gnome looks at GMMichael, while just shaking his head.

Barnaby does indeed have Trapping covered; if you wanted to go in a different direction.
That said; can never have too many!


Yep, just saw it. I had checked Barnaby’s skills more than once, and did not notice the Disable Device at the end of the list... Sigh...

I will stick to the Swashbuckler idea though, but probably reshuffle his skills to remove DD ;)


alrighty Reknar jump on over to discussion.

that'll close the re-recruitment.

Sorry Ruin Explorer and Rorek, and the couple others

14.TheWaskally-Victor "Bloodcoat" Betyrina Human Male Magus (Hexcrafter) is the 3rd.

He was on my shortlist when I first started the game that didnt get in. He was one of the two runners up. We've been pming.

so the party will be

Barnaby Gnome Hunter
--'Ant' his Giant Ant Animal Companion
Rorgar Dwarf Warpriest
Tegan Humans Wizard
Hroth Human Barbarian
Victor Human Magus
Reknar Half-Orc Swashbuckler


Oh well. Glad you got some more players to continue. Life just got crazy around here. If you need to fill a spot in any of your games, I’m interested!


alrighty. I need to fil 1-2 spots. whose game to go up against the witches of the north.

Barnaby Gnome Hunter
--'Ant' his Giant Ant Animal Companion
Rorgar Dwarf Warpriest
Tegan Humans Wizard
Victor Human Magus

is party right now.


Hmmm . . ..

My original character for this was a Ranger Ilsurian Archer. Built him using PSRD20 and didn't learn the archetype's real name or that it was geographically based until years later. Like the character, but understand hesitancy about archetype abuse.

I could rework him with a different build. Or I could go Shifter? The one time I've played a Shifter for long, he seemed a really good swap for a barbarian, but the dual-wielding rogue using me for flanks regularly did more damage than I could. Which is saying something. Ranger won't do as much damage.


GMMichael wrote:

alrighty. I need to fil 1-2 spots. whose game to go up against the witches of the north.

Barnaby Gnome Hunter
--'Ant' his Giant Ant Animal Companion
Rorgar Dwarf Warpriest
Tegan Humans Wizard
Victor Human Magus

is party right now.

What levels and where are we joining up with the party? I won't be using the occultist build proposed earlier; he made it into another game...

Also, are you using your usual bonus feats ( "Free feats if have prerequisites: power attack, deadly Aim, combat expertise, scribe scroll. A character with scribe scroll as a character ability gains skill focus instead.")


yes I am doing the bonus feats. You will be joining the party as soon as characters are chosen. Ill work it in.


GMMichael wrote:
yes I am doing the bonus feats. You will be joining the party as soon as characters are chosen. Ill work it in.

As far as working it in, let me ask that question another way. Is the party still in Taldor or has the action moved way north... It kind of affects background writing.


still in taldor. close to the portal


Spoilers!


Any preference from GMMichael or the existing players?

Go with the original archery ranger build, work a more location appropriate ranger build, or work a shifter instead?


This is hustonj's original Ranger build for the AP. Have to cut some levels and gear back and add a trait.

Last time I got him into a group in the AP, he was joining them on the other side, so the bit in his background about going exploring across the world, and working his way down to where the story starts got dropped.

And I mis-membered which Archetype he has. Looks like Nirmathi Irregular. Always trying to keep the cards on the table. Open and honest is the only way to enter one of these recruitments.

Again, I could completely rebuild him with a different archetype (or rebuild his story for Nirmathas, I guess, just thought of that, but that will have ripple effects through the build, too) or maybe build a shifter.


What Level and how much money for starting equipment?


I see the existing characters are now Level 2.

Original creation rules were max starting gold. Are we to build 2nd level characters with max starting gold, with WBL for 2nd level, or something different?

Nearly through with mechanical adjustments to the Nirmathi Irregular version of Grimgisli, barring equipment repurchase.


yes 2nd level max starting gold and wealth by level.

I have no preference. they may want someone who can channel ;) but Ive added a magic item to help with that soon.


At Level 2, with max starting gold equipment, 3 traits, and 20 point build.

Again, I can convert from Ulfen to Nirmathi if desired, but it will affect trait selection and starting equipment both. Neither is a significant problem, just means it will take me more than 3 minutes to accomplish. <grin>

Edit: Check, will adapt to WBL. Shouldn't take long, so I won't post about completing it.

Silver Crusade

dotting.


GMMichael wrote:

yes 2nd level max starting gold and wealth by level.

I have no preference. they may want someone who can channel ;) but Ive added a magic item to help with that soon.

Is channel the issue or is healing the issue?


healing


I am looking to present:

Name: Opal Farella
Race: Human (Taldan-Oppara)
Class: Diviner of some type (mysterious yes?)
Mechanical: She will probably go down the Kirin feat path with some deific relation to Irori

Background:
Opal, originally Opaline, is a Daughter of Irori. Some think this is a true statement, but it is actually a title given to daughters of high members of the Irori high priesthood. One can only imagine what a perfectionist of a father she had.

Despite trudging through her teenage years in rebellion, this classically trained mage grew so capable at researching in diligence, she often put her own professors to shame. They loved it. Meticulous is a good descriptor for Opal, and just looking at her, you can tell every detail is perfect and set in perfect order. That does not make her overbearing or an obsessive person, but she certainly could be if she wished.

She began to set her mind on divination at a younger age, and in doing so Irori found her path to perfection to be within the realms of time itself. Her father doesn't understand the unravelings of unique knowledge given to his daughter, but he is vastly impressed to see her blossom in the faith.

Most of Opal's day is spent in silent contemplation, physical exercise, or pressing the boundaries of her study of time. It is her belief that there are other divination experts out there like her, but she has never seen them, even in the mage college she had attended in Oppara. One can only witness what her future will bring with this and wonder.

Witness to the Cold Front:
It is not so common that a stream of time is so easily viewed. For one who relishes in infinite fractals of planar time, skimming the surface of motes and aevum of life throughout the universe, there have been blessings and curses to what she's seen and come to know. Rarely has it been such a gift so easily handed to her. "Could this be the work of Pharasma? Nethys? Irori? Oh! If it is you oh great Irori, let this revelation help your servant on the quest of history, knowledge, and self-perfection." Such viewing typically takes its toll on her, and certainly, the youthful mage has borne it at a cost, but this time it is easy.

"Heldren. Short and stout. Small. Wanting more. A shelter...Murder? ...A doll?" she asks inquisitively. "Why is the future always so displaced and sometimes...just weird?" she considers in mild irritation. She exhales so she can center her focus on the event more.

The fragments of images are sparse and hard to keep in alignment even with the clarity bestowed upon her, yet strangely she has an idea of where to go. Yet, there is always a choice with these matters, and especially with Irori. It could be to the demise of someone, including her, or it could very well bring about calamity if she doesn't go.

Despite the warmth of the room, as she tampers with the motes of time surrounding the event with her reliquary in her lap, her breath takes on a foggy, chilled quality to it.

"Freezing...to death! A week from now."

With this final clue, she will begin to prepare to investigate this tremor in actual time. Rarely would this happen in her own lifetime, and it is considerably close too. The coincidences are too great to ignore. Rather than looking back into fragments of time throughout the universe and digging into eons of data, she will divine this opening in real-time as it occurs. What mysteries will be revealed to her in how time works? Will she be able to fathom it? Who are these people freezing?


Submitting Chikura Mutota, life shaman (witch doctor), and something of a fish out of water in Taldor. I haven't finished working up the profile; I have his background, though, and will be working on his profile over the next day or so.

Background:
The fertile savanna known to outsiders as Rechiend's Plains is home to many nomadic peoples, hunters and herders alike. It was here that Chikura Mutota was born, and here that countless ancestors of his had lived and died. His childhood was spent learning to tend the cattle that were his tribe's wealth as they roamed the plains, a task he did reasonably well at until an attack by Bekyar raiders one terrible night. His memories of what happened are still confused, but he clearly recalls the mask one of the raiders wore, the agony that coursed through his young body when he dared to raise his spear in defense of the herd, and the fox that came to him when he fell.

When he awoke, the fox was still curled up beside him. He found that most of his family had survived only because of the intervention of a wandering witch doctor shaman, Mzilikazi, and his two apprentices. Mzilikazi disdained any offer of material reward for their efforts, instead asking for something perhaps greater: that Chikura would leave his family and clan to follow the old shaman as his third apprentice. For the fox--Mzilikazi's spirit animal--had noted the boy, and it was clear to the shaman that the raider's arcane attack had awakened something in Chikura.

The leavetaking was hard, but the shaman's tutelage and the way it opened Chikura's awareness to the spirits all around him made up for it. And so passed several years, during which the young Zenj traveled through the Mwangi Expanse with Mzilikazi and his other apprentices, learning the basics of the shaman's art, and finding a fox of his own. The master gathered two more apprentices during their wanderings, while the two more senior apprentices struck out on their own. Then Mzilikazi took the three of them north, far from the Expanse, in obedience to a call none of the apprentices could sense. There were still people to help and evil to combat, though, even if the languages and faces were strange and exotic. On the way south from Oppara, the quartet was preparing to cross into Qadira from Zimar when they learned of strange happenings in the small town of Heldren, not far from there. Chikura asked his master if he could go first, to try to address the situation himself. Chuckling to himself at the youth's impetuousness, Mzilikazi gave him three days. Little did the Zenj suspect that it would be much longer before he would see his master again....


I have a character who was a replacement for when my character died in a previous RoW campaign that petered out (I think before where you are up to)

Dhakor Poveni, Undine Cleric of Hanspur. If the race is an issue, I can change to something else. Need to make sure stats/equipment match this campaign anyway.

Brief backstory:
He lives some way down river from where the wintery weather is occurring. The unnatural snow and ice are messing up how the rivers are flowing downstream. He got into a heated argument with Cinna, a fellow priest, who was of the opinion that the changes were just part of how the land changed, while Dhakor thought there was clearly something wrong that needed to be righted. Eventually he vowed to go, shouting that he wouldn't come back until everything was right again.

Trudging through the snow covered forest, Dhakor is starting to realise that this might be a bigger problem than he can face alone, but he's too stubborn to give up yet.

Silver Crusade

Would an inquisitor be an option? With a hunter and a warpriest you already have some healing, an inquisitor would bring a little more (I'd be willing to pick up the cure spells) combined, with a wand or three that should be plenty of healing.


Presenting a draft of Beregdur the Herbalist

Background:

Beregdur is a forest wanderer, a healer and a herbalist. He has seen 21 winters. He was born to Erkdur Northman ( a retired Ulfen Guard who found love and settled in the south) and Rhianna the Dancer (a girl from Hedren who tamed the wild Erkdur). Some speculate that Rhianna (and thus Beregdur) has a touch of the Fey about her; how else could the lass have captivated the Ulfen? He has 3 siblings, Markmor (off serving in the Taldan army), Shyala (happily married in Golsifar), and Gerrit (still underfoot with Erkdur and Rhianna).

Beregdur has always loved the wilds, and has found a calling in the druidic tradition of his ancestors. Born on the edge of the Border Woods, he was raised in the local mystic tradition (Spiritual Forester trait) and the environment taught him to dodge with the best of them (Deft Dodger trait). Apprenticed to the druids as a youth, he was taught some of their ancient secrets (Druidic Herbalism, Healer’s hands feat, Warded against Witchery trait).

Beregdur has a strange pet/mount, a giant skunk, Bianca, that he has raised from an orphaned cub.

Description:

Small(5’7”, 143 lbs)), wiry. Skin weathered past bronzed from being outdoors. Brown eyes and a hooked beak of a nose, a scruffy black hair and beard. Favours heavy cloaks with hoods.

Mechanical:

Beregdur
Human Druid (Wild Whisperer) 2
Alignment: Chaotic Good
Diety: Green Faith

Init +2= +2 Dex
Speed 30 ft
Low light vision
Defense
AC : 18 =10+4 Armor +2 Dex+2 shield
HP: 22 = 8+8+2*2 (con) +2 (FCB)
Fort +5 = +3 Druid +2 con
Ref +4 = +0 Druid +2 dex +1 racial +1 trait
Will +8 = +3 Druid + 4 wis +1 racial
+1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
CMD : 13 = 10 + 1 (bab)+2 (dex)
Offense
Melee: Scimitar
Ranged: Sling
BAB : +1
CMB : + 1 = +1 (BAB)
Spells Prepared
L0 (4) Guidance, Stabilize, Detect Magic, Light
L1 (2+1, DC 15) Entangle, Produce Flame, Cure Light Wounds
Race = Human (Ulfen/Taldane) (favored class: Druid)

Str: 10 = 10 (0 pts)
Dex : 14 = 14 (5 pts
Con : 14 =14 (5 pts)
Int : 12 =12 (2 pts)
Wis; 18 =16 (10 pts)+2 Racial
Cha: 8 = 8(-2 pts)

Skills : (4+1 int/level) Not including ACP
Perception ( +9 = 2 ranks +3 trained +4 wis)
K Nature ( +8+d6 = 1 ranks +3 trained +1 int +2 druid+1 trait+d6)
*Heal (+9+d6 = 2 ranks +3 trained +4 wis+d6)
Survival ( +10+d6 = 1 ranks +3 trained +4 wis +2 druid+d6)
Spellcraft ( +5 = 1 ranks +3 trained +1 int)
*K Planes ( +7 = 2 ranks +3 trained +1 int + 1 trait)
Ride (+ 6+d6 = 1 rank +3 trained + 2 dex+d6)

Background Skills (2/level)
Handle Animal ( +5+d6 = 2 rank +3 trained -1 Cha+d6),
K Geography ( +5+d6 = 1 ranks +3 trained +1 int+d6)
Profession Herbalist ( +8 =1 rank +3 trained +4 Wis)

Languages : Common, Skald, Hallit (int), Druidic

Traits : Spiritual Forester – K Planes (Regional), Warded Against Witchery (Campaign), Deft Dodger (Combat),

Feats
Healer’s Hands (1st), Spell Focus (Conjuration) (Human Bonus)
Free Bonus Feats: Power Attack, Deadly Aim, Combat Expertise, Scribe Scroll

Race Abilities:

Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Inspiration (Ex) (Inspiration Pool = 2): At 2nd level, a wild whisperer has an inspiration pool equal to 1/2 his Druid level + his Intelligence modifier (minimum 1). As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A Wild Whisperer can only use inspiration once per check or roll. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the Wild Whisperer’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. A wild whisperer uses her druid level as her investigator level when determining the effects of this ability. Instead of free uses of inspiration on Knowledge, Linguistics, or Spellcraft skill checks, the wild whisperer can use inspiration on Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, and Survival skill checks without expending a use of inspiration, provided she’s trained in the relevant skill. She can also use inspiration on any wild empathy check without expending a use of inspiration. A wild whisperer’s inspiration pool refreshes each day when she prepares spells. This ability replaces woodland stride, trackless step, and resist nature’s lure.

Wild Shape (Su): At 4th level, a wild whisperer gains the wild shape ability, but she never gains access to any forms beyond Small and Medium animal forms, as beast shape I. This ability alters wild shape. At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Equipment (1000 gp):

Bold carried personally

Weapons ( 15.4 gp)
Scimitar, Sling, 10 Bullets, 30 bullets

Armor (467 gp)
Masterwork Leather Lamellar (210gp), Darkwood Heavy Wooden Shield (257 gp),
Equipment ( 149.6 gp)
Cold weather oufit (7gp) , heavy cloak (1 sp), wide brim hat (2 sp), Masterwork Backpack (50 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), trail rations 10 days (5gp) 1 day carried on him , belt pouch(1 gp), , String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp) , mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch ( X2, 1 carried, 10 gp), waterskin (X2, 1 carried, 2 gp), mess kit (2 sp), Snowshoes (5gp), Skis (5 gp), Mistletoe Divine Focus ( X2, 1 carried), Healer’s Kit (50 gp)
Animals & stuff (201.4 gp)
Giant Skunk (Self Trained, 190 gp*0.5 = 95 gp), Military Saddle (exotic Animal, 60 gp) Saddlebags (4 gp), Skunk food 8 days (40 cp), Leather Skunk Barding (40 gp), Caparison (2 gp)
Magic Items: We need to talk about how many potions I should have; I can make 4 free per day…

136 gp in assorted coinage

Bianca:

Giant Skunk

Trained as a riding animal and pet.

Tricks: attack, come, defend, down, guard, and heel


ok. Thanks everyone for taking an Interest. For my other players sorry that I cant take more than 2.

Opal and Beregdur please go to the discussion thread.


Wonderful, thank you.


Thank you GMMichael, pleased to play at your table again. Good luck to everyone else in whatever recruitments your in.


Have fun, y'all!


Good deal. Have fun!

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