
Edeldhur |

The Wizard.
Thank you for the invite GMMichael! Looking forward to this one. Haven't played a wizard in a loooong time!
EDIT: And I will start bugging the GM right away - any chance I could have Spell Focus instead of Skill Focus as a bonus Feat (since Wizards already have Scribe Scroll)?

Baerlon Ironblood |

The Paladin.
Thanks for the invite as well, and thanks for offering to run, sir. Definitely looking forward to this.

Ratel Dier |

The Bloodrager?
Hey, GMMichael, thanks for the invite. And I see a few familiar faces as well.
I feel like I've got Ratel close to being ready. I may tweak his gear a little, trying to decide if I want the two handed weapon to be a heavy blade or a reach weapon.
How do you handle the local human languages? As a Kellid would he speak both Taldan and Hallit or would the low Int prohibit that?

Ratel Dier |

How do you handle the local human languages? As a Kellid would he speak both Taldan and Hallit or would the low Int prohibit that?
Oh sure, answer Edeldhur's fancy foo-foo question...
:)
Sweet. Thanks GMMichael.
Edeldhur's crunch is complete - I haven't played a wizard in a long time, so I have some doubts but since we are level 1 shouldn't be too dramatic. I say game on! :D
The good news is you have plenty of meat shields to stand behind...

GMMichael |

Ratel Dier wrote:How do you handle the local human languages? As a Kellid would he speak both Taldan and Hallit or would the low Int prohibit that?Oh sure, answer Edeldhur's fancy foo-foo question...
:)
Edeldhur wrote:The good news is you have plenty of meat shields to stand behind...Sweet. Thanks GMMichael.
Edeldhur's crunch is complete - I haven't played a wizard in a long time, so I have some doubts but since we are level 1 shouldn't be too dramatic. I say game on! :D
Everyone speaks taldane. Then your ethnic language is a given

Ratel Dier |

cool, that's how I was hoping it would be, but didn't want to assume :)
IE. I've made that assumption before and got called out by GM's for not having a high enough int for two languages...

Edeldhur |

Edeldhur wrote:The good news is you have plenty of meat shields to stand behind...Sweet. Thanks GMMichael.
Edeldhur's crunch is complete - I haven't played a wizard in a long time, so I have some doubts but since we are level 1 shouldn't be too dramatic. I say game on! :D
+
A question, how do you rule on Sacred Summons? Does it work with celestial templated animals (or just the actual CG outsiders on the Summon Monster list - Bralani Azata (SM 5), Lillend Azata(SM 6), Ghaele Azata (SM 9)
You may be right there Ratel :D

pad300 |
Arthdane Sarkanaroka
Mostly complete Crunch (equiment is partial)
A cleric of Cayden Cailen who was talked into signing up for the Mendevian crusade by some smooth talking Iomedaens. An overenthusiastic religious service (drunken binge) in Fort Inevitable ended up with a 2 month hard labor sentence... The Iomedaens abandoned him as a bad penny. He's now broke, in bad odor with the local law, and has few if any prospects for employment... Never mind enough money for beer. Signing up with this expedition is rolling the dice, but he's hoping his luck has changed...
5’9” and 183 lbs. Mustache, short (1”) beard. Freckled with dark green eyes and blond-ish hair. He wears a headband (actually a sling) to hold back his shoulder length hair.
Arthdane Sarkanaroka
Cleric (Herald Caller) 1
Alignment: CG
Diety: Cayden Cailen
Race = Human (taldane-ulfen mutt) (favored class: Cleric)
Init + 2 = +2 Dex
Speed 40 ft
Low-Light Vision
Spells Prepared (typical)
L0 (3) : Guidance, Stabilize, Create Water
L1 (1+1+1) Expeditious Retreat, ???
Defense
AC : 17 =10+ 4 Armor +2 Dex
HP: 10 = 8+ 2 (con)
Fort + 4 = +2 Cleric + 2 con
Ref +3 = +0 Cleric + 2 dex +1 racial
Will +5 = +2 Cleric + 2 wis + 1 racial
CMD : 15 = 10 + 0 (bab)+ 2 (dex) +3 (str)
Offense
Melee: Longspear +3/1d8+3, Cestus +3/1d4+3
Ranged: Sling +2/1d4+3
BAB : +0
CMB : + 3 = +0 (BAB)+3 Str
Str: 16 = 14 (5 pts) +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 10 (0 pts)
Skills : (4+1 FCB /level) Not including ACP
Spellcraft (1 rank +3 trained = +4),
K Religion (1 rank +3 trained +1 trait = +5)
K Planes (1 rank +3 trained +1 trait = +5)
Perception (1 rank +3 trained +2 wis= +6)
Heal (1 rank+3 trained +2 wis = +6)
Background Skills (2/level)
Handle Animal (1 rank = +1)
Profession ( Brewer) (1 rank +3 trained +2 Wis = +6)
Languages : Taldane (Common), Ulfen
Feats
Combat Reflexes (1st)
Healer’s Hands (human Bonus feat)
*** (3ed)
Augment Summons (Mighty Heralds, 4th)
Incredible Healer (5th)
*** (7th)
Superior Summons (Mighty Heralds, 8th)
Sacred Summons (9th)
Traits : Aspiring Crusader (Campaign), Armor Expert (Combat)
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.
Aura (Ex): A cleric of a Chaotic Good deity has a particularly powerful aura corresponding to the deity's alignment.
Spells
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Call Heralds (Su): A herald caller 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 monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Domain: Travel (Exploration)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st— expeditious retreat, 2nd—locate object, 3rd—fly, 4th— locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th— world wave.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Lawful, Evil, Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).
Weapons (17 gp)
Dagger (2 gp), Longspear (Cold Iron) (10 gp), Cestus (5 gp), Sling (0 gp)
Armor (60 gp)
Lamellar Leather (60gp)
Equipment ( 25.44 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp),
Flat Broke!

GMMichael |

Please fill out your combat stat summary when you feel youre done.
so as an Example
heres one of my characters
Gregor Kardoff AC:16(T:12/FF:14)CMD:17 HP:28/28 Saves-FO:+4 RE:+5 WL:+3
3rd Ranger (-) M Human (Taldan) Endurance, +1 vs compulsion effects. HP:3
ENC:C105.5/L<58/M59-116/H117-175 Water:2days Food:5days Arrows-30
Expendables: Potion cure Light, Potion Lesser restoration, Alchemist fire, 2 anti toxins
I do want to track encumbrance because it will make a dif with what you pick up to take back. Also with this it will be easy to add things and subtract things for me.
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:??/Days Food??/Days ammunition:??
Expendables:?? (alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Class(Diety or archetypes) Sex Race Defenses: anything DM needs to know HeroPoints:1
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)

Edeldhur |

Edeldhur Beltharan AC:14(T:13/FF:11)CMD:17 HP:9/9 Saves-FO:+4 RE:+3 WL:+2
1st Wizard (Evoker/Admixture) M Elf (Taldan) +2 vs. enchantments, Immune to Sleep HP:3
ENC:C27.48/L<33/M33-66/H66-100 Water:Waterskin? Food:2days Noammo
Expendables: 1 vial of Liquid Ice, marbles
EDIT: Just realized two important mistakes on Edeldhur - forgot the extra 100 gold from his trait, and also raised his Constitution score too high for a race with penalty - it was costing me a TON. So doing the changes now, and will update the statblock.

Ratel Dier |

Ratel Dier AC:17/19 (w/shield) rageAC:15/17(T:12/FF:15/17)CMD:17 HP:15/15 Saves-FO:+4 RE:+2 WL:+1
1st Bloodrager (spell eater) M Human(Kellid) 1 per day ignore effect causing fatigue HP:1
ENC:C125/L<100/M101-200/H201-300 Water:2days Food:5days bullets: 10
Expendables: N/A
I counted a water skin as 2 days.

Nycholas Hyll |

GMMichael has his work cut out for him. Got a really solid group composition here.
I will have a better post up tomorrow.

GMMichael |

Ratel Dier AC:17/19 (w/shield) rageAC:15/17(T:12/FF:15/17)CMD:17 HP:15/15 Saves-FO:+4 RE:+2 WL:+1
1st Bloodrager (spell eater) M Human(Kellid) 1 per day ignore effect causing fatigue HP:1
ENC:C125/L<100/M101-200/H201-300 Water:2days Food:5days bullets: 10
Expendables: N/AI counted a water skin as 2 days.
thats fine for the waterskin
remember medium enc has this effect-
Medium
+3 max dex bonus
–3 Check penalty for str/dex skills
max speed- 20 ft.
run- x4

Ratel Dier |

remember medium enc has this effect-Medium
+3 max dex bonus
–3 Check penalty for str/dex skills
max speed- 20 ft.
run- x4
Should I list 'fast movement' under "Anything the DM needs to know"?

Rooip |

Rooip AC:17(T:14/FF:14)CMD:13 HP:9/9 Saves-FO: +3 RE:+5 WL: +0
Level 1 Alchemist (Toxicant/Grenadier) Male Grippli Defenses: Toxic skin, Toxic secretions HeroPoints:1
Enc:C32.5/L<37.5/M37.5-75/H76-112.5 Water: 2 days Food: 5days Ammunition: 20 arrows, 20 blunt arrows, 20 blowgun darts
Expendables: Alchemist fire, Traveling Bee Hive

GMMichael |

Edeldhur Beltharan AC:14(T:13/FF:11)CMD:17 HP:9/9 Saves-FO:+4 RE:+3 WL:+2
1st Wizard (Evoker/Admixture) M Elf (Taldan) +2 vs. enchantments, Immune to Sleep HP:3
ENC:C27.48/L<33/M33-66/H66-100 Water:Waterskin? Food:2days Noammo
Expendables: 1 vial of Liquid Ice, marbles
Ratel Dier AC:17/19 (w/shield) rageAC:15/17(T:12/FF:15/17)CMD:17 HP:15/15 Saves-FO:+4 RE:+2 WL:+1
1st Bloodrager (spell eater) M Human(Kellid) 1 per day ignore effect causing fatigue HP:1
ENC:C125/L<100/M101-200/H201-300 Water:2days Food:5days bullets: 10
Expendables: N/A
Rooip AC:17(T:14/FF:14)CMD:13 HP:9/9 Saves-FO: +3 RE:+5 WL: +0
Level 1 Alchemist (Toxicant/Grenadier) Male Grippli Defenses: Toxic skin, Toxic secretions HeroPoints:1
Enc:C32.5/L<37.5/M37.5-75/H76-112.5 Water: 2 days Food: 5days Ammunition: 20 arrows, 20 blunt arrows, 20 blowgun darts
Expendables: Alchemist fire, Traveling Bee Hive

Nycholas Hyll |

Nycholas Hyll AC:18(T:10/FF:18)CMD:15 HP:12/12 Saves-FO:04 RE:00 WL:02
1st Fighter (Weapon Master) Male Human Defenses: HeroPoints:1
Enc:C 116/L 116/M 233/H 350 Water: 2 Gal (1 Day) Food 4 days
Expendables:

Ratel Dier |

So we're waiting on a combat stat summary from our Paladin and Cleric, who have both commented in discussion, and our Bard who we haven't heard from yet.

Edeldhur |

Edeldhur alias and statblock updated.
Edeldhur Beltharan AC:14(T:13/FF:11)CMD:17 HP:8/8 Saves-FO:+3 RE:+3 WL:+3
1st Wizard (Evoker/Admixture) M Elf (Taldan) +2 vs. enchantments, Immune to Sleep HP:3
ENC:C34.72/L<38/M38-76/H76-115 Water: Waterskin Food: 5days Noammo
Expendables: 1 vial of Acid, marbles
So we're waiting on a combat stat summary from our Paladin and Cleric, who have both commented in discussion, and our Bard who we haven't heard from yet.
Looks like it.

Arthdane Sarkanaroka |

Completed Equipment
Weapons (12.2 gp)
Dagger (2 gp), Longspear (5 gp), Cestus (5 gp), Sling (0 gp), 20 bullets (2 sp)
Armor (60 gp)
Lamellar Leather (60gp)
Equipment ( 74.54 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp)
Flat Broke!
Animal (32 gp)
Mule (8 gp), Animal Harness (2 gp), Saddlebags (4 gp), 10 days of Mule Feed ( 5 sp), 2 waterskins (2 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sacks (4 sp), trail rations 10 days (5gp), 20 sling bullets (2sp), bedroll (1sp), blanket(5sp), hammock (1sp), mess kit (2 sp)
If anyone needs some spare cash for equipment, Arthdane is flat broke for character reasons, but does have 1gp and 3 sp left over to give away... Also, my mule has carrying capacity available.
Also, if we care carefully tracking encumbrance, I would like to request a BS fix in the equipment weights. Sling bullets do not weigh 1/2 a pound apiece (10 bullets = 5 lbs), not when arrows in a quiver are 20 for 3 lbs!
Arthdane Sarkanaroka AC:16(T:12/FF:14) CMD:15 HP:10/10 Saves-FO:+4 RE:+3 WL:+5
1st Cleric(Herald Caller, Cayden) M Human Low Light Vision HP: 10
ENC:C:TBD/L<58/M59-116/H117-175 Water:Waterskin+2more+create water Food:5days+10days Sling Bullets-20+20
Expendables: Healer's Kit

GMMichael |

I'm going to start doing some background stuff with all of you to tie this group together.
First for all who have Pathfinders in their background your contact is Corwin MacDugal. He's your 'Venture Captain' so to speak. Though Contact works better in this case
Ratel you're from Thornkeep. There's a Wolfmane tribe there. I've put info on it in the campaign section. The group will be allowed to go to either Thornkeep or Fort Inevitable or the other two small locales to unload goods and but things during the campaign
All of you...especially those that haven't played in my campaigns. There's a wealth of info there (the campaign tab)
Everyone in the group will have met Corwin. He came to Fort Inevitable 6 weeks ago in mid winter. It's now the beginning of spring

Arthdane Sarkanaroka |

pad300, you are taking a mule into a place called Emerald Spire? And an additional animal?
None of my business but... What happens if we need to do say a climb? Or a swim? :D
I don't expect the mule to come in, but it's real handy to have when travelling to get there...

Ratel Dier |

... I would like to request a BS fix in the equipment weights. Sling bullets do not weigh 1/2 a pound apiece (10 bullets = 5 lbs)...
I just assumed they were baseball sized lead bullets :)

Baerlon Ironblood |

I will endeavor to have my character sheet crunch and summary done later today, after work. :)

GMMichael |

Arthdane Sarkanaroka AC:16(T:12/FF:14) CMD:15 HP:10/10 Saves-FO:+4 RE:+3 WL:+5
1st Cleric(Herald Caller, Cayden) M Human Low Light Vision HP: 10
ENC:C:TBD/L<58/M59-116/H117-175 Water:Waterskin+2more+create water Food:5days+10days Sling Bullets-20+20
Expendables: Healer's Kit-10/10
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Level Animal (Diety or archetypes) Sex Race Defenses: anything DM needs to know
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Name AC:??(T:??/FF:??)CMD:?? HP:??/?? Saves-FO:?? RE:?? WL:??
Mule 2HD Animal (Docile) Sex Race Defenses: anything DM needs to know
Enc:C???/L???/M???/H??? Water:?? Food?? ammunition:??
Expendables:??(alchemical items/potions/scrolls/etc)
Animal (32 gp)
Mule (8 gp)
Edeldhur Beltharan AC:14(T:13/FF:11)CMD:17 HP:8/8 Saves-FO:+3 RE:+3 WL:+3
1st Wizard (Evoker/Admixture) M Elf (Taldan) +2 vs. enchantments, Immune to Sleep HP:3
ENC:C34.72/L<38/M38-76/H76-115 Water: Waterskin Food: 5days Noammo
Expendables: 1 vial of Acid, marbles
Nycholas Hyll AC:18(T:10/FF:18)CMD:15 HP:12/12 Saves-FO:04 RE:00 WL:02
1st Fighter (Weapon Master) Male Human Defenses: HeroPoints:1
Enc:C 116/L 116/M 233/H 350 Water: 2 Gal (1 Day) Food 4 days
Expendables:
Ratel Dier AC:17/19 (w/shield) rageAC:15/17(T:12/FF:15/17)CMD:17 HP:15/15 Saves-FO:+4 RE:+2 WL:+1
1st Bloodrager (spell eater) M Human(Kellid) 1 per day ignore effect causing fatigue HP:1
ENC:C125/L<100/M101-200/H201-300 Water:2days Food:5days bullets: 10
Expendables: N/A
Rooip AC:17(T:14/FF:14)CMD:13 HP:9/9 Saves-FO: +3 RE:+5 WL: +0
Level 1 Alchemist (Toxicant/Grenadier) Male Grippli Defenses: Toxic skin, Toxic secretions HeroPoints:1
Enc:C32.5/L<37.5/M37.5-75/H76-112.5 Water: 2 days Food: 5days Ammunition: 20 arrows, 20 blunt arrows, 20 blowgun darts
Expendables: Alchemist fire, Traveling Bee Hive
Arthendane- Please fill in the stat blocks for your mule and animal. (guard dog? curious what animal it is...)
as for sling bullets. the first rule of items weight is always its bulk and difficulty to carry. see the information below for my feeble attempt at justification ;)
I get what youre saying. They are only a few inches across usually shaped for aerodynamics. But they are made of lead if they are bullets. stones are less expensive and weigh less but do less damage
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. (so -1 to hit and 1d3)
because of the material and the fact that sling bullets are supposed to be oblong
Roman and Celtic Sling bullets
they are generally about 2-3"oblong
whereas
Id rule that sling stones would be Cost: 1CP for 10 weight 2 lbs 1d3 damage -1 to hit.
Thoughts?

Ratel Dier |

I'm ok with the weight of the lead bullets as is and the new sling stones as well.
Edit:
I had typed three paragraphs that included phrases like "Not to be a curmudgeon" and later "Like I said, not trying to be a jerk" After rereading my rant I decided it was better left unsaid.
I'm looking forward to playing 'Emerald Spire' with you all. I carefully track my beginning characters carried weight until I learn the GM's style. If you need help carrying items just ask in character. Ratel will be happy to help.

Corwin MacDugal |
1 person marked this as a favorite. |

So who am I? Your benefactor, guidance counselor, Contact, Liason, Gatherer and a few other titles.
I'm a traveller with loose connections to nosey organizations who trivialize purposes and become divided. They started out good. Which is why I joined. But variety isn't always the spice of life so I became the Dis-lodged *chuckle*
Still I do have friends in that esteemed organization and some still refer to me as one of them...and my purposes are always for the greater good, even I do say so my self. A few might disagree especially those concerned about my lineage...but enough of that.
I've met each of you and wrangled you together for the purpose of investigating and putting and end to this threat.
Royst is in agreement with me there and he and I go back a long way. Hopefully these Hellknights won't get in the way too much.
So get ready...for soon you'll be off and may The God's look out for you.

Arthdane Sarkanaroka |

To clear up a misconception, Arthdane has a mule and no other animals with him; the 32gp is the total value of the mule and everything it's carrying right now...
As far as a stat block, the rules say "Donkeys and mules have the same statistics as ponies (see the Bestiary)."
https://aonprd.com/MonsterDisplay.aspx?ItemName=Pony
Arthdane Sarkanaroka AC:16(T:12/FF:14) CMD:15 HP:10/10 Saves-FO:+4 RE:+3 WL:+5
1st Cleric(Herald Caller, Cayden) M Human Low Light Vision HP: 10
ENC:C:77.5/L<58/M59-116/H117-175 Water:Waterskin+2more+create water Food:5days+10days Sling Bullets-20+20
Expendables: Healer's Kit-10/10
Arthdane's Mule AC:11(T:11/FF:10) CMD:13 (17 vs trip) HP:13/13 Saves-FO:+5 RE:+4 WL:+0
Mule, Low Light Vision, Scent HP: 13
ENC:C:162/L<100/M101-200/H201-300 Water: 2 Waterskin Food:10days Sling Bullets-20
Expendables: Healer's Kit-10/10

Ratel Dier |

Ratel you're from Thornkeep. There's a Wolfmane tribe there. I've put info on it in the campaign section. The group will be allowed to go to either Thornkeep or Fort Inevitable or the other two small locales to unload goods and but things during the campaign
Very good! The short background has him traveling the area around the Echo Woods for a few years. He would have been working as a hunter, scout, guide or guard. I have his background as Lore (Echo Woods) and profession 'story teller' He likes to learn stories and tell them over the camp fire.
Are you good with him being familiar with Fort Inevitable as well? He has actual 'camping' gear to stay 'out.' I was thinking he would befriend a couple of the 'homesteaders' around Fort Inevitable. More likely than not, the ones who don't own slaves. Possibly have a history of camping on their 'back 40.
Possible options' Caaerlin, Stonde, Holworth or Kettlefoot.

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Arcanus's profile is complete, along with backstory and stat block.
Arcanus Julum AC:17(T:11/FF:13) CMD:12 HP:10/10 Saves-FO:+1 RE:+3 WL: +3
Bard (archaeologist) (Irori) Male Human (taldane) Defenses: None
Enc:C59.5/L0-43/M44-86/H87-130 Water: Waterskin Food Trail rations (5) ammunition: None
Expendables: None

Baerlon Ironblood |

Name: Baerlon AC:17(T:10/FF:17)CMD:+4/+8 HP:12/12 Saves-FO:+4/+6 RE:+0 WL:+4/8
Level: 1 Paladin of Torag, Male, Dwarf, Other: Darkvison, Stability
Enc:C 113.5 /L 76/M 153/H 230 Water: 2 days Food 5 days ammunition:10 sling bullets
Expendables: 1 Holy Water, 4 oil, 10 Torches

GMMichael |

Lol cool Arthdane. I had spent a few minutes scratching my head over an animal that cost 32 gold.
Oh I knew Mules = Pony. Just like player to do it so they are very familiar with the animal
Ratel- I'm very cool with however you want the background to be by the way if you and Roolp want to say you met in the woods and know each other I'm good with that.
Arthdane- I figure you've been out of jail now 2 days when approached the tavern you got in trouble with is The Helmed Lady
Edelhur and Ratel are both from Thornkeep so would like have seen each other. Probably not the same circles though so beyond head nodding recognition up to now wouldn't say 'know each other's
Arcanus, Baerlon, and to a lesser extent Arthdane are outsiders to Fort Inevitable though they've all been there a short time. At least Arthdane- antics at the Helmed Lady gained him some acceptance in certain circles.
Nycholas-is pretty familiar with Corwin MacDugal by seeing him and talking with him every day for 6 weeks at Roysts. As an aspiring Hellknight he's not on the best terms with non Hellknight supporters.
Arcanus- you've heard of Corwin MacDugal. He's got a bad reputation Mong the Pathfinders. He refused to join a faction when they formed factions, but having been around for a long time within the organization. Some say he isn't 'right in the head' and gets these wild ideas that he impossible follows sometimes to the detriment of all. He hasn't been heard from in a long time.
Arcanus Julum AC:17(T:11/FF:13) CMD:12 HP:10/10 Saves-FO:+1 RE:+3 WL: +3
Bard (archaeologist) (Irori) Male Human (taldane) Defenses: None
Enc:C59.5/L0-43/M44-86/H87-130 Water: Waterskin Food Trail rations (5) ammunition: None
Expendables: None
Arthdane Sarkanaroka AC:16(T:12/FF:14) CMD:15 HP:10/10 Saves-FO:+4 RE:+3 WL:+5
1st Cleric(Herald Caller, Cayden) M Human Low Light Vision HP: 10
ENC:C:TBD/L<58/M59-116/H117-175 Water:Waterskin+2more+create water Food:5days+10days Sling Bullets-20+20
Expendables: Healer's Kit-10/10
Arthdane's Mule AC:11(T:11/FF:10) CMD:13 (17 vs trip) HP:13/13 Saves-FO:+5 RE:+4 WL:+0
Mule, Low Light Vision, Scent HP: 13
ENC:C:162/L<100/M101-200/H201-300 Water: 2 Waterskin Food:10days Sling Bullets-20
Expendables: Healer's Kit-10/10
Name: Baerlon AC:17(T:10/FF:17)CMD:+4/+8 HP:12/12 Saves-FO:+4/+6 RE:+0 WL:+4/8
Level: 1 Paladin of Torag, Male, Dwarf, Other: Darkvison, Stability
Enc:C 113.5 /L 76/M 153/H 230 Water: 2 days Food 5 days ammunition:10 sling bullets
Expendables: 1 Holy Water, 4 oil, 10 Torches
Edeldhur Beltharan AC:14(T:13/FF:11)CMD:17 HP:8/8 Saves-FO:+3 RE:+3 WL:+3
1st Wizard (Evoker/Admixture) M Elf (Taldan) +2 vs. enchantments, Immune to Sleep HP:3
ENC:C34.72/L<38/M38-76/H76-115 Water: Waterskin Food: 5days Noammo
Expendables: 1 vial of Acid, marbles
Nycholas Hyll AC:18(T:10/FF:18)CMD:15 HP:12/12 Saves-FO:04 RE:00 WL:02
1st Fighter (Weapon Master) Male Human Defenses: HeroPoints:1
Enc:C 116/L 116/M 233/H 350 Water: 2 Gal (1 Day) Food 4 days
Expendables:
Ratel Dier AC:17/19 (w/shield) rageAC:15/17(T:12/FF:15/17)CMD:17 HP:15/15 Saves-FO:+4 RE:+2 WL:+1
1st Bloodrager (spell eater) M Human(Kellid) 1 per day ignore effect causing fatigue HP:1
ENC:C125/L<100/M101-200/H201-300 Water:2days Food:5days bullets: 10
Expendables: N/A
Rooip AC:17(T:14/FF:14)CMD:13 HP:9/9 Saves-FO: +3 RE:+5 WL: +0
Level 1 Alchemist (Toxicant/Grenadier) Male Grippli Defenses: Toxic skin, Toxic secretions HeroPoints:1
Enc:C32.5/L<37.5/M37.5-75/H76-112.5 Water: 2 days Food: 5days Ammunition: 20 arrows, 20 blunt arrows, 20 blowgun darts
Expendables: Alchemist fire, Traveling Bee Hive
I'll be starting game soon

Ratel Dier |

Ratel- I'm very cool with however you want the background to be by the way if you and Roolp want to say you met in the woods and know each other I'm good with that.
Thank you. From the sound of it Anden Kettlefoot would be someone Ratel would admire. When near Fort Inevitable he would camp on Anden's property and help around the mill to earn his keep.
I will try and play the character as someone who would rather be outside or in the 'rural community' than staying in town.
Rooip, so how did Ratel meet you?

Arthdane Sarkanaroka |

...
Arthdane- I figure you've been out of jail now 2 days when approached the tavern you got in trouble with is The Helmed Lady
...
It wasn't so much the tavern I had a problem with; I'm happy to pay for my beer and their happy to take my money! The hellknights on the other hand... Apparently that horrible lot do not approved of song raised in holy devotion to the Drunken Hero! (at 2 in the morning mind...)

GMMichael |