GM WhtKnt's A Noble Cause (Inactive)

Game Master WhtKnt

Noble animals strive to help and protect the two legs, without revealing themselves directly.


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Dark Archive

I'm looking to see if anyone would be interested in a game of a different sort. Instead of playing humanoids, you would portray noble animals protecting (or opposing, as the case may be) the two-legs. They do not know of your existence (with a few exceptions), and must not become aware of such, but you are sworn to aid the goodly peoples of the world against the forces of evil.

This campaign uses the rules found in Skirmisher Publishing's The Noble Wild. The primary mechanics are the Pathfinder system, modified somewhat to fit the circumstances. You do not have to have a copy of the rules to participate.

Everyone portrays a woodland species of your choice (it has to be an animal that might be found in a temperate forest). For the most part, characters are built according to the Pathfinder rules and choose from the usual assortment of classes found in the core rulebook.

Would there be any interest in such a campaign or even just a single adventure?


Is this more Watership Down, Secret of NIMH, or Redwall in flavor? I.E how humanlike are animal societies, to what extent is equipment used, etc?

Dark Archive

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These are animals, though they are far more intelligent than any animal and are capable of speech and spellcasting. But they are still limited by form. However, there are special items called boons that work like magical items for them. Their societies are just as would be expected for their species, though being intelligent, it is not unusual to find various species working together when the situation calls for such.


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This sounds a lot like Golden Sky Stories in some ways. How combat-oriented is it? I was going to be in a Golden Sky Stories game but that didn't work out, so I'd love to play something like it that's not as combat-oriented.

Dark Archive

There will be some combat, I'm not going to lie, but there will be puzzles that need to be solved and situations that call for diplomacy over brute force.


So definitely more along the lines of Watership Down/Bunnies & Burrows/those telepathic animals from the Blue Rose setting [ie. no opposable thumbs if the type of species doesn't already grant it naturally] in all their natural flavor.

Could even make a case for the inclusion of the Cats from the PF version of Call of Cthulhu but they might be much more complicated compared to their Noble Wild counterparts?

Dark Archive

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Yeah the cats of Cthulhu would probably be too much, but the Noble Wild has similarities to both Watership Down and The Secret of Nimh.

Liberty's Edge

a most unorthodox campaign proposal.


I'm interested. I don't own the game The Noble Wild, so I might need a few things explained to me during character creation. I think it would be fun to role play as a skunk or maybe a turkey. What level of technology do the humans have?


This sounds interesting. I like trying different ideas. If time permits I would be interested in this.


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This would definitely be in my area of interest. :)

Dark Archive

Okay, give me a day or two and I'll get things set up on my end. Character creation, for the most part, is right out of Pathfinder core. The level of human technology is equal to that found in a typical Pathfinder world.

One disclaimer that I give all my groups: My wife is blind and I am her eyes. I try to check in once a day, but I don't always make it. I ask for your patience. It may be a day or two between moves, but I will try to let it go no longer than that. If I will be away for an extended period, I will alert you beforehand. We may move a little slowly, but I will not ghost on you so long as you are game to continue.


I'd be down to play a badger or a groundhog

Dark Archive

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Okay, this is now a recruitment thread.

CHARACTER CREATION
* Generate a standard 1st-level 20-point Pathfinder character using the Core Rules only (Noble Wild does not support any other volumes and I haven't done conversions).
* Instead of choosing a race of humanoid, you may choose from the following species: badger, bat, beaver, black bear, boar, bobcat, brown bear, cat, chipmunk, constrictor snake, cougar, coyote, deer, dog, donkey, dove, eagle, ferret, fox, frog, goat, groundhog, hawk, heavy horse, light horse, lizard, mina bird, mountain lion, mouse, otter, owl, pony, rabbit, raccoon, rat, raven, sheep, skunk, songbird, squirrel, toad, tortoise, weasel, wolf, or viper. If what you would like to play is not listed, let me know and we'll discuss it. I am limiting it to animals found in a woodland environment.
* Most noble animals choose from the base classes given in the Core Rules, with a few modifications. However, a few that are more powerful also have special species classes that they can take to represent growth.
* All noble animals have low-light vision, most have natural weapons, and many have scent.
* Maximum hit points at 1st level (animals that do not take a standard character class have d8 hit dice).
* Obviously, no one has any monetary assets, so if you don't wish to use natural weapons, you are limited to those you could reasonably construct (typically club, quarterstaff, or spear).
* Once you have decided on a species, I will give you further details.


Ooo, that's quite the list of animals. I'll have to give this some thought...


Dot for interest, there are so many possibilities here.
First idea would be a majestic deer, but I have so many different ideas for this. Would have to look up the Special species classes if they hold any inspiraton.


I am imagining the rabbit from The Holy Grail. It can leap large distances and tear your head off. Don't soil your armor. Probably using fighter.


I'm starting to lean towards an owl cleric.


I would like to play a raccoon.


Typical ideas as such are a Thrush/Bard, Constrictor Snake/Monk, Boar/Barbarian or Squirrel/Ranger.

It would be nice to play a different kind of animal than the usual bears and big cats in my opinion.

I do have a question though, some noble animals are listed as setting their strength score to 2,3 or 4. I take it that a 20 point buy system is only applicable to the other ability scores then?

Dark Archive

Hmmmm. To be honest, that problem hadn't occurred to me, but I think that a 20-point build balances out the low Strength score, so yes, the 20-point build for the other attributes is fine. I am open to other opinions, however.

For the raccoon, the following details apply:
* -4 Strength, +4 Dexterity, +2 Wisdom
* Size Small
* Base Speed 30 ft., Climb 20 ft.
* Natural Armor +1
* Natural Weapons: 2 claws (1d2) and 1 bite (1d3)
* Vesigial Hands: Unlike most animals, raccoons have vestigial hands that can be used to grasp tools. While their “natural” cousins still have not grasped the higher concepts involved in using tools, a noble raccoon can use tools and weapons with only a -2 awkwardness penalty (provided they are of an appropriate size).
* Low-Light Vision (Ex)
* Scent (Ex)
* Bonus Feat: Alertness
* +4 racial bonus on Disable Device checks and Escape Artist checks
* Mammal
* Automatic Languages: High Fauna and Woodland
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Songbird, and Ursine


Are Giant/medium sized Spiders fine?

Probably a spidery rouge.

Dark Archive

No spiders, sorry. I have no rules for insects or arachnids.


For a moment I thought being a cavalier would be fun, (a weasel riding a boar!), but realized that class wasn’t in the Core. So, I’m making a skunk bard, the last familiar of a wizard or sorcerer who died of old age. The class isn’t that important to me, so if someone else wants to play a bard, let me know and I’ll switch. The background is more important to me. If there is a problem with being a former familiar, GM, please let me know and I’ll come up with something else.


I've always liked the idea of a crow wizard, if crow's not allowed, I'll go raven wizard instead

Dark Archive

Crows are permitted and I have absolutely no issue with your being a former familiar!


It seems like we're lacking a bit of a tank/damage dealer. I would take a constrictor snake then, to go into grapple focus. Probably taking monk.

Question GM, as this is core classes only, are archetypes and unchained versions of core classes permitted?


I dig the raccoon rules.

Dark Archive

I will permit unchained classes and archetypes are most definitely allowed, even encouraged.


unchained rogue will definitely help my raccoon


Okay I'm thinking a constrictor snake (Aesculapian snake or Four-lined Snake, eventually going Monk (perhaps Perfect Scholar archetype).

The idea is that she'll become a sort of wise one of the woods, sought out by those who seek answers. Though as all snakes are want to be, they're feared by those that are smaller than they are, and perhaps even by larger individuals. She will use said fear and awe to her advantage to scare off individuals that come seeking trivial answers.

Cold and calculating, she'll ponder the answers she gives others and will plot to set plans in motion she deems worthy or interesting.
Though if push comes to shove, her powerful body will be even more dangerous than her mind.

She's neither truly good nor evil, but will have her own agenda among the forest creatures. To be revered and in high standing is her aim.
She could be a discarded/ left for dead animal companion of a beginning druid/ranger, hence the feeling of inadequacy and need for reverence.

Dark Archive

OWL CLERIC
* -4 Strength, +6 Dexterity, +4 Wisdom, -2 Charisma
* Size Tiny
* Base Speed 10 feet, Fly: 40 feet (average)
* Natural Armor +2
* Natural Weapons: talons (1d4) [a single attack using both talons]
* Low-Light Vision (Ex)
* Bonus Feat: Weapon Finesse
* +4 racial bonus on Perception and Stealth checks
* Avian
* Automatic Languages: High Fauna and Raptor
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Rodent, Serpent, Simian, Songbird, Ursine, and Woodland

* Craft is no longer a class skill for a noble animal cleric
* Survival is a class skill for a noble animal cleric
* Noble animal clerics gain no proficiency with any weapons or armor
* Noble animal clerics can use the Aggressive, Cautious, or Sturdy Attitudes
* Noble animal clerics can choose to follow any god available in your campaign, as long as it is appropriate for them to do so. Alternatively, the cleric can choose to follow their ancestors. Ancestor worship gives a noble animal cleric access to the Animal domain and any one other domain of their choice
* Noble animal clerics use blood components in place of material components for casting spells

SKUNK BARD
* -2 Strength, +4 Dexterity, +2 Wisdom
* Size Tiny
* Base Speed 30 feet
* Natural Armor +1
* Natural Weapons: 2 claws (1d2), 1 bite (1d3)
* Low-light Vision (Ex)
* Scent (Ex)
* Bonus Feat: Skill Focus (Survival)
* +4 racial bonus on Escape Artist checks
* Spray Scent: Up to three times a day a noble skunk can spray its scent on its enemies. This is an area-effect attack, affecting a cone-shaped area in a range of 15 feet. A successful Reflex Save versus a DC of 15 avoids the spray entirely.

Any creature hit by the spray is now covered in the skunk’s trademark “stink” and must now make a Fort save against a DC of 10 or be nauseated. A successful save means the creature can at least “tolerate” the smell. The scent spray stays with the victim for 1d6 days unless extraordinary measures are taken to clean it off (bathing in tomato juice, remove curse, etc.). While under the stink, the creatures can be detected by scent at triple the normal range, and anyone attempting to track them gets a +4 situational bonus.
* Mammal
* Automatic Languages: High Fauna and Woodland
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Songbird, and Ursine

* The following are no longer class skills for a noble animal bard: Craft, Sleight of Hand.
* Deft of Jaw and Survival are class skills for a noble animal bard
* Noble animal bards gain no proficiency with any weapons or armor
* Noble animal bards can use the Aggressive Attitude
* Noble animal bards use blood components in place of material components

CROW WIZARD
* 2 Strength (Crows always begin play with a Strength of 2 – this can be increased through level advancement as usual), +4 Dexterity, -2 Constitution, +4 Wisdom
* Size Tiny
* Base Speed: 10 feet, fly 40 feet (average)
* Natural Weapons: claws (1d2) [a single attack using both claws]
* Low-light Vision (Ex)
* Natural Talent Track: Skill Focus (Perception), Weapon Finesse
* Avian
* Automatic Languages: High Fauna, Raptor, and Songbird
* Bonsu Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Rodent, Serpent, Simian, Ursine, and Woodland

* Craft is no longer a class skill for a noble animal wizard
* Survival is a class skill for a noble animal wizard
* Noble animal wizards gain no proficiency with any weapons, armor, or defensive attitudes
* Familiar: Noble animal wizards have access to the same familiars available to noble animal sorcerers
* A noble animal wizard who decides to use the item option for the Arcane Bond feature can still do so with a couple of restrictions. Animals with current or previous contact with humanoids may have been given a collar or something similar, or even a treasured chew-toy. All other rules for arcane bonded items apply: a collar must be worn or a chew-toy must be in the mouth for the item to be used. Without humanoid contact, the arcane bond is unlikely to be used for an item (but it is
not impossible).
* Noble animal wizards do not gain the Scribe Scroll Feat, instead getting the Create Juju Feat
* Spellbook: Noble animal wizards do not keep spellbooks in the same way as humanoids. A noble animal wizard’s spellbook appears to be a collection of marks and smudges or the walls and floor of its lair. For a traveling spellbook, the wizard’s own body can become his spellbook; fur matted in unique patterns, scales with strange markings on them, even unusually colored feathers can serve.
* Noble animal wizards use blood components in place of material components for casting spells components for casting spells

CONSTRICTOR MONK
* +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma
* Size Small
* Base Speed: 20 feet, Swim 20 feet
* Natural Weapons: bite (1d3)
* Low-light Vision (Ex)
* Diminished Profile: A constrictor can pass through any space large enough for a creature three size categories smaller than itself
Natural Talent Track: Skill Focus (Perception), Toughness
* +4 racial bonus on Perception and Stealth checks, +8 racial bonus on Acrobatics checks
* Reptile
* Automatic Languages: High Fauna and Serpent
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Rodent, Simian, Songbird, Ursine, and Woodland
* (You gain natural armor and constriction abilities by taking levels in the Noble Constrictor character class)

* Craft is no longer a class skill for a noble animal monk
* Survival is a class skill for a noble animal monk
* Noble animal monks gain no proficiency with any weapons or armor
* Fast Movement: A noble animal monk’s Fast Movement does not apply to Burrow, Climb, Fly, or Swim movement rates
* Flurry of Blows: For the purposes of the flurry of blows special ability, the monk’s natural weapons (even if those weapons are spectral “boon” weapons) are considered special monk weapons. A flurry of blows attack can be made with either unarmed attack damage, or with a single natural weapon.
* Unarmed Strike: A noble animal monk does the same damage with an unarmed strike that a humanoid monk of the same size category would do. This attack represents a disciplined and controlled use of the monk’s body, and not necessarily their natural weapons.

Dark Archive

Since someone mentioned the possibility...

RABBIT FIGHTER
* 3 Strength (Rabbits always begin play with a Strength of 3 — this can be increased through level advancement as usual), +4 Dexterity, +2 Wisdom
* Size Tiny
* Base Speed: 40 feet
* Natural Weapons: bite (1d3) and rear kick (1 hp)
* Low-light Vision (Ex)
* Scent (Ex)
* Bonus Feat: Weapon Finesse
* Mammal
* +4 racial bonus on Stealth checks and Acrobatics checks
* Automatic Languages: High Fauna and Rodent
* Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Serpent, Simian, Songbird, Ursine, and Woodland

* Craft is no longer a class skill for a noble animal fighter
* Survival is a class skill for a noble animal fighter
* Noble animal fighters gain no proficiency with any weapons or armor
* Noble animal fighters can use the Aggressive, Cautious, or Sturdy Attitudes
* If a noble animal fighter is size Tiny or smaller, he gains the first deed of the Larger Than Life deed tree, By Fang Alone, for free. If the character later wishes to gain the second deed of that tree, he must fulfill the requirements for both the first and second deed, but he only needs to pay the experience point cost of the second.
* Attitude Training: At 3rd level, a noble animal fighter can move at their full speed even while they are using the cautious attitude. At 7th level, they can move at full speed while using the sturdy attitude.
* Weapon Training: Most noble animals will, of course, make use of the Natural weapon group for purposes of this class feature. In addition, the following new weapon group is available to noble animal fighters (as well as humanoid fighters who, for some reason, have access to noble animal boons).

Boon: any spectral natural weapon granted through temporary or permanent use of a boon.
* Attitude Mastery: At 20th level, a noble animal fighter gains DR 5/- whenever he is using either the aggressive or cautious attitudes. The DR granted by the sturdy attitude is increased to DR 7/-.
* Weapon Mastery: When the noble animal fighter chooses a weapon for this feature, it can be any one of their natural weapons or boon weapons. If the fighter has gained boon hands, then they can also use this ability for any humanoid weapon in which they are proficient.

And because you mentioned rogue for the raccoon...

ROGUE
* Craft and Sleight of Hand are no longer class skills for a noble animal rogue (except for apes, baboons, monkeys, and raccoons, who can still take Slight of Hand).
* Deft of Jaw and Survival are class skills for a noble animal rogue.
* Noble animal rogues gain no proficiency with any weapons or armor.
* Noble animal rogues can use the Aggressive Attitude.
* Sneak Attack: The rogue’s sneak attack ability can apply to any natural weapons or special attacks (except Powerful Charge, Stampede, or Trample)


I went ahead and bought the PDF because it's my kind of thing and on sale right now. XD


Oh, are we on Golarion? I'm thinking of my owl worshipping the Black Butterfly but that assumes we're using Golarion deities.

Dark Archive

Yes, we are on Golarion.


I forget, are traits core rule book? Are we using any of the optional rules that don't really change much like background skills? Core feats only? Core spells? Stuff like that. Sorry if that's an irksome question, it's been a really long time since I made a core only character!


Scyllaes:

Female Noble Constrictor Snake (1 level Noble Constrictor)
LN Small Animal (Reptile, Noble Constrictor)
Init +4; Senses: Perception +11, Low-Light Vision 60 ft

--------------------
DEFENSE
--------------------

AC 15, touch 14, flat-footed 11 . . (+1 NA, +4 Dex)
HP 12 (8+3+1)
Fort +3, Ref +6, Will +3

--------------------
OFFENSE
--------------------
Bite: +4; 1d3+4

Speed: 20 ft, Climb: 20 feet, Swim: 20 ft
--------------------
STATISTICS
--------------------

Str 18 (14+2+2) , Dex 18 (14+2+2), Con 13, Int 11 (13-2) , Wis 16(14+2), Cha 7 (9-2)
Base Atk +0; CMB +4; CMD 18 (10 +3 Str +0 BAB +3 Dex)
Feats: Toughness
Traits:

Skills: Perception 1 rank (+11), Survival 1 rank (+7), acrobatics no ranks (+11), Stealth no ranks (+7)
Languages: Serpent, High Fauna
Combat Gear:
Other Gear:
Encumbrance: lbs; Light Load (53lbs), (Light Load up to 100lbs, Medium up to 200lbs, Heavy up to 330)
Money Left:
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits

Ability Score Modifiers: +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma.
Size: Small.
Base Speed: 20 feet, Climb: 20 feet, Swim: 20 ft.
Natural Weapons: bite (1d3).
Diminished Profile (Ex): A noble constrictor can pass through any space large enough for a creature three size categories smaller than itself.
Senses: Low-light vision (Ex).
Natural Talent Track: Skill Focus (Perception), Toughness.
Skills: +4 racial bonus on Perception and Stealth checks. +8 racial bonus on Acrobatics checks.
Family: Reptile.
Noble Animal Type: Noble constrictors have the noble animal type except where superseded by other species traits and features.

Class Abilities

At 1st, 3rd, and 6th levels your Strength score increases by 2. Your Dexterity score increases by 2 at 1st and 2nd levels. At 3rd and 4th levels your Constitution score increases by 2.
Natural Armor

At 1st level you gain a Natural Armor bonus of +1. This increases to +2 at 3rd level, and +3 at 5th level.

Are traits still an option? Else I think Scyllaes is done, apart from the background.


I have a name and a build in my head, I just need to sit down and write it. :D I would like to know if traits are on the table, I'd like to have his stealth score reflect the fact that he's an owl...

Dark Archive

I will permit traits. No background skills, and let's keep the feats and spells core.


Chunking along with the sheet here. Never made a wizard before, so it's taking me a little longer than usual, but I hope you won't be disappointed by the final result!


I am going to pull out of this one. I love the idea of a rabbit biting you to death but I just can see a way to do much damage. I can't take power attack, need a 13 Str and a 1d3 bite just isn't doing much. I hope you all have fun.


I'm mostly done with my owl cleric. Mostly I want to write background and appearance type stuff still.


Here’s the character sheet. I’m close to deciding on a name. The background needs some work too. He will be an eastern spotted skunk, but covered with a bit of Golarion-paint. Like maybe a Barrowood skunk or Verduran Forest skunk. GM, did you decide in what region the game will be set?

Spoiler:

Bard (Faith Singer) 1 Skunk
Tiny Male Noble Animal (mammal)
Init +2; Senses low-light vision; scent
------------------------------
DEFENSE
------------------------------
AC 13
Hit Points 9
Fort +1 (+0+1), Ref +4 (+2+2), Will +3 (+2+1)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Claws +1 1d2+1
Melee Bite +1 1d3+1
Ranged
------------------------------
STATISTICS
------------------------------
Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
Length 2’2” Weight 2 lbs. Age approx. 3
Base Attack +0
Feats Extra Performance
Skills (7 skill points) ACP −0
Bluff +7 (1+3+3)
Deft of Jaw + (1+3+stat mod?)
Escape Artist +6 (0+0+2+4)
Knowledge (geography) +4 (1+3+1)
Knowledge (local) +5 (1+3+1)
Knowledge (nature) +5 (1+3+1)
Perception +5 (1+3+1)
Perform +7 (1+3+3)
Survival +4 (0+0+1+3)
*ACP applies to these skills
Languages High Fauna, Woodland, Common
Equipment
------------------------------
RACIAL FEATURES
------------------------------
-2 Strength, +4 Dexterity, +2 Wisdom
Size Tiny 
Base Speed 30 feet 
Natural Armor +1 
Natural Weapons: 2 claws (1d2), 1 bite (1d3) 
Low-light Vision (Ex) 
Scent (Ex) 
Bonus Feat: Skill Focus (Survival) 
+4 racial bonus on Escape Artist checks 
Spray Scent: Up to three times a day a noble skunk can spray its scent on its enemies. This is an area-effect attack, affecting a cone-shaped area in a range of 15 feet. A successful Reflex Save versus a DC of 15 avoids the spray entirely.
Any creature hit by the spray is now covered in the skunk’s trademark “stink” and must now make a Fort save against a DC of 10 or be nauseated. A successful save means the creature can at least “tolerate” the smell. The scent spray stays with the victim for 1d6 days unless extraordinary measures are taken to clean it off (bathing in tomato juice, remove curse, etc.). While under the stink, the creatures can be detected by scent at triple the normal range, and anyone attempting to track them gets a +4 situational bonus. 
Mammal 
Automatic Languages: High Fauna and Woodland 
Bonus Languages: Bat, Camel, Canine, Common, Crocodilian, Elephant, Equine, Feline, Herdspeak, Hyena, Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Songbird, and Ursin
------------------------------
CLASS FEATURES
------------------------------
The following are no longer class skills for a noble animal bard: Craft, Sleight of Hand. 
Deft of Jaw and Survival are class skills for a noble animal bard 
Noble animal bards gain no proficiency with any weapons or armor 
Noble animal bards can use the Aggressive Attitude 
Noble animal bards use blood components in place of material components
Bardic Knowledge
Bardic Performance 13 times/day [4+3 from Cha mod +6 from feat]
Cantrips Detect Magic, Ghost Sound, Haunted Fey Aspect, Lullaby
Spells: 1st Level Ear-piercing Scream, Tripvine

------------------------------
BACKGROUND
------------------------------
He is the former familiar of a wizard. For sixteen months they adventured, before Benquoil was killed by a gowrow while crossing a river.

As a familiar he feels blessed by Nethys, the god of magic. He sings and dances in honor of Nethys.

Appearance: Eastern spotted skunk.


Picked up the PDF, I’ve got an idea for an eagle paladin!


Hmm. This could be interesting! Leaving a dot, so I can come read more later.

Dark Archive

We will be based in Darkmoon Wood, north of Falcon's Hollow in Andoran.


Darkmoon Vale! That helps a lot. Here’s a revised background. The skunk’s name is Hoyleberry, a three year old Verduran Forest Skunk. He is the familiar of a young wizard named Benquoil. The human (and half the adventuring group) was enchanted by a sleep-inducing artifact created by a dream-eating outsider that they unearthed in the Candlestone Caverns. While his wizard sleeps in Orgent [? not sure about this yet], Hoyleberry helps to protect part of the Darkmoon Vale.

One more question, what is the skill Deft of Jaw?


tomtesserae wrote:
One more question, what is the skill Deft of Jaw?

It replaces sleight of hand, I believe.


That makes sense. Thank you.

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