F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
Ernhild shakes her head. "I doubt special interrogation treatment is particularly reliable. Most would say anything to get it to end."
"We know where the shingles are. We will find Trinia. If only to discover why she'd take the pain of nearly completing a portrait before making her move. Perhaps there is something we're missing."
If she is about my size, let’s go pick up a Change of clothes and a wig from my flat before we go. That way we can disguise her as we bring her back. If they spread her description, we don’t want to be walking openly with her through the street or someone might try to take her from us…
Narciso turns back to the Field Marshall and asks "How deniable do you want this? There are probably people out there who can place us as working for you at this point. If this is really black, we could put Tisha's disguise kit to work before we go looking for Trinia. Second, you say "safe and sound", do you think Trinia come in voluntarily? If she resists, how much force can we use?"
"I want her in one piece. I'd prefer that she comes voluntarily, but once the word is out, she probably won't. That you work for me is no problem. You arrest her. Of course if we later find that she is innocent and don't want her executed, it might be easier if no one knows we had her in the first place."
"You do what you can to make my life easy, but the priority is getting her before someone else does."
Cressida adds "You are probably taller than her."Not that you have any size given in your profile.
"Maybe. but a sap might be just as effective. That said, if that's the plan, let's have a more subtle way to transport her than dragging an unconscious body through the streets."
He pauses and then comments "We shoud have kept Vancaskerkin's wagon; then we could be just a bunch of drovers carting a chest about..."
A cloak, wig and some booze could be a bunch of friends bringing home a drunk woman. A sheet, streretcher and some cows blood could be used to fake bringing someone to the Grey quarter.
Either should be doable quickly with a passed out woman and stand up to basic scrutiny.
"The stretcher is a better trick; it can be used even at mid-day. Not too many ladies getting drunk at noon. So let's get what we need for it, and start looking for Trinia."
"If the Temple is not too busy today, we could borrow a stretcher and a sheet from there."
"No, we don't want it to look too organized. We want the stretcher to look improvised, not like some sort of organized medical service. Let's go to the Shingles via the flea market. We can pick up an old blanket (for the stretcher bottom), and a sheet there, as well as a mop and a broom that we can use to improvise the poles."
Unless someone else has something to add, let's head out.
The way from Citadel Volshyenek to the Shingles leads past the castle while you walk past at safe distance, you witness how the riots flare up again and then you hear a scream. Turning you see a guard falling from a tower.
Perception DC20:
Behind the battlement of the tower he fell from you notice another figure. DC25 to recognize who
Does that tell me who that is or do I need a different roll for that?
Oh Crap… someone pushed that guard.
Her eyes lock on the distant castle as she continues.
Do we go check on the guard? I want to, but if the riots are starting up again, we may not have much time to get to this woman before the mobs spread farther….
Oh Crap… someone pushed that guard.
Her eyes lock on the distant castle as she continues.
Do we go check on the guard? I want to, but if the riots are starting up again, we may not have much time to get to this woman before the mobs spread farther….
"You're certain?" asks Narciso, and then he continues "No, from that height, the poor bastard is done, no need to check. But double timing it to the Shingles might be a really good idea."
You arrive at 42 Moon Street ahead of the mob. You find the address in a densely built section of the city, a place where, at ground level, direct sunlight is a rarity. Above, jury-rigged catwalks, overhanging roofs, lines of laundry, and homemade bridges of rope and boards create a cluttered tangle, a multi-level mess of gutters, upper floors, and rooftops. This is the slum above—a sprawl known as the Shingles.
The building is an old tenement, three floors high and containing two dozen flats, many of which are homes to artists, singers, students, and
artisans.
Narciso casts message (linking all of us), and whispers "We can whisper to each other now, and I will hear it. Agree to Briggi's plan, but let's get the rest of us off the main drag as well. Briggi, cut around the back and cut off a back exit. Ernhild and I will stay in the foyer, while Tisha knocks on doors..."
Tisha will have to make up a story of why she is looking for Trinia - maybe looking to offer her a job as a portrait artist for the countess of bullshitia?
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
He gave her a 5 stars review, even!
Ernhild is not too happy about having to move on from a murder - but even if she were to rap on some doors, what could civilians do? The city guard was too busy quelling the riots to move on the scene. She tries to remember where she saw the man fall to report it later.
"Her neighbours might want to protect her," she warns Tisha. "I'd recommend making it clear that we are here to move her out for everyone's safety."
This would work so much better with a little preplanning... but here goes.
Tisha waits for the others to head to their assigned places while she pretends to be looking for an address on the street.
After the others should be in their spots, Tisha walks up to the flat house and heads in the front door making no effort to hide that she is looking for something. A list of flat names, labeled post boxes or anything like that...
If there is nothing that Indicates where this Trina lives, then she will head farther into the building looking for people or possibly children she can talk to.
Tisha puts on a slightly vapid smile and the words start tumbling out.
Hi! Sorry to bother you, but could you help me? You see my Uncle got this portrait done by this Artist named Trinia, and after my aunt saw it, she liked it so she hung it right by the main table, and then she told me that Matron Kalissreavil was so impressed by the life captured in the portrait's eyes, that she actually complimented my aunt when she was over for tea. Well then my aunt said...
The Elf seems to catch herself
Oh there I go rambling on again. Ummm... Long story short, she sent me to give this artist Trinia a bonus thank you for the work she did, as she says that uncle El is never showing artists the respect they are due. So umm, do you know where I can find her?
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
"If this doesn't work out, try another door. Or maybe tell the truth. We're here because she's in trouble. And if she's not taken somewhere safe, everyone in this building will be at risk."
Have you seen any of the portraits? They are so interesting. The art style, are you an artist? I’ve always wanted to learn how to paint but I’ve just never had the time….
"Yes I have. But she doesn't live here anymore. She moved to her uncle in Veldrane. So you're in for a long journey, or you need to find another artist."
Ohh. Aunty will be very disappointed…. I guess I will be going then.
Tisha turns to go. She will start to walk back to the door keeping an eye out for how the guy reacts.
If she can she will slip into the stairs up trying to get out of his sight so she can try again out if his hearing.
stealth:1d20 + 9 ⇒ (7) + 9 = 16
Seeing how they react, The truth will just send people scurrying to get her away before we can get to her
Ok, so currently Briggi is in behind the building, Narciso and Ernhild are in the foyer, and Tisha is up a floor, right?
Narciso whispers to Briggi "Well, if there's been a warning, keep watch for anyone sneaking out the back..."
He turns to Ernhild "Briggi says the old man is calling a warning out the back window... Clearly he suspects something and knows more than he is telling. Do we want to try knocking on his door and threatening him to get him to cough up?"
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
"Well. Who could have foreseen that? Tisha, is there any way you can chase her?"
"Narciso, you can try to go out and spot her. I'll try to make the man talk." It's not like she had the speed and acrobatics skill to actually catch the woman, Ernhild figures.
Instead, she goes up the stairs to loudly knock on the man's door. "I know you've figured we're here because some serious accusations have been leveled against Trinia," she states calmly, once the last knock has faded into silence. "And I know you don't particularly like our lot. But an angry mob is going to reach this place at any moment to ask for your friend once again - and this time, I doubt they'd be polite about it."
"The reason why we used a cover is because we want to take her to safety and evacuate this building before the rioters take care of that for you. And you still have a chance to be safe."
"Now that you've told her to take to the streets, unless we manage to catch her, she could have her throat cut in less than an hour. Is that what you want?"
What window?. Tisha asks as she runs up the stairs to the third floor
There she looks to see if she can get out a window to chase her. If she can’t see a way to directly chase after her, she tries to open the door to what she guesses is the flat the woman crawled out of, picking the lock if she has to.
Disable Device:1d20 + 10 ⇒ (16) + 10 = 26
Then she dives out the window and chases her as fast as she can.
Tisha opens the window in the stairwell and climbs onto the roof too. Of course Trinia is fleeing already and has now a proper headstart.
And thus the chase begins - Trinia is on 4, Tish on 1
1 Cluttered rooftop (Acrobatics DC 10 or Climb DC 15)
2 Crumbling rooftop (Climb DC 15 or Acrobatics DC 20)
3 Gap in wall (Escape Artist DC 15 or Climb DC 20)
4 Hidden shortcut (Perception DC 15 or Escape Artist DC 20)
5 Narrow hole in wall (Climb DC 20 or Escape Artist DC 25)
6 Narrow rooftop leap (Acrobatics DC 15 or Climb DC 20)
7 Burst of stirges (Intimidate DC 15 or Perception DC 20)
8 Tightrope shortcut (Acrobatics DC 20 or Climb DC 25)
9 Very hidden shortcut (Perception DC 25 or Climb DC 30)
10 Very steep roof (Climb DC 10 or Acrobatics DC 15)
11 Avoid drain spider nest (Survival DC 15 or Knowledge (nature) DC 20)
12 Surly rooftop vagrant (Intimidate DC 10 or Bluff DC 15)
13 Jagged nails (Perception DC 10 or Acrobatics DC 15)
14 Cranky rooftop tomcat (Handle Animal DC 10 or Sense Motive DC 15)
15 Tangle of debris (Disable Device DC 10 or Strength DC 15)
Chase Rules:
Using the base assumption of 30-foot cards, it takes a move
action to move through a single card. When a character exits
from a card, he must choose one of that card’s two obstacles
to face as a standard action before moving to the next card.
Success means the character moves to the next card, while
failure means the character must face the obstacle again
on the next round. Instead of exiting a card, a character
can choose to take another action not directly related to
navigating the chase’s course, such as casting a spell or
drawing a weapon.
A character who wants to attempt to move three cards
during his turn can do so by taking a full-round action.
That character must overcome both obstacles on the card
he is leaving. In this case, if a character fails either obstacle
check by 5 or less, he only moves one card forward and his
turn ends. If a character fails either obstacle check by
more than 5, he cannot move at all that turn. A character
unfortunate enough to fail two obstacle checks in a turn
becomes mired in his current square (he might have fallen
from a ledge, gotten a foot stuck amid roots, or got caught
in a crowd, for example). A character who is mired must
spend another full-round action becoming unmired and
effectively loses his next turn in the chase. In some cases,
becoming mired might impart additional penalties (such
as falling damage).
Mired means falling off the roof for 2d6.
Getting back up is a DC15 Climb check.
Moving on the ground allows only to follow the distance of one card.
- 25 point buy. No 20 in a stat at start. No dump stats (<10).
- BG Skills.
- Only Paizo Stuff.
- CRB, APG, UC, UM as a given, everything else needs approval.
- 200gp starting wealth for everyone.
- Two traits, doesn't have to be from this AP, but please none from other APs
Also a hint: I'm really bad at trackin debuffs on the monsters. So if you go that route the main spell you'll be casting will be the cantrip Remind GM.
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
Tisha Nerifaren wrote:
I have a feeling we can split the talking role if you don't want to do it.
If you want to be the face then by all means have at it.
If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?
Personality is starting to come in focus. Tisha is going to be somewhat darker than most of my characters.
She is becoming more Merisiel and less Desna’s dreaming Flower Child the more I think of her.
I have a feeling we can split the talking role if you don't want to do it.
If you want to be the face then by all means have at it.
If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?
I find these kind of answers not helpful. To me it sounds like you're trying to give an answer to not step on someone's feet. And when I read it, I don't actually know what YOU want.
- You wanted to be the party face and now compromise for sharing?
- You didn't want to be the party face and now compromise for sharing?
- You didn't think of sharing and actually find it a great idea to be half of the party face?
I really don't know which one it is for you with your answer, and as it is about us all having fun, and I got the feeling that everyone here would try to accommodate the others to maximise their fun, I think it would be in your best interest to be clear about it.
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
Foxy Quickpaw wrote:
Ernhild Jaggvir wrote:
Tisha Nerifaren wrote:
I have a feeling we can split the talking role if you don't want to do it.
If you want to be the face then by all means have at it.
If that's what we're going for, I can replace Toughness with Cosmopolitan and add Bluff and Intimidate to Ernhild's class skills to make her a more Face-oriented build. Everyone approves?
I find these kind of answers not helpful. To me it sounds like you're trying to give an answer to not step on someone's feet. And when I read it, I don't actually know what YOU want.
- You wanted to be the party face and now compromise for sharing?
- You didn't want to be the party face and now compromise for sharing?
- You didn't think of sharing and actually find it a great idea to be half of the party face?
I really don't know which one it is for you with your answer, and as it is about us all having fun, and I got the feeling that everyone here would try to accommodate the others to maximise their fun, I think it would be in your best interest to be clear about it.
Just my 2c worth.
This is mostly an answer from someone trying to find a middle-ground between how they picture their character in their head (i.e somewhat used to dealing with difficult people)_and the constraints of the game mechanisms (cleric isn't the best class for a social-oriented build with so few skill points and no training in Bluff or Intimidate).
What I think I will do is share the Face role with Tisha -better two players who are decent at it than one!
I think I'll settle for the Stone-Faced feat, which fits well with what I have in mind for who Ernhild is- and gives her a +4 bonus to Bluff even if she isn't formally trained in it.
This is mostly an answer from someone trying to find a middle-ground between how they picture their character in their head (i.e somewhat used to dealing with difficult people)_and the constraints of the game mechanisms (cleric isn't the best class for a social-oriented build with so few skill points and no training in Bluff or Intimidate).
What I think I will do is share the Face role with Tisha -better two players who are decent at it than one!
I think I'll settle for the Stone-Faced feat, which fits well with what I have in mind for who Ernhild is- and gives her a +4 bonus to Bluff even if she isn't formally trained in it.
By the way, gameplay is started, and it is for all of you to react to the invitation.
I hopefully wrote it generic enough that you can adapt 'your room' to whatever place you are at the start of the game. Be it a rented room in a tavern, some abandoned shack on the outskirts of town, or whatever you come up with.
Are you all planning to scout out the location or something? It specifies to meet at sunset, and you all have pushed it to early morning.
Or are you all just filling time while we wait for our fourth character?
I assumed Tisha got the message the same day and she had to be there at sunset a few hours later. But I guess we could have gotten messages at different points in the last 24 hours.
Apparently we are getting started immediately, so here is a partial sorcerer. Lots of stuff still needs filling out, but I can start posting.
Things to ask Foxy about before creating an alias
1)Tattoed Sorcerer Archetype (Inner Sea World Guide)
2) Fey thoughts racial substitution (Heroes of the Wild)
Narciso
Description:
5’11”, 168 lbs. Black hair, green eyes. No facial hair. Sharp features. His nose has definitely been broken years ago (Gaedren that bastard).
Background:
Narciso is a half-elven bastard, a byproduct of the licentious behaviour of the Mierani embassy under Perishial Kalissreavil. Fathered on Zeldana Cucuteni, he is somewhat of an embarrasment to the Cucuteni family. He ended up on the streets as one of Lamm’s lambs, where he spent several years. His natural sorcerous talents were just making themselves known (and thus, Narciso useful), when he ended up with an illustrated version of The Book of Joy (Calistrian holy text). Just entering puberty, the boy was intrigued... He joined the faith, and Gaedren dissapproved, beating him within an inch of his life. Narciso fled to the Calistrians. In a stroke of good fortune, this brought him back into the orbit of his father (???), who arranged a stipend to care for his bastard. That money was spent putting Narciso into the Theumanexus College, where his quick mind was fully put to work... Now, it is almost graduation day.
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Wildblooded (Sage)
Class Skill: Knowledge (Religion).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Possible Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.
Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
Race Abilities:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, [b]Knowledge (nature), Perception[b], Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Equipment (200 gp):
Weapons (49 gp): Longspear (5 gp), Light Crossbow (35 gp), Cestus (5 gp), Dagger (2 gp), 20 bolts (2 gp)
Armor (3 gp): Haramaki (3 gp)
Equipment (18.56 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), Wandermeal 5 days (5 cp), Spell Component Pouch (5 gp)
Leather Familiar Barding 10 gp
119.44 gp
1)Tattoed Sorcerer Archetype (Inner Sea World Guide)
2) Fey thoughts racial substitution (Heroes of the Wild)
1) Yes.
2) Googled it and first entry "Why is it banned from Society play?" with a discussion, if it is overpowered. :D
I didn't expect anything less from you. So, yes, have fun with it.
Interesting. I would have thought that a threating whisper coming from the dark so nobody knows where it is near, would be far more scary then some drill sergeant yelling threats.
But however you choose.
Well I'm all out of options until someone does something to change the light level. I can't see except near the open doorway, so all I can do is head back outside.
@foxy, I have added a couple of icons to your library (the 3ed row of them) - one for the urchins and another for the gnome. Please put the assorted enemies on the map; without that it is extremely difficult to assess where to put area effects, and also who's in danger of being flanked (which is presumably the point of the urchins in this encounter: to set up the gnome for flanks, and I suspect sneak attack).
Basically the whole room will be filled with kids that are in the way. But they are short and non dwarves can shoot over them. Also the gnome is on the stars, which elevates him some.
Well this turned into an Interesting first combat for the characters to figure out how to fight together.
Probably hard if the characters are willing to sacrifice Kids. But fighting with on hand tied behind your back at this level raises the danger of bad things happening quickly.
I may have just messed up all our tactical positions… but a cornered enemy will fight to the last man. But give them a way out…. You have to hope they take it after 1/4 of them already fell.
Foxy did tell us they were reluctant to fight, so hopefully they aren’t fanatics.
@Foxy, as a Q, do I (recognize/know about/have interacted with) any of the gnome, vial chucking human or half orc? After all, I used to be part of Gaedren's organization...
You know the blonde guy to be Yagrin, the face of Gaedren's operations and his right hand. He is also kind of an alchemist who has produced various kinds of chemicals for the business of Gaedren.
Foxy before we proceed, can you explain to Ernhild exactly what in your ruling the channel is about to do?
Maybe I'd be playing channel heal wrong, but as far as I understand RAW, what he did would vastly raise the chances that a TPK happens in this fight.
I suspect there is a misunderstanding here on how channels work, and while I'm not huge on retconning in PbP but I think in this case it may just be a case of someone learning their new powers for the first time. I'm guessing what is about to happen is not the intention and a Retcon is in order.
Please feel free to correct me if I'm wrong and your results are what is expected and I'll be quiet and let you all play your characters.
And no Spiritual Support does not impact Channel Energy because this is not a spell that is being cast.
F Dwarf Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2
I honestly can't recall being in a game where Channel Energy healed enemies as well as allies -either my memory is being fuzzy again, or I just never was a witness to that particular situation. I incorrectly assumed it would only heal my allies.
Since healing the enemies was indeed not my intention, I can retcon my action if needed.
Here the rule, there is no question about it (emphasis mine):
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.
And yes, this stage in this fight is a really bad situation to do that. Feel free to post a different action.
And Ernhild don’t worry about not keeping me up.
I have a feeling we missed something with the kids, so we made this way harder than it should have been.. plus I’m a first level rogue who was playing tank and not sneak attacking. I understood exactly what was likely to happen. So I don’t blame you at all for my character being down for the rest of this fight if that is what this turns out to be.
Now I would appreciate if you don’t let me die, but we have 6 more rounds until then.