bdk86 |
I was lucky(?) enough to get into this event, and I can say I'm very excited!
A few ideas I've kicked around thus far:
- Half-Orc Pit Fighter (some mix of fighter, barbarian, or brawler) who is in Kintargo either to compete or on the run from having fled from his "owners".
- A Bard of some kind. You can't really call it "A Song of Silver" if we lack a Bard. Chelish Diva, maybe?
- Milani oriented divine concept.
Arkos RPG Superstar 2014 Top 16 |
I'm considering playing a version one of my favorite PFS characters, Kotyk. So Unchained Rogue 9, Urban Barbarian 2? I mean, if this is going to be enshrined in canon, I want to make sure I'm playing a character I love!
Regardless, I like to operate around the non-Knowledge skill monkey realm.
EDIT: Oh, core races only! Hmm. I'll come up with a core version.
James Jacobs Creative Director |
Power Word Unzip |
I was thinking of playing a warpriest of Milani, but I see bdk had a similar idea. bdk, let me know your direction--if you'd rather play the divine caster, I might try an arcanist or magus instead.
Also, James, question about books: I'm traveling cross-country and trying to pack light. Will printouts or an SRD/PDF on a tablet be sufficient for any resources beyond core that we might use, or are you requiring that we have original hard copies of all sources used?
Looking forward to this session, fellas--let's get ready to rock House Thrune!
bdk86 |
As long as we have someone with healing (even a Warpriest), I'm probably going to double down on the Pit Fighter concept. The more I play with a build for it, the more fun it looks.
James, I'm looking at the Gladiator archetype for Fighter/Pit Fighter PrC. A few questions:
1) Will you allow me to use Ultimate Combat's Piecemeal Armor rules? The visual works for me and the archetype has an ability that encourages its use.
2) On Pit Fighter, I definitely want to use the "start a performance combat with my PC as the only participant" Showmanship ability (if only for the small bonuses and the Pit Fighter PrC's Roar of the Crowd ability to get rage). I do not, however, want to do anything that might bog things down. I'd make myself some one sheet reference material for ease of use, but again, want to check with you first.
Power Word Unzip |
Honestly, the more I think about it, the more I want to play a hexcrafter magus. But I'll gladly go warpriest if nobody wants to play a healer--although last time I ran one, I was fighting for Asmodeus, not against him... Hmm.
Let's see if our fourth chimes in before con time; if not, I'll build and bring both PCs just in case.
donato Contributor |
Arkos RPG Superstar 2014 Top 16 |
So, after reading some of the material, my hope is that we are the original Silver Ravens? If so, my rogue will certainly not be religiously or politically motivated. I'll be along because rebellion sounds fun and House Thrune is bad for business. Kotyk knows who the criminals in town are, how to hide from patrols, and loves breaking into places he isn't supposed to go.
Kotyk is initially added in because he's too useful NOT to be part of a rebellion. But over time, he becomes personally invested.
Anyway, CN Elven(?) Unchained Rogue(Scout) 9/Urban Barbarian 2 -- Hopefully I'll have a character sheet up this week so we can plan!
donato Contributor |
James Jacobs Creative Director |
Hey James - for those of us not able to afford a trip to the land of coffee and rain.... any chance we could get a recording of a session you GM at?
I'm just saying - as a GM myself I'd love to see you in action.
Not a big chance. Thanks for the interest though. We'll see what the future brings, I suppose.
James Jacobs Creative Director |
I was thinking of playing a warpriest of Milani, but I see bdk had a similar idea. bdk, let me know your direction--if you'd rather play the divine caster, I might try an arcanist or magus instead.
Also, James, question about books: I'm traveling cross-country and trying to pack light. Will printouts or an SRD/PDF on a tablet be sufficient for any resources beyond core that we might use, or are you requiring that we have original hard copies of all sources used?
Looking forward to this session, fellas--let's get ready to rock House Thrune!
Printouts are fine. PDFs on a tablet are fine. As long as you've got your character's rules all worked out and know how she/he works, you'll be fine. I'm not gonna be checking the math or anything like that at all. But I'm not gonna bring a giant stack of books... likely just the adventure notes itself, so if someone, say, wants to cast bubble vault or some other spell I'm not familiar with, I'd like you to be able to provide those rules. Be it a physical copy of a hardcover book, a PDF on a tablet, or notes in your character sheet. The hotel MIGHT have wireless... but my experience with wireless connections at conventions suggests I shouldn't bank on being able to use my iPad to check the PRD that way.
James Jacobs Creative Director |
As long as we have someone with healing (even a Warpriest), I'm probably going to double down on the Pit Fighter concept. The more I play with a build for it, the more fun it looks.
James, I'm looking at the Gladiator archetype for Fighter/Pit Fighter PrC. A few questions:
1) Will you allow me to use Ultimate Combat's Piecemeal Armor rules? The visual works for me and the archetype has an ability that encourages its use.
2) On Pit Fighter, I definitely want to use the "start a performance combat with my PC as the only participant" Showmanship ability (if only for the small bonuses and the Pit Fighter PrC's Roar of the Crowd ability to get rage). I do not, however, want to do anything that might bog things down. I'd make myself some one sheet reference material for ease of use, but again, want to check with you first.
1) You can use the piecemeal armor rules if you want... but I find them to be WAY overcomplicated and unrewarding.
2) There's not likely to be a lot of opportunities to do full-on performance fighting in the adventure. If you want to go this route, it's best to make a reference sheet so you can have all your numbers handy... but the nature of the adventure isn't such that you'll have lots of crowds watching you do your thing, really.
James Jacobs Creative Director |
So, after reading some of the material, my hope is that we are the original Silver Ravens? If so, my rogue will certainly not be religiously or politically motivated. I'll be along because rebellion sounds fun and House Thrune is bad for business. Kotyk knows who the criminals in town are, how to hide from patrols, and loves breaking into places he isn't supposed to go.
Kotyk is initially added in because he's too useful NOT to be part of a rebellion. But over time, he becomes personally invested.
Anyway, CN Elven(?) Unchained Rogue(Scout) 9/Urban Barbarian 2 -- Hopefully I'll have a character sheet up this week so we can plan!
The Silver Ravens were a rebel group that helped fight to protect Kintrargo's citizens during the Chelish Civil War, but who disbanded swiftly after House Thrune took over. In this AP, in the 1st adventure, the PCs basically help to restart the Silver Ravens, and by the time the 4th adventure (which we'll be playing a part of here) comes along, you'll be the leaders of the Silver Ravens and will have a whole rebellion of allies to draw upon. I'll be supplying the rules for the rebellion stuff, so you all don't have to worry about that.
James Jacobs Creative Director |
That actually would be good context: When, exactly, does this game take place on Golarion's timeline?
It does not assume any other Adventure Paths or other adventures or novels have taken place, just as with any other AP. In other words, the state of the world as presented in the Inner Sea World Guide is all you need to assume.
James Jacobs Creative Director |
Oh, actually. I'm strongly considering an occult class, particularly the occultist or mesmerist.
Man, deciding on a character will be more agonizing than the wait for the Con.
Since Occult Adventures won't be out yet, it's not a legitimate source for this game. It's not yet published, after all. The playtest versions of the class are no longer valid, and while to a certain extent this game IS a playtest of the adventure, I'd rather not complicate it using unpublished material.
So... no playtest characters, please. Thanks!
James Jacobs Creative Director |
James,
Tom Beckett here. Is it possible for me to observe this event without playing? I think it might be a little awkward, but was wondering what you think.
It's absolutely possible! I've had folks stop by to watch games before, and don't mind it at all. You'd be welcome to observe!
It's really a question of space; there should be plenty of room for a few folks to sit and watch the game, though. I've had observers for my games before at Paizocon and it's been pretty fun!
donato Contributor |
donato wrote:Oh, actually. I'm strongly considering an occult class, particularly the occultist or mesmerist.
Man, deciding on a character will be more agonizing than the wait for the Con.
Since Occult Adventures won't be out yet, it's not a legitimate source for this game. It's not yet published, after all. The playtest versions of the class are no longer valid, and while to a certain extent this game IS a playtest of the adventure, I'd rather not complicate it using unpublished material.
So... no playtest characters, please. Thanks!
No problem, James.
Well folks, I'm leaning closer towards either a cavalier, inquisitor, or investigator. I'll try to keep an eye on what everyone else picks, but I'm not entirely intent on filling any particular role, either. Theme over mechanics!
bdk86 |
bdk86 wrote:As long as we have someone with healing (even a Warpriest), I'm probably going to double down on the Pit Fighter concept. The more I play with a build for it, the more fun it looks.
James, I'm looking at the Gladiator archetype for Fighter/Pit Fighter PrC. A few questions:
1) Will you allow me to use Ultimate Combat's Piecemeal Armor rules? The visual works for me and the archetype has an ability that encourages its use.
2) On Pit Fighter, I definitely want to use the "start a performance combat with my PC as the only participant" Showmanship ability (if only for the small bonuses and the Pit Fighter PrC's Roar of the Crowd ability to get rage). I do not, however, want to do anything that might bog things down. I'd make myself some one sheet reference material for ease of use, but again, want to check with you first.
1) You can use the piecemeal armor rules if you want... but I find them to be WAY overcomplicated and unrewarding.
2) There's not likely to be a lot of opportunities to do full-on performance fighting in the adventure. If you want to go this route, it's best to make a reference sheet so you can have all your numbers handy... but the nature of the adventure isn't such that you'll have lots of crowds watching you do your thing, really.
1) Yeah. After sitting down with the rules over the weekend I realize that I wasn't going to get more than maybe 1 or 2 more pips of AC out of it at best. And even then, likely for more gold.
2) Not a problem. The Pit Fighter prestige classes' Showmanship ability allows him to initiate a performance combat with him as the only person a couple times per day. The DCs for shifting the "crowd" sentiment are set by the CR and he's the only one who gets anything for it. It essentially lets me make Performance Check rolls to get access to a Rage effect via Roar of the Crowd and the usual morale bonuses. The downside is if I fumble real bad or receive magical healing I have to roll to maintain this or risk slipping into penalties to my rolls. See the run down here. I can also get the same overall effect via Fighter 11/Barbarian 1, but I'm pushing flavor.
bdk86 |
All right. At this point I've got a solid Half-Orc Gladiator Fighter/Pit Fighter worked out. He's very much a HP tank that uses Demoralize/Dirty Trick to make himself harder to hit (vs. a high AC). This is the character I'd prefer to play.
I've also worked out an archer Bard as a backup for a ranged option who leans healing/buffing. I was toying with a full caster as well (if we're needing more magical Oomph in addition to some possible healing), but a lot of my concepts from a theme standpoint don't go play out well in the rule (Waves Oracles/Shamans don't have the best spell support).
donato Contributor |
I've statted up a daring champion cavalier (Order of the Flame) and she looks like a blast. All Dex, Cha, and sass. She is set to be a front line fighter that has a good focus on demoralizing as well. I think I'm sticking with her, but just in case, I'm bringing two other concepts.
I have an inquisitor of Cayden Caliean that will be all charm and schmooze. He will most likely be a ranged fighter, focusing on dealing damage.
I also have a halfling investigator. He is all about supporting people with aid another. His aid another will be through the roof and he can potentially aid multiple times in one round. He will follow the support theme with various support extracts.
I'll have all three with me, if need be, but my primary pick at this time is the cavalier.
bdk86 |
It sounds like we're leaning pretty melee heavy. We've got decent spell support in the Magus, but not a lot of spell utility overall. Our current "preferred PC" group is: Unchained Rogue/Barbarian, Hexcrafter Magus, Daring Champion Cavalier, and Pit-Fighter.
I'm curious who our fifth is and what they're bringing; at this point I'm probably going to go ahead and figure out a third concept that is a full caster (giving me two backups counting the Archer Support Bard).
Power Word Unzip |
Ruthbert Maclaen
This grey-eyed human male sports light-brown hair and a beard, and wears elven chain beneath his green and purple robes. A scarlet spider crouches on his shoulder, intent upon its master's every word and movement.
Male human magus (hexcrafter) 11
N Medium humanoid (human)
Init +4; Senses Perception +11
Defense
AC 24, touch 16, flat-footed 20 (+8 armor, +2 deflection, +4 Dex)
hp 64 (11d8+11 bonus hp from favored class)
Fort +10, Ref +10, Will +10
Offense
Speed 30 ft.
Melee +1 agile fiendbane rapier +13 (1d6+5/18–20)
Ranged mwk light crossbow +13 (1d8/19–20), or ranged touch +12 (by spell/ability)
Special Attacks hexes (evil eye [9 rounds, –4], fortune [2 rounds], healing [cure moderate wounds, CL 11th]), improved spell combat, spell combat (–2 attack, +2 concentration), spellstrike
Magus Spells Prepared (CL 11th, concentration +17; DC 16 + spell level)
4th (7/day)
3rd (6/day)
2nd (5/day)
1st (3/day)
0 (at will) [5]
Statistics
Str 10, Dex 18, Con 10, Int 22, Wis 10, Cha 10
Base Atk +8/+3; CMB +8; CMD 22
Feats Arcane Blast, Dodge, Extra Arcana (Fortune hex), Mobility, Spring Attack, Point Blank Shot, Precise Shot, Rapid Reload (light crossbow), Weapon Finesse
Skills Acrobatics +18, Climb +12, Craft (painting) +20, Knowledge (arcana) +19, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +11, Spellcraft +18, Use Magic Device +14
Languages Common, Abyssal, Draconic, Infernal, Sylvan
SQ arcane pool (11 points, +3 stacking), fighter training, knowledge pool, magus arcana (accurate strike, evil eye [hex], familiar, fortune [hex], healing [hex]), medium armor proficiency
Gear +1 agile fiendbane rapier, +2 elven chainmail (ACP –2), wand of cure serious wounds (20 charges), wand of magic missile (CL 9th, 20 charges), mwk light crossbow, 40 crossbow bolts, 20 silver crossbow bolts, belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +3, headband of vast intelligence +4, marvelous pigments, canvas (5 sq. yds.), paintbrushes, pearls of power (3, 1st level), ring of protection +2, 450 gp
Spellbook 4th—ball lightning, bestow curse; 3rd—aqueous orb, dispel magic, displacement, haste, lightning bolt, slow, vampiric touch, versatile weapon; 2nd—ablative barrier, bear's endurance, defensive shock, frigid touch, glitterdust, raven's flight; 1st—chill touch, jump, jury-rig, mirror strike, shield, shocking grasp, vanish; 0—all
A native of Korvosa before he came to Kintargo, Ruthbert Maclaen is believed to have studied at the Academae in his youth, but all records of his time as a student there have been mysteriously redacted. A renaissance man of many talents and an avid hunter of fiends, rumor has it that Maclaen owes a debt to the infernal whore queen Eiseth, and that his involvement in the rebellion against House Thrune is a repayment of sorts. [NOTE: James, by all means please tell me if any of this backstory is just wildly inappropriate and I'll change it accordingly.]
I still need to stat up my familiar, but what do y'all think so far?
Arkos RPG Superstar 2014 Top 16 |
It sounds like we're leaning pretty melee heavy. We've got decent spell support in the Magus, but not a lot of spell utility overall. Our current "preferred PC" group is: Unchained Rogue/Barbarian, Hexcrafter Magus, Daring Champion Cavalier, and Pit-Fighter.
I'm curious who our fifth is and what they're bringing; at this point I'm probably going to go ahead and figure out a third concept that is a full caster (giving me two backups counting the Archer Support Bard).
OK, I'm going to make a backup character as well, and probably go full support. I'd prefer my rogue, but going Bard/Cleric flagbearer and being the Rebellion Cheerleader could also be fun. I'll write both up this weekend.
(HOLY COW THIS GAME IS IN A WEEK?!)
Arkos RPG Superstar 2014 Top 16 |
Tividar
Male Human Cleric of Abadar 10/Bard 1
N Medium Humanoid (human)
Init +8; Senses Perception +20
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Defense
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AC 22, touch 13, flat-footed 19 (+2 Dex, +8 armor, +1 deflection, +1 NA) (+4 against spells)
hp 70 (11d8+22)
Fort +12, Ref +10, Will +16
Special Defenses see Banner of the Ancient Kings
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Offense
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Speed 40 ft. (50 ft. without armor)
Melee MW Cold Iron Longspear +8 1d8
Ranged MW Light Crossbow +10 1d8
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Statistics
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Str 11, Dex 12(14), Con 14, Int 10, Wis 16(18), Cha 16(18)
Base Atk +7/2; CMB +7 ; CMD 21
Feats Extra Channel, Improved Initiative, Flagbearer, Quick Channel, Lingering Performance, Combat Casting, Persuasive, Divine Dignity
Traits Eyes and Ears of the City, Focused Mind
Skills Diplomacy +21, Heal +9, K: History +4, K: Local +5, K: Religion +5, Linguistics +7, Perception +20, Perform: Oratory +8, Profession: Watchman +8, Sense Motive +12
Languages Taldane, Celestial, Infernal, Thassilonian, Tien
Other Gear Banner of the Ancient Kings, +2 spell-dodging breastplate (+8/3, -4, 25%), Phylactery of Positive Channeling, Headband of Wis/Cha +2, Belt of Dex +2, CoR +3, Eyes of the Eagle, Boots of Striding and Springing, Amulet of NA +1, RoP +1
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Special Abilities
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Silver-Tongued Haggler (Su) 7/day: Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a +5 bonus on the roll.
Dimensional Hop (Sp): You can teleport up to 100 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects four allies, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.
Channel Energy (Su) 8/day: 30’ burst of 7d6 positive energy (Harm: Will DC 18 for half)
Bardic Performance (Ex) 7/day: Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
**Inspire Courage: An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
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Background
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Tividar is the (very) lesser son of a Chelaxian House he hasn’t mentioned out loud in twenty years. After leaving to run around the world with the Pathfinder Society, he found himself battling against some of the worst of House Thrune and House Jeggare, and eventually returned home to Kintargo to help fight against the ruling government. With Abadar as his guide, Tividar plans to remake Kintargo into a strong, fair city, without the interference of Asmodeus.
Arkos RPG Superstar 2014 Top 16 |
Tividar is definitely not a combatant, but I'll be prepared with a ton of solution spells and I'll be regularly giving everyone a series of buffs to all sorts of things. I'll be throwing out index cards with bonuses throughout the game.
My HOPE is that the Banner will display the symbol of the rebellion. Otherwise, it'll be the symbol of Abadar, which may not be as helpful to the group.
bdk86 |
I'll get my stat blocks up here in the next day or so. The Pit Fighter is done and the Bard just needs some formatting. I actually figured out a way to make the Oracle of Waves work really well. He's control/healing with some backup direct damage. The bard, as I mentioned before, is primary support. I'd really only want to play her if we have the Hexcrafter in the mix, as she can lower foes' saving throws against spells.
bdk86 |
1st Choice/Tank
This tall grey skinned half-orc in battered armor moves with swagger in his step. He has short black hair and dark green eyes. What parts of skin that are visible host numerous scars.
"Acquired" as a child and sold as a slave to a gladiator house in Egorian for training, Ursekk has only ever known the life of a gladiator. Ursekk at first reveled in the thrill of combat and the cheering of the crowd. But as the years wore on, he began to see the pit fights for what they were: death and torture for the amusement of an idle elite. As more of his own friends, and on one occasion, lover, became opponents he was forced to cut down for his masters Ursekk grew determined to break free.
Ursekk finally escaped just over a year ago from his master during a staged mass combat that spilled into the crowds. On the run ever since, Ursekk was laying low in Kintargo when the rebellion started. Eager to finally fight for something greater, Ursekk has gladly wades into battle against the forces of hell. He’s still a gladiator at heart, not fully grasping the reality of true warfare, and can be prone to bravado and showmanship.
*Statistics While Raging via Roar of the Crowd are not included. If this has occurred, Ursekk receives +4 to STR & CON, +2 Will, and -2 AC in addition to a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws.
Half-Orc Gladiator Fighter 5/Pit Fighter 6
CG Medium humanoid (human, orc)
Init +7; Senses Perception +14 (+15 to avoid being surprised)
DEFENSE
AC 24, touch 12, flat-footed 23 (+10 armor, +1 Dex, +1 shield, +1 deflection, +1 natural)
hp 108 (11d10+38)
Fort +14, Ref +8, Will +7
OFFENSE
Speed 30 ft.
Melee +3 adamantine flail +22/17/12 (1d8+14/x2)
Ranged masterwork composite [+5] longbow +13/8/3 (1d8+5/x3)
Special Attacks: Weapon Training (Flails +1), Weapon Trick, Tricky Assault, Showmanship, Poor Equipment, Arena Weapon Expertise +2, Roar of the Crowd
TACTICS
During Combat: Utilizing class abilities, Ursekk will always attempt to use Tricky Assault/Quick Dirty Trick to attempt a Dirty Trick combat maneuver with the first attack (dealing weapon damage as normal). If Power Attacking, Cornugon Smash will be used to demoralize the opponent at every opportunity and in turn render them flat-footed against him via Shatter Defenses. If facing a powerful encounter, the Half-Orc will use Showmanship to start performance combat and begin pushing the crowd’s attitude towards helpful at every opportunity so he can enter a rage via Roar of the Crowd. If struck with a critical hit, the Half-Orc will grant his buckler the broken condition via Fortified Armor Training and use Poor Equipment on his next turn to regain its bonus. If a second (and potentially fatal) critical occurs, he will break his armor to negate it and switch his Poor Equipment ability to keep his armor functioning.
STATISTICS
STR 22, DEX 12, CON 16, INT 13, WIS 10, CHA 12
Base Atk +11; CMB +17 (+19 w/ Dirty Trick ;+22 Disarm w/ Flail, +22 Dirty Trick w/ Flail)
CMD 28 (30 vs. Dirty Trick). Performance Combat Check[b] +12
[b]Feats: Weapon Focus (Heavy Flail), Dazzling Display, Performance Weapon Mastery, Power Attack, Weapon Specialization (Heavy Flail), Improved Initiative, Cornugon Smash, Imp. Dirty Trick, Shatter Defenses, Fortified Armor Training, Quick Dirty Trick
Traits: Scrapper, Reactionary
Racial Traits: Intimidating, Orc Ferocity, Chain Fighter, Skilled
FCB: +11 HP
Skills: Acrobatics +13, Intimidate +17 (+18 to Demoralize), Perception +14 (+15 to avoid Surprise), Perform (act) +15. (Armor Check Penalty -2; already included in above).
Languages: Common, Half-Orc, Goblin
Gear: +3 adamantine flail (21,008), Circle of Persuasion (4500), Belt of Physical Might (STR/CON) +2 (10,000), Cloak of Resistance +4 (16,000), Masterwork composite (+5) longbow (900), Masterwork Buckler (155) x2, +4 breastplate (16,350), Handy Haversack (2000), 40 Arrows (2), Ring of Protection +1 (2000), Amulet of Natural Armor +1 (2000), Potion of Cure Serious Wounds x2 (1500), Oil of Daylight (750), Potion of See Invisibility (300), Oil of Bless Weapon x2 (100), Potion of Remove Blindness/Deafness (750), Potion of Fly (750), Potion of Darkvision (300), 1480 GP
SQ: Fame (1 VP), Armor Training 1
Alt 1: Ranged Damage+Spell Support & Healing
A small Chelish woman with dark brown hair to just below her shoulders in a tight braid. She is dressed in a fashionable performer's outfit that sacrifices some flourish for utility, with the glint of chain noticeable below it.
Valeria made the worst mistake of all in Chelish society: She was born into a minor noble house that lost Thrune's favor. Her family was "liquidated" while she was a small girl, surviving only by the foresight and kindness a halfling nurse who smuggled her out the servants' entrance whilst Inquisitors stormed the manor house. Valeria spent much of her youth on the streets of various cities, too terrified to ask anyone for help and scraping by to survive. Valeria’s true name is a secret she keeps to herself, terrified since childhood to utter it aloud, lest the Inquisitors realize their purge was not so complete. A chance encounter with one of the Kintargo's Opera House's maestros while singing on a street corner while singing for coin lead her to the esteemed establishment's doors.
Valeria took to the curriculum of music, magic, and martial training with the undercurrent of rebellious thinking quickly. A burning desire to right the wrongs that lead to her family's disintegration encouraged by a curriculum of "dangerous free thinking" made Valeria an ideal rebel, but she chose to bide her time for the right opportunity. Over the years, Valeria quickly become a minor celebrity within the city, earning the nickname “Songbird” for her powerful voice in spite of a her small size. When rebellion seized Kintargo, Valeria seized her chance to finally strike back at Thrune.
Female Chelaxian Human Bard 11
CG Medium humanoid (human)
Init +10; Senses Perception +14
DEFENSE
AC 26 touch 16, ff 19 (+9 Armor, +6 DEX, +1 Deflection)
hp 77 (11d10+19)
Fort +8, Ref +16 , Will +10
OFFENSE
Speed 30 ft.
Melee +9 masterwork alchemical silver dagger (1d4-1, 19-20/x2)
Ranged+2 seeking shortbow +16/11 w/ Arcane Strike (1d6+5, x3)
+2 seeking shortbow w/ Arcane Strike/DA (1d6+11, x3)
Does NOT include Inspire Courage, Point Blank, and Discordant Voice. If all present:
+2 seeking shortbow w/ Arcane Strike +20/15 (1d6+1d6 sonic+8, x3)
+2 seeking shortbow w/ Arcane Strike/DA +17/12 (1d6+1d6 Sonic+14, x3)
Special Attacks: Bardic Performance (27; Move/Free), Countersong, Distraction, Fascinate (DC 16), Inspire Courage (+3), Inspire Competence (+4), Suggestion (DC 16), Dirge of Doom, Inspire Greatness
Spells Known (DC 13+Spell Level, Concentration +14)
Cantrips-Ghost Sound, Light, Mage Hand, Prestidigitation, Message, Open/Close
1st (6/D): Cure Light Wounds, Disguise Self, Expeditious Retreat, Vanish, Saving Finale, Hideous Laughter
2nd (5/D): Glitterdust, Cure Moderate Wounds, Mirror Image, Gallant Inspiration, Sound Burst, Shatter (FCB)
3rd (5/D): Daylight, Dispel Magic, Haste, Raven’s Flight, Clairaudience/Clairvoyance (FCB), See Invisibility (FCB)
4th (2/D): Freedom of Movement, Cure Critical Wounds, Dimension Door
TACTICS
During Combat: Valeria focuses on using Bardic Music, Discordant Voice, and her spells to improve her allies’ combat prowess. If there is an arcane caster among her comrades, she will coordinate targets with them to use Riving Strike to lower their saving throws. She will wade into close range to provide magical healing. If targeted by foes, Valeria uses her magic to evade them.
STATISTICS
STR 10, DEX 22, CON 13, INT 12, WIS 10, CHA 16
Base Atk+8/3; CMB +8CMD 24
Feats: Arcane Strike, Point Blank Shirt, Precise Shot, Deadly Aim, Improved Initiative, Riving Strike, Discordant Voice
Traits:Resilient, Lost Nobility
Racial Traits: Standard Human.
FCB: +3 Spells Known, +8 HP
Skills: Acrobatics +18, Diplomacy +17, Escape Artist 11, Knowledge (arcana) +17, Knowledge (nobility) +10, Knowledge (local) +10, Knowledge (planes) +10, Knowledge (all others) +6, Perception +14, Perform (sing) +15, Perform (dance) +7, Perform (act) +7, Spellcraft +15, Stealth +18
Languages: Common, Halfling, Infernal.
Gear: Cloak of Resistance +3 (9,000), +2 seeking shortbow (18,335), Celestial Armor (22,500), Masterwork Alchemical Silver Dagger (22), Belt of Dexterity +2 (4000), Headband of Charisma +2 (4000), First Aid Gloves (4500), Figurine of Wondrous Power (Silver Raven) (3800), Wand of Cure Moderate Wounds (4500), Spring Loaded Wrist Sheath x2 (10), Handy Haversack (2000), Efficient Quiver (1800), 5x +1 devil bane arrows (830.5), Ring of Protection +1 (2000), Spell Component Pouch (5), Entertainer’s Outfit, 20 Silver Arrows (41 GP), 10 Adamantine Arrows (600), 40 Arrows, Potion of Lesser Restoration x2 (600), Potion of Remove Blindness/Deafness (750), Wand of Solid Note (750), 1696 GP, 5 SP
SQ: Bardic Knowledge (+5), Versatile Performance (Sing, Dance, Act), Well Versed, Lore Master, Jack of All Trades
Alt 2: Control Caster w/ Healing
The tall, pale blue elf before you smells faintly of brine. His bare feet appear to be webbed in a way that impedes his gait, causing him to move off kilter. Long white hair is pulled back behind his head.
Aranion grew up near the Mordant Spire, tracing his lineage to a family of elves that had adapted themselves to the surrounding waters. The webbing upon his feet and hands never quite settled correctly for movement upon land, but instead seemed to give him even greater grace within the waves. Called by something powerful and ancient beneath the ocean, Aranion dedicated himself to the study of aquatic elf bloodlines and lore. He attributes his own innate divine magic to a blessing from his ancestors, staunchly cementing his faith in the Lady of Graves as a conduit through which he might communicate with those that came before.
Aranion’s studies drew him to the mainland, where he quickly found work assisting less than reputable sailing vessels navigate the Shackles and Eye Abendego with his magic. In exchange, Aranion often asked only for first choice of any elven artifacts or lore recovered as apart of these expeditions in addition to modest pay. He eventually setup in Kintargo, the port city’s laxer standards of enforcement for Thrune’s laws making it a good port of call for work and research. More often than not, local officials quietly asked him to use his divination to watch for vessels of the Chelish Navy or the Order of the Torrent to stay one step ahead. When rebellion broke out, Aranion chose to stand with the citizens of Kintargo and smugglers who had embraced him as their own.
Male Elf Ancient Lorekeeper Oracle of Pharasma
NG Medium humanoid (elf)
Init +5; Senses Low-light Vision, Perception +18
DEFENSE
AC20, touch 11, ff 19 (+7 Armor, +2 Natural Armor, +1 DEX)
hp70 (11d8+12)
Fort +7, Ref +7, Will +11 (+2 vs. Enchantment)
OFFENSE
Speed 20 ft.
Melee +2 conductive frost* longspear +10/5 (1d8+1d6 cold+2, x3)
frost* masterwork alchemical silver spiked gauntlet +9/4 (1d4+1d6 Cold, x2)
wintry touch +8 (1d6+7 cold,x 2)
touch spell +8 (as spell)
Ranged frost* masterwork trident[i] +10 (1d8+1d6 cold, x2)
[i]*All weapons wielded gain Frost per Wintry Touch
Special Attacks: Orisons, Water Form (Huge Water Elemental 1/D; 11 Hours), Wintry Touch (9/D), Punitive Transformation (11 Rounds, 6/D, DC 21), Arcane Bond (Amulet of Natural Armor +2)
Spells Known (DC 1+Spell Level, Concentration +17)[/b]
Orisons- Create Water, Detect Magic, Guidance, Light, Mending, Purify Food & Drink, Read Magic, Resistance, Stabilize
1st (8/D): Shield of Faith, Obscuring Mist, Liberating Command, Comprehend Languages, Protection from Evil, Cure Light Wounds, Mage Hand
2nd (8/D): Bear’s Endurance, Searing Light, Spiritual Weapon, Status, False Life, Cure Moderate Wounds, Snowball
3rd (7/D): Bestow Curse, Clairaudience/Clairvoyance, Dispel Magic, Wind Wall, Cure Serious Wounds, Frost Fall
4th (7/D): Blessing of Fervor, Divine Power, Freedom of Movement, Cure Critical Wounds, Aqueous Orb
5th(5/D):: Dispel Evil, Slay Living, Mass Cure Light Wounds, Greater Invisibility
TACTICS
Before Combat: Aranion makes use of his Water Sight and divination magic to scout ahead whenever possible, so he can utilize his magic to enhance himself and allies ahead of a fight.
During Combat: Aranion will initially bolster his allies with his magic, before utilizing his spells and abilities to neutralize threats on the battlefield. He will keep his distance, using magic and his spear to harass enemies and stepping in to heal his comrades as necessary. If outnumbered and/or the front line warriors begin to fall, Aranion will use his Water Form ability to transform into a Huge Water Elemental.
STATISTICS
STR 10 , DEX 13, CON 12, INT 14, WIS 12, CHA 22
Base Atk+8/3; CMB+8CMD 19
Feats:Improved Initiative, Skill Focus (knowledge: arcana), Eldritch Heritage (Arcane-Arcane Bond), Empower Spell, Extra Revelation (Wintry Touch; 1d6+7), (Improved Eldritch Heritage (Metamagic Adept 2/D)
Traits:Shackles Seafarer (Regional), Seeker (Social)
Racial Traits: Elven Immunities, Keen Senses, Spirit of the Waters (+4 Swim; Longspear/Trident/Net), Low-Light Vision
FCB: +2 Levels to Revelation (Water Form), +3 Levels to Revelation (Wintry Touch), +1 HP
Skills: Knowledge (history) +16, Knowledge (arcana) +21, Knowledge (local) +16, Spellcraft, Swim +15, Perception +18
*+5 on Knowlerdge re: Elves.
Languages:Common, Elven, Aquan, Draconic
Gear: Headband of Alluring Charisma +4 (16,000), First Aid Gloves (4500), Soothsayer’s Raiment (Punitive Transformation; 10,300), Lesser Metamagic Rod of Extend (3000), Wand of Cure Moderate Wounds (4500), +2 Conductive Longspear (18,305), Masterwork Alchemical Silver Spiked Gauntlet (325), Cloak of Resistance +3 (9000), Amulet of Natural Armor +2 (8,000), Spell Component Pouch (5), Handy Haversack (2000), Potion of Fly (750), Scroll of Lesser Restoration x2 (300), Potion of Remove Blindness/Deafness (750), Oil of Daylight (750), Scroll of Invisibility Purge (325), Scroll of Align Weapon x2 (300). Silver Holy Symbol of Pharasma (25), Cauldron (5 GP), Masterwork Trident x3(945), 1640 GP
SQ: Curse (Lame), Mystery (Waves), Orisons, Revelation (Fluid Travel), Elven Arcana (Mage Hand), Revelation (Freezing Spells), Elven Arcana (Snowball), Elven Arcana (Frost Fall), Elven Arcana (Aqueous Orb), Elven Arcana (Invisibility, Greater)
Richard Moore Editor, Jon Brazer Enterprises |
Just wanted to follow up quickly to say thanks to my awesome table mates for an excellent game, as well as to James for letting us preview the Hell's Rebels AP!
I hope you guys all keep in touch--maybe the mysterious Naomi will surface on the boards as well!
James, I'll be emailing you shortly about my PC info per your request.
(Also: bdk, can you throw up a link to the end-of-session group photo when you have a chance? Thanks!)
desdinova |
The mysterious Naomi here...thanks to everyone for a great game! Sorry about the lack of posting beforehand; my day job is sort of all-consuming. I do mean to be more active on the boards in the future. I'll try to get a stat block up for Laika soon; she's rogue 8/fighter 3, built completely out of the core book on my lunch breaks. Try not to laugh too hard.
Richard Moore Editor, Jon Brazer Enterprises |
James Jacobs Creative Director |
Arkos RPG Superstar 2014 Top 16 |
Whew! Sent mine in for Tividar! It may have been too long.
For the record, the intro to this game was such an outstanding storytelling device that I plan to steal it and use it myself. Narrate a huge introductory adventure, allow players to make decisions throughout, and then begin play at a higher level but having connection to the game world. That was great.
desdinova |
And...sent! Here's the stat block, and an abbreviated version of the bio I sent in.
Laika Tindalos, Black Dog of Ustalov
Chaotic Neutral Female Half-Orc Rogue 8/Fighter 3
Init +5/Percep +12/HP 83
DEF: AC 22 (+5 Armor, +2 Shield (Ring of Force Shield), +5 Dex); Touch 15; Flat-footed 20
ATK: +2 Frost Heavy Mace; +1 keen falchion; +1 composite shortbow
STATS: Str 14/Dex 20/Con 14/Int 14/Wis 12/Cha 10
Base +9/CMB +14/CMD +26
Feats: Weapon Finesse, Combat Reflexes, Quick Draw, Iron Will, Agile Maneuvers, Combat Expertise*, Improved Disarm*
Skills: Acrobatics 16, Bluff 9, Climb 13, Craft: Masonry 10, Disable Device 18, Intimidate 10, Kn: Dungeoneering 13, Kn: Engineering 8, Kn: Local 13, Perception 12, Sense Motive 12, Stealth 21, Survival 7
Gear: +1 glamored shadow mithril chain shirt; ring of force shield; ring of mind shielding; belt of physical might; sleep arrow x5; slaying arrow (evil outsider)x1; rope of climbing; salve of slipperiness; sovereign glue; thieves’ tools (masterwork); potions: cure mod x2, lesser restoration, cure mod x2, prot from fire
Special Abilities: Darkvision, Sneak Attack +4d6, Trap Sense +2, Trapfinding, Evasion, Improved Uncanny Dodge, Bleeding Attack +4,
Fast Stealth, Quick Disable, Stand Up, Bravery +1, Armor Training +1
Background: Laika was born to a high-status orc mother in Ustalov, in hopes of producing a clever leader. She was captured in her teens and sold into Chelish slavery, but eventually bought her freedom. She was studying architecture and engineering in Kintargo, hoping to take the arts of civilization and civil engineering back to her tribe, but the edict about kidnapping stray dogs brought her into the rebellion. (She is still looking for Ylena, Boris, and Slava, her beloved pack of strays. She named her rescue minnow Stani, and she dotes on him as he’s all she has left.)
Her skill set tends towards breaking and entering and breaking people’s faces; her usual role in the rebellion is scouting for operations, planning and leading jailbreaks, and burglarizing establishment offices. She’s very touchy about her un-orcish interests in structural engineering and animal welfare. Physically, she’s tall and muscular, with a long black braid and tattoos and brands all over her back and upper arms. She tends to rant about the violence inherent in the Chelish socio-political system and the coming Workers’ Uprising in a heavy accent.
*had I been active in the thread beforehand I would have used her fighter feats for Point Blank Shot/Precise Shot instead, as ranged DPS would have been a better fit for the party. Probably would have swapped Agile Maneuvers for Blindfight as well.