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Goblin Squad Member. Organized Play Member. 18 posts (886 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Dancing Wind wrote:
Doc Watson wrote:
Is there a forum or thread for reporting editing mistakes in the Kingmaker books? I noticed in the PF2e version one of the creatures on the top left page 392 states that it's stats are referenced in Bestiary 6

Are you sure that's not a reference to the Elite or Weak monster adjustments on page 6 of the PF2 Bestiary?

People tend to see the 6 as part of the title, but it's not italicized. It's a page number, not part of the title of the book.

And, yes, there's a PF2 Kingmaker forum in the Adventure Path forums
Kingmaker PF2

Oh, that makes more sense! Thank you!


Is there a forum or thread for reporting editing mistakes in the Kingmaker books? I noticed in the PF2e version one of the creatures on the top left page 392 states that it's stats are referenced in Bestiary 6


Hey! If you're still looking for a group, I run a Pathfinder game Friday nights in Jacksonville. Currently running Emerald Spire/ Thornkeep sandbox style.


If you guys are still in the Jacksonville area, I'm starting an Emerald Spire/Thornkeep adventure on the 20th of May and I'm looking for a few more players!


Male Human Box sorter 3/ Navy corpsman 9/ Paizo board Stalker 1

Happy Thanksgiving to you all. Don't forget the pumpkin pie!


Dotting for interest... I'm wanting to play something outside of my norm. Maybe a paladin?
I'll look through your adventure so far and may end up with another idea.


Male Human Box sorter 3/ Navy corpsman 9/ Paizo board Stalker 1

That seems to be everything. Did they capture my hawk companion too?


Rowan updated:

Rowan Gideon
Male Human Druid (Erastil) 1
NG Medium Humanoid (Human)
Init +2; Sense: Perception +7

-----------------------
DEFENSE
-----------------------
AC 18, touch 12, flat-footed 16
HP 8
Fort +2 , Ref +2 , Will +4

-----------------------
OFFENSE
-----------------------
Speed 30 ft (20 ft with Hide Armor)
Melee- Club +1 (1d6+1)
Sickle +1 (1d6+1)

Ranged- Sling +2 (1d4+1)

Spells- Magic Stone

-----------------------
Statistics
-----------------------
Str: 12 Dex: 14 Con: 10 Int: 10 Wis: 15 Cha: 14
Base Attack Bonus +0; CMB +1; CMD 13
Feats: Point Blank Shot, Precise Shot
Traits: Pioneer (begin play with a light warhorse, +1 Perception), Highlander (+1 Stealth/ +2 in hills or rocky areas. Stealth is always a class skill)

Skills: Climb +0, Craft - , Fly - , Handle Animal +6, Heal - , Knowledge (geography) - , Knowledge (nature) +7, Perception +7, Profession - , Ride +6, Spellcraft - , Stealth +7 (+8 hills/rocky terrain, -5 ACP w/armor & shield), Survival +8, and Swim +0 (-5 ACP w/armor & shield)

Languages: Common, Druidic
Combat Gear: Club, Sickle, Sling w/ 20 bullets, Hide armor, Lg Wood Shield
Other Gear: Druid's kit (5 days animal feed), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, 10 torches, 5 days of trail rations, and a water skin), wooden Holy symbol (Erastil), Holy text (Parables of Erastil), Riding saddle, Saddlebags, Bit & Bridle, 1 lb of tobacco, tobacco pipe (carved)
Wealth: 3gp (67 of 70gp spent)

-----------------------
Special Abilities
-----------------------
Nature Bond- Dog
Nature Sense- +2 Knowledge (nature) and Survival
Orisons- Create Water, Light, Guidance
Spells- 1st: Magic Stone, Cure Light Wounds
Wild Empathy- 1d20+3 diplomacy check to improve the attitude of an animal

Rowan is out of funds for a second set of stealthy armor at the moment, he'll go without whenever he needs to go sneaking. I choose perception for my +1 trait from Pioneer and my other spells are listed under Special Abilities, I just have the offensive spells listed under offense. Sorry for the confusion.

I won't be able to post again for half the day but I wouldn't mind meeting a few folks on my travels before we begin. Maybe someone can tell me about this "charter" that's all the rage right now? ;-)


For your viewing pleasure, I present Rowan Gideon; Druid of Erastil

Crunch:

Rowan Gideon
Male Human Druid (Erastil) 1
NG Medium Humanoid (Human)
Init +2; Sense: Perception +7

-----------------------
DEFENSE
-----------------------
AC 18, touch 12, flat-footed 16
HP 8
Fort +2 , Ref +2 , Will +4

-----------------------
OFFENSE
-----------------------
Speed 30 ft (20 ft with Hide Armor)
Melee- Club +1 (1d6+1)
Sickle +1 (1d6+1)

Ranged- Sling +2 (1d4+1)

Spells- Magic Stone

-----------------------
Statistics
-----------------------
Str: 12 Dex: 14 Con: 10 Int: 10 Wis: 15 Cha: 14
Base Attack Bonus +0; CMB +1; CMD 13
Feats: Point Blank Shot, Precise Shot
Traits: Pioneer (begin play with a horse, +1 Perception), Highlander (+1 Stealth/ +2 in hills or rocky areas. Stealth is always a class skill)

Skills: Climb +0, Craft - , Fly - , Handle Animal +6, Heal - , Knowledge (geography) - , Knowledge (nature) +7, Perception +7, Profession - , Ride +6, Spellcraft - , Stealth +7 (+8 hills/rocky terrain), Survival +8, and Swim +0

Languages: Common, Druidic, Sylvan
Combat Gear: Club, Sickle, Sling w/ 20 bullets, Hide armor, Lg Wood Shield
Other Gear: Druid's kit (5 days animal feed), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, 10 torches, 5 days of trail rations, and a water skin), wooden Holy symbol (Erastil), Holy text (Parables of Erastil), Riding saddle, Saddlebags, Bit & Bridle, 1 lb of tobacco, tobacco pipe (carved)
Wealth: 3gp (67 of 70gp spent)

-----------------------
Special Abilities
-----------------------
Nature Bond- Dog
Nature Sense- +2 Knowledge (nature) and Survival
Orisons- Create Water, Light, Guidance
Spells- 1st: Magic Stone, Cure Light Wounds
Wild Empathy- 1d20+3 diplomacy check to improve the attitude of an animal


Companions:

Animal Companion: Argos
N Small animal (Dog)
Speed 40 ft.
Hit Dice (2d8+4) HP 12
AC 16 (+2 Natural Armor, +3 Dex, +1 Size)
Attack: bite +2 (1d4+1)
Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Fort +5, Ref +6, Will +1
Feats: Skill Focus (Perception)
Skills: Acrobatics +3 (+11 jumping), Perception +8, Survival +1 (+5 scent tracking)

Special Qualities low-light vision, scent
Tricks: Attack (including unnatural creatures), Down, Fetch, Heel, Seek, Track

Other Companion: Sleip
N Large animal (Horse)
Init +2; Senses: low-light vision, scent; Perception +6

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
HP 15 (2d8+6)
Fort +6, Ref +5, Will +1

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats: Endurance, Run
Skills: Perception +6
SQ: docile
Special Abilities:
Docile (Ex) Unless specifically trained for combat (see the Handle
Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a
horse’s hooves are treated as secondary attacks.

Background:

-----------------------
Background
-----------------------

Rudyard Kipling's "If"

If you can keep your head when all about you

Are losing theirs and blaming it on you,

If you can trust yourself when all men doubt you

But make allowance for their doubting too,

If you can wait and not be tired by waiting,

Or being lied about, don’t deal in lies,

Or being hated, don’t give way to hating,

And yet don’t look too good, nor talk too wise:
If you can dream–and not make dreams your master,

If you can think–and not make thoughts your aim;

If you can meet with Triumph and Disaster

And treat those two impostors just the same;

If you can bear to hear the truth you’ve spoken

Twisted by knaves to make a trap for fools,

Or watch the things you gave your life to, broken,

And stoop and build ‘em up with worn-out tools:

If you can make one heap of all your winnings

And risk it all on one turn of pitch-and-toss,

And lose, and start again at your beginnings

And never breath a word about your loss;

If you can force your heart and nerve and sinew

To serve your turn long after they are gone,

And so hold on when there is nothing in you

Except the Will which says to them: “Hold on!”
If you can talk with crowds and keep your virtue,

Or walk with kings–nor lose the common touch,

If neither foes nor loving friends can hurt you;

If all men count with you, but none too much,

If you can fill the unforgiving minute

With sixty seconds’ worth of distance run,

Yours is the Earth and everything that’s in it,

And–which is more–you’ll be a Man, my son!

These are the words Rowan Gideon guides his life by. To be a Good man and to set a standard for others to follow. To not be afraid to offer a helping hand to those in need, even if they seem the type to bite. To work hard and have pride. Not to fear getting his hands dirty or suffer arrogance.

Rowan grew up in the highlands of Southern Brevoy, in a small hamlet with no name. He loved the community and everyone in it. It was a life of hard work and hardships but they had a good living. Rowan will agree that he has lived a blessed life and enjoys the simple pleasures that come with it. His grandfather was a prominent Elder among several nearby villages and it was by him that Rowan was tasked to seek out the Ol' Deadeye and his wisdom. To journey and learn all that he could, to become a man that his people would respect and follow upon his return. Rowan has recently had several dreams, portents that the lands of his village will be swept away from them and that he should find a new home for them. And so he sets off, good horse under him and faithful Argos by his side, with a few belongings in his pack, and the soft kiss of his fiancé, Rhiannon, upon his smiling lips.

Personal Competence +4, Patron Support +1


If Ashrem happens to meet her, he'd be interested in knowing who had carved the leg and maybe ask to look at the craftsmanship put into it. That's if she isn't glaring/stabbing him for asking about something too personal!


Dotting for interest...


Updated Equipment list

Gear:

Club -
Sling -
Bullets (20) 2sp
Daggers (10) 20gp
Leather Armor 10gp
Waterskin (2) 2gp
Bedroll 1sp
Fishing Kit 5sp
Fishing line (50ft) 1cp
Backpack 2gp
Artisan's tools (carpentry) 5gp
Leeching Kit 5gp
Fortune-teller Deck (common) 1gp
Scrollcase (2) 2gp
Woven Sacks (2) 2sp
Flint & Steel 1gp
Flask, Acid (1) 10gp
Signal Horn 1gp
Tattoo, compass (L hand) 1gp
Tattoo, nautical stars (shoulders) 2gp
Tattoo, corsair and thunderstorm 5gp
Bandolier 5sp
Mess Kit 2sp
Soap (1lb) 2cp
Artisan's clothing 1gp
Healer's Kit Priceless
Craft(Carpentry): 1d20 + 6 ⇒ (11) + 6 = 17 *.5 gp worth of hand carved animals

Starting Gold: 70gp - 68gp - 17sp - 3cp = 0gp, 2sp, 7cp remaining


Here is my submission. I have a question about the Ship's Surgeon trait: Does the trait come with a healer's kit or do I need to pay for it and get to keep it?

My RP experience is currently one other PBP (on hiatus at the moment), I also DM a second edition Dragonlance campaign and also play in a Pathfinder Eberron campaign. I started playing D&D a little over ten years ago and have had a few good adventures since.

Ashrem Callister:

Ashrem Callister
Male Human (Varisian) Druid (World Walker) 1
N Medium Humanoid (Human)
Init +3 ; Sense: Perception +6

--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12 ( +2 leather armor )
HP 8 (1d8+0)
Fort +2 , Ref +3 , Will +4
--------------------
OFFENSE
--------------------
Speed 30 ft
Melee- Dagger +2 (1d4+3/19-20/x2) or
Club +2 (1d4+2/x2)

Ranged- Sling +3 (1d4+2/x2) range 50ft or
Dagger (x3) +3 (1d4+3/19-20/x2) range 10ft

Spell- Club +3, 2d6+3/x2 for 1 minute with Shillelagh
Sling +4 (1d6+3/x2) with Magic Stone (2d6 vs undead)

--------------------
Statistics
--------------------
Str: 14 Dex: 16 Con: 11 Int: 12 Wis: 14 Cha: 12
Base Attack +0; CMB 12; CMD 13
Feats: Point Blank Shot, Precise Shot
Traits: Ship's Surgeon (+1 Craft (Carpentry) and Heal checks), River Rat (+1 dagger damage and +1 Swim)
Skills: Climb +6, Craft (Carpentry) +6, Fly - , Handle Animal +1 (untrained), Heal +7 (+9 w/ Healer's Kit), Knowledge (Geography) +1 (untrained), Knowledge (Nature) +3 (untrained), Perception +6, Ride +3 (untrained), Spellcraft - (untrained), Survival +8, Swim +6
Languages: Common, Polyglot, Druidic
Combat Gear: 3 Daggers, 1 Oak Club, Sling w/ 20 bullets, Leather armor
Other Gear: Healer's Kit, Waterskin, Bedroll, Fishhook, Holly & Mistletoe, and 1 day's rations

-----------------------
Special Abilities
-----------------------
Nature Bond: Hawk; Size: small; Speed 10ft, fly 80ft (average); AC 14 (+1 natural armor, +1 size, +2 Dex); Attack; bite +3 (1d4), 2 talons +3 (1d4); Ability Scores: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities: low-light vision; Feats: Weapon Finesse, Acrobatic; Skills: Acrobatics +4, Fly +10, Perception +10

Nature Sense: +2 Knowledge (Nature) and Survival
Orisons 3/ Create Water, Mending, Purify Food and Drink
Spells 2/ Magic Stone, Shillelagh (may replace with Summon Nature's Ally I spontaneously)
Wild Empathy- 1d20+2 to improve the attitude of an animal

World Walker:
While all druids traverse the wilderness with ease, the world walkers take it upon themselves to travel the entire world. Some act as messengers and scouts for druidic circles, while others have a seemingly unquenchable wanderlust; each new land provides new mysteries to discover and new wisdom to be gained from mastering those mysteries.
Favored Terrain (Ex): At 3rd level, the world walker gains the ranger’s favored terrain ability (Core Rulebook 65). She treats her druid level as her ranger level for this ability. If she has levels in both classes, both class’s levels stack for determining the effect of this ability. This ability replaces trackless step and reduce nature’s lore.
Path of Trees (Su): At 9th level, once a day, a wanderer can step within a tree and then teleport from that tree to another one in a manner similar to the tree stride spell (Core Rulebook 362). She gains an extra use of this ability each day at 12th level, and a third use of this ability at 15th level. Furthermore, a world walker of 13th level or higher can use this ability to teleport to any other tree of its type up to 100 miles away. This ability replaces both venom immunity and timeless body.

Background:

-----------------------
Background
-----------------------
"Like a thunderstorm in my heart, beautiful, powerful, unpredictable, and a little frightening at times but I don't want it to end. I feel this every time I watch the sea… and I wonder, heart aching to know, what is out there over the horizon?"

Ashrem Callister was the son of a well known Varisian wood carver. Even though Ashrem loved working with wood, he had no intention to stay and take over his father's business. He yearned too much for the freedom of the sea and the lands that laid beyond. As a young lad, he would run away from home at nights looking for adventure and excitement. He fell in with a young gang of orphans called the Red Rags. Confident, level-headed, and already skilled with a knife from his work, Ashrem may never have been the leader but he was always respected. Sometimes merchants and smugglers would hire the gang out to cut anchor and/or docking lines of their rivals. Ashrem would always be the first one in the water, knife clenched between his teeth as he set to doing the dirty work. He was also well liked because he gave his share to the others, having a home he didn't have any need of the coins.

A few years older and wiser, Ashrem would spend a lot of time learning from visiting sailors and merchants and even went on a few voyages with his father. During this time, he was surprised to learn that quite a few of the sailors with wooden prosthetics had been carved and placed by none other than his father. He admired his father for that and set to learning all he could about various medicines and treatments. He would even come close to setting aside his dream of setting out on his own and instead carry on the family business. That would change as he entered adulthood, on one dark stormy night in particular…

News came late the next day, the ship his father had last sailed with had sank during the storm. There were rumors that the ship had actually came under attack from pirates but no one could be certain. Ashrem did his best to track down any more information that he could find over the next few years, eventually catching word that there was a survivor somewhere in Port Peril who may know more. With that, he has just arrived at the Formidable Maid awaiting a message to be returned by his beloved sea hawk. And after dining on a good meal and drinking one or two drinks, he finds himself feeling a bit woozy…


Also dotting for interest. I've been wanting to play a neutral Human Fighter for a while now. Probably focus on dirty fighting. Will have to look over my books again before I decide.


Male Human Box sorter 3/ Navy corpsman 9/ Paizo board Stalker 1

In case anyone is interested in reading, I have started an online journal for the AD&D Dragonlance campaign I am running in person. Hopefully you guys will get a laugh or two out of it and I could always use tips for running a 2nd Edition game. Dragonlance!


Second Session: Roll Initiative!

So we did a little roleplay and filled in some of the character backgrounds and worked in the new Gnome into the group. A few people couldn't make it so we end up with:

The Mercenary Group:

Reece the Myrdiam Fighter
Rath the Minotaur Berserker
Morrolan the Ranger/Healer

and the Knightly Group:

Lady Snowmantle the Elven Cavalier
Baeldwyn the Human Cavalier
Tink the Tinkerer Gnome

The Mercenary group had received orders to assist Townspeaker Norro Winston in ridding the area of bandits. He had signed a contract stating the village of Drellin's Ferry would pay 500 steel for each warrior sent, half now and half upon completion. The three warriors sent also had contracts in which half the steel received would be sent back to the Mercenary group and they keep the other half for payment. Meaning they won't be paid until completion... assuming they survive, mwahahahahaha.

The Knightly group had been tasked by Lord du Fordread to assist the townspeople in dealing with the bandits as well. Lady Snowmantle received room and board at the Lord's dwellings and asked to assist as repayment. Also asked to watch over the greenhorn squire, who had been told that he must first be tested and found true before becoming knighted. They were both instructed to take the Tinkerer with them. Immediately before the Lord loses patience with the gnome and/or said gnome blowing up the entire manor with his latest defense scheme.

Combat!

I had the two groups of three coming towards each other on a three way intersection on a well traveled road. As they came into sight of each other, they noticed several figures hiding in the bushes. Having stopped and drawn their weapons, a hobgoblin stepped out and warned them to drop their arms or suffer a cruel death. They declined so a band of eight hobgoblins with various arms stepped out to do combat!

The mercenary group had little trouble on their side in disposing their foes. The elven ranger, not knowing the campaign, had chosen hobgoblins as his favored foe and was having a competition with the minotaur as to who could slay more. Reece had suffered the only injury with an arrow to the back as he had maneuvered to flank another hobgoblin.

A few yards away the knightly group had a little more difficulty in taking down their opponents. Armed with lances but lacking steeds of any sort made combat a little awkward. Baeldwyn did defend his companions quite bravely, taking 4 hitpoints of damage out of his 5 hitpoint total after taking out one of the hobos with a running charge and placing his lance deep into its chest. Tink managed to down one of the hobgoblins with a well placed shot from his slingstaff and the group ended up taking it prisoner. One of the hobgoblins ran back to the nearby farmhouse for reinforcements. Another archer and three mangy wild dogs ran to the attack. They didn't last much longer either.

After combat quotes- "Oww! That hurts!" -Reece after the Bastard did 3hp damage trying to remove the arrow. "The arrow says Push, not Pull!" the group teased.

"My shields need more meat!" -Tink, referring to the young knight's lack of HP.

We finished up with the groups coming together and realizing they share the same goal at the moment. They stripped the dead hobgoblins of their gear and examined the farmhouse. Inside they found the five victims of earlier attacks and Baeldwyn insisted that the 350 some steel be returned to the merchant's family. The weaponry of the merchant's guards however was taken in as loot. They arranged the bodies in a respectful manor and then burnt down the farmhouse as a funeral pyre. And then they proceeded into the small town known as Drellin's Ferry.


The dry hilltops danced with fire.

Throughout the heart of the mountains the humans called the Garnet Peaks, great bonfires had been kindled atop the ridges overlooking the southern plains of Solamnia. There thousands of warriors had gathered -- hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight . . . tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.

"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the Knights of Takhisis! Uighulth na Hargai! None can stand before us!"

One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warriors holding the banners chanted battle-prayers in low voices as the champion ascended.

On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"

The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The Queen of Darkness has shown us the way! She has taught us honor, discipline, obedience -- and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Dark Queen we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers -- to WAR!"

If this sounds familiar, check out the Red Hand of Doom. I have wanted to run this well written module for years and finally I have a good group of gamers to slaught.. I mean play along with. Originally, I planned to run this with the Pathfinder rules but one of my players convinced me to run it with 2nd Ed. Which I have not played in about twenty years or so (back when I was a kid really). But I did look over the rules and it seems to be a much better fit, and so far its been good.

First session was character creation, back stories, and brainstorming. Our cast so far was as follows:

Human Male Cavalier lv 0 whose name I cannot currently recall
Elven Female Cavalier lv 1 named Chiara Snowmantle
Human Male Myrdiam Fighter lv 1 named Reece
Irda Male Wizard lv 1 currently unnamed
Kender Female Handler lv 1 named Catchstar Drunkensquirrel
Half-Elf Male Ranger/Healer lv 1 named Morrolan the Bastard
Minotaur Male Berserker lv 1 named Rath

There were two others as well but they ended up dropping before the first play session and we gained another player at the second session.

Gnome Male Tinkerer lv 1 aptly named Tink

I'm still shaking my head. *sigh*


I would really like to join. I've been on deployment the past six-seven months and would really like to start gaming again. Haven't played PBP before but I have a few years of experience with tabletop gaming.

Most likely I'll play as a human female witch who works in Kassen village as a midwife/care taker.