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My players mutinied slightly early. One of my players was a very accomplished diplomat, and had managed to get most of the crew on-side by the time the storm struck. I had already planted rumbling of mutiny (at the AP's suggestion), and so when Mr. Plugg tried to hand out punishments in the aftermath of the storm, they struck. It turned from a narrative scene in which everyone was on deck with Mr. Plugg listing punishments to "roll initiative". This left them in charge when it came time to explore the island and retrieve their missing crew-mates, but didn't ultimately end up changing much.


This is probably too late for the original commenter, but the way to figure out approximately when an AP starts it to get the publishing date for the first book and add 2,700 years AR. So since Ruins of Azlant was published in August 2017, it's probably set in 4717 AR. I usually go a step further and translate the start month similarly, but I'm not sure that's necessary.

Reading the details on the adventure background can confirm this. On page 24 "Captain Ancorato discovered the island in early 4715 AR", and on page 6 "Three years ago, that nation dispatched dozens of ships to survey islands approximately 300 miles south of the old Sun Temple Colony to determine their suitability for building a new colony." That would put the survey expedition starting in 4714 AR and succeeding in early 4715 AR, which makes sense.


In the home stretch of the regatta, Peppery Longfarthing (sorcerer 8) uses a scroll of Summon Monster VII. The book lists this as a DC 14 caster-level check to cast. This is nonsense, as caster-level checks are only ever used to compare the strength of spells against each other and against spell resistance. The rules here would actually call for a DC 33 Use Magic Device check in order to use a scroll for a spell she cannot cast, which she can repeatedly attempt until she succeeds or rolls a natural 1 (in which case she cannot attempt to activate the scroll for 24 horus). The problem with that is: What's her Use Magic Device skill?

I think I'll skip this bit and simply assume she rolled until she succeeded.


What is the motivation for Grigori to use a potion of undetectable alignment? In politics, the truth can be as useful as a lie if it's convenient enough, and I don't see how his actual alignment (CN) is at any odds with the image he has chosen to project of a concerned individual mistrustful of the local government.


The mine entrance itself reads as semi-hidden, if only coincidentally, by the fact that it's a narrow opening among an outcropping of boulders. However, the cage and sign are certainly more obvious. I'll go with the site being Standard, thanks. Got to keep in mind the hidden entrance, however. Depending on where the players approach from, they could find it first on a good (a very good) Perception check.


Hi. I'm running a Kingmaker campaign, and in setting up the location for the Sootscale Caverns I've run into an issue. The location is listed as being "hidden", but I can't find a check that would allow the PCs to locate it other than being led there by Mikmek or the map in the mite's war room. Is this an oversight?


I'm starting the adventure path soon, and I've decided that I'll simply allow a DC 10 Fortitude save to negate the Con damage. Still enough for them to be worried, not enough that the players are left wondering how anyone on this ship managed to survive a single week of drinking the stuff.

Full Name

Jubrayl Elhan

Race

Aasimar

Classes/Levels

Paladin 3/HP 31/AC,Touch,FF 20, 12,18/ Fort,Ref,Will 6,5,6/CMD 15/Init 2/Perception 1. Smite Evil 1/1, Lay on Hands, 3/3

Gender

Male

Size

Medium

Special Abilities

Darkvision, Truspeaker, Celestial Resistance, Spell-like ability (daylight), mercy (fatigue).

Alignment

Lawful Good

Deity

Ragathiel

Location

Sandpoint

Languages

Common, Celestial.

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 12
Charisma 14

About Jubrayl Elhan

Appearance:
Jubrayl, despite his Varisian name and heritage, could not look less Varisian. He has shoulder-length hair the color of pyrite and silver eyes betraying his not-precisely human ancestry. He is exceptionally pale. He's of average height and has a lean frame, but has layers of muscle on him, making him look almost tiger-like. He has a coat of arms on his shield of a red wing and a sword.

Backstory:
Jubrayl was born in Sandpoint but he left the town for a few years while he went off to live in Magnimar. While there he trained as a paladin for the Cult of Ragathiel. Now having completed his training, he is unsure of what to do next. He may make his way to Lastwall, and he may stay and help keep peace and protect people in little towns across Varisia. In the meantime, he plans to catch up with old friends in Sandpoint and attend the festival.

Traits:
Student of Faith. Cure spells at +1 caster level, +1 channel energy save DC.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Feats:
Angelic Blood You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Angelic Flesh (Steel)You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction. You gain a -2 penalty on disguise and Stealth checks.

Paladin Abilities:
Aura of Good
Detect Evil
Smite Evil Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.


Trained Skills:
Diplomacy +8
Knowledge Religion +4
Knowledge Local +5
Sense Motive +8

Favored Class paladin:
Level 1: Skill Point
Level 2: Hit Point
Level 3: Hit Point

Gear:
Battleaxe 6 lbs
Scale Mail 30 lbs
Heavy Wooden Shield 10
Backpack(Bedroll
50 ft hemp rope
Flint and steel
Wooden Holy symbol
8 days trail rations)23
Total weight: 69(medium load)