dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Eponine nods as she prepares another infusion, handing it to Magrim, "Lets not waste time next time. this is only good for about a day, but I doubt we will be here that long. Fi we are, I will make more."
^^ Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead. Attainable with Lunar Mystery Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Attainable with Nature Mystery. Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity. Attainable with Lore Mystery. All at level 1.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Ophelia is off eating snacks (hoping for cakes) with Weyland's son while Matthias and Darne compete.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Eponine realizes there is too likely there will be nasty consequences should she fling a bomb at the target currently very engaged with her allies. As such, she readies an action to Withdraw should the creature approach her.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Either way, the result is in the 50gp, so lets default to the lower just to be safe. I am missing Liquid Ice and Holy Water, I cannot craft them quick enough. If we can make purchases on the way to the Museum, I will buy 1 of each, and craft 3 of each at the end of this mission.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 "Nix, you go with them. Let me know if anything interesting happens. . ." Eponine pulls a misshapen lump of clay from her pouch. As the lump unfolds, it begins to look vaguely like a thrush. Nix from Nex:
CON question, Yes. Example: Bob is level 10. Bob has a CON of 10. As a d8 class, Bob has 53 HP. Bob buys a CON belt. Bobs HP increase by 10. Regarding familiars:
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Regarding items:
DESCRIPTION Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey. They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation. Aspect of the Falcon (Spell):
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 "I need to buy a book.. Just one book.. before we go in.. a museum is likely to have a great many samples? Is any of the place interactive? I like squishy stuff! Oh a packing list! Acid flasks, check. Alkali flasks, check. Alchemist's fire, check, Anti-Toxin, check. Anti-Plague, check. . . Looks like I am out of liquid ice and holy water, but I have a tanglefoot bag. Someday I will learn to make tangle burn bags, but that really isn't the point at the moment. ." "Oh! A menu! I can make these if anyone needs them!" Eponine hands a card to Hasshin. Infusions Menu: Eponines Enchanted Elixirs: 1) Eponine's Enlightenment - This doesn't make you any brighter, it just makes other things lighter. Ant Haul 2) Eponine's Enlargerment Enhancement - This delightful brew will make you twice the man (or woman) you used to be! Enlarge Person 3) Eponine's Curative Cocktail - Entropy isn't what it used to be, let the balm turn back the hands of time to a place you were once whole. Cure Light Wounds 4) Eponine's Mighty Minisculery - This delightful draught will let you experience life as a gnome! Reduce Person
Level 1 Wizard of the Teleportation School, Dimensional Agility
This gets you the main advantages by level 7 (sorry, you will need a flanking buddy for another 4 levels after that.)
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Eleanor was called to the sands of Eto. Would you perchance take her Eponine?
PFS ID: 155714-1
+ 10 (take 10)
* I am unsure whether this applies. It is rather moot since the table moves in increments of 5. However, next level it will matter, so please advise if you know the correct answer.
My only thought is I love Set for Bad Touch. Vision of Madness is just amazing. +1/2 cleric level (minimum 1) to your choice of Skills, Attack Rolls, or Saving Throws (choose Skils)
No Saves! So at level 10, that is -5 to saves and attack rolls, +5 to skills. Likewise, you can increase your friends saves v. disease and poison when out of combat by 5, lowering her attack roll (no big, not in combat) and skills (not likely to be making skill checks.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 I own exactly 4 of the character folios. I am not at that table, and I am not sure that works online. But I have them if they can be used.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Li Shuo wrote: I'd like to sign up for "From Shore to Sea" as this character, but can't access the spreadsheet from my iPad and won't be in front of a computer for a few hours. Can someone sign me up? Thanks! I tried, but someone else ninja'd me. You are on there.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 I signed up GM Bold Strider. I put a formula in for you: =sum(sum((filter(M21:M28,M21:M28<>"")))/(COUNTA(filter(M21:M28,M21:M2 8 >=1)))) It takes the sum of levels divided by the cells with a value. . . so it kinda tracks APL as you go. Probably a way to make it simpler, but that is what came to me.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Doh! Eleanor isn't going to be level 3 anytime soon. Need 1 more Chronicle before then.
Can I take more than one flaw? Is there any reason to or not to? Ward and Nemesis seem to fit my random background well. Anyhow, I swapped some final things around to fit better with the rolls made. Background: I am thinking of the following elements: 1) Traded to the Deddings family because her family failed to lend assistance in (insert pivotal minor river lands battle here) as they had promised. 2) The Deddings are not entirely sure she is a worthy ward because she is a she (despite the general knowledge women stand to inherit title in Dorne). 3) Furious that her Older Brother was not sent as a ward, per tradition, and now he stands to inherit all that is rightfully hers. 4) More than happy to assist her adoptive family (Deddings) as a way to prove her worth. 5) Specializing in water dancing as an introductory combat style until she is large enough to begin spear training. I am not locking in a full story as I would prefer to have it grow organically with the players.
Ok, I am back from Con. Ophidia Sand Table 3-2: Starting Status 2d6 ⇒ (2, 5) = 7 (Noble Bastard) Table 3-3: Background Events 2d6 ⇒ (6, 1) = 7 (Saved life of my Lord, father, in a boar hunt) Table 3-4: Goals 2d6 ⇒ (4, 2) = 6 (Love) Table 3-5: Motivations 2d6 ⇒ (2, 3) = 5 (Greed - I want what my siblings have, rank) Table 3-6 Virtues 2d6 ⇒ (3, 3) = 6 (Honest - Almost to a fault, not as honest as Ned Stark) Table 3-6: Vices 2d6 ⇒ (1, 3) = 4 (Avaricious: Hehe - means extreme greed - Really want to have my family rank. Will go to almost any length to make sure I am officially adopted.) Age: Young Adult (180 exp, max 5) -- I don't mind aging up, but I thought it would be easier to build with fewer points. Theme: Dornish bastard Flaw: Bastard Born
Passive Awareness: 20
Intrigue Defense: 10
Armor Rating: 4
Weapon: Braavosi Blade: 4D+2B -- Def +1, Fast -- DMG 4
I am contemplating a Dornish bastard noblewoman on her way north, to the wall, unaware it is called the brotherhood of the night's watch for a reason. She learns somewhere in the Riverlands, and . . . Mostly diplomacy skill focused with a splash of light weapons. Arya Stark crossed with Verys cast in a role as one of the Sandsnakes. . . I will flesh out the concept more on my way to the con and try to post something more soon!
Updated list with Ember's withdrawal for easy end-of-thread locating Mara Hornraven - Sun Elf-Bard (Daway)
My take on Familiar v. Bonded item: O) Your familiar can be killed.
O)Broken bonded item is concentration check on everything to be able to cast.
F) You need to find a new familiar. O) Your Bonded Object can allow you to cast one spell known per day
O) You can enchant your Bonded Item to some form of magic item proper for the slot it occupies.
O) Your bonded item has very little utility use
What you gain with a Familiar:
I am sure I missed some bonuses in there.
4d6 ⇒ (6, 2, 2, 2) = 12 = 10 Str
Elf (Wood) Druid
Starting gear by Background and Class if allowable, else: 2d4 ⇒ (3, 4) = 7 = 70 gold Gear: Just scimitar, stick, shield and leather armor (sick for Druidic Focus) Plan - +2 Wis, +2 Wis, Feat (Alertness), Feat (Lucky) Link to full Stat Block in other thread Note: The Stats will change marginally based on the fact my rolls are amazingly close to the 15.14.13. etc used to build the linked sheet.
I think it would be more fun to go Druid than Warlock with Eleanor, so I mixed her up. Please note that all the equipment under inventory and the 10 gold come from the starting equipment sections of my Background (Urchin) and Class (Druid). I would be fine with rolling starting gold if you do not want to go with the starting packages. I chose, I did not roll, for the trinket. If you like, I can roll that as well. Starting Gold: 2d4 ⇒ (4, 4) = 8 = 80
Eleanor:
Eleanor Class: Druid Race: Wood Elf
Initiative: +3 Passive Perception: 15 Senses: Darkvision (60’) --------------------------
AC: 16 (11 Leather Armor + 2 Shield, +3 Dex)
--------------------------
Speed: 35'
1st Level (2/day) Entangle, Faerie Fire, Goodberry, Healing Word STATISTICS -------------------------- Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Cha10 (+0) --------------------------
Weapons: Club, Dagger, Mace, Quarterstaff, Sickle, Spear, Dart, Javelin, Shortbow, Slink, Long sword, Scimitar, Short sword, Longbow.
--------------------------
Personality Traits:
I sleep with my back a wall or tree with everything I own wrapped in a bundle in my arms.
RACIAL -------------------------- Fey Ancestry: Advantage on saving throws against being charmed, magic cannot put me to sleep.
--------------------------
Shield
Bedroll Mess Kit Tinderbox Torch (10) Rations (10) Waterskin (full) Hempen Rope (50’, previously knotted) Druidic Focus Small Knife Map of Baldur’s Gate Gnome-crafted music box that plays a single song that I vaguely remember from childhood Common Clothes Belt Pouch Pet mouse (Sally) Appearance:
. . Eleanor wants desperately not to be anything other than the urchin she once was. She spends a decent amount of time primping and prodding herself to make certain she is properly groomed and made up while her non-elven companions sleep the remainder of any given night. She curls her long red hair, applies just a hit of charcoal to her eyelids to accentuate the deep emerald green tone of her eyes, and when she can, applies a hint of berry to her lips. Background: . . Eleanor lost her parents, or her parents lost her. One way or another she was abandoned in the city of Baldur’s Gate with no memory of where she came from. A music box was left with her at the orphanage. Eleanor never listens to the box anymore; the song creates a certain sadness that she cannot describe. Perhaps it is a residual memory of the family she lost. . . Once she was a young woman, eighty or so, she fled the orphanage in hopes of striking it big in the city. She had visions of becoming a famous actress, singer or, when her thoughts turned darker, even an infamous assassin. . . Unfortunately for her, all Eleanor became was another urchin. Luckily for Eleanor, a ‘family’ of beggars adopted her. The leader, lovingly known as ‘Scruffy’, was a rare breed, an urban druid. He took pity on the young elf and spent the remainder of Eleanor’s childhood, and his life, teaching the ways of the Druidic faith to the young girl. With his death, Eleanor had realized this was a defining moment. It was time to make a decision. The rest of her life as just another urchin, or take to the life of an adventurer.
I am too late to put in the bottom of the spoiler flag at the end, sad face. At any rate, I should add alignment is intended to be Neutral Good. Eleanor does what is right, not what the law says. On the other hand, she has no problem sticking to the rules when the rules indicate what is generally intended to further the greater good.
Heck yes, Please. Umm: Half Elf Warlock
Crunchy bits:
Str: 12 ==> 4 Points Dex: 13 +1 ==> 5 Points Con: 13 +1==> 5 Points Int: 10 ==> 2 Points Wis: 12 ==> 4 Points Cha: 14 +2 ==> 7 Points Total: 4 + 5 + 5 + 2 + 4 + 7 = 27 Background: Urchin
I know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When I am not in combat, I (and companions I lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Skill Proficiencies: Sleight of Hand and Stealth (Background); Perception and Acrobatics (Race); Arcana and Deception (Class) Tool Proficiencies: Disguise kit, thieves’ tools Equipment: A small knife, a map of the city I grew up in, a pet mouse Persephone, a token to remember my parents by a gnomish music box that plays a lullaby, a set o f common clothes, and a belt pouchcontaining 10 gp (Background);
* Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Spells: DC = 8 + Cha Mod (3) + Proficiency (2) = 13
Otherworldly Patron: Arch Fey
[Spoiler=Fluff]
Realizing that perhaps it was most wise not to stick around and see if anyone came looking for the tome, Eleanor immediately fled the city, fleeing north. Along the way she was personally able to perfect her own bond. She sincerely hopes the pact was indeed with one of her fey ancestors, and not one of the other less tasteful creatures such a tome might reveal.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 I'm sorry https://dl-web.dropbox.com/get/Overflow/OPD-BTE-20150508100440.pdf?_subject _uid=405026610&w=AADrx6ipUH84Zgsf2FWnWywqggBquwZ791Y2puZ56mVpbQ Should be chronicles
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14
Going the most direct route as I have too many things IRL eating my time at an exponential rate. Making apologies for distracting Verml's studies, you retreat back down to M. Koi. She informs you that with all six, she can re-fashion the fox's prison. When you mention Caught, she lights up (as much as a fish can), "Yes! That was his name. He entered a riddle contest with the one who made the prison. Never able to turn from a riddle that one. He guessed wrong, and was imprisoned. The riddle he could not solve is here, on these papers. Do you know the answer?" Madame Koi is true to her word, and as she finishes her work, the fake Verml appears and slowly melds back into his true Kitsune form just before the prison sucks him back in. Tomorrow, I will make up Chronicle Sheets, and post them on Google Docs.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Verml loves his riddles. He is happy to either duel it out with word play, or physical violence. The ball has been passed back to you. As you may recall, the tentacled fish asked you to bring all the fragments to her. Whichever way you chose to go, success is just about imminent. The main riddle in six parts is also now fully posted in the handouts link.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 I appologize for the drastic slowing of my ability to post. Work is nuts, death in family, other family member diagnosed with cancer. Bad month. Not sure when I will be back to full speed, but I will keep on plugging away. This is the last encounter.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Vermeil doesn't seem to notice you removing the paper from the desk, or his belt. As Quillen approaches, he cannot help be realize that there is a large crocodile lurking under and behind the desk. Those of you with lines of sight to behind the desk will likewise see a crocodile. "Don't mind him. He just. . . Oh! That reminds me. See if you can say. . . here was once a crocodile who was hungry since four days past. He suddenly caught a child who had gone to get some water. The child's mother was beside her son and wanted to save him. The crocodile said that he would return the child if she correctly guessed what the crocodile intended do with the child. The clever mother realized the crocodile wanted to eat the child and would just say the opposite of the her guess. What will the lady say to save her child?" Shah, do you still have means of speaking/reading Sylvan?
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 "It would go faster if it were not for the interruptions for silly questions and lectures. I know that it is flooded. I know everyone assumes it is my fault, etc. etc. Now I have to work." Quillen Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Quillen: You note that there is a scrap of paper tucked into Verml's belt with similar handwriting to the four notes found this far. There is another scrap on the desk that matches. Lastly, you make out faint sounds of something breathing and the sounds of scales scraping on the stone floor under or behind the desk. . .
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 The door swings open and reveals Verml working away deciphering acrolls. The surprised young man looks up and asks, "Can I help you?" Are you charging in for the kill, or attempting a more diplomatic solution?
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 @ Zahaz:
No luck on scroll identification. When you enter back into the main building, you discover Master Shaine has left the foyer. There are sounds coming from the Scriptorium. I cannot access the map from work. Please click on the map then use CTRL+[down arrow] to shove the current map and any unneeded tokens to the background (or delete them if you prefer), and put yourselves in marching order on the main floor before heading upstairs to conftonr Virml.
dice: [dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice] Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13 *OOH! Interesting question. My Cleric was going to get this and Silverhex Chronicles, but she is dealing with the Godsmouth Heresy right now. . . I will have to double check with that GM. . . or put these on my Arcanist.
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