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Fang's page
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...well, not really, but my party did hand him his butt on a silver platter. Lucky for them he fumbled his falchion, and before he could pick it up, the psion hit him with an energy stun, and he failed his save, otherwise things might not have been so rosy. I rolled three ones in a row. I'm retiring that particular die.
--Fang
I'm prepping for Flood Season, and two things are bugging me:
1. Shensen Tesseril is a "half drow". Does that mean half-elf with a drow parent, or full elf with a drow parent?
2. What's to stop Jenya from having Sarcem raised? (Other than her own ambitions, of course...) Even if the Church of St. Cuthbert doesn't have a raise dead scroll on hand, Skie has one for sale, or she could even go to the church of Wee Jas.
Thanks for any help!
--Fang
One of my players got bitten by one of the wererats in the fight in Orak's bathhouse, and did not make his Fort save. No problem, I can handle that...but then I started prepping for Flood Season, and came across another thread where it was stated that since Tongueater is an afflicted lycanthrope rather than a natural one, he cannot confer the curse of lycanthropy through his bite. So how 'bout them wererats? Are they supposed to be afflicted or natural? They are not listed in the HC, other than a note to refer to the Monster Manual. Any help on this would be appreciated.
Thanks,
--Fang
I'm getting ready to run Chapter Three, Flood Season, and I'd like to incorporate Delvesdeep's Demonskar Ball in there, plus some of my own ideas for games and competitions for Cauldron's Flood Festival.
I'm wondering how other DMs have handled the sequence of events. Did you run the Demonskar Ball before the party went out to the Lucky Monkey? Or in between Lucky Monkey and the Kopru Ruins? Or right at the end? What would work best, do you think? I want to give the party time to prepare for the ball, but I don't want to bog down the adventure, either...
--Fang
A question for the Lords of the Boards:
One of my players (who has DMed in the past) is giving me a hard time about the wealth by level charts. He says that total character wealth should be calculated by what he can get for an item if he sells it, not by the item's actual value given in the DM guide. So, for example, if he finds a cloak of resistance +1, which has a value of 1000 gp in the DMG, I say I should apply 1000 gp to his character's total worth, and he says I should only apply 500 gp, because that's all it's really worth in terms of how much gold he can get for it. (I generally let them sell magic items at 50% value.) I'm pretty sure I'm doing this right, but I can't find anything in the DMG that explicitly says so. Can anyone help me out?
--Fang
My PCs want to rent a place to stay in Cauldron, and I have no idea what a reasonable monthly rate would be. The DMG gives upkeep costs, but doesn't say anything about renting a house. Can anyone give me a ballpark figure for say, poor, average, and good accomodations? There are four characters, and they all want their own bedrooms.
Thanks!
--Fang
Hey, all you AoW DMs out there...thinking about running AoW, and I need to know how necessary is all the suplemental material that was published in Dragon for this AP? Should I make an effort (and an outlay) to get it? Or can I manage without it?
Thanks!
--Fang
I've read the entry on the Vanishing a couple of times, and I'm not quite sure how to play it. Do characters contract the disease by just handling infected items, or do they actually have to use them? Any help would be appreciated.
| Full Name |
Seren Elberion |
| Race |
Human |
| Classes/Levels |
Cleric (Varisian Pilgrim) of Desna 2 | Init+1 | Perception +4 | AC 15 | HP 13/13 | Fort+3 Ref+1 Will +7(+9) |
| Gender |
Female |
| Age |
18 |
| Alignment |
CG |
| Deity |
Desna |
| Location |
Korvosa |
| Strength |
10 |
| Dexterity |
12 |
| Constitution |
11 |
| Intelligence |
12 |
| Wisdom |
16 |
| Charisma |
16 |
About Seren Elberion
Seren Elberion
Female human (Varisian) cleric (varisian pilgrim) of Desna 2 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (2d8)
Fort +3, Ref +1, Will +7; +2 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee starknife +4 (1d4+3/×3) or
. . starknife +4 (1d4+3/×3)
Special Attacks caravan bond, channel positive energy 6/day (DC 14, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 2nd; concentration +5)
. . 1st—blessing of the watch, ears of the city, protection from evil, sanctuary[D] (DC 14)
. . 0 (at will)—detect magic, read magic, resistance, stabilize
. . D Domain spell; Domains Liberation (Freedom[APG] subdomain), Luck
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Statistics
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Str 10, Dex 12, Con 11, Int 12, Wis 16, Cha 16
Base Atk +1; CMB +1; CMD 12
Feats Divine Fighting Technique (desna's Shooting Star), Selective Channeling
Traits birthmark, missing son or daughter
Skills Acrobatics -2 (-6 to jump), Diplomacy +8, Heal +7, Knowledge (history) +5, Knowledge (religion) +5, Linguistics +5, Perception +4, Sense Motive +8, Spellcraft +5
Languages Celestial, Common, Shoanti, Varisian
SQ liberty's blessing
Combat Gear pearl of power (1st level), alchemist's fire; Other Gear lamellar (leather) armor[UC], starknife, starknife, backpack, chalk, sunrod (4), 11 gp, 9 sp, 9 cp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Freedom)
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Liberty's Blessing (6/day) (Su) Allow target to re-attempt a save.
Selective Channeling Exclude targets from the area of your Channel Energy.
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