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1,741 posts. Alias of Vanulf Wulfson.


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With dinner having been served and all the tables cleared by the servants, talk seems to drift to Lady Aldori's announcement. Looking around to size up the competition you notice a couple of different groups who seem to standout, even in this lot. One such group is a group of four mercenaries seated across the great hall from you. Each wears a suit of distinctive blackened plate armor and helm, which they do not remove, even during the feast.

Knowledge (local) DC:12:

This band is known as the Iron Wraiths. The Wraiths are an experienced band of mercenaries who make a show of never removing their armor in public, leading to speculation that they are really wraiths underneath.

Next to them is another table where an irate nobleman, dressed in finery, berates a cowed underling while others look on in wary silence.
Knowledge (nobility) DC:12:
The noble is Baron Hannis Drelev, a skilled political creature, who is disdainful and dismissive of those of lesser station. He fancies himself something of a bravo with a blade.

The talk at your table settles into speculation on what's going to happen next. Maegar muses over the rim of a wine glass "I've heard through the grapevine that the Host and I are going to be sent south into the Dunsward to establish a settlement and from there treat with the centaurs there. They've become quite fractious of late and have a great distrust of us "two legs" He sets his glass on the table and sighs "What do you lot intend to do with your charter?"


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Discovery checks to discover possible Influence skills.

Amiri: Knowledge (history), Knowledge (local), Perception

Linzi: Knowledge (arcana), Knowledge (local), Perception

Maegar Varn: Knowledge (arcana), Knowledge (local), Perception

Tartuccio: Knowledge (local), Knowledge (nature), Perception

Valerie: Knowledge (history), Knowledge (local), Perception


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Sorry everyone, I derailed my train of thought on Saturday. I wanted to get some posts up before I left to go visit my daughter in college for the weekend but, unfortunately, I ran out of time.


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Influence:

Jockeying for position and favor is natural part of human social dynamics, as common in the armies of high-minded crusaders as in the courts of wicked nobles. The resulting web of allegiances lies at the heart of any intrigue-focused campaign, with individuals scheming to gain allies while undermining their enemies’ support. To represent these machinations, this section introduces two influence systems: one for individual influence and one for organizational influence. The first system provides a dynamic framework for social encounters in which the PCs gain or lose the favor of key NPCs, as well as a mechanic for calling in debts. The second system models the way the PCs’ actions affect their clout within allied organizations, and how far organizations at cross-purposes with the PCs will go to undermine them.

Individual Influence
The most common model for social encounters involves a single exchange involving a Bluff, Diplomacy, or Intimidate check. The following influence system serves as a more robust replacement for that basic system. It also encourages the entire party to participate in a social encounter, and can be used in encounters with multiple NPCs. In the individual influence system, participants try to change the targets’ opinions or court favor by succeeding at a variety of checks unique to each individual target. Known as influence checks, these are usually skill checks, though other types of checks may suffice, as an NPC may be especially impressed by other qualities, such as drinking ability or martial prowess.

In this system, a social encounter is divided into one or more phases. The length of a phase is flexible, and typically lasts 15 minutes to 1 hour—long enough for each PC to perform several minutes’ worth of actions per phase that are unrelated to influence checks (such as investigating a murder scene or surreptitiously defeating an assassin) without forgoing their chances to participate in the social encounter. GMs should determine beforehand how many phases a social encounter will last, thus determining how many chances the PCs will have to influence or learn about their targets—generally two to six. The GM should also determine whether the PCs’ actions can win them additional phases. For example, seducing a baroness or forestalling her carriage may both earn the PCs an extra phase in which to win her favor.
At the beginning of a phase, each PC selects an NPC.

During each phase, a PC can either try to directly influence the NPC via an influence check, or attempt to learn more about that NPC with a discovery check—a check to learn about an NPC that can help with future influence checks during the same social encounter. The kinds of checks required for an influence check or a discovery check, known as influence skills, are unique to each individual. The PCs can learn an NPC’s influence skills through successful discovery checks (see Discovery Checks); otherwise, they must guess.

Discovery Checks:

Discovery and Influence Check DCs
The appropriate DC for an influence check depends upon several factors. The table of standard influence DCs listed below provides a baseline for DCs for each average party level (APL). These DCs should be relatively easy for the PCs as a group (particularly those with access to aid another and the benefits from discovery), and they are generally appropriate for the skill that is most effective at influencing an NPC. To generate a typical influence check DC, add 5 to the base DC; add 10 to generate a difficult influence check DC. The DCs for skills in which many PCs have extremely high bonuses, such as Diplomacy and Perception, should be increased further to compensate. An NPC who is hard to influence might use the typical and difficult DCs for her influence skills, or possibly even higher DCs.

If a major event takes place during the social encounter, consider whether any of the NPCs’ influence DCs should change in response to the event. For example, if someone breaks into a sealed vault containing priceless treasures during the social encounter, law-abiding NPCs who suspect the PCs committed that crime become harder to influence.

Each PC who attempts a discovery check rolls separately, even if multiple PCs attempt to discover information about the same NPC during the same phase. This represents the PCs forming their own separate opinions and analyses.

At the beginning of the social encounter, each PC can attempt a relevant Knowledge check to recognize particularly prominent NPCs (see the sidebar for DCs). If any PC succeeds at this check for an NPC, then all PCs gain a +4 bonus on their discovery checks involving that NPC. Before attempting a discovery check, a PC chooses whether to try to learn the NPC’s strengths, the NPC’s weaknesses, or the skills that can be used to influence him. Each type of discovery check has its own requisite skill and DC. Sense Motive often works as a discovery skill, but it may not be the best choice because it’s so general. When a PC chooses to attempt a discovery check, the GM should tell the player the possible types of skill checks for each kind of discovery check (though not the DCs), and let her pick which to attempt. If a discovery check relies on a Knowledge skill, it requires observation in the current moment, not static knowledge.

A PC who succeeds at a discovery check learns one of the skills that can influence the NPC (starting with the skill with the lowest DC), one of his strengths, or one of his weaknesses.

For every 5 by which the PC exceeds the DC, she learns an additional influence skill, strength, or weakness. Thus, a withdrawn but observant character can provide allies with a significant bonus (or help them avoid significant penalties) on future influence checks, making her as important to the group’s success as PCs who prefer the spotlight.

Influence Checks:

Without a successful discovery check, a PC attempting an influence check must guess what an NPC’s influence skills are. A PC generally gains no benefit or hindrance when using a skill that cannot influence the NPC, though the GM may rule that multiple fumblings annoy the target and impose penalties on future rolls. Guidelines for setting influence check DCs appear in the sidebar.

The PCs usually must succeed at more than one influence check to sway an NPC. No matter how many PCs speak to the same NPC, only one check to influence that NPC can be attempted during that phase. Additional checks serve as aid another attempts tied to the principal check. Succeeding at an influence check by a substantial margin provides additional benefits. Succeeding at an influence check by 5 or more counts as succeeding at an influence check and a discovery check (the PC chooses whether to learn one of the skills that influences the NPC, one of the NPC’s strengths, or one of the NPC’s weaknesses after the check is rolled instead of before the check, but the check otherwise functions as a successful discovery check). Succeeding at an influence check by 10 or more allows the PC to choose between gaining the benefit of succeeding at two influence checks or the benefits of an influence check and a discovery check (as if she had succeeded by only 5 or more).

Failing an influence check by a substantial margin makes it harder to influence the target in the future. If a PC fails an influence check by 5 or more, she cannot attempt to influence that NPC using the same skill for the remainder of that social encounter. A PC who fails an influence check by 10 or more cannot influence that NPC for the rest of the social encounter at all. For example, if the NPC’s influence skills are Diplomacy and Knowledge (arcana), a PC who fails a Diplomacy check against that NPC by 5 or more can still attempt to influence the NPC with Knowledge (arcana).

These restrictions also apply to aiding another—a PC who fails by 10 or more irritates the NPC to the point that the party can no longer take advantage of her assistance.

A PC doesn’t necessarily realize whether or not she has succeeded at an influence check unless she succeeds by at least 5, but a character always knows when she has achieved the maximum possible influence over an NPC. Some NPCs might act as if they were being influenced even if they have no intention of listening to the PCs.
The GM may wish to limit the number of PCs who can interact with a single NPC during a phase. After all, the NPC can hold a conversation with only so many people at once, and if six characters cluster around, the interaction may seem more ominous than intended. Limiting the number of PCs who can simultaneously interact with an NPC to two or three (with the other PCs attempting discovery checks or focusing on other NPCs), helps the encounter flow briskly and prevents a single PC from taking too much of the spotlight.

Once the PCs succeed at a certain number of influence checks, they gain sway over that NPC, changing his opinion on an issue, earning a favor, or otherwise gaining some benefit or removing an obstacle.

Influence and Magic:

PCs can also use magic to assist in gaining influence over key NPCs. In most cases, casting mind-affecting or other intrusive spells is socially unacceptable or even criminal, so PCs who wish to use such magic should use discretion.

Whenever a PC (or NPC) casts a spell, NPCs with the Spellcraft skill attempt to identify that spell. Even NPCs unfamiliar with magic are likely to assume that spells are intended for mischief, unnatural control, or other selfish ends. The most common schools of magic used in social situations are divination, enchantment, and illusion.

Divination spells can assist the PCs in similar ways to a discovery check. Spells such as detect magic and identify reveal active spells and magic items. Spells and items far beyond the reasonable means of an NPC may indicate that NPC is hiding something, or is more than she seems. Alignment-detecting spells reveal whether someone has an unusually strong or unexpected aura. Other divination spells, such as detect thoughts, pry directly into a target’s mind, and can provide valuable clues at the GM’s discretion, most commonly replicating a successful discovery check.

Enchantment spells and effects are extremely effective tools for increasing influence, but their use is dangerous.

When cast during a social encounter, spells such as charm person grant a +5 circumstance bonus on influence checks in place of their normal spell effects, as long as the target fails the saving throw and remains unaware that she is under an enchantment effect. More powerful enchantments such as suggestion are unhelpful for gaining influence, since they compel limited actions for a time and then stop. Spells such as geas/quest or dominate person might obviate the need to sway an NPC, but the magical influence is obvious to many people interacting with the NPC. People typically react poorly to realizing that enchantment magic has been used on them. The consequences of getting caught range from the offending PC being unable to attempt further influence checks against that NPC at that social event, to the whole party being unable to attempt further influence checks against that NPC during that event, up to the party being kicked out of the event entirely or charged with a crime.

From innocuous glamers—such as magic that sustains illusory finery—to spells disguising an individual as a different person, illusion spells are versatile tools of deception. Many illusions that allow a saving throw require the viewers to study the illusion carefully or interact with it before they attempt a saving throw. In the context of the influence system, the first time a PC interacts with an NPC during a phase, the PC and the NPC each receive a saving throw against the other’s relevant illusions, as they are assumed to be studying each other carefully at some point during the first exchange. After that, participants generally become more complacent in the way they examine each other, so they receive saving throws against only illusions dealing with particularly specific aspects of their interaction. For example, a glamer to make a dress look nicer would grant a saving throw during the first phase of interaction, but it usually wouldn’t recur in later phases unless the topic of the dress came up in conversation.


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Sorry, everyone. Things have been crazy busy st work this past week but I have been following the by-play just waiting for a chance to move things along and I think Dax just gave me an opening.
I'll get a post up tomorrow morning and get things going.


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Everyone will have 1d4 ⇒ 3 rounds to prepare.


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Yes to soft cover.


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After about a half hour of creating water and scrubbing you finally remove the blood and other graffiti from the walls, but the statue is another problem as it will take magic to restore it to it's former glory.
You're thinking it'll take make whole to repair the statue

After setting the shrine right you make your way to the catacombs where you encountered the fiend before. The floor of this vast cavern descends in two twenty-foot drops into a large, eerie grotto. The walls drip with moisture and bear strange and disturbing cave paintings of towering four-winged humanoid shapes. Tiny motes of glowing light drift and bob in the air, giving the place an almost nauseating feeling, as if the cavern is viewed through an almost dreamlike haze.


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Reflex save (Marius) DC:14: 1d20 + 5 ⇒ (10) + 5 = 15

Marius bashes the "Not Mummy" with his club which seems to stick the some type of adhesive woven into the fabric of it's wrapping. With effort he manages to pry his club free from it's body.

Anybody striking the creature with a weapon must make a DC:14 Reflex save or have it's weapon get stuck to the creature's flesh. A stuck weapon can be removed with a DC:17 Strength check, which will provoke an attack of opportunity from the creature.


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Scroll down to the bottom of the page, you'll find the map in the left hand corner.


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The stairs open up into a 25'x25' square room. A stone altar sits upon a raised stone platform in the center of this room. Caryatid columns carved in the likenesses of male and female figures with their arms crossed over their chests and khopeshes or ankhs in their hands stand at each corner of the platform. Empty torch holders are built in all four of the room’s corners. Two stairways exit the room one climbs to the south, while the other descends from this chamber to the north.

Upon the altar lays a mummy wrapped in funerary bandages. As Marius reaches the bottom of the stairs the creature rises up and moves to attack.

Initiative:
Ananet: 1d20 + 5 ⇒ (14) + 5 = 19
Idari: 1d20 + 6 ⇒ (1) + 6 = 7
Marius: 1d20 + 2 ⇒ (18) + 2 = 20
Nasir: 1d20 + 1 ⇒ (18) + 1 = 19
Sahba: 1d20 + 2 ⇒ (18) + 2 = 20
Creature: 1d20 + 3 ⇒ (3) + 3 = 6

Everyone gets to act before the creature goes.

Knowledge (religion) DC:15:

You know this is not a undead creature, make a Knowledge (nature) DC:18 check instead.


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Nasir and Marius open the doors wide to reveal a stairway descending into the darkness below.


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Zaraleva, you've already gone through all the bedrooms in U14 and didn't find anything.


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A rectangular stone building sits in the northwest corner of the estate. At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces.

The hieroglyphs identify the two faces as Pentheru the Elder and Pentheru the Younger, the two faces match those on two of the columns and those on the statues at the entrance to the compound, the other two columns are identified as the wives of the two men. Further hieroglyphs issue a warning " May defilers be cursed by the gods until their day of judgment.”


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The Gameplay thread is up and running.


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Tonight's the night!

Restov has been abuzz ever since Lady Jamandi Aldori issued her "Call for Heroes" to tame the Stolen Lands, and you have answered her call. So it is that you find yourselves making your way up the cobblestone path to Lady Aldori's manor, an impressive three story structure set on top of a hill overlooking the Free City of Restov. The path itself, bordered by majestic oaks and well manicured hedges, winds around the hill for nearly a mile past a barrack, the stables, and over a dozen thatched roofed cottages of the manor's servants and retainers. Once you reach the manor proper you pass through a hedge lined rose garden to the great hall itself where crowds of people wait to be called and escorted inside. Ominous grey clouds scudder overhead and distant thunder portends the storm to come. Finally you are the last group to be called and you enter the great hall just as the rain begins to fall.

This spacious hall has been prepared for a great feast. Servants hustle and bustle about, while several armed soldiers—Lady Jamandi’s house guards—watch over the hall from their positions against the east and west walls. To the north, a fire crackles away in a large fireplace. An iron lever secured by a lock adorns the fireplace’s eastern face. The faint scent of cinnamon wafts from two massive oil burning crystal chandeliers hanging from the ceiling twenty feet above. The walls are decorated with painted murals of idyllic woodland scenes: nymphs frolicking amid waterfalls, satyrs dancing with fawns in wooded glades, and various winged fairy creatures flitting through the trees. Nine long tables are arranged around the central portion of the room, each holding plates, utensils, mugs, goblets, and full, ready to be poured pitchers of ale, wine, mead, and water. The smell of roasted meat and other delicious scents fill the room, yet no food has yet been served.

You escorted to a table near the back of the hall where five other people are already seated. First is a human female dressed in hide armor, which bares her scarred midriff, who seems to be impatiently waiting for the feast to begin. Across from her sits another human female wearing scale mail, whose blonde hair has been chopped into a bob as if she did it herself. Next to her is a human male who, incongruously, isn't wearing any armor. His black hair, pulled back into a ponytail, frames his face which bares a few faint white scars. He seems to be chatting up the blonde next to him, much to her irritation. Across from them is a female halfling, her fingers stained with ink, who seems to be trying to take in and memorize everything happening everywhere, perhaps for a later entry into her journal. Next to her sits a male gnome, with shockingly purple hair who is dressed in purple robes. He watches your approach with something akin to disdain. The human male greets you each with a hand shake "Welcome," he says with a smile "I'm Maegar Varn, of House Varn, won't you please be seated". It's a tight fit but you manage to get seated comfortably "And who might you all be?" Maegar asks.

Knowledge (nobility) DC:15:

You know Maegar Varn is the eldest son of House Varn but, do to his family's peculiar tradition of the head of house selecting his heir, he is not the next in line for succession. That honor instead goes to his youngest brother, Paulun.

Once you are seated a striking half-elf woman enters the hall, followed by an aristocratic, middle-aged human man. The man wears finely tailored clothing, fit for a noble, while the woman appears dressed for battle. She wears a fine leather coat over a sparkling mail shirt, and at her waist hangs an Aldori dueling sword with a bright silver pommel. The two make their way to the head table, where they remain standing.

The man speaks first. “Greetings, heroes! I am Ioseph Sellemius, lord mayor of Restov. And this,” he gestures to the woman beside him, “is Lady Jamandi Aldori. We both thank you for answering her call for heroes. You may be few, but we need only the best for this great task.”

Knowledge (local or nobility) DC:10:

You recognize Lady Jamandi as one of the Aldori swordlords—former rulers of Rostland before it's forced merger, along with the nation of Issia, into the Kingdom of Brevoy by Choral the Conqueror. She is a wealthy and influential woman, who is recognized as one of Restov’s greatest warriors.

Knowledge (local or nobility) DC:15:

You recall that Lady Jamandi’s Aldori dueling sword trails magical fire when it strikes, and while she used to take jobs as a mercenary, she now focuses on tending to the needs of her manor, troops, and duties to Restov.

Knowledge (local or nobility) DC:20:

You know that Lady Jamandi has recently been at odds with the ruling house of Brevoy, and even her wealth and influence in Restov may not offer long term protection from the Regent of the Dragonscale Throne to the north.

Lady Jamandi offers the room a broad smile before she speaks. “South of here, beyond Brevoy’s border, lie the Stolen Lands. This disputed territory has been claimed time and again by would-be settlers, but because the area has been a haven for bandits and monsters, it has never been held for long. Restov intends for this to change. If you have enough courage to drive off the dangerous denizens of the Stolen Lands, you can seize territory for yourselves and name yourselves baronesses or barons. Restov intends to recognize the legitimacy of the new rulers of this land, and none of the other neighboring realms care enough to challenge you. We are prepared to provide backing as a trade partner and military ally. If you claim the land, you will have my—indeed, all of Restov’s— support!”

After Lady Jamandi finishes speaking a small bell rings and her servants begin to circle around the room, filling mugs with ale, fruit juice, or water and serving food from heaping platters. The feast itself includes four courses in all: crisp greens lightly flavored with savory oils, spicy seasoned waterfowl, a main course of tender roast boar, and a finishing selection of fine desserts and cheeses. For the duration of the feast, the servants bustle about in their never-ending quest to keep mugs and goblets full and take discarded plates away to the scullery.


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Fellzir's attempt to sow distrust seem to fall on deaf ears as his crossbow shot sails wide and is lost in the foliage above.

Flavius limerick seems to strike home as there is a shout from somewhere above "I'm going to kill you for that, Devil-boy!"

Cimri climbs the ladder to the top and jumps down onto a platform suspended between several tree branches.

Shrike rushes across the clearing as he sees Cimri climb the ladder and disappear over a landing above.


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Thank you all for submitting your characters for my game, it realy means a lot. As such I'd like each of you selected to roll a d4 and add that to your original 15 point buy. Take the time to rebuild your characters accordingly and we'll kick this off on Monday.


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Tank you everyone for making my life sooo much more difficult, but in the end there can be only one, er five. So, will the following chosen players please report to the Discussion page to check in and receive your Kind and Benevolent GM™ reward.

Ironpereti - Brand the Bold
Ridge - Daxiana Gloridia Medvyed
AJM8665 - Aelbourne Silverleaf
Mark Thomas 66 - Iolandra Zamfi
Wandering Wastrel - Allandír Dinúvriel

To those not selected I hope you can find a game for your characters as it literally, almost, came down to a coin toss between some of you.

Lastly, I'd like to wish all of you who celebrate a Happy Easter!

Good luck and good gaming.
Wulf


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Okay, everyone. I'm going to close recruitment now. I'll look over everyone tonight and should have something up tomorrow. Due to the Easter holiday we'll kick things off on Monday.


Looks like Paizo is going to be doing server maintenance during the deadline so I'm going to give everyone a reprieve and I'm going to extend the deadline until tomorrow night at 6:00 CDT


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Ananet's bullet ricochets harmlessly off the centipede's armored shell, but Sahba's khopesh slashes a gash along the creature's soft underbelly as it rears up to strike again. Sahba's strike proves to be more than it can take, as blood and intestines spill from the wound the centipede crashes back into the garden pool and lies still.


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You figure out the arrows are six +2 evil outsider bane arrows, the scrolls are a scroll of cure moderate wounds (CL:3), a scroll of remove disease (CL:5), and a scroll of restoration (CL:7), the phylactery is a Phylactery of Faithfulness.


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You can tell about where they are at but they would have total concealment (50% miss chance) against any attacks from the ground.

Yes, that is Cimri by the rope ladder.

Using the rope ladder to get to the platform above is a DC:0 Climb check, so as long as you don't have a negative Climb you will be able to climb up as a full round action without having to roll.


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Both Lyraesel and Zaraleva search the rooms for objects mundane and magical but come up empty.

Moving to the double doors you enter what appears to have been a shrine to Desna but it has since been horribly defaced. Dozens of paintings of a towering humanoid figure with four wings, a bird’s head, and a scorpion’s tail decorate the walls of this room, seemingly painted in blood.

Old pews sit in a line facing the eastern wall, where a hideously defaced statue of a winged woman stands. The statue, once of Desna herself, has taken the brunt of the damage as her butterfly wings have been separated into four distinct wings and the head has been removed and replaced with skeletal bird's head and a long tail of dried nettles has been attached to the statue's posterior in, what you can only assume is, a rough representation of the demon lord Pazuzu.

A single door to the north leads to what have must once been the cell of the former shrines attendant, which remains relatively untouched, while another set of double doors lead to a walkway and then to the castle's battlements.

Perception DC:20:

Searching the former priest's room you find a footlocker stashed underneath the bed. Opening the unlocked chest you find six black shafted arrows adorned with blue and white fletching, three scroll cases, and a phylactery, all of which radiate magic


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Following Zaraleva's lead you make your way back to Brinewall Castle. The halls are eerily deserted and quiet as you climb the stairs to the second floor. This wing of the castle contains several chambers once used as bedrooms and guest quarters—most of these rooms are in relatively good repair, as the dire corbies nested in them while the castle’s master bedroom (U14b), was reserved for Kikonu himself. A casual search of these quarters reveal nothing of any note or value.


Hey, everyone. I'm going to extend the deadline for submissions until Thursday night. I'm busy at work and that'll give those who dotted for interest some extra time to finish up.


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Fellzir, can you please flesh out you profile. I don't know anything about your character (AC, domains, spells, skills, ...etc) and if you could add a tag line with the information to your profile so I don't have to keep from flipping back and forth that would be appreciated.


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"Well, I didn't send for you, I didn't send for anybody, so one of us must be lying and I'd say that would be you."
Given the time you ae able to see two platforms, much like a hunter's stand, up amongst the branches of the trees overhead. The female voice says "Screw this, Jask. Just shoot them. They found this place and we can't let them just leave and tell the Archbaron where we're at. Riley," she shouts across the trees "Sound the alarm, let the others know we have company!"

A pair of arrows whistle in from above with one striking the tree Fellzir is hiding behind and the other sticks in the ground next Guillaume as a bell begins to chime.
Attack roll #1: 1d20 + 5 ⇒ (10) + 5 = 15
Attack roll #2: 1d20 + 5 ⇒ (4) + 5 = 9

Cimri shouts "Screw this!" and runs across the clearing to the rope ladder and begins to climb.


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Despite the beating the creature has taken it is undeterred in securing it's next meal as it's mandibles snap shut on Nasir, crushing bone and flesh alike. It lashes out with it's tail at Sahba but she able to nimbly duck underneath the clumsy attack
Attack roll (bite): 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Attack roll (tail, nonlethal): 1d20 + 3 ⇒ (3) + 3 = 6

The centipede's poison bite injects it's venom into Nasir but the Paladin is able to resist it's debilitating effects.
Fortitude save DC:17 (Nasir): 1d20 + 7 ⇒ (19) + 7 = 26


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Idari you know that this vermin is a giant whiptail centipede. As such, it is immune to mind affecting effects, it has a poisonous bite, and it can lash out with it's tail as a secondary form of attack.


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Sorry everyone for the radio silence but last week was kind of busy and the weekend is, well...the weekend, but I have been monitoring the thread.


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So have you decided? Are you going to explore the rest of the castle or are you going to go straight to the parademon in the basement?


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I was waiting on Guillaume to respond, it's been a week since I got back from vacation and he hasn't posted yet. He may not know we're back up and running yet. I'll send him a PM to remind him.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Moving from the east courtyard to the west you pass through another set of gates and find that the western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees in what must have once been a garden. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand.
A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.

As you make your way around to the west side of the building the sand in the bottom of the pool begins to shift as a huge centipedal creature, with hunger in it's eyes, rears up from beneath.

Initiative:
Ananet: 1d20 + 5 ⇒ (4) + 5 = 9
Idari: 1d20 + 6 ⇒ (11) + 6 = 17
Marius: 1d20 + 2 ⇒ (1) + 2 = 3
Nasir: 1d20 + 1 ⇒ (2) + 1 = 3
Sahba: 1d20 + 2 ⇒ (18) + 2 = 20
Centipede: 1d20 ⇒ 3

No one is surprised as the creature looms over the party. Everyone can act before the centipede does.


It's first edition with some of the 2nd edition content thrown in.


That is correct, no Elephant in the Room rules.

Considering how Exemplar traits take up two trait slots and you only get two to start with and one of them has to be a campaign trait I would say not at first level, unless you take the Additional Trait feat.

Eldritch Scoundrel is fine.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

If I may, you think that worshippers of Pazuzu being wholly chaotic and totally evil may have stashed something, somewhere to deal with any eventuality.


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@Azure_Zero- Sorry no 3p content, that includes 3.5 stuff

@Sensen- Yes, you can retrain by spending the time/gold to do so. I also allow a free retcon between 1st and 2nd level if you find something that's just not working.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Idari's magic missile takes the life out of the spider as it's legs splay out from underneath it and it sinks to the ground. Sahba's blade slices through the creature, separating it's thorax from it's abdomen, a pool of ichor spreads across the ground before soaking into the parched earth.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Marius, I'm going to assume you did a withdraw action to end up where you did.

Ananet's bullet whizzes between Marius' legs, much to his surprise, to blow a big chunk out of the spider's thorax. The look he shoots the catwoman is a mix of consternation and disbelief.

Idari, perhaps compensating, pulls out his wand of magic missile and launches a bolt which unerringly strikes the creature.

Sahba moves up to the doorway, drawing her blade as she goes. She pauses a moment as her khopesh begins to glow with a mystical light.

The ravenous solifugid, undeterred by the damage it's sustained, continues to attack Marius. The creature manages to score blood as one of it's claws rakes Marius' calf.

Marius carefully extricates himself from his attacker and withdraws to stand next to Nasir, urging him on to take his place in front of the spider.

Nasir raises an eyebrow at Marius' display before rushing in to confront the arachnid. He swings his scimitar at the creature, who manages to sidestep the attack as the Paladin's blade slices through the air where the solifugid stood just seconds before.

Round #2
Idari
Sahba
Ananet

Solifugid
Marius
Nasir


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

You hear a feminine laugh come from somewhere above as she calls out "Hey, Jask. Did you send for these guys?" A male voice replies "Nope, never seen them before."


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Marius hisses in pain as one of the claws from the creature's front appendages rakes his leg, drawing blood.
Attack roll (bite): 1d20 + 3 ⇒ (5) + 3 = 8
Attack roll (claw #1): 1d20 + 3 ⇒ (13) + 3 = 16
Attack roll (Claw #2): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (claw #1): 1d3 + 1 ⇒ (1) + 1 = 2


I knew I forgot a couple of my rules, so here's some more.

Alignment- Characters can be of any alignment but must be able to play well with others.

Abilities- Characters will be based on the Standard Fantasy (15 point) buy. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

Firearms- Early firearms are available using the emerging guns rules. Gunslinger is a viable player class.


@ Robert Henry- I know many GM"s want the typical "one post a day", but I realize that that is just not feasible all the time. As long as you can post at least 2-3 times per week, I'd be happy with that.

@ Sir Longears- That's a fair question and I'll send you a PM soon, as I'd prefer to keep my private life just that, private.

@ LDDragon- As ong as you can keep player knowledge and character knowledge separate I have no problem with you applying.


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I’m looking for five players to join me as I run the Kingmaker Adventure Path. Recruitment begins today and will stay open until Wednesday, March 27th @ 8:00 P.M. (CDT).

Classes- Anything Paizo has publish is considered fair game although some might have a harder time explaining what they are doing in the River Kingdoms (Eastern type classes, especially. Although a Ninja from Daggermark might be intriguing). Furthermore, I prefer characters that can fill a certain roll. I generally choose along certain lines (Arcane, Divine, Melee (tank), Melee (ranged/striker), & Skilled). Barbarians, Monks, and Rogues may be of either the vanilla flavored or Unchained variety, while Summoners MUST be Unchained only.
Races- While I prefer keeping to the races found in the Core Rulebook. If you think you can convince me why some of the more monstrous races would be interested in exploring and clearing the Greenbelt of bandits, feel free to try.
Abilities- We will be using the Standard Fantasy (15) point buy system.
Hit points- Full hit points at first level. Every level after first you will roll for your hit points. If you roll less than ½ your hit dice, give yourself that minimum (i.e. 3, 4, 5, 6 for D6, D8, D10, or D12 respectively. You can never do less than ½ your HD).
Skills- We will be using the Background skills option.
Feats & Traits- Everyone will start with two traits (one of which MUST be from the Kingmaker Player’s Guide) (If you choose the Pioneer trait your starting horse is a light riding horse and that’s it. No tack, no harness. If you want it to be war-trained I expect you to pay the difference between the two versions. If you have the Handle Animal skill you may train it on your own for 30% of this difference). No Drawbacks. I will be incorporating certain aspects from the second edition AP as well (NPC's especially) so NO LEADERSHIP feat allowed.
Starting Gold & Gear- Maximum starting gold for your class. I want everyone to be well prepared for survival in the wilderness.
House Rules- Character Death- While I don’t go out of my way to kill characters, it might happen. A character is now considered dead at negative his constitution score + his level.

That should pretty much cover everything I can think of. If you have any questions, feel free to ask.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Placeholder of a future Kingmaker campaign.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Placeholder for an upcoming Kingmaker campaign.


I think I'm going to bow out of this one. I'd rather run this from the beginning than try to shoehorn an extra NPC at this point.
So, good luck to you all.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

Marius, when you can, can you add a tagline under your character like the other players? It just make it easier for me so I don't have to keep flipping back and forth between your profile and the gameplay thread.

Also, Idari can you check in with Roll20 so that we're all on the same page, so to speak

Full Name

Capa

Race

| Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 |

Classes/Levels

Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

Gender

| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6

Strength 10
Dexterity 17
Constitution 11
Intelligence 11
Wisdom 22
Charisma 16

About Capa

Statistics:

Capa
Male Elf Shaman 9
CG Medium Humanoid (elf)
Init +5; Senses Darkness 60 ft., Low-light vision, Perception +8

------------------------------
DEFENSE
------------------------------
AC 19, touch 13, flat-footed 15 (+5 armour, +3 Dex, +1 misc.)
…barkskin +4 natural
hp 67 (9d8+9)
Fort +3, Ref +6, Will +12
…endure elements (constant)
…no need to breathe

------------------------------
OFFENSE
------------------------------
Speed 30 ft., Hover 6 inches above the ground
Melee +1 dagger +7/+2 (1d4+1/19-20)
Ranged +9

Spells Prepared (CL 9th, Concentration +19)
5th—breath of life, mass cure light wounds
4th—cure critical wounds, rainbow pattern (DC 21), wandering star motes (DC 21)
3rd—cure serious wounds, cure serious wounds, daylight, deep slumber (DC 20)
2nd—barkskin, barkskin, cure moderate wounds, cure moderate wounds, hypnotic pattern (DC 19), slipstream
1st—colour spray (DC 18), colour spray (DC 18), colour spray (DC 18), cure light wounds, goodberry, obscuring mist
0—lava splash*, create water, daze (DC 16), dancing lights, detect magic

Spontaneous Spirit Magic (CL 9th, Concentration +19)
5th—1/day—overland flight*, geyser
4th—1/day—rainbow pattern*, wall of ice
3rd—1/day—daylight*, water breathing
2nd—1/day—hypnotic pattern*, slipstream
1st—1/day—colour spray*, hydraulic push

Spell-like Abilities (CL 9th, Concentration +19)
6/day—stardust (-3, 4 rounds)
1/day—dream

Wandering Spirit Ability
6/day Wave Strike, +6 ranged touch (1d6+4 nonlethal, drenched, pushed 5 ft away)

Hexes slumber

Offensive Abilities +1 DC illusions, +1 DC divination and sleep

------------------------------
STATISTICS
------------------------------
Str 10, Dex 17, Con 11, Int 11, Wis 22, Cha 16
Base Atk +6/+1; CMB +6; CMD 19
Traits arcane dabbler, reckless
Feats combat casting, point-blank shot, run, spell focus (illusions), spirit talker
Skills Acrobatics +17 (6R), Diplomacy +6 (1R), Fly +12 (6R), Handle Animal +7 (1R), Heal +10 (1R), Knowledge (nature) +7 (4R), Knowledge (planes) +7 (4R), Knowledge (religion) +7 (4R), Perception +8 (0R), Sense Motive +8 (0R), Spellcraft +9 (3R), Survival +15 (6R)
(4 points; 4 class, 0 INT, 0 race, 0 favoured class)
Abilities dreamspeaker, elven magic, fleet-footed, hex (healing, lure of heavens, slumber), orisons, spirit animal (Tot), spirit ability (stardust, void adaptation), spirit lore, spirit magic, wandering hex (fluid magic), wandering spirit (waves), wandering spirit ability (wave strike)
Proficiencies simple, light, medium
Languages Common, Elvish, Sylvan,

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Arcane Dabbler - Though your magical studies were decades ago, you still remember your favorite little trick. Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class. (‘lava’ splash)

Dreamspeaker - A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.

Elven Magic - Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fleet-footed - While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Hex - A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. (DC 20)
Healing - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds (Used today on: )
Lure of Heavens - The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.
Slumber - A shaman can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Run - When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Spirit - A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. A shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Stardust (Sp) - As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.

Spirit Animal - Tot the turtle
A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Spirit Talker - Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.

Wandering Spirit A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
Waves
Ability - Wave Strike - As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.

Wandering Hex A shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
…Hex - Fluid Magic (may prepare spirit spells in shaman spell slots)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear +2 studded leather, necklace of fireballs (5d6, 2d6 x2), potion of fly (4), potion of haste, potion of cure light wounds (2), scroll of cure light wounds (5), scroll of cure moderate wounds (5), scroll of entangle (3), wand of cure light wounds (35 charges), wand of spiritual weapon (30 charges),
Possessions headband of inspired wisdom +4, belt of tumbling, quick runner’s shirt, feather token (boat, x2), backpack, sack, fancy jewelry, waterproof scrollcase
Money 5 PP 10,025 GP 10 SP 10 CP

Tot:

Tot
Shaman Spirit Turtle
NG Tiny Native Outsider
Init -2, Senses: Low-Light Vision, Perception +1

DEFENSE
AC 23, touch 11, flat-footed 22 (+1 armour, -2 Dex, +1 dodge, +11 Natural, +2 Size)
hp 33 (9 HD)
Fort +4, Ref +13, Will +7
…improved evasion

OFFENSE
Speed 5 ft, Fly 5 ft, Swim 20 ft
Melee Bite +6/+1 (1d3-4)
Space: 2 1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 6, Con 8, Int 10, Wis 12, Cha 3
BAB +6/+1, CMB +2, CMD 8 (+4 vs. trip)
Feats: Hover, Great Fortitude, Lightning Reflexes, Skill Focus (Fly, Swim)
Skills: Fly +13 (4R), Swim +14 (5R)
Master’s Skills: Acrobatics +7, Heal +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Spellcraft +3, Survival +7
Abilities: Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Shell Retreat, Star Map,
Languages: Empathic link with Capa, speak with master, speak with turtles/tortoises
Gear: +1 expeditious retreat bracers of armour (3/day, swift, +10 ft. To all move speeds), fancy jewelry

Alertness - When the Spirit Animal is within arm’s reach, the Shaman gains the benefits of the Alertness feat (+2 Perception, +2 Sense Motive).

Improved Evasion - When the Spirit Animal passes a Reflex Saving Throw for half damage, he takes no damage. If he fails the saving throw he takes half damage.

Share Spells - The Shaman may cast a spell with a target of “You” on his Spirit Animal (as a touch spell) instead of on himself, even if the spells do not normally affect native outsiders.

Shell Retreat - Swift Action - The turtle can retreat into its shell, gaining +2 Natural AC. Within the shell, a turtle cannot take any action except to end the retreat, as a Free Action.

Star Map - The Turtle’s Shell accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet. While the animal is flying, a small nimbus of light surrounds it.

Pets:

Dasher (horse)
Female Light Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6

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

OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
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
Abilities Docile (Hooves count as secondary attacks)
Tricks Come, Down, Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit

Zephyr (hippocampus)
Female Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1

OFFENSE
Speed 5 ft., swim 60 ft.
Melee bite +4 (1d4+3), tail slap –1 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Endurance
Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)

Stegosaurus
N Huge animal
Init +6; Senses low-light vision, scent; Perception +16

DEFENSE
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5

OFFENSE
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16

Appearance and Personality:

Old, elf, 5’4”, 100 lbs, green hair, gold eyes