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Haldrick's page
321 posts (322 including aliases). No reviews. No lists. No wishlists. 1 alias.
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We alternate between 3 DMs, playing one book before another DM takes over.
We started Kingmaker in 2010
Finished last night
Found Nyrissa (for the second time) She hit 3 of the characters with a prismatic ray. Karli the 2 weapon fighter rolled a 1 on a poison ray. Abigale Paladin/cleric saved. Kelso failed against insanity.
Sven the rouge was blinded by he beauty a few rounds later.
Kelso contributed when the confusion roll allowed. Abigale went toe to toe with Nyrissa. Briar protected her with SR.
Finally rolled a 20 and confirmed the critical for the 2nd time and beheaded her (again)
I will add some more comments about the campaign later
Is it possible to read a normal scroll written for the air breathing world underwater?
The rules for the "potion sponge" on page 177 of the Advanced Race Guide obviously makes clear potions cannot be used without the sponge, but I cannot find anything about scrolls.
Common sense would indicate that you would need waterproof ink and paper.

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We recently completed this AP. We started about the time it came out, but it is one of 3 being run in the group. Even so you can tell we are not quick.
Since I wrote the following in the “Who are your Castaways” a few things changed.
Quote: “We have reach 12th level now.
Tian (Monk) Has become the skill monkey/2nd rank combat person
Valden (Druid) Has 2 modes a) Buff his dinosaur animal companion into a killing machine or b) Wild shape and cast spells or buff himself into a slightly less dangerous killing machine
Toomba the sorcerer has the aberrant bloodline so has just gained long limbs/fortification/SR. His mage armour has been very useful. He does not cast it on himself often, monks wildshaped druids and Animal Companions like it a lot.
Gardura, inquisitor A bit of a glass cannon. Devastating when not fallen over. Main Healer”
Tian died a couple of times. On each occasion only a reincarnate was available. So Tian went from Human to Elf to Halfling. From a mechanical point of view the character was fine in each new form. Towards the end Valden lost his T Rex animal companion (hit with a prismatic spray and ended on a random plane) He was replaced by a velociraptor who was not quite so scary. Valden also started summoning a lot more towards the end.
Toomba just got more powerful without changing much.
Gardura multiclassed into fighter. She was finding that without extensive preparation she was missing too much with ¾ BAB.
So how did we find it?
Book 1 is widely regarded as a great module and I would agree.
Book 2 is on tight railroads, but enjoyable enough.
Book 3 we really enjoyed the sandbox of a city to explore.
Book 4 This became a drag, particularly with the titled madness
Book 5 and 6 were ok without being great.
The final fight we had some sensible tactics. The Druid pin the Big Bad Guy (BBG) in place with summons creatures. Even the BBG finds a purple worm a distraction. However the normally effective Toomba’s sole contribution was communal Prot Energy. Everything else bounced off SR or was saved.
On the who we enjoyed our time in the jungle and thanks to everyone who helped produce the AP.
So I have created a few characters for "The Lost Star" and am starting to look at 4th lv for the next installment. I don't have any earth shattering insights but the following have occurred to me:
* the 150sp allowance appears to allow you to be better equipped the in 1st Ed
* Bulk is very restrictive, far more so then encumbrance was
* the ancestry abilities (not sure they should be feats) should be more front loaded
* no one is interested in the alchemist

The Ruins Azlant
Party
Chome Osris Human Female Cleric of Zohls
Brath Fletcher Human Male Rogue
Thanith Ithilnor Elf Male Arcanist
Muxo Surefoot Human Male Swashbuckler
I don’t have back stories yet
After six long weeks, this morning the crew of the Peregrine sighted land to the west. A few hours later, the Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly.
Ramona accepts the spyglass and peers toward the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches and motions toward the far side of the deck, away from where most of the other colonists have congregated. “Can I have a word with you?”
“Something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the tents have collapsed. Sailors can’t keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become… tense.”.
“You four have become friendly during the journey. I want you go ashore and investigate Talmandor’s Bounty”
Muxo a tall slight man with a wiry build looks puzzled. “Why us” He bluntly asks. Brath Fletcher replies before Ramona can answer, “Because Ramona thinks we have the right mix of expendability and competence. None of us are that important to the colony, but we all have some speciality that might be useful.”
Brath looks directly at Bard. Ramona simply nods and continues “Exactly. I am going to ask Captain Markosi to sail north along the island’s coast to a secondary landing site determined by the expedition’s surveyors as an alternative spot to found a colony. The site was later designated as an emergency extraction point should any danger befall the first wave of colonists. After you have check out Talmandor’s Bounty rendezvous with us at this site. It’s about a days journey north.”
The party load onto one of the ships boats. Chome and Brath rowing towards the jetty on the beach. Muxo sitting in the front of the boat on lookout spots two small goblin-like creatures laying in ambush. “Hostiles” He shouts, standing up and drawing his rapier. The rowers stows their oars and draw weapons.
Realising that the ambush had failed the monsters charged but missed. “Freeze sea goblin” shouts Thanith. A ray of cold shoots from his finger, hurting the little savage. The Thanith looks sheepish “Sorry I will try not to shout like that again” Muxo swings and misses. “Hey staying up isn’t as easy as it looks” He whispers.
Chrome silently swings her morning star, killing a monster in a blow.
The last grindylows jets away in a huge burst of speed. This is followed by a rousing cheer from the deck of the Peregrine.
The group land at the jetty and move on to the beach. Looking back Brath see’s The Peregrine sailing out of the bay. [b]“That’s not the sight I really wanted to see” Muxo nodded “I does feel like being deserted” Chrome starts up the path with the others following.
A well-worn path in the grass rises up a slope toward a cluster of buildings to the east. The buildings are arranged in a rough triangle, with each point ending in a wooden circular enclosure with rectangular notches cut intermittently, like battlements. These round enclosures are clearly meant to be three points of a wooden palisade fence, which would enclose this first group of buildings once completed. The palisade fence, however, is complete only along the south eastern side of the triangle and is obviously unfinished elsewhere. The grass around the settlement looks like it was cropped at one point, and many paths exist between locations in the settlement, but in less well-trafficked spots, the grass has started to regrow.
All the buildings are constructed of either rough timber or mud bricks set in a wooden frame, and have pitched thatch roofs. Many have open window frames, but only a few have actual shutters or even a canvas curtain for privacy. Doors are basic, wooden affairs, too simple for locks, and some buildings lack them entirely. The construction is new, quite rough and unfinished.
The party approach straight towards the stockade. Firstly they look at seven canvas pavilion tents were set up outside the incomplete wall, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them.
A quick search finds no one, but mixed up with the personal effect were some healing potions and a magical shirt.
They then entered the compound and approach a windowless brick building. Opening the door they are hit by the smell of dried herbs and rotting vegetables.
Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. A short flight of steps set with flat stones leads into this darkened area, lit only by any ambient light coming through the door. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.
“Why go to all the trouble to dig the floor down” Thanith askes. [b]“It is a lot of work doing that.” Seeing the blank faces of his companions “I thought it must be a human thing. I’ll ask a farmer at a later date” Thanith goes to enter the store room. Brath asks “Is elf flesh immune to insect bites” Thanith looks at him quizzically. “There are lots of cockroaches in there. Thousands of them. I am not planning on finding out how hungry they are” Thanith jumps back and peers in more carefully “Agreed, we can consider how to deal with this from a position of safety.”[/b]
Muxo quickly closed the door. The next building has a sign Tool House The building does indeed contain the colony’s tools. Vital to the future of Talmandor’s Bounty. There was also a looked box. This contains a swarm suit and 2 alchemist fire.
I have been excited by this AP. However on reading the first book, I was struck that Talmandor's Bounty is infested by intelligent humanoids.
The Grindyylows can be understood as they are not likely to come on shore and trouble the colony. However I think the monkey goblins and choker break the deserted colony feel.
So I am replacing them with animal. As a side issue the 1/2 CR animals appear a lot weaker then the monkey goblins. Yet another example that CR is more art then science

Party
Zem: A Human Fighter, she uses a weapon in each hand. A caravan guard who has just blown into town. A simple hard drinking soul, interested in earning some serious money.
Gellima: A 1/2 Orc alchemist. A resident of Tourch. He has been raised by several of the prominent residents. He has been experimenting with the severe heat from the torch on alchemy. A serious scholarly young man. Like many half orcs he matured earlier the humans and is well aware he is likely to also die earlier.
Kolaya: An Elf Oracle of Life: A young elf from Kyonin. She is exploring the world before settling down and has found Torch fascinating. She has been staying here for 8 months. Inexperience about the world, but having a deep compassion about her companion.
Benhaim Pale: A Human Arcanist from Taldor. He has heard of the wonders in the area and has come to investigate. He comes from a wealthy merchant background. This has left him the time and resourse to pursue his interests. He has left Taldor to escape the overbearing Bearded class.
====================================================================
Gellima and Kolaya have become unlikely friend over the last few months and are discussing the disappearance of Khonnir Baine over a drink in the Foundry Tavern. The fate of the various expeditions also come up in conversation. Gellima knows some the missing people and Kolaya natural compassion means that they are both interested in the safety of those who have gone missing.
Gellima then mention of the reward from the town council. A woman with dark hair hacked short suddenly sits down with the. “reward you say this could be interesting, why don’t you fill me in on this situation. By the way my name is Zem”
Despite the somewhat rude interruption, Gellima explained the torch going out and the expedition who have gone before. How Khonnir came back having discovered a metal wall and door, together with various hostile inhabitants. He has not returned from his 2nd trip. The town has offered a reward of 4,000gp for the return of Khonnir.
“A wall of metal, together with a door? Do you mind if I join you? I am Benhaim Pale from Taldor.”
The others agree to Benhaim joining them, Gellima and Kolaya realising what had started as a private conversation had already morphed in another direction, and Zem because she didn’t care and anyway Benhaim was kinda cute.
“I am a scholar and dabbler in the arcane” I heard this lovely lady introduce herself as Zem and she is clearly a warrior. Can I inquire about the identity of the people we are so rudely interrupting?”
Gellima answered “Well I am Gellima. I have been kind of adopted by the town since I was discovered as a toddler. For the last few years I have been experimenting on the effect of the heat from the torch on alchemy. My shy friend here Kolaya a healer from Kyonin. She has been in town for a few months now.
The reward is offered by the council, so if we are going to risk the ruins I suggest we inquire there.
Councillor Freddert is happy to see the four
"It's a pleasure to meet you all," she says, beaming with relief. "I am glad that you are eager to assist Torch in its time of need. As you are likely aware, there's a reward of four thousand gold if you can find Khonnir and bring him back. A separate reward of equal value is still awaiting those who can reignite the torch, but right now we are more concerned with getting Khonnir home safe and sound."
"It's been eight days since the flame went out, but only seven since the first explorers braved the new tunnels Khonnir discovered. There's an underwater passage connecting them to Weeping Pond. Khonnir noticed a large number of human footprints on the pond's banks—he was there the day the fires went out testing the water to ensure it hadn't suddenly grown more toxic—and he realized that a sizable group of people had entered the pond but had not emerged.
"Since then, four teams have entered in all, but only one came back to report what they found—Khonnir's first expedition. Khonnir spoke at length with the council before going back in, and he confirmed what his group told us, despite how outlandish it sounded. The first team was a group of halfling adventurers, the second a group of local thugs, and the fourth a small adventuring party devoted to the worship of Brigh from out of town. Khonnir’s team undertook the third and fifth expeditions under Black Hill, and it was on the fifth expedition—his second trip—that he went missing.
"The caves are inhabited by several enormous vermin and other scavengers, along with some strange humanoids who had the ability to blend into the shadows of the cave walls, and a nest of gremlins. Khonnir believed this indicated a deeper connection in the caves to the Darklands, but of more immediate interest was his discovery of a wall of solid metal deep in the caves. A wall made of a skymetal alloy called glaucite. He said it was like the kind we mine from the hills and surrounding plains, but formed into a structure with doors. It was near one of these doors that Khonnir found a broken automaton that he brought back after his first expedition.
"Khonnir planned on exploring deeper beyond the doors on his second expedition, but who knows if he made it that far?"
"You'll need to swim a bit to get to the caves," Dolga says. "Joram Kyte has agreed to cast water breathing on any group to aid in entering the caves—free of charge, of course. You can find him at the temple of Brigh or up at Crowfeather Palace when you're ready to go.
"Once you're on the job, I'll give each of you a writ that you can show to any of the merchants in town for a flat twenty percent discount on any gear you need to purchase—I wish I could offer a greater discount than that, but that's the best I can do."
The party take up this offer
The party emerges into a dark cave. Initially lit only by Benhaim’s magic. The air is bitter and Zem and Benhaim are both affected by the foul water, coughing and retching.
Well it is nice that a half orc constitution protected me from that. You two OK? What are those red lights. Gellima quipped.
As the party start to look around, Zem and Benhaim hampered by their reaction to the tainted water. Benhaim’s light spell has attracts the attention of a trio of dog sized beetles, carrying their own light source. The beetles advanced looking aggressive.
Benhaim says “Oh good enormous insects. I was hoping the previous explorers would have dealt with things like this” Despite his comments he quickly drew and loaded his cross bow. Kolaya follows suit, drawing a javelin and throwing it close to a beetle, but missing.
The hungry beetle advance and take a big bite out of Kolaya.
“Don’t worry elf lady I’ll save you” Zem shouts, steps up and kills the beetle in one blow. Gellima is silent as he draws a dagger and misses his throw,
“Well bug you picked the wrong scholar to pick on. Let’s light you up” Benhaim uses his Exploit to create an arc of fire, which kills a beetle.
Kolaya then bury’s her morning star in the last insect, killing it in one stroke.
“Well that loosened the sword arm” Zem breezed. “Well exercise has never been my idea of a good time” Gellima grouched.
The party waded out of the water and climbed the low ridge to a cave filled with stalagmites. They organised themselves and recovered from the effects of the brackish water. Moving carefully down the chamber they come across a half orc’s body. Neither Gellima or Kolaya recognised the deceased but agreed they would take the body back when they returned
The party travelled south and entered a large chamber. There were 4 ramshackle huts and a dark pit.
As the party decended a sloop into the chamber A strange, hairless humanoid came out of hiding to talk to them.
My tribe would like to parlay with you. Would half of you talk to our leader, while the oher two stay here?
Kolaya you would be our best negotiator, take Zem as a bodyguard Gellima suggests
Okay you two, come with me. Brath and Yadriss will watch the rest of you to be sure you don't try anything funny." Two more previously unseen humanoids step away from the walls and take up guard positions
Leupel leads Kolaya and Zem to a short passage between two of the huts. The cramped cave beyond is filled with metal junk covering almost every inch of ground. The precarious pile rises up in a heap-like hut to the northwest. Another female Humanoid awaits here, numerous daggers strapped to a harness crossing her otherwise naked body.
"I am Sef, leader of this tribe," she says. "I will allow you and your companions safe passage through my caves, and I will even reward you with a strange device I found in the wreckage here, so long as you agree to two things. First, you do no harm to me or my people. Second, you clear out the annoying gremlins who dwell to the north. These are my terms."
So what did those Gremlins do that makes you want us to go "clear" them out Kolaya asks
"The gremlins are malicious pests," Sef says with a scowl. "They are always sneaking into our caves and tinkering with the items we discover on our foraging trips into the Darklands. Those items usually end up broken or cursed. Sometimes they even go so far as to attack us directly if they catch one of us alone. I've grown tired of their little 'pranks' and wish to see them destroyed or driven away from these caves."
“Our purpose here is to find some missing people from the surface. Can you confirm who has been through here recently” Kolaya asks
"There have been several groups that have come through. I didn't catch many names. The first visitors were a purple-haired woman and a band of humans, orcs, and rat people. She met with my predecessor and arranged a significant payment in return for an agreement--my people would attack and kill any and all others who passed through the caves. They went north through the gremlin caves and have not returned since.
"We slaughtered the next group that tried to pass, but the one after that was lead by a wizard who killed our former chieftain and stole the purple-haired woman's payment from us. They went through the door and came back out. We hid from the next group, and then the wizard came back and we let him pass uncontested. But neither of those two groups came back either."
Kolaya looks to Zem for any comments. “Killing mites is good to me” she shrugs.
“Okay you have a deal we will deal with the mites. We will start now”
The party move into a set for tight caverns, only spotting a spike trap after they had passed it, not setting it off. Then a mite emerges from hiding, buries it’s dagger into Zem and runs off before anyone can react.
The party choose not to pursue and continue northward. They emerge into a slightly larger junk filled cave. On the far side is a metal wall with a closed door. A larger mite is in the room.
Gellima enters the room and draws his spear, reasoning that the situation is a bit too tight for his bombs. “I’ve got you mite” shouts Zem as she rushes in to miss her sword swing by a long way.
“Oh powers of life and growth help my friend in this time of need” Kolaya prays as she cast a bless spell.
The mite wealds its sharpened metal shard at Zem, who deftly twists away. Benhaim starts an arcane spell. The mite proves a difficult combatant with Zem and Gemilla both failing to land a blow. “Stay still you miserable insect” pants Zem as she tries to land a blow.
“Please knit these bones and stop this bleeding, giver of life” Kolay intone as she heals some of Zem’s wounds, just as the mite sticks it dagger deep inside Zem again.
“פיג'מות בתנומה תשכב” Benhaim finishes his spell and the mite falls asleep.
The party leave with their loot
Like many DM's I have dumped the caravan combat rule.
It would not be difficult to convert this into normal combat, using the whole caravan. Stating the risen hero as some kind on free willed "Phantom". However I have a small group, so running all the NPC's in a giant fight will a slow process.
I am toying with the following idea
1. The "Hero" imparting the knowledge of a ritual (from Occult Adventures) to someone.
2. Then having the party/selected NPC's hold off waves of undead
3 The rest of the NPC's/characters do the ritual to raise the Dome's psychic defenses before they are all overrun.
What skill checks and DCs do you think will be appropriate?
I may be imagining it, but I thought I read somewhere some ideas/rules for losing body parts, to be replaced in the traditional ways. If these exist can someone point me in the rights direction.
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Has anyone run this module and if so what was you experience?
I am particularly looking at the story awarded experience and the speed of advancement.The module need the party to be 8th before they face the Big Badie at the end. Therefore they need to be 7th when the enter the Manor. The problem appears to be starting at 5th.
The gap between 5th and 7th is too big for the module to fill, hence the story awards of Experience.
My problem is that the PC's will be shooting through levels every 2 sessions. It may just be easier to start at 6th.
However reading a module is different to playing it. Has anyone played this, and what have they found?
I have a sorcerer who I want to be able to raise his caster level. It does not have to be continuous. 1/day is fine. Can you advise me which items would work. Obviously there is the ioun stone, I am looking for other options.

So my players are old and crafty. The party gets to Brimwall early afternoon, they go to the lighthouse, then the graveyard. They talk to Spivy (but do not see her) Spivy tells them about the “bird men” in the castle. So they hid in one of the buildings and observe the castle.
I roll to see if any dire corbys left to hunt to day (they hunt on alternate days) They hunted today. So dusk the hunters return. The party return to the caravan to rest and reassure everyone they are ok. They carry on observing the castle. When the next group of hunter leave they follow and kill them.
So now the problems.
1. They have decided to go over the castle wall at night. According to the book the dire corby’s are scattered around the rooms U14a and Kikonu is at 14b. While Nevakali is at U15. This is a large concentration of enemies to stumble into.
Solutions
• Kikonu could sleep in U13
• There could be a patrol of 2-3 dire corby’s walking the walls
• Some dire corbies could sleep in U9-12
2. The down stairs is likely to be quite empty/boring.
Solutions
• The orgekin could be nocturnal (which might explain why Kibonu let them stay
• Bring some troglodytes up to patrol around
Which solutions would you use and do you see other problems
There was thread a while ago about who do all the pirates in the shackles preyed on. The pirates have an agreement with Sargava. While some traffic down to Savgara may not be covered by the agreement, it does not makes sense that that Sargava could survive if a majority of its trade does not get through.
The obvious answer is that the piracy takes place north of the Eye of Abendego, and the pirates travel to and fro between the shackles and Rahadoum/Cheliax. However this is not how the AP shows this happening
People came up with some ideas about undersea civilisations around the shackles, who have trade routes the pirates raid. This is interesting but changes the politics of the region, so I do not want to pursue this.
So my idea is that we know there are countries south of the Mwangi Expanse/Sargava. Makes sense that the merchants are travelling between the inner sea area to them and back.
So here is the question “Do we know the names of any of these kingdoms?
Can you please cancel my adventure path subscription. This has nothing to do with my enjoyment of the products, simply a reflection of the economic situation.
Many thanks
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16 people marked this as FAQ candidate. Answered in the FAQ.
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The monk weapons in the core rule book are clear. The monk weapons introduced in the APG all state that monks are proficient in them. The weapons in UC do not. Am I missing something or do monks have to burn a feat to use these effectively?
I am looking to convert the Ninja as in the Rokugan book. In 3.5 terms this is similar to a rogue. D6 HD, good reflex saves, full BAB, but only 4 skill points. Normal Rogue sneak attack plus a few additions.
This class is more of a dark warrior then a thief.
If you keep the BAB then normally you would have a D10 does not appear right. I am thinking of having D8, Full BAB, Good Reflex saves, convert the skills but keep them at 4 per lv.
What should I add to bring it up to the levels Pathfinder classes.
| Full Name |
Jezebel Savet |
| Race |
Elf |
| Classes/Levels |
Wizard |
| Gender |
Female |
| Size |
Medium |
| Age |
114 |
| Deity |
Torag |
| Strength |
7 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
20 |
| Wisdom |
10 |
| Charisma |
10 |
About Jezebel Savet
Daughter of Twilight, Jezebel Savet (PDF Version)
Female Elf (Snowcaster) Wizard 3
LN Medium Humanoid (elf)
Init +15; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 12, flat-footed 12 (+1 armor, +1 shield, +2 Dex)
hp 20 (3d6+6)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft., shift (5') (8/day)
Melee Light Shield Bash -5 (1d3-2/x2)
Wizard Spells Prepared (CL 3):
2 (2/day) Create Pit (DC 18), Create Pit (DC 18), Glitterdust
1 (4/day) Mage Armor, Color Spray (DC 16), Enlarge Person (x2) (DC 16), Mount
0 (at will) Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 15)
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Statistics
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Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Augment Summoning, Improved Initiative, Run (Fleet-Footed), Spell Focus (Conjuration)
Traits Defensive Strategist, Warrior of Old
Skills Acrobatics +2 (+6 to jump with a running start), Fly +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +2, Sense Motive +2, Spellcraft +11 (+13 to determine the properties of a magic item)
Languages Aquan, Celestial, Common, Elven, Gnome, Goblin, Hallit, Kelish
SQ +4 bonus on initiative checks, arcane bonds (persephone, scorpion, greensting), deliver touch spells through familiar, elven magic, empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Combat Gear Wand of cure light wounds, Wand of magic missile, Antiplague, Antitoxin; Other Gear Haramaki, Mithral Light steel quickdraw shield, Ioun stone (dusty rose prism, cracked), Pathfinder pouch (17 @ 9.8 lbs), Backpack, masterwork (11 @ 10.5 lbs), Bedroll, Canteen, Chalk (2), Charcoal stick (2), Flint and steel, Ink, black, Ink, colored (2), Inkpen, Journal, Manacles, masterwork, Spell component pouch, Spellbook, Thread (50 ft.), Trail rations (5), Twine (50'), Wandermeal (5), Wrist sheath, spring loaded (1 @ 0 lbs), 28 PP, 9 GP, 2 SP, 1 CP
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TRACKED RESOURCES
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Antiplague - 0/1
Antitoxin - 0/1
Shift (5') (8/day) (Sp) - 0/8
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
Wandermeal - 0/5
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pathfinder pouch (17 @ 9.8 lbs) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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Persephone
Scorpion, Greensting
LN Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 16, flat-footed 17 (+3 Dex, +2 size, +5 natural, +1 dodge)
hp 10 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +6 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (17 vs. Trip)
Feats Dodge, Weapon Finesse
Skills Climb +7, Fly +12, Linguistics -1, Perception +8, Spellcraft +1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
SQ improved evasion, poison
Other Gear You have no money!
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
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