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Herken Didwyk's page

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Lathiira wrote:
Now that someone mentioned it, could someone tell us about the evangelist? I'm curious and I likely won't see a copy of UC for a while.

The evangelist gives up a domain and a couple dice of channel energy and gains "sermonic performance" (a limited bardic performance) for use with the perform (oratory) skill (now a class skill). Instead of spontaneous cure/inflicts, they can spontaneously cast a slew of enchantment spells, one per level.

d20pfsrd has a description HERE


In the NPC's stat block it says to treat the katana as a bastard sword.


There's no month mentioned, but it does say that the module "takes place during the heat of summer" in one of the sections in the back. I've been running it assuming the equivalent of June/July.


Undead certainly pop up in the campaign, but they don't appear more often than anything else, and less than certain other types of enemies. If it would require significant dedication to pull off, it's probably not worth it. I'm not sure off the top of my head how you might be able to enchant undead. The witch in my campaign might like to learn though...


I would lean toward the druid as a backup healer, and more fitting for a wilderness based adventure. The wizard would be my second choice due to their ability to deal with nearly anything they can be prepared for, though I don't have any experience with summoners, so I can't really judge on that score. From a purely mechanical standpoint, you've already got a party of 6, and having your character plus multiple minions seems like it would really slow down fights.


3/5 Party Wipeout

Gunner, Half-Elf Barbarian 3
Lint, Half-Orc Sorcerer 3
Zelijka, Half-Orc Druid 3

Adventure: Souls for Smuggler's Shiv

Location:
Caves of the Mother

Catalyst:
Paralysis and Darkness

The Gory Details:
Much like the party a few posts up, they encountered the one random ghoul, who fled back to the larger room to wait with its friends. Mother Thrunefang was not yet with them, but it was still going to be a messy fight. The party had no cleric, with the druid being the only healer other than the NPCs. It looked like it wouldn't be too bad until Nylithati showed up, and the place was shrouded in darkness. The barbarian kept swinging in the dark while the druid (who could see) did what she could, but eventually was paralyzed. While trying to drag the druid out of the fight, the sorc was attacked and also paralyzed, sealing his fate as well. Two other party members with a lantern managed to run to the exit ahead of the ghoul that was the source of the darkness, where they were able to make the ghouls retreat with the help of the NPCs.

The party (what's left of it) will likely repair the lighthouse and travel to Eleder before being commissioned to return with some new allies and better preparation.


James Jacobs cleared this up a while back, you get one attack in the middle of your move action. It's poorly worded, but does not allow an extra attack. HERE is the link to the thread with his reply.


Perfect Form
duration: 1 rd/lvl
+4 str/con/dex

Lesser Cure
duration: instant
heal 1d6+1/lvl

If you put them together, the healing effect is "permanent", but clearly the buffs shouldn't be.


The fastest way is to pull the drop down on Column A and type "Rut" so that it selects the appropriate section of the alphabet, and then select the monster/NPC you want.

Alternately, you could view it all as a spreadsheet. The Gorilla King version is on line 508 and the Nascent Demon Lord version is on line 597.


Chopswil over at d20pfsrd has imported all the monsters/NPCs from various APs and other sources and has them online HERE. Ruthazek as Gorilla King and Nascent Demon Lord are on the list. You can also pull them up in a more readable format in Combat Manager a 3rd party initiative tracker reference utility.


The wayfinder also has an entry in the Inner Sea World Guide. The text is exactly the same as above, except for the last sentence which puts the new possible effects up for GM discretion, and reduces their frequency from "frequently" to "some". Ioun stones are listed in the Core Rulebook, p 520-1


ryric wrote:
Herken Didwyk wrote:
Also out of curiosity, what skills does Perform (gesticulate) give you for Versatile Performance? I'm assuming Perform (lecture) is based on oratory

Archivist bards don't get versatile performance, so it doesn't really matter.

Good point! Missed that part of the archetype.


I like your idea here, but I think the specifics leave a lot to be desired. How well you'll fare depends a lot on your group. If they're willing to be meat shields to protect you and your hireling throughout the adventure, you have the ability to enable them to be much more effective.

The 4 str is not something I would personally allow as a GM. Yes, it's reduced by age and being a gnome, but it still started as a 7 before that. This is in addition to a starting 7 wis as well before aging, which just seems like bad form to me. Despite your high con, it still makes you far too susceptible to one bad save taking you completely out of the game. If there's anything that adds a little strength damage to you, you're pretty much toast.

You're also too weak to really even consider wearing better armor, as a chain shirt by itself weighs 12.5 lbs for a small character, which gives you a medium load alone. If you think a 12 AC will get you far as you continue to adventure, well... good luck.

As you're exploring the jungle, what do you expect to be able to contribute? You're weak and slow, so much that you need a hireling to haul your gear along. If your hireling eats it (jungleish things like hostile natives, wild animals, poisonous plants, diseases, etc. could all easily do it), do you expect the rest of the party to become your pack beasts?

There are certainly some encounters against creatures immune to mind-affecting effects, and it wouldn't take a lot to render your character a liability. Your only option for those fights is to use bardic performance to help your allies. Since you've given up inspire courage for naturalist, what happens when you encounter a monster that you don't have the appropriate knowledge skill for (say, undead)? Your only option left is really to hide and hope for the best, which means yes, you wouldn't be pulling your weight.

Given the right party expectations the other players might be okay with this, because you will do quite well in other situations, but will it be enough to keep you alive and not resented?

Incidentally, how do you plan on dominating a dinosaur? Dominate Animal is a druid only spell, and only lasts 1 round per level.

EDIT: Also out of curiosity, what skills does Perform (gesticulate) give you for Versatile Performance? I'm assuming Perform (lecture) is based on oratory.


This is more of a issue with the data than the program, but I'm looking at the Serpent's Skull NPCs, and they have incorrect features. In particular Sasha Nevah and Aerys Mavato have cleric/serpentfolk features listed under their offense category (Sasha is a ranger and Aerys is a fighter) and Ishirou has bard features listed (he's a rogue). From what I can tell, everything else looks correct.

Thanks to both Kyle and chopswil for creating this awesome tool and assembling its data!


Kyle Olson wrote:
kingpin wrote:


Bug: In the conditions tab, clicking on the scroll down button twice adds a condition to the character in error.
Thanks for noticing this. I'll see if I can get this fixed.

I've noticed this as well, and it happens in all the places where a double click on the list item also has another effect. The other places I've seen it be an issue are

-on the monster list on the main page (adding to combat)
-on the add weapon pop-up window (adding to a weapon set)

It happens when an item is selected, and the user clicks the scroll buttons rapidly enough to trigger a double-click event. Don't know if you can separate whether the double-click action occurred on the scroll bar or the list itself.


My group started last week, and the group I'm running the adventure for consists of:

Miro, the irritating halfling ranger who was sent on an errand with "Precious Cargo" just to get him away from home.

Zelijka, the half-orc, half-Mwangi druid with a "miniature" (medium sized) T.Rex companion.

Ruven, a half-elf rogue escaping from a bandit group in Varisia and hiring onto the Jenivere's crew looking for adventure.

Lint, a half-elf elemental (fire) sorcerer along for the ride from the Shackles.

and

"Gunner", a half-elf barbarian pirate who sheathes his swords in his shoulders while attempting to climb cliffs, because he can.


I grabbed a copy of someone's image from the SfSS GM thread which is just an outline of the island on a hex grid. It seems like it will be useful to describe where they are by the grid numbers, but they have no idea what the features of the island may be from just the outline.

Just checked the thread, the image I'm using was posted by daemonslye about halfway down the second page. The link to his map is HERE.


Hi! I'm preparing to run the Serpent's Skull campaign, and this tool looks like it will make my life a lot easier!

However, since there are several monsters early in the campaign that aren't in the bestiary, I've been trying to add them as blank monsters. Maybe I'm missing something obvious, but I can't figure out how to add natural attacks to the dastardly beasties; I only see options for adding weapon attacks.

Also, and it's not a terribly big deal, but adding a composite bow attack always assumes the bow adds the full strength bonus, when it's supposed to be limited by the specific bow's construction. It seems like this would be a pain to add an extra field for bonus, so I figure I'll just be aware and compensate, but I thought I'd mention it.

In general, though, this tool looks amazing and being able to pre-setup fights will hopefully make gaming sessions run much more smoothly and quickly. Thanks for all the hard work!


I'm getting ready to run this campaign starting some time in the new couple weeks, and was curious how people had managed the start of the campaign regarding a couple issues.

First off, one of my players is playing a druid with a T.Rex companion, and I wondered how other GMs managed to get the companions to the island after the shipwreck. It doesn't seem likely to me that the first mate would be ferrying a fairly dangerous (especially considering the circumstances) animal to the beach with the rest. I'm considering adding another room to the ship which has served as the beast's pen that they find while searching the wreck. Anyone have any other suggestions?

Secondly, one of my other players is taking the Ship's Crew trait. The flavor states that the crew of the ship is lost in the crash and only the passengers are saved, but that obviously doesn't work well. Has anyone come up with an elegant solution for this?

Thanks!


Rules for Juju are in the Serpent's Skull Adventure Path book City of Seven Spears (Pathfinder 39) starting on p.66. Among other things, it describes a new Juju mystery for oracles.


Hi all,

I'm working on preparing for starting up the AP Serpent's Skull game and one of my players wants to play as a native druid of the area and be a dinosaur (specifically T.Rex) shaman. Most of the archetype flavor is common to all shamans, but I wondered what suggestions people might have for the Totem Transformations and the available bonus feats that fit a T.Rex theme.

What I'm thinking so far:

Quote:

Nature Bond: A dinosaur shaman who chooses an animal companion must select a dinosaur. If choosing a domain, the dinosaur shaman must choose from the Animal, Earth, Protection, and Strength domains.

She's planning on taking the T.Rex companion, so I haven't really thought about what domains would be acceptable. These are the bear's list, but they seem mostly acceptable.

Quote:
Wild Empathy (Ex): A dinosaur shaman can use wild empathy with dinosaur as a full-round action with a +4 bonus.

No change needed

Quote:

Totem Transformation (Su): At 2nd level, a dinosaur shaman

may adopt an aspect of the dinosaur while retaining her normal
form. She gains one of the following bonuses:

  • movement (+10 enhancement bonus to land speed),
  • senses (low-light vision, scent, +4 racial bonus to Perception),
  • toughness (+2 natural armor bonus to AC, Endurance feat), or
  • natural weapons (bite [1d6] for a Medium shaman, grab, +2 to CMB on grapple checks).

While using totem transformation, the dinosaur shaman may speak normally and can cast speak with animals (dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dinosaur shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

I tried to fit these to the T.Rex stats, but am very much up for suggestions.

Quote:
Totemic Summons (Su): At 5th level, a dinosaur shaman may cast summon nature’s ally as a standard action when summoning dinosaur, and summoned dinosaurs gain temporary hit points equal to her druid level. She can apply the young template to any dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.

No change needed.

Quote:

Wild Shape (Su): At 6th level, a dinosaur shaman’s wild shape ability functions at her druid level – 2. If she takes on the form of a dinosaur, she instead uses her druid level + 2.

No change needed.

Quote:

Bonus Feat: At 9th level and every 4 levels thereafter, a bear shaman gains one of the following bonus feats: Diehard, Endurance, Iron Will, Improved Initiative, Improved Critical. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

I tweaked these to be from the list of feats that the T.Rex itself has. Again, totally up for suggestions on changes.

So any ideas, comments, and suggestions would be welcome. Thanks!

Full Name

Marilwen - Her Elven named, turned to Mary

Race

Half-Elf Rogue, HP 10/10, AC:18, T:15, FF:14/ +4 init / CMD 17

Classes/Levels

Skills:
Acrobatics 7, Appraise 5, Climb 5, Disable Device 8, Disguise 7, Escape Artist 7, Knowledge Local 5, Perception 5, Sense Motive 3, Stealth 10,

Gender

Female

Size

M 5'4" 110lbs

Age

25

Alignment

Chaotic Good

Deity

Desna

Location

Varisia

Languages

Common, elven, goblin

Occupation

Street Rat, Robin Hood / vigilante.

Strength 15
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 8
Charisma 16

About The Wisp

bit of backstory--
Raised in a human orphanage all her life, Marilwen, or Mary, was a rascal of a child. Naturally curious and nimble, she would sneak into anything she could. If there was a locked door, it did not stay that way for long. And, more often than not, she was trying to find a way out. Not so much that she was mistreated, but to explore, and get better scraps of food. Perhaps, she'd even find a few souvenirs. However, that wasn't the best part of it all, because upon her return there was always a crowd of curious boys and girls with big eyes and ears wanting a story about her latest adventure. And, she was always willing to share a tale, plush her bounty. However, she never was adopted. Perhaps it was because she was a half-elf, her history of trouble, or because she had ran away at age 16.

Even to Mary it didn't make sense why she left, not entirely, but it happened right after she met a cleric of Desna. He had watched her rob a man of his baked goods. He didn't stop her and tell her to return them. He just asked her if she was on a good path, and then told her that all choices are journies. And, then he told her to seek her dreams. Marilwen took that as permission and left. However, she always would stop buy and leave a portion of her treasure to the orphanages. sometimes she'd just appear at night and drop food and stuff on the children, or leave at the doorway in a basket swaddled up like a baby.

Mary is an adventurer seeker, looking to use her gifts to make the world better.

Mary is athletically built, with more of an elvish figure than a human silhouette. Her hair is is pale corn yellow, and her eyes are a deep bluish green. When she's out rogue-ing it up she wears a mask that resembles an owl.

Picture

Armor Design

Cartoon Wisp drunk

Mary, likely a Tian Xia portrait, maybe.

Mary casual; just another design.

Swimsuit

Maybe Wisp looks like 18 from DBZ

10 minute backstory:

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

-----------------------------
1. Will multiclass in rogue and sorceress, with a dragon bloodline. She will start as a rogue and by third level her bloodline will manifest.
2. Likes to wear a mask and a hood. It makes her feel mysterious as if she were a super hero. (Is not a vigilante, but could be).
3. Is all about illusions, which is why she wears the mask. It's exciting for her to be a riddle.
4. Has way too much curiosity, which may lead to her having a low wisdom score.
5. Enjoys her alignment, and playing the good guy.

-----------------------------

List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

-----------------------------
1. She wants to save someone and be a hero. You know, prove her mettle.
2. To defeat a major villain
3. And, to live and have lots of fun!
-----------------------------

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

-----------------------------
1. She'll discover that she has dragon somewhere in her ancestry
2. Is an orphan, but her mother is still alive.
-----------------------------

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

-----------------------------
1.: Desna, the goddess she worships, but has prayed to Cayden Cailean occasionally.
2. A bartender who hears the secrets of the town, and shares them with Wisp, even if she could get hurt or killed.
3. And the sheriff hates her antics, because she gets in the way. She is only first level so, she isn't as awesome as Batman yet, so she's a risk to herself and anybody else involved.
-----------------------------

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

-----------------------------
1. She remembers her mother's voice, the songs she lulled her to sleep with as an infant.
2. Giving a bully at the orphanage a bloodied nose for picking on the smaller, younger children.
3.And the day she fell off the rooftop into a barrel of rotting fish, that was meant to be fish sauce, a condiment at a local restaurant. She thought she was watching an illegal smuggling deal go down. It was nothing, but she got very messy!
-----------------------------
Wisp is a wily half-elf eager to prove herself as an adventurer and as a hero. All her life was was raised in a orphanage, and once she came of age she left to explore the world and find her place in it.
Wisp can be found in a bar, causing a ruckus of song as she leaps from table to table riling the patrons up to drink and sing.

Strength: +2; Dexterity: +4; Constitution: +2;Intelligence: +1; Wisdom: -1; Charisma: +3;

Init: 4
AC: 18 =10 + Dex: 4 + Dodge: 1 + Armor: 3
HP: 10

Offense: CMB 2
Dagger(s): attack: +2/+4 Dmg: 1d4 + 2 Crit: 19–20/×2 Range: 10 ft. Weight: 1 lb.Type: P or S

Crossbow light:Attack: +4 Dmg: 1d8 Crit: 19–20/×2 Range:80 ft. Weight 4 lbs. Type: P

Rapier:Attack;+2 Dmg: 1d6 + 2 Crit: 18–20/×2 Weight: 2 lbs. Type:P

Defense: CMD 17
Studded leather Armor Bonus: +3; Max. Dex Bonus: +5; Armor Check Penalty:–1; Arcane Spell Failure Chance: 15%; Weight:20 lbs.

Saves
Fort: 2
Reflex: 6
Will: -1

Skills Class Ranks: 10 = 8 + Int. Mod.: 1 + Fav. Class: 1
Acrobatics 7, Appraise 5, Climb 5, Disable Device 8, Disguise 7, Escape Artist 7, Knowledge Local 5, Perception 5, Sense Motive 3, Stealth 10,

Feats
Skill Focus: Stealth (Racial)
Weapon Finesse (Class)
Dodge

Racial:

+2 to One Ability Score: Dexterity
Medium Sized
30' Movement
Low-Light Vision
Adaptability: Skill Focus: Stealth
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: + 2 Perception rolls
Multitalented: Rogue and Sorceror

Languages: Common, Elven, Goblin

Weapons & Armor
Daggers X 10 - 10GP 10lbs.
Rapier 20GP 02lbs.
Crossbow Light 35GP 04lbs

Studded Leather Armor 25GP 20lbs

Equipment

Rogue's Kit 50GP 37lbs:

Back Pack
Bedroll
Belt Pouch
Caltrops
10 chalk
Flint & Steel
Grappling Hook
Iron Pot
Mess Kit
Mirror
10 Pitons
Hemp Rope
Soap
Theive's Tools
10 Torches
5 days Trail Rations
Waterskin

Traits
Goblin Watcher
Criminal: Disable Device +1