Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Casting Raise Thread... So this came up at GenCon as a wight kille an eidolon due to Negative Levels. (google did not show any newer thread so...) Eidolon only references hp: "When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally." So, if you summoned it the next day, are ALL the negative levels gone? If not, wouldn't the summoned eidolon just instally die again? Negative levels only state creatures that have 'permanent' negative levels can not be raised, etc. So, lets say we have a 4 HD blind, deafened, eidolon with 4 permanent negative levels and missing a leg. Does the summoner just summon a new "Aspect" the next day and has a perfectly fine eidolon again with half normal hp? Follow up, what happens if you cast "Summon Eidolon" an hour later after it's death due to neg level?
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I think "our" problem is more player vs GM. The GM isn't forcing it at all. I think the player has a devil-may-care attitude and likes to see us scramble. I play a Life Oracle and so far, have kept the party alive and up for the most part so we haven't had the "dog gets hit by the car and needs surgery" yet... I'm also playing the "adopted brother" who will do what ever it takes for my brother (including letting other party members drop to save him). So it's a bad situation for them lol In reality, it's not a huge problem and is making for a great roleplaying experience... The major problem we have now is we've lost our Rogue - "let me sneak up ahead and see what I can scout out" because if we do and he see's a giant...... Thanks for all the feedback though! I need to take the whole "it's a suggestion and not a demand for suicide" argument to the table.
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Untentril, I pretty much agree with all that. BTW, I'm the healer here in this situation trying to keep my brother (a rogue) alive mostly... I think our rogue is reading it more like "the pc must suicidally charge the giant" which is not completely right. But to his credit, he village was wiped out by giants and had already been playing a pretty strong hatred for giants before the hand, so it's just gotten messier since then. So last week, he spotted a giant, failed the saved, we rolled init, he charged, then there were like 6 or 7 of em. He failed against at least 4. Then poop hit the fan, there were several members nauseated, he was low on hit points. So it started to get to the point of, "ok, do I still need to follow the suggestion and attack, can I drink a cure potion? what are my choices?" I'm thinking I need to take Spell Immunity to cast on him, otherwise this thing is just going to get him killed soon...
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Do you consider, "one attack and it's satisfied" or "attack until it's dead"? I'm assuming the former because it says "attack" and not "kill", but that does lead into the issue if you fail a save on 4 out of 6, you have to go and attack each of the 4 one time?
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*Possible Spoiler Alert for Giantslayer*
Currently we're playing it as, when Giant's are seen, the player rolls a will save vs every giant and has to attack any of the ones he failed his will save against. Simple enough... but, last week, the player said, "Once I attack the giant once, the 'suggestion' has been satisfied." and I replied, "But then wouldn't you have to then move on to the next target you failed on, provoking attacks of opportunity?" But now, reading it again, is there a limit to this effect? In other words, as long as you are within LOS of a giant, do you constantly have to save over and over again? Or once you save, you no longer have to save again? (in which case, for how long?) His will save is pretty low, and I think this thing is going to get him killed soon. I see no way to prevent it either... Also, how much leeway is there with "attack the giant" as a suggestion? Full move until you reach the target? Allow single move and buff with an item, spell, etc?
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Updated link: Google Spreadsheet Link FYI: This sheet generates random magic items from UE and not treasure per sae. It utilizes the town wealth mechanics and is meant to generate items for sell in a town or shop. Several tabs represent examples of various shops.
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BTW, how does everyone handle Darkness/Blindness? This actually came up last night, it was dark for some (they had no light in a dungeon) and some others where blinded by something covering their eyes, some had both. Do you consider the other people in the room Invisible? I know there's a "blindness" condition, which seems a lot less severe. What if someone is blind and someone is invisible?
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Velkyn wrote: One big problem with that is then all the modifiers for Perception DC stop effecting the DC if the opponent is stealthing. So sleeping stops to matter... It is just as easy to detect a stealthing character while asleep as it is when awake. You would still use "modifiers" just the base dc is each others skill check. Another way to think about it it's this, where does it say that stealth sets the dc, it is just as much the other way. Eg a guard rolls his perception, the ninja has to beat his perception roll to sneak past him. Why does the guard have to beat the ninja's roll?
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OK, I got it this time. Lets see you argue out of this one lol From the PRD regarding Skill Checks, and I quote, "If the result of your skill check is equal to or greater than the difficulty class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target." Emphasis mine
Ok, so give this, you only have a "DC" when making a "Skill Check". Stealth clearing states, "Your Stealth check is opposed by the Perception check of anyone who might notice you.." which makes it an Opposed Skill Check. I contend that RAW says these are two different ways to resolve skills. Therefore, you do NOT start with a DC20, you simply roll your Stealth (+20 if invisible) vs opponents Perception. There are no "starting" DC's for opposed checks, simply modifiers. Not sure why I'm still arguing this, but it intrigues me lol
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Rogar Stonebow wrote:
Rogar, yes, I did. And I still don't agree with any of that math. If I were to follow your Logic this It be DC 40 to notice an Invisible person. What you just said was this: Take the DC 20 from ANOTHER page to notice an Invisible person, THEN use the modifiers from THIS prd page? So, DC 20 to notice invisible person and then another + 20 for being invisible? How the heck does that make sense? What I was trying to say, if you take the numbers/mods from the Perception table in the PRD, you can get all the same numbers that are in the Invisibilty condition. But you seem to want to combine them? If you were to SOLEY use the Perception table and ignore the other sources/tables, you have everything you need. If you want to get picky on the Invisibility condition chart, then I would STILL say it's not 20 + Stealth + 20. It says, and I quote, "Stealth check +20". The + is on the 20, which means it's added to the Stealth Check. The Stealth check now becomes the DC replacing the base DC20 above. If it were to be added to the DC20 then they would have put "+Stealth check +20" to denote that your stealth + 20 is a modifier and not a DC. You either use one chart or the other. I contend that taken apart, both tables come to the same conclusions.
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Hey, sorry, haven't poked in here for a while :) Is there still an issue with the generate button? I don't use it in that way so never pay attention to it although I may have renamed the function causing the issue. I'll take a look :) Regarding the function question, mostly because I was lazy :) It was a LOT of data so we were just copy/pasting from the PDF and instead of editing all those cells... In fact if you looked closely, how I did each tab of gear changed as I learned new tricks but didn't bother going back and changing the other tabs. If it ain't broke...
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I also do what most here do, with finer detail. I have the merchant roll his Diplomacy (or profession skill, doesn't matter which really) and the player rolls his. Highest roll subtracts lowest and adust % on a 1 on 1. eg Player rolls a 30, Merchant gets a 21, player gets a 9% discount. I use MT and a macro so the math is easy enough. Otherwise I would probably do increments of 5% only, maybe winner adjusts 5% plus 5% for every 5 he wins by. In the end, it doesn't affect much but the players "Feel" like they have a chance to save money and it gives another reason to bump the skill. Although, I probably would use Appraise now, or maybe allow either.
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Grick wrote:
Sigh... Did you even look at the SRD? http://paizo.com/pathfinderRPG/prd/skills/perception.html#_perception The +20 I applied for Invisibility IS a bonus. It's in the second half of the table, bottom line, in the table marked modifiers and it has a + in front of it, can't see how that's NOT a bonus. At look at the top, do you see anywhere a DC to notice an Invisible person? No. It's because it's DC 0 to notice a person, +20 for being Invisible. Same for stealth. If you follow this premise, you get all the same numbers under the Invisibility section where they state it's DC 20 to notice a presence and Stealth +20. Not sure why you insist on double adding the +20 to come up with insanse 56 & 76 DC numbers.
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I went back and forth on this and thread and ultimately I found it easier to just use the Perception table for reference: http://paizo.com/pathfinderRPG/prd/skills/perception.html#_perception DC is at the top of the table, modifiers at the bottom: Notice Person: DC 0
Ok, that's how we get our DC 20 to notice a "presence" Notice Person using stealth: DC Opposed by Stealth (so d20 + stealth, lets say he rolled a 10 +6, 16)
Ok, so DC is 36 now for Invisible stealth person These are base DC numbers derived from the Perception table. From here you can use the other modifiers for walk, running, etc. Noting to Pinpoint a target is +20. So, to "notice the presence" of the Ninja, who took a double move towards you while invisible and now within 10 feet not using stealth, it would be 0 + 20 - 10 = 10. To "Pinpoint" his location is a 30. This time he uses stealth, making a double move at half speed so stealth = d20 + stealth + 20, to Pinpoint +20. Bottom line, DC is always either base 0 or d20+Stealth, from there add +20 for being invisible, another +20 to pinpoint, and all the other modifiers from http://paizo.com/pathfinderRPG/prd/glossary.html#invisibility
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Just to jump in here real quick, for those who think it would require a "ranged touch attack", you just allowed the spell to Critial Hit on a 20. So now, my ranged Cure Serious Wounds can crit an ally healing double? Obviously Cure * Wounds can not normally crit on a touch (so it's not a auto 20 hit touch attack on friends), so why would it change for Reach?
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I've been trying to figure this out myself. On one hand, I would/do allow other casters to supply spells for normal magical item crafting as they could obviously ignore the requirement anyway for +5 DC so "knowing" the spell just makes it easier. But that line for wands/scrolls/potions saying you have to have it prepared and can not skip it for +5 DC makes me think the creator must have the spell. Which line takes priorty? For that matter if it is allowed, then I suppose if you had a magic item that allowed you to cast a spell 3 times a day, you could instead create a scroll of it everyday? Or you could use a Wand of Lesser Restoration to create a Potion of Lesser Restoration? I need to make a decision on this soon, as I either have to allow or not allow a Paladin to help the Wizard create a Wand of Lesser Restoration for a greatly reduced price. I basically have a unique campaign with a few dozen PC's, so if allowed, any thing can be crafted with only a few PC's taking a few of the needed feats.
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1) Motorola Xoom
5) 8, native Herolab would make it a 10 for quicker/better touch screen interface than RDP.
However, i get a full 8 hour game session on my Xoom as is and that works for me. And by far i have the smallest foot print at the table, even smaller than those with paper character sheets. When i gm, i use a laptop for maptool and keep the xoom handy for running boss npcs via hero lab.
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Thanks for the Reddit posts :) I tried to save this as a Google Template so it could be found easier but it fails, not sure why. I updated the Base Coin slot with a comment to explain why it's sp and to just change it to gp for your game. I probably should have created a copy to share vs sharing the copy I use, which is why there is always data in the Overrides section. Also, you really don't HAVE to change/deal with the other store tabs like Dragon Tooth Arms. Those tabs I use in my game which are randomly generated every week via Google Script schedule. It's REALLY easy to set up to. My players can then check during the week if there is anything new. The scripts basically take data from those tabs and copies them to the Magic Shop tab and then Generates from there, copying the data back. Also, based on the "Purchase Limit" of the community, it rolls for each item in the "Store" to see if a current item sells, and if a new item is added. It causes more expensive items to come up less often and also causes them to stick around. I run a high magic multi-player/multi-gm game where everyone runs up to 5-8 charactrs (1 at a time), so in a normal game, you would be dealing with MUCH smaller lists generally. If anyone has any questions (the sheet really has no documentation) feel free to post here. I check in periodically.
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As Bobson said, there really isn't a list of "items for 3rd level characters". Instead, just go by item cost. And in reality, that sorts itself out as if you only give out X gold, they can only afford items X. Our if it is random loot, you would only give out items worth X amount.
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I've added a version number on the first page. 1.1
1.2
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Sorry, I should have pointed out. To use, you need to make a copy for yourself. If you are signed into Google, this should be an option. Once you have your own copy and can edit, on the first tab you should see a "Generate Items" button, click it! If anyone has trouble copying it, let me know. It will generate a random number of a random type of items based on the Community Size (it's a drop down, select it) and what items you have set to TRUE. (Setting all items to TRUE would be the default). It may be useful to set only Weapons & Armors to true if you only want to generate those for a store or something. Also, you can set Minor, Medium, Major to any number to generate a number of those items. Delete those cells to use the random number based on Community Size. Finally, you can set the Multiplier to any number. ie Setting it to 4 will generate 4 times the number of items for a given community size. For the Stores, you have to generate those by going to the scripts menu and either setting a Trigger for them (advanced use) or run the script manually. And as I type this, I realize most don't know how to do that probably :) I'll add a button on those store sheets if you want to use them. Also, for the Stores, you can copy them and have as many as you like. And DQ, thanks for all the help! And if you get a good chunk of data in, just email me. Until then I'll be hacking up Map Tool. :) If anyone has any specific questions, let me know.
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Thanks, and regarding sp, check the first page, there's an option for "Base Coin", just set it to " gp" :) Also you may want to check out the "Store" sheets. I made a script that will run every week for my campaign and it basically sales (removes) random items and inserts new items every week based on the Town purchasing power. And you can select which items each store sales. I personally then publish the "chart" as an image post to our personal forums and it's automagically updated, never need to generate store items again. I cut everything by 10 in my campaign so gp == sp, sp == cp, etc. It makes the campaign coins go a lot farther and makes Copper coins last longer than first level. Regarging the treasure tables, I thought about it and I may in the future, although it may most likely need to be a new spreadsheet as this one is getting large. (I can stiff reference back to this sheet if needed). If all the data was present in a spreadsheet, it may give me incentive but I'm pooped out after that run for now lol
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OK, everything is now done except for Potion/Scrolls/Wands (which UE really supplied nothing new in that area but will be added Soon(tm).) Just copy the Spreadsheet to your own account and run by clicking the Generate button on the first sheet. On the Magic Shop sheet you can select the community size or specify numbers for Minor/Medium/Major. You can also change the percentage chance a Lesser vs Greater item is rolled. On the second tab (Table 7-37) you can select which Items you wish to include (set true/false), for instance you can select to ONLY roll for Weapons & Armor. All fields marked in Green can be changed. All Purple fields are formulas and should only be changed if you know what you are doing. For instance, you can easily add or change the Community chances for Minor/Medium/Major items by adjusting the random number in each. See the Sanctuary line as an example (this is a custom Community Size). The spreadsheet is NOT the fastest but does the job and includes everything from the Ultimate Equipment, including all the Special Materials and follows the rules set forth in that book for randomness. If you find any errors or items generating something that it shouldn't (ie a Weapon/Magical Ability Bonus match), please let me know.
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Ya, thought of doing it in a database and use php or java but i didn't really know how I wanted everything set up and what was involved. Figured a spreadsheet was real easy to edit data and manipulate the lookups and see how many restrictions there are, etc. The special materials was the biggest pain only because it's so vague, so I had to go through each weapon and categorize them into about 5-6 groups. Anyone could probably easily convert the spreadsheet to a database after I'm done. At least we'll have all the data in. DeathQuaker has been a great help being my data monkey :) It's easily customized to, I have it so you can generate, say, just weapons, potions, and rings. It uses the original percentages and extrapolates those across. ie Say normally weapons pop 10% of the time and Rings 10% and potions 20%, 60% other items, I take the 60% and distribute it across the other 3 so it would be 25%, 25%, & 50%. All in all, a little more customizable for the GM.
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I use it every week for a F2F game. We use a projector setup replacing traditional miniatures. My players REALLY like the LOS and Lighting it adds. I now have people seriously thinking about races with darkvision and the feat deep sight as vision is so important and realistic now. And if you are still on Build 63, you REALLY need to move on up to b87. There are SO many new options. There's a couple of Frameworks for Pathfinder, 1 complicated and a couple simple bare bones. And one that works with Hero Labs. And you will want to check out Wolf42's Bag of Tricks. It adds a lot of nice options to manage your campaign. I just released a custom beta JAR as well that now allows us to edit VBL (Vision Blocking) on the fly via Macro's. A key example is you click on a door, it swings open (the image rotates) and the VBL is erased showing you the room. Another click closes the door and applies the VBL again. I think we're going to see a lot of cool stuff in the coming weeks from the macro coders with this... Here's a sample of it in use: https://docs.google.com/file/d/0B2c01YG2XtiJd2dqeUFqaUtLVXc/edit
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Ya, go ahead and start on Wondrous Items, one table per sheet (ie Table 5-2 on one sheet, with a row between each section of that table). I would say I'd be ready to use them in a few days to a week. If you get done earlier, I'll skip to that section and assign another :) If later no problem as I'll just continue on to the next section. And excel is fine if that's what you are comfortable. I have Office 2010 so any format is fine. Although, if you used Google Spreadsheet, I could grab tables from you as you finish all sneaky like haha I have to say, after a few days of working with GS and years of Excel, I do miss a lot of things. GS is no where near as complete, but what you can do with it via live updates, scripting is really cool. I plan on creating a "Magic Shop" tab that will have random items, with a script that runs every week that will remove/add items. It will then be a link to our forums for my players to view. I will never have to fill the store again! I'll even need to stop in and see what's for sell lol
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That would be great! I copy and paste tables from the pdf but it always needs correcting to get it in nicely which takes time. If you want to just start creating tables of data i can import them easily and do all the formula work. Just look at my sheet and see the format which is basically just like the book. I will need every table basically, starting with weapons next, i have just the one table in. If you can put it in google spreadsheet, it will be easier to share than excel files. I may skip to potions, wands, and scrolls after weapons as those will be easier than wonderous items, just more data. Email me at jamz the man at gmail for any other details/questions.
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OK, so finding that no generators out there have updated or mentioned being updated for Ultimate Equipment, and some being stale (as in no updates for 2+ years) and no source code for anything, I decided to start my own project for my own campaign purposes. It's currently in Google Spreadheet. I have no idea how this will scale as I cheated with some simplistic methods which causes many many cells to recalc often, but we'll see how it goes :) Link to view: https://docs.google.com/spreadsheet/ccc?key=0Amc01YG2XtiJdFdJVUsyOXhrMTJFSG JQNjJ0ZEtxaUE I currently have Armor 90% Done. I have some work around Special Materials (what a pain!), specifically limiting what goes on what and associated costs. I thought I'd post here with a link in hopes there may be some data monkies out there that may want to help! :) If you are interested, let me know and I'll open the sheet up to you and we can collaborate. I only plan to incorporate UE for now. But being a spreadsheet, adding new data should be "doable". You will have to watch out for some formula's and adjust the % tables, but better than digging through perl code :) Currently, all the "logic" is in spreadsheet formula's. There is a gscript but it basically just copies the items into a list and sorts it. All the other generation can be "manipulated" if you wish for your own purposes. Anyway, here are some samples generated using the Large Town generation method (given it ONLY had Armor to work with). 1,155 sp, +1 Buckler
4,157 sp, +1 Ramming Heavy Wooden Shield
1,170 sp, +1 Heavy Steel Shield
1,175 sp, +1 Studded Leather
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Google is coming out with a tablet for ~100$ soon. But I prefer a 10" tablet for reading PDF's. I've used a Xoom since launch and PDFReader is the best app for PDF's bar none. Adobe and the others are much slower. That said, I still use books at the table, it's faster (unless we can't find what we're looking for and we need to do a text search). BUT it's awesome for on the road, conventions, @work, etc, to always have all your books with you.
About Clubsen D'veetchSkills:
Climb=4
K. Nature=8 Perception=10 Profession Cook=10 (12 w/ obsession log) Spellcraft= 6 Survival=10 Swim=5 (stealth=6) Racial Features:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Bond to the Land: (water) Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Class Features:
Nature Bond:Weather Domain
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning. Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid. This ability replaces woodland stride. Traits & Feats:
Sea-Souled (Coastline or Island): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
The Forgotten Past: You remember your childhood but for some reason there is a span of 10 years of your life you just can't remember. Though, you seem to have innate knowledge and expert appraising skills on just about everything. You are considered trained in all knowledge skills and treat Appraise and all Knowledge skills as class skills. Once per week you may gain a flash of insight on any one knowledge or appraise skill check. Automatically succeeding on such check as if it had been the only thing you have ever known your entire life, potentially revealing more than originally intended. (DM has final verdict on amount of and quality of information known.) lvl 1 Feat: scribe scroll Offense:
Club: att 0, dam 1d4-1, c x2, r 10'
Sling: att +3, dam 1d3 (nl) or 1d6+1 (w/ magic stone), r 20' Stormburst: range touch +3 6/day 1d6+1 (nl) and -2 to target's att for 1 round Background:
D'veetch was known around the docks as, if not one of the best shipboard cooks around, at least one of the most creative. That can mean quite a lot to a bored crew toward the end of a voyage when stocks are running low and variety is worth its metaphorical weight in gold. That was just fine with D'veetch as it made him a popular commodity and that kept him working which in turn kept him riding the salt. He loved the ocean, the ceaseless motion, the unending expanse and the animals which grew more and more bizarre the further from shore he was, and each had such stories to tell.
It's true that not every voyage revealed some oceanic wonder or mystery to him, in fact some voyages were just plain boring no matter what, but it's at those times it's still always at least interesting to speculate about how long it will take that one sailor who inexplicably finds himself tasting horse piss at five minutes past midday every day to go mad. But sometimes, sometimes there is no distraction. Sometimes he's left alone with his thoughts no matter what he does and at those times... at those time he wonders and frets, "where was I then? what happened to me? I was barely old enough to trick the farmer's dog, a cabin boy on a spice trading vessel and then I was floundering at sea, 10 years older and with a head full gods know what... HOW?" Current Spells:
4/3
0:Detect Magic; Mending; Purify Food & Drink; guidance 1:Magic Stone; Touch of the Sea; Cure Light Wounds; *Obscuring Mist Gear:
Leather Lamellar
Sling Belaying Pin (club) Scroll of hydraulic push Cooking Kit Coffee Pot Waffle Iron Coffee, lots and lots assortment of herbs and spices, lots Fishing Rod Net Bore adventurer's kit Obsession Log |