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Jonas El 'Adan's page

Organized Play Member. 247 posts (1,490 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 7 aliases.



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Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10

Alexander takes Rowena's near hand brings it to his lips as he bends down to gently kiss its back. Alexanders face shows relief as his head tips back up as he allows Ro's hand to naturally slip from his as they ride back.

Rowena:
You have made me very happy Ro and honor me by wearing it. I hope to make you a part of my family and bring you to meet my uncle and mother once we are able I am sure they will like you. Alex appears wistful for a moment before continuing but that is still some time away and we have a messy business soon ahead.

Alexander slips into silence as he prepares for the possible fight offering his attention to Ro as they ride but commits little else to the conversation.


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Mirelinda
Ahh well you are welcome to the food when it is done as to those two well I may be tempted to let you keep them. It amazes me how two siblings born together could fight so. I sometimes wonder if they came early because she points first to the girl in Harold's arm and then the boy putting name to face making a awkward kind of introductions Piousa pushed Henric out of the womb.

Zokar Elkarid
The portly fellow with a round jovial face makes an exaggerated expression as if stricken by her words. Now mama why would you inflict such a thing on someone we just met. transferring the baby to his left arm the man extends a hand as if to shake Harold's Hand seems to realize they are filled with children and instead tweaks the two children's nose in turn. No more fighting you two. We are guests. a chorus of yes papa comes from the girl and boy.

Zokar goes around the room and completes introductions of his family pointing out each in turn. I am Zokar Elkarid my wife Mirelinda is the lovely woman preparing breakfast. I believe you all have met my eldest daughter Alika last night and I imagine you walked past my eldest boy Pevrin on your way into the kitchen. Then the twins Piousa pushed Henric and this little bundle of joy in my arms is Mia. Hmm I think I am forgetting someone. as if on cue the girl mixing the content of the bowl pipes up. Me Papa your forgot me.

Zokar scratches his head with a overblown expression of puzzlement on his face as he answers his daughter. Are you sure I forgot you. The child looks at her father in that exasperated way only a child knows how to convey. Ahh ha. Zokar seems to deflate for a moment I am getting old so some things do slip from memory from time to time might you be kind enough to introduce yourself to everyone then. The little girl squares her shoulders puffs out her chest as Alika takes the bowl from her hands finishing things up before passing it to her mother the small girl having lost interest in the task in light of her fathers mild teasing. I am Iolana Elkarid and I am 7 years old.


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With everyone finished with their grooming for the outing Kendra joins the group in the parlor in preparation for the trip. I plan to offer free drinks to the patrons of the Laughing Demon to toast my father on his journey to the after life. That should provide at least some good will and may provide opportunities for you to cultivate a rapport with some of the towns folk.

As Kendra continues to talk she leads the group towards the laughing demon. Zokar Elkarid is the owner of the tavern. He and his family bought the business from Council woman Straelock some time ago and have made it there own. They offer a kind of gallows humor to patrons with the names of there specials and the tall tales they spin about them. His family are good folk but there energy is focused on keeping The Laughing Demon running and profitable. Being mindful of that will be helpful if you want to gain his acceptance. He comes in contact with a lot of people and a good word from him could go a long way towards the rest of the town accepting you.

It doesn't take long for your group to make its way to the Tavern. It seems to have a warm and friendly atmosphere the sounds of laughing coupled with the lyrics of a salty drinking song can be heard well before you make it to the inside of the establishment. A lamp lights the outer street near the door and provides a clear steady light indicative of magic as its source. Below the lamp a chalk board set into the wall to the right of the entrance Reads "Special of the day Corpse Chowder and Ghoul Head Lager 8 copper".


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Kendra pass by the open door to the gentleman's room her head peeks back around the corner a second later. Dr Stefan, Kith I am off to grab some dinner cloths for Drusilla. I offered to magically clean the road dust from the ladies and would be happy to do the same for the both of you. When I am done helping them.

Without pause Kendra changes topics. Tomorrow I will see about having a proper bath run and have the pantry stocked did either of you have a favorite food or a certain creature comfort you might enjoy. Let me know before I go out shopping tomorrow. Be back in a moment. Kendra seems to be enjoying herself and appears to be in her element as she flits around the house.

It seems only a minute possibly two before Kendra again passes the entry way of the gentleman's bedroom with several dresses and a pair of shoes held in hand as well as other feminine products. With the items in hand Kendra enters the girls room and body checks the door closed before laying out the dresses. I brought what I felt where the best that could fit. They are all too small for me to wear now but they should work with only a little nip and tuck. I also brought the brush I promised.

Looking between Drusilla and Ileana Kendra remarks on the similarities. You seem to be nearly the same height and build. Would you like to change as well Ileana your outfit is certainly fine, but it is made more to survive travel right.

Each dress is a little bit better then an Explorer's outfit in quality and price. So not quite a Courtier's outfit but you would certainly be dressing to impress wearing these in town. Its about the equivalent of wearing your Sunday best and will provide a +1 bonus possibly +2 depending on the circumstances to diplomacy checks.


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Kendra Lorrimor
At the mention of the number of Councilman Kendra speaks up. There are only 4 people on the council, Councilman Vashian Hearthmount whom you met. Councilwoman Mirta Straelock, she owned the town’s tavern before she sold it to Zokar and his family. She is the most easily approachable of the council members a very down to earth woman. She is well liked and knows the town and its people and tries to vote as she feels the people would want. Then there is Councilwoman Shanda Faravan. She is a hard woman to get to know. She was a royal accuser for a time and there was some gossip of why she left but I won’t repeat it. She is very by the book and takes her job seriously and finally there is Councilman Gharen Muricar he is Hearthmounts childhood friend but they are nearly polar opposites. It might be best if you decide to talk to him to send a gentleman to do it because well he has an earned reputation as a bit of a rake. He isn’t crude as a rule but his attentions can be a little overwhelming and he is prone to go off on… tangents in a ladies company.

The last part of the conversation seems to have colored Kedra’s cheeks as she decides to change the subject. We have two guest rooms with beds. My father had company from outside the town fairly often... they have linens and pillows if you would like to move your things in. The thought of previous company seems to make Kendra pause a moment as if she might be looking at the visits in a different light with some of the latest developments.


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Dr Stefan:
That was a mistake of unintentionally offering too much information on my part. It is blocked by a thin layer of lead. Such protections don’t ping as a dead space or anything like that.

The key fits the lock perfectly, and within are several old tomes and two relatively new one. The newest tomes sit on the top and the first bears the phrase “Read me now!” scratched into the leather cover. These books are from Petros Lorrimor’s series of journals. The other tomes comprise the books of dangerous lore mentioned in the will—three of them have notes tucked into them indicating their contents and that they should be delivered to one Montagnie Crowl, a professor of antiquities at Lepidstadt University. The fourth, a manual of the Order of the Palatine Eye, has a note indicating it should be delivered to Embreth Daramid, a judge at the Lepidstadt Courthouse (although the note asks for this delivery in particular to be handled discreetly, and includes Embreth’s home address.).

Manual of the Order of the Palatine Eye: is a rich purple cover contains a brass scarab set with a single eye in its center. The book’s covers are rimmed in polished steel and clasped with a small but intricate lock, the keyhole of which appears to be for a key with a strange, triangular shaft. The key is nowhere to be found

On Verified Madness: This jet-black book is a treatise on aberrations and other entities found on Golarion that possess remote ties to the Dark Tapestry, the name given to the dark places between the stars in the night sky.

Serving Your Hunger: This text is a copy of one of several unholy books sacred to the goddess Urgathoa. Professor Lorrimor’s notations liberally sprinkle the margins.

The Umbral Leaves: This lexicon is a translation into Common of the unholy book of Zon-Kuthon.

Looking over the two journals they appear to be marked by Petros to indicate particular entries of note and walk you through these discoveries as he discovered them.

Older Journal:
Ten Years Ago:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their
fountain of youth. Uncovering their motivation does not place me at ease as I thought it might.
Their desire to be eternal simply makes them more dangerous.

Nine Years ago:
An exceptional student of mine came to me today he seems to be in over his head. I provided him some knowledge of what he is up against but I must do something about this. I must not allow the whispering way to act within the college with impunity. I need to do something to keep them from subverting our best and brightest.

Nine Years ago several days after:
I have ensured that the whispering way will not be bothering my student at least while I live. Hopefully he will be able to go on and live a normal life that doesn’t involve evil cults and undeath. I wonder how things would have changed if I had had someone to take on such a burden before I entered into such circles.

Within the journal on the pages set nine years ago is a note:
I am sorry Stefan If you are reading this then I must be dead and your life your very soul may be in danger now. A creature by the name of Morvius Wintrish or at least that was his name before he succumb to darkness had taken an interest in you all those years ago. He goes by many names now and works as a recruiter for the whispering way. You met him once before as you might remember. I was able to chase him off and acted as a buffer of sorts. Myself and others of a like mind that is. I had hoped to keep you from such a life and allow you to perform good works in your chosen profession but I fear that won’t be possible now. Others will contact you soon but until then arm yourself with what knowledge you can and be prepared to face the darkness to come. There are great gears that have been set in motion that where held still until now. May the gods watch over you.

Most recent journal:
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?

One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect,
I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling
enough. It may be time to investigate the ruins, but with everyone in town already being so worked
up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks
hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools.

Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was
held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died
the night of the fire. Everyone. The Temple of Pharasma must have such a list.

Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky
to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to
investigate further) prevented me from transcribing the strange symbols I found etched along the
foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to
defend against spirits are already here in Ravengro. I know that the church of Pharasma used to
store them in a false crypt in the Restlands at the intersection between Eversleep and the Black
Path. I am not certain if the current clergy even know of what their predecessors have hidden down
below. If my luck holds, I should be able to slip in and out with a few borrowed items.

Seventeen Days Ago:
Tomorrow evening I return to the prison. It is imperative the Way does not finish. My caution
has already cost me too much time. I am not sure what will happen if I am too late, but if my
theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll
leave this in the chest where it’ll be sure to be found, should the worst come to pass.


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The cleared table that dominates the dining area offers an appropriately somber location for the business or possibly the business at hand is creating the gloomy atmosphere. The portly Councilman Hearthmount is dressed in fine cloths that are reminiscent of an old fashioned military dress coat his hair is well coiffed in a swept back style. His mustache even seems to have been combed out for the occasion. He holds a look of impatience and slight disdain as he glances over several members of the collected group as you find seats.

Councilman Hearthmount waits until everyone is seated and he has your undivided attention. Once satisfied he presents a scroll case to Kendra and shows that the professor’s personal seal remains unbroken. Do you attest Kendra Lorrimor that the seal to your fathers will is unbroken in front of these witnesses. Kendra nods her head in affirmation. which does not seem to satisfy the Councilman. Speak aloud please. Kendra seems to take Heartmount's actions in stride and makes the affirmation verbally. yes the seal is unbroken please continue Councilman. with the verbal affirmation taken care of to the councilman's satisfaction he breaks the wax and opens the case. As he does so a small iron key falls from the tube, clattering loudly onto the table. Unfazed Councilman Heartmount unrolls the scroll contained within and begins to read the Will.


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I was hoping to have these to you all a couple days before this but life got me a little side tracked. I suggest everyone become familiar with the haunt rules in the PRD and these changes I am not totally sold on all the changes yet. One of my primary concerns is how haunts always act on surprise rounds. This only allows a character one chance to act with a single standard action if they are lucky enough to perceive the haunt manifest in the first place and then only if they are able to generate some kind of positive energy attack. Technically any of the cure spells should work in a pinch but the added issue of being within range to actually make the attempt on a non persistent haunt may actually make that unfeasible with only a single standard action to work with. Any way here is where I am at so far. I think with the wider breath of spells and useable skills this will permit alternatives to overcoming these kind of challenges.

Haunts:

CR is used for HD when necessary any saving throws use the CR as HD and uses the undead progression for saving throws with no ability adjustment. Normally to use a spell on a haunt requires the haunt to manifest or be perceived using other magic such as Detect Undead. A haunt that is attacked before its trigger is acted on will retaliate and may in these circumstances act outside its normal area. Each haunt may be acted on using positive energy to disperse it. To hit Haunts with non area affect positive energy abilities or holy and blessed weapons (such as holy water) requires an attack roll against an AC of 10 + the haunts CR. A haunt may be difficult to target with holy and blessed weapons (such as holy water) due to their incorporeal states. Positive energy attacks as well as any particular item that the haunt is specifically weak to are not subject to this restriction. To permanently put a Haunt to rest usually but not always requires a particular set of circumstances to be enacted while it manifests. That knowledge can be gleaned in several ways. A Haunt may be communicated with and its wishes may provide clues on how it may be laid to rest. Also Knowledge Religion and Knowledge local may provide information on how to permanently lay a particular haunt to rest. While a haunt normally manifests regularly powerful negative emotions or actions in an area may cause a haunt to recover more quickly. This is especially true of an area that is filled with negative energy.

Disrupt Undead: Deals damage to haunts

Protection from Chaos/Evil/Good/Law: Can provide the normal AC bonus and can prevent mental control

Detect Undead: Reveals haunts to include the area they affect. Perceiving the exact location of a haunt still requires a perception check at a -4 but determining the existence of the haunt and the limits of its area can be perceived with the spell.

Chill Touch: can drive a haunt that takes physical form away as a normal undead.

See Invisibility: May allow a person to see a haunt at the -4 perception but not perceive the haunts area.

Detect Thoughts: May permit a caster to determine a haunts presence and even offer a clue to its needs however it opens the user to danger by peering into the thoughts of the tortured minds of the undead.

Command Undead: quiets the haunt for the length of the spell unless the caster wishes other wise and the caster may demand to know how to end the spirits existence with a check. The haunt will use the best means of communication available to answer such a question.

Halt Undead: stops a haunt from fully manifesting until the spell ends

True Seeing: Allows a person to see haunts clearly without perception checks as well as their area of influence

Control Undead: same as command undead

Ethereal Jaunt: allows the PCs to travel to the ethereal plane and deal with a haunt on a more equal footing.

Trap the Soul: Can be used to remove the haunt by trapping the creature. The gems value needed is based on the CR of the haunt

Discern Location: can be used to determine where a haunt is located

Create Greater Undead: Is able to create haunts using the spell

Wish: can permanently destroy all haunts in an area. May also be used to create haunts

Detect Chaos/Evil/Good/Law: can be used to locate haunts of the particular alignment. Most tend to be CE

Hide from Undead: haunts can’t perceive creatures affected

Consecrate: While an area is consecrated a haunt may not manifest even if their normal trigger is activated but it does not destroy the haunt.
Invisibility Purge: makes the haunt perceptible to everyone before manifestation if the range is long enough to see them before being triggered

Hallow: An area affected by the hallow spell may not manifest a haunt until the hallow spell is removed.

Unhallow: the +4 bonus is added to the level of a haunts affect and increases the save

Forbiddance: deals the damage indicated to the haunt when it manifests. If the damage is enough to destroy the haunt, it does not manifest. If it is not enough to destroy the haunt it manifests with the damage indicated. While an area is under forbiddance the haunt cannot be communicated with until the forbiddance is removed

Miracle: can permanently destroy all haunts in an area. May also be used to create haunts

I think this is a simple enough change to the normal hero points rules that will make its adoption easy while making things a little more flavorful. I will en devour to play up any unusual roll such as the twisted fate or Fates disfavor.

Fate Points:

Normal hero point rules with the following exceptions. At each level except the first a player rolls to see what fate cards rules his characters life. The character can hold up to three cards these cards determine what the character can do with their hero points. After the character reaches his maximum number of cards they must choose a card to switch out at each level.
01-10: Fate Disfavor: A fate card of the GM’s choice will be played at an appropriately dramatic time against the player.
11-44: Normal
45-55: Twisted Fate:The character gains an extra hero point. This extra point can allow the player to go over their normal limit. Fate card of the GM’s choice will be played at an appropriately dramatic time against the player.
56-90: Normal:
91-00: Fate Favor: The character gains an extra hero point. This extra point can allow the player to go over their normal limit.

So everyone knows I plan to run the APs Haunted "Dungeon" in a more organic fashion then what is laid out in the book to give it that haunted feel where you are never quite certain where the next scare is coming from. Just wished to pass that on.

I also wished to mention garnering and maintaining trust in the town is important. I will be changing how the AP runs that as well but it really isn't necessary to go into specifics since it is mostly a behind the curtain aspect to the campaign. I believe that is most everything I hope to see everyone on the third of January. I will likely be adding bits and bobs here before then and am open to answering any questions people have on the changes or anything else. I hope to have GM rights soon so I can add such things to the Campaign Info tab.

Hope everyone enjoyed Christmas, Hanukkah Yule day or what ever holiday you may have celebrated and have fun for New Years.


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or maybe pick up the create demiplane spell when you get the chance and tell the others have fun protecting this plane of existence you are going to make your own. I mean seriously your DM seems to be out to shut you down in the most childish way possible. Those saves are like 10 to 20 points higher then what you should expect at your level.


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Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10
GM Aneirin wrote:
a bloodraging abyssal-powered aasimar is, well, scaring the locals

This made my day :) I am sure he is a lovely person on the inside.


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Drawing a weapon or weapon like objects does not provoke attacks of opportunity and can take various amounts of time depending on your BAB. While retrieving a stored item is a move action that provokes.

That being the case I personally would rule it as retrieving a stored item depending on weather or not you would need to search through your various scroll to find the right one. If you have 20 different scrolls and need to find a specific one it would likely provoke and would take at least the move action. On the other hand if it was 20 of the same scroll I would rule it like drawing a weapon.

If it is something that is really important to you. Maybe ask your GM about adding an effect similar to the Handy Haversack to your Efficient Quiver. Having a wizard with a bag of scrolls seems pretty iconic and I can't see an issue with it.


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What are the chances of being able to have an actual shop within the city. I was thinking of selecting rich parents and orphan. With the character being forced to take over the family business once they passed away. Would I need to put some of the starting money to pay for the actual business and if so how much? Having a majority of the extra money tied up in the business wouldn't bother me. I wanted to run it by you since some DM's don't like dealing with the added hassle of businesses in game.


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A buckler doesn't prevent spell casting while being worn. It indicates that the buckler is attached to the forearm not held in the hand. so the hand is in fact free, meeting the requirement for spell combat.


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you could invest in the still metamagic so you don't lose the shield when casting. Combining it with the lineage trait on your primary damage spell could allow you to consistently perform the attack.

It still is a unusual case that you would likely need prier permission from any DM you game with. Since I could honestly see it going either way.


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Godsdog10 wrote:

Hmm, explain to me how a 2nd level fighter or barbarian can get 3 attacks and do 6-24 points of damage in one round? That's IF he doesn't score a crit and with no other Feats to assist in the attacks. That stat also uses the above example of a Magus with a 12 Str. Not to mention if the enemy is wearing metal armor, the Magus using Shocking Grasp will be +3 to hit (which gives him a +1 after the -2 for Spell Combat). Oh, and then there is that whole magic pool to make the weapon magical thing. lol

I'm thinking of adjusting this where there is no additional melee attack with the weapon. Seems powerful enough to use Spellstrike as a standard action and still be able to move. That, or creating an evil NPC Magus and see how the party enjoys being cut down by their own exploit. >8) Bwahahaha...
Thanks for the response. My buddy playing the Magus in my group will be very pleased.

It isn't a exploit it is how the class works. You are also overlooking the big hangup that the Magus has to deal with, witch is resource management. Yes he could do 6-24 points of damage in one round. All I can say is big deal at 2nd level a Magus will likely have 3 1st level spells so if he decides to memorize shocking grasp 3 times he can do that kind of damage 3 times in a day.

If you compare that to a 2 handed great sword wielding fighter with cleave and power attack it isn't really looking that hot. we are talking somewhere in the realm of 8-18 damage a swing without breaking a sweat. Assuming a 14 strength and power attack in use. That is every swing. With a chance to take another swing and hit a target of opportunity with cleave for another 8-18 damage.

A Magus can deal decent spikes of damage but they are better off trying to control the battlefield with SoS spells, buffing themselves to stay alive and relevant during the fight, and or hampering their enemies to mitigate party damage.


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Stone to flesh to feed a bunch of starving refuges.

Fire trap on restraints to make them dangerous to remove with out permission.

Dimension Door and heavy item = bombs away just remember to keep a feather fall handy or fly already cast.


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I had some ideas for magus combos.
Enforcer Feat (Advanced player's Guide) and Spellstrike using the Frostbite (Ultimate Magic): A Target would potentially be affected by fatigue, shaken and possibly the frightened condition and if you add Rime meta magic feat (Ultimate Magic) add entangle to that.

Opening Volley (Ultimate Combat) + Ranged attack spell such as scorching ray: At the lowest levels using a ray of frost to bump your to hit by +4 on the round before the big melee attack isn't bad. If you add Weapon Focus feat (ray spells) Weapon Specialization [Ray spells] Point Blank Master feat (Advanced player's Guide) you will be able to use range attack spells without provoking on the attack roll. I will admit that it does not specify spell attacks under specialization but I don't see it as a huge stretch since focus does but I can still see where a DM might say no, So YMMV.

Death from Above (Ultimate Combat) + fly spell: Just call me peter pan.

Topple spell feat + Force spell + The Trip feat chain to increase trip roll and eventually provoke attacks when they are tripped by the spell.

Wanted to see what others thought and wanted to see if any one else had worked out other combos that fit the Magus fighting style.


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The scorpion whip does 1d4 slashing isn't great damage wise but it is lethal. Their is the transformative ability from the advanced players guide for higher levels then you can carry a more typical weapon that can transform to a whip when wanted. If you ask nicely maybe your DM will allow it to be restricted to whip only to get a better price on the ability.