Kayden Al'Connor's page

51 posts. Alias of GM_Drake.


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Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Thanks for running it for us, Rizz.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Unexpected stuff on the homefront came up, that took up most of my free time today and will take up some of my free time for the next few days. Will still try to check and post daily.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"Muddy Paws is going to continue to investigate strange smells here while we go check on on Dhearic."

Kayden makes his way down the steps, and when he is 10 feet above the beach he jumps down. (or from the 12 foot tall edge of the rocks)

Acrobatics+22 makes him auto-succeed the DC 15 to avoid the first 10 feet of fall when he deliberate jumps down, so he does not taking falling damage when he jumps down from a height of 10 (19?) feet or less.

He then sprints towards where Dhearic went.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"We will look for Dhearic, Jasper. You get everyone above the high tide mark, which is that line there," Kayden points out the line on the rocks to Jasper. "I'd say it'll be about six to eight hours before high tide comes in next, though I am not sure how quickly the water will rise the six feet when it comes in, so ask the sailors as they will have more specifics on how quickly the tide will rise."

Kayden looks towards the top of the formed stone stairs, as he reaches out with his mind to Muddy Paws:

<"Someone might need some help. Are you going to continue exploring where you are or do you want to help us look for him?">


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

GM:

Knowledge (geography) vs DC 18: 1d20 + 13 ⇒ (18) + 13 = 31


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"The high tide line is halfway up the rocks, so there should be no saltwater at the top of the rocks."

The high tide line is 6 feet above the beach. I think the puddle we found 12 feet above the beach is a freshwater puddle. Is that correct, Rizz?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

A different look of concern comes over Kayden's face, and he directs Jacosta's and Lazar's attention to the clear horizontal line that is etched into the rock about six feet above the black sand beach, "That line is from high tide. The people on the beach have to get to high ground before high tide comes in."

What should we roll for determining how long before the start of the next high tide cycle begins?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

I was getting the working on maintenance Paizo redirected page before I went to sleep. I am about to go back to sleep...I blocked my view of the mistyped spoiler for Dhearic so did not read that.

GM:

Can the people on the beach easily walk further away from edge of beach to get to above the 6 feet high hightide or are there rocks/ground that they would have to climb up to get above the six-foot height of high tide. Too tired to scan through all the gameplay post to find out if that answer is evident from an existing post you did already.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Knowledge (geography): 1d20 + 13 ⇒ (13) + 13 = 26


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden gets a worried look on his face as he is discerning the best path to reach the top, he reaches out with his mind to speak with Muddy Paws,

telepathic message to Muddy Paws:
<"Are you safe? Don't get close to the swamp.">

When Jacosta whispers in his ear, Kayden, a look of fear and concern on his face, tells Jacosta, though the others can easily hear his shout, "We have to hurry!" Kayden picks up his pace to get to the top.

Double stride if needed to get to the top/closer to the top.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

*strangely, not strangest


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden points towards the top of the tallest, strangest molded rock structures he and others are exploring, "That's where our four-legged friend is."

Kayden looks around for the best path to get to the top.

Perception: 1d20 + 19 ⇒ (10) + 19 = 29


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"I do not have an axe either, though I do have a grappling hook and rope should we need or want to access any branches of trees we can not reach simply by standing or jumping."

Can Muddy Paws be seen from our vantage point? If not Kayden will continue to use his scent to track the wolf's trail to know which direction he head off from after tasting the fresh water.

Kayden looks around from their new vantage point to see if he can see anything else unusual (or mundane that has not been observed by anyone since the ship anchored).

Perception (scent) to pick up/not lose Muddy Paw's scent trail: 1d20 + 27 ⇒ (5) + 27 = 32

Perception to look for anything of note from new vantage point: 1d20 + 19 ⇒ (14) + 19 = 33


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden leads the way. When he gets to the the boulders, if he cannot see where Muddy Paws is he will use his (scent) nose to track the trail his wolf friend left.

Tracking by scent ignores the effects of surface conditions and poor visibility.

Perception +14: 1d20 + 14 ⇒ (17) + 14 = 31


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden's face briefly looks as if he bit into an unripe lemon, and repeats the same facial expression a few times over the course of a few minutes, then within a minute of the last time he made that expression he speaks, "It seems my furred friend has found some fresh water."


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

I added tokens for Kayden and Muddy Paws.

I shrunk the map by mistake while adjusting the size of the tokens. I made it bigger afterwards, but not sure what the scale was compared to our tokens.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
Jocasta Riverwood wrote:
"The wolf may well smell things we can't see, but I think the first thing we need is a source of fresh water."

"Which is why Muddy Paws ran staight to where that grove is. He thinks there will be mud by the pond that he can dip his paws into. The question remains if it is a freshwater pond or not. Unless those trees use saltwater for their roots, I am guessing we have a source of fresh water. Provided there are not any threats that lurk underneath that would make it dangerous to set up a base camp near it."


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"As you wish."

"One wolf, two wolves, three wolves, four wolves,"...


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden, knowing it took a toll on Muddy Paws to be stuck in the cart for the past few weeks, and that he will see him again soon, turns to face Jocasta. "Ready. No worries I will use my right hand, not my left." he says with an attempt at giving a charming smile. "How will I know if you get stuck? I do not want to give you a tap too soon or too late."

"I'll do my best to make sure it is non-concussion knockout punch."


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
RIZZENMAGNUS wrote:

i am going to have to sit down and reread the wolfbrother rules again.

I used Geoff Hall's wolfbrother madness system, as he is the author of the wolfbrother feats (so figured his wolfbrother madness system makes the most sense to use with the wolfbrother feats he created to replace the wolfbrother prestige class).


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

After Cahlden asks Dhearic to scout, Kayden asks his new companions, "Are the three of you good with us checking out that grove of willows and oaks first to see if there is nothing that would make that seemingly ideal location for a base camp unsuitable to do so?"

Muddy Paws, still in the cart, puts his front paws on the side railing and looks over to the grove of trees, and telepathically speaks to Kayden, <"That pond will have mud. I will meet you there."> Muddy Paws jumps out of the cart and starts sprinting past some of the people who have already made it to shore.

"Muddy Paws, wait!!" Kayden yells after his friend, but the wolf is too fast and within seconds disappears into the tall grass, heading in the direction of the grove.

Kayden, thinking quickly calls out, "Calhden, he's a friend. Do not have anyone hurt him. He can help us getting a better idea of what we might be up against on this island." Small beads of fear sweat appear on Kayden's brow, worried that some of the others who came here on the ship might view his four-legged friend as a threat.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
RIZZENMAGNUS wrote:


to answer your original question: go with aversion. it makes sense given your backstory having you retreat to the border lands. Its less populated than most other kingdoms so itd be easy for your character to just be in the wilderness and veg.

Cool, I was thinking that the wolf aspect and aversion, and not the paranoia makes sense given his back story (he conquered the paranoia madness effects during his month of madness - with help from his uncle and friends).

I could have went with only telepathically communicating with wolves once per day during his month of madness...but communicating with Muddy Paws during dawn/waking up and dusk/making camp made more sense story-wise.

Some stories are so good they can make you go mad. :P

With your permission, based on your answer....

So working with he is still susceptible to aversion but not to paranoia, that would make his madness rating 16 (any lower and he has no madness triggers, and any higher paranoia is a possible madness effect) He has a 50% chance of failing the DC 16 Will save, with 50% chance for either wolf aspect or aversion when he fails the save.

Madness 9 to 15: nothing triggers a wolfbrother madness symptom

Madness 16: DC 16 Will save (50% he failed the save; 50% wolf aspect, 50% aversion)

Madness 17: DC 17 Will save (55% he failed, 45% wolf aspect, 50% aversion, 5% paranoia)

Turning the above into roleplay ideas; Kayden tends to need a few minutes to cool off after a fight.

Failing the Will save and getting the wolf aspect result makes him fight more like a wolf (without entering wolf rage).

Failing the Will save and getting the aversion result, Kayden forces himself to enter into wolf rage (that took a fair bit of training in the borderlands to develop this tactic) so he does not leave his friends/companions (and he has memory flashes of when he left his uncle and friends to fight trollocs without him in the borderlands, which nearly cost one of them their lives), but after the combat is over, being so close to other humans (his companions) makes the flashbacks worse, and he sprints away.

While raging, he fights like a wolf protecting its pack (his allies), as he is determined to take out the threats before they can take out members of his pack. His allies getting wounded during the fight causes his flashbacks to intensify, seeing his fellow wolves getting slaughtered by trollocs at the ancestral wolf burial mound.

When the combat ends, and his wolf rage subsides, being so close to his allies is too strong a reminder of how his past failures nearly cost his friend his life...and needs to get away so there are no humans (nor human trappings such as buildings) visible to him...and part of his staving of the flashbacks is subsconsciosly manifesting his wolf aspect behaviour.

Does the above sound good to you?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

ran out of timer editing...

This is working with starting with the level that the wolfbrother feat is gained, a character gains 1d6 madness per level, plus an additional 1d6 madness for gaining the Heightened Senses feat, plus and additional 1d6 madness for gaining the Wolfdream feat; and gaining the Acceptance of Fate feat prevents gaining madness for gaining additonal levels, working with a wolfbrother being able to gain one of the two bonus feats every two levels above the level they gained the Wolfbrother feat at.

mininum:

[(4d6 - 10) + 1d6] - 20 =
[(4-10) + 1] - 20 =
[(-6 => 0) + 1] - 20 =
[(0) + 1] - 20 =
[1] - 20 = -19 ==> 0

maximum:

[(4d6 - 10) + 1d6] - 20 =
[(24 - 10) + 6] - 20 =
[(14) + 6] - 20 =
[20] - 20 = 0

I take it the previous posts clarified for you why Kayden's madness rating at 10th level is 3d6+6 (using the UtDB wolfbrother feats and madness point system).


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

in the wheel of time rpg are wolfbrothers considered channelers for gaining 1d6 madness each level that is not a level in the wolfbrother prestige class?

Male channelers (not wolfbrothers) gain 1d6 madness per character level. Wolfbrothers only gain 1d6 madness for each level they have in the wolfbrother prestige class.

As I mentioned in the previous post, the UtDB wolfbrother feats and madness system can cause more madness than the baseline rules using the wolfbrother prestige class.

If you want to incorporate an automatic 1d6 madness per character level using the UtDB wolfbrother system, I would suggest removing the automatic gaining a point of madness for telepathically communicating with wolves or entering a wolf rage, and starting with the character level the character gained the wolfbrother feat (not the latent wolfbrother feat, as the latent wolfbrother feat does not cause madness), add 1d6 madness per character level, starting with the character level the character gained the wolfbrother feat. The bonus feats simply requiring having a madness rating of 10 to gain can be gained per three levels (which will average roll of 3d6 madness for those three levels being 10.5), which would still increase the madness rating by 1d6 for gaining those bonus feats.

If you like the above suggestion....

Kayden would have:

5th level: 1d6
6th level: 2d6
7th level: [3d6 +1d6 (Heightened Senses bonus feat)] - 10 (Acceptance of Fate wolfbrother feat)
8th level: (4d6 - 10) + 1d6
9th level: [(4d6-10) + 2d6 + 1d6 (Wolfdream bonus feat)] - 20 (Mental Stability feat)
10th level: {[(4d6-10) + 3d6] - 20} + 1d6

Using the above suggested method Kayden's final madness score would be one of the following:

minimum possible madness rating at 10th level would be: 1d6

maximum possibile madness rating at 10th level would be: 12 +1d6

With the above suggested method the (minimum) & maximum madness rating Kayden might have had at each of the levels would have been:

5th level: (1) 6
6th level: (2) 12
7th level: (0) 14
8th level: (1) 20 (or 14 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)
9th level: (0) 12 (or 0 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)
10th level: (1) 18 (or 0 maximum working with Acceptance of Fate feat prevents gaining additional madness for being a wolfbrother)

To account for gaining Heightened Senses and Wolfdream as bonus feats...maybe every two levels after a character gains the Wolfbrother feat, he can gain one of those two feats as a bonus feat (gaining the normal +1d6 madness for acquiring them as normal).

So if you like the suggestions for, and if Acceptance of Fate prevents gaining additonal madness for gaining levels....

5th level: total 1d6 madness
6th level: total 2d6 madness
7th level: total 3d6 madness + 1d6 madness (Heightened Senses as bonus feat) - 10 (Acceptance of Fate feat) = total madness of 4d6-10.
8th level: total 4d6-10 madness
9th level: total 4d6-10 madness +1d6 madness (Wolfdream as bonus feat) - 20 (mental stability feat) = total madness [(4d6-10) +1d6] - 20
10th level: total madness = [(4d6 - 10) + 1d6] - 20

Which would result in Kayden's madness rating at 10th level being:

mininum: [(4d6 - 10) + 1d6] - 20 = [(4-10) + 1] - 20 = [(-6 => 0) + 1] - 20 = [(0) + 1] - 20 = [1] - 20 = -19 ==> 0

maximum: [(4d6 - 10) + 1d6] - 20 = [(24 - 10) + 1d6] - 20 = [(14) + 6 - 10] - 20 = [20] - 20 = 0


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

You said to use the wolfbrother feats from UtDB instead of the wolfbrother prestige class. The wolfbrother prestige class causes 1d6 madness per level of the prestige class. I think you were getting 1d6/level using a channeling base class. Kayden's woodsman, dai'dore and wanderer class levels did not cause him to gain madness. (Unless ALL classes in WoT gain madness per class level, and some cause additional madness per level).

There is no mention of wolfbrother madness in UtDB gaining additional madness for leveling up, but rather specific things that automatically cause a wolfbrother to gain a point of madness.

I used the wolfbrother feats and madness sections from UtDB.

Latent Wolfbrother feat (which he gained at 3rd level): no madness gained.

Wolfbrother feat (which he gained at 5th level): 1d6 madness gained. In addition to the intial 1d6 madness gained, a wolfbrother gains 1 point of madness each time they telepathically communicate with wolves or enter a wolf rage. For every 10 points of madness gained this way they gain the Heightened Senses feat or Wolfdream feat as a bonus feat.

I was working with him telepathically communicating with wolves twice a day (once in the morning and once in evening) and entering wolf rage once per day. Using one encounter against trollocs each day (of challenging difficulty). The encounters were my guideline to how many days passed before Kayden and the NPCs leveled up.

When he gained 10 extra points of madness via entering wolf rage and telepathically communicating with wolves (for total of 1d6+10) he gained the Heightened Senses wolfbrother feat as a bonus feat. The Heightened Senses feat causes a wolfbrother to gain an additional 1d6 points of madness (running total of 2d6+10).

When Kayden gained another 10 points of madness from telepathically communicating with wolves and entering wolf rage (madness total 2d6+20) he gained Wolfdream as a bonus feat. The Wolfdream feat causes a wolfbrother to gain an addtional 1d6 points of madness. (madness total of 3d6+20).

Kayden continued to gain more points of madness each day for entering wolf rage and telepathically communicating with wolves until he reached level 7. Before he reached level 7 he gained an additonal 16 points of madness (for madness total of 3d6+36). At 7th level he gained the Accepted Fate wolfbrother feat, which prevents a wolfbrother from gaining additional points of madness for entering wolf rage or telepathically communicating with wolves. The Acceptance of Fate feat also removes the need to make a Will save to resist entering wolf rage during combat (the wolfbrother can choose to enter wolf rage at any time during combat, or to not enter it at all). The Acceptance of Fate feat also reduces the wolfbrother's madness rating by 10 (making Kayden's madness total 3d6+26.

Kayden no longer gained points of madness for entering wolf rage or telepathically communicating with wolves.

When Kayden leveled up to 9th level, he gained the Mental Stability feat, which reduced his madness rating by 20 points (for a final madness total of 3d6+6).

Using the WoT (not UtDB) had Kayden using the prestige class route, he would not have 10d6 madness but rather 1d6 madness per level of the wolfbrother prestige class (not including reduction to his madness rating for feats that reduce it).

It looks like UtDB simulated gaining additional madness was from the main two activities of telepathically communicating with wolves and entering wolf rage automatically increasing a wolfbrother's madness rating by 1 until they have gained the Acceptance of Fate feat; as well as gaining an additional (secret) 1d6 madness points for gaining one of the two wolfbrother feats that cause that random madness rating increase.

The UtDB wolfbrother madness system can cause more madness than the wolfbrother prestige class can.

Kayden gained 3d6+36 madness. That is the equivalent of 3 levels of the wolfbrother prestige class (for the 3d6) and a minimum of 6 more levels of the wolfbrother prestige class (for the extra 36 madness points Kayden gained, and that is if the random 1d6 was maxed out for six levels). Kayden had gained enough madness that would make him have a minimum of 9 levels of the wolfbrother prestige class, which he would not have been able to take until level 6 (and only have been able to have 5 levels of the prestige class for being a 10th level character) if we were using the wolfbrother prestige class (and would have made him have a madness rating of 5d6 (before reducing it for feats that reduce madness rating).

Apologies for the repetitiveness. I am falling asleep but wanted to give you clarification regarding Kayden's madness score before drifting off.

Where in the book does it say a character that gains the wolfbrother prestige class gains retroactive madness for class levels they had before gaining the wolfbrother prestige class? The wolfbrother prestige class clearly states they gain an additional 1d6 madness for additional levels in the wolfbrother prestige class (not for gaining levels in other classes).

Had he went the wolfbrother prestige route, at 9th level his madness rating would have been (4d6-20) + 1d6 (with mental stability feat at 9th level) or [(2d6-10)+2d6-20]+1d6 (at 7th level for Acceptance of Fate; Mental Stability at 9th level) for a total madness rating at 10th level (with 5 levels of the wolfbrother prestige class) being {[(2d6-10) + (2d6)] - 20} +1d6. (which would work out to no madness at 9th level and the 1d6 madness he gained for the 5th level of wolfbrother prestige class at 10th character level being his total madness rating of 1d6 at 10th level.

With only Mental Stability at 9th character level...

[(4d6) - 20] + 1d6 = (-16/0 to 4) + 1d6 madness at 10th level (with 5 levels of the wolfbrother prestige class) with total madness rating of 1d6 + (4d6-20) with the 0 being the minimum value in the brackets; which would be a grand total of 1d6 or 1d6+1 or 1d6+2 or 1d6+3 or 1d6+4 for Kayden's madness rating with 5 levels of the wolfbrother prestige class; which would have made Kayden's final madness score be as low as 1 and no higher than 10 (1d6+0 to 1d6+4).


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

As Kayden soothes Prancer's and the other riding and pack animals' agitation for being on a smaller and more turbulent boat, he smiles as Lazar moves over to his cart to talk to Muddy Paws and offer him a treat.

Kayden hears the howl of wolves coming from the island, which he thinks are coming from somewhere a few miles inland, more to the left of where the boats are landing on the beach, as opposed to coming from somewhere along a direct beeline from the boats' landing area to the mountains in the distance. As much as he feels the urge to reach out to speak to them with his mind, he restrains himself, wanting to wait until Jacosta declares she can use her weaves without negative repercussions.

What catches Kayden's eyes is a small grove of oak and weeping willow trees a few miles from shore in the direction he thinks he heard the wolves howl from.

"That grove of trees over there might be a good place to set up a base camp."

There is a large pond by the small grove of trees. "Based on the proximity to the trees, that is a probably a freshwater pond."

Would Kayden have seen smoking mountains during his travels in the borderlands?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

@Lazar: You good with being in the same boat with Kayden and a number of animals, which includes Kayden's horse, Prancer, Kayden's cart and Lazar's mule, Aleki?

@Dhearic & Jacosta: You want to be in the same boat as Kayden and some of the animals?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

@Rizzen

Question: Which, if any, of the following wolfbrother madness symptoms has Kayden experienced in the past decade (after he gained both the Acceptance of Fate and Mental Stability feats)?: wolf aspect, aversion, paranoia

I have the wolf madness triggers and symptoms near the top of Kayden's profile.

It has been a decade since Kayden had his month of madness in the borderlands. He should have a pretty decent idea of how often he suffers a wolfbrother madness symptom when he gets injured (or if getting injured no longer puts him at risk of triggering a madness effect (if his madness rating is no higher than 15).

His madness score is 3d6+6 (-30 applied from the Acceptance of Fate and Mental stability feats with).

Potential symptoms Kayden might have experienced in the past decade depending on the secret 3d6+6 roll you made to determine his madness rating:

If the secret roll you make for the 3d6 is no more than 9 (for total of 15) he does not have any madness triggers, and over the past decade will have discovered he is no longer susceptible to madness from being a wolfbrother.

If the secret roll you make is 10 or higher, the only madness trigger he will have is injury.

If you rolled exactly 10 for the 3d6 the only madness symptoms he would have experienced in the past decade is the wolf aspect madness symptom (for 2d6 minutes) (95% of the time he failed the Will save to resist wolfbrother madness affecting him) and aversion madness symptom (5% of the time he failed the Will save to resist wolfbrother madness.

If you rolled 11 or higher for the 3d6, sometimes when he fails the Will (madness) save, in addtion to the above two madness symptoms he might have experienced the paranoia symptom (for 2d6 minutes).

How often Kayden getting injured triggered a madness symptom based on his madness rating, and the percentage chances of failing the Will save & the percentage chances of which symptom he experienced on failed saves:

Madness 9 to 15: nothing triggers a wolfbrother madness symptom

Madness 16: DC 16 Will save (50% he failed the save; 50% wolf aspect, 50% aversion)

Madness 17: DC 17 Will save (55% he failed, 45% wolf aspect, 50% aversion, 5% paranoia)

Madness 18: DC 18 Will save (60% he failed, 40% wolf aspect, 50% aversion, 10% paranoia)

Madness 19: DC 19 Will save (65% he failed, 35% wolf aspect, 50% aversion, 15% paranoia)

Madness 20: DC 20 Will save (70% he failed, 30% wolf aspect, 50% aversion, 20% paranoia)

Madness 21: DC 21 Will save (75% he failed, 25% wolf aspect, 50% aversion, 25% paranoia)

Madness 22: DC 22 Will save (80% he failed, 20% wolf aspect, 50% aversion, 30% paranoia)

Madness 23: DC 23 Will save (85% he failed, 15% wolf aspect, 50% aversion, 35% paranoia)

Madness 24: DC 24 Will save (90% he failed, 10% wolf aspect, 50% aversion, 40% paranoia)


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"Once we have access to fresh game, and I no longer have to ration as strictly as I have been for the past few weeks, I shall be back to my usual healthy appearance soon enough. Finding a canopy to hang my hammock up underneath will surely help as well."

Kayden runs his right hand through his hair, to sweep it back some from his face, "Should anyone see any wolf tracks, let me know. Where wolves are, there is sure to be game to be found. Let's leave the wolves be though, as they serve our purposes better that way, so they can continue to take down some of the predators that otherwise might become a threat to us."

Kayden looks around to see if anyone nearby is listening to the conversation the four of them are having, and seeing that no one is actively paying attention to them, he lowers his voice so only the three of them can hear, "That is wolf tracks that are not those of my friend." Kayden looks at Lazar as he continues to whisper, "You are not the only one with a senstive nose, though mine cannot distinguish if someone is evil, it helps with tracking quarry." waiting to see if any of the three of them give any indication that they know about wolfbrothers.

Kayden assumes his normal speaking volume, "I am sure Prancer and Aleki will get along well. I can teach you how to properly ride a horse if you like, Lazar."

Kayden then asks Jacosta and Dhearic, "Did either of you bring any mounts or pack animals onto the ship?"

As Kayden has been (one of how many?) stablehands tending to the mounts and pack animals, your mounts and pack animals have probably already become accustomed to Kayden's presence.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

@GM: As there is no game crunch that automatically increases the DC of Hunch when used assess whether an Aes Sedai is trustworthy or not, it is the GM's discretion to determine how much harder it is to assess an Aes Sedai. As the Aes Sedai Presence class feauture grants them a +4 competence bonus on Intimidation checks, I would suggest a +4 DC increase to Sense Motive checks against them.

So that is 'trustworthy' he senses regarding Jocasta? Hard to tell with the 'might secretly be a Darkfriend'. Working with the suggestion of the +4 adjustment to Sense Motive (hunch) checks as part of the Aes Sedai Presence class feature, Kayden does not get a definitive sense regarding Jacosta's trustworthiness.

The main purpose for Kayden wanting to know if each of your characters are trustworthy or not is if he can trust you with knowledge of his wolf companion (and that you know Muddy Paws is an ally of Kayden's and not a threat to the people of the boat - as long as they do not become threats to Kayden, his allies or innocents).

Lazar's comment about having a sensitive nose prompts Kayden to think Your senstive nose does not know how truly awful the stench on this boat is. Kayden covers his mouth briefly with his gauntlet-covered hand and forearm, to focus in on the scent of the metal to try to offset the stench of the animals and humans below deck with him, then lowers his arm to speak.

"It will be good to be able to take deep breaths of actual fresh air when we get ashore, that is not full of the stench this heat has caused on the ship." Kayden turns his focus to Lazar, "We should not need to kill your mule. What's her name? I have a horse and cart that can help share the work with your mule for transporting our gear," Kayden tells Lazar, "That is if you would like to work as a small group as we explore and investigate the land. I am skilled tracker so if there is game to be found I should be able to track and find us some sustenance."

Kayden then turns his focus to Dhearic, "Would you like to form up into a small group as well?"


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden attempts to assess if each of them is trustworthy or untrustworthy as he extends his right arm to shake their hands.

Sense Motive (DC 20 hunch) to determine if he senses Jacosta is trustworty or untrustworthy: 1d20 + 16 ⇒ (7) + 16 = 23

Sense Motive (DC 20 hunch) to determine if he senses Lazar is trustworthy or untrustworthy: 1d20 + 16 ⇒ (11) + 16 = 27

Sense Motive (DC 20 hunch) to determine if he senses Dhearic is trustworthy or untrustworthy: 1d20 + 16 ⇒ (16) + 16 = 32

Each of you, please let me know if your character is a trustworthy or untrustworthy individivual.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

"Apologies. I failed to introduce myself. I am Kayden Al'Connor." Kayden flexes the fingers of his left hand, which is covered by a masterpiece gauntlet that was forged from an uncommon metal to resemble a paw of a large wolf, then extends his right arm towards Jocasta for handshake, then Lazar and Dhaeric; his golden eyes quite noticeable from being this close to the three of them.

"Where do you think might be the best places to look for signs of what might be interfering with channeling?" he asks the three of them.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Kayden finishes up his current duties to calm the horses in the stables section of the ship, then goes to his canvas-covered cart by his horse, Prancer, and slides his hand underneath the canvas while others are busy with their conversations, containing some of his meat rations. His wolf companion, who was a young wolf when they first met in the borderlands a decade ago while so many were fighting at Tarmon Gai'don, takes the proffered meat and savors it as he lets the flavor fill his mouth. Kayden gently places his hand on one of Muddy Paws' paws, the mud had dried up within the first few days since boarding the ship, which Kayden used some of the water set aside for the horses to clean his friend's paws to not risk them getting infected by having dry mud remain on them before Muddy Paws had a chance to live up to his name again once they reached land. Kayden, having not risked attempting his wolfspeech since the order of no channeling was put forth on the ship, whispers "We have spotted land. You will be able to run again soon, my friend." Muddy Paws, now an elder wolf, probably only has a few more years of life left, barring injury, disease or poison.

Kayden then makes his way to where he heard Ansred make a snarky remark.

He looks the woman in white in her eyes and asks, "Do you think what caused the windfinder's death could also be part of the land we will be making our landing at?" Although he is not quite thirty, his sharing his rations on the sly with his non-horse companion has made him appear to be slightly malnourished.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Hero Forge mini of Kayden

Hero Forge mini of Muddy Paws

Hero Forge mini of Kayden with Muddy Paws


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

Oops. I missed the 4,000 gold ring in your example.

@GM: Is the following gear approved?

Free from Midlander background: light horse ("Prancer"), healer's kit

gc = gold crown

gear with encumbrance affecting Prancer:

(light load 230 lbs, medium load 460 lbs, heavy load 690 lbs)

riding saddle (3 gc) (25 lbs)
bit and bridle (0.1 gc) (1 lb)
saddle bags (0.4 gc) (8 lbs)

left-side saddlebag (20 lbs capacity)

small tent (1 gc) (20 lbs)

right-side saddlebag (20 lbs capacity)

bedroll (0.01 gc) (5 lbs)
winter blanket (0.05 gc) (3 lbs)
hooded lantern (0.7 gc) (2 lbs)
ten 1-pint flasks of oil (0.1 gc) (10 lbs)

cart (1.5 gc)

Stored in cart (encumbrance in cart divided by 5 to determine encumbrance for Prancer)

(10 days) feed (0.05 gc) (100 lbs)
(4 yards by 4 yards) canvas (0.16 gc) (16 lb)

Prancer's encumbrance pulling cart without Kayden riding him: 98 lbs (unencumbered)

With Kayden riding him, Prancer's encumbrance bracket moves up to medium encumbrance bracket.

Kayden's backpack and the gear attached/stored inside it:

masterwork backpack (5 gc) (4 lbs)
(full) waterskin (0.1 gc) (4 lbs)
50-foot silk rope (1 gc) (5 lbs)
dice (0.01 gc) (-)
common playing cards (0.01 gc) (1 lb)
grappling hook (0.1 gc) (4 lbs)
flint and tinder (0.1 gc) (-)
(10 days) trail rations (0.5 gc) (10 lbs)
cold weather outfit (0.8 gc) (7 lbs)
warm weather outfit (0.8 gc) (4 lbs)
traveler's outfit (0.1 gc) (5 lbs)
soap (0.001 gc) (0.5 lbs)
hammock (0.01 gc) (3 lbs)
tankard (0.002 gc) (1 lb)
healer's kit (free from background) (1 lb)

Total encumbrance of backpack and contents: 49.5 lbs

Kayden's ter'angreal and worn gear:

explorer's outfit (free) (-)
belt pouch (0.1 gc) (0.5 lb)
(ter'angreal) masterpiece cold iron gauntlet* (60.4 gc) (1 lb)
(ter'angreal) masterwork silver dagger** with sheath (32.2 gc) (1 lb)

Total encumbrance without backpack (not including weight of coins in belt pouch): 2.5 lbs

Total encumbrance with backpack: 53 lbs (light encumbrance load) (can have up to 250 coins in belt pouch and remain in the light encumbrance load bracket)

In belt pouch:

41 gold crowns
6 silver marks
9 silver pennies
7 copper pennies

* Kayden's masterpiece cold iron gauntlet (he found at the ancient wolf burial ground in the Borderlands that the wolves, Muddy Paws and Splasher, guided him to) has the following magical properties:

Cold Iron weapon enchantment surcharge: 2,000 gold
(+1 enhancement, heartseeker weapon property, trollocbane weapon property): 18,000 gold
impervious weapon property: 3,000 gold
+4 competence bonus on Acrobatics checks: 1,600 gold + 50% increase (Multiple Different Abilities on page 549 of CRB): 2,400 gold

Total magical cost of Kayden's masterpiece cold iron gauntlet: 25,400 gold

** Kayden's masterwork silver dagger has the following magical properties:

(+1 enhancement, returning weapon property): 8,000 gold
impervious weapon property: 3,000 gold
Total magical cost of Kayden's masterwork silver dagger: 11,000 gold.

Total cost of Kayden's ter'angreal (excluding cost of the non-magical items): 36,400 gold.

@GM: Kayden's background story had Splasher telling Muddy Paws to leave the Borderlands and stay near to Metal Paw (Kayden, whose initial wolf name was Dusty Horse, before the wolves told him the gauntlet was now his). Did Muddy Paws board the ship with Kayden?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
Dhearic wrote:

Thanks for the invitation.

Also, I did not purchase anything beyond basic starting items. Should we have magic items by this point? How much gold should I have in items?

We have 150 gold crowns (which equates to 1500 plantinum pieces from standard PF games) to purchase gear, which can include masterwork and masterpiece itmes, but not powerwrought items with the 150 gold crowns.

PF 1 copper piece = 1 WoT copper penny
PF 1 silver piece = 1 Wot silver penny
PF 1 gold piece = 1 WoT silver mark
PF 1 plantinum piece = 1 WoT gold crown

* *

On top of the 150 gold crowns for non-magical gear, our GM has also given us...

@GM: please clarify total magic item budget we have, please.

RIZZENMAGNUS wrote:

for game mechanics:

Ter'angreal dont have a specific value. but, depending on what your wanting to have, we can say that you have found one on your travels.
on the back end, for game balance, what we can do is use the 10 level treasure allotment from PE1, which is 62,000. we say that 60% of that can be used for ter'angreal creation. 37,000 gp value. then, using that as a marker, we can look through the pf1e wonderous magical items, and you can either pick an object or objects that total up to the gp value. Or, you can build your own object.

for example

starting gold value: 32,000
+3 power wrought sword -18,000
+1 keen -2,000
+2 advancing -8,000
total: 28,000
left over: 4,000

ring of mingor weave resistance (taken from ring of counterspell) 4,000gp

@GM: Do we have 37,000 gold or 32,000 gold to work with for determining our magic items?

RIZZENMAGNUS wrote:

Kayden Al'Connor wrote:

Based on the example you gave, we track the cost the individual armor/shield/weapon special properties separately, and do not use the total effective bonus to determine the overall cost of the item?

For example, using the standard PF1e item creation rules, a +3 advancing keen weapon would have a cost of 72,000 gold (excluding masterwork weapon cost) since it has an cumulative +6 bonus (+3 enhancement, +3 worth of special weapon properties)

Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.

For example, using Kayden's gauntlet (using a base +1 enhancement weapon for the following example):

+1 heartseeking myrddraalbane quenching gauntlet (total effective +4 bonus), for total of 32,000 gold by standard magic item creation rules.

Using method you used in your example:

+1 powerwrought weapon (2,000 gold)
heartseeker (+1 power) (2,000 gold)
myrddraalbane (+1 power) (2,000 gold)
quenching (+1 power) (2,000 gold)

Total 8,000 gold (instead of 32,000 gold).

thought about it. stick with pathfinders rules that you described/defined.

that makes a lot more sense.


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

I will be retweaking my profile to get combat info underneath my profile name when I post. Would you like combat summaries from us as well?


Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs

ping'd

Thanks for the invite. :)


RIZZENMAGNUS wrote:

for example

starting gold value: 32,000
+3 power wrought sword -18,000
+1 keen -2,000
+2 advancing -8,000
total: 28,000
left over: 4,000

ring of mingor weave resistance (taken from ring of counterspell) 4,000gp

Based on the example you gave, we track the cost the individual armor/shield/weapon special properties separately, and do not use the total effective bonus to determine the overall cost of the item?

For example, using the standard PF1e item creation rules, a +3 advancing keen weapon would have a cost of 72,000 gold (excluding masterwork weapon cost) since it has an cumulative +6 bonus (+3 enhancement, +3 worth of special weapon properties)

Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.

For example, using Kayden's gauntlet (using a base +1 enhancement weapon for the following example):

+1 heartseeking myrddraalbane quenching gauntlet (total effective +4 bonus), for total of 32,000 gold by standard magic item creation rules.

Using method you used in your example:

+1 powerwrought weapon (2,000 gold)
heartseeker (+1 power) (2,000 gold)
myrddraalbane (+1 power) (2,000 gold)
quenching (+1 power) (2,000 gold)

Total 8,000 gold (instead of 32,000 gold).


Hope you feel better soon.

My plans also got delayed due to feeling ill. Will try to get the gear and level 10 crunch up and double-checked Wednesday night.


I'll be adding Kayden's gear and level 10 crunch to his profile over the weekend.

Question For the magic items we requested, is that working with us not spending some of our 150 gold crowns to afford them or are our magic item requests on top of the 150 gold crowns we have to spend?


Hope you feel better soon.


RIZZENMAGNUS wrote:
Kayden Al'Connor wrote:


Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.

Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?

so ive thought about it.

im going to say that if there is a feat that can be found both in the WOTrpg or the Pathfinder system, the pathfinder system will take precedence.

Thanks for that clarification for WoT class-granted feats.

Looping back around to my orginal question then. Since the Dai'Dore WoT Improved Weapon Finesse class feature now grants the PF Weapon Finesse feat, do all Dai'dore characters with that class feature also choose the quarterstaff or a single one-handed weapon (which weapon finesse typically does not apply to) that they can make use of weapon finesse with for the Improved part of Improved Weapon Finesse class feature?

If yes, would you allow improvised (club) weapon as a viable option?


Kayden Al'Connor wrote:
Kayden's month of madness in the wilds of the borderlands**spoiler omitted**

Caught a number tracking mistake for his madness rating on Day 10. His madness rating is 1 higher than stated in the above post, starting with the fight with the trollocs on Day 10. I am updating his profile with the correct numbers and changing the average 1d6 results to 1d6, 2d6 and 3d6 for easier tracking for you.

His final madness rating after leaving the borderlands was 3d6+6.


Kayden's month of madness in the wilds of the borderlands :

I worked with Kayden and the three refugees-turned adventurers (Liam ad the sisters Aoife and Orla) having just reached 5th level when they and Kayden's uncle Cormac started adventuring in the wilds of the borderlands, and that they had one encounter (of challenging difficulty) each day. This resulted in them leveling up to 6th level after the fight with the trollocs on the 7th day; leveling up to 7th level after the fight with the trollocs on the 12th day; leveling up to 8th level after the fight with the trollocs on the 16th day; and leveling up to 9th level after the huge fight with the trollocs, with the help of the wolves, on the 17th day to reclaim the wolves' ancestral burial ground (and gained what will become each of their masterpiece weapon or armor: gauntlet (Kayden), breastplate (Liam), handaxe (Cormac), daggers (Aoife and Orla). I also worked with Kayden's uncle Cormac being at the start of 10th level the day the trollocs killed Kayden's parents, brother and family dogs. Kayden, Liam, Aiofe and Orla reached 5th level by the time they reached the wilds of the borderlands. Cormac reached 11th level by the time they entered the wilds of the borderlands.

To come up with Kayden's history of madness, I used Geoff Hall's Madness version, as he is the author of the wolfbrother feats from UtDB being used for the campaign.

I worked with Kayden getting average rolls for the +1d6 gained madness from wolfbrother feats and gaining madness symptoms that would match up with the possible ranges for the secret GM-rolled +1d6 madness rolls. This approach will have the same possible madness symptoms regardless of what the secret 1d6 Madness gained rolls for his wolfbrother feats.

At 5th level, Kayden has a +3 Will bonus and a +7 Handle Animal bonus

Adventuring in the wilds of the Borderlands

Day 1

Kayden begins the day with a Madness Rating (MR) of 3.

He sees a wolf about a hundred yards away. "Beware the trollocs that roam these parts," Kayden hears someone whisper to him. He turns his head and sees none of his companions are close enough to him to have been the whisperer. +1 Madness (MR 4)

The group encounters a few trollocs and kills them. Kayden enters wolf rage for the first time during the fight. +1 Madness (MR 5)

He spots the (same?) wolf off in the distance after the fight with the trollocs. "You fought well, pup." someone whispers to Kayden.
"As did all of us," Kayden speaks, "and I'm not a pup!"
Cormac, confused, speaks "None of us called you a pup, Kayden.
"Must have been one of the trollocs then."

+1 madness (MR 6)

As the group is making camp for the night, Kayden spots two wolves in the distance. "He's pretty quick for a pup," Kayden hears whispered to him and turns his head to see that once again none of his companions are close enough to have whispered the words to him.
"They are not the ones speaking to you right now, pup. We are."
Kayden, thinking it couldn't possibly be the wolves he is hearing, turns back to look at them and thinks, "I think I am losing it."
"No, you are discovering your true self, pup."
What sounds like a different voice whispering, "Muddy Paws, stay close to this one."
"I will, Splasher."
Unseen wolves howl in the distance. Splasher sprints away while Muddy Paws remains watching Kayden and the camp.

+1 madness (MR 7)

Day 2

In the morning, while Kayden is grooming his horse, he notices a wolf (Muddy Paws) about a hundred yards away with a dead rabbit in its jaws, "This is for you, pup." The wolf releases the rabbit and moves further away from the camp.

+1 madness (MR 8)

Kayden goes over and picks up the rabbit to bring it back to camp. As he starts to walk back towards the camp he spots the wolf by a nearby tree blocking the view of the wolf to others at the camp. He notices the top of the wolf's front paws have small patches of mud on them. Thinking it mad, he thinks, "Thank you, Muddy Paws."
"You are welcome,"The wolf sniffs the air between it and Kayden, "Dusty Horse."

Cormac finds a trail of a few trollocs and the group finds and kills them. Kayden entered wolf rage during the fight. +1 madness (MR 9)

While making camp, Kayden spots Muddy Paws off in the distance and converses with him telepathically. +1 madness (MR 10)

The following days follow the same pattern. Telepathically communicating with Muddy Paws at the start at the end of the day and encountering a small group of trollocs that the group slays, which Kayden entered wolf rage during the fight.

Day 3

Morning talk with Muddy Paws; +1 madness (MR 11)
Enters wolf rage during fight with trollocs; +1 madness (MR !2)
Evening talk with Muddy Paws; +1 madness (MR 13)
Gained Heightened Senses from gaining 10 madness from entering wolf rage and telepathic communication with Muddy Paws (and Splasher). +1d6 (4) madness. (MR 17)

Day 4

Madness Triggers: Injury

Morning talk with Muddy Paws; +1 madness (MR 18)
Enters wolf rage during fight with trollocs; +1 madness (MR 19)
Got injured during fight with trollocs and failed his Will save. Madness symptom he manifested was aversion for 2d6 (7) hours. While the group makes camp for the evening, Kayden walks away, the others thinking he is just doing his typical evening bladder draining, until Kayden is gone for longer than is expected. Three of them stay at the camp while Cormac looks for his nephew's trail.

Cormac tracks him and finds him calmly standing beside a tree, scratching the left ear of a wolf with mud on its paws. The wolf looks up at Cormac before sprinting away. +1 madness for conversing with Muddy Paws (MR 20)

"Kayden, are you alright? It's not a good idea to wander by yourself at night around here."

"I'm okay, Uncle Cormac. Let's head back to camp."

Day 5

Morning talk with Muddy Paws; +1 madness (MR 21)
Enters wolf rage during fight with trollocs; +1 madness (MR 22)
Got injured during fight with trollocs and failed his Will Save. Madness symptom he manifested was aversion. Kayden takes longer than usual again for his evening bladder draining. Cormac tracks him and once again finds him with the same wolf, scratching one of the wolf's ears.

+1 madness for evening talk with Muddy Paws (MR 23)

Day 6

Morning talk with Muddy Paws; +1 madness (MR 24)
Enters wolf rage during fight with trollocs; +1 madness (MR 25)
Got injured during fight with trollocs and failed his WIll save. Madness symptom he manifested was aversion. Kayden takes longer than he should for his evening bladder draining. When Cormac finds Kayden he is sitting against a tree, with the wolf on its side beside him, as Kayden is scratching the wolf's stomach.

+1 madness for evening talk with Muddy Paws (MR 26)

Day 7

morning talk with Muddy Paws, +1 madness (MR 27)
Gained Wolfdream as bonus feat from gaining an additional 10 madness from entering wolf rage and telepathic communication with Muddy Paws. +1d6 (3) madness (MR 30)
enters wolf rage during fight with trollocs; +1 madness (MR 31)
Got injured during the fight with trollocs and failed his Will save. The madness symptom he manifested was paranoia for 2d6 (7) minutes.

After the fight is over, while the healer of the group goes to tends Kayden's wounds, Kayden pushes the healer away from him, "Stay away from me!".
Cormac, a worried look on his face, speaks in a calming tone, "Kayden, you got hurt during the fight and we want to take care of your wounds."
Kayden, unaware he is starting to get in a fighting stance retorts back, "Tend to your own wounds first."
Cormac approaches Kayden, reaching out a hand to gently touch his shoulder, "No one here wants you hurt. You're bleeding, let us bandage you up."
Kayden runs past his uncle and away from camp. Cormac and Liam chase after Kayden.
"Kayden, stop running!"
After about a minute of chasing Kayden, the two of them catch up to Kayden and pin him down.
Kayden, thrashes about, trying to punch and kick at the two of them to get away, akin to a cornered animal that is trapped and unable to escape a predator, sweat starting to form on his face and dampening his hair.
"Kayden, it's me, your uncle Cormac. I think the weapon you were stabbed with might have been poisoned. Stay still so I can check the wound."
Kayden continues to thrash, ignoring his uncle's words.
After about five minutes, Kayden regains control of himself, "Okay, okay, I'm fine. Kindly let go of me so I can walk back to camp with you without your hands on me."

Kayden and the refugees-turned adventurers level up to 6th level.

Kayden takes the typical amount of time for his evening bladder emptying before returning to camp.

Evening talk with Muddy Paws; +1 madness (MR 32)

While he sleeps that night he enters the wolfdream and converses with Muddy Paws and Splasher.

Day 8

Madness Triggers: injury, Will saves

Kayden's Will save bonus is +3 and his Handle Animal bonus is +8.

Morning talk with Muddy Paws; +1 madness (MR 33)
Enter wolf rage during fight with trollocs; +1 madness (MR 34)
Entering rage triggers madness check: symptom that manifests was paranoia for 2d6 (7) minutes.
Kayden, feeling like the trollocs and his allies mean him harm, does a fighting withdrawal and then runs away from the threats of the trollocs and humans.

Cormac and the rest of the group, hard-pressed with one of their number taking off, faced with a more dangerous situation. As one of the refugees-turned adventurers was about to receive a trolloc's axe to his skull, Muddy Paws joins the fight to even the odds. After the fight, Muddy Paws sprints off to catch up to Kayden.

"You should not leave your allies more vulnerable to trollocs, Dusty Horse."
Kayden, hit with sudden guilt at the realization his taking off might have resulted in his group being outnumbered by the trollocs, "What is wrong me? They might be dead because I ran away."
Muddy Paws, rubs his blood-soaked snout against Kayden's leg, "The trollocs are dead. This is the blood of two of them."
"Thank you for helping my friends, Muddy Paws." Kayden puts his shaking right hand on top of Muddy Paws' head, letting the presence of his furred friend calm him now.

Muddy Paws walks beside Kayden as he walks back to the others.

"What was that, Kayden!?!?" Liam yells at Kayden returns, "Had it not been for some wolf. That wolf!" Liam points at the wolf with trolloc blood dripping from its snout, "I would be dead with an axe in my head!"

Hanging his head in shame, Kayden mutters, "I'm sorry."

"Look at me!"

Kayden looks up at his friend, notices the blood running down from the left side of his head. "Liam, I am sorry. I don't understand what's going on!"

Cormac asks, "Kayden, have you been communicating with that wolf with your thoughts?"

"How did you know that?"

"What are you talking about, Cormac?" Orla asks.

"Why did you ask Kayden if that wolf can hear his thoughts?" Aiofe asks.

"It seems my nephew is a wolfbrother. Wolfbrothers, like wolves, are allies in the fight against shadowspawn."

"Some ally, I nearly got my skull cleaved in two!" Liam shouts, "How can we trust him to not take off like that again when we need him to be focused on killing trollocs with us?"

"We already have the answer. The wolf made up for the absence of Kayden during the fight," Cormac continued, "From what I recall, Kayden's best chances at not losing control like that again is remaining in the borderlands with the wolf helping us fight trollocs until he regains proper control of his mind again or," Cormac's voice falters as he thinks about the other outcomes, "or his mind becomes completely like a wolf's, if trollocs don't end him before one of those two outcomes happens."

"I can not ask that of any of you. The three of you should head back to Two Rivers." Kayden tells his fellow midlanders.

"Hoshposh! We are not going to abandon you so you die here, Kayden." Orla speaks.

"Olra speaks true. Isn't that right, Liam?" Aiofe looks at Liam.

Liam, still peeved, "That trolloc nearly killed me!"

"Do you think Kayden would leave you here to die if things were the other way around, Liam?" Aoife asks.

Touching his blood-soaked patch of hair, Liam nods his consent, "Can someone check my head bandage, I think I need some more..." he does not finish as he slumps unconscious to the ground.

evening talk with Muddy Paws; +1 madness (MR 35)

While in the wolfdream that night, Splasher tells him about a wolfbrother who lived many generations ago, named Claw Forger, who after he died, wolves dragged his body to a wolf burial mound. The mound has been overgrown for years, but the metal claw he forged is still waiting for a wolfbrother worthy of the metal claw to recover it, and that she thinks Dusty Horse (Kayden) might be the wolfbrother they have been waiting for to claim Claw Forger's metal paw.

Day 9

Morning talk with Muddy Paws; +1 madness (MR 36)

Entering wolf rage during fight with trollocs triggered madness check: madness symptom manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions. +1 madness for wolf rage (MR 37)

Evening talk with Muddy Paws; +1 madness (38)

While in the wolfdream that night, Muddy Paws tells him Splasher is telling other wolves about him, Dusty Horse.

Day 10

morning talk with Muddy Paws; +1 madness (MR 39)

Entering wolf rage during fight with trollocs; +1 madness (MR 39); madness symptom he manifested was claustrophobia for 2d6(7) minutes, not impacting his focus on killing the trollocs with his companions.

Evening talk with Muddy Paws; +1 madness (MR 40)

During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves Kayden has not met before.

Day 11

Morning talk with Muddy Paws; +1 madness (MR 41)

Madness triggers now include communicating with wolves.

Enter wolf rage during fight with trollocs; +1 madness (MR 42), madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.

Evening talk with Muddy Paws; + madness (MR 43), madness symptom that manifests was claustrophobia for 2d6 (7) minutes, having no effect on him as the group is in the wilds of the borderlands.

During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the one of the five he met the night before.

Day 12

Morning talk with Muddy Paws; +1 madness (MR 44), madness symptom that manifested was claustrophobia for 2d6 (7) minintues, making him wander a little ways from camp.

Enter wolf rage during fight with trollocs; +1 madness (MR 45); madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.

Kayden and his fellow midlanders leveled up to 7th level. Cormac leveled up to 12th level. Kayden gains the Acceptance of Fate feat; -10 madness (MR35). Kayden no longer gains madness by communicating with wolves or entering wolf rage. Communicating with wolves is no longer a madness trigger.

That night during the wolfdream, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the ones he met during the two previous wolfdream nights.

Day 13

Kayden's Will save bonus is +4 and his Handle Animal bonus is +9

During the fight with trollocs the madness symptom that would have manifested was paranoia, but Kayden unknowingly used The Dark One's Own Luck that caused him to gain a result of claustrophobia instead so his madness did not impact his focus on killing trollocs with his companions.

During the wolfdream that night, Muddy Paws, Splasher and the fifteen wolves he met during the previous three nights of wolfdreams were surrounded by an overgrown mound by a small pond that Splasher was wading at the edge of and making small splashes in the water.

"You are a few days from the mound, Dusty Horse. Come with your friends to help you dig."

Day 14

Kayden tells his companions about his dreams. They decide to look for the mound.

Kayden inadvertently uses The Dark One's Own Luck to manifest the claustrophobia symptom during the fight with the trollocs for the next three days.

The wolf dream that night and the following night are the same as the one by the pond, with Splasher telling him he and his friends are closer to the mound than they were the day before.

Day 16

After the fight with the trollocs, Kayden and the other midlanders level up to 8th level.

The wolf dream that night Muddy Paws and Splasher and the other fifteen wolves from the previous dreams are there. Splasher tells Kayden that several trollocs are by the mound and she and some of the other wolves will be ready to help him and his friends defeat the trollocs at the mound.

Unbeknownst to Kayden, he used The Dark One's Own Luck to gain a higher number of wolves to come to his aid (storywise, the wolves were waiting for a wolfbrother who had human allies that were adept of slaying trollocs to help the wolves reclaim their ancestral burial mound).

Day 17

During the night all the wolves he met in his wolf dreams except for three made it to the camp.

Kayden's Will save bonus is +4 and his Handle Animal modifier is +10.

When Kayden awoke Muddy Paws, Splasher and a dozen of the fifteen wolves he met during his wolfdreams were gathered near the camp.

"Dusty Horse, tell your friends we go to the mound when they are ready."

Kayden and his human and wolf allies reached the mound and defeated the trollocs there. Kayden nor any of his human allies, including his uncle met their deaths that day, but seven of the wolves died in reclaiming the mound for the wolves.

After spending a few hours digging, they located the decayed skeleton of Claw Forger. Kayden claimed the left-handed masterpiece gauntlet. Liam claimed the masterpiece breastplate armor. Cormac claimed the masterpiece handaxe. Aoife and Orla each claimed one of the masterpiece daggers.

Kayden and his fellow midlanders leveled up to 9th level and Cormac leveled up to 13th level. Kayden gained the Mental Stability feat; -20 madness (MR 15).

The five humans traveled to Two Rivers after the fight at the wolves ancestral burial mound. Splasher told Muddy Paws to continue to travel with Kayden, who's new wolf name is Metal Paw.

I left Liam's, Aoife's and Orla's classes open, in case you and other players would like to make use of them once they arrive back at Two Rivers.


RIZZENMAGNUS wrote:
Kayden Al'Connor wrote:
Question For the Dai'Dore class feature Improved Weapon Finesse, do we only get it for one weapon or do we get the Pathfinder Weapon Finesse feat that applies to all typical weapon finesse weapons and a one additional weapon [quarterstaff or a one-handed weapon] that weapon finesse typically does not apply to?

For Wheel of time, itll only apply to one chosen weapon. its basically giving a character the ability to choose a weapon that is not a light weapon, say for example a smiths hammer, and use dexterity instead of strength for attacks.

Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.

Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?

I had asked since for regular feat selection we use the Pathfinder feat versions so was not sure if WoT class features that give the WoT version of the feat if we use the WoT feat version or the Pathfinder version.

Had you ruled it granted the PF version of Weapon Finesse with the the ability to add a single weapon that normally is not applied I was going to ask if you would allow improvised club weapons, and if not than the club. Not that he typically uses a club, but if he rages out he might grab a nearby object to use quite effectively as a club.


Question For the Dai'Dore class feature Improved Weapon Finesse, do we only get it for one weapon or do we get the Pathfinder Weapon Finesse feat that applies to all typical weapon finesse weapons and a one additional weapon [quarterstaff or a one-handed weapon] that weapon finesse typically does not apply to?


Questions Are all Knowledge skills class skills for Wanderers? If not, would I be correct in deducing that the wanderer has Knowledge (geography) as a class skill?

The WoT flipbook I am using lists Knowledge (varies) as part of the Wanderer's class skill list. Does the WoT book use Knowledge (varies) as a class skill to represent Knowledge (all) as class skills?


Question: Which version of Madness for Wolfbrother are you using? The WoT version, Randy Madden's version or Geoff Hall's version? I want to include how his madness affected him before he started to regain his lost sanity back (via the Acceptance of Fate and Mental Stability feats), and want it to match up with the wolfbrother madness version you are using.

I had a change of plans for tonight so probably will not have Kayden fully completed until sometime this weekend.

Updated Hero Forge mini of Kayden


Hero Forge mini of Kayden

Kayden found his masterpiece gauntlet while adventuring in the borderlands with his uncle. He found it as a result of some wolves leading him to an area that had been overgrown for decades (possibly centuries?); the knowledge of the location passing through many generations of wolves of the surrounding area.

The masterpiece gauntlet was crafted with the appearance of a wolf paw covering the backside of the gauntlet.

Would it be possible that the gauntlet was forged as a weapon against shadowspawn (myrddraal)?

I have selected three +1 weapon properties that fit that theme:

Bane (myrddraal)
Ghost Touch
Heartseeker

I have spent a bit under half the 150 gc on gear, including the masterpiece gauntlet.

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