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Here's a rough draft. I'll futz with it some more as we get closer to launching this, and I might make them both VMC medium rather than 1 level medium dip (gonna have to compare the benefits vs the feat loss), and I think I want Urdman to have some skill ranks in heal for flavor reasons. I will type up some fluff and tactics and make an avatar later, but I wanted Connor to see what I'm working with so that I can address concerns early.

The basic concept is that Urdman was originally the druid of a dwarven clan. They used to live underground in a rural region of the Five Kings Mountains, and his job was to help with day-to-day survival, growing crops, hunting for food, etc. Some of his clansmen were approached by a recruiter for the Crusades during the First Crusade, and many persons of his clan wished to go, and so he followed. Though Urdman himself never formally joined the crusades, he and the many of the able-bodied dwarves of his clan moved to Drezen where they worked in a slate quarry a little outside of the city reaches. They mined stone and helped move it to Drezen to build the structures there.

When Drezen fell, a small rift opened inside of their mine, and vomited out hordes of insectoid demons. Though they fought bravely, his whole clan was wiped out. Desperate to save his clan, Urdman attempted to seal the rift inside the mine, but failed, and was tainted by the demonic energies. Unconscious and near death, he would have passed with the rest of his clan except his best friend Garvyn saved him, but when he got him back to safety he was unable to wake him. He was in a coma. Garvyn tried every healer he could find to try and awaken his friend, but all failed.... until his case caught the attention of the Riftwardens stationed in Kenabres.

The Kenabres Riftwardens were able to reverse the Abyssal taint on his soul enough to awaken him, but he awoke changed. He had lost his connection to nature, and all of his druidic powers, but he gained strange, new powers in return. Additionally, he carries around the Crusader's Crosses of his clansmen who died. He reflects on them everyday, calling out to them for guidance, and can even channel their spirits for strength and wisdom.

Since then, Urdman has pledged himself to the Riftwardens, and works both to repay his life-debt to them and to help fight the encroachment of the Worldwound, however he can.

Technically, Planar Extremists have to be CE to be abyssal-themed, but my thought is that he -did- become CE for a time, but the Riftwardens were able to reverse the taint enough to move him back to CN.

Crunch-wise, Urdman has modest damage potential but he mostly would help the party via utility casting from the druid spell-list. Combining himself, his eidolon, and his cohort together yields a group capable of doing some pretty good damage.

Urdman Waltham, Planar Extremist/Relic Channeler:

Urdman Waltham
Male dwarf druid (planar extremist) 9/medium (relic channeler) 1 (Pathfinder Player Companion: Antihero's Handbook 13, Pathfinder RPG Occult Adventures 30, 93)
CN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +19 (+21 to notice unusual stonework)
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Defense
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AC 20, touch 14, flat-footed 18 (+5 armor, +2 deflection, +2 Dex, +1 natural)
hp 149 (10d8+69)
Fort +16, Ref +8, Will +16; +2 vs. poison, spells, and spell-like abilities, +2 against the spell-like and supernatural abilities of creatures whose alignment is Lawful Good, +3 trait bonus vs. disease when fighting with or within 100-ft. of a demon
Defensive Abilities defensive training; Immune poison
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Offense
--------------------
Speed 20 ft.
Melee +2 cold iron battleaxe +14/+9 (1d8+8/×3) or
. . dagger +11/+6 (1d4+6/19-20)
Special Attacks hatred, spirit (Champion, 1 influence)
Medium (Relic Channeler) Spells Known (CL 1st; concentration +0)
Druid (Planar Extremist) Spells Prepared (CL 9th; concentration +15)
. . 5th—stoneskin
. . 4th—strong jaw[APG] (DC 20), thorn body[APG]
. . 3rd—mass feather step[APG], greater magic fang, neutralize poison
. . 2nd—barkskin (3), lesser restoration (2)
. . 1st—endure elements (2), faerie fire, longstrider (2)
. . 0 (at will)—create water, mending, purify food and drink (DC 16)
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Statistics
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Str 14, Dex 14, Con 20, Int 11, Wis 22, Cha 9
Base Atk +7.5; CMB +11; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Leadership, Spirit Focus (champion)[OA], Toughness, Vital Strike, Weapon Focus (battleaxe)
Traits demonblight resistance, wasteland vagrant (Abyssal)
Skills Acrobatics +2 (-2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +4, Handle Animal +12, Knowledge (nature) +13, Knowledge (planes) +13 (+15 for the Plane of Air, +15 for the Plane of Earth, +15 for the Plane of Fire, +15 for the Plane of Water), Linguistics +5, Perception +19 (+21 to notice unusual stonework), Profession (farmer) +17, Survival +19 (+21 on the Plane of Air, +21 on the Plane of Earth, +21 on the Plane of Fire, +21 on the Plane of Water, +21 in Abyssal wastelands), Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Druidic, Dwarven, Terran
SQ champion's prowess (aklys), eidolon (unchained), planar aspect, planar bond (planar companion), powerful bond, relics (6), resist the opposite, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6, spontaneous casting
Combat Gear oil of align weapon (good only), scroll of comprehend languages (3), scroll of magic circle against evil, scroll of planar adaptation (2), scroll of plane shift, silversheen, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of strong jaw (11 charges), holy water (2), weapon blanch (cold iron)[APG] (2); Other Gear mwk darkleaf cloth hide shirt, cold iron battleaxe, dagger, handy haversack, belt pouch, blanket[APG], celestial censer[ARG], diamond dust (worth 1,000 gp), feed (per day) (5), flint and steel, holly and mistletoe, incense (arg)[ARG] (10), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, relic of the champion (crusader's cross), 252 gp
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Special Abilities
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Champion's Prowess (Aklys, Aklys) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eidolon (Unchained) Can summon a powerful aspect of an outsider.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Poison You are immune to poison.
Leadership (score 9) You attract loyal companions and devoted followers.
Planar Aspect (9 minutes, 2/day) (Su) At 4th level, as a standard action, a planar extremist can gain the benefits of the bloodrager bloodline associated with her alignment (choosing from Abyssal, Celestial, or Infernal), as if she were a bloodrager of her druid level. She can gain these
Planar Companion A planar extremist forms a bond with a manifestation of the Outer Plane with which she is aligned.

Form a close bond with an outsider from an Outer Plane. The abilities of this outsider companion are determined using the rules for eidolons for the
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Resist the Opposite (Ex) +2 to saves vs spell-like and supernatural abilities of Lawful Good creatures.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spontaneous Casting The Druid can convert stored spells into Summon Monster spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Urdman has spent 5,000 gp of his starting gold researching Planar Adaptation to add it to the druid spell list as a 5th level spell.

He rolls around with his corrupted demonic animal companion. Right now he is a hippo, but I'm gonna see if I can find some cool under-dark monster to make him instead....but I also might just say he's some kind of awesome UNDER-HIPPO. ...In any case, animal companion died during the battle, but as a Planar Extremist he now summons his soul, which has also become abyssal-tainted (he is a demonic eidolon).

Urdman's Hippo-adon:

Bìdeadhy
Quadruped
CE Medium outsider (demon)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
--------------------
AC 23, touch 15, flat-footed 20 (+1 deflection, +3 Dex, +1 enhancement, +8 natural)
hp 77 (7d10+7)
Fort +7, Ref +9, Will +4 (+4 morale bonus vs. enchantment spells and effects); +4 bonus vs. poison
Defensive Abilities evasion; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10
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Offense
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Speed 40 ft.
Melee bite +13/+8 (1d6+8)
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Statistics
--------------------
Str 20, Dex 17, Con 13, Int 7, Wis 12, Cha 11
Base Atk +7; CMB +12; CMD 26
Feats Diehard, Endurance, Power Attack, Vital Strike
Skills Acrobatics +3 (+7 to jump), Intimidate +10, Perception +11, Stealth +13, Swim +15
Languages Common
SQ demon save bonus, devotion
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Demon Save Bonus +4 to save vs. poison.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Immunity to Poison You are immune to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.

Garvyn is Urdman's best friend. Unlike Urdman, he is a crusader himself, but since the fall of Drezen he has devoted his time to following Urdman around in service to the Riftwardens. He's a lot more likeable than Urdman.

Garvyn Enatai, fighter/blightwarden/relic channeler:

Garvyn Enatai
Dwarf fighter 4/medium (relic channeler) 1/ranger (blightwarden) 3 (Pathfinder Player Companion: People of the Wastes 17, Pathfinder RPG Occult Adventures 30, 93)
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
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Defense
--------------------
AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 114 (8 HD; 1d8+7d10+36)
Fort +12, Ref +8, Will +9 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +2 vs. curses, diseases, mind-affecting effects, poisons, and transmutation
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +13/+8 (1d4+8/19-20) or
. . evil outsider-bane cold iron greatsword +13/+8 (2d6+10/19-20 plus 2d6 vs. evil outsider)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (blighted +2), hatred, spirit (Champion, 1 influence)
Medium (Relic Channeler) Spells Known (CL 1st; concentration -1)
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Statistics
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Str 19, Dex 12, Con 16, Int 10, Wis 17, Cha 6
Base Atk +7.75; CMB +13; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Cleave, Combat Reflexes, Combat Stamina, Furious Focus[APG], Improved Initiative, Power Attack, Spirit Focus (champion)[OA], Toughness, Vital Strike
Skills Acrobatics -3 (-7 to jump), Appraise +8 (+10 to assess nonmagical metals or gemstones), Climb +2, Knowledge (geography) +11, Knowledge (nature) +8, Knowledge (planes) +8, Perception +13 (+15 to notice unusual stonework), Stealth +6, Survival +13, Swim +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 1, champion's prowess, cleave, combat reflexes, emulate taint, favored terrain (blighted +2), furious focus, improved initiative, power attack, powerful bond, relics (6), resist corruption, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6, track +1, vital strike, wild empathy +3
Combat Gear wand of bull's strength; Other Gear mwk full plate, dagger, evil outsider-bane cold iron greatsword, relic of the champion (crusader's cross), spell component pouch, trail rations (5), 19 gp, 5 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blightwalker +2 (Ex) +2 to rolls when in blighted terrain.
Champion's Prowess (-Choose-) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Emulate Taint (3 minutes, 1/day) (Ex, Sp, Su) Stnd act, use an ability of a blighted creature for up to 1 minute/level.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Furious Focus [Combat Trick] 5 stamina points to reduce penalty from Power Attack by 1 for each successful two-handed attack.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Resist Corruption +2 saves vs. curses, diseases, mind-affecting effects, poisons, and transmutation.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Champion) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Combat Trick] 2 stamina points to reroll up to two damage dice of a Vital Strike attack.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Stat Rolls

4d6 ⇒ (1, 4, 5, 5) = 15 14
4d6 ⇒ (4, 4, 4, 3) = 15 12
4d6 ⇒ (1, 6, 3, 2) = 1211
4d6 ⇒ (6, 4, 6, 1) = 17 16
4d6 ⇒ (3, 2, 5, 3) = 13 11
4d6 ⇒ (6, 6, 1, 6) = 19 18

Damn, this is a 36 point buy. GM dice gooooo.

I'm making a dwarven ex-druid/medium (planar extremist) riftwarden, who was going to be an NPC I had up my sleeve for a side-quest for Book 5, but I guess you guys get to meet a lower level version of him here. He runs around with a hippo eidolon and he has a cohort fighter/medium/ranger that will be crafted using the standard template for his stats.

...Hopefully he doesn't die :p


GM:

Given the pitch of "darklands pirates", Miri is built to play on the "stowaway" character trope. I didn't really want to make a stereotypical sailor or pirate, so in trying to figure out why a non-pirate would want to go hang out with some pirates, stowaway seemed like the best fit.

Assuming the adventure takes to the seas, or even just to some other place in the Darklands, her desire will be to hide with the other PCs to avoid her wedding day.

If the adventure instead stays in the town and is more urban-focused, she should presumably stay tied to the adventure via her familial tie to the Nightrunner's Guild. She would use Guild assignments to try and distance herself (physically) from her family and to hopefully find contacts to help her with her problem. Eventually she would need to either assassinate her fiancee, or even just accept the marriage and attempt to manipulate things into her favor from within his family. Depends on how the overall arc is looking, if the game is more social intrigue or classic dungeon delving, etc.

Either way, her fiancee is intended to be some sort of antagonist. A social one or a combat one, whatever works, but an antagonist she can't readily solve on her own and that would drive her character to find herself caught up into a life of adventure that she didn't previously seek. Hopefully that works for you, but if her motivations are too weak for the story you're crafting, just let me know. I'm flexible to change things around as needed.


G'morning.

Thanks for the invite, friend. :) I'm incredibly honored to have been chosen. This should be fun!

I'll answer your questions and such later. Make aliases yadda yadda.

@Paige -

I like your idea of being a contact for charity with Portia. Let's go with that! Portia specifically sought out Paige to make a large donation after she was turned away for one by her own parents. She's come back a few times since, the sizes of her donations varying from very large to small (basically whatever sum she felt like could get away with from her allowance). Each time she's insisted total anonymity for her donation, which is unusual - normally when nobles make donations of such sums they expect some sort of plaque, gala, or otherwise some sort of recognition for their charity so that they can basically wave their wealth around at other nobles. But not Portia. But really, it wouldn't be too odd, given that Paige remembers that her parents don't necessarily agree with her charity.

Her impression of Paige so far is positive though their relationship so far has been pretty much transactional. She would treat her cordially when they meet - and both Portia and Paige are charismatic women. The two are around the same age, and Paige has devoted her life to serving the poor and underserved in a way that Portia wishes she could. In a sense - she envies her for that - the ability to work so openly. Of course, this envy is misplaced. Portia doesn't understand (nor can she fathom) the pain and darkness of Paige's history. And of course, the only thing keeping Portia from living a life of public charity like Paige, is Portia herself.

@leinathan -

I think I want to de-age Portia to 18, as long as you think that, culturally, it wouldn't be off for her to use drinking/partying as an alibi for her evening shenanigans at that age. She's modeled as a "teenage hero" archetype, so I want her to be young. Thoughts?

Also, I want to note that Portia's initial hook (her missing nephew) was written vaguely so that you don't necessarily have to re-use the Gaedren Lamm adventure, but does neatly fit into that plot should you decide to. He could have been kidnapped by any villain for any purpose, and perhaps is even dead. He's the son of a noble family so it is odd that they haven't received a ransom yet after all... but perhaps they just hadn't gotten it out yet. I trust you you to surprise me ;)


@Hotaru

Ah, well, she would have still felt caged in that sense because she wouldn't feel safe sneaking out from the guy's house to go vigilante. It was important that she had a cover story of "oh I was at his place, sorry dad". Otherwise the guards would have told her parents that she went MIA. and they'd probably start a manhunt looking for her. But, I think having their interaction end on a more positive note would be better - Portia would have taken an immediate liking to her if Kat stood up for her attempt to buck her "chains". If we are both selected, then Portia would have seen a snippet of Kat's personality prior to her brother dying. So when they meet again later, it would be apparent to Portia that something had changed.

This is interesting because they would have each interacted with a different side of the other than the other PCs have, in a sense, without either immediately realizing how or why that is.


@Hotaru - Sounds good, thanks for the feedback :)

I was running on the assumption that a town guard PC would be extra perceptive compared to NPCs of equivalent rank. Since their job mostly consists of looking for trouble. I didn't actually look at your crunch at all, haha.

The goal was to show Kat prior to her brother's death (though I may have your timeline wrong) so I wasn't sure if she would have been quite as depressed or surly back then. But I did assume she'd take her job very seriously, so I didn't think she'd just let Portia run off with some drunk noble guy when a murderer was on the streets.

TL;DR OOC Portia & Agiz:

Portia would know about Agiz's shop, since it sells pretty art and she enjoys collecting beautiful things to wear or to decorate her home. She also would be aware of Agiz's former gang - Portia is fully committed to stopping all crime in Korvosa, and since her family makes their money by helping others make money - it's likely that gang has burgled one of her family's investments at least once. So she would be actively seeking out the leader of that gang to put them in jail. From what I can tell, that gang isn't particularly violent, so she would be doing this without the help of any vengeful ghosts...which is probably why she's been mostly ineffective so far. She's a vigilante not an investigator :P

If they were to adventure together, Portia would be at first confused as to why a simple merchant was willing to risk his neck to go do some dangerous stuff to help the city. She would underestimate him at first and treat him like a civilian. The fact that he is a ratfolk wouldn't bother her at all. But if she got to know him better, both his skill-set and his background, she would be very moved, and would want to be his friend. She would certainly value him as an asset to the group.

However she would feel very conflicted if she learned that he was connected to a band of criminals, which would be interesting roleplaying material. My short story was composed to try and enhance the drama of such a reveal, by entangling their backstories even more.

TL;DR OOC Portia and Katarina:

Portia would look up to Katarina, because she looks up to people who dedicate their lives to serving the city. Of course, as a vigilante, Portia doesn't think that they are sufficient to protect the city from all threats - but she doesn't believe that is because they are inept. Rather, Portia believes that because of her ability to speak to ghosts, she can offer something that they cannot.

In her guise as the Silver Ghost (which is the persona she would front to the party if selected - I would want to put off revealing her social identity to the other PCs for maximum PLOT IMPACT) however she would try to play down her admiration... because she wants the local law enforcement to respect her as an equal, not view her as some squealing fangirl. Her interactions with Katarina would be focused on trying to "prove herself" to them, as an ally, not a barrier to their work.

I'm unsure how wide-spread the story of her brother's murder would be - would it reach her gossip circle? I would leave that up to GM or Hotaru. If Portia knew someone did something so horrible, she would definitely want to help find the murderer. Perhaps his ghost would even pay her a visit to help move that plot along. Once she learned more about Kat's circumstances, she would want to try and comfort her, but it would probably backfire terribly. Portia really has never had anything bad happen to her - ever - so anything she tries to do in that regard would feel empty. Because of this, I think it would be difficult for them to become friends if both were selected. But not for Portia's lack of trying. I think the two characters ultimately share the same ideals, and could end up being very close.

In her social identity as a noble, Portia so far would not have interacted with her much. The short story I composed was meant to show a possible way the two could have interacted previously. In that circumstance, Portia was interested in trying to give herself a plausible reason to both give her bodyguards the slip and leave the party early. This meant she needed to pretend that she felt that Kat was beneath her. If the two were to interact again, she would likely continue the charade of acting coldly to her, but this time it would be to protect her secret identity.


Portia and Katarina:

A brief rash of violent crimes left many noble houses nervous and on edge, despite the fact that the crimes generally involved citizens in the working class neighborhoods late at night, rather than having anything to do with the wealthy. Though the perpetrator was eventually caught, this meant that for some time, Portia had to suffer some additional barriers between herself and her double life.

Her parents decided to hire some members of the town guard to protect her while she attended a party being hosted by the son of the Cucuteni family. That way she didn't have to walk home alone, late at night. Portia actually hadn't intended to attend said party, but now that she was saddled with three bodyguards, she had no other choice.

But she had a plan. After spending two hours getting her hair and make-up ready, she emerged from her family's manor dressed in long, form-fitting blue skirt, with a slit that reached up to her mid-thigh. A white blouse, with just enough cleavage to titillate, but not enough to make her seem to unrefined, like some dancer harlot. Tall, stiletto heels, that made her a good four inches taller than she is naturally.

She barely acknowledged her entourage for the evening. Mary. Alin. Katarina. To make this plan work she had to maintain the right airs - and that meant pretending such people were beneath her. A shame, because she otherwise would have loved to strike up a conversation with them. They likely had some very interesting stories, and she truthfully admired those who decided to devote their lives to protecting others. She felt they had that in common.

And so Katarina was stuck with the job of babysitting a stuck-up noble who would barely speak to her, and stood in the corner of some lavish estate watching a group of young, rich, adults drinking, eating, drinking, dancing and drinking some more late into the evening. She watched as Portia started focusing her attentions on a young dark-skinned man of the Arkona family. She had been flirting with him heavily throughout the evening, and he seemed to be enjoying the attention. They sat together on a fainting couch, one of her legs draped over his.

Katarina yawns. She wasn't sure if the extra pay was even worth it at this point. She became a guard to do good, to follow in her brother's footsteps. Not to babysit some spoiled noble. But then, something catches her eye. When the others weren't looking, she catches Portia surreptitiously pouring her champagne into a nearby potted plant, rather than drinking a single sip. Odd. She was certainly behaving like someone completely drunk. But it really wasn't any of her business, so she doesn't comment on it.

A few hours later and suddenly Katarina realizes that Portia isn't there at all. She scans the room, and notices the Arkona boy wasn't there, either. Ugh. What had happened was obvious, but that didn't make it feel any better. And to make it worse, her fellow guards hadn't noticed the two slip out at all.

After alerting her fellow guardsmen, the three set out into the night. They had a job to do, and technically, a murderer was out there, somewhere.

Finally, she catches up to them. Portia is supporting the boy, he's far more drunk than she is and can barely walk. But she seemed determined to get to his place, immediately, practically dragging him along down the road. Portia's face falls when she realizes her guards had caught up to her.

"Alright, alright, I've had enough. Come with me, princess, we're taking you home," calls out Kat.

"Awwwww. Come on. It's just one night....I promise I won't tell my parents, if you don't," Portia pleads.

"Yeeeeeeash. C'mon, y'shpoilsport. Let'er have'hr fun," slurs the boy next to her. "She wants t' be wif me."

"Look, no offense, but your parents paid me to do one thing. I'm gonna do that thing. Let's go."

Portia purses her lips, scanning the face of the one guard who wouldn't let her be.

After all, both of them had better things to do that night.

But in the end she huffs and stomps after them. "....Fine. Let's go."

Portia is silent the whole walk home. The Silver Ghost didn't make an appearance that night.


Random people: 2d20 ⇒ (12, 5) = 17

Portia & Agiz:

Portia is aware that there is a group of ratfolk thieves in her city. She's heard rumor they're lead by some sort of were-rat freak, and that they have been behind a number of robberies in recent years. Some of the merchants they hit were stores that her family had invested in.

She knows sometimes their robberies turn into violence.

That just wouldn't do. Not in her city.

Last time they hit Anis' Wondrous Oddities when Anis was away visiting family. Any good thief knows that the time to hit was when the owner was gone, after all, most merchants lived in their shops on the upper floors. They hit the empty building, picked his store clean of everything worth taking. Bankrupted the poor merchant. Her parents were mostly upset that they lost their investment, but Portia worried about the man. His wife. His three kids.

So three months later, she learns that Mirondir, who owns an Emporium a few blocks away, was taking a similar trip, to attend a wedding in Magnimar. The whole week he was gone she stakes the place out, as her alter-ego, The Silver Ghost. And just on cue, on day three, she spots the gang scoping the place out. On day four, they make their move, breaking in through the staff entrance. Portia creeps in behind them while they are busy scavenging through the place.

Portia doesn't see their leader with them - disappointing, really. She takes them by surprise, and in the chaos, manages to knock one of the ratfolk out with her sap, and driving the others to scatter into the wind. She ties him up, delivers him to the guard. He knows the gang member she caught was, himself, just a kid. But she sleeps well that night (or that morning, really), feeling like she made a difference for the people in this city. One less criminal on the streets.

But she doesn't know that that kid's story. How could she know?

The crippling poverty he suffered growing up in the gutters beneath the city. The discrimination he suffers everyday, just for being born different. The inability to even do anything about it, due to his lack of a proper education. Portia can't conceive of that kind of life. To her, he was just another criminal.

The next day she heads into the city to do a bit of light shopping - maybe stock up on some alchemical tools for her evening duties. She heads into Marvelous Miscellany. She spends some time rummaging the shelves, before settling on a lovely silver hairpin in the shape of a lily. Handcrafted by a Shelynite, no doubt. It's pretty, and Portia can afford to buy pretty things on a whim.

Gold exchanges hands, and she smiles sweetly at the ratfolk, Agiz, behind the counter. His shape doesn't bother her. Portia isn't racist. Their interaction is fleeting, transactional.

Agiz doesn't know the pretty noblewoman across the counter is the very vigilante who turned in his cousin's son to the Guard last night. How could he know?

In passing, Portia comments, "Careful locking your shop up at night. I've heard tell of a rise in burglaries."

Portia doesn't know the ratfolk merchant wrapping her purchase up in soft cloth for her was once a member of the very gang she hopes to put away for good. How could she know?

Agiz chuckles. "Thank you for the advice, miss. But I've been fine, so far."

They don't know that, very soon, they will cross paths once again. And that crossing will change both of them, forever.

How could they?

Portia & Katarina:
Coming soon, migraine :(


leinathan wrote:
What interests you about your character?

Primarily: I'm a big superhero nerd, so playing a superhero would be awesome. Specifically teenage superheroes, with their spunk, naivety and optimism... though Portia's a bit old to be a teenager. Might de-age her a bit. Dunno.

Secondary: Portia also is pretty open-ended, and I have no idea where she'd end up by the end of the campaign, so that's exciting.

Tertiary: She's a character centered around 'I see dead people.', and I have confidence you're a good enough GM to make that fun and cool.


leinathan wrote:


@ Portia - good to see you, Kiora! Thank you, you've answered my questions to my satisfaction. However, I have some curiosity about her double life. Was there any particular event which galvanized her to seek a life of daring and danger? Is there any particular brand of crime or wrongdoing which she is particularly opposed to? Has her vigilante life impacted her life as a...

Holla, holla, friend.

Sure -

1. When she was younger, the ghost of a young child came to her, pleading that her adoptive family (another noble family) had abused her and her adopted siblings behind closed doors, while feigning a life of philanthropy to other nobles. Portia felt bad for her, but she wasn't sure what to do about it, or even if she should believe the spirits (perhaps they were in truth demons or devils?). But then a few weeks later the nobles were caught trying to dispose of the dead body of a child (not the body of the little girl who came to her) and she felt terribly guilty. She had an opportunity to help someone and she let it slip by her. After that, she decided to take on the role of a vigilante, partially inspired by the legend of Blackjack. But it still took about a year before she was brave enough and secure enough in her physical abilities to actually go out and do it.

1a. So in general her adventuring life has worked one of two ways so far - either she goes out in the middle of night and looks for trouble (with varying degrees of success) or a restless spirit comes to her seeking some sort of aid, and she does what she can to help out. Her vigilante persona gained some local notoriety for exposing a local rapist and murderer (he ended up being a local barber, well-liked and painfully average), but she pulled this off mostly through the aid of his dead victims. She's also committed some minor acts of heroism (breaking up small gangs, drug dealers, pickpockets etc), which have given her a generally positive reputation amongst Korvosans. Though, as a level 2 adventurer, she is definitely not a spiderman/batman/daredevil... yet ;) This adventure would actually constitute her first time going out in the daylight as her vigilante identity, which makes her nervous, but she thinks the risk is worth it if she can save her nephew.

2. She is specifically a champion for the poor and the oppressed - those without the power or social clout to help themselves. As someone with the privilege of listening to the conversations that the upper class have behind closed doors, she is concerned that there is something inherently corrupt in how Korvosa is being run, and she doesn't feel like any other nobles feel the same way as she does. How else would there be so much injustice in what is one of the finest metropolises in the inner sea? Why is there such a huge gap between justice served for the poor, and justice served for the rich? So far she has been very focused on petty crimes (because that befits a character of her level) but my goal with her is that she will become a powerful voice for social reform. In a sense, her social identity can be just as much of a hero as her vigilante identity, she just doesn't realize that yet.

3. She's a 20-something wealthy socialite, so it isn't hard for her to maintain her cover as "I'm off traveling" or "I'm off at the ____ estate" (her family owns multiple places of residence across Varisia). Her parents for their part are often away for business, and learned long ago it is hopeless to keep too close tabs on her. Her staff knows she comes and goes as she pleases - she doesn't have an "Alfred" on her side in that sense. Her vigilante-ism mostly means she's well known amongst her family and housestaff for sleeping in a lot, but she plays it off as having partied too hard the night before. She's also gained a reputation of being rather flaky (leaving parties early, or not showing up at all). She tries to maintain some sort of balance between her two lives to keep her cover going, but honestly the life of a socialite bores her to tears now, so it is hard for her to get motivated to do so.


Because you told me that I don't play in enough games:

Portia Cillathis:

Portia Ciliathis/"The Silver Ghost"
Human (Taldan) vigilante 2 (Pathfinder RPG Ultimate Intrigue 9)
CN (social)/CG (vigilante) Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 25 (2d8+9)
Fort +2, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +4 (1d6+2/18-20) or
. . sap +3 (1d6+2 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks hidden strike +1d8/+1d4
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 14
Base Atk +1.5; CMB +2; CMD 15 (13 vs. dirty trick)
Feats Point-Blank Shot, Toughness, Weapon Finesse
Traits missing son or daughter, possessed, rich parents, naive, sheltered
Skills Acrobatics +7, Bluff +6, Diplomacy +7 (+11 when in your social identity), Disable Device +9, Disguise +7 (+27 to appear as part of polite society while in your social identity), Intimidate +7, Knowledge (local) +5, Knowledge (nobility) +6, Perception +5, Sleight of Hand +7, Stealth +7
Languages Common, Varisian
SQ dual identity, naive, sheltered, social grace, social talent (social grace[UI]), vigilante specialization (stalker[UI]), vigilante talent (lethal grace[UI])
Combat Gear elixir of hiding, silver arrows (5), smokestick (2) silk rope; Other Gear studded leather, buckler, arrows (20), mwk rapier, sap, shortbow, masterwork backpack[APG], masterwork thieves' tools, trail rations (2), waterskin, whetstone, 35 gp, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Naive -2 to AC vs. improvised weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sheltered You become shaken when you have less than half your maximum hit points.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.

Background:

Portia Cillathis has always felt a closeness to Korvosa, as if she walks in attunmenet with all of the cultures living there, as well as the spirits of those who have passed on. As a high-born daughter of House Cillathis, she always frequents the grandest social events and interacts with the city's greatest powerbrokers. By tapping into the mystical knowledge of the spirits that guide her, she also dons a variety of disguises to learn about -- and participate in -- the lives of even the lowest born citizens.

Portia's mystical connection to the ghosts of Korvosa's past first manifested as a young girl through a series of horrific nightmares. Her parents were afraid she suffered from a terrible curse, and they hired many clerics from different faiths to try and cure her. While none of them were able to eliminate this otherworldly influence, Portia did learn a trick from a priestess of Pharasma, giving her the ability to commune with one spirit at a time and focus on its memories and any messages it sought to convey from beyond the grave. These experiences gave her greater insight into the city's history and the machinations of the living, serving as the basis for a renewed sense of purpose when she came of age.

Her ability to commune with spirits made Portia far more sensitive to lives of the working class in Korvosa - she's heard many stories, and seen the world through many sets of eyes. This made her anxious to do what she can to help those in need.

Determined to make a difference in the lives of the living while also honoring the dead, she took up the mantle of a vigilante, applying her considerable wealth to invent a new hero of the people - the Silver Ghost. She has gained some fame and notoriety in Korvosa during her nightly excursions, and her alternate identity allows her to shape current events and bring hope to the desperate. And recently, no one has proven more desperate than her own sister, Katherine, who lost her son Markus one day in the marketplace. While the old man has yet to request a ransom, Portia holds out hope that, at the very least, she hasn't heard from the child's spirit, and is working feverishly to reclaim him before he is truly lost.

Personality:

Portia is a rebel who feels a great responsibility to protect her family and fellow citizens. Defending the innocent in the darkest alleyways, she attuned herself long ago to the city's ebb and flow, tapping into the restless spirits of those seeking vengeance against evil-doers and lawbreakers. A strong believer in vigilante justice, she fights corruption wherever she finds it, setting aside the law and social hierarchy to punish her enemies as she deems fit. Publicly, she feigns a life of ease, spoiling herself with the same decadent luxuries alongside the nobles she sometimes secretly opposes. In private, she supports many charities in the poorest districts, often working through intermediaries to make a positive impact with her accumulated wealth.

Leinathan questions:

1. A description of what your character looks like. What clothes do they wear? What do they do with their hair? Are they clean or dirty? Do they accessorize?


  • Portia is a noblewoman born into high society. She has good posture, lean athleticism from a lifetime of classes in fencing, horseback riding, and dancing, and beautiful, well-maintained long platinum-blonde hair. She's rather beautiful, leaving an impression whether dancing around a ballroom or during her nightly forays. Likewise, her expressive blue eyes belie a sharp mind, missing little while socializing among her peers or facing down an enemy. She is 22 years old, and stands 5'10", weighing 165 lbs (all muscle). In her social persona, Portia wears the latest fashions to keep up appearances at court, donning elaborate gowns, though she prefers the colors red or blue. She often wears silver jewelry, and maintains tasteful make-up, wearing her long hair in elaborate up-dos or in long waves or ringlets. In her vigilante persona she takes on a more masculine presence, to further distract others from connecting the dots between her two egos. She pins her long hair up underneath a short blonde wig in a pixie cut, and wears a white tuxedo over a white set of studded leather armor with grey gloves. Over this she wears a hooded grey cloak to help conceal her presence when she is sneaking around in the shadows, and a white mask that goes around her eyes.

2. An explanation for why the Korvosan Guard would call on them for help. Are they a local mercenary with a good reputation? Are they a community leader with public goodwill on their side? Are they a guardsman themselves? Are they an informant in the criminal underworld of the city? It's your call!


  • Portia has a good reputation as the "Silver Ghost" - while she is definitely a vigilante, she still avoids killing if she can help it, leaving most criminals she finds tied up at the doorstep of the Korvosan Guard. After a year of building good rapport, this time she has taken the initiative to come to them, for the first time. Spurred by the desire to help find Markus, she is mostly working with them to find a lead to his kidnapper.

3. Tell me where your character from. Are they a Korvosan native? Are they from Kaer Maga? Are they a Shoanti, or a Chelaxian?


  • She is a Korvosan native of a Taldan noble house. Her family maintains their wealth mostly through venture capitalism.

4. How did your character become whatever character class they are, or learn whatever abilities they have?


  • Portia has always been attuned to the spiritual world, even since she was a young girl. She doesn't know how or why she has this gift, but she has come to accept it. She became a vigilante by leveraging the athletic skills she learned from her noble upbringing and her considerable wealth, out of a desire to do good for the city. In essence, she is Batman, without the tragic past, mashed with the kid from the Sixth Sense.

5. What does your character do for a living? When and why did they start doing that?


  • Portia is a trust-fund kid. Her parents are still alive so they handle managing their family's funds. She is expected to either eventually help with her family's investments (she is a clever girl, so she is certainly capable) or marry wealthy.

6. Is your character religious? Why? What does faith mean for your character?


  • Portia pays her dues to a variety of gods, particularly Shelyn, Desna, and Abadar, due to her upbringing, but she has a special reverence for Pharasma. A Pharasman was able to help cure her of her nightmares, so she makes sure she attends Pharasman services from time to time, and also makes occasional donations to the local church. However she is not a very spiritual character, preferring to focus on what she can do for others as she is, rather than asking for help from deities.

7. Your character must in some way care about Korvosa. For some, this is because it's their home and the place where their family is from. For others, it's because it's a place of opportunity where you can make a good buck if you're lucky and ready for it. Why does your character care about being a city hero?


  • Portia is already a city hero! The ghosts that come to her whisper to her of wrongs that need righted, or, in lieu of that, she goes around town helping the underprivileged. She grew up in Korvosa, she loves this city, and she wants the best for it.
  • It is meant to be ironic that Portia could technically do more good for the poor and for the city, by focusing on using her resources and contacts as a rich woman and enacting social reform, rather than going around the city and individually righting petty wrongs as a superhero. This is a consequence of her being young and naive more than anything else. Hopefully if she is chosen she will be forced to face this inconsistency in her thinking at some point.

8. What are your character's moral lines? What would they never do? What can they not stand by and watch? What will they always take advantage of?


  • Portia is CN in her social guise and CG in her vigilante guise... this is meant to reflect that in her social guise, she maintains the airs of a detached, over-privileged rich white girl than anything else, and that she is very capable of fooling others of this.
  • Portia has a strong sense of morality - she cannot handle seeing someone suffer, and will do anything she can to help them out.

9. If you have a character who has sworn a code (such as a Paladin or Cavalier, for example) be explicit in what that code entails.

10. What's your characters economic situation, and the economic situation of their family? A desperately poor character with a rich family tells a very different story than a desperately poor character with a poor family.


  • Portia is very, very wealthy. Her entire family is rich and influential. Like most rich young adults, she is often unaware of the privileges this brings, but she is honestly trying to do what she can to help those who did not win the birth lottery she did.

Progression/GM notes:


  • Portia functions as a party face well-suited to intrigue in her social persona, and as a skill-monkey/rogue type in her vigilante persona. She will be built to switch-hit, using her bow and rapier equally.
  • Her "possessed" trait is a core function of her character. I intend to use it to literally channel the voices of the dead, perhaps even allowing someone who lost a loved one to hear their voice again. When she uses it, her hands, eyes and face glow in an ethereal, otherworldly manner, and she speaks in another's voice, which is quite helpful for building on her vigilante persona. My intention is to allow the GM to take over to use it for whatever you need plot-wise or RP-wise. Although it is a 1/day resource, I am comfortable with the GM using it to "take over" my character if that would be interesting for the overall story, though I would ask to be at least allowed a will save if such a thing would blow her cover.
  • She will eventually multi-class to spiritualist (fractured mind) starting at level 5 to further build on her ability to channel ghosts and gain mechanical benefits from them.
  • If chosen, I would want to designate at least one NPC (or a PC, preferably) who is familiar with both her social and vigilante personas, but doesn't know that both women are in fact the same person, for roleplaying interest.
  • While Portia has not met the Korovosan hero "Blackjack" before, she leaves specially stamped silver coins or silver-tipped arrows as her calling card as the Silver Ghost. These trinkets could lead her into contact with him, and I believe they could then build a supportive working relationship together, or perhaps even a capes-n'-masks superhero romance. :)


For your consideration:

Miriel of House Misraria (Statblock):

Miriel ("Miri") of House Misraria
Female drow witch (sea witch) 8 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 85)
CE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 13 (+1 deflection, +1 Dex, +1 enhancement, +1 natural)
hp 50 (8d6+16)
Fort +5, Ref +5, Will +10
SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +4 (1d4/19-20) or
. . whip -1 (1d3-1 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks hexes (charm[APG], evil eye[APG], flight[APG], slumber[APG], water lung[UM])
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—charm person (DC 16), dancing lights, darkness, faerie fire
Witch Spell-Like Abilities (CL 8th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch (Sea Witch) Spells Prepared (CL 8th; concentration +12)
. . 4th—black tentacles, crushing despair (DC 20), lesser geas (DC 20)
. . 3rd—dispel magic, fly, suggestion (DC 19), empty slot
. . 2nd—enthrall (DC 18), false life, hold person (DC 18), empty slot
. . 1st—charm person (DC 17), ill omen[APG], mage armor, sleep (DC 17), empty slot
. . 0 (at will)—dancing lights, detect magic, message, read magic
. . Patron Water
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 18, Wis 15, Cha 16
Base Atk +4; CMB +3; CMD 15
Feats Alertness, Combat Casting, Deceitful, Extra Hex[APG], Spell Focus (enchantment)
Traits charming, extremely fashionable, house scion, oppressive expectations
Skills Appraise +6, Bluff +13 (+14 vs. characters who could be attracted to you), Craft (alchemy) +8, Craft (calligraphy) +6, Craft (poison) +12, Diplomacy +15 (+16 vs. characters who could be attracted to you), Disguise +5, Fly +11, Intimidate +3, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (nobility) +12, Knowledge (planes) +8, Perception +8, Sense Motive +4, Spellcraft +15, Stealth +1, Survival +5, Swim +11, Use Magic Device +8
Languages Abyssal, Aquan, Common, Elven, Sakvroth, Undercommon
SQ know direction, oppressive expectations, poison use, sea creature empathy, voice in the darkness, witch's familiar (blue-ringed octopus named Caramia)
Combat Gear feather token (whip), pearl of power (1st level), scroll of arcane sight, scroll of cure serious wounds, scroll of enlarge person, scroll of greater false life, scroll of pain strike, scroll of summon monster iii, wand of cure light wounds, drow poison, tanglefoot bag; Other Gear dagger, whip, handy haversack, flint and steel, hip flask[UE], journal[UE], noble's outfit, signet ring, tattoo holy symbol of Nocticula[UE], trail rations (4), engagement ring (worth 200 gp), 110 gp
--------------------
Special Abilities
--------------------
Charm +2 (4 rounds, DC 18) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (7 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Swim Checks You gain the Alertness feat while your familiar is within arm's reach.
Know Direction (Sp) So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell like ability.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sea Creature Empathy +11 (Ex) Improve the attitude of a sea animal, as if using Diplomacy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (8 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Caramia, blue-ringed octopus familiar (Statblock):

Caramia
Blue-ringed octopus (Pathfinder RPG Ultimate Magic)
N Tiny magical beast (animal, aquatic)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)
hp 25 (1d8)
Fort +2, Ref +7, Will +7
Defensive Abilities improved evasion, ink cloud
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.; jet 60 ft.
Melee bite +11 (1d2-1 plus poison), tentacle +9 (grab)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, poison
--------------------
Statistics
--------------------
Str 8, Dex 21, Con 10, Int 9, Wis 13, Cha 3
Base Atk +4; CMB +7 (+11 grapple); CMD 16 (can't be tripped)
Feats Multiattack, Weapon Finesse
[b]Skills
Appraise +1, Bluff +4, Diplomacy +4, Escape Artist +15, Fly +19, Perception +6, Spellcraft +7, Stealth +25, Survival +4, Swim +21, Use Magic Device -2; Racial Modifiers +10 Escape Artist, +8 Stealth
Languages speak with animal (same kind only), speak with master
SQ amphibious, empathic link
Other Gear necklace of air adaptation
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Grab: Tentacle (Tiny) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ink Cloud (5 ft. radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (60 ft.) Move in a straight line at 60, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite - Injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (30 feet) You have a Swim speed.

Familiar Spellbook:

Free: 1 -Touch of the Sea, 2 - Gust of Wind, 3 - Water Breathing, 4 - Control Water

Chosen: 0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Grasp, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue 1 - Charm Person, Command, Cure Light Wounds, Ill Omen, Mage Armor, Ray of Enfeeblement, Reveal Secrets, Sleep 2 - Augury, Blindness/Deafness, Cure Moderate Wounds, Enthrall, False Life, Hold Person 3 - Dispel Magic, Fly, Ray of Exhaustion, Suggestion 4 - Black Tentacles, Crushing Despair, Lesser Geas

Background:

Miriel is a noble drow born to House Misraria, though she is relatively young at a mere 127 years old. Born in Telderist, for much of her life Miriel eschewed traditional drow culture, preferring to spend most of her time in her family's lavish sea-side home, attuning herself with the rhythm of the undersea tides. She always felt at home near the water, even from a young age, and it was there she met Carmia, her octopus familiar, sent to her by an unknown deep sea patron. Carmia mysteriously taught her witchcraft, and her newfound power only served to increase her worth to House Misraria. Though Miriel doesn't fully understand this entity, she both enjoys and trusts the power invested into her.

Miriel caught the attention of higher ranking patrons of her house and for some time served as an administrator in the Nightrunner's Guild. While serving in the Guild was an honor, Miriel is far from combat-trained, so her family felt it was best to keep her behind a desk in the relative safety of Telderist. But then one day her ethereal beauty and magical skills caught the eye of a matron of House Azrinae, and so her mother agreed that she would be wed to Kaelmourn, a drow noble close to her age of their house to solidify a political alliance being tested between the two houses.... while providing important intel for her family, of course. Kaelmourn, for his part, is completely enamoured of Miriel... but Miriel doesn't feel the same way. For one, Kaelmourn intends to move them to Zirnakaynin, a drow city far away from her beloved sea. For two, he's simply hideous, boorish and moronic to top it all off. The pair are engaged to be wed in nine months, and for the first time in her life, Miriel has found a problem that she cannot bat her eyes and sweet talk her way out of.

Desperate to delay the inevitable, Miriel decided to step down from her administrative duties to perform some actual fieldwork for the Nightrunner's Guild. She informed her mother it would be a good learning experience for her... but in reality she's just trying to gain some extra time in Telderist... and as much time as possible away from the arms of her "amour". She's toying with her options - perhaps she could try to assume a new identity and melt into the city, or run away, or even make an attempt on Kaelmourn's life. But whatever she ends up doing, she's resolved to never marry him. No matter what it takes.

--

Appearance:

Miri has solid white eyes, dark skin the color of obsidian, and long, white hair that she keeps in braids, with aquamarine streaks dyed throughout. Caramia, her blue ringed octopus familiar, spends most of her time attached to the back of her head, where she functions as an incredibly unusual, but strangely beautiful, living hairpiece. Her octopus has a strange blue gemstone between its eyes, which appears to protect it from shriveling up outside of the water. Miriel is enchantingly beautiful, which she plays on to charm and seduce those around her. She wears a tan skirt below a white chemise, and a tight-fitting yellow corset with black ties. Her long, brown boots bear multiple straps with brass buckles designed to accentuate her long legs, and she wears a distinctive bracer on her left forearm that resembles fronds of intertwined seaweed. On one hand is the signet ring of house Misraria, on the other, the incredibly ornate engagement ring she received from Kaelmourn. On her right thigh is a large tattoo of the unholy symbol of Nocticula, whose cult she has been a member of since adolescence. On her left thigh is a simple dagger, on her waist is a whip, though it is more for the use of punishing unruly slaves than for actual battle. Miri stands 6'0" tall and weighs a mere 124 lbs, giving her a willowy figure.

---

Personality

Miri has a mercurial mood and playful sense of humor. She can be equally passionate and vengeful, or mischievous and light-hearted, depending on the circumstances and how slighted or flattered she feels. She enjoys luring others into lowering their guard, often convincing even the most ill-intentioned enemies to side with her point of view or to cater to her whims. She's also extremely arrogant, having been raised in an influential noble house. Though she is inexperienced in fieldwork for the Nightrunner's Guild, she tends to pretend she is more experienced than she actually is - bravado to hide her own insecurity about leaving her pampered life for the first time.

Miri also holds a deep reverence for a variety of demon lords - all invariably female, like many drow noblewomen she is a tad misandrist - though Nocticula is her primary patron of worship. As a result she is extremely superstitious and sensitive to portents and divine influence.

---

Party Role

Miri is intended to function as a face - though she is more inclined to use magic to seduce others to complying with the party's whims and desires than completely through skill checks. Beyond that, she's a utility caster capable of filling a variety of niches, though she specializes in enchantment.

Alignment wise Miri is CE not because she is some sort of raving psychopath - but rather because she has no use for compassion, and is cruelly unforgiving of her enemies. She is chaotic because she is ruled by her passions and whims, and cares little of the social structures around her. She would not be hostile towards any good-aligned party members, provided she finds them useful.


Could someone who has the PDF list the locations of the trade hubs featured in Avistan? Will be happy to get this if it details a hub my players are slated to go to.


I'm on google chrome (OS X El Capitan 10.11.6) on macbook air (1366x768) and I cannot see bold font on the forums since the newest font change, it just looks like normal font. Bold font appears on Safari like normal. Bold font works for me on Chrome on other websites, and even on non-forum areas of Paizo (like the Need Help? section of the bottom of the website).

Example Text. It appears slightly more bold, but it doesn't stand out at all.

Here is a link to how it looks for me on Chrome

Here is a link to how it looks for me on Safari


3 people marked this as a favorite.

For my current campaign:

For races my NPCs are dominantly human with human-hybrids (mostly aasimar and tiefling because it makes sense for the setting). That's mostly to reflect the area, though. I will introduce occasional core races (dwarf/elf/gnome/halfling).... other exotic races, I want to keep exotic, so I don't use them except once in a blue moon.

For gender I flip a coin. I think I've ended up with more women than men but that is kind of a coincidence. As far as nonbinary genders go... I have an intersex NPC that hangs out with the PCs. I don't have any nonbinary NPCs, I've been thinking of introducing at least one. I had a Raelis Azata NPC but I wanted to depict him as young and therefore predominantly presented himself as binary male. I also have a transwoman NPC that became a leadership cohort of one of our PCs :)

For skin color, I'm using the Inner Sea races. Because of the setting I have mostly kellids, chelish, and taldane (so basically, white) but I try to make a point of introducing non-white races amongst our NPCs. I think among my "main cast" friendly NPCs I'm at 33% PoC, which I feel is reasonable given the setting.

For body type, it is hard to find cool fantasy art of varied body types. I typically don't describe body types, also, so I think that is something I can work on. I do make a point of trying to have middle-aged women present in the world as competent fighters.

Sexuality-wise I've had gay, bi and lesbian NPCs. And a poly NPC. No asexual NPCs so far, but we have an asexual PC.

I make a conscious effort to have diverse NPCs because that kind of fantasy setting makes me happy when I'm consuming other fantasy media and it makes me happy to have a diverse world that I GM. YMMV, though.


Yeah, experiencing a similar problem with my campaign here (Link). Seems like the all of the posts have vanished in gameplay and in discussion. Pretty scary!


Hello! <3

I have a busy work week. I'll try and get something up this weekend. Probably gonna be something occult *spooky fingers*


Nope, you're good to set it back.

The Sheriff looks at the bones, and shakes his head. "They're naked. Father Tobyn was buried in full ceremonial garb. I suppose the grave robbers could have taken the linens and re-animated the bodies, though."

The robes do not appear to be religious, they are black and unremarkable in appearance.


Jeremy's overzealous lunge is side-stepped by the dextrous skeleton.

The other skeleton continues its face-off against Sheriff Hemlock. The broad Shoanti man holds the clawing beast off with his shield.

Sheriff Hemlock shield bash vs skeleton 2: 1d20 + 5 ⇒ (5) + 5 = 10 Sheriff low rolls not being that useful, haha.
Skeleton 2 claws vs Sheriff Hemlock: 1d20 + 2 ⇒ (14) + 2 = 16
Skeleton 2 claws vs Sheriff Hemlock: 1d20 + 2 ⇒ (9) + 2 = 11

Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (18) + 2 = 20
Skeleton 1 claws damage: 1d4 + 2 ⇒ (3) + 2 = 5

Jeremy tries to duck behind the door frame for partial cover from the skeleton, but it finally manages to land one good hit in. The skeleton swiftly slashes through Jeremy's armor with a horrible wet sound.

5 damage to Jeremy, dipping into HP now.


Round 2

The skeletons shamble around restlessly. Jeremy strikes at the first to come near, but barely misses it. It retaliates, tearing into Jeremy's magical defenses.

Jeremy quarterstaff: 1d20 ⇒ 15
Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (5) + 2 = 7
Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton 1 claws damage vs Jeremy: 1d4 + 2 ⇒ (3) + 2 = 5

Sheriff Hemlock nods in recognition of Jeremy's suggestion, drawing a steel shield from his back. He attempts to slam it into the skeleton in front of him, but the skeleton is supernaturally fast, and dodges it just in time. The skeleton swipes wildly back at him, but he holds it off with his shield. Fluff, obviously, you lose your AC from your shield when you bash. :p

Sheriff Shield Bash vs Skeleton 2: 1d20 + 6 ⇒ (7) + 6 = 13

Skeleton 2 claws vs Sheriff Hemlock: 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton 2 claws vs Sheriff Hemlock: 1d20 + 2 ⇒ (9) + 2 = 11

Both 5 ft step. 5 damage to the temp HP.

You can just pre-roll attacks for a readied action to make things simpler.

Round 3

The skeleton in front of Jeremy swipes at him once more, but only succeeds at shredding the front of his clothing.

Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (8) + 2 = 10
Skeleton 1 claws vs Jeremy: 1d20 + 2 ⇒ (6) + 2 = 8


Skeleton Perception 1: 1d20 ⇒ 16
Skeleton Perception 2: 1d20 ⇒ 18

Jeremy peeks into the vault. Inside are two shambling skeletons wearing broken chain armor! They hear him approach and turn to face him, bones clattering together as they turn towards him...

Battlemap Updated

Initiative Rolls

Jeremy: 1d20 + 6 ⇒ (4) + 6 = 10
Sheriff: 1d20 + 6 ⇒ (16) + 6 = 22
Skeleton 1: 1d20 + 6 ⇒ (17) + 6 = 23
Skeleton 2: 1d20 + 6 ⇒ (15) + 6 = 21

Initiative Order

1. Skeleton 1
2. Sheriff
3. Skeleton 2
4. Jeremy

Round 1

The closer skeleton shambles towards Jeremy, and claws at him through the cracked door. Jeremy backs away, leaving the undead creature swiping at midair.

Skeleton 1 claw 1: 1d20 + 2 ⇒ (10) + 2 = 12
Skeleton 1 claw 2: 1d20 + 2 ⇒ (2) + 2 = 4

The sheriff hears the commotion and reflexively draws his longsword as he approaches.

"Jeremy? What was that?"

He peers through the door and scowls, shoving the door open to give him the room he needs to help the Chelaxian man.

The other skeleton approaches. Jeremy manifests his light whip in an instant, but fails to catch it around the leg. It claws back at the vizier, but the aura around his waist glows, hardening his skin against the lacerations.

Jeremy AoO trip vs skeleton 2: 1d20 + 5 ⇒ (1) + 5 = 6

Skeleton 2 claw 1 vs Jeremy: 1d20 + 2 ⇒ (1) + 2 = 3
Skeleton 2 claw 2 vs Jeremy: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton 2 claw 2 damage: 1d4 + 2 ⇒ (2) + 2 = 4

DC 9 K. Religion:
Skeletons are undead creatures reanimated by necromancy. They are mindless automatons.

DC. 14 K. Religion:
Skeletons are resistant to all forms of weapon damage except for bludgeoning. They are immune to cold and mind-affecting effects.

DC. 19 K. Religion:
They are supernaturally fast, animated by magic rather than by their bones. They can wield weapons and wear armor, despite having no intelligence to speak of.

4 damage to Jeremy's temp HP.


Haha, I'd hope so! ;)

Jeremy and Sheriff Hemlock walk out to behind the cathedral together. The Sheriff seems relaxed.

"I doubt there's anything wrong, if it was a goblin it would have already fled the town by now. Though to tell you the truth, I was almost hoping we'd get into a fight. I didn't get a chance to glimpse you in action yesterday and I'd like to see what you're made of."

They come upon the vault together. It is a 20-foot-square stone structure that stands near a wall. The heavy, stone door hangs ajar. The ground around the area is churned up.

DC 13 Perception:
Many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid.


Np :) Hope stuff has calmed down for you.

"Well, I didn't notice until this morning, due to needing to clean up after the attack yesterday, but the stone door to my predecessor's burial vault is open! I am not sure why someone would raid a priest's tomb, he did not have much in the way of worldly possessions. I feared that some goblins have taken up residence there after the attack, and asked for the Sheriff's help to expel the foul creatures," Father Zantus replies.


"Cheliax, hm?" The big shoanti man furrows his brow. "I see, that's far away. I could use a man like you, if you don't mind. We do not have a lot of people in town with arcane training, so it is always good to have an educated person's opinions on things."

The two men arrive at the Cathedral. It is mostly empty, except for Father Zantus, and a few acolytes lighting candles. Abstalar Zantus smiles warmly at Jeremy as he approaches. "Ah, very good, you've come about that summons, I trust?"


He nods, taking the opportunity to talk to Jeremy during the walk up to the Boneyard. "The Boneyard is behind the new cathedral. Father Zantus will be there, like he always is. It still needs consecrated after all, but he will be doing a private service now, as the townsfolk don't need reminded of what happened yesterday. But what I'm curious about is you. I'm thankful for your aid during the goblin assault. Where did you learn to fight like that? What are your plans for the future? Are you staying in Sandpoint, or moving on?"


Rynshinn smiles sadly. "Okay! Be safe."

The guard nods, and leads him briskly to the Sandpoint Garrison, a large barracks for the town guard as well as a jail. She leads him through the stone structure to his office.

"Jeremy," Sheriff Hemlock says, gruffly. "I've got something of a situation, and I'd like you to come with me so I can see what you think. Father Zantus summoned for me and found that the stone door to his predecessor's burial vault is hanging ajar. I would like for you to accompany me to the Sandpoint Boneyard to examine it. I don't really expect much- in a worst-case scenario, maybe a goblin got trapped in the vault, but it is worth following up on all the same."


No problem. :)

And currently, the point is for your character to get to know Sandpoint. The whole AP is quite literally about Sandpoint, and saving it from bad guys...over and over. Getting to know the town makes saving it feel personal, and helps with the fact that they don't have much in the way of monetary rewards for saving them.

There is also an elaborate conspiracy in place as to why/how everything is going on. Clever/investigational players can figure things out ahead of time.

Rynshinn nods. "Absolutely! Come on in!"

But before she can invite Jeremy inside, a stout, red-haired woman dressed in the town guard uniform approaches the pair.

"Are you Jeremy? Sheriff Hemlock has sent me to summon for you. He says it is urgent."


The halfling looks at Jeremy, surprised. "Ah! Thank you! It would be much appreciated!"

Jeremy stops to help for a few minutes, while the women nearby whisper.

Rynshinn gives the other women a dirty look before returning to smiling at Jeremy. "No! We're all fine, thank the Inheritor. That was all really scary, though. I've lived here all my life and goblins have never attacked the town itself before, only travelers."


There's honestly only one fight before lvl 2 I'm worried about for you :p

You'll probably realize which one I'm talking about once you get there ;D


Mud Street is a busy mercantile street, crowded with vendors' carts and people, though it is still too early in the morning for most shops to be open. Vernah's Fine Clothing, in particular, is between a wheelwright''s workshop and a farmer's market, the latter of which is filled with farmers setting out their wares for the day. The road in front of Vernah's Fine Clothing is cluttered with debris from a turned over wagon (autumn vegetables mostly) and a halfling works at picking the goods up.

As Jeremy approaches the building, a small gaggle of women whisper and giggle among themselves as they pass by. He catches a few snippets of their conversation -

"Thats the one?"

"Yes - took on goblins ten to one I heard -"

"Ohhh? Is he single?"

"I don't know..I hope-"

When they catch him looking at him, they blush and hush up, suddenly bashful.

The sign in front of Vernah's Fine Clothing is still turned to "Closed" but when Rynshinn peers through the window of the squat, one-story, wooden building, she smiles wide and rushes out the door to hug him.

"Jeremy! You're alright! I was really worried when you got up and ran off right after I saw you get stabbed like that..."

The small group of women look visibly irritated at Rynshinn's presence and disperse.

"No way, Rynshinn?"

"Huh...figured she was gay..."


According to the AP's leveling path, you still have a couple fights to go. They aren't meant to be particularly challenging.... but solo it might be different :P we'll see.

If you were being awarded exp as normal, you'd be level 2 already. This is your experiment, so it is up to you what you want to do. I don't mind either way.


Jeremy regains 1 HP for resting.

The next morning, Jeremy wakes up to breakfast: creamed chicken over wheat biscuits with poached eggs. The excitement seems to have died down from yesterday as grim reality sinks in - there are more than a couple of funerals to be had today in the wake of the goblin attack. But the townsfolk still find time to offer Jeremy an appreciative smile whenever someone recognizes him.


And that concludes Part 1 of Burnt Offerings: Festival and Fire. Yay :D


"Tomorrow afternoon it is!" Aldern beams. "I'm sure Miss Kaijitsu could do something special with a boar! Now, if you'll excuse me, it's been an exhausting day and I'd like to get some rest for tomorrow. Pleasant sleep." He bows and heads for the upper levels of the inn. He is accompanied to his quarters by a pair of manservants.


Aldern Foxglove grins. "Yes, it is incredible! This is my first time visiting Sandpoint, it certainly isn't a visit that I will soon forget. Before I return to my townhouse in Magnimar in a few more days, I'm hoping to go on a boar hunt in the nearby Tickwood Forest tomorrow morning. I'm hoping that you'd like to come along. It's an hour's ride away, plenty of time to get to know one another. Do you own a horse? Ah, it is no matter, I have a spare, you can have her! A fitting gift for the hero!"


She shakes her head. "Oh no, not here. I wish I could say the same about dinner, though! Let's go... you must be exhausted, and it's getting late into the evening,"

Assuming he is ready to leave, the pair head for the Rusty Dragon on the opposite end of town. The citizens they pass seem dour, a big difference from this morning. However, once they enter the Rusty Dragon, Jeremy is greeted with a loud cheer as many citizens raise their mugs to his name - it seems that word travels fast in this little town. A few even go out of their way to shake his hand, having heard of his actions saving the Barett boy and the nobleman Aldern Foxglove.

It takes an hour for her to get the food ready, but soon Ameiko is serving the hungry patrons smoked veal with radish, along with autumn cider.

Aldern Foxglove spots him the crowd soon after the food is served, and pulls up a chair to sit next to him.

"My good friend Jeremy! I'm glad to have the chance to properly thank you for saving my life."


He nods. "I heard from Alergast that you saved his son. I for one will always welcome more capable hands around here." The large Shoanti man crosses his arms and scowls at the goblins. "Hopefully we won't need you, but if we do, I'll send for you."

Ameiko Kaijitsu steps over a few goblin bodies as she moves towards the two men, a bloodied rapier in hand. "Jeremy! Hey! I heard you saved a few people today. I'm really impressed. If you're going to be in town for a few days, consider your next week at the Rusty Dragon to be free, on the house!" She grins as she wipes her sword on the body of a goblin and sheathes it.


"Hmmm, alright, no magic books here," The Sheriff affirms loudly, as he writes down their names anyway. "I wonder who did that, and why? Still, thank you for your help... Jeremy was it?"


The goblins giggle and shriek at Jeremy at first, unimpressed by his attempts at diplomacy, and thoroughly confused by his flowery language.

"Hehehe, funny longshanks with his big words think he so smart!" one pipes up.

"Longshanks not so smart with Blub's doglicer in his gullet. I saw it!"

But once he gets around to the promise of a deal they start to perk up.

"Hmmm... Zobmaggle don't want his name written in no magic book. Longshanks want to steal Zobmaggle's life force??" The other goblins agree.

"Grekna was told to kill all smiley longshanks. Burn stupid buildings to the ground!"

Bluff check too high for goblins to get so did not roll.


Sheriff Hemlock nods. "Sure. Knock yourself out."

The goblins are near the town gate, fully tied up and under close watch by the town guard. There are four total. They giggle and whisper in goblin amongst themselves, occasionally stopping to yell very rude things at the guards around them.

Four shots at it ;)


Alergast beams at him, then his face falls. "I'm afraid we don't have much to repay you with," he apologizes. "But if you ever need anything of me, anything at all, please visit me. I work at the sawmill." He shakes his hand once more, and turns to leave, his wife waiting for him in the distance.


"I'm not sure, I'm an out of towner myself! I hail from Magnimar, myself." Aldern Foxglove glances around anxiously, scanning the area for more goblins. "I..certainly hope not! In any case, I want to find shelter. I'm staying at the Rusty Dragon for a few more days, when you get a chance, I'd love for a chance to talk with you more and perhaps reward you properly for saving my life!" He smiles weakly.


The goblin dog spins away from Jeremy's shot, growling. The goblins run away, giggling madly. The goblin dog keeps up with Jeremy, who attempts to pull it down but misses. The dog then lunges forwards, chomping down hard on Jeremy's leg, leaving a deep wound.

Light whip vs goblin dog: 1d20 + 5 ⇒ (5) + 5 = 10
goblin dog bite: 1d20 + 2 ⇒ (15) + 2 = 17
goblin dog damage: 1d6 + 3 ⇒ (6) + 3 = 9
Anthony fort save vs disease: 1d20 + 4 ⇒ (19) + 4 = 23

Round 5

"Oh no! Sorry if I distracted you!" the nobleman cries out. He steps forward, taking a swing at the goblin dog. He clocks the goblin dog on the side of the head, severely disabling it.

nobleman quarterstaff: 1d20 + 6 ⇒ (10) + 6 = 16
nobleman damage: 1d6 + 3 ⇒ (6) + 3 = 9

9 damage to Jeremy. 9 damage to goblin dog. :P


Sounds good :] Getting to 2 will be heavily dependent on luck, it seems.


The goblins run away from Jeremy. The dog remains, moving to keep up with the young vizier, swiftly avoiding his shot.

Jeremy light whip vs goblin dog: 1d20 + 5 ⇒ (1) + 5 = 6

Jeremy lashes out at the dog as it approaches, but it nimbly leaps over his attack.

Goblin dog bite vs Jeremy: 1d20 + 2 ⇒ (12) + 2 = 14

Jeremy side-steps the dog's counter-attack. It snarls at him.

Round 4

The nobleman notices that the goblins have all run away, and warily steps out from behind the barrel and picks up the quarterstaff.

"Wow! Thank you so much!" he gasps out.


He isn't a brave guy, haha. Also, dang, nice shot.

Choosing a vital area, Jeremy's bulls-eye shot knocks the goblin out.

The other goblins, seeing their leader down, panic and flee. Two move too quickly from Jeremy. Withdraw action on goblin 2

The goblin dog snarls at Jeremy, and runs towards him. Jeremy attempts to trip it down, but fails. The dog lunges at him, but Jeremy backs away swiftly.

Light whip vs goblin 3: 1d20 + 5 ⇒ (7) + 5 = 12
Light whip vs goblin dog: 1d20 + 5 ⇒ (8) + 5 = 13

Goblin dog bite vs Jeremy: 1d20 + 2 ⇒ (10) + 2 = 12

Summary: KO'd goblin commando, others fled, goblin dog stays

Round 3

The last goblin attempts to flee, but Jeremy trips him as he scrambles away.

Light whip vs goblin 1: 1d20 + 5 ⇒ (13) + 5 = 18


Dropping is fine, gonna put it adjacent to you though.

With expert precision, Jeremy's opening shot is sent plunging heinously into the commando, who shrieks in surprise and pain.

One of the goblins comes charging in. Jeremy lashes at it with his light whip, but misses, as he is distracted by the commando. The other goblin follows soon after, but Jeremy manages to trip it before it gets too close to him.

Light whip vs goblin 2: 1d20 + 5 ⇒ (2) + 5 = 7
Light whip vs goblin 3: 1d20 + 5 ⇒ (20) + 5 = 25

The goblin commando steers his goblin dog away from combat, but Jeremy lashes his whip around the dog's hind leg, toppling it over. The commando falls off, laying prone. The dog stands up. It stands up, wheeling, and mounts the goblin dog once more.

Breakdown of actions here: Free action to direct the mount hands free. Dog takes move action to leave. It gets tripped. Move action for dog to stand back up. Commando stands up, as move action, then mounts, a second move action.

Light whip vs dog: 1d20 + 5 ⇒ (20) + 5 = 25 Double crits lol

Commando has +9 ride skill so he can't fail his ride checks, so not gonna roll em.

9 damage to commando. Trip goblin 3. Trip goblin dog.

Round 2

The goblin menacing the nobleman stands and notices Jeremy. It moves towards him, leaping over his whip. It lunges at Jeremy with its rusty dogslicer, but it slips and lunges at the air instead.

Light whip vs goblin 1: 1d20 + 5 ⇒ (2) + 5 = 7
Goblin 1 dogslicer: 1d20 + 2 ⇒ (9) + 2 = 11

The nobleman cowers on the ground, too frightened to move.


Perception vs stealth

Jeremy's Opposed Stealth DC = 12 + 5 (distracted opponent) = 17

Then add +3 for distance for the goblins for a total of 20, +1 for the commando for 18

Can't stealth from dog's scent, so it doesn't roll

Goblin 1: 1d20 - 1 ⇒ (15) - 1 = 14
Goblin 2: 1d20 - 1 ⇒ (8) - 1 = 7
Goblin 3: 1d20 - 1 ⇒ (10) - 1 = 9
Commando: 1d20 + 5 ⇒ (17) + 5 = 22

Adding the nobleman to initiative:

Noble guy: 1d20 + 7 ⇒ (8) + 7 = 15 goes after goblin 1

The fastest goblin does not notice Jeremy, so it moves toward the nobleman! The goblin swipes at him, but he ducks behind the rain barrel just in time.

"Help! Somebody help!" he calls out, crawling into a corner.

Goblin 1 vs nobleman: 1d20 + 2 ⇒ (3) + 2 = 5


Before it comes up, whether you can trip a mounted combatant is left unclear in RAW in PF.

I'll be using the 3.5 rules where you can use trip to trip a mounted opponent, ripping them off the mount:

Quote:


Tripping a Mounted Opponent

You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount.

So translated to pathfinder, rather than opposing normal CMD (10+str+dex+size) you'd oppose 10+ride skill.

You of course also have the option to trip the mount, which would knock off the rider.


"Okay! Be safe! Don't do anything foolish, please!" she calls to him when he rushes off.

Haha, well it's an option ;) 'Tis the first "boss" fight, good luck!

Just east of the White Deer, Sandpoint's other inn, near the north gate, a goblin commando mounted on a goblin dog has bravely attacked a noble and his hunting dog. The nobleman is dressed in fine blue clothes, and has dark hair, and a goatee. He cowers behind a rain barrel, calling out desperately for help, while his dog fights the commando. As Jeremy rounds the corner, he arrives just in time to see the mounted goblin kill the dog with his massive axe. The dog crashes dying to the ground, as the commando's goblin kin (who were themselves cowering nearby while the dog was handled) throw up a cheer and emerge from hiding.

The goblins are still distracted by their kill, and as they turn their attention to the nobleman, Jeremy has the opportunity to attack from surprise!

Initiative Rolls

Jeremy: 1d20 + 6 ⇒ (7) + 6 = 13
Goblin 1: 1d20 + 6 ⇒ (11) + 6 = 17
Goblin 2: 1d20 + 6 ⇒ (5) + 6 = 11 Handwaving the tiebreaker
Goblin 3: 1d20 + 6 ⇒ (5) + 6 = 11
Goblin Commando: 1d20 + 3 ⇒ (2) + 3 = 5
Goblin Dog (in case of dismount): 1d20 + 2 ⇒ (11) + 2 = 13

Initiative Result

1. Goblin 1
2. Jeremy
3. Goblin 2
4. Goblin 3
5. Goblin Commando + Goblin Dog (Mounted Combat)

Jeremy - Surprise Round