Magaambyan Arcanist

Rabbit Jack's page

34 posts. Alias of GM_Drake.


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androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I hope Michael is feeling better.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

The GM.

I am guessing he had a setback in his recovery from his fall, as the last day he posted was the day he last posted in this campaign.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Seeing the bear drop Gideon. Gideon is too far away for him to magically stabilize his wounds, so he focuses on the bear instead, steps to the right and shoots an arrow at the bear, being careful so he does not hit Sparkwing or Gideon.

shortbow: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

The arrow bounces harmlessly of the bear's protruding bony plating.

Sparkwing's bite: 1d20 + 6 ⇒ (2) + 6 = 8

Sparkwing's left talon: 1d20 + 6 ⇒ (6) + 6 = 12

Sparkwing's right talon: 1d20 + 6 ⇒ (6) + 6 = 12

"Urtar, what do you think the chances are the bear would fall through the gap in the bridge if it charges us?"


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Between risking accidentally shooting Gideon or Sparkwing or attempting to prevent the giant bat from joining their melee, Jack continues to do what he can to soothe the flying beast.

Seeing what Urtar is attempting, Jack steps back from the edge so he is not in the oread's way.

5-foot step back, and continuing his Wild Empathy on the giant bat. Swift action to activate Sparkwing's primal transformation for at least 1 minute. This is the first use of three daily uses of the ability - with 1 minute duration per daily use.

Sparkwing's Primal Transformation:

Magic Attacks (Su): Sparkwing is infused with magic, allowing him to treat all of his natural attacks as if they were magic for the purposes of overcoming damage reduction.

Resistance (Ex): Sparkwing has Resist 5 electricity.

Sparkwing continues to defend Gideon and makes a full attack at the bear. His wing feathers start to sparkle with electricity.

Reaction to defend Gideon vs. AC 10 to increase Gideon's AC by 2 against the first incoming melee attack against Gideon.
Aid Other: 1d20 + 6 ⇒ (2) + 6 = 8 The bear is not distracted by Sparkwing's feint this round.

Sparkwing's bite against the bear: 1d20 + 6 ⇒ (11) + 6 = 17
Sparkwing's bite damage: 1d4 ⇒ 3 B/P/S
Sparkwing's beak pierces some of the bear's thick hide, but not enough to cause the bear any pain.

Sparkwing's left talon against the bear: 1d20 + 6 ⇒ (18) + 6 = 24
Sparkwing's left talon damage: 1d3 ⇒ 3 slashing
Sparkwing's talon slices at where he pierced the bear with his beak, slashing fully through the bear's thick hide to damage the underlying flesh.

Sparkwing's right talon against the bear: 1d20 + 6 ⇒ (9) + 6 = 15
Sparkwing's right talon damage: 1d3 ⇒ 2 slashing
Sparkwing's other talon tears a superfical amount of hide from the bear.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack, deducing if there is any chance to calm the large bat, it would be before it attacks or one of the group attacks it, whistles in a way he hopes is a soothing effect on the large flying creature...

1st round of attempting wild empathy on the dire bat.

wild empathy check: 1d20 + 2 ⇒ (13) + 2 = 15
If typical dire bat with typical Cha score and typical starting attitude of unfriendly (working with it being wild animal and not it being an animal that has been domesticated)...the DC Jack would need to meet or beat to improve its attitude towards him is 18.

Not good enough to improve its attitude (unless it started as indifferent), but did not fail by 5 or more, so still unfriendly....

@GM: do you want me to roll wild empathy checks at beginning of the minute?


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Sparkwing's reaction to defend Gideon...

attack vs AC 10 to increase Gideon's AC by 2 against first incoming melee attack from enemy Talon: 1d20 + 6 ⇒ (9) + 6 = 15

Gideon has +2 AC against first incoming melee attack this round.

Sparkwing's full attack against enemy that gets into melee with Gideon (use bite attack only if Gideon moves, as Sparkwing is staying with Gideon to defend him until Jack tells him otherwise)...

bite: 1d20 + 6 ⇒ (2) + 6 = 8
bite damage: 1d4 ⇒ 3 B/P/S

first talon: 1d20 + 6 ⇒ (5) + 6 = 11
talon damage: 1d3 ⇒ 3 slashing

second talon: 1d20 + 6 ⇒ (17) + 6 = 23
talon damage: 1d3 ⇒ 1 slashing

Jack's actions being typed soon.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
Arronus Triari wrote:
@Rabbit Jack, you probably have the best handle animal skill; when the bear breaks past the double doors, you could try to convince it to eat the deathwalkers first? (After all, they were the ones that cage it, somehow.)

The Handle Animal skill is more about handling and pushing domesticated animals (and animal companions), and rearing wild animals so they become domesticated. The wild empathy class feature deals with all animals (and magical beasts with Intelligence scores of 1 or 2).

How Handle Animal applies to non-domesticated animals is up to a GM's interpretation.:

One approach (which would require our GM to approve of) is as follows:

To allow the "Push an animal DC" (a full-round action to use on animals that are not the animal handler's animal companion) on an any animal, not just domesticated ones.

Using wild empathy as a guideline, it normally takes 1 minute to influence an animal's attitude towards the handler, though that can take more or less time.

The Handle Animal DC for pushing a domesticated animal is 25.

If an animal's attitude towards the animal handler is indifferent or better, the animal handler can make requests of the creature.

The DC for influencing an animal's attitude towards the animal handler would be as follows:

starting attitude: hostile DC 25 + creature's Cha modifier
starting attitude: unfriendly DC 20 + creature's Cha modifier
starting attitude: indifferent DC 15 + creature's Cha modifer
starting attitude: friendly DC 10 + creature's Cha modifier
starting attitude: helpful DC 0 + creature's Cha modifier

Working with the above, one of the most generous approaches a GM could use would be as follows:

Need to be within 30 feet of an unfriendly or hostile animal and use Handle Animal as a full-round action to attempt improve the animals attitude.

Once an animal's attitude towards the animal handler is indifferent or better, the animal handler, while still within 30 feet of the animal, can make a request of the animal as a full-round action, using the DC above for the animal's current attitude towards the animal handler.

So, even if the GM allows and uses the above suggestion (or something similiar) Jack's +5 modifier in Handle animal would require:

Jack remaining within 30 feet of the bear for at least two rounds (if the bear starts with an indifferent attitude towards Jack) and possibly a t least four rounds (if the bear starts with a hostile attitude towards Jack).

bear starting with hostile attitude towards Jack: Jack needs to roll a natural 20 (possibly a bit lower if the bear has a Cha penalty). Jack (if he succeeded in making the bear unfriendly), would have to spend another round still trying to improve the bear's attitude towards him (about DC 15). Then if he managed to succeeed in both the previous rounds to make the bear's attitude towards him unfrienndly, he would have to make a DC 25 Handle Animal check to request it attack the cultist instead of one of us).

As Jack does not put himself into unneccesary risk by letting his guard down while dealing with wild animals, he would not intentionally get close enough to the bear to make it easy for the bear to maul him, and would stick to using his bow from afar to deal with dangerous animals.

As a guide, Jack leads by example of what to do, not by doing what not to do.

No one has ever heard Jack say, "Let's get real close to that rabid animal."

Several have heard Jack say, "Move slowly and back away, that snake is venomous and any sudden movement will put it on the offensive."

All the above is moot as well, unless the bear makes its way to where Jack is, as Jack knows he lacks the skill to safely balance to get across the gap in the bridge since the current situation is dangerous. He practices the 'lifeguard rule' - "You cannot help others if you become helpless".

Should the bear get within 30 feet of Jack, then Jack can attempt to use wild empathy on the bear.

wild empathy:

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Making Requests:

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy (or wild empathy) check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

See Request DC table in the Diplomacy skill.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

"There is more air than bridge in front of us at the moment." Jack replies to Gideon.

Jack, knowing he is not skilled enough to ensure crossing along the narrow strip of stone during the chaos of what is happening, readies to shoot an arrow at any foe that gets near Gideon's (and Sparkwing's) space.

<"Sparkwing, defend Gideon.">*

* A mixture of Polyglot and bird sounds.

Sparkwing flies and flaps his wings to hover in the space directly above Gideon, getting ready to defend him.

Sparkwing's reaction Aid Another (increasing Gideon's AC by 2 for first incoming melee attack) Bite +6 vs AC 10: 1d20 + 6 ⇒ (16) + 6 = 22


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
GMMichael wrote:
Gideon Stormborn wrote:
Could it be bent and shaped into a large horseshoe?
The reason they call it an any tool is it has to be conformed into a tool. otherwise it be something like nolzurs marvelous pigments. or its name would be any item ;)

The only 'u-shaped' 'tools'/tools I can think of currently:

The metal or hard plastic '3 sided rectangles' tent-pitching 'pitons' that are hammered into the ground through tent-pitching loops to secure the tent in place. But those would not be large enough of a 'U' to get both door handles, and attempts to open the door would cause vibrations that would cause the tent pitching pitons to 'bounce' off them (or to hang straight down from the base of the door handle).

Tuning forks, but even the largest side ones I have seen would be not be long enough and the space between the two vibrating 'u-shaped' bars of most tuning forks would not be wide enough to get around even the smallest door handles.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Working with Xavier having the average male human weight (175 lbs) with his gear being 78 lbs -==> 253 lbs.

See discussion tab for more info.

Jack can...checking notes...with adding the doctor's gear and body weight to the encumbrance of Jack's own gear would put him at 297 lbs....which is within Jack's medium encumbrance threshold of 306 lbs).

For GM and FangDragon:

Which means Jack can haul the doctor up without needing to drag him, though he only benefits from +3 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and he takes a -3 'armor' check penalty.

Should the doctor weigh 185 lbs or more, that will be in Jack's heavy encumbrance threshold, so can still haul Xavier up without dragging him. Jack would only benefit from +1 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and takes a -6 'armor' check penalty.

@GM: Is it okay to amend Jack only resorting to dragging the doctor if he is too much weigth for Jack to simply haul up, take a 5 foot step (which can be used with a readied action, as long as you have not already taken one in the round - which Jack has not) and then releases the doctor into the square Jack was in IF the doctor asks him to. Otherwise Jack plans to move still holding the doctor up until he gets him a bit farther away from the ledge.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-
DrOcellus wrote:
@Jack Dr Ocellus currently has 77.5 lbs of encumbrance according to HeroLab. I don't know how much he weighs though. With luck he won't need dragging back, well lets see.

Which ethnicity is he?

With the exception of Garundi (several inches taller overall than average humans), Mwangi (Zeng, who are shorter than average humans), Mwangi (Bekyar, who tend to be a head taller and can top 7 feet), Shoanti (who tend to stand more than 6 feet tall), Tians (who are shorter on average (though I am not familiar with the various tian ethniticities like I am with the Mwangi), Ulfen (who men stand 6 feet or taller with most women within a few inches of being 6 feet if not taller).

So if Xavier is one of other ethncities: Chelaxian (the new 'Euoropean-ish' conquering colonists), Kelishite (the 'Eurasian-ish' expansionists), Kellid, Taldans (the most widespread human ethnicity in Avistan and the original 'European-ish' conquering colonists), Varisians or Vudrani....

and if he is about average height (5'9") and of about average build (175 lbs), the average weight is a good benchmark to work with.

Is Xavier tall/short? Does he have an average, skinny or heavier build?

Working with average male human weight (175 lbs) with your gear being 78 lbs -==> 253 lbs.

Jack can...checking notes...with adding the doctor's gear and body weight to the encumbrance of Jack's own gear would put him at 297 lbs....which is within Jack's medium encumbrance threshold of 306 lbs).

Which means Jack can haul you up, though he only benefits from +3 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and he takes a -3 'armor' check penalty.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

@Dr.Ocellus: What is the total encumbrance of Xavier and all his gear?

Jack quickly drops his bow onto the ground behind him and reaches down to offer his hand to the dangling doctor, "Let me help you up, doctor."

Jack uses a ready action (with trigger being the doctor grabbing his hand) to drag the doctor fifteeen feet away from the ledge, putting Jack and the doctor at the corner of the hallway they just came from.

Jack uses a free action to have Sparkwing to do his fetch trick to pick up his bow and bring it to Jack. Sparkwing's light load encumbrance limit is 28 lbs, so picking up the shortbow in his talons is not a difficult task.

Jack's actions: free action (drop shortbow on ground behind him), move action (extend his arm to help the doctor up), standard action (ready action to drag the doctor back 15 feet from the ledge)

Sparkwing's actions: move action if needed (fly to get bow within reach), standard action (pick up bow with his talons) and if initially move action was not needed, uses his move action to fly to where Jack is at the intersection after dragging the doctor to (relative) safety.

Jack can carry another 109 lbs and still be in his light encumbrance load bracket. Jack can carry another 262 lbs and be in his medium encumbrance bracket. Jack can carry another 416 lbs and be in his heavy load encumbrance bracket.

That puts Jack's current dragging thresholds (using the nominal x5 multiplier for typical circumstances): light load: dragging up to 545 lbs; medium load: dragging up to 1,310 lbs; heavy load: dragging up to 2,080 lbs.

Jack's current dragging encumbrance thresholds, taking into consideraton the current not ideal circumstances for dragging Dr. Occellus up over the ledge:

Jack's current light load dragging limit --> 109 lbs x 5 = 545 lbs. Due to the doctor is 'around a corner' as he is dangling, maybe Jack only gets about half the normal dragging discount; 109 lbs x 2.5 = 272 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of the doctor and his gear to be 218 lbs for Jack to still be in his light encumbrance load limit.

Jack's current medium dragging limit --> 262 lbs x 5 = 1310 lbs. With only getting half normal dragging discount limit, 262 lbs x 2.5 lbs = 655 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of doctor and all his gear be 524 lbs for Jack to be within his medium encumbrance load limt.

Jack's current heavy load dragging limit --> is 416 lbs x 5 = 2,080 lbs. Halving normal dragging benefit is 1,040 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of the doctor and all his gear to be 832 lbs for Jack to be within his heavy encumbrance load limit.

For ones who might be wondering why Jack's encumbrance load thresholds are as high as they are, his magical piece of clothing, which is worn underneath his armor, is an equivalent of muleback cords.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Aplogies if I offended by misgendering her. I read up on the Jistkan artificer and that was why I posted a vote in favor of the character. I did not think to check which gender you made the character.


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androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack sprints into action, drawing his shortbow as he rounds the corner, getting ready to fire a shot when an enemy comes into his view who is not in melee with one of his allies. Sparkwing easily keeps up with Jack.

His Handle Animal modifier ensures that he always succeeds at getting an uninjured Sparkwing to do one of the tricks he knows. Jack only needs to roll Handle Animal if Sparkwing is injured or when trying to push him to do a trick he does not know.

Sparkwing's Fly modifier ensures he always succeeds with Fly checks of DCs of 15 or less. Sparkwing does not need to make Fly checks to: move less than half speed and remain flying; hover; turn greater than 45 degrees by spending 5 feet of movement; avoid falling damage as long as he is able to fly; he does not lose altitude if attacked while flying. He must make a DC 20 Fly check to: turn 180 degrees by spending 10 feet of movement (though he can freely change direction of flight at beginning of his turns); fly up at an angle greater than 45 degrees; to avoid being 'checked' severe wind effects (he is not affected by light, moderate or strong wind effects). He must make a DC 25 Fly check to: when colliding with an object equal to his size or larger, to avoid plummeting to the ground and taking the appropriate falling damage; to prevent being 'blown away' from wind effects of windstorm, hurricane or tornado speeds).

Shortbow +6 (range increment 60 feet) (crit x3) (damage 1d6) (20 arrows)

attack with shortbow: 1d20 + 6 ⇒ (11) + 6 = 17
damage for normal hit: 1d6 ⇒ 5 piercing

confirmaton roll if needed: 1d20 + 6 ⇒ (1) + 6 = 7
extra crit damage: 2d6 ⇒ (3, 1) = 4 piercing


1 person marked this as a favorite.
androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I like the Jistkan artificer magus you made up. Be nice to see him in action. My vote is to use him.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Welcome, Crisischild.

The character I replaced (Tessai) had the magic armor slot, though the GM approved the magical piece of clothing I wanted (as no one else had it), which means the magical armor slot is open.

As for the character you are replacing, Jenna (who had replaced Rhaeodlaf) had the original magical piece of clothing.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

"We do not know if what is behind the door is bad for the Kuthites. Many people keep their attack animals caged until they want to make active use of them. Some keep them locked up and barely feed them so that they are more aggressive with intruders or when they go on the hunt with them."

Jack pauses for a moment as he remembers a Mwangi fable, "There is a Mwangi tale of a box a child opened that released things that were impossible to put back into the box. The door might close easily, but we do not know if whatever is on the other side, which could be singular, a few or many, can easily be kept inside once we open the door."


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack's default regarding doors/passageways/rooms will be to scan them with detect poison.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack replies to Urtar,"You are welcome."

"While we wait for Arronus to regain mobility, I am going to scan the room to see if anything in here is poisonous or if any of us have been poisoned. I will scan the statue last since you warned looking at it can be dangerous."

While waiting for Arronus to regain mobility, Jack casts Detect Poison multiple times, in the following

order:

1)himself
2)Sparkwing
3)Arronus
4)font
5)liquid in font
6-9)the four 5-ft squares the font is in
10)Flash
11)Gideon
12)Dr. Ocellus
13)Urtar
14-21)the eight 5-foot squares around the statue (being sure to not look at the statue's eyes)
22-23) the two dead priests
24-25) the other two dead fanatics

Detect Poison:

Casting Time: 1 standard action
Components: V, S
Effect
Range: close (25 ft. + 5 ft./2 levels)
Target or Area: one creature, one object, or a 5-ft. cube
Duration: instantaneous
Saving Throw: none; Spell Resistance: no

Description

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Jack has a +1 Wisdom modifier.

After scanning everyone (sans the rat-like creature and skeleton), the dead cultists, font, the floor around the font and the statue, but before scanning the statue itself, providing there was no poison detected."I did not scan Arronus's helpers as I am not familiar with them. He can tell me when he can move if I should expect them to be poisonous or not. I have not scanned the statue for poison yet. There is no poison on the floor around the statue or the font, the font or the liquid in the font. Does any object to me purifying the liquid in the font?"

If no poison is detected except for the liquid in the font, as above with the last two sentences changed to, "The floor around the statue and font are not poisonous. The font itself is not poisonous but the liquid is. Does anyone object to me purifying the liquid in the font?"


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack, keeping a watchful eye for any of the flying creatures in case any decide to come towards them, lowers his voice and speaks to Gideon, "I see from topside and here," Jack indicates the corpse near their feet,"and from what Tessai told me, that it did not take long for trouble to find you."

Jack steps past Gideon so he is not adjacent to the ledge of the chasm, "I discovered something after I parted ways with your group that made me reconsider your offer to join you. Is that offer still good?"


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack extends his right arm, and Sparkwing lands on the falconry gauntlet.

Jack looks around to make sure none of the large flying creatures are looking towards the bridge.

Perception +9: 1d20 + 9 ⇒ (8) + 9 = 17

Waiting until none of the flying creatures seem to have the rope bridge in their view, Jack makes his way across, trying to be as quiet as possible.

Stealth +10: 1d20 + 10 ⇒ (12) + 10 = 22


1 person marked this as a favorite.
androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I updated Jack's HeroForge mini to include the falconry gauntlet and also created a Heroforge mini for what he looks like when his nanites become visible (when his Repairing Nanites racial trait activates). None of the group have seen his nanites yet, and probably assume he is a Zenj (Mwangi) scout. None of the group has seen Sparkwing's primal transformation yet.

HeroForge mini of Jack with Sparkwing.  The 'kneepads' are the faces of Sparkwing's parents, Moonwing (mother; left 'kneepad') and Sunwing (father, right 'kneepad') and his falconry guantlet was crafted to include feathers of Moonwing and Sunwing. If anyone asked Jack about his 'kneepads' while he was your guide, he told them that Sparkwing did not want to leave his parents behind, so Jack had someone in Nantambu use the corpses of Sparkwing's parents to make his gauntlet and 'kneepads'. When Jack kneels, the 'kneepads' are facing forward (not pressed against the ground underneath Jack).

HerForge mini of Jack with his nanites activated

The appearance of Sparkwing in the HeroForge mini is a not an accurate depiction of him.

Here is a picture of Sparkwing in flight (without his primal transformation evolutions manifested).

When his primal transformation evolutions are manifested, his wing feathers spark with electricity.

Jack is 5'4" tall and weighs 145 lbs (without his gear) and weighs 189 lbs with his gear.

Sparkwing is 18" tall, weighs 2 lbs and has a wingspan of 41".

Sparkwing's father, Sunwing, has the same physical dimensions as Sparkwing.

Sparkwing's mother, Moonwing, is 23" tall, weighs 4 lbs and has a wingspan of 47".

Terwa Uplands hawks

None of the group has seen Sunwing yet, but have seen Moonwing. Jack summoned her while the group was making camp each evening while making their way through the jungle, and Sparkwing flew in the sky with his mother for about 18 seconds before his mother vanished (and returned to the outer plane she and Sunwing ascended to after their deaths).

When Jack summons Moonwing (and Sunwing) their spirits emerge from the 'kneepads' and fly to where their spirit forms shift to their corporeal forms (covering the thematics of them starting to appear and the crunch of where they 'appear' within range of the Summon Nature's Ally spell Jack used to summon them).


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Upon seeing who appears to be Gideon coming into view by Jenna, Jack deduces the woman is definitely Jenna, <"That is two of the group we led through the jungle. With me, Sparkwing.">

Jack makes a single wave with his left arm at the two people of the group he led through the jungle as he attempts to quietly approach the rope bridge with Sparkwing flying above his head.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack speaks a mixture of Polyglot and bird sounds when using his beastkin speak with animals ability with Sparkwing (and other Terwa Uplands hawks). If Jack and Sparkwing make it to 4th level, Sparkwing will comprehend Polyglot.

Jack says a blend of Polyglot and bird sounds to Sparkwing, <"I think that is Jenna from the group we brought here. She's coming this way. Let's wait here so she can tell us about any new dangers they have encountered since Tessai decided to head topside.">


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

After Tessai filled Jack in on what transpired topside as well as below before Tessai decided to part ways with the group, Jack and Sparkwing go through the door. Jack casts light onto the tether around Sparkwing'right anklet, then the two of them attempt to quietly descend the steps.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Moonwing's ability score rolls

first roll: 4d6 ⇒ (1, 3, 5, 4) = 13 drop the 1, total 12
second roll: 4d6 ⇒ (5, 5, 4, 3) = 17 drop the 3, total 14
third roll: 4d6 ⇒ (6, 6, 2, 4) = 18 drop the 2, total 16
fourth roll: 4d6 ⇒ (5, 5, 3, 3) = 16 drop a 3, total 13
fifth roll: 4d6 ⇒ (3, 3, 3, 2) = 11 drop the 2, total 9

Sunwing's ability score rolls

first roll: 4d6 ⇒ (6, 2, 1, 5) = 14 drop the 1, total 13
second roll: 4d6 ⇒ (4, 5, 5, 5) = 19 drop the 4, total 15
third roll: 4d6 ⇒ (5, 1, 1, 4) = 11 drop a 1, total 10
fourth roll: 4d6 ⇒ (6, 1, 5, 3) = 15 drop the 1, total 14
fifth roll: 4d6 ⇒ (3, 6, 3, 2) = 14 drop the 2, total 12


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Apologies for the delay, everyone.

Barring any RL stuff, I should be ready to join gameplay after this weekend.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

I will hold off on voting until I have Jack ready to join in (which will be Wednesday evening at the earliest, and might not be until sometime this weekend).


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Hi, everyone.

I am going to catch up on the reading tomorrow and make any necessary changes to my character for GMMichael's approval.

Please let me know if you want any of your characters to already have known Jack beforehand. He has been acting as a scout from Bloodcove to Nantambu for the past few years (cutting across Rechiend's Plans instead of along the Vanji River).


Congrats to the ones chosen. Have fun!

GMMichael, feel free to reach out to me if you want.


A typical way Jack gets a new group of clients to guide from Bloodcove to Nantambu:

A new group of arrivals at the docks in Bloodcove inquire about a guide to Nantambu.

"Depends on how you want to travel. By foot, hoof or boat.  Boats tend to be the safest. By hoof or foot you just need to travel along the Vanji."

"How much is it for boat passage to Nantambu?"

"The keelboats charge a flat rate of 40 gold per passenger and typically takes 17 days before docking in Nantambu."

"Thanks, mister.  I think we might walk the along the river"

"If you're tight on coin, there's a guide that still might be on the outskirts of town who makes a straight shot to Whitebridge across Rechiend's Plains instead of along the Vanji."

"How long does his route take?"

"He claims to have done it in thirteen days.  From what I hear, for a slow-moving walking group it takes 22 days to reach Nantambu with him, with 3 days shaved off that if they are willing to hustle for the last hour of the eight hours of walking each day of the journey."

"How much does he charge?"

"I reckon he still charges a flat group rate of 25 gold plus expenses."

"Expenses?"

"Aye.  For any antitoxins he gives you if you get bit.  You wouldn't be the first or last city slickers who treat walking in the Mwangi like its a green park in Absalom.  My advice, do as your guide tells you to avoid getting bit.  

"What's the guide's name?"

"Rabbit Jack.  He travels with a Terwa Uplands hawk by the name of Sparkwing."

"Thanks, mister."

"Hold on now, laddies.  That'll be 5 silver for the info.  I don't need to call the guard on the lot of ya now, do I?"

"Um, no, mister.  Here you go."

Note: I used the Inner Sea Poster Map Folio maps to detemine the distances, (which makes Whitebridge Station closer to 285 miles from Bloodcove, and not about 200 miles like Pathwiki states. Free Station is about 170 miles (as the crow flies) from Bloodcove on the Inner Sea Map Folio with Free Station about 115 miles from Whitebridge Station (as the crow flies) with Nantambu about 57 miles from Whitebridge Station.  I also used the flat keelboat speed rate of 1 mile per hour, for nonstop travel and not adjusting it for going against the current of the river,

Sparkwing, Terwa Uplands hawk:

The Harris Hawk was named after Edward Harris - so in Golarion I went with the breed originating from the Terwa Uplands.  Like falcons, their wingspan falls into the small category (both have wingspans up to 47 inches). Harris hawks have cruising fly speeds of 33 mph, doublling their fly speed while actively hunting (which lines up with the game stat speed of falcon animal companions), and (like in the real world) are most noteable for being raptors who tend to hunt in groups as opposed to solitary hunting that other raptors usually do.  

For anyone who would like to see what Sparkwing looks like...

en.wikipedia.org/wiki/File:Harris%27s_Hawk_(Parabuteo_unicinctus)_3_of_4_in _set.jpg

en.wikipedia.org/wiki/File:Harris%27s_hawk_at_a_licensed_falconry_centre.jp g (have to remove the space from the p and g in jpg)

en.wikipedia.org/wiki/File:Harris%27s_hawk_in_flight,_Southern_Ontario,_Can ada_(captive).jpg (have to remove the space between the n and second a in Canada)

At 8th level, Sparkwing would also gain the Energy Attacks (electricity) evolution while his evolutions are active.

While his current evolutions are active, the darker brown colored parts of his wings spark with electricity.

Jack and Sparkwing fighting tactics:

Sparkwing and Jack work on flanking prey (or an enemy), covering each other as they move into flanking positions (via Escape Route teamwork feat) to increase their combat effectiveness against the flanked prey (or enemy).


slight change to Jack's skill ranks:

Swim (1 rank instead of 3 ranks)
Heal (2 ranks instead of 0 ranks)

Let's him take 10 in rough water (while not distracted) to auto-succeed. His masterwork armor has a +0 ACP and he is lightly encumbered.

Gives him a better chance to help his clients who get bitten by the poisonous fauna.

Heal +8 (2 ranks, +3 class skill, +1 Wis, +2 circumstance healer's kit)

Swim +5 (1 rank, +3 class skill, +1 Strength)

Survival total modifier is +8 (not +9).


Jack's possible motivations:

Six of the motivations could work for Jack. Should I be chosen as one of the players, even having the last pick of motivation works (as the only two that do not work for Jack are The Bandit and The Mercenary). 

Should I be chosen and not have last pick, I have no problem with offering others after me (in order), to select before I pick mine (or for GMMichael to choose Jack's motivation from motivations that are left from the six below (particularly if he likes the reasoning for The Expert motivation I suggested below).

1st choice -The Guide motivation:

A group of explorers recruits Jack as a guide (for their search of the Caverns of Azlantia).

2nd choice - The Explorer motivation:

While guiding a group of people from Nantambu to Bloodcove, one of the group talks about the Caverns of Azlantia before the others tell him to be quiet,as they do not want others to know, including their guide, Jack.  Jack heard enough to pique his interest and decides that after he escorts the group to Bloodcove, he and Sparkwing will take some time to search for the caverns instead of offering his guide services for another group wanting to reach Nantambu.

3rd choice - The Hunter:

Jack learns that a group is being put together to search for the caverns and inquires if the group has a guide yet.

4th choice -The Historian:

While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the lost continent of Azlant, and asks Jack to deliver a sealed letter to the dying man in Bloodcove.   The contact tells Jack that if the dying man asks him to join the group searching for the Caverns of Azlantia, to accept.  "Just imagine, Jack, the benefits of being known as the guide who found The Caverns of Azlantia would do for your reputation as a guide."

5th choice - The Expert:

While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the lost continent of Azlant, and asks Jack to deliver a sealed letter to the dying man in Bloodcove.  The contact tells Jack that if the dying man asks him to join the group searching for the Caverns of Azlantia, to accept.  "Azlantians were known to be creators of technologies that many living scholars of the current era think have not been seen since the destruction of Azlant.  Just imagine, Jack, that there could have been android foundries in Azlant.  Maybe even cities where the majority of the citizens were androids.  As your kind continue to live anew after dying from old age, there could be a colony...or colonies of androids within The Caverns of Azlantia."

6th choice - The Agent motivation:

While in Nantambu, a contact of Jack's at The Magaambya tells Jack about the Oracular Skull and asks him to deliver a sealed letter to the dying man in Bloodcove, and tells Jack that if the dying man asks him to join the group searching The Caverns of Azlantia, to accept. The contact then tells Jack about the Oracular Skull and asks him to claim it for the Magaambya if possible.  "Hopefully what is included in the letter will persuade him to tell the group he is putting together to search for the Caverns that the Oracular Skull is to be given to The Magaambya."

Should I be picked, the magic item I would select, if not chosen yet, would be a wand of Cure Light Wounds. Aside from that, I would offer others after me (in order) their pick of magic item category, and take whatever magic item category is remaining after the rest of the players have picked theirs.
 
The masterwork weapon Jack would have is a cold iron machete (worth 320 gold). 

The masterwork armor Jack would have is darkleaf lamellar leather armor (worth 810 gold).

Jack would have vials of antitoxin (as he stays stocked up on those as part of his profession).

Plans for Sparkwing's 4th level upgrades would be +1 to Intelligence, the skill rank going to Linguistics (choosing Polyglot as the language).


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For your consideration.

An android hunter with the Primal Companion Hunter archetype

Backstory & Concept

Spoiler:

Prologue: Raindrops-From-Leaves, an android ranger that lived in Nantambu, had reached the rank of Attendant at the Magaambya when she was young.  After years of helping to protect Nantambu as a scout with her (harris hawk) [falcon stats] animal companions (she was a beastmaster ranger) she retired in Nantambu.  Sensing the time of her renewal was approaching, she said her goodbyes to her friends in Nantambu and at the Magaambya before traveling south along the Vanji River (with her three hawk companions...a mated pair and one of their offspring) to the Terwa Uplands (where she befriended her older two hawk companions).  Raindrops-From-Leaves spent a few days of her life watching the hawks enjoying the open sky before her soul moved on.  During the next few weeks while the nanites rejuvenated the android, the eagles defended their helpless android friend from various scavengers.  The two older hawks, Sunwing and Moonwing, died from the wounds they got from defending their dead friend's body. They had been dead for a few days when the rejuvenated android awoke for the first time to see the remaining live hawk, looking at the android as it keed repeatedly.  The android quickly discovered the young hawk was mourning the two dead hawks.  Upon further scouting the android found the corpse of a vulture with several talon wounds.  The android stayed in the Terwa Uplands for a few days to get his bearings.  He dreamed of Sunwing, Moonwing and Winglet.  "You want a better name, Winglet?" to the android's surprise, Winglet's wings sparked with electricity, "Sparkwing works well for your new name.  What about me?  Any ideas, Sparkwing?"  Sparkwing flew off in response.  A few minutes later Sparkwing returned with the half-eaten carcass of a jackrabbit (the last meal he and his parents had hunted together).  "Jackrabbit?  Jack Rabbit?  My name will be...Rabbit Jack, or Jack for short. Thank you, Sparkwing."

Over the course of the next few weeks, Jack hunted with Sparkwing. During this time Jack discovered he could cast a few spells (a couple of them require him to be holding one of the plucked feathers he took from the corpses of Sunwing and Moonwing to remember them by) and that Sparkwing's wings only sparked with electricity a few times a day, with the small sparks lasting about a minute each time.  "I think it is time we begin journeying farther.  Which direction, Sparkwing?"  Sparkwing sprang into the air and started flying east (towards Nantambu)  After making their way to Nantambu and making some 'new' acquaintances (some who were friends of Raindrops-from-Leaves) Jack decided to become a guide, assisting people traveling by foot from Nantambu to the coast.

Jack [android primal companion hunter]

Spoiler:

Alignment: Neutral
Race: Android (with Repairing Nanites alternate racial trait)
Class: Hunter (with Primal Companion Hunter archetype)
Traits: (race) - Nanite Revival, (social) - Beastkin [hawks]

Point Buy:
Str 13 (3)  --> 13 (+1)
Dex 16 (10) --> 18 (+4)
Con 14 (5) --> 14 (+2)
Int 10 (0) --> 12 (+1)
Wis 12 (2) --> 12 (+1)
Cha 10 (0)  --> 8 (-1)

Favored Class bonus: +1 hit point per level

Feats:

Level 1: Dodge
Level 2 bonus feat: Outflank
Level 3: Weapon Finesse
Level 3 bonus Teamwork: Escape Route

Skill ranks (3 x [6+Int bonus (+1)]) = 21

Climb +7 [3 ranks, +3 class skill, +1 Str]

Knowledge (nature) +7 [3 ranks, +3 class skill, +1 Int]

Perception +9 [3 ranks, +3 class skill, +1 Wis, +2 racial]

Sense Motive +0 [3 ranks, +1 Wis, -4 racial penalty]

Stealth +10 [3 ranks, +3 class skill, +4 Dex]

Survival + 9 [3 ranks, +3 class skill, +1 Wis, +1 trait]

Swim +7 [3 ranks, +3 class skill, + 1 Str]

Background Skills (3x 2/level = 6)

Handle Animal +5 (+9 for Sparkwing) [3 ranks, +3 class skill, -1 Cha)

Knowledge (geography) +5 [1 rank, +3 class skill, +1 Int]

Linguistics + 2 [1 rank, +1 Int] 

Profession (guide) +5 [1 rank, +3 class skill, +1 Wis]

Languages: Common (Taldane), Int bonus (Androffan), Linguistics rank (Polyglot)

Spell Repertoire:

Cantrips (6):

Create Water, Detect Poison, Light, Mending, Purify Food and Drink, Stabilize

1st Level Spells (4+SNA I):

Cure Light Wounds, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Summon Nature's Ally I

Spell-like Ability: Speak with Animals at will (hawks only)

Animal Companion (Sparkwing)

Spoiler:

Starting Statistics: 
Size Small
Speed 10 ft., fly 90 ft. (good)
AC +1 natural armor
Attack bite (1d4), 2 talons (1d3)
Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6
Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Dex +2, Con +2.

Evolutions (when active) Magic Attacks, Resistance (electricity)

Str 11, Dex 16
AC 18 (+3 natural, +3 Dex, +1 size, +1 Dodge)
Fort +3, Ref +6, Will +3, CMD 15

Skill Ranks:

Fly +14 [2 ranks, +3 class skill, +3 Dex, +4 good maneuverability, +2 size],

Perception +6 [1 rank, +3 class skill, +2 Wis]

Feats:
Weapon Finesse, Dodge
Bonus Feats (from Hunter class): Outflank, Escape Route 

Link, Share Spells, Evasion

Tricks (6):Attack, Come, Down, Guard, Heel, Stay

Bonus Tricks (2): Fetch, Seek