Jeb Graden

The Carpenter's page

32 posts. Alias of Purple Dragon Knight.


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Sovereign Court

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Aberzombie wrote:
** spoiler omitted **

Spoiler:
I think Agatha will now become the mentor, although more or less willingly... MCU Agatha is not the millenia old Comics Agatha I'm afraid...
Sovereign Court

Wall of Thorns:

School conjuration (creation); Level druid 5, shaman 5; Domain plant 5; Subdomain blood 5
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect wall of thorny brush, up to one 10-ft. cube/level (S)
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.

Let us assume that the spell, although it doesn't say so, is equivalent to heavy undergrowth in terms of concealment. Is the spell 'see through' for the purposes of aiming arrows or landing spells? targeting spells require line of sight, and without line of sight arrows must be targeted at random squares correct?

The core rules say:

"Line of Sight
A line of sight is the same as a Line of Effect but with the additional restriction that that it is blocked by fog, darkness, and other factors that limit normal sight (such as Concealment)."

Side question: what about line of effect? the spell says it creates a 'barrier', but the definition of line of effect says that it is only blocked by a 'solid barrier'. Is wall of thorns a 'solid barrier', considering you need a STR of 20 and roll a nat 20 on your STR check to move into it, and that you need 10min of chopping with an edged weapon to make a 1-foot dent into it?

"Line of Effect
A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight. A line of effect starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that would block it. A line-shaped spell affects all creatures in squares through which the line passes."

Thank you!

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I like that he admitted failure. Not enough people do that in their professional life and the result is a culture of false expectations and constant disappointment at not reaching perfection.

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Creon Vizcarra wrote:
Now I'm very confused. If most of the time Samsaran couples produce human babies, where do Samsaran babies usually come from?

I have heard stories about storks... on a related note, samsaran are often spotted around cabbage patches...

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Is it a true Titan from Greek mythology?

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Wildstag wrote:
What I think the FAQ team forgot is that Claws only get two attacks, even with full BAB.

If that's the case, a one-sentence Errata to the Shifter would fix the class... and would stop us all (or most of us) from trying to 'pile on natural attacks' via items. With a two-sentence errata we could also increase the threat range for the claws as the shifter goes up level... 18-20/x2 claws with the wounding property or vorpal property at higher levels would be cool...

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Darksol the Painbringer wrote:
The Carpenter wrote:
otherwise how to increase number of attacks? ring of rat fangs and other natural attacks add-ons: can those be used while 'melded' during wildshape??
Several magic items won't work due to them being melded into your body while shapeshifted, which means you can reasonably rule them out as being relevant to the Shifter.

how so? ring of rat fangs should still give you a bite attack while melded AFAIK... it's not an armor or shield bonus to AC, so it should stay active despite of your shape.

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Deadmanwalking wrote:
A Shifter skinwalker can have that many at 1st, actually.

How so? wereboar heritage for 1 gore and 2 hooves?

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Hey I don't mean to start another brawl here... I really want to know as I'm planning to build one.. mouse or eagle is the question...

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Wait... do Shifters get iterative attacks with their claws? they're a full bab class... they have to right? otherwise how to increase number of attacks? ring of rat fangs and other natural attacks add-ons: can those be used while 'melded' during wildshape??

Sovereign Court

1 person marked this as a favorite.
deuxhero wrote:
I was actually thinking of people who continued to worship him despite his death, but what happened to his existing petitioners is actually a better question.

I believe the Great Beyond and other sources say something along the lines of Pharasma sending each soul to the most appropriate place for them based on who they worshipped; if they're not atheists, they get judged whether the god died or not I think. Otherwise they go to the atheist recycle bin.

Sovereign Court

1 person marked this as a favorite.

Use divination spells to find the nearest gate.

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LOL... so they found a way to bring back the actor that plays Ward and give him a good alignment? lol... good I guess, as I never thought he made a good villain...

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"There can only be one!" booms the Carpenter. "Do not let yourselves be lulled into mediocrity by an irrational fear of competition, lack of good sport and the absence of a thirst for adventure, fellow Taldans! If Taldor is to prevail in the eons ahead, it will be with a genuine alertness and awareness of its own surroundings! NOT A ONE laid a challenge on ME for playing the GRAND PRINCE!! have I impressed you all so much that I am beyond doubt and reproach! I say challenge me fine Sirs and Ladies! For I, the humble Carpenter, representing the hard working laborers and artisans of Taldor, intends to play the GRAND PRINCE again!"

The Carpenter has also played the Grand Prince

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The Carpenter declares that he intends to play the Grand Prince

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The Green Knight wrote:
"I would imagine the conversation would be much less tense if we spoke of Qadira instead. We know their intentions to strip the Gilded City of everything that shines in the sunlight they claim to own, where with Galt we are never sure of whether to pity them, help them, or fear them."

"Pity them all for they are not of Taldor!" adds The Carpenter, resuming his male human form.

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"Witch of Frost, you wanted to dance? let's dance..." says the Carpenter, his tone flat, and with a smile that doesn't quite reach his steel grey eyes. He extends his hand to her to help her get away from her wall.

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The Carpenter politely bows his head to the Frost Witch but does not answer her, thinking that it is rude of him to interrupt his dance with the Masked Cat. "Ha dear Masked Cat, I do not want to make a move that would cut short our dance either!" He resumes his energetic dance with her. Now his outfit is russet brown, his hat pointy, and he smells of cinnamon.

I'm assuming that life gets in the way sometimes, and unless this is a big issue, I'd like to continue playing and not being kicked out of the game for missing the Friday deadline!

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Masked Cat wrote:

"I think I would enjoy that," replies The Masked Cat, curtsying to The Carpenter. "You dance quite . . . energetically!"

As she takes The Carpenters hand, she take a a subtle peek at her own card, just checking whether her new dance partner has initiated an exchange. When she is not trying to draw attention, The Cat handles the cards quite dexterously, and if you were not paying attention, you might have missed that she made any move at all.

Just looking at my own card.

The Carpenter attempts to take a peak at his partner's card! His dance is so energetic and since he must crane his neck quite a lot to even look down properly, he effectively pauses for 3 full seconds, looks down, then resume his dance...

Perception: 1d20 - 2 ⇒ (13) - 2 = 11

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The Carpenter spins the Priestess around one more time, bows deeply to her, and applauds her grace before turning 90 degrees to the right and bowing to Masked Cat.

"Do you care for a dance, milady?"

The Carpenter declares his intent to dance with the Masked Cat

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The Carpenter bows to the Priestess, takes her hand gently, and kisses it. He blinks twice and his thin fine silk shirt clinging to his sweaty chest is suddenly replaced by a very dry fine wool long coat. His wide-brimmed hat's circumference also suddenly shrinks to that of a fall or winter fedora, and his beard is now short cropped. The smell of tall pines now follow him, and his hand is cold to the touch.

The Carpenter looks at his own card

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"Ah, thank you Faerie dearest," The Carpenter says as he takes the envelope and the glass of wine. He has worked a full lather by now, and his Carpenter disguise is revealed to be a fine silk shirt that now clings to his flawless muscles. The man is built like Qadiran stallion. He quaffs the wine, puts it down on a nearby table, takes the tray from The Winter Faerie, and grabs her by the waist, holding her dangerously close, then says "Would you dance with me, my dear?"

The Carpenter flashes a wide smile that reveals perfect teeth, of a white so pure, and his breath is a mix sweet mint and alcohol...

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The Carpenter pays no heed to any of the comments or sneers of disdain. He seems to be intent on breaking a sweat, regardless of the social outcome.

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"Ha!" The Carpenter announces, as he initiates a series of back flips towards the dance floor, all the while holding his drink, and NOT tipping it over! His last somersault is incredibly high and his well-worn boots almost touch the great chandelier hanging by the ceiling. He performs a perfect landing, and quaffs the full drink in one gulp. He tosses the thin glass in the air, extends his trouser's pocket, and deftly catches the champagne flute in one well-timed hip trust, at which he blurts another "HAAA!" (the timing of the "HAAA!" and the hip trust results in a gasp from most ladies in the roooooooooooom, the act of pure male virility resulting in an involuntary subconscious female response.......)

"Let us DAAAAAAAANCE!" he booms, at which point he breaks into a series of twirls, high kicks and other movements that appear to be a mish-mash of different martial fighting styles and flourishes...

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The Carpenter discretely extends a platinum piece to The Winter Faerie and mouths a quiet "thank you", followed by "keep 'em coming!"

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"To A Bloody War or a Sickly Season, (and a quick promotion!)" answers The Carpenter, as he gingerly grabs a glass from the platter and clings it to The Midnight Samurai's own.

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The Carpenter hits the fruit punch hard... it's obvious he's bored and out of his element...

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Looking at the Masked Cat, The Carpenter adds under his breath,

"Huh, does the Lady always talk to rodents? ...and why is there a rat running around in here? Is this part of your costume? Cat and mouse theme duo? AH!! you are a wizardly person, and this is your pet magical friend correct?!!! :) Now, will you please excuse me, fine feline friend..."

The Carpenter remembers his invitation, pulls it from a compartment in his toolbelt, and hands it to the Master of Games.

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"O-kayyyyyyyyyy..." says The Carpenter, completely befuddled.

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Masked Cat wrote:
The Carpenter wrote:
"Lady are you being harassed by an invisible attacker or prankster? Do you need help?"
"I don't believe it is serious. Perhaps the invisible hand of the market has just pinched her in an un-gentlemanly fashion?"

"Ah so the Lady is not Taldor-borne... yes, those tariffs can cause quite a pinch!"

With a lower voice he adds, "having traveled myself, with personal stake in a certain caravan... yes... I have had my buttocks not so gently squeezed at times... he he he"

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The Carpenter turns to the woman who shouts, and instinctively reaches for his sword... and with a look of disappointment remembers he is not bearing his sword.

"Lady are you being harassed by an invisible attacker or prankster? Do you need help?"

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A young man dressed as an old commoner, fake beard obvious, enters the front hall of Chrysanthemum House. A set of square shoulders and an ease of movement betrays his obvious martial skills... he's not a good actor... not a good actor at all.

"Hail and well met fellow BEARDED of Taldor! let the wiiiiiine flow! for the strength of Taldor has arrived! skill, hard labour, and sweat is what builds empires! BEHOLD! I am here to make you smile! to simplify everything is my aim! (but my aim is debatable, I'm better in close combat! ha ha ha!)"

He pauses, look around some...

"Ummmm.... where is the 'MEISTER of... GAMES' or something like that?? Ha ha ha!"

Full Name

Variel Darkwalker

Race

Elvish Male

Classes/Levels

Witch 6

Gender

AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7|

Age

144

Alignment

Neutral Good

Languages

Celestial, Draconic,Sylvan, Orc

Strength 12
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Variel Darkwalker

Character Sheet

Feats
Extra Hex: Evil Eye, Weapon Finesse, Arcane Strike, e6 feat. Increased attribute (Int)

Skills 6: + 2 Class + 4
Acrobatics +6
Heal +7 (+9 with MW kit)
Intimidate +5
Knowledge: Arcana +12
Knowledge: Dungeoneering +8
Knowledge: History +10
Knowledge: Local +6
Knowledge: Nature +10
Knowledge: Planes +10
Knowledge: Religion +8
Perception +5 (+7 with Race/ +9 with Familiar)
Stealth +5
Spellcraft +14 (+16 when identifying items)
Use Magic Device +6 (+8 with MW Tool)

Patron: Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball
Familiar: Greensting Scorpion (+4 Initiative), Alertness, empathic link, improved evasion, share spells, store spells, touch spells.

Hexes DC18
1 Healing + Extra Hex: Evil Eye
2 Cackle
4 Misfortune
6 Aura of Purity

Spells Known

Spoiler:

Cantrips - All
Level 1 (9 + 1) - Bungle, Burning Hands, Charm Person, Cure Light Wounds, Ill Omen, Fumble Tongue, Mage Armour, Sleep, Summon Monster I + Shocking Grasp
Level 2 - Summon Monster II, False Life, Glitter Dust, Frost Fall, Steal Breath + Burning Sphere (+ Web / FC bonus)
Level 3 - Dispel Magic, Summon Monster III, Stinking Cloud, Heroism + Fireball

Spells per day (each level add 1 for Int and a 2nd level 1 for Int)
0 - 4
1 - 4 (+2)
2 - 3 (+1)
3 - 2 (+1)

Spells Memorised that day

Spoiler:

DC15 | level 0- Detect Magic, Guidance, Mending, Read Magic
DC16 | level 1- Burning Hands x2, Charm Person, Mage Armour, Sleep x2,
DC17 | level 2- Glitter Dust, Steal Breath, Flaming Sphere, Web
DC18 | level 3 - Summon Monster III, Fireball, Dispel Magic

* = Cast

Weapons

Spoiler:

Spell attack + 6 (Dex + 3/BAB +3)
Bow + 6 (Dex + 3/BAB +3)
MW Rapier + 7 (Dex + 3/BAB +3/+1 MW)
Dagger + 6 (Dex + 3/BAB +3)
CMB + 4

Equipment

Spoiler:
-- 997.56gp
Scroll - Ray of Enfeeblement
Scroll - Masterwork Transformation 300gp (Used)
Scroll - Summon Monster II 300gp (Used)

Composite Longbow +1 str 200gp
20 Cold Iron Arrows 2gp
Rapier 20gp (MW'ed)
2 Daggers 4gp (belt and boot)
Pouch (spell components) 5gp
Small re-enforced wooden box with holes in it 1gp (compared to small chest on equipment) 1gp
1 Hanbo (walking Cane) 1gp
Weapon Cord 1sp
Healing Kit 50gp
Masterwork Alignment Crystal (Use Magic Device) 50gp
Scroll Case 1gp
5 sheets paper 1gp
Tinderbox 1gp
Ink Vial 8gp
2 Ink Pens 2sp
5 pieces chalk 5 cp
2 Fish Hooks 2sp
1 piece charcoal 5sp
4 Wander Meals 2gp
50 ft String 1cp
Backpack (Free)
Bedroll (Free)
2 empty belt pouches (Free)
2 sunrods (Free)
Tindertwig (Free)
50ft of hemp rope (Free)
2 pitons and a grappling hook (Free)
2 days trail rations (Free)
Full waterskin (Free)
Cold weather outfit
2 Alchem fires

Given away: Magical Rapier +1 "Inheritance"

The Book:

Variel: Shadows of the past:
Contains 5 RP.
1 RP = bestow a hex that would otherwise take a standard action. (I think as a free action)

3 RP = As a standard action, bestow the same hex on every creature of the same type that you have identified with a knowledge check. The hex must normally take a standard action.

Know weakness: If you have successfully identified a creature, in combat you may gain one of the following bonuses against creatures of that type. +2 to hit in melee, DCs of your hexes are at +1, gain +2 Dodge AC.

Knowledge of the ages: Once per round you may take 10 on any knowledge check even in combat.

Feed the book: Designate a creature you have identified on your turn, when that creature is slain or is defeated regain 1 RP. If that creature was a higher CR than you instead regain 3 RP. You may not have more than one designated creature at once, you may not change the creature unless the creature is defeated or has fled.

Race

Spoiler:

Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Character Notes

Spoiler:

Favoured class 1-HP, 2-HP 3-HP
HP 20
Level 1 = 8 (6 + Con + Fav Class)
Level 2 = 6 (4 + Con + Fav Class)
Level 3 = 6 (4 + Con + Fav Class)
Level 4 = 5 (4 + Con ) Fav class to skill
Level 5 = 5 (4 + Con ) Fav class to skill
Level 6 = 5 (4 + Con ) Fav class to extra spell (2nd level)
i = gain for 20 int

The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Progression
Acrobatics x-1-1-1-x-x
Heal x-1-1-1-1-x
Intimidate x-1-1-x-x-1
Knowledge: Arcana 1-x-x-1-1-1
Knowledge: Dungeoneering x-1-x-1-x-x-i
Knowledge: History x-x-1-x-x-x-i
Knowledge: Local x-x-1-x-x-x
Knowledge: Nature 1-x-x-x-x-x-i
Knowledge: Planes 1-x-x-x-x-x-i
Knowledge: Religion 1-x-x-1-x-x-i
Perception x-1-1-1-1-x-i
Stealth x-x-x-1-1-x
Spellcraft 1-x-x-x-1-4
Use Magic Device x-1-1-x-1-x

Level 4 Fav. Class
Level 6 Int 20 skills incl.

Spoiler:
Variel, once of the Family Faelandailian, lived a normal life in his Elven community until its destruction by an unknown force when he was away gathering herbs and reagents for his studies in healing and magic. He returned to find the village curiously untouched yet with every man, woman and child stripped of life.

Alone, he swore terrible vengeance and the blackest of curses on the perpetrator of the deed. A storm spung up almost immediately. Fire and Rain splashed down around him, and then a voice shook him to his core sounded out of the chaos.

Done!

A force slammed down into the elf and knocked him unconscious. On awaking Variel knew that he had made some sort of terrible alliance but with what he still doesn't know. All he does know is that his Dark Patron speaks to him through dreams, and curiously, though a scorpion that he found sitting on the far side of the threshold of the place he once called 'home'.

He became a wanderer. Finding little in his quest apart from rumours of similar incidents, he ended up in the small village of Chamarel about six months ago. Starving, he bartered services as a healer, and then when prompted by a dream, he put down roots of a sort. While treated as an oddity the village allowed him to take over an old cottage on the outskirts of town... a cottage that was once occupied but whose owner had gone missing.

For coin and resources Variel joined a small group of adventurers on a small quest or two in the region, all the while patiently waiting, like a scorpion for a sign that he is to move and again hunt his enemy.

Variel has abandoned his family name and taken a new title - 'Firion'. Darkwalker in the common tongue. This is because he believes that his soul is doomed to walk in darkness once his bargain is fulfilled. He sees his change as a sign of the veracity of his beliefs. Before that terrible day, he was brown of skin, red of hair and green of eye. Now his skin is marked with an unnatural pallor and hair and eyes both are coal black.

On improved familiars

http://paizo.com/threads/rzs2pf7j?Witches-familars-and-Improved-Familars#1