Well, he doesn't need to actually break the torch. He just needs to 1). Hit it. Presumably this could cause the guard to drop it. Ranged touch attack with the arrow (if successful) causing a Reflex check perhaps? This could backfire, causing the guard to set himself on fire, though. or 2). Send the arrow just over the torch, causing the passing wind to snuff it. or 3). Just shoot the guard and his buddies.
Finally had time to post here after the initial interest thread. I'd like to submit a Zen Archer (or Weapon Adept) monk from the APG monk options, though, background-wise I'd also like to subvert quite a few fantasy monk conventions. For example, I'm thinking he'd be a high-ranking member of the thieves guild or perhaps be an independent subcontractor. I can't recall off the top of my head if Tiefling is equivalent in power to the other races in pathfinder. I.e. I don't want to deal with a level adjustment. I also considered Ratkin, but thought that might a little too much TMNT-ish. I hope to have a character build and part of the story up tomorrow, pending race selection.
This is Variel, I'd second Auri being given a place here, if needed. From what I've seen of him so far, he's been polite even with some irritating people (don't make a liar out of me, Auri). On a more selfish note, I can envision Variel giving a mischievous pseudodragon all sorts of interesting things to dive-bomb or drop to help out his effectiveness in combat.
Dabbler wrote: I know my opinion doesn't carry much weight, it's Wulfson's decision, but I do like Gregory and Glimzig. Morzane is different, definitely an off-beat concept. Umbriere is a great character ... but we already have a bard in the party, we need a healer. Thank you for the vote of confidence. If selected, I'll try not to disappoint.
GM Wulfson wrote:
Here's more of a background, then. Glimzig Berenfoodle: Campaign Trait: Noble Born (Childhood friend of House Medvyed) Gnome Racial Trait: Animal Friend First Oracular Mystery: Bonded Mount Oracular Curse: Lame As a young gnome, Glimzig Berenfoodle was injured by a poorly thrown cold iron dagger. He and his parents had been traveling with other pilgrims to a shrine of Erastil when bandits attacked the group. Two families, including the Berenfoodles, made a stand in front of the shrine to protect it from desecration, while the other pilgrims scattered to find help. Not skilled combatants, the Berenfoodles were all wounded, and their blood mingled with the blood of the other defenders. At the worst of the fighting, as the pilgrims were overcome, a pack of wolves entered the fray, some circling and keeping the bandits at bay, others dragging the wounded into the shrine and guarding them. One young wolf pup managed to drag Glimzig and another human child into a dark corner to hide them. When help came, including the cleric who tended the shrine, they found the place a mess of blood and fur. The bandits driven off, the cleric set about to healing the wounded, but found that the wound in Glimzig's leg defied his powers. As a well-armed and well-dressed party entered the shrine in sharp formation, he announced that this wound had been touched by the divine, to add a blessing to a curse. The cleric received his second shock as he recognized the human boy; he was the youngest son of House Medyved. House Medyved has great respect for the Wilde to begin with. This, added with their bravery and Erastil's blessing on the little gnome (the wolf pup never left Glimzig's side) caused them to take special note and watch over the Berenfoodles. The youngest son wanted them to be adopted into the family, but this was not deemed appropriate. Instead, they formally acknowledged a debt to the family, and arranged for their comfort and security, and education for their son. When the time came for the Charter into the Greenbelt. the Medvyeds put forth Glimzig as their own candidate, confident that his skills would be useful, and that his appreciation for both civilization and the Wilde would help secure the interests of both as the Stolen lands were reclaimed.
Er, exactly how much of a concept would you like? Gnome Oracle of Nature, who is exploring the Stolen lands to preserve the balance between civilization and wilderness, or something more detailed? As a side note, I've been toying with the idea of running Kingmaker, but would prefer to play it on the other side, first.
Ye Olde Apothecary wrote:
Well, having read the threads, I think I understand the logic pro and con. RAW, the feat applies only to creatures summoned with a spell, and the Summon Eidolon ability requires a one minute ritual. However, there are at least three caveats I see. 1). This assumes that ritual does not equal a spell. (the devs apparently stated that his was their intent)
This just begs for a house ruling. I'm rather in favor of it applying to the Eidolon, but I am, of course, biased. However, Scarf is not a combat monster, nor is he meant to be one. He's a dog. He isn't going to grow multiple arms, legs, tentacles, or other body parts not suitable for a dog. He might learn to fly (without wings). He might learn some energy resistances, to improve survivability. I doubt he'll even grow into a large creature. Seredoc's intent is to evolve him into the perfect dog and mount. (I do intend to stack the deck in his favor every way I deem fitting.) I can work with a ruling either way, no hard feelings. So, no pressure. Just imagine those great big, sad, brown puppy-dog eyes looking up at in your sleep if you rule the wrong way. :P
Megan, you've already stepped in to run a game I'm in that lost it's DM. If you really want to run this, I'll step aside for you, but I'd rather you keep playing. I'll buy the modules and take you guys on, if you'll have me. I will probably want to recruit one more player. I might just give the existing characters bonuses instead; I don't handle large groups very well. My style of GM'ing is that the dice are guidelines and subservient to the story. You'll never lose a character solely to bad luck. (Though bad luck can land you in some places you really didn't want to go, and bad luck + bad choices can still kill you). I also tend to roll dice less often than other GM's I've seen. I am willing to modify my style a bit to accommodate player tastes; if any of you really like rolling dice, I'll make sure you get plenty of opportunity. But outside combat I tend not to roll, preferring to look at your skill ranks or description of the action instead. Skilled writers definitely have an advantage in my PbP games. If my style doesn't mesh with yours, that's fine; my feelings won't get hurt. I also won't be able to resume the game right away. But I will run it, if you're interested.
I have some experience running PbP, and I've read the threads you linked. I like your group, but there are a couple of obstacles. 1). I don't actually own the Kingmaker AP. I've been toying with the idea of purchasing it, so this may be the excuse I needed. 2). I wouldn't necessarily be able to start running it right away. I would need time to read the AP, and combine it with your progress thus far. Also, it sounds like my GM style is a little different than Papa's, since I'm no good with visual details and am unlikely to be able to provide maps and the like. I tend to be more story and RP focused to compensate. I'll keep an eye on this thread.
Wrath wrote:
Okay, let's give it a shot. Zenovia Tamiir-Quah: Zenovia was born to the Tamiir people of the Shoanti, the daughter of seamstress and a fine warrior who perished in a raid on the Chelish. To her tribe's disappointment, Zenovia displayed little aptitude for combat, instead demonstrating a gift for the arcane that first manifested as a gift with animals, especially serpents. Zenovia was apprenticed to her tribe's medicine man, but also displayed little talent for healing, and her people frowned on magics that did not heal, and distrusted serpents. Zenovia was left with two unpalatable options. Stay with her mother and apprentice as a seamstress, or marriage to the medicine man so her talent might mingle with his and eventually benefit the tribe. Zenovia chose neither, instead running away from the tribe and finding a Varisian community who took her in and nurtured her arcane talent. Zenovia loved her time with the wandering Varisian clan. In return for taking her in and teaching her, she helped the clan the only way she knew how; sewing. What formerly was a dreaded chore turned into sheer delight, as she discovered that she had a passion for the colorful scarves the Varisians wore. Upon discovering this talent, the clan taught her how to dance with the scarves, and later, how to climb with them, hide things in them, and (very quietly) even to fight with them. This last was to end her time with the clan. Several of the women, already jealous of the striking young lady, claimed she was a spy, sent to ferret out all the clan secrets. Though few believed the charge, enough chaos and trouble was caused that Zenovia left of her own accord. Now homesick for her own people, she traveled to the Viperwall, hoping to ask a local oracle what she needed to do to finally find a place of her own. She never saw the oracle. A band of ruffians or brigands ambushed her outside the Viperwall, captured her, and took her to Riddleport to sell. Zenovia used her talents to escape and decided to hide in Sandpoint, vowing to settle down, live quietly and not cause trouble. Zenovia supports herself with her sewing and doing the odd task for Lady Kaye, creating or mending exotic garments, and has a soft spot for the girls, quietly keeping an eye on them to ensure no ill befalls them. Personality: Zenovia is strong-willed and independent, but shy, especially around other women. She loves colorful garments, especially scarves and usually wearies at least one flamboyant bit of clothing. She loves animals, especially reptiles, but is terrified of having to flee her new home, so she downplays her arcane abilities in public.
How much of a concept do you want? Do you want something simple, like, outcaste Serpentine Sorceress of the Tamiir Quah, hoping to settle down in Sandpoint for a quiet life, doing errands and tasks for lady Kaye? (that is my submission, by the way) Or did you want it fleshed out a bit more than that?
Quentin Sanders grew up in Katapesh, surrounded by the worship of Sivanah. For an inqusitive child, this could have been fun, but instead turned into torture; everybody wanted mystery, and nobody would explain anything. So, from an early age, Sanders turned his mind into the unraveling of mysteries. Why wouldn't anyone allow children into the Nightstalls? Why were the Duskagents following that man with the funny plants? Why did people give mean looks to those funny gnolls? Eventually his parents apprenticed him in the service of Abadar just for a moment's peace. But Abadar's service turned out to be pretty boring, too. Although he was really interested in magic, especially illusion, he didn't seem to have the knack of learning divine spells the way they tried to teach it. History was pretty interesting, especially when they would answer 'why' things happened, but the counting of and accounting for coins was not. And the people in the temple acted just like the people in the Nightstalls, though they usually dressed and smelt better. One elderly priest warned that if he didn't reign in his curiosity and toe the line, a terribly curse would befall him. Quentin, of course, wanted to know what the curse was, and why it only affected the curious, and what relation this priest had to the curse. Sputtering, the priest threw his hands up and left the room. Ever since then, Quentin has suffered from unpredictable seizures and convulsions. But with that curse came a gift. With some concentration and thought, Quentin could remember things he'd never learned. Or at least he didn't remember learning them. He started to connect with divine magic, though not the way the temple had tried to teach him. People started coming to this 12 year old boy with questions he could not possible know. And often, he could answer them. A brief perusal of the threads you linked to wasn't enough for me to figure out where in Golarion the story was taking place. Hopefully this will highlight part of Quentin's character for you. Details can be changed to fit your setting.
David Monroe, Savvy Retired Cop wrote:
Presence roll for first impression? I'll match it and oppose your investigation roll (assuming Monroe is trying to read Conan) with Discipline. Discipline: 4d3 - 3 ⇒ (2, 3, 2, 2) - 3 = 6Presence: 4d3 - 6 ⇒ (2, 2, 3, 3) - 6 = 4 And still no introduction. Or sense of personal space. Conan suppressed the urge to take a step backwards and instead answered the question civilly, though still speaking to the armor-wearing blond. "I suspect that you had information enough to bring functional weapons and armor to a social engagement. I suspect that you would wield them with some degree of skill. I suspect that you are not here at the behest of the local Powers that Be, whom I doubt would be impressed by your toys." Conan paused a moment and added, "I apologize for being so tiresome. Merely shake your head and I will trouble you no further."
Valegrim wrote:
Yes, it looks like you followed the skill pyramid. Higher numbers are better. A Superb (+5) skill is the peak of human skill. Where a Fair (+2) skill is a professional level of skill. Endurance is your general physical toughness and how much physical punishment you can take. Athletics is your general defense skill for dodging physical attacks (though you'll be able to use your weapons skill to defend against melee attacks) as well as your running speed, athleticism, etc. Ragadolf: Ha! I love the twins idea! And I agree with Davi that you should go for Glamours (only take Seelie Magic if you want the pull of the Summer Court being a constant part of your story) and thus not have to worry about the Laws of Magic at all. It also keeps your concept unique. Additionally, the Incite Emotion power might fit your concept.
Open to suggestions, especially since I'm not the most familiar with the lore, but looking at the Wiki leads me to believe that the largest dwarven population close to Shadowdale is in Daggerdale. Daggerdale appears to export ore, so that might be a reason for a dwarf to be visiting Shawdowdale. Also, I'm thinking that an Empty Hand monk would be better suited to dwarven sensibilities than either Zen Archer or Four Winds. Zen Archer would be fine if modified for a crossbow, but the none of the Spirit/Aspects of Four Winds really seem like they'd be attractive to a dwarf. I think that one of his motivations is going to be to take monastic discipline/skills and see how he can adapt it to be more practical for his own people. (Idea. Take two war-hammers, which all dwarves are proficient with, link them by the handles with a small chain, and you now have nunchaku that dwarves would find more attractive and more readily available.)
Rennick wrote:
Hmm, I have a first level dwarven monk that is nearly ready to play, then. Made for a different game that didn't make it. Just trying to decide between Four Winds and Zen Archer. Please count me in, if you do end up running.
Since Aerys did present himself for healing, do you mind if I make a retroactive heal check, or would you rather wait until they return from the ship? Also, were there any tidbits left over from the sea scorpions? edible bits to be cured, poison to be carefully gathered or at least menacing-looking stingers to be collected?
Couple more questions, doesn't a person heal twice as fast under the care of a healer? Wouldn't that also include Aerys' ability damage? And I was under the impression that survival also included the ability to cook and prepare food, thus making the barbarian and the witch the most likely candidates for cook. Alexi would be able to start cook fires easily, though I suppose you might give a -2 penalty if you wanted for lack of proper tools.
About Greven MoriusGreven Morius:
Greven Morius is a grizzled 52-year old, cigar-smoking monster slayer, who in his older years has turned to private investigation in Magnimar and the odd adventuring job here and there, when anyone is willing to hire a swordsman past his prime. He likes to drink and gamble, and is often in shortage of money and looking for work. Race: Human
Stats:
Attributes: 15-point buy: 13 (3 points), 15 (7 points), 11 (1 point), 11 (1 point), 12 (2 points), 11 (1 point) STR 14 (Base 13, +2 racial, -1 Middle Age) DEX 14 (Base 15, -1 Middle Age)[/b] CON 10 (Base 11, -1 Middle Age)[/b] INT 13 (Base 12, +1 Middle Age)[/b] WIS 12 (Base 11, +1 Middle Age)[/b] CHA 12 (Base 11, +1 Middle Age)[/b] hp: 25 (10 lvl 1 +6 lvl 2 +6 lvl 3 +3 Toughness)
Traits:
Traits: Tactician(Combat): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll. Trustworthy (Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Feats and Class Features:
Feats: Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Exotic Weapon Proficiency [Repeating Crossbow] (Slayer Talent): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally. Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws. Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Class Features:
Combat Stats:
hp: 25 Init: +3 AC: 18 [Chainmail +6, Dex +2] (Flat-Footed 16, Touch 12) BAB +3 Melee Attack: +6 Masterwork Greatsword 2d6+3 (19-20/x2) Ranged Attack: +5 Heavy Repeating Crossbow 1d10 (19–20/×2, 120 ft.) CMB +5 CMD 17 Skills:
Skills: (9 x 3 = 27 ranks) Acrobatics 1 +3 (Class Skill) +2 (Dex) = +6 Bluff 3 +3 (Class Skill) +1 (Cha) +1 (Trustworthy) = +8 Climb 1 +3 (Class Skill) +2 (Str) = +6 Diplomacy 3 +3 (Class Skill) +1 (Cha) +1 (Trustworthy) = +8 Disguise 1 +3 (Class Skill) +1 (Cha) = +5 Heal 1 +3 (Class Skill) +1 (Wis) = +5 Intimidate 1 +3 (Class Skill) +1 (Cha) = +5 Knowledge (geography) 1 +3 (Class Skill) +1 (Int) = +5 Knowledge (local) 1 +3 (Class Skill) +1 (Int) = +5 Perception 3 +3 (Class Skill) +1 (Wis) +2 (Alertness) = +9 Profession (gambler) 2 +3 (Class Skill) +1 (Wis) = +6 Ride 1 +3 (Class Skill) +2 (Dex) = +6 Sense Motive 3 +3 (Class Skill) +1 (Wis) +2 (Alertness) = +9 Stealth 3 +3 (Class Skill) +2 (Dex) = +8 Survival 1 +3 (Class Skill) +1 (Wis) = +5 Swim 1 +3 (Class Skill) +2 (Str) = +6 (ACP -4)
Equipment:
Equipment (3000 gp): Explorer's Outfit (free), Masterwork Chainmail (300 gp), Hat of Disguise (1,800 gp), Masterwork Greatsword (350 gp), Heavy Repeating Crossbow (400 gp), Light Horse (75 gp), Backpack (2gp), Bedroll (1 sp), Waterskin (1gp), 10 cases of 5 bolts (5 gp), a case with 10 cigars (10 gp), Flint and Steel (1 gp) 2944 gp spent 55 gp 9 sp |