![]() ![]()
![]() BriaIIa wrote: ”What brings you to the festival Mr..... ? "Pardon meh manners, lass. Name's Redd. Redd McHerrington. I'm just a travelin' tradesman, not unlike yourself! I am't lookin' for jewelry, but I think the man you're looking for is Carth. Carth Garenth. Wouldn't have the foggiest idea where to find 'im, though. Maybe some of the locals might." ![]()
![]() Embalming Fluid
(couldn't find anything about property, but couldn't resist passing these up as I came across them) ![]()
![]() Delbina swats at a mosquito. "I was beginning to do better... and then these blasted biters started showing up. Even the screens don't seem to keep them out. I'm worried... In the past, when swarms were bad, miners got sick. Some have even died. Our medic used to make this foul smelling mist that would keep them at bay, but..." Her attention wanders, and she perks up. "I made you these!" Delbina runs into a back room and carries out several sacks. "It's been boring here with nobody to talk to, so I gathered up what rations I could find and put them in these bags. Should be about ten days worth." She glances over to the table, "Actually, I made you guys dinner the other day... thinking you'd be back. How long do you think you'll be gone this next time?" ![]()
![]() "Nah dat der rain lest nite probly warshed away dem tracks. An' b'sides, it wun't 'round this road. West road." Tammarak stretches and swats away a few mosquitoes. Absentmindedly he grins as he looks at one that got squashed in his hand. "Heh. Nat as bad as dem wit yeller wings." "Mens? Yaa, an't more'n two probly workin. Well, an't none of'm bin workin fer tha lest munth. Heh. Gah! An' dem minin dogs. Tha ones wit ate legs. They bin roamin' 'round tha woods lately. Awful nasty. Besta clim a tree if'n ya come across one o' dem." "But tha lest two they're diggin' in were Stygia an' Caina. Talk was dat after them two they're gonna close down tha whole i'land, unless they found sumthin real gud." "Stygia o'er der in tha far west. Caina up der in tha far north. Always did worr' that dem der dragon gonna fly down an' burn us all aliv. Ne'er did. Rumor was he's more a trickster, but I an't takin' ma chances." You hear gurgling sounds coming from his midsection. "Say... Men if I go get ma badger? I bin diggin' 'im out fer a gud couple days... an' I'm mighty hangry..." He smacks another mosquito on the back of his neck. ![]()
![]() Brother Grimdoc wrote: "We will help you." At the sound of those words he lets out another hoot and his smile returns. Brother Grimdoc wrote: "But first we gotta figure out what's happening and then we can sets things right." "Aight, far trade. I thnk it'sa bin... two... ya, two yers since I fecked ma deth. Ya, two yers..." He's counting on his fingers and tapping at the air as he does so. "Men they had'mat was Fleg'thon. I 'erd tha cav'n tha covr'd ma escap was caused bah sum big 'ol aps. Gess'n I owe'm, eh? Heh, heh." "Diz, Arabus, and Avrnus an't bin mend'n yers. An't nuth'n goin' on der but sealed up holes. Cows bin grazin'er, but they'll up an' died bout munth'go. Sam time cl'ny went silent..." "An't a sole bin movin' round on da roads. I was juz feelin' safe'nuff when I ran across ya lot. Gave me'a scar, ya did. Heh. Roads pretta safe'n, espeshly from them wulfs an' aps. They dun't go near da roads. Probly usta menners goin' back'n forth." "Bout few days'go, tho, I seen sumthin. Tracks. Bare'fut. Headin' back to tha cl'ny. Onda road. I thot it be them spirits o' tha dead, so I an't goin' back ther. Not if'n my life dep'nds on't." His gaze drifts over to the mountains in the north. "Rather get eaten by that ther dragon up'n them hills than ma sole taken inda night..." ![]()
![]() Tammarak twitches. "Tha cl'ny... Ya, iv'n out 'ere a gud whil... Tha cl'ny..." His bright blue eyes light up. "By Asmo'dus, tha cl'ny! An't nubdy ther! I'ma freem'n! Ha! Haha! Hahahaha!!" He stands up, brushing himself off (though he's still quite dirty). He looks relieved, and for the first time, he smiles. "Ya, gav'm tha slip cpl yers'go dur'n a cav'n. Bin hid'n since. An if'n ye an't bonty hunt'rs, then I'msa freem'n! Haha!" And then his smile fades. "Ya gotta git'ma off'n this i'lnd! It's cursed! Shadows wa'k tha nite! All tha min'rs ternta darkness! Ya cun onla go out durin tha day! Pleez, ya gotta helpma!" He steps up to Grimdoc, grabbing your shirt front. His bright blue eyes look wild and full of fright. ![]()
![]() The man looks surprised at the question. He somewhat lowers his hands, and some of the sobbing stops. "Ya men, ya drn't kna h'am? Ya an't bin hnt'n me?" He looks back and forth between the two men. When Samuel joins the rest of the group, the man sits up. When Calistan joins, the man's tears have mostly stopped. "Uh... nam's Tammarak. H'r you?" ![]()
![]() Brother Grimdoc wrote: "Well...where to next? How about that ring of buildings to the northeast?" Regaining a semblance of composure, Delbina points to the small building next door (A14). "That's the smithy. It's so weird not to hear the sounds of their hammers going." She turns more northward, pointing to a collection of broken down wagons (A12). "Those are the wagons that we use to transport crystals from the mines." Pointing just beyond the wagons (A13), she continues. "That's the stables, but I don't see the horses." She looks saddened. "There was a new foal born just a week ago, too." She skips over what appears to be a simple tool shed (A9) and points to the bigger building to the west (A16). "And that's the mining office, though I've never actually been in there. I'm not a miner." ![]()
![]() The sickly-looking Delbina nervously twitches as she scans the yard. "You... you won't think ill of me, will you? I see... I see things... every now and then... I thought, maybe, they'd go away when you rescued me from that creature... but..." She shivers against a cool seabreeze. "I've been haunted by a pair of milky white eyes... they... they stare at me... from the darkness... I get this feeling of horror and dread every time I think about them..."
About Jebediah HeliotropeAttack Macro:
Talon, Rage, Pounce: [dice]1d20+24+2+2[/dice], for [dice]1d8+22+2[/dice] damage +[dice]2d6[/dice] Holy damage +[dice]1d6[/dice] Acid damage. Talon, Rage, Pounce: [dice]1d20+24+2+2[/dice], for [dice]1d8+22+2[/dice] damage +[dice]2d6[/dice] Holy damage +[dice]1d6[/dice] Acid damage. Bite, Rage, Pounce: [dice]1d20+24+2+2[/dice], for [dice]1d6+22+2[/dice] damage +[dice]2d6[/dice] Holy damage Foreclaw, Rage, Pounce: [dice]1d20+19+2+2[/dice], for [dice]1d4+13+2[/dice] damage +[dice]2d6[/dice] Holy damage Gore, Rage, Pounce: [dice]1d20+24+2+2[/dice], for [dice]1d8+18+2[/dice] damage +[dice]2d6[/dice] Holy damage Rounds of Rage Used: 6 Talon, Rage: [dice]1d20+24+2+1+1[/dice], for [dice]1d8+22+2[/dice] damage +[dice]2d6[/dice] Holy damage +[dice]1d6[/dice] Acid damage.
Active Spells:
Appearance:
Background:
Initiative: +2 [+1 Dex + 1 Ioun Stone]
AC: 38 (10 + 12 (+3 Wild Red Dragonhide Full Plate) + 5 (+3 Wild Red Dragonhide Heavy Shield) + 7 Natural Armor (Wildshape + Barkskin) + 1 Dex + 2 Deflection (Ring of Protection +2) + 1 Insight (Dusty Rose Ioun Stone))
Hit Points: 147/147 Fort: +19 Ref: +13 Will: +21 Immune to Magic Sleep effects
Combat:
Base Atk: +13/+8/+3; CMB: +24; CMD: 38 Melee
**POUNCE** When raging, also gain: Gore: +26 to hit; Dmg 1d8+18+2d6 (Holy); crit 20/x2; Type P
Skills:
Skill Points per level: Druid: 4 (Class) + 2 (Intelligence) + 1 (FC) Acrobatics -5 (+1 Dex - 6 ACP) Appraise +2 Bluff +2 Climb +3 (+9 Str - 6 ACP) Craft +2 Diplomacy +29 (+2 Cha + 18 ranks + 3 class skill + 1 Trait + 2 Competence + 3 Familiar) Disguise +2 Escape Artist -5 (+1 Dex - 6 ACP) Heal +4 Intimidate +2 Knowledge(Arcana) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Knowledge(Dungeoneering) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Knowledge(Engineering) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Knowledge(Geography) +8 (+2 Int + 1 rank + 3 class skill + 2 Pathfinder Chronicle) Knowledge(History) +28 (+2 Int + 18 rank + 2 Pathfinder Chronicle + 1 Trait + 5 Magic) Knowledge(Local) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Knowledge(Nature) +10 (+2 Int + 1 rank + 3 class skill + 2 Pathfinder Chronicle + 2 Druid) Knowledge(Nobility) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Knowledge(Planes) +32 (+2 Int + 18 ranks + 3 class skill + 2 Pathfinder Chronicle + 1 Trait + 6 Skill Focus) Knowledge(Religion) +5 (+2 Int + 1 rank + 2 Pathfinder Chronicle) Linguistics +6 (+2 Int + 4 ranks) Perception +36 (+4 Wis + 18 ranks + 3 class skill + 2 racial + 5 Magic + 4 Feat) Perform(Any) +2 Profession (Astrologer) +14 (+4 Wis + 5 ranks + 3 class skill + 2 Competence) Ride -5 (+1 Dex - 6 ACP) Sense Motive +6 (+4 Wis + 2 Feat) Spellcraft +27 (+2 Int + 18 ranks + 3 class skill + 4 Arcane Family Workbook) Stealth -5 (+1 Dex - 6 ACP) Survival +6 (+4 Wis + 2 Druid) Swim +3 (+9 Str - 6 ACP) Use Magic Device +26 (+2 Charisma + 18 ranks + 6 Skill Focus) Trait:
Insider Knowledge:
Category Faction Requirement(s) Grand Lodge Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Scholar of the Great Beyond:
Feats:
1st: Heavy Armor Proficiency 1st (Racial Bonus): SF: Knowledge(Planes) 3rd: Quicken Spell 5th: Natural Spell 7th: Wild Speech 9th: Planar Wild Shape 9th (Druid Bonus Feat): Power Attack 11th: Eldritch Heritage(Arcane) 13th: Toughness 13th (Druid Bonus Feat): Improved Overrun 15th: Extend Spell 17th: Skill Focus (UMD) 17th (Druid Bonus Feat): Nimble Moves Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Class Features:
Nature Bond - Destruction(Rage) Domain:
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (+8). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8/day). Rage (Su):
Nature Sense (Ex):
Wild Empathy (Ex):
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they 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. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Woodland Stride (Ex):
Trackless Step (Ex):
Resist Nature's Lure (Ex):
Wild Shape (Su):
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III. Totem Transformation (Su):
Movement (+10 enhancement bonus to land speed)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Totemic Summons (Su):
This ability replaces a thousand faces. Timeless Body (Ex):
Spells:
Orisons: Create Water, Detect Magic, Guidance, Read Magic
1st level (4+1+1*): Cheetah's Sprint [0/3 used], Endure Elements, Faerie Fire, True Strike (Domain) 2nd level (4+1+1*): Barkskin [1/2 used], Delay Poison (Extended)*, Gust of Wind, Resist Energy, Shatter (Domain) 3rd level (4+1+1*): Greater Magic Fang [5/5 used] (Extended)*, Rage (Domain) 4th level (4+1+1*): Life Bubble, Freedom of Movement, Extended Ward of the Seasons [2/2 used], Extended Greater Longstrider, ICW (Domain) 5th level (4+1*): Extended Airwalk, Death Ward, Extended Freedom of Movement, Extended Echolocation, Quickened True Strike (Domain) 6th level (4+1*): Quickened Bear's Endurance (2/2 used), Extended Death Ward (1/2 used), Quickened True Strike (Domain) 7th level (3+1*): Heal [1/3 used], Disintegrate (Domain) 8th level (3+1*): Seamantle (2/3 used), Earthquake (Domain) 9th level (2+1*): Foresight (1/2 used), Implosion (Domain) Equipment:
+3 Wild Red Dragonhide Full Plate Jade Holy symbol on a silver chain +3 Wild Red Dragonhide Shield Druid's Vestment Cracked Dusty Rose Ioun Stone Cracked Pale Green Prism Ioun Stone x2 Eyes of the Eagle Waverider's Gold Plated Wayfinder + Dusty Rose Ioun Stone Cloak of Resistance +5 Belt of Giant Strength +6 Headband of Inspired Wisdom +6 'Ring' of Sustenance (Crocodile tooth bracelet) Ring of Protection +2 (emblazoned with the holy symbol of Rovagug) Amulet of Mighty Fists (Holy & Ghost-Touch) Scholar's Ring Waterskin Deliquescent Gloves Rod of Splendor Scarlet and Blue Sphere Ioun Stone (UMD) Handy Haversack:
Complete Set of Pathfinder Chronicles
Coins: 128819gp, 0sp, 0cp
Amulet of the Planes (120,000)
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