Gelatinous Cube

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After the confrontation at Aldronard's Grave, the party Forgemaster of Torag shamed Captain Andalen into accompanying the party into Scrapwall, setting the stage for the first death of the Adventure Path.

Who: Captain Andalen
What: +1 human bane arrow fired by Birdfood, finished by an orc.
Where: Hawk Palace

The party snuck up to the palace and initiated combat against the three orcs on patrol. After a fashionable wait, Birdfood walked out of his throne room and took aim at the nearest human (Captain Andalen), one arrow dropped Andalen to negative, and the orc standing next to him took an attack of opportunity to perform a coup de grace.

Now the party is trying to find someone to cast resurrection. Because they don't want to spend their scroll on him...


2 Dwarf Brothers - Runeforger(Cleric of Torag) and Foehammer(Fighter)
Both with the Skymetal Smith trait

Male Dwarf Barbarian who hates the Technic League

Female Human Witch

Female Kellid Brawler1/Shaman

They contemplated not returning to town until they completed the adventure, but two ghelarn at the entrance to the habitat module shut down that plan, and Hetuath put the fear of Zyphus into them. On the third expedition, they made it to the Science deck, and the Runeforger (who rolled a 1 for 2nd level hp) wanted to go back and rest after the first Cure spell was used. That gave me a chuckle.


I've seen the New Paths Shaman, and I like the animal spirits, but how do I adjust the ACG shaman to accommodate.

This is my first time GMing for this group and I would make adjustments for others, but no one else has asked, which makes me hesitant to do it at all because she is my fiance. It's a sticky situation. A wolf pup sounds like the best way to handle it. Thanks!


I like that shaman's animal companion, but how should I adjust the ACG shaman to accommodate it?


It is for a group. That's part of my issue, no one has directly questioned the ruling, but one player, who plays a wizard in our other campaign, definitely raised a loud eyebrow...


The problem with a Hex or the True Spirit ability, is that the spirit animal is a core aspect of the character. Either way, the shaman would have to start with a familiar-type animal and not the animal that they have in mind.


Copied from the homebrew forum:

So the Advanced Class Guide came out at the perfect time, because I'm about to start a campaign and my fiance wants to play a shaman. We were both disappointed, though, because when we think of spirit guides, it's a wolf, elk, eagle, or something like that. In other words, an animal companion, not a familiar. But then, animal companions don't get improved Intelligence, which we do expect in a spirit guide.

For now, I've decided to let her take Improved Familiar at level 1 in order to select a wolf. Since the level 3 and higher options are magical or monstrous, I feel it is not unreasonable to allow a bigger but mundane creature as a level 1 choice. I'm still not convinced this is the right way to handle it though.

I've thought about making spirit animals based on animal companions rather than familiars, but I like the idea that spirit animals are intelligent. I also thought about adding a hex that allows a bigger spirit animal, but I'm not sure that's any better than the feat path.

How would you guys handle the situation?


So the Advanced Class Guide came out at the perfect time, because I'm about to start a campaign and my fiance wants to play a shaman. We were both disappointed, though, because when we think of spirit guides, it's a wolf, elk, eagle, or something like that. In other words, an animal companion, not a familiar. But then, animal companions don't get improved Intelligence, which we do expect in a spirit guide.

For now, I've decided to let her take Improved Familiar at level 1 in order to select a wolf. Since the level 3 and higher options are magical or monstrous, I feel it is not unreasonable to allow a bigger but mundane creature as a level 1 choice. I'm still not convinced this is the right way to handle it though.

I've thought about making spirit animals based on animal companions rather than familiars, but I like the idea that spirit animals are intelligent. I also thought about adding a hex that allows a bigger spirit animal, but I'm not sure that's any better than the feat path.

How would you guys handle the situation?


Thanks for the responses. I realize that +2 STR/DEX will make them more suited to certain roles (*ahem*melee*ahem*), but I really think that is the most appropriate distribution. The orc's strength shows through, while the mental abilities are tempered by the elf's advantage there. Perhaps they should have a -2 WIS instead of CHA. That would probably hurt more for most classes that need the STR/DEX.

The +2 Perception just seemed right since elves have Keen Senses and orcs are bestial.

I like the second version more also. I only really came up with the first version in order to fit them into a more "standard" setting where such a pairing would be unthinkable, and elf-orcs would not be tolerated. An abomination in such a world would be as common as a good drow...

I plan to add optional traits to the Ang'Kijak to reflect different strongholds. In my mind, there are only 4-6 of them in the world and they're isolated enough to have unique traits specific to themselves. One might reflect more of the elf ancestry, and some the orc.


I've seen a few versions of elf/orc crossbreeds in this forum, but none of them were quite what I was looking for, so I made my own. This is an attempt at what would logically result from the mating. My goal is a balanced player-race that doesn't necessarily suggest a specific class.

I present two versions. One in the more familiar case where an orc-elf hybrid is nothing more than an abomination, and one where the offspring have exiled themselves and created a separate society. I assume, obviously, that hybrids breed true and can create their own society.

Abominations
Physical description:
Abominations are 6 to 7 feet tall, with light brown to deep green skin. They have the pointed ears of their elven parent, and the low brow of their orc parent. They are not as slender as elves, but their powerful builds possess a bestial grace of their own. Abominations may manifest hair, eyes, and teeth from either bloodline.

Society: Abominations have no society of their own, and most are killed at birth. Many are abandoned in the wild, where a few manage to survive, becoming fully bestial creatures. Even fewer are sheltered by either elves or orcs. When orcs raise an abomination, it is entirely out of spite. They are treated as slaves and playthings, and killed on the slightest whim. Raised by elves, they are seen as a burden, raised because of an unwanted duty.

Relations: Most races will think an abomination to be an unusual half-orc at first glance. Elves, orcs, and dwarves will immediately recognize the unusually pointed ears of elf ancestry. Those that recognize the abomination generally find them more repulsive than orcs.

Alignment & Religion: Abominations left to fend in the wild tend toward neutrality, since their morals are no more developed than those of beasts. They might grow to scorn civilization, and turn toward chaos. Those raised by elves or orcs will likely rebel against their guardians, and adopt an opposing alignment.

Adventurers: Abominations that survive to adulthood will find that their safest course of action is either to flee from civilization, or adopt a wandering lifestyle. Their natural abilities will push them toward martial disciplines, although their elven blood means that magical pursuits are not unusual.

Abomination Racial Traits (9 RP):

+2 Strength, +2 Dexterity, -2 Charisma: Abominations have the natural strength and grace of their parents’ bloodlines, but spend their lives shunned by every society.
Elf and Orc: Abominations are Humanoids with the elf and orc subtypes.
Normal Speed: Abominations have a base speed of 30 feet.
Darkvision: Abominations can see in the dark up to 60 feet.
Elven Immunities: Abominations are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Abominations receive a +2 racial bonus on Perception skill checks.
Orc Ferocity: Once per day, when a hybrid is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Languages: Abominations begin play speaking Common and either Elven or Orc. Abominations with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Optional Traits
Heart of the Wilderness:
Abomination abandoned in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces orc ferocity and the starting languages.

Ang’Kijak (Orc-Elf Hybrid)
Physical Description:
Ang’Kijak are 6 to 7 feet tall, with light brown to deep green skin. They have the pointed ears of their elven bloodline, and the low brow of the orc. They are not as slender as elves, but their powerful builds possess a bestial grace of their own. Abominations may manifest hair, eyes, and teeth from either bloodline.

Society: The Ang’Kijak are the descendents equally of orcs and elves. To escape persecution for their unusual heritage, they have moved to the edges of the world. Only a handful of Ang’Kijak strongholds exist, and they are well isolated from other civilizations. In each stronghold, the de facto potentate is the Khan’ke, who has proven himself the strongest in combat. The Khan’ke must pay at least lip service, though, to a council of elders. The Khan’ke is chosen by a heavily ritualized form of trial combat which is intended to prevent constant feuding over power within the society. Ang’Kijak respect strength, but ages of persecution have taught them to preserve the unity of the group first and foremost.

Relations: The Ang’Kijak try to have as little relations with other races as possible. Each year, one among the stronghold is sent to the nearest city to learn of the events in the world, and advise the elders on any possible threats. This task is seen as a necessary evil, and if the scout doesn’t returned he is assumed dead with no investigation, and a funeral is held in his honor. If they ever spared words for each other, a dwarf and Ang’Kijak would find much in common, especially their hatred of orcs and elves.

Alignment & Religion: Obedience to ritual form and submission to the will of the group is of paramount concern in Ang’Kijak society. Since giving in to the natural tendencies of their orc blood toward conflict would leave the Ang’Kijak vulnerable to the outside world, their society leans heavily toward law and isolationist neutrality. Their religion is animist, as they reject both the elven and orc gods and have no connection to the human pantheon.

Adventurers: Ang’Kijak almost never leave their strongholds except as scouts. A particularly outgoing scout might remain in the world in the hopes of foiling a threat to the stronghold. Alternatively, an Ang’Kijak might leave the stronghold at the behest of a spirit guide, or because he chafes under the Khan’ke, the elders, or the ritual rules.

Ang’Kijak Racial Traits (9 RP):

+2 Strength, +2 Dexterity, -2 Charisma: Ang’Kijak have the natural strength and grace of their parents’ bloodlines, but spend their lives shunned by every society.
Elf and Orc: Ang’Kijak are Humanoids with the elf and orc subtypes.
Normal Speed: Ang’Kijak have a base speed of 30 feet.
Low-Light Vision: Ang’Kijak can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Ang’Kijak are proficient with bows and treat any weapon with the word “orc” in its name as a martial weapon.
Elven Immunities: Ang’Kijak are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Ang’Kijak receive a +2 racial bonus on Perception skill checks.
Orc Ferocity: Once per day, when a hybrid is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Languages: Ang’Kijak begin play speaking a pidgin of Orc and Elven called Kijak. A character who understands Orc or Elven can make a DC 15 Intelligence or Linguistics check to understand Kijak. The DC is decreased by 5 if the character knows Orc and Elven. A character who speaks Kijak can make a DC 15 Intelligence or Linguistics check to understand Orc or Elven. Ang’Kijak with high Intelligence scores can choose from the following: Orc, Elf, Sylvan, Common.


Character Name: Harsk
Role Card: Tracker
Skill Feats: Strength +1, Intelligence +1, Wisdom +2
Power Feats: 1d4+2 to combat check, +1d8 vs. Giants
Card Feats: Armor +1, Allies +1, Blessings +1
Weapons: Returning Throwing Axe +1, Heavy Crossbow, Shock Longbow, Impaler of Thorns, War Razor +1
Spells: NA
Armors: Magic Leather Armor, Snake Skin Tunic
Items: Spyglass, Crowbar, Masterwork Thieves Tools
Allies: Monkey, Troubadour
Blessings: Gods(4), Calistria, Sarenrae

Character Name: Merisiel
Role Card: Thief
Skill Feats: Strength +1, Intelligence +1, Constitution +1, Wisdom +1
Power Feats: Hand size +1, Weapons, 1d6+1 for combat checks
Card Feats: Armor +1, Weapons +1, Allies +1
Weapons: Longbow +1, Bastard Sword +1, Heavy Crossbow
Spells: NA
Armors: Hide Armor of Fire Resistance, Elven Chain Shirt
Items: Ring of Protection, Holy Candle, Thieves Tools, Spyglass, Amulet of Mighty Fists, Sihedron Medallion
Allies: Father Zantus, Black Arrow Ranger, Crow
Blessings: Gods(3), Erastil

We lost Lem in the third Scenario of Adventure one, and replaced him with Harsk, who hadn't completed the basic adventure.