HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Ok enough work on it for tonight... and early draft. Combat wise early on I'm just going to 'acid' splash people with fire to try set them on fire. If all of them are on fire I can either hit them with the elemental ray or a crossbow bolt. Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 16
Alternate Racial Dual Talented
Bloodline: Elemental (Fire):
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement. Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Feats: Burning Amplification[/spoiler:
You can expend some of the energy of your fire spells to make the flames linger long enough to cause your opponents to catch ablaze. Benefit(s): Whenever you cast a spell with the fire descriptor, you can take a –1 penalty on the spells’ attack rolls and reduce the spell’s saving throw DC by 1 to cause any target that is dealt fire damage to catch on fire. The targets do not take burning damage for catching on fire until their next turn, and each target can attempt a Reflex saving throw to put out the fire before being damaged each round. Rather than the normal DC 15 Reflex saving throw to put the fire out, the target must succeed at a Reflex saving throw with a DC equal 10 + the spell’s level + the modifier of your spellcasting ability score). You must choose to use this feat before making an attack roll or before your targets attempt their saving throws. This feat has no effect on spells that neither allow a saving throw nor require an attack roll. Traits: Resilient (Combat) Orphaned by Giants (Campaign) You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype. Languages: Common, Orcish, Ignan Adventuring Skills 4+4
Favoured Class Bonus: Spells +2 Cantrips Spell Slots Per Day:
Spells Known
Gold: 635gp
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
I actually have a sorcerer idea I've been hoping to try. Burning Amplification and elemental bloodline fire will let me start setting enemies on fire with cantrips. @DM DoctorEvil can you put up the character generation rules here as the recruitment isn't attached to the campaign.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Stabilise DC 20: 1d20 + 4 ⇒ (5) + 4 = 9
...well Zan kept bleeding so it's a new character for me. I have a few ideas depending what mix we are looking at.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
My initial respose would be for new PCs rising up as I previouslhy mentioned but you are the GM so lean towards you preference. The main thing is it's a good group with a good GM so want to keep the band together so to speak. Adventure wise what would you be thinking of? ...grim dark sidenote. I'm in a Reign of Winter game where we've almost TPKed several times... we just got hit in a surprise round for an AOE doing 31 damage, reflex save for half, at level 3... it's not looking good.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
"Let's make for the guard tower. Silencing the drums may shake the orc morale. There are always more orcs right now we need to keep people safe, if we can help shake the orcish resolve that could do much."
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan will need the remove sickness... but doesn't know it yet so wouldn't ask for it. The building directly north of the well next? Past the seemingly utterly ruined one I mean.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan moves forward gain to try to hold back the drunken brute... and if he was fortunate put an end to it's assault. Scimitar: 1d20 + 5 ⇒ (15) + 5 = 20
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Fort Save for Disease: 1d20 + 4 ⇒ (3) + 4 = 7
Zan feels absolutely fine for now... He moves out the door and calls out to the others. "Close the door!" Rather hoping the rats will be contained long enough. Withdraw action
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan makes a wild swing back at the half orc as he turns trying to lodge the heavy blade into the man's midsection. Scimitar Vs Yellow: 1d20 + 5 ⇒ (9) + 5 = 14
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan brings his blade down on the arm of the red invader. "We've got to deal with them quickly so we can help Nakoma."
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan recalls how tough the previous raiders were so decides to combine his blows with Acacius. Moving forward he swings his scimitar at the same thug as Acacius. Yellow Scimitar Vs Yellow: 1d20 + 5 ⇒ (13) + 5 = 18
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
His gear covered with soot Zan starts helping people to their feet and along if he can help it. Fighting orcs was one thing but running into burning buildings was new. "As Acacius says."
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
His lungs on fire Zan grabs Acacius forcefully around the waste and starts dragging the heavily armoured man forcefully towards safety. Desna, help clear our path so we may walk beneath the stars once more. He says the impromptu prayer in his mind and somehow it all seems easier for just a moment.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan will move to help Agrit and Sarah knowing Acacius is not far but that time is of the essence. "Where are you?" Fort Save Vs Smoke: 1d20 + 4 ⇒ (18) + 4 = 22
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan tries and upward slash aiming for just below the orcs ribs this time trying to catch it off guard. He grins as he sees the blade strike home. Scimitar Vs Red: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Some smoke blows into Zan's eyes making them water... continuing his trend of not being able to contribute in a meaningful way against the orcs. Scimitar: 1d20 + 5 ⇒ (6) + 5 = 11
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Can we five foot step? Isn't this all difficult terrain. Zan continues to press the attack striking at the orc though with the unsteady footing his scimitar is easily parried.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Sorry I forgot as well. I find it hard as both a GM and a player to remember when they do maps like that. Zan moves forward to harass the injured raider further but over extends himself and has to step back to avoid a blow from the orc.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan had been sticking close to the edge of the building trying to remain unseen but seeing the raiders come out of nowhere he springs forward to strike at one of them. Scimitar: 1d20 + 5 ⇒ (15) + 5 = 20
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan grabs the healer's kit, rope, keys, bolts and potion ignoring the gold as currently it could save no lives and would only slow them down. He waves for Acacius to come over to his position. "There's a crossbow down there if you have any ideas to fish it out while I scout ahead." The adventures seem to assume you'll take everything not nailed down regardless of circumstance. Scavenging for useful materials to protect the town is one thing but outright looting a fellow guard for gold is well past the line.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan put's his shield on his back. "Let me range a little ahead, not far say thirty feet. I can move more swiftly than Acacius. If I can spot the enemies we can catch them off guard as a group perhaps. They orcs have provided plenty of smoke to shield my advance." Moving ahead of the group Zan checks on one of the buildings to the west. Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
"If anything happens to her you'll be sure I'll be investigating and even a terrible priest of Abadar like you knows how badly that will go for you. Keep your mouth shut and read one of your holy books, maybe a bit about justice and judgement." Zan storms off. Idiots... I'd love to loosen his teeth.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
"Sabask I'm surprised to see a priest of Abadar promoting mob justice. I don't have time for this stupidity so back down now before I show these people what a priest of Abadar looks like beaten unconscious." Zan snarls, being in no mood to molly coddle the preacher. Intimidate: 1d20 + 4 ⇒ (3) + 4 = 7
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan nods in understanding of Captain Grath's words "Alright let's run to the Commons Beacon while we are still fresh but sticking together. Acacius armour will slow him but no isn't the time to go pulling it on an off. Once we have that beacon lit we should slow our pace as orcs might have breached the perimeter as well as to preserve our stamina for the long term."
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan moves up beside Acacius, slowing his pace. In all that heavy armour he wouldn't want someone to mistake Acacius who was still relatively new to town as one of the attackers. "At least we had some time to prepare for this..."...just not as long as I would have liked.
HP: -10/20, AC: 19, FF: 17, Touch: 12, Fort +4, Ref +5, Will +2, CMB +5, CMD: 17, Initiative +2, Perception +6 (+1 Vs Traps)
Zan spends as much time as he needs to checking the perimeter of the settlement in case the attackers have prepared hidden entrances to bypass the defenses given how easily they have gotten into town. Perception: 1d20 + 6 ⇒ (12) + 6 = 18
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