Magnifying glass

alginon's page

Organized Play Member. 49 posts (142 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 3 aliases.


RSS

Sczarni

Looking for a group to play with on weekends. Experienced player/GM (30+ years) whose group moved away last year.I mainly GM Pathfinder, but I'm up for most any system to play. Let me know if you need another for a group.

Later

Sczarni

I'll go ahead and roll....I'm taking an 18 plus....

roll: 3d6 ⇒ (4, 6, 1) = 11
roll: 3d6 ⇒ (2, 6, 2) = 10
roll: 3d6 ⇒ (4, 2, 4) = 10
roll: 3d6 ⇒ (3, 4, 6) = 13
roll: 3d6 ⇒ (6, 2, 1) = 9

Works for me.....thinking of a cleric.....will work it up for submission.

Sczarni

After a review of the spell, I would make them map it out. It would add to the confusion of the spell, and hence the confusion would also be transferred to the actual players when their map stopped making sense. let them double back, redraw, etc until they scream!!

Don't let it divide the party, though. It would be a big hassle. let them stay together and get confused as a group.

Sczarni

I would like a free copy please :)

Sczarni

1 person marked this as a favorite.

Since I just found this, I'll give it a shot anyway....

Oracle Mysteries (PFRPG) PDF

Either way, Good job in doing this and spreading the love

Sczarni

Mythic Evil Lincoln wrote:

I just use Roll20.

If one of your players has a big-screen TV, you can hook it up to that.

And, they're about to roll out some more character sheet support with an iPad app.

I do this as well. I am running the AP Shattered Star, and I just load everything up into Roll20. I run off of a laptop and small table in my living room, and my players just tell me where they want to move their characters to. When I use the GM layer, I can see the monsters that I have put on that layer as well as what the players see on the big screen. Perfect for invisible creatures. I can move them around and know exactly where they are when events happen (I have had an invisible creature get caught in an area of effect spell accidentally...the players faces were priceless when they saw this body just appear after the fireball.....lol

Sczarni

2 people marked this as a favorite.
Dale McCoy Jr wrote:
Lord Fyre wrote:
The female elf is entirely too dressed. ;P
I specifically requested the artist make Darlanrea well clothed. The funny thing is that when I evaluated both Wizards' and Paizo's signature characters, I realized that both had male human fighters (yes, WotC also had Tordek and there is a good story behind that, but still). So I decided that I wanted my signature fighter to be female and non-human. An elf seemed a good choice. My first stipulation was that she must be sensibly-clothed for a fighter.

Good for you Dale! Role Playing needs more decisions like that. Lack of clothes does not automatically make a character cool.

Sczarni

AdamF, this is starting to turn into something realy cool, with all the possibilities.....may have to use something like this in an upcoming campaign

Sczarni

Maybe there are giant rats in the grounds. Nothing that would kill the 2 that are sneaking in, but it is more difficult to kill them silently.

Sczarni

I finished the Carrion Crown AP with my group, and you could do it with one player and a companion for them. While combat needs to be scaled down a bit, it has a really good story that can be tweaked for a single player.....check out the Carrion Crown GM Reference thread for ideas and advice before you start.

Sczarni

What level is the party?

I agree with Deadmanwalking, an exotic pet would be cool....could be "mundane" like a tiger or really exotic like a pet Lizardman trained as a gladiator, who eats his kills.

Also, depending on the suspicion of Dayrose, give her a way out. It seems to me that she would have a backdoor to slip out of. (She is prime Recurring villian material)

will post more as I think of it.

Sczarni

1 person marked this as a favorite.

Here is a good one for Nachos and Cheese:

Brown a pound of sausage ( I buy the link sausage in the meat dept at the store and take it out of the casing)

Drain off fat

Add 2 jars of Queso Cheese Dip

Add 1 jar of Mild/Medium Salsa

Heat and mix, serve with chips and jalopinos

My group loves it.

Sczarni

Jacob Saltband wrote:

'I was thinking of the immortal words of Socrates, who said...I drank what?'

Two young men having a philosophy discussion.

Real Genius

Sczarni

Looks like I might go with an oracle....will work up the crunch and story

Sczarni

I'll throw my lot in with the rest...

3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (6, 5, 6) = 17
3d6 ⇒ (1, 6, 2) = 9
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (6, 1, 5) = 12
3d6 ⇒ (5, 4, 5) = 14

That turned out better than expected

Sczarni

Dotting for interest

Sczarni

I have used Lulu in the past for a few college textbooks, and If at all possible, get a spiral bound book. It made things so easy for me, because the book would stay open to the page that I wanted, and I could fold it back to have it take up less space.

Seems to me that it would be perfect for running an adventure path. You could make notes in the margins and have it lay flat in front of you.

Sczarni

Ok they are fixed for you.....and now begins the killing :)

Melee 1:
MELEE 1
CR 10
Unhallowed Male Half-Orc (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 8
CE Medium undead (orc, human)
Init +5; Senses Darkvision, Perception+9
Aura Aura of Evil
DEFENSE
AC 39(41), touch 22(24), flat-footed 39(41) (+12 armor, +3 deflection, +5 natural) (+2 ac vs good)
(50% miss chance for 5 rounds – potion of displacement)
(+3 ac for shield of faith)
(+4 mage armor)
(+2 magical Vestment)
hp 108 (2d10)+(8d8)+8
Fort +11(+13), Ref +5(+7), Will +11(+13), +1 Will vs. fear (+2 vs good)
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, Protection from energy (you choose?)
OFFENSE
Speed 20 ft. (Freedom of movement)
Melee greataxe +2 (corrosive) +19/+19/+14 (1d12+17/19-20 x3 + 1d6 acid)
(Critical target shaken for 1 round no save)
Melee slam +17/+12 (1d6+13)
Special Attacks Channel Negative Energy (4d6, DC 13(17), 2/day) (+4 profane bonus)
Domain Power Spell-Like Abilities Battle Rage (5/day),
Cleric Spells Prepared (CL 8th, concentration +10):
4th—divine power**, divine power, freedom of movement
3rd—deeper darkness, dispel magic, magic vestment*, protection from energy
2nd—aid, bull's strength, silence, spiritual weapon*, weapon of awe
1st—Shield of Faith, magic weapon*, murderous command (3) (DC 13), ray of sickening (DC 13)
0 (at will)—bleed (DC 12), detect magic, guidance, spark (DC 12)
*: Domain spell.
Deity Urgathoa; Domains War, STATISTICS
Str 29 (33), Dex 11, Con *, Int 8, Wis 15, Cha 8
Base Atk +8; CMB +17; CMD 30
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Cleave, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Vital Strike, Warrior Priest, Weapon Focus (Greataxe)
Skills Acrobatics -5, Acrobatics (Jump) -9, Appraise -1, Bluff -1, Climb +12, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -5, Heal +2, Intimidate +6, Perception +9, Perform (Untrained) -1, Ride -5, Sense Motive +2, Stealth -5, Survival +2, Swim +4,
Languages Common, Orc
SQ Aura of Evil, Battle Rage (5/day), Bonus Feats, Bravery, Darkvision, Intimidating, Orc Blood, Orc Ferocity, Orisons, Spontaneous Casting, Weapon Familiarity, Weapon Master (8 rounds/day),
Gear amulet of natural armor +2; greataxe +2 (corrosive); ring of protection +3; belt of giant strength +4; cloak of resistance +3; full plate +3; oil of keen edge; potion of displacement; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +4 bonus on melee damage rolls for 1 round. You can do so 5 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60;
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Orc Ferocity (Ex) Once per day, when a half-orc 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.
TEMPORARY BONUSES
Temporary Bonuses Applied Power Attack (Two-Handed),

Set up
Potion Displacement – 5 rounds
Divine Power – 8 rounds
Shield of Faith – 8 minutes
Bulls Strength – 8 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Protection from energy – 80 minutes
Freedom of movement – 80 minutes
Potion Mage Armor – 1 hour
Magical Vestment – 8 hours

Melee 2:
MELEE 2
CR 10
Unhallowed Male Elf (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 8
CE Medium undead (elf)
Init +13; Senses Darkvision, Low-Light Vision, Perception+15
Aura Aura of Evil
DEFENSE
AC 42 (44), touch 34 (36), flat-footed 30 (33) (+5 armor, +3 deflection, +12 Dex, +3 natural)
+2 ac vs good (in parenthesis)
+3 shield of faith
+2 potion of cats grace
+1 ioun stone
+4 mage armor
+2 magic vestment

hp 93 (2d10)+(8d8)+1
Fort +10 (+12), Ref +13 (+15), Will +11 (+13), +1 Will vs. fear, +2 vs. enchantment spells and effects
+2 saves vs good
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, protection from energy (you choose?)
OFFENSE
Speed 30 ft. freedom of movement
Melee sickle +1 (alchemical silver) +21 (1d6+2/19-20 x2)
Melee sickle +1 (obsidian) +21/+21/+16 (1d6+6 / 19-20 x2 + 2d6 vs good) (Critical shakens target 1 round)
Melee slam +17 (1d6+1)
Special Attacks Channel Negative Energy (4d6, DC 17, 2/day) , Touch of Evil (6/day),
Domain Power Spell-Like Abilities Battle Rage (6/day), Touch of Evil (6/day),
Cleric Spells Prepared (CL 8th, concentration +11):
4th—divine power**, divine power, freedom of movement
3rd—deeper darkness, dispel magic, magic vestment*, protection from energy
2nd—hold person (DC 15), silence (2), spiritual weapon*, weapon of awe
1st—murderous command (3) (DC 14), protection from good*, ray of sickening (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, virtue
*: Domain spell.
Deity Urgathoa; Domains Evil, War, STATISTICS
Str 12, Dex 28(32), Con *, Int 13, Wis 16, Cha 8
Base Atk +8; CMB +17 (+19 trip); CMD 31 (33 vs. trip)
Feats Agile Maneuvers, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sickle)
Skills Acrobatics +14, Appraise +1, Bluff -1, Climb +9, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +14, Fly +9, Heal +3, Intimidate -1, Perception +15, Perform (Untrained) -1, Ride +9, Sense Motive +12, Spellcraft +5, Spellcraft (Identify magic item) +7, Stealth +19, Survival +3, Swim +1,
Languages Common, Elven
SQ Aura of Evil, Battle Rage (6/day), Bonus Feats, Bravery, Darkvision, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Orisons, Scythe of Evil (1/day), Spontaneous Casting, Weapon Familiarity, Weapon Master (8 rounds/day),
Gear sickle +1 (alchemical silver); sickle +1 (obsidian); belt of incredible dexterity +4; bracers of armor +5; cloak of resistance +2; ioun stone, deep red sphere; oil of keen edge (x2); potion of cat's grace; potion of mage armor; ring of protection +3;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +4 bonus on melee damage rolls for 1 round. You can do so 6 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Darkvision (Ex) Range 60;
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) 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.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Scythe of Evil (Su) You can give a weapon you touch the Unholy special weapon quality for 8 rounds. You can use this ability 1 times per day. ( This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment)
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the Evil descriptor. This ability lasts for 4 rounds. You can use this ability 6 times per day.
Weapon Familiarity (Ex) 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.
Set up
Divine Power – 8 rounds
Scythe of Evil (Su) You can give a weapon you touch the Unholy special weapon quality for 8 rounds.
Shield of Faith – 8 minutes
Cats grace potion – 8 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Protection from energy – 80 minutes
Freedom of movement – 80 minutes
Potion Mage Armor – 1 hour
Magical Vestment – 8 hours

Sczarni

I am currently gaming this as well (on ashes at dawn now)

Everyone has given great advice! Here are a couple more things.....

First read all 6 intros and backgrounds for the campaign. This way you have an overall vision of the campaign.

Second, find a way for the party to be vested in the campaign. I had Kendra accompany the party as an npc. They were concerned about protecting her as she travelled this AP.

Third, don't worry about party makeup. In my 32 years of gaming experience, a party will find its own, personal balance. My party is a rogue, summoner, paladin, and rage alchemist. They are doing fine, and are overcoming obstacles in their own way.

If you need help or advice, just ask! We here all love to help eachother.

When I get a chance, I will post my campaign personalization for all to read

Good luck

Sczarni

Melee 1:
MELEE 1
CR 8
Male Half-Orc (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 7
CE Medium undead (orc, human)
Init +5; Senses Darkvision, Perception+8
Aura: Aura of Evil
DEFENSE
AC 31, touch 12, flat-footed 24 (+9 armor, +4 deflection, +4 natural, +4 Mage Armor)
(+ 50% miss from potion of displacement)
hp 90 (2d10)+(7d8)+7 +7
Fort +7, Ref +3, Will +7, +1 Will vs. fear
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10, Protection from energy (84 points) – choose to fit party tactics
OFFENSE
Speed 40 ft.
Melee greataxe [power attack (two-handed)] +18 (1d12+22/19-20 x3)/ +18 (1d12+22/19-20 x3)
+ shaken for 1 round on critical ( no save)
Melee greataxe +18 (1d12+14/x3)
Melee slam +19/+19 (1d6+14)
Special Attacks Channel Negative Energy (4d6, DC 12, 2/day),
Domain Power Spell-Like Abilities Battle Rage (5/day),
Cleric Spells Prepared (CL 7th, concentration +9):
4th—divine power
3rd—deeper darkness, protection from energy
2nd—aid, bull's strength, silence, weapon of awe
1st—Shield of Faith, murderous command (3) (DC 13), ray of sickening (DC 13)
0 (at will)—bleed (DC 12), detect magic, guidance, spark (DC 12)
*: Domain spell.
Deity Urgathoa; Domains War, STATISTICS
Str 25 (29), Dex 11, Con *, Int 8, Wis 15, Cha 8
Base Atk +7; CMB +14; CMD 26
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Cleave, Furious Focus, Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Vital Strike, Warrior Priest, Weapon Focus (Greataxe)
Skills Acrobatics -6, Acrobatics (Jump) -2, Appraise -1, Bluff -1, Climb +9, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist -5, Fly -6, Heal +2, Intimidate +6, Perception +8, Perform (Untrained) -1, Ride -6, Sense Motive +2, Stealth -6, Survival +2, Swim +1,
Languages Common, Orc
SQ Aura of Evil, Battle Rage (5/day), Bonus Feats, Bravery, Darkvision, Intimidating, Orc Blood, Orc Ferocity, Orisons, Spontaneous Casting, Weapon Familiarity,
Gear amulet of natural armor +1; greataxe; greataxe; ring of protection +1; full plate; oil of keen edge; potion of displacement; potion of haste; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 5 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 2 times per day.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Orc Ferocity (Ex) Once per day, when a half-orc 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.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Spontaneous Casting: You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Set up
Potion Displacement – 5 rounds
Divine Power – 7 rounds
Shield of Faith – 7 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Potion Mage Armor – 1 hour

Melee 2:
MELEE 2
CR 8
Male Elf (Zombie (Juju)) Fighter 2 / Cleric of Urgathoa 7
CE Medium undead (elf)
Init +11; Senses Darkvision, Low-Light Vision, Perception+14
Aura Aura of Evil
DEFENSE
AC 31, touch 13, flat-footed 20 (+7 armor, +3 Dex, +3 natural, +4 mage armor, +3 deflection)
hp 76 (2d10)+(7d8)
Fort +7, Ref +9, Will +8, +1 Will vs. fear, +2 vs. enchantment spells and effects
Defensive Abilities Channel Resistance +4,
DR 5/magic and slashing
Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Electricity, Energy Drain, Exhaustion, Fatigue, Magic Missile, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
Resistances Fire 10,
OFFENSE
Speed 20 ft.
Melee sickle +1 (alchemical silver) +17 (1d6+2/19-20 x2) + shaken for 1 round on critical ( no save)
Melee sickle +1 (obsidian) +17/+17/+12 (1d6+4/19-20 x2) + shaken for 1 round on critical ( no save)
Melee slam +14 (1d6+1)
Special Attacks Channel Negative Energy (4d6, DC 12, 2/day), Touch of Evil (6/day),
Domain Power Spell-Like Abilities Battle Rage (6/day), Touch of Evil (6/day),
Cleric Spells Prepared (CL 7th, concentration +10):
4th—divine power*, plague carrier
3rd—deeper darkness, protection from energy
2nd—hold person (DC 15), silence, spiritual weapon*, weapon of awe (2)x
1st—murderous command (3) (DC 14), protection from good*, ray of sickening (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, virtue
*: Domain spell.
Deity Urgathoa; Domains Evil, War, STATISTICS
Str 12, Dex 24, Con *, Int 13, Wis 16, Cha 8
Base Atk +7; CMB +14 (+16 trip); CMD 25 (27 vs. trip)
Feats Agile Maneuvers, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Expertise, Improved Initiative, Improved Trip, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Sickle)
Skills Acrobatics +9, Acrobatics (Jump) +5, Appraise +1, Bluff -1, Climb +6, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +9, Fly +4, Heal +3, Intimidate -1, Perception +14, Perform (Untrained) -1, Ride +4, Sense Motive +11, Spellcraft +5, Spellcraft (Identify magic item) +7, Stealth +13, Survival +3, Swim -2,
Languages Common, Elven
SQ Aura of Evil, Battle Rage (6/day), Bonus Feats, Bravery, Darkvision, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Orisons, Spontaneous Casting, Weapon Familiarity,
Gear sickle +1 (alchemical silver); sickle +1 (obsidian); breastplate +1; oil of keen edge (x2); potion of cat's grace; potion of mage armor;
SPECIAL ABILITIES
Aura of Evil (Ex) You project a strong evil aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 6 times per day.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 4d6 points of negative energy damage to living creatures or to heal undead creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 2 times per day.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) 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.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Cold (Ex) You never take cold damage.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Magic Missile (Ex) You are never affected by magic missiles.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Fire (Ex) You may ignore 10 points of Fire damage each time you take fire damage.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Touch of Evil (Sp) You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the Evil descriptor. This ability lasts for 3 rounds. You can use this ability 6 times per day.
Weapon Familiarity (Ex) 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.

Divine Power – 7 rounds
Shield of Faith – 7 minutes
Weapon of Awe – 30 minutes
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect.)
Oil of Keen edge – 50 minutes
Deeper Darkness – 50 minutes
Potion Mage Armor – 1 hour

Tactics:
These two work together. They both have deeper darkness cast on them to increase their survivability. they concentrate on one target, melee 2 making trip maneuvers and melee 1 just beating on them. Once one target is tripped, melee 2 will maintain trip on that target while tripping other targets. Melee one will beat on whoever is down, dividing attacks if necessary.

[he character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.]

This should help you overcome the 40AC

I'll work on the casters when I have time

Signed Alginon Barister (32 years experience teaching humility to cavaliers)

Sczarni

Yes, I agree with the others, never have anyone else play your character. It is not a tank, it is a character. Also, try this tactic. Since your character was there (even though you were not playing it at the time), See if the GM will allow you the rolls for Dungeoneering, etc. This way you could maybe have some personal information to work with.

Even though the situation sucks, embrace it as a role playing moment. Don't worry about raising the mother. Bury her, then get the party to embark on a quest for a druid circle that can adopt the baby. You may need to perform a task for them to take that responsibility, but it would still be a Quest!!

Post more if you need more advice, but good luck!!

Sczarni

Has anyone else noticed this?

MAJOR SPOILER!!!!!

SPOILER:
I noticed last night that the plot for Skull and Shackles looks to be HEAVILY influenced (don't want to say taken) from the Movie Pirates of the Caribbean: At Worlds End? My party noticed while playing the Carrion Crown AP that the 4th Module, Wake of the Watcher is HEAVILY influenced from a particular story by Lovecraft, to the point that when they realized it, the rest of the module was just a walkthrough until they could finish it and get on with the AP.

Now we won't be playing Skulls and Shackles.

Has anyone else noticed this about this or any other AP?

Sczarni

If I may say, in my most humble opinion.....

WWWOOOOOWWWWW!!!!!

Dude. this sheet rocks, and I can't wait to use it.

Makes me want to make something for everyone, so I can pay it forward for all of the great resources and advice I have found on this site.

Later all

Sczarni

Here is my background

Sarianna Vi:
Sarianna doesn't know her true last name. She was "chosen" at a young age to be one of the prostitutes in the Temple of Calistria (so she has been told). As a child, she was told to be quiet and listen, as well as do her chores quietly. Her chores at this age involved cleaning, seeing "guests" to their rooms, etc. She relished in these tasks, for her goddess chose her to do these things. She listened, and heard a great many things, some good, most bad. Many of the things she heard were secrets, and she came to realize that the secrets were valuable and held power.

Upon reaching the proper age, she was "trained" as a prostitute proper. She was given a room in the temple and she started to see her own "guests". Feeling a bit confused by this, she followed through. She came to realize that her child training was just readying her for this most important job, that of keeping others happy. When she was not with a guest, she proceeded to pursue other interests, that of dancing and singing. Taking up the violin, she started to entertain the common room of guests that she was not assigned for that shift. She would take any extra coin that she would earn and save it for the future, for she now knew that Calistra must have great plans for her to put her in this high of a place. She continued to listen, but now started to get her guests to talk as well. She learned of conspiracies, plans against others. She knew that this knowledge was power, and kept this to herself.

Upon reaching her 17th birthday, she was woken by the Priestess who was in charge and told to gather her things. Sarianna did, excitedly. She was wondering what lofty place that Calistria was placing her in now. She was shown to the front door, and told that she was now too old and ugly to be here, so she was shown out and the door slammed behind her. Standing there in the rain, Sarianna came to realize the truth. She had been used by the church to gain money and secrets. Her childhood was taken away by these people. Well, two can play that game, especially here in Westcrown. She knew a few secrets, and there were many others out there to learn, ones that might put her in a position to gain revenge against the Priestess and the church.

Turning around, she then knew her predicament. While she has lived here in Westcrown her whole life, she had never seen it before.

Taking her belongings, she walks down the street and ends up in an inn, one that could use her services as a bard. She traded her performances for room and board. Sarianna took the last name of Vi, for she knew it to be a nonsense word, and that is what last names were, anyway. Sarianna then took to going out after her performances, exploring the city. One night she walked down the wrong alley, and was set upon by 3 men. Unable to fight back, she was saved by Voltario the Asp, a man of mystery that there were nothing but rumors about at the inn. Voltario tells her that she needs to take care of herself, and offers to train her to do so, in return for helping him with tasks that he needed done.

Now apprenticed to Voltario, she started to learn the ways of the street. She already knew to listen and to keep quiet, and these skills helped her survive Voltario's training. Earinig extra money on the side, she started to assess her situation and start to figure out how she would start finding new secrets to use against the church. This is where she is found at the start of the campaign.

And here is her character sheet

Character sheet:

SARIANNA VI
Female Human Bard 1
CN Medium humanoid (human)
Init +2; Senses Perception+4
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 20 ft.
Melee whip +2 (1d3)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee rapier +2 (1d6/18-20)
Special Attacks Distraction, Fascinate,
Known Bard Spells (CL 1st, concentration +4):
1st (2/day) - chord of shards (DC 14) , solid note
0th (at will) - detect magic , light , message , summon instrument STATISTICS
Str 10, Dex 14, Con 10, Int 15, Wis 11, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency, Light, Combat Expertise, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise +2, Bluff +7, Climb -3, Craft (Untrained) +2, Diplomacy +3, Disguise +7, Escape Artist -1, Fly -1, Intimidate +3, Knowledge (Local) +8, Knowledge (Untrained) +3, Perception +4, Perform (Dance) +7, Perform (Sing) +7, Perform (String Instruments) +7, Perform (Untrained) +3, Ride -1, Sense Motive +4, Sleight of Hand +3, Stealth +3, Swim -3,
Languages Common, Drow Sign Language, Infernal
SQ Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Feat, Cantrips, Countersong, Inspire Courage, Skilled,
Gear whip; leather; outfit (entertainer's); dagger; musical instrument (fiddle); rapier; waterskin (filled); Backpack [ Case (Map or Scroll); Rations (Trail/Per Day) (x3); Ink (1 oz. Vial); Inkpen; ]; Case (Map or Scroll) [ Paper (Sheet) (x5); ]; Pouch (Belt) [ Chalk (1 Piece); ];
SPECIAL ABILITIES
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Bonus Feat Humans select one extra feat at 1st level.
Calistrian Prostitute (Calistria) (Sense Motive) You worked in one of Calistria's temples as a sacred prostitute, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Conspiracy Hunter (Knowledge (Local)) You've long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don't know, but you're determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components).
Distraction (Su) You can use your performance to counter magic effects that depend on sight.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

I will make an alias if I am chosen to play (Fingers Crossed)

Sczarni

3d6 ⇒ (1, 1, 6) = 8

so 80 GP for my bard

Sczarni

20 point buy, max hp.

I'll get a bard together, will post asap

Sczarni

Try to influence the mayor

Diplomacy +6

[ dice ]1d20 +6[ / dice ]

Sczarni

Here is a repaired character sheet..I noticed I forgot a trait and changed a feat to better match her build and influences.

Fiona Sheet:

FIONA VASILE
Female Human Cleric of Pharasma 1
CN Medium humanoid (human)
Init +1; Senses Perception+3
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
OFFENSE
Speed 20 ft.
Melee mace (light) +0 (1d6)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Special Attacks Channel Positive Energy (1d6, DC 12, 7/day), Gentle Rest (6/day),
Domain Power Spell-Like Abilities Gentle Rest (6/day), Rebuke Death (6/day),
Cleric of Pharasma Spells Prepared (CL 1st, concentration +4):
*: Domain spell.
Deity Pharasma; Domains Healing, Repose, STATISTICS
Str 10, Dex 12, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Extra Channel, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Skills Diplomacy +6, Heal +7, Knowledge (Local) +2, Knowledge (Religion) +5, Sense Motive +7,
Languages Abyssal, Common
SQ Bonus Feat, Orisons, Rebuke Death (6/day), Skilled, Spontaneous Casting,
Gear mace (light); outfit (explorer's); studded leather; shield (light/steel); dagger (x2); Backpack [ Bedroll; Case (Map or Scroll) (x2); Inkpen; Rations (Trail/Per Day) (x7); Torch (x10); Sack (x4); Ink (1 oz. Vial); Flint and Steel; ]; Case (Map or Scroll) [ Paper (Sheet) (x5); ]; Sack ;
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 1d6 (DC 12 for half) 7/day.
Cleric Extra Channel
Gentle Rest (Sp) Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round.
Inspired by Greatness (Cure Light Wounds) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol. From now on, you always cast Cure Light Wounds at +1 caster level.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Sczarni

Lucendar wrote:
The crunch is nice, Alginon, but what's the character's background, motivation, personality, history with the professor, etc.?

Fiona Background:
Fiona was born to a family of poor farmers in the small town of Cesca, which is found at the edge of Varno. Her family was in need of aid from the church, her father Johann having broken his legs in a carriage accident. The Father Olcun Prinirdo, tender of the Whisperwall, came to their aid. After helping her father, Olcun asked for payment in the form of aid at the Whisperwall. Since Johann could not come to aid him (His responsibilities at the farm kept him too busy), he sent his oldest child, Fiona, to help.

This 8 year old girl entered a new world upon entering the gardens of Whisperwall. She had not been to the cemetary before this, and was a bit confused at all of the candles in the wall. Father Prinirdo explained to her that this is how people prayed for loved ones in the cemetary who had passed on. Being a little frightened, Fiona was hesitant to enter. Father Prinirdo helped her understand that death is not something to be feared, but something to be embraced. It is the natural passing on to another realm, one that all people should help others to understand and to assist them when their time had come. Her education continued well into the night, but by morning Fiona knew that she was to be a Cleric of Pharisma, to help others as the Father had helped her father.

5 years passed. Fiona was now assisting others in the Whisperwall, cleaning the wall and alcoves, and keeping up with her studies. She could read and write now, and was voracious at reading anything that she could get her hands on. She learned to listen to others, to be patient while they cried for their loved ones, and be diplomatic when they were uncooperative. One morning Father Prinirdo came walking across the garden with a peculiar man. The man was wearing well worn teavelling clothes, and had a large rimmed floppy hat upon his head. Father Prinirdo introduced him as Professor Petros Lorrimor, and would I please assist him with a chore. Fiona says yes, she would be delighted.....

Ok, i can't write like this anymore. I have no idea how bards can write like they are someone else. I am me, so I am going to write this like I am actually writing this, and not like some chronicler.

I was a bit resentful at my father for sending me here at first, but once I realised that Pharisma had brought me into her bosom to be raised in the true faith, I forgave him. Father Prinirdo ( he never would let me give him a nickname, like Ol Prin......That would be neat) Has been like a father to me, one brought to me by Pharisma herself to guide and raise me. After a few years here at Whisperwall, Father brings Professor Lorrimor to me and asks me to take himi to Dunstone to meet with Ammanal Urlheinz. As we went there, I stayed quiet. Some people hate it when girls talk when they are not supposed to. The Professor, wouldn't you know, just up and asked me my opinion about Dunstone. I tried to be nice about what I said, but he cut me off. "Fiona," the Professor said, "Don't ever mince words. Tell people the truth in all things. If they don't want to hear the truth, then they are hiding from it, and it's their problem." This is when I knew that I liked this guy.

We reached Dunstone and started to look around. All of a sudden, Mr. Urlheinz came running around the corner. He had cuts all over him, and was saying that he had to let the bad blood out. I was a bit scared, but the Professor was so brave. He grabbed Urlheinz and SLAPPED him!!!! This snapped the old man out of his crazy, and they started to talk. Urlheinz said that he was attacked by his son, but he had been dead for 2 years! He thought that he would be next, so he started to cut himself to get the bad blood out of him.

The Professor asked him where he saw his son, and Urlheinz said in the family crypt behind the house. The professor ran back there and I followed (He didn't say that I couldn't follow him, so don't look at me like that!!) We got to the back of the house, and the family crypt was open. All of a sudden, this Skeleton started walking out of the crypt all by itslef!! It's one thing to read about this stuff, but to actually see a skeleton for real!!! This thing hit the professor on the head and sent him sprawling. I don't know what got into me, but this made me so mad I grabbed a stick on the ground and started to hit that skeleton with all I had. After a couple of minutes I realized that the skeleton wa all broken up, and the professor was calming me down. He said that he was very proud of me, and brought me back to Whisperwall.

After this event, I would see Professor Lorrimor off and on for years. He kept coming to me and asking for my help with a bit of research, or to accompany him some place to assist him with something or other. Whenever we returned to Whisperwall, he would always tell me that he was very proud of me.

I kept up with my studies over the years, but since that battle with the skeleton my focus has changed. I started to learn some martial skills, to learn about they types of undead and their weaknesses. I started to pray to Pharisma every day about different things as well. I used to pray about the people who visited Whisperwall, and that they would find happiness. Now I pray to Pharisma to guide me in her mission for me. She must have a plan for me, for why would I have been brought here to Whisperwall and end up meeting the Professor. He has been a mentor and a friend to me, never judging me becuase of my age or sex, but by my actions and words.

Yeserday I recieved a letter by special delivery informing me that the Professor had passed on. I have been invited to the funeral, and I will attend to say goodby and to give him the blessings of Pharisma. I will miss him greatly. Last night I realised what he meant when he said that he was proud of me. He meant that he was not proud of my killing the skeleton or any of the other things, he was proud of me for embracing my destiny, for facing up to it and preparing for what I am meant to do.

This morning I am leaving for Ravengro (I had to search for a bit to find a map for where it is....I think that town is even smaller than this one.

Sczarni

Lucendar, how often would you like us to post to the board while we play? I was thinking that I would check in once for morning, noon, and evening, so I could keep up on posts and not have to type as many at one time (I can also maintain my role playing better by only focusing on a few at a time).

Sczarni

Lucendar wrote:
The crunch is nice, Alginon, but what's the character's background, motivation, personality, history with the professor, etc.?

Sorry, I had to run to work yesterday before I could compose it....working on it now

Sczarni

Walter Lindie wrote:
do you know how to use the spoiler tag algion.

I just figured it out....DOH!!

Sczarni

alginon wrote:
I would be interested in joining. I would like to play a cleric of Pharisma (Healing and Repose) I will post it when I have it completed.

Here is my character, if I am invited to play....

FIONA VASILE
Female Human Cleric of Pharasma 1
CN Medium humanoid (human)
Init +1; Senses Perception+3
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 8
Fort +2, Ref +1, Will +5
OFFENSE
Speed 20 ft.
Melee mace, light +0 (1d6)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day), Gentle Rest (6/day),
Domain Power Spell-Like Abilities Gentle Rest (6/day), Rebuke Death (6/day),
Cleric of Pharasma Spells Prepared (CL 1st, concentration +4):
*: Domain spell.
Deity Pharasma; Domains Healing, Repose, STATISTICS
Str 10, Dex 12, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Eschew Materials, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Skills Diplomacy +6, Heal +7, Knowledge (Local) +2, Knowledge (Religion) +5, Sense Motive +7,
Languages Common, Halfling
SQ Bonus Feat, Orisons, Rebuke Death (6/day), Skilled, Spontaneous Casting,
Gear mace, light; explorer's outfit; studded leather; shield, light steel; dagger (x2); Backpack [ Bedroll; Case (Map or Scroll) (x2); Inkpen; Rations (Trail/Per Day) (x7); Torch (x10); Sack (x4); Ink (1 oz. Vial); Flint and Steel; ]; Case (Map or Scroll) [ Paper (Sheet) (x5); ]; Sack ;
SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 1d6 (DC 12 for half) 5/day.
Gentle Rest (Sp) Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Sczarni

I would be interested in joining. I would like to play a cleric of Pharisma (Healing and Repose) I will post it when I have it completed.

Sczarni

MC Templar wrote:

It's a class feature, it is not eliminated with a dismissal spell.

for the RAW interested, there is no reference to "home plane" in the eidolon description, only that the summoner can summon the eidolon.

The only way to prevent the summoner from being able to immediately re-summon the eidolon is sending it away due to death, which delays it 1 day.

The summon eidolon spell would allow a summoner to recover a dismissed eidolon in a standard action.

"A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon." Now this denotes that the eidolon does have a home plane other than the Prime Material to be classified as an Outsider. (FYI) My player has created his summoner to deal with the Shadow Plane, so I would say that the Eidolon is from the Plane of Shadow.

"The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally." This tells me that it is affected by the Dismissal spell.

As for the Summon Eidolon Spell, "This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage." Again, this also notes that the Eidolon has a home plane. As for the spell description, it notes about summoning from the home plane, not another.

For the RAW interested, I pulled the quotes from the PRD.

Sczarni

Here is a question that I have for an upcoming adventure....

One of my players is a Summoner with his Eidolon. If I cast Dismissal on the Eidolon, he will return to his home plane if he fails his save.

But the Dismissal spell says there is a 20% chance for it to be sent to another plane. If this happens, can the summoner re summon him, or can he only summon him from his home plane?

Also, if he cannot re summon him, would you allow him to create a different eidolon, or quest to find his?

Thank you in advance for any help that you can provide.

Alginon

Sczarni

feytharn wrote:

I think you underestimate the changes this would make necessary:

- new requirement for the AP-story arc: there must be a possible conclusion at the end of the third installment but also the incentive to keep the story going this goes for every AP from now on
- new requirement for the writers: make no excessive use of spells/creatures/abilities/rules not covered in the Beginners Box. Mind the tactics sections! Don't use sub systems that make use of non BB rules.
- Don't use class-level adversaries in the final part of the third installment. To challenge the PCs they would probably need to be beyond the Expert Box level range.

Those sound like serious limitations for future APs with very little actual gain.

I agree with you, Feytharn, that the limitations that would be put upon the designers would kill the design and functions of the AP. The AP look to be designed to not only have a series of adventures, but also to take players into parts of Golarion that they may not have had much exposure to, and do it in an epic way.

Big Weather, How about this idea. Use the Beginner box rules at the start of Rise of the Runelords, expand with the Pathfinder Roleplaying Game: Beginner Box Transitions PDF (Free download), and transition any rules for the players as needed. The villains using any powers/abilities/etc. that are not covered by the rule set are using abilities that the characters have not been exposed to.

Granted, it makes the GM do a bit more prep for the AP, but it might be worth it.

Later

Sczarni

Ok, as someone who uses the PRD a lot, This ruling makes me a bit hesitant to play PFS. My budget does not allow me to purchase all of the books, and I do not own a tablet, so PDF's are not an option for me (how can I show that I own it if it's at home)

I could see the ruling that in order for a player to use a spell, for instance, they need to have the spell printed out from the PRD or their PDF or bring their book with them. But since this doesn't seem to be the case.....

I guess I'll just have to stick to home games or playing online using roll20 or something (bummer...)

Sczarni

alginon wrote:

Hi all,

We are a group currently playing the AP Carrion Crown, and we are looking for more players. We play in my home in Sebastian, FL (Right by I95). We play from 3-7pm every Sunday. If you are interested, email me at draconicdisciples (at) gmail and we can meet up.

We are on the third module, Broken Moon, using a 15 point character creation from the core rulebook. So long as it is published, I have no problem with the character, with the exception that there are no gunslingers.

so feel free to email me with any questions, and I hope to hear from you,

alginon

Sebastian is situated near Vero Beach, Palm Bay, and Melbourne FL for those who are interested.

Sczarni

Hi all,

We are a group currently playing the AP Carrion Crown, and we are looking for more players. We play in my home in Sebastian, FL (Right by I95). We play from 3-7pm every Sunday. If you are interested, email me at draconicdisciples (at) gmail and we can meet up.

We are on the third module, Broken Moon, using a 15 point character creation from the core rulebook. So long as it is published, I have no problem with the character, with the exception that there are no gunslingers.

so feel free to email me with any questions, and I hope to hear from you,

alginon

Sczarni

If you are still looking for a group to play with, we are currently in the Carrion Crown AP. We play in Sebastian Fl on Sundays from 3-7pm. We are looking for new players, so if yo are interested email me at draconicdisciples@gmail.com and well get together.

Sczarni

If you are still looking for a group to play with, we are currently in the Carrion Crown AP. We play in Sebastian Fl on Sundays from 3-7pm. We are looking for new players, so if yo are interested email me at draconicdisciples@gmail.com and well get together.

Sczarni

If you are still looking for a group to play with, we are currently in the Carrion Crown AP. We play in Sebastian Fl on Sundays from 3-7pm. We are looking for new players, so if yo are interested email me at draconicdisciples@gmail.com and well get together.

Sczarni

ColourOutofSpace wrote:
Speaker for the Dead wrote:
You're not too old but don't assume you know anything about the rule system. There have been a lot of changes! Roleplaying is still the same though, and that's the fun part :-)

For the last 6-8 months of read through the Pathfinder Beginner Box set and the D&D Beginner set. I've started reading the Core Rulebook also.

(As well as other misc. things to do with gaming!)
The rules have become more complex, I'll give you that. But at heart, the rules are still the same!

My problem isn't wanting to play, it's trying to find a group here in sunny Melbourne to get involved with.
I may have to try the Roll20 website to see if there's a group willing to allow a middle-aged noob to join! :)

Sunny Melbourne? Is that Florida, perchance?

If so, I am in Sebastian, just south of you about 20 minutes. If you want to join my home group, send me an email at draconicdisciples@gmail.com and we can get together.

If it's Australia, well, that is a bit of a drive (and swim), but I hear that Pathfinder is big there.

Hope to hear from you

alginon (44 Year old player, playing RPGs for 32 years now)

Sczarni

2 people marked this as a favorite.

getting the ready to start TOTB, and I have made paper minis for it. Feel free to use them for your group. They are on our group site at

https://sites.google.com/site/draconicdisciplesadventures/

Later all

Alginon

Sczarni

2 people marked this as a favorite.

Well, my group has just finished the Haunting of Harrowstone, and I have put my paper minis that I created for the module on our group site -
https://sites.google.com/site/draconicdisciplesadventures/
they are in the files section.
As my group finishes each module, I will then add the minis for that module. I hope everyone likes them!!

Sczarni

1 person marked this as a favorite.

Well, my group has just finished the Haunting of Harrowstone, and I have put my paper minis that I created for the module on our group site -
https://sites.google.com/site/draconicdisciplesadventures/
they are in the files section.
As my group finishes each module, I will then add the minis for that module. I hope everyone likes them!!

Sczarni

Whiskey Jack wrote:

Alginon,

If you are seeking more players, another resource for you to use is the Florida PFS forum, located at this URL: http://floridapfs.org/forum

Are you mainly looking for non-PFS players or organized play?

WJ

I am looking for non-PFS players to join my group. I appreciate the resource you have given me. Thank you

Sczarni

We are a gaming group that is looking for players to join us in Vero Beach, Florida. We are playing at my house which is near Sebastian, right by the interstate 95.

We play on Sundays form 3pm till 7pm. Currently we are playing the Carrion Crown Adventure Path, and are finishing the First module, the Haunting of Harrowstone.

If you have any Questions, feel free to post them here. If you are interested, let me know and we'll set up a meet to introduce ourselves and get to know eachother before we play.

Take care, and remember....

Keep your Sword Sharp,
Your Wand Waxed,
and Fresh Soles on your Track Shoes.
until next time, I wish you good hunting.