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![]() 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. ![]()
![]() Mythic Evil Lincoln wrote:
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 ![]()
![]() Dale McCoy Jr wrote:
Good for you Dale! Role Playing needs more decisions like that. Lack of clothes does not automatically make a character cool. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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
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
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![]() 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 ![]()
![]() 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
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) ![]()
![]() 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!! ![]()
![]() 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? ![]()
![]() 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
I will make an alias if I am chosen to play (Fingers Crossed) ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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
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![]() MC Templar wrote:
"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. ![]()
![]() 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 ![]()
![]() feytharn wrote:
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 ![]()
![]() 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...) ![]()
![]() alginon wrote:
Sebastian is situated near Vero Beach, Palm Bay, and Melbourne FL for those who are interested. ![]()
![]() 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 ![]()
![]() ColourOutofSpace wrote:
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) ![]()
![]() 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 -
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![]() 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 -
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![]() Whiskey Jack wrote:
I am looking for non-PFS players to join my group. I appreciate the resource you have given me. Thank you ![]()
![]() 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,
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