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It'd be fun to get a water impulse or two - they're not really NEEDED, but it'd be fun!


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I'd also make an AP that's set completely underwater, or almost completely. By now we have so many aquatic ancestries, and every AP has them on the 'not recommended' part of the chart. So let's have something made for mermaids and azarketi and awakened fish and athamaru! Set in Xidao maybe - I'd love to see the underwater cities in more detail.


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Elementals of Golarion, a second elemental book focusing on things on the material plane. Ancestry options for gargoyles, harpies, medusas, scamps, heritages adding options for elemental sprites and remastered geniekin. Additional kinetecist impulses and equipment, monk feats themed around the Hoises of Perfection, elemental-themed companions and familiars, an Elemental Lord mythic destiny.

I'd also like a Monster Book of Monsters, all about having more monster-y player options. Those three ancestries again, but also maybe barghests, or girtabilu. Then a whole lot of monster themed equipment, similar to what we got in Howl of the Wild.


I'm still hopeful it'll have adaptations of pf1 ancestries, like the syrinx, gargoyle, or wyrwoods. Or all new ones like harpies or medusas! I also really want some more gear for kinetecists.


Kelseus wrote:
ornathopter wrote:
Are there any interesting elementals?

Most are reprints.

Of new ones, Anguished Flame and Assault Alloy seem pretty cool. They both are tied to current/former elemental lords.

Oh, there's former elemental lords? So an elemental lord can, in pathfinder lore, be dethroned or replaced?

(I have a character concept I want to find a game for, an earth kinetecist character whose goal is to overthrow Ayrazul. So I'm curious if that sort of thing has actually happened before! It'd make a fun mythic destiny...)


Are there any interesting elementals?


I hope Pathbuilder updates for this soon, I'd love to play with the options in there.


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Dragonchess Player wrote:
ornathopter wrote:
Is the Timewracked mythic destiny good for martials?
Short (spoiler-free) answer: Yes.

Fantastic, I really wanted to combine it with Chronoskimmer archetype! I can't wait for Pathbuilder to update so I can mess around with that.


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thistledown wrote:
Really don't like Worlansi...

Good news, there's 20 non Worlansi options included in the book. It's 95.2% not Worlansi!


Yeah, probably. But it'd be nice if they gave every class something new.
!


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Options for ALL classes? If they really mean all, that's exciting- I'd love to see what kind of Thaumaturge or Kinetecist or Investigator options would be in a book like this.


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Is the Timewracked mythic destiny good for martials?


moosher12 wrote:

This makes me wonder though. Starfinder is getting Galactic Ancestries, and Pathfinder's been pretty on the ball with bringing old content to the new system, especially with work like Divine Mysteries.

I wonder if Pathfinder might get its own new Ancestry book in a year or two. After all, we still haven't had a book to publish the geniekin with their new names.

It'd also be a good opportunity to change the Fleshwarp to a versatile heritage.

I also feel there is thematic room to change fetchlings to a netherworld-influenced versatile heritage alongside fey-touched. 2E broke away from planar scions always being human, and it always struck me as odd that Fetchlings remained human exclusive. Granted, the lore makes sense, but you'd think there'd at least be halfling variants.

That'd be great! And a big book of ancestries could be a great place to put ones that aren't on-theme for upcoming books.


I think the kinetecist chassis would work well for a gish, so I'm really hoping we get something like that someday.


If it's not about the Impossible Lands but is more generally weird magical stuff, I hope there's some cool ancestries or heritages in there. As always I'm hoping for an official Gargoyle ancestry and a magicky book that also includes necromancers seems like a good fit.


Ascalaphus wrote:
The PF1 adventure path Iron Gods has three gargoyle NPCs, named Gruethur, Rayaldach and Ophelia.

There's also a gargoyle in Kingmaker named Gedovius. So it seems like in Pathfinder it's a hodgepodge of European languages.


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Also there's no 'correct' way to play any class. Some ways are better at certain goals than others, but few ways are unusably bad overall and no goal is more or less valid than another. If someone wants to spend as many feats as they can on out of combat utility stuff, then they're exactly as correct as someone focusing on doing damage as many ways as they possibly can, as long as they and their group are having a good time.


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I'm eternally glad kinetecists don't have slots, the 'you have a bag of tricks you can use anytime anywhere resource-free, using one doesn't mean you can't use another later' thing is a major reason why I like them and I hope we get future classes along the same lines. I hate spell slot management and kinetecist lacking that is nothing but upside for me, and let me actually get to play at least some of my class fantasies.


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Yeah, for the most part I'm satisfied with the impulses available now (and I'm not sure why OP said earth has no defensive reactions when calcifying sand is there - sure, it's only one, but it's there and pretty good.) We've already gotten Wood impulses from Wardens of Wildwood though, so I expect we'll get more here and there as time goes on. I also think it'd be fun if we could get some kinetecist or element specific armor or shields or other gear options in a Treasure Vault 2.


Is there anything at all for kinetecists? Or anything from treasure vault that previously helped strikes and spells, and now includes impulses in that?


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I really hope we get dragonblood options for the new dragons, especially the barrage dragon. It'd be fun to make a Touhou dragongirl.


James Jacobs wrote:
ornathopter wrote:
Well, in the keynote today, they said this will introduce 4 new mythic Destinies, so maybe one will be elemental!
Assuming you're talking about the four we're introducing in Revenge of the Runelords, the office of expectation management notes that none are elemental themed. They are instead all themed around elements of the campaign itself. We'll chat more about them soon!

I did mean those, so thanks for the heads-up! I do hope someday we have a Mythic Destiny that fits a bit more with a kinetecist, though.


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Well, in the keynote today, they said this will introduce 4 new mythic Destinies, so maybe one will be elemental!


Ah well, so it goes. Something to hope for in whatever gets announced at Laizocon, maybe.


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Is there anything new for kinetecists? Maybe some equipment, if not new impulses? Also, any new Champion causes?


I hope there's some kind of dragon-knight Champion cause. I'm not really sure what the attached ideal would be, but it'd be fun.


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I hope this comes with advice for making Mythic Destinies work for kinetecists, if we don't get any elemental-y Mythic Destinies between now and September.


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I'd really like an 'elementals of Golarion' character options book. Class options like more kinetecist feats or archetypes for the Houses of Perfection (or miscellaneous ways for people to tap into the power of different elements), and ancestries/heritages for element-themed sapient creatures like gargoyles, nymphs, and harpies, or expansions to the dragonblood heritage for the elemental dragons. And some gear (especially for kinetecists) and spells, of course. I know this isn't very likely because we have Rage of Elements, but I'd still love some more options for elementally-themed characters.


In general I think it'd be fun to get an 'elementals of Golarion' book or something along those lines. I know it's not very likely, since we just got Rage of Elements, but it could be fun to have an elemental book that focuses on the material world and what's happening on planet instead of the planes. Have gargoyles and harpies and nymphs as ancestry options, maybe add more kinetecist feats or gear and some new archetypes for the Houses of Perfection, that kind of thing.


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There will also be a Runelord-related Mythic Destiny. Suitable for characters who want to become Runelords, or who might be reincarnated Runelords or possessed by dead ones.


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Prince Maleus wrote:
When will the Player's Guide be dropping?

It's available now.


Mangaholic13 wrote:

So... Rival Academies having the Monastery of the Unbreaking Waves get a Magus Hybrid Study has given me some ideas...

Namely, some Non-Monk options associated with each House of Perfection:

All four schools could have options for Kineticists.

Options for Untwisting Iron could include:
Fighter options
Monastic Weaponry options

Options for Unfolding Wind could include:
Unarmed combat options
Throwing weapon options

Options for Unblinking Flame could include:
Psychic stuff
New Qi spells

Heck, it could be interesting if, given Wood and Metal having become their own element with genies and planes, if two new schools based around them tried to establish themselves among the Houses (Unbending Tree and Unrusting Metal, perhaps?)

Maybe that could fit into a Lost Omens: Jalmeray/Impossible Lands? It does sound fun.


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OrochiFuror wrote:
ornathopter wrote:
I'd really like a book of or with weirder and more monstery ancestries. Maybe a grab bag of monster-y options in general - like more equipment, an archetype or three, spells and impulses, that kind of thing. But really I'd just like to be able to scratch the itch to have a party of monsters or monster-themed characters. You know, like a heroic gargoyle or medusa, or someone who's got a barghest themed set of abilities, or a character who's entirely kitted out in things made from different gorgons.

Roll for combat has a lot of monster ancestry options covered.

Getting more ancestry based weapons and gear would be great.
Along those lines I would love to see more places where the settlement write ups aren't always majority human. Nearly every settlement has 50% or more humans unless its dedicated to being a "this race lives here" place. Even if humans were 30% of the total population, so long as no other ancestry was over 30% that would still make humans the majority.
Lets have more places that give the feel of when you look down a street you aren't seeing humans with small groups or individuals of other ancestries sprinkled about.

Oh yes, I know! The reason I want this is partly because I find Roll for Combat's options unsatisfying in different ways. So I'd like Paizo to take a swing at them, so I'd have alternatives.

But seconding wanting more ancestry specific gear, and more locations where humans are a minority!


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I'd really like a book of or with weirder and more monstery ancestries. Maybe a grab bag of monster-y options in general - like more equipment, an archetype or three, spells and impulses, that kind of thing. But really I'd just like to be able to scratch the itch to have a party of monsters or monster-themed characters. You know, like a heroic gargoyle or medusa, or someone who's got a barghest themed set of abilities, or a character who's entirely kitted out in things made from different gorgons.


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I don't think the game with wizards and dragons and a bank-god ensuring that prices for things stay the same everywhere and an immortal ubermensch from Atlantis who became a god was ever trying to be an analogue of the past of the real world. And if you're already homebrewing most of the setting by removing things you don't like, what do you care if Paizo puts out a Lost Omens: Arcadia book? You're already ignoring plenty of other stuff.


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Kavlor wrote:
PossibleCabbage wrote:

How often does "there's a law against it" stop a PC from doing something though?

Like "characters trying to survive in a hostile place" is a pretty standard story in this sort of thing.

From my point of view, this is a serious enough obstacle, and one created specifically against players from Avistan, that I consider it right to get rid of it.

Players aren't from Avistan, Avistan isn't real. There's nothing stopping anyone from making a new character who's Arcadian, if they want to do Arcadian adventures, or who has any background that isn't 'came from one of the three specific colonies.' You could play a geniekin from an elemental plane on a research trip, or a Garundi sailor who was blown way off course, or a Minkai kitsune who sailed in from the other side entirely, or any number of other options. Heck, even if you wanted to play someone specifically from Avistan, you could still have them end up lost through some bizarre magical happenstance like 'portal spell went terribly wrong' and make their need to avoid causing a diplomatic incident be a source of tension.


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I'd like a lost omens book for the Broken Lands, and an AP in Numeria following up Iron Gods in some way.


I'd like to know if there's anything especially cool in the new water monk specialization, and if there's any interesting bits of equipment in there.


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Probably 'horn'? The AON people probably just had a typo by accident.


Quote:

Paizo

Jotunborn hail from an alternate plane of existence, where they tend to giant beetles whose silk is used to create subdermal, ritualistic markings that glow on command.

Well that sounds weird and different! Sounds like there'll be Large and Medium options, as with the minotaur ancestries.

I've said it before, but since there's an ongoing thread about it right now, I'll say it again. I really hope we get a proper gargoyle ancestry someday. I could see that fitting into the Impossible playtest next to the runesmith and necromancer, maybe.


Seconding Oread strix. I really hope someday we can get an official gargoyle ancestry though.


Maybe rather than feats, they could add kintecist gear with that sort of effect? Some kind of equipment that adds another damage type to your impulses, or that outright replaces one of your damage types when you're attuned to it. So you'd lose access to, say, your wood poison damage but you'd get acid damage until you decided to un-attune and change back. That'd give the GM more discretion on when to hand them out, and you still wouldn't be able to switch types mid-combat.


It'd be nice to get more Earth impulses or damage types, but personally I'd like to see sonic damage earth impulses, like chiming crystals or the vibrations of an earthquake or avalanche. It'd also be neat to get an impulse for petrifying enemies.


Ah, well. That's development timelines for you. And it's not like the Player's Guide recommendations are the end-all be-all. I'm definitely looking forward to this one!


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Will the Player's Guide for this include advice for playing a necromancer or runesmith in this? A runesmith seems like a natural fit for this sort of story, and I've been thinking about some sort of pyre-tender necromancer, what with the focus in the blurb on funeral rites and cremation.


Ah, true. Well, hopefully they add some more someday, even if they don't have room in this book.


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I know page numbers have to be consistent, but I do hope that if there's some freed up space (maybe from where the druid armor used to be), we could get a kinetecist item or two.


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90% of America was not 'either Christian or Jewish' in 1974. That makes it sound like it was about half of each, but Christians made up roughly 80% of the population and Jews weren't even 2%. Jews are not an appendage of Christianity, we're our own faith and culture. Politicians don't talk about the Torah - they talk about the Old Testament. For almost everyone, those are Christian references, with Jewish people as an afterthought. That's why many don't like 'Judeo-Christian.' Because it is just 'Christian, but we want to pretend we speak for Jewish people too.'


I'd like a piece of gear or two for kinetecists.


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Soralyon's edicts include

Soralyon wrote:
craft golems and artwork from stone

Even though 'golem' is no longer used for constructs in Paizo content.

About Captain Fremont

Lucius Fremont the Faun:

Male Faun Swashbuckler 5
NG Medium Fey
Deity Desna
Init +11; Senses Low-Light Vision; Perception +15

--------------------
DEFENSE
--------------------
AC 30 touch 18, flat-footed 23(+5 armor, +6 Dex, +2 buckler, +5 natural armor, +1 deflection, +1 dodge [Nimble])
hp 127 Current: 127/127
Fort +9, Ref +12, Will +9

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +12
-Scimitar, +1 +14 (1d6+14, 15-20/x2)
-Masterwork Dagger +12 (1d4+6, 19-20/x2)

Ranged +12
-Masterwork Composite Longbow (Str +6) +13 (1d8+6, x3) 110'
-Masterwork Dagger +13 (1d4+6, 19-20/x2) 10'

--------------------
STATISTICS
--------------------
Str 23 (+6), Dex 24 (+7), Con 24 (+7), Int 19 (+4), Wis 24 (+7), Cha 24 (+7)
Base Atk +5; CMB +11 (+14 when using +1 Scimitar); CMD 30
Feats Swashbuckler's Finesse, Slashing Grace (Scimitar), Dervish Dance, Combat Reflexes, Quick Draw
Traits Reactionary, Talented (Perform[Wind])
Skills
•Acrobatics 15 = 5 Ranks + 7 Dex + 3 Class

•Bluff 15 = 5 Ranks + 7 Cha + 3 Class

•Diplomacy 15 = 5 Ranks + 7 Cha + 3 Class

•Intimidate 15 = 5 Ranks + 7 Cha + 2 Class

•Knowledge (local) 12 = 5 Ranks + 4 Int + 3 Class

•Perception 15 = 5 Ranks + 7 Wis + 3 Class

•Perform (Dance) 12 = 2 Ranks + 7 Cha + 3 Class

•Perform (Wind) 16 = 3 Ranks + 7 Cha + 3 Class + 1 Trait + 2 Tool

•Sense Motive 15 = 5 Ranks + 7 Wis + 3 Class

Languages Common, Sylvan
Combat Gear Cloak of Resistance +1, Masterwork Dagger (4, in Bandoleer), +1 Darkwood Buckler, Masterwork Darkwood Composite Longbow (Str +6), Arrows (60), +1 Mithral Shirt, Ring of Protection +1, +1 Scimitar
Other Equipment Bandoleer, Explorer's Outfit, Fighter's Kit (in Handy Haversack), Fishing Kit (in Handy Haversack), Gear Maintenance Kit (in Handy Haversack), Handy Haversack, Hat of Disguise, Masterwork Panpipes (in Handy Haversack), Potion of Cure Light Wounds (2, in Bandoleer), Potion of Cure Moderate Wounds (2, in Bandoleer), Sleeves of Many Garments, Spelunking Kit (in Handy Haversack)

Currency
PP 14
GP 9
SP 9
CP 10

Carrying Capacity:
Light: 200 or less
Medium: 201-400
Heavy: 401-600

Currently Carrying:
47

Amount in Handy Haversack:
69

Coin
PP:
GP: 7
SP: 11
CP: 10
--------------------
SPECIAL ABILITIES
--------------------
Panache (Ex) - 7: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a f luctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longer-
lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
-Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of timesequal to her Dexterity modifier (minimum 1).
-Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.
-Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is immediate action against the creature whose attack she blocked, provided that creature is within her reach.
-Kip-Up (Ex): At 3rd level, as long as the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. If she spends 1 panache point when she kips up, she can do this as a swift action instead.
-Menacing Swordplay (Ex): At 3rd level, while she at least 1 panache, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.
-Precise Strike (Ex): At 3rd level, as long as she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
-Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and her weapon isn’t hidden, she can draw a single light or one-handed piercing weapon as part of the initiative check.
-Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
-Charmed Life (Ex) - 3 per Day: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day, as an immediate action before attempting a saving throw, she can add her Charisma bonus to the result of the save. She must choose to do this before the roll is made, and may only apply one use of charmed life on a given save. At 6th level and every four levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 at 18th level).
-Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
-Bonus Feats: At 4th level and at every four levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement (meaning that the swashbuckler gains a feat at every level). These bonus feats must be selected from those listed as combat feats.

Upon reaching 4th level and every four levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.
-Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every four levels beyond 5th level (to a maximum of +4 at 17th level).

*************************************************************************** ***************************************************

Rebuilding Kenabres - Octavius Fremont:
Male Human Warrior 3/Courtesan 2
NG Medium Humanoid (Human)
Init +1; Senses; Perception +8

--------------------
DEFENSE
--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 52/52 (3d10 +2d6 +10 Con)
Fort +5, Ref +2, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee +7
-Longsword +7 1d8+3 19-20/x2

Ranged +5

Modifiers:
-Power Attack (-2 Attack, +4 Dam)

--------------------
STATISTICS
--------------------

Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 14
Base Atk +4; CMB +17; CMD 18
Feats: Power Attack [Human], Frugal Crafting [1st], Defiant Luck [3rd], Inexplicable Luck [5th]
Traits: Merchant Family, Rich Parents
Drawbacks: Attached
Skills:

  • Appraise 11 = 5 Ranks +3 Int +3 Class
  • Bluff 4 = 2 Int +2 Silver Tongued
  • Craft (Tailoring) 11 = 5 Ranks +3 Int +3 Class
  • Diplomacy 14 = 5 Ranks +2 Cha +3 Class +2 Negotiator +2 Silver Tongued
  • Knowledge (Local) 11 = 5 Ranks +3 Int +3 Class
  • Linguistics 9 = 3 Ranks +3 Int +3 Class
  • Perception 8 = 5 Ranks +0 Wis +3 Class
  • Sense Motive 10 = 5 Ranks +0 Int +3 Class +2 Negotiator

Languages: Common, Azlanti, Draconic, Hallit, Shoanti, Taldane, Varisian
Combat Gear: Longsword
Other Gear: Rent (Paid for initial month of food and board for an average means of living), Signet Ring, Traveler's Outfit
Coin: 209 GP

--------------------
SPECIAL ABILITIES
--------------------

-+2 Cha
-Silver Tongued

--------------------
ESTABLISHMENTS
--------------------

3 Large Pits
Each consists of the following:

  • 27 Pits (For a total of 81 Pits) [GP/La]
  • 1 Lavatory (For a total of 3 Lavotories)
  • 1 Partners (For a total of 3 Partners)
  • 2 Sets of Laborers (For a total of 6 Sets of Laborers) [GP/La]

Main Office
Consists of the following:

  • 1 Scriptorium (For a total of 1 Scriptorium) [GP/Go/In/La/Ma]
  • Lavatory (For a total of 4 Lavatories)
  • 1 Accountant (For a total of 1 Accountant)
  • 1 Set of Bureaucrats (For a total of 1 Set of Bureaucrats) [GP/In]

Profit per Day

  • 81 Pits (Each earns 11 gp per week or 1.57 per day) = 81*1.57 = 127.17 [GP/La]
  • 3 Partners (Paid 4 per day) = 3*-4 = -12
  • 6 Laborers (Each earns 12 gp per week or 1.71 per day) = 6*1.71 = 10.26 [GP/La]
  • 1 Scriptorium (Each earns 15 gp per week or 2.14 per day) = 1*2.14 = 2.14 [GP/Go/In/La/Ma]
  • 1 Accountant (Paid 3 per day) = 1*-3 = -3
  • 1 Bureaucrats (Each earns 14 gp per week or 2 per day) = 1*2 = 2 [GP/In]

Total Profit per Day

  • 127.17 - 12 + 10.26 + 2.14 - 3 + 2 = 126.57

*************************************************************************** ***************************************************

Campaign Dates: 16/Rova/4713 AR

Starting Capital: 209 GP, 0 Goods, 0 Influence, 0 Labor, 0 Magic

Upkeep
Step 1 - Add Up Costs: -3 (1 Accountant) -12 (3 Partners) = -15
Step 2 - Pay Costs: [dice]209-15[/dice]
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity: None
Step 3 - Begin New Downtime Activity: Earn Capital (GP, Go, In ,La)

Income Phase
Step 1 - Determine Building Income: 116.18 GP, 2 Goods (-20 GP), 7 Labor (-70 GP)

Building Income Calcuations:
  • 74 Pits (Each earns 11 GP per week or 1.57 per day) :: 74*1.57 = 116.18 [GP/La]
  • 7 Pits (Each earns 11 GP per week or 1.57 per day) :: 7*1 = 7 [GP/La]
  • 1 Scriptorium (Each earns 15 GP per week or 2.14 per day) :: 1*2 = 2 [GP/Go/In/La/Ma]

GP Total = 116.18
Go Total = 2 (-20 GP)
La Total = 7 (-70 GP)


Step 2 - Determine Organization Income: 10.26 GP, 2 Influence (-30 GP)
Organization Income Calcuations:
  • 6 Laborers (Each earns 12 GP per week or 1.71 per day) :: 6*1.71 = 10.26 [GP/La]
  • 1 Bureaucrats (Each earns 14 GP per week or 2 per day) :: 1*2 = 2 [GP/In]

GP Total = 10.26
In Total = 2 (-30 GP)


Step 3 - Determine Other Income: 4 Goods (-40)
Octavius Income Calcuations:
  • Diplomacy (Take 10 with Inexplicable Luck for a +4. Total 28.) :: 28/7 = 4 [GP/Go/In/La/Ma]

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Ending Capital: 160.44 GP, 6 Goods, 2 Influence, 7 Labor, 0 Magic

Ending Capital Calculations:
  • GP = 194 +116.18 -20 -70 +10.26 -30 -40 = 160.44
  • Go = 2 +4 = 6
  • In = 2
  • La = 7
  • Ma = 0

Flavor Text:
Early in the morning, Octavious would meet with his new partners and their accountant at their main office building. After a brief discussion, each would agree upon their course of action for the day. With the different facilities under control, Octavius would then set out to negotiate with a few local dealers to acquire part of the materials that he would need for his next venture.

*************************************************************************** ***************************************************

Campaign Dates: 17/Rova/4713 AR

Starting Capital: 160.44 GP, 6 Goods, 2 Influence, 7 Labor, 0 Magic

Upkeep
Step 1 - Add Up Costs: -3 (1 Accountant) -12 (3 Partners) = -15
Step 2 - Pay Costs: 160.44 -15 = 145.44
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None

Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP, Go)
Step 3 - Begin New Downtime Activity: None

Income Phase
Step 1 - Determine Building Income: 127.17 GP, 2 Goods (-20 GP)

Building Income Calcuations:
  • 81 Pits (Each earns 11 GP per week or 1.57 per day) :: 81*1.57 = 127.17 [GP/La]
  • 1 Scriptorium (Each earns 15 GP per week or 2.14 per day) :: 1*2 = 2 [GP/Go/In/La/Ma]

GP Total = 127.17
Go Total = 2 (-20 GP)


Step 2 - Determine Organization Income: 12.26 GP
Organization Income Calcuations:
  • 6 Laborers (Each earns 12 GP per week or 1.71 per day) :: 6*1.71 = 10.26 [GP/La]
  • 1 Bureaucrats (Each earns 14 GP per week or 2 per day) :: 1*2 = 2 [GP/In]

GP Total = 12.26


Step 3 - Determine Other Income: 4 Goods (-40)
Octavius Income Calcuations:
  • Diplomacy (Take 10 with Inexplicable Luck for a +4. Total 28.) :: 28/7 = 4 [GP/Go/In/La/Ma]

Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None

Ending Capital: 224.87 GP, 12 Goods, 2 Influence, 7 Labor, 0 Magic

Ending Capital Calculations:
  • GP = 145.44 +127.17 -20 +12.26 -40 = 224.87
  • Go = 6 +2 +4 = 12
  • In = 2
  • La = 7
  • Ma = 0

Flavor Text:
After a successful first day, Octavius finds no reason to intrude upon his partners and their accountant. Instead, he chooses to let them continue to run their various businesses, while he continues to acquire materials for their future growth.

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World Serpent Arena:
Captian Fremont
Advanced Aasimar
Kensai (Magus) / Swashbuckler 4

Initiative +8

HP 52/52 (52 = 40 hd + 8 con + 4 fc)

AC 17 (5 dex, 1 deflection, 1 dodge) +3 when wielding scimitar

Fort +11 (6 base, 2 con, 3 luck)
Ref +14 (6 base, 5 dex, 3 luck)
Will +10 (6 base, 1 wis, 3 luck)

Ability Scores

Str 13
Dex 20
Con 14
Wis 12
Int 16
Cha 18

Attacks

+1 Scimitar +11 (1d6+8, 18-20)

Skills
Max Ranks 32 (16 Sea Singer [Bard], 12 Int, 4 extra)

Acrobatics 12 (5 dex, 4 rank, 3 class)
Climb 8 (1 str, 4 rank, 3 class)
Intimidate 11 (4 cha, 4 rank, 3 class)
Perception 8 (1 wis, 4 rank, 3 class)
Perform (Dance) 11 (4 cha, 4 rank, 3 class)
Sense Motive 8 (1 wis, 4 rank, 3 class)
Spellcraft 10 (3 int, 4 rank, 3 class)
Stealth 12 (5 dex, 4 rank, 3 class)

Situational Modifiers
+2 Perception and Sense Motive when wielding Scimitar

Combat Gear
+1 Scimitar
Ring of Protection +1

Other Gear
Pendant of the Blood Scarab
Headband of Alluring Charisma +2
Dusty Rose Prism (Cracked) Ioun Stone

Potions
Mage Armor
Cure Light Wounds x5

Feats
1st Weapon Finesse, Weapon Focus (Scimitar)*, Combat Reflexes
3rd Dervish Dance
4th Weapon Specialization (Scimitar)

Traits
Accelerated Drinker (Combat)
Bladed Magic (Magic)
Daring Doomsayer (Campaign)
Fate's Favored (Faith)

Spells
Spells per Day
0 - Kensai 3 - Acid Splash, Light, Ray of Frost
1st - Kensai 3 - Shield, Shocking Grasp x2
2nd - Kensai 1 - Glitterdust

Spells Known
0 - All
1st - Burning Hands, Chill Touch, Corrosive Touch, Expeditious Retreat, Frostbite, Magic Missile, Shield, Shocking Grasp, True Strike, Vanish
2nd - Cat's Grace, Glitterdust

Class Abilities
Kensai
-Arcane Pool 4
-Spell Combat
-Spellstrike
-Canny Defense (Int to AC, up to 4)
-Weapon Focus (Scimitar)
-Perfect Strike
-Black Blade (+1 Scimitar, Arcane Pool 1)
-Alertness
-Black Blade Strike
-Telepathy
-Unbreakable

Gunslinger
-Deeds
--Daring Do
--Opportune Parry
--Riposte
--Recovery
--Menacing Swordplay
--Precise Strike
--Swashbuckler Initiative
-Panache 4
-Bravery +1
-Swashbuckler Finesse
-Nimble +1
-Bonus Feat (Weapon Specialization)

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Captain Fremont:
Captian Octaveus Fremont
Human (Eye for Talent, Heart of the Sea)
Buccaneer (Gunslinger) / Sea Singer (Bard) 8

HP 76/76 (76 = 52 hd + 16 con + 8 fc)

AC 22 (6 armor, 4 dex, 2 dodge)

Fort +10 (6 base, 2 con, 2 inherent)
Ref +10 (6 base, 2 dex, 2 inherent)
Will +10 (6 base, 2 wis, 2 inherent)

Ability Scores

Str 10 (0 bp)
Dex 18 (5 bp, 2 racial, 2 inherent)
Con 14 (5 bp)
Wis 14 (3 bp, 1 level)
Int 14 (5 bp)
Cha 16 (7 bp, 1 level)

Attacks

  • +1 Cruel Pistol +13 (1d8+1)
  • Cold Iron/Mithral Rapier +9 (1d6, 18-20)
  • Cold Iron/Mithral Dagger +9 (1d4, 19-20)

Skills
Max Ranks 64 (48 Sea Singer [Bard], 16 Int)

  • Acrobatics 2 (4 dex, 2 sea legs, -4 peg leg)
  • Appraise 5 (2 int, 3 familiar)
  • Bluff 8 (3 Cha, 2 pirate's jargon, 3 comp)
  • Climb -2 (0 str, 2 sea legs, - peg leg)
  • Craft 2 (2 int)
  • Diplomacy 17 (8 ranks, 3 class, 3 cha, 3 comp)
  • Disable Device N/A
  • Disguise 6 (3 cha, 3 comp)
  • Escape Artist 4 (4 dex)
  • Fly 4 (4 dex)
  • Handle Animal N/A
  • Heal 2 (2 wis)
  • intimidate 8 (3 cha, 2 pirate's jargon, 3 comp)
  • Knowledge (Arcana) 9 (4 ranks, 3 class, 2 int)
  • Knowledge (Dungeoneering) N/A
  • Knowledge (Engineering) N/A
  • Knowledge (Geography) 13 (4 ranks, 3 class, 2 int, 4 world traveler)
  • Knolwedge (History) 9 (4 ranks, 3 class, 2 int)
  • Knowledge (Local) 13 (4 ranks, 3 class, 2 int, 4 world traveler)
  • Knowledge (Nature) 13 (4 ranks, 3 class, 2 int, 4 world traveler)
  • Knowledge (Nobility) 9 (4 ranks, 3 class, 2 int)
  • Knowledge (Planes) N/A
  • Knowledge (Religion) N/A
  • Linguistics 13 (4 ranks, 3 class, 2 int, 4 world traveler)
  • Perception 13 (8 ranks, 3 class, 2 wis)
  • Perform (Oratory) 13 (4 ranks, 3 class, 3 cha, 3 comp)
  • Profession (Sailor) 11 (4 ranks, 3 class, 2 Wis, 2 racial)
  • Ride 4 (4 dex)
  • Sense Motive 9 (4 ranks, 3 class, 2 wis)
  • Sleight of Hand N/A
  • Spellcraft 9 (4 ranks, 3 class, 2 int)
  • Stealth 4 (4 dex)
  • Survival 9 (4 ranks, 3 class, 2 wis)
  • Swim 2 (0 str, 2 sea legs, 2 racial, -4 peg leg)
  • Use Magic Device N/A

Situational Modifiers

  • +2 Percpetion and Sense Motive when Rusty is within arm's reach
  • +8 to Climb and Acrobatics when climbing or swinging on a rope

Combat Gear

2x +1 Cruel Pistols
Cold Iron Rapier
Mithral Rapier
Cold Iron Dagger
Mithral Dagger
+2 Mithral Shirt

Other Gear

Circlet of Persuasion
Dry Load Powder Horn
Endless Bandolier

Feats

1st Point-Blank Shot, Sea Legs, Alertness (when Rusty is within arm's reach)
3rd Precise Shot
4th Quick Draw
5th Rapid Reload
7th Leadership
8th Two-Weapon Fighting, Double Slice*, Improved Two-Weapon Fighting

Traits
Cheat Death
Reactionary

Spells
Spells per Day
0 - Bard 6
1st - Bard 5
2nd - Bard 5
3rd - Bard 3

Spells Known
0 - Detect Magic, Know Direction, Light, Mending, Prestidigitation, Read Magic
1st - Abundant Ammunition, Comprehend Languages, Cure Light Wounds, Enhance Water, Identify
2nd - Blood Biography, Blur, Create Treasure Map, Cure Moderate Wounds
3rd - Cure Serious Wounds, Good Hope, Haste*

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Rusty the Parrot:
Rusty the Parrot
Parrot
(Familiar)

HP 38/38 (38 = 76/2)

AC 18 (2 dex, 4 natural armor, 2 size)

Fort +5 (6 base, -1 con)
Ref +8 (6 base, 2 dex)
Will +8 (6 base, 2 wis)

Ability Scores

Str 2
Dex 15
Con 8
Wis 15
Int 9
Cha 7

Attacks

  • Bite +12 (1d3-4)

Skills

  • Acrobatics 2 (2 dex)
  • Appraise -1 (-1 int)
  • Bluff -2 (-2 Cha)
  • Climb -4 (-4 str)
  • Craft -1 (-1 int)
  • Diplomacy 6 (8 ranks, -2 cha)
  • Disable Device N/A
  • Disguise -2 (-2 cha)
  • Escape Artist 2 (2 dex)
  • Fly 6 (1 rank, 3 class, 2 dex)
  • Handle Animal N/A
  • Heal 2 (2 wis)
  • intimidate 2 (-2 cha)
  • Knowledge (Arcana) 3 (4 ranks, -1 int)
  • Knowledge (Dungeoneering) N/A
  • Knowledge (Engineering) N/A
  • Knowledge (Geography) 3 (4 ranks, -1 int)
  • Knolwedge (History) 3 (4 ranks, -1 int)
  • Knowledge (Local) 3 (4 ranks, -1 int)
  • Knowledge (Nature) 3 (4 ranks, -1 int)
  • Knowledge (Nobility) 3 (4 ranks, -1 int)
  • Knowledge (Planes) N/A
  • Knowledge (Religion) N/A
  • Linguistics 3 (4 ranks, -1 int)
  • Perception 16 (8 ranks, 3 class, 2 wis, 3 feat)
  • Perform (Oratory) 2 (4 ranks,-2 cha)
  • Profession (Sailor) 6 (4 ranks, 2 Wis)
  • Ride 2 (2 dex)
  • Sense Motive 6 (4 ranks, 2 wis)
  • Sleight of Hand N/A
  • Spellcraft 2 (4 ranks, -2 int)
  • Stealth 2 (2 dex)
  • Survival 6 (4 ranks, 2 wis)
  • Swim -4 (-4 str)
  • Use Magic Device N/A

Feats

Weapon Finesse, Skill Focus(Perception)

--------------------------------------------------------------------------- -----------------------------------

First Mate Lucelle:
First Mate Lucelle The Freebooter
Human (Dual Talent)
Freebooter (Ranger/Skirmisher) / Inquisitor 6

HP 58/58 (58 = 40 hd + 12 con + 6 fc)

AC 19 (7 armor, 2 dex)

  • +1 shield when wielding two weapons

Fort +10 (5 base, 2 con, 2 inherent, 1 resistance)
Ref +10 (5 base, 2 dex, 2 inherent, 1 resistance)
Will +10 (5 base, 2 wis, 2 inherent, 1 resistance)

Ability Scores

Str 16 (3 bp, 2 EfT, 1 level)
Dex 14 (5 bp)
Con 14 (2 bp, 2 racial)
Wis 14 (2 bp, 2 racial)
Int 12 (2 bp)
Cha 11 (1 bp)

  • +1 Cold Iron Rapier +11 (1d6+4, 18-20)
  • +1 Mithral Dagger +10 (1d4+4, 19-20)
  • Darkwood Composite Longbow (Str +3) +9 (1d8+3)

Skills
Max Ranks 42 (36 Sea Singer [Bard], 6 Int)

  • Acrobatics 11 (6 ranks, 3 class, 2 dex)
  • Appraise 1 (1 int)
  • Bluff 0 (0 Cha)
  • Climb 7 (1 rank, 3 class, 3 str)
  • Craft 1 (1 int)
  • Diplomacy 0 (0 cha)
  • Disable Device N/A
  • Disguise 0 (0 cha)
  • Escape Artist -1 (2 dex, -3 armor)
  • Fly -1 (2 dex, -3 armor)
  • Handle Animal N/A
  • Heal 2 (2 wis)
  • intimidate 15 (6 ranks, 3 class, 3 str, 3 stern gaze)
  • Knowledge (Arcana) 7 (3 ranks, 3 class, 1 int)
  • Knowledge (Dungeoneering) 7 (3 ranks, 3 class, 1 int)
  • Knowledge (Engineering) N/A
  • Knowledge (Geography) N/A
  • Knolwedge (History) N/A
  • Knowledge (Local) N/A
  • Knowledge (Nature) 7 (3 ranks, 3 class, 1 int)
  • Knowledge (Nobility) N/A
  • Knowledge (Planes) 7 (3 ranks, 3 class, 1 int)
  • Knowledge (Religion) 7 (3 ranks, 3 class, 1 int)
  • Linguistics N/A
  • Perception 11 (6 ranks, 3 class, 2 wis)
  • Perform 0 (0 cha)
  • Profession (Sailor) 8 (3 ranks, 3 class, 2 Wis)
  • Ride -1 (2 dex, -3 armor)
  • Sense Motive 5 (2 wis, 3 stern gaze)
  • Sleight of Hand N/A
  • Spellcraft N/A
  • Stealth -1 (2 dex, -3 armor)
  • Survival 8 (3 ranks, 3 class, 2 wis)
  • Swim 5 (2 ranks, 3 class, 3 str, -3 armor)
  • Use Magic Device N/A

Situational Modifiers

  • -3 to Acrobatics when not jumping
  • +3 to Survival when tracking.
  • +2 to Knowledge (Any) when identifying a creature's abilities and weaknesses
  • +4 to Acrobatics when tumbling through a threatened square or through an enemy's space

Combat Gear

+1 Cold Iron Rapier
+1 Mithral Dagger
Darkwood Composite Longbow (Str +3)
+1 Breatplate

Other Gear

Handy Haversack
Cloak of Resistance +1
Belt of Tumbling

Feats

1st Combat Expertise*, Power Attack
2nd Two-Weapon Fighting, Double Slice*
3rd Endurance, Pack Attack, Weapon Focus (Rapier)
5th Dazzling Display
6th Improved Two-Weapon Fighting, Two-Weapon Defense, Outflank

Traits
Cheat Death
Reactionary

Spells
Spells per Day
0 - Inquisitor 6
1st - Inquisitor 5
2nd - Inquisitor 4

Spells Known
0 - Acid Splash, Brand, Create Water, Detect Magic, Detect Poison, Light
1st - Cure Light Wounds, Divine Favor, Keep Watch, Shield of Faith
2nd - Brow Gasher, Cure Moderate Wounds, See Invisibility, Silence