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Organized Play Member. 451 posts (2,044 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 20 aliases.


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Are Tengu OK?


I'm still interested. I've got the crunch done for a kitsune cleric of Tsukiyo-oracle (dual-cursed)-sorcerer. I'll post with the alias once I get everything fixed up in your format.


I'm still interested. I'm trying to decide between a catfolk cleric-rogue-sorcerer and a kitsune cleric-oracle-sorceror.


5d6 ⇒ (5, 2, 2, 2, 3) = 14
5d6 ⇒ (5, 5, 6, 1, 3) = 20
5d6 ⇒ (6, 6, 3, 4, 4) = 23
5d6 ⇒ (5, 2, 4, 2, 3) = 16
5d6 ⇒ (6, 2, 2, 5, 4) = 19
5d6 ⇒ (3, 2, 3, 6, 5) = 19
5d6 ⇒ (2, 5, 2, 2, 6) = 17

11
16
16
12
15
14
13

16, 16, 15, 14, 13, 12


Will saves:
Pharnmournx: 1d20 + 18 ⇒ (15) + 18 = 33 +2 if it's an enchantment effect Motol: 1d20 + 13 ⇒ (20) + 13 = 33 shadow demon 1: 1d20 + 7 ⇒ (7) + 7 = 14 shadow demon 2: 1d20 + 7 ⇒ (9) + 7 = 16 shadow demon 3: 1d20 + 7 ⇒ (1) + 7 = 8 shadow demon 4: 1d20 + 7 ⇒ (4) + 7 = 11

GM and Valgrim:
The nalfeshnee vanishes, returning to the Abyss. The shadow demons that had been attacking the downed banshee rush forward to harry the one still standing. Pharnmournx begins casting a spell.

Shadow demon 1 charges to (J, 9) and uses its pounce ability to make a full attack; shadow demon 2 charges to (H, 9) and does the same. Shadow demons 3 and 4 were already in position for full attacks. Pharnmournx begins casting summmon monster IX (not quickened)

shadow demon 1, bite: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (20) + 11 + 2 + 2 + 1 - 2 = 34 shadow demon 1, bite damage: 1d8 - 2 ⇒ (3) - 2 = 1 shadow demon, bite cold damage: 1d6 - 2 ⇒ (5) - 2 = 3
shadow demon 1, bite confirm: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (15) + 11 + 2 + 2 + 1 - 2 = 29 crit damage: 1d8 - 2 ⇒ (7) - 2 = 5
shadow demon 1, L. claw: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (17) + 11 + 2 + 2 + 1 - 2 = 31 shadow demon 1 L. claw damage: 1d6 - 2 ⇒ (1) - 2 = -1 shadow demon 1, L. claw cold damage: 1d6 - 2 ⇒ (6) - 2 = 4
shadow demon 1, R. claw: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (17) + 11 + 2 + 2 + 1 - 2 = 31 shadow demon 1, R. claw damage: 1d6 - 2 ⇒ (1) - 2 = -1 shadow demon 1, R. claw cold damage: 1d6 - 2 ⇒ (5) - 2 = 3
shadow demon 1, haste bite: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (14) + 11 + 2 + 2 + 1 - 2 = 28 shadow demon 1, haste bite damage: 1d6 - 2 ⇒ (5) - 2 = 3 shadow demon 1, haste bite cold damage: 1d6 - 2 ⇒ (4) - 2 = 2

shadow demon 2, bite: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (17) + 11 + 2 + 2 + 1 - 2 = 31 shadow demon 2, bite damage: 1d8 - 2 ⇒ (3) - 2 = 1 shadow demon 2, bite cold damage: 1d6 - 2 ⇒ (5) - 2 = 3
shadow demon 2, L. claw: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (20) + 11 + 2 + 2 + 1 - 2 = 34 shadow demon 2 L. claw damage: 1d6 - 2 ⇒ (1) - 2 = -1 shadow demon 2, L. claw cold damage: 1d6 - 2 ⇒ (3) - 2 = 1
shadow demon 2, R. claw: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (1) + 11 + 2 + 2 + 1 - 2 = 15 shadow demon 2, R. claw damage: 1d6 - 2 ⇒ (1) - 2 = -1 shadow demon 2, R. claw cold damage: 1d6 - 2 ⇒ (2) - 2 = 0
shadow demon 2, R. claw confirm: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (13) + 11 + 2 + 2 + 1 - 2 = 27 shadow demon 2, R. claw crit damage: 1d6 - 2 ⇒ (1) - 2 = -1
shadow demon 2, haste bite: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (5) + 11 + 2 + 2 + 1 - 2 = 19 shadow demon 2, haste bite damage: 1d6 - 2 ⇒ (4) - 2 = 2 shadow demon 2, haste bite cold damage: 1d6 - 2 ⇒ (3) - 2 = 1

shadow demon 3, bite: 1d20 + 11 + 2 + 1 - 2 ⇒ (15) + 11 + 2 + 1 - 2 = 27 shadow demon 3, bite damage: 1d8 - 2 ⇒ (4) - 2 = 2 shadow demon 3, bite cold damage: 1d6 - 2 ⇒ (3) - 2 = 1
shadow demon 3, L. claw: 1d20 + 11 + 2 + 1 - 2 ⇒ (16) + 11 + 2 + 1 - 2 = 28 shadow demon 3 L. claw damage: 1d6 - 2 ⇒ (5) - 2 = 3 shadow demon 3, L. claw cold damage: 1d6 - 2 ⇒ (5) - 2 = 3
shadow demon 3, R. claw: 1d20 + 11 + 2 + 1 - 2 ⇒ (1) + 11 + 2 + 1 - 2 = 13 shadow demon 3, R. claw damage: 1d6 - 2 ⇒ (5) - 2 = 3 shadow demon 3, R. claw cold damage: 1d6 - 2 ⇒ (3) - 2 = 1
shadow demon 3, haste bite: 1d20 + 11 + 2 + 1 - 2 ⇒ (2) + 11 + 2 + 1 - 2 = 14 shadow demon 3, haste bite damage: 1d6 - 2 ⇒ (3) - 2 = 1 shadow demon 3, haste bite cold damage: 1d6 - 2 ⇒ (4) - 2 = 2

shadow demon 4, bite: 1d20 + 11 + 2 + 1 - 2 ⇒ (2) + 11 + 2 + 1 - 2 = 14 shadow demon 4, bite damage: 1d8 - 2 ⇒ (8) - 2 = 6 shadow demon 4, bite cold damage: 1d6 - 2 ⇒ (2) - 2 = 0
shadow demon 4, L. claw: 1d20 + 11 + 2 + 1 - 2 ⇒ (6) + 11 + 2 + 1 - 2 = 18 shadow demon 4 L. claw damage: 1d6 - 2 ⇒ (2) - 2 = 0 shadow demon 4, L. claw cold damage: 1d6 - 2 ⇒ (2) - 2 = 0
shadow demon 4, R. claw: 1d20 + 11 + 2 + 1 - 2 ⇒ (12) + 11 + 2 + 1 - 2 = 24 shadow demon 4, R. claw damage: 1d6 - 2 ⇒ (3) - 2 = 1 shadow demon 4, R. claw cold damage: 1d6 - 2 ⇒ (3) - 2 = 1
shadow demon 4, haste bite: 1d20 + 11 + 2 + 1 - 2 ⇒ (6) + 11 + 2 + 1 - 2 = 18 shadow demon 4, haste bite damage: 1d6 - 2 ⇒ (4) - 2 = 2 shadow demon 4, haste bite cold damage: 1d6 - 2 ⇒ (3) - 2 = 1


I'm interested as well.


If I were to go the warpriest route, would you let me take Weapon Focus (tongue) so that my prehensile tongue could be my focus weapon?


Glargis:

Male grippli cleric-sorcerer (tattooed sorcerer) 1
CN Small humanoid (grippli)
Init +5; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 10 (d8+2);
Fort +4; Ref +5; Will +7;
OFFENSE
Speed 30 ft., climb 20 ft.
Melee +1 cestus +6 (d3+1/19-20), melee touch +5 (per spell)
Ranged light crossbow +10 (d6/19-20), ranged touch +10 (per spell)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks channel negative energy 7/day (1d6, DC 14), toxic skin 1/day (Fort DC 12), volatile conduit 1/day
Spell-Like Abilities (CL 1st; concentration +5)
3/day—touch of fatigue
Domain Spell-Like Abilities (CL 1st; concentration +6)
8/day—touch of darkness, vision of madness
Cleric Spells Prepared (CL 1st; concentration +6)
1st—command (DC 16), doom (DC 2, 16), endure elements, faerie fireD, shield of faith (2)
0—detect magic, guidance, stabilize
Domains Darkness (Moon) and Madness
Sorcerer Spells Known (CL 1st; concentration +5)
1st (6/day)—chill touch (Fort DC 15), ray of enfeeblement (Fort DC 15)
0 (at will)—acid splash, ghost sound (Will DC 14), prestidigitation, read magic
Bloodline Aberrant
STATISTICS
Str 10, Dex 20, Con 15, Int 11, Wis 20, Cha 18
Base Atk +5; CMB +4; CMD 20
Feats Agile Tongue, Blind-FightB, Mage’s Tattoo (necromancy)
Traits Signature Spell (chill touch), Volatile Conduit
Skills Knowledge (planes) 1, Knowledge (religion) 1, Spellcraft 1
Languages Common and Grippli
SQ aura, familiar tattoo, weapon familiarity
Combat Gear acid (2), alchemist’s fire, bolts (20), scroll of comprehend languages, scroll of cure light wounds (2), scroll of remove sickness; Other Gear mwk backpack, +1 cestus, cleric’s kit, light crossbow, 7 gp

Here is the preliminary crunch for my character. The main question I have is whether or not a godless cleric with the domains I have picked is OK with you. Oh, yeah, and I assume the extra spell slots were supposed to be split between cleric and sorcerer, but (if not) let me know.


The Dice Have Spoken:
rolls: 20d6 ⇒ (6, 5, 2, 2, 6, 6, 2, 4, 5, 4, 5, 1, 3, 6, 5, 1, 6, 6, 5, 6) = 86rerolls: 5d6 ⇒ (6, 6, 5, 2, 3) = 22 rereroll: 1d6 ⇒ 4

Final Array:

6's-9
5's-6
4's-3
3's-2


Falgard is up, followed by Mattock, Riuk, Trask, and Morg.


I have a halfling barbarian 1/oracle 1, a gnome alchemist 2, and a dwarf cleric 2 available. I don't really have a preference on which to play (I like them all), so I'll play whichever people think would fill out the party the best. I can start whenever.


I'd be interested as well.


Zarov:
Male drow cleric of Azathoth 8-illusionist (phantasm) 8
CN Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +17
Aura bedeviling (30 ft., 8 rounds/day), madness (30 ft., 8 rounds/day DC 18)
DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +3 Dex, +2 luck, +1 natural)
hp 80 (8d8+16);
Fort +7; Ref +6; Will +11; +2 vs. enchantment
Defensive Abilities jingasa of the fortunate soldier 1/day; Immune sleep; SR 14
OFFENSE
Speed 30 ft.
Melee +3 conductive spell-storing longspear, +11/+6 (d8+6/x3), mwk cestus +8/+3 (d4/19-20)
Ranged light crossbow +9 (d8/19-20)
Special Attacks channel positive energy 4/day (4d6, DC 15)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—touch of chaos
Racial Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion
Cleric Spells Prepared (CL 8th; concentration +12)
4th—chaos hammerD (Will DC 18), freedom of movement, greater magic weapon, spiritual ally
3rd—dispel magic, magic circle against lawD, magic vestment, prayer, speak with the dead (Will DC 17)
2nd—align weapon, defending bone, resist energy, touch of idiocyD, weapon of awe
1st—bless, comprehend languages, command (Will DC 15), ear-piercing scream lesser confusionD (Will DC 15), shield of faith (2)
0—create water, guidance, purify food and drink, read magic
Domains Chaos (Entropy) and Madness (Nightmare)
Illusionist Spells Prepared (CL 8th; concentration +12)
4th—dimension door, enervation, greater invisibility, reach vampiric touch
3rd—haste, major image (2, Will DC 18), vampiric touch (2)
2nd—glitterdust (Will DC 16), darkvision, haunting mist (2), mirror image (2)
1st—grease (DC 15), ear-piercing scream (Fort DC 15), mage armor, silent image (Will DC 16), unseen servant, vanish
0—acid splash, ghost sound (Will DC 15), message, prestidigitaiton
Opposed Schools Abjuration, Divination
TACTICS
Before Combat At the beginning of every day Zarox casts darkvision, greater magic weapon, mage armor, magic vestment, and unseen servant. If his longspear doesn’t have a spell stored in it, he also casts vampiric touch into it.
STATISTICS
Str 14, Dex 17, Con 10, Int 18, Wis 18, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes, Drow NobilityB, Greater Drow NobilityB, Improved Drow NobilityB, Improved Umbral Scion, Reach SpellB, Scribe ScrollB, Spell Focus (illusion), Toughness, Umbral ScionB
Traits Fate’s Favored, Horrifying Mind
Skills Acrobatics +7, Heal +11, Knowledge (arcana) +15, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +15, Knowledge (religion) +15, Perception +17, Sense Motive +11, Spellcraft +15; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Undercommon
SQ arcane bond (+1 conductive spell-storing longspear), aura, drow immunities, extended illusions, fearful touch, hasten the end, keen senses, poison use, spell resistance, spontaneous casting, surface infiltrator, terror 7/day, weapon familiarity
Combat Gear crossbow bolts (30); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, mwk cestus, cleric’s kit, cloak of resistance +1, handy haversack, headband of mental prowess +2 [INT/WIS], light crossbow, pearl of power (1st), spellbook [all non-abjuration/divination cantrips and spells prepared, plus glitterdust, haunting mists, illusory poison, minor phantom object, unerring weapon], 4679 gp

Zarov's Backstory:
Grandmother's shame will prove her undoing, thought Zarov as he contemplated Azathoth's summons. After all, if she hadn't sent me away to infiltrate the surface world as a means of getting me out of sight, I never would have met Yerith. Yerith, the wandering sage who introduced Zarov to the glory of Azathoth, had explained the opportunity that lay before Zarov: he stood poised to introduce the worship of Azathoth to the Darklands (and improve the status of men within drow society as a byproduct). Zarov tried to evangelize upon returning home from the surface, but the matriarchs, particularly Zarov's grandmother, were not persuaded that Azathoth was a match for all the Houses' demon lord patrons together, and they exiled Zarov for having the temerity to suggest that he might be. Zarov returned to the surface, seeking knowledge and power. Azathoth has heard his prayers and sent him to battle Rappan Athuk, where he can learn much. I must shield my companions, for they are my conduit to achieving power. One day, Grandmother, you will know the power of Azathoth, and I-I whom you degraded and exiled-will be the vessel by which he humbles you. Pray to whatever "gods" you think will listen that I prove more merciful than you.


I think my question regarding whether the line of Drow Noble feats were appropriate may have been overlooked, but here is a rough a draft of what the character would like if they are allowed. I've tried to use my spell selections to diversify a bit. Zarov can do some scouting, some debuffing, a little buffing, and hold his own in combat.

Zarov:

Male drow cleric of Azathoth 8-illusionist (phantasm) 8
CN Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +17
Aura bedeviling (30 ft., 8 rounds/day), madness (30 ft., 8 rounds/day DC 18)
DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +3 Dex, +2 luck, +1 natural)
hp 80 (8d8+16);
Fort +7; Ref +6; Will +11; +2 vs. enchantment
Defensive Abilities jingasa of the fortunate soldier 1/day; Immune sleep; SR 14
OFFENSE
Speed 30 ft.
Melee +3 conductive spell-storing longspear, +11/+6 (d8+6/x3), mwk cestus +8/+3 (d4/19-20)
Ranged light crossbow +9 (d8/19-20)
Special Attacks channel positive energy 4/day (4d6, DC 15)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—touch of chaos
Racial Spell-Like Abilities (CL 8th; concentration +9)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion
Cleric Spells Prepared (CL 8th; concentration +12)
4th—chaos hammerD (Will DC 18), freedom of movement, greater magic weapon, spiritual ally
3rd—dispel magic, magic circle against lawD, magic vestment, prayer, speak with the dead (Will DC 17)
2nd—align weapon, defending bone, resist energy, touch of idiocyD, weapon of awe
1st—bless, comprehend languages, command (Will DC 15), ear-piercing scream lesser confusionD (Will DC 15), shield of faith (2)
0—create water, guidance, purify food and drink, read magic
Domains Chaos (Entropy) and Madness (Nightmare)
Illusionist Spells Prepared (CL 8th; concentration +12)
4th—dimension door, enervation, greater invisibility, reach vampiric touch
3rd—haste, major image (2, Will DC 18), vampiric touch (2)
2nd—glitterdust (Will DC 16), darkvision, haunting mist (2), mirror image (2)
1st—grease (DC 15), ear-piercing scream (Fort DC 15), mage armor, silent image (Will DC 16), unseen servant, vanish
0—acid splash, ghost sound (Will DC 15), message, prestidigitaiton
Opposed Schools Abjuration, Divination
TACTICS
Before Combat At the beginning of every day Zarox casts darkvision, greater magic weapon, mage armor, magic vestment, and unseen servant. If his longspear doesn’t have a spell stored in it, he also casts vampiric touch into it.
STATISTICS
Str 14, Dex 17, Con 10, Int 18, Wis 18, Cha 13
Base Atk +6; CMB +8; CMD 21
Feats Combat Reflexes, Drow NobilityB, Greater Drow NobilityB, Improved Drow NobilityB, Improved Umbral Scion, Reach SpellB, Scribe ScrollB, Spell Focus (illusion), Toughness, Umbral ScionB
Traits Fate’s Favored, Horrifying Mind
Skills Acrobatics +7, Heal +11, Knowledge (arcana) +15, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +15, Knowledge (religion) +15, Perception +17, Sense Motive +11, Spellcraft +15; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Undercommon
SQ arcane bond (+1 conductive spell-storing longspear), aura, drow immunities, extended illusions, fearful touch, hasten the end, keen senses, poison use, spell resistance, spontaneous casting, surface infiltrator, terror 7/day, weapon familiarity
Combat Gear crossbow bolts (30); Other Gear amulet of natural armor +1, belt of incredible dexterity +2, mwk cestus, cleric’s kit, cloak of resistance +1, handy haversack, headband of mental prowess +2 [INT/WIS], light crossbow, pearl of power (1st), spellbook [all non-abjuration/divination cantrips and spells prepared, plus glitterdust, haunting mists, illusory poison, minor phantom object, unerring weapon], 4679 gp

If the feats are a no-go, how would you feel about a gnome follower of Yidhra who uses Ice Cream Koans to fuel Bewildering Koan?


My idea is a drow cleric-wizard named Zarov. Already fighting his way upstream as a male drow noble, the final straw that got him exiled from his people was trying to get his House to convert to worshipping Azathoth. Now he is travelling around in search of knowledge and power that will enable him to return home to wrest control of the House from his grandmother. How do you feel about the line of Drow Noble/Umbral Scion feats?


Crunch:
Charkin
Male half-orc barbarian (invulnerable rager) 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (d12+1);
Fort +4; Ref +5; Will +1; +1 trait vs. spells/SLAs/Su of evil arcane spellcasters; +4 vs. hot/cold environments
OFFENSE
Speed 40 ft.
Melee dagger +4 (d4+3/19-20), dire flail +4 (d8+4) or +2/+2 (d8+3/d8+1)
Ranged shortbow +3 (d6/x3)
Special Attacks rage 6 rnds/day (+4 Str/Con, +2 Will, -2 AC)
STATISTICS
Str 16, Dex 15, Con 13, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats EnduranceB, Two-Weapon Fighting
Traits Armor Expert (-1 ACP), Finish the Fight (+1 trait on attack rolls vs. opponents you already injured in last 24 hrs.), Warded Against Witchery
Skills Acrobatics +6, Climb +7, Craft (weapons) +5, Perception +4, Spellcraft +1 (+2 to ID spells cast by evil spellcasters), Survival +4, Swim +3 (+7 to resist exhaustion)
Languages Common, Giant, Orc
SQ chain-fighter, fast movement, orc blood, sacred tattoo, shaman’s apprentice.
Combat Gear arrows (20); Other Gear artisan’s tools (common), barbarian’s kit, dagger, dire flail, gear maintenance kit, hide armor, shortbow, 9 gp

Background:
Charkin was apprenticed as a child to the clan witch doctor, who performed terrible rituals on him and eventually had him sold into slavery as a failure. As a result, he has made it his goal in life to make arcane spellcasters (at least those who don't prove useful to him) suffer as much as possible. He spent some time as a gladitorial slave until the people running the arena realized he had some talent for repairing weapons and transferred him to that job. He eventually escaped and is now on the lam, trying to stay a step ahead of anyone whom his former "employers" may be sending to retrieve him.

Answers to questions:
Are you from Heldren, or just visiting? Just visiting.
Are you interested in helping those in need, or do you more often act for personal gain? I'm interested in helping those in need.
Are you a team player, or an opportunist? Somewhere in the middle: intending to be a team player, but rage does strange things to one's perceptions...

Have you read any of the Reign of Winter Adventure path or played it previously? No
How many other PBP Campaigns are you currently actively participating in? 8-ish. I run three (two of which are different groups going through the same campaign), and play in 5 others, though 2 of those appear to be stalled at the momemnt.


Here is a link to my submission, a tengu phantasm illusionist named Chrust. The crunch should be done; the background and RP sample will be up soon. He would be headed for the Archmage path.


5d6 ⇒ (5, 2, 5, 5, 3) = 20=18
5d6 ⇒ (4, 6, 6, 1, 3) = 20=19
5d6 ⇒ (1, 3, 1, 5, 5) = 15=14
5d6 ⇒ (3, 1, 1, 4, 3) = 12=11
5d6 ⇒ (6, 3, 5, 6, 2) = 22=20
5d6 ⇒ (4, 3, 6, 6, 1) = 20=19


If I were to take Leadership, how would I determine ability scores for my cohort and followers?


1 person marked this as a favorite.

I've got an idea for a rogue that I'd like to play in the core campaign. May I reserve a spot while I stat him out?


"Uh, whatever, just get to the temple."

It's not easy, but eventually the wagon makes it up the path and through the gates into the city. The gates clang shut as soon as the wagon is through. Once inside, the party can see a building with a pointy top on the right side of the road about fifty yards ahead. Once you arrive there, you see several of the town guard standing there, armed and armored, and there are a couple of people leaning out of nearby windows with crossbows leveled. The leader of the guards motions towards a man in plain brown clerical robes and says: "I ain't buyin' that 'huntin' party' malarkey for a minute. Now, y'all answer the good father's questions right civil-like, or we'll lock ya up 'till we can figure out what to do with ya."


Sense Motive: 1d20 ⇒ 6

Considering that y'all still have 700+ lbs of equipment with you, I think a -5 modifier for "lie is unlikely" is in order. Speaking of which, could I get Chantif to update the spreadsheet with the gnoll and gremlin loot? I won't penalize y'all encumbrance-wise for the trip from the farm to town, but figuring out how much that stuff weighs will let you figure out how much you need to sell/get rid of before you keep going.

"That sure is a lot of stuff for a hunting party...but you do look like ya could use some healin'. Tell ya what I'm gonna do: We'll open up, and y'all come on in. Once ya get inside the gate, head for the building down the road with the pointy top, that's the temple. Some of my boys will meet ya there, and we'll see what's what. Head straight for the temple mind ya. No detours." The hear the sound of gears turning, and the gate opens.


I forgot to state Krizzalk's favored class bonus (+1/2 to cold spell damage), and I also caught a couple of errors in my earlier post.

Krizalk:

Male kobold sorcerer (tattooed sorcerer)-rogue 1
CG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4 (+5 to locate traps)
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (d8+1);
Fort +1; Ref +4; Will +2;
Weaknesses light sensitivity (-1 to attack rolls in bright light)
OFFENSE
Speed 30 ft.
Melee rapier +0 (d4-1/18-20)
Ranged shortbow +3 (d4-1/x3), snowball +3 (2d6+2, Fort or staggered)
Special Attacks frost spitter 1/day, sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
3/day—acid splash
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), snowball (DC 13)
0 (at will)—detect magic, message, prestidigitation, ray of frost
Bloodline Draconic (silver)
STATISTICS
Str 9, Dex 15, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Mage’s Tattoo (conjuration)B, Rime Spell
Traits Blade of the Society, Frost Spitter, Magical Lineage (Snowball),
Skills Acrobatics +6, Disable Device +7, Intimidate +7, Knowledge (arcana) +4, Knowledge (planes) +4, Perception +4, Spellcraft +4, Stealth +15; Racial Modifiers +2 Stealth
Languages Draconic
SQ armor, bloodline arcana, bloodline tattoo, familiar tattoo, frightener, mage’s tattoo, spellcaster sneak, trapfinding +1
Combat Gear arrows (20), liquid ice (1); Other Gear rapier, shortbow, sorcerer’s kit, spell component pouch, 45 gp
SPECIAL ABILITIES
Armor
Kobolds’ naturally scaly skin grants them a +1 natural armor bonus.
Bloodline Arcana
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Tattoo (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Frightener
Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
Frost Spitter
Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that's as difficult to traverse as an ice sheet.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Sneak attack +1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Spellcaster Sneak
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Trapfinding +1
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

M'zar, Cat Tattoo Familiar:
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion;
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (d2-4), bite +4 (d3-4)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Disable Device +3, Intimidate -1, Knowledge (arcana) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When M’zer is in arm’s reach of Krizalk and not in tattoo form, Krizalk gains Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
A cat familiar grants its master a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Backstory:
Krizalk grew up in the Land of the Linnorm Kings. He was exiled from his clan for some indiscretions related to the shaman's daughter, but he prefers to tell people that he came to Kenabres as his clan's envoy to find the fabled silver dragon to whom his clan traces their lineage.

Description:
Krizalk is of medium height for a kobold and a bit scrawny. His silver scales seem polished. He has a large tattoo of rising mist on his forehead and one of a cat on his cheek.


After about another hour and a half of travel, you come to a T-intersection. The left arm of the T is paved with the same cobblestones that have made up the River Road all the way from New Allence, but the right arm of the T is simply hard-packed dirt. In front of you, the terrain gently slopes down, and in the distance--maybe a half-mile out--you can see a lake of moderate size with the setting sun glinting off of it. You can see several huts along the shore of the lake. Between you and the huts are some fields, but you don't see any people. At the intersection is a large wooden sign with two arrows, one pointing left and one pointing right. The right-pointing arrow is labelled "To Eastshore"; The left-pointing arrow is labelled "To Alenk Town". Following the directions for Alenk Town the party travels for about another half-hour before coming around a bend in the road to see a large hill directly in front of them. Atop the hill, you see a wooden palisade. The road narrows at the base of the hill; the path up the hill is steep, and only barely wide enough for the wagon. The path terminates at an iron gate that has watchtowers set into the palisade on each side of it. From the watchtower on the left comes a man's voice: "Who are you, and what business do you have in Alenk Town?"


Krizalk:

Male kobold sorcerer (tattooed sorcerer)-rogue 1
CG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (d8+1);
Fort +1; Ref +4; Will +2;
Weaknesses light sensitivity (-1 to attack rolls in bright light)
OFFENSE
Speed 30 ft.
Melee rapier +0 (d4-1/18-20)
Ranged shortbow +3 (d4-1/x3), snowball +3 (2d6+2, Fort or staggered)
Special Attacks frost spitter 1/day, sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
3/day—acid splash
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), snowball (DC 13)
0 (at will)—detect magic, message, prestidigitation, ray of frost
Bloodline Draconic (silver)
STATISTICS
Str 9, Dex 15, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Mage’s Tattoo (conjuration)B, Rime Spell
Traits Blade of the Society, Frost Spitter, Magical Lineage (Snowball),
Skills Acrobatics +6, Disable Device +6 (+7 to disable traps), Intimidate +7, Knowledge (arcana) +4, Knowledge (planes) +4, Perception +4 (+5 to find traps), Spellcraft +4, Stealth +15; Racial Modifiers +2 Stealth
Languages Draconic
SQ armor, bloodline arcana, bloodline tattoo, familiar tattoo, frightener, mage’s tattoo, spellcaster sneak, trapfinding +1
Combat Gear arrows (20), liquid ice (1); Other Gear rapier, shortbow, sorcerer’s kit, spell component pouch, 45 gp
SPECIAL ABILITIES
Armor
Kobolds’ naturally scaly skin grants them a +1 natural armor bonus.
Bloodline Arcana
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Tattoo (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.
Frightener
Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
Frost Spitter
Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that's as difficult to traverse as an ice sheet.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.
Sneak attack +1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Spellcaster Sneak
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Trapfinding +1
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

M’zar, Cat Tattoo Familiar:

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (d8-1);
Fort +1; Ref +4; Will +3;
Defensive Abilities improved evasion;
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (d2-4), bite +4 (d3-4)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Disable Device +3, Intimidate -1, Knowledge (arcana) -1, Knowledge (planes) -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Climb, +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When M’zer is in arm’s reach of Krizalk and not in tattoo form, Krizalk gains Alertness as a bonus feat.
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar
A cat familiar grants its master a +3 bonus on Stealth checks.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Backstory:
Krizalk grew up in the Land of the Linnorm Kings. He was exiled from his clan for some indiscretions related to the shaman's daughter, but he prefers to tell people that he came to Kenabres as his clan's envoy to find the fabled silver dragon to whom his clan traces their lineage.

Description:
Krizalk is of medium height for a kobold and a bit scrawny. His silver scales seem polished. He has a large tattoo of rising mist on his forehead and one of a cat on his cheek.


When the riders approach, the leader has his brow furrowed, giving off a suspicious mien. He exclaims, "Say, how do you know about that?" Then, seeing the battered condition of the party, he relaxes a bit and says, "From the look of ya, I'm guessing you ran into some of their rear guard. Amiright? We repulsed their attack on the Town, and my unit got detailed to chase down the ones that got away. I'd love to stay and chat, but duty calls! Oh, and by the way, one soldier to another, be careful approaching Alenk Town: the locals are a bit jumpy. Fare thee well!" With that, he motions to his men, they flip the helms of their plate mail down, and gallop off towards the way from which you came.


After the horses are hooked up, the farmer comes over to the party. He pulls a small, oblong stone with markings out of a belt pouch and hands it to Rhona. "Ma'am, show this here to my cousin Djolik--he runs the Singing Sparrow tavern in town--an' he'll know I sent ya. He oughta put ya up for free, an' you can leave the wagon,tack, an' the stone with him. If ya don't mind, tell 'im about the situation out here; he's got 'is ear to the ground so as he'll know if there's any help fer us. Gods bless ya, 'n thanks again!"

You all get in the wagon and take off eastward. About an hour and a half down the road, you encounter three armed and armored men on horseback coming towards you. Their tabards bear the Kingdom's insignia along with a large oak tree planted next to a river. Their leader shouts, "Halt! Who goes there?"

Feel free to interject anything you would have done before leaving and/or during the first part of your journey. Just trying to keep this moving...


Krizalk:

Male kobold sorcerer (tattooed sorcerer)-rogue 1
CG Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (d8+1);
Fort +1; Ref +4; Will +2;
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee rapier -1 (d4-1/18-20)
Ranged shortbow +2 (d4-1/x3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
3/day—acid splash
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—cause fear (DC 14), snowball (DC 13)
0 (at will)—detect magic, message, prestidigitation, ray of frost
Bloodline Draconic (white)
STATISTICS
Str 9, Dex 15, Con 12, Int 10, Wis 10, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats Mage’s Tattoo (conjuration), Rime Spell
Traits Blade of the Society, Frost Spitter, Magical Lineage (Snowball),
Skills Acrobatics +6, Disable Device +6, Intimidate +7, Knowledge (arcana) +4, Knowledge (planes) +4, Perception +4, Spellcraft +4, Stealth +10; Racial Modifiers +2 Stealth
Languages Draconic
SQ armor, bloodline arcana, bloodline tattoo, familiar tattoo, frightener, spellcaster sneak, trapfinding +1
Combat Gear arrows (20), liquid ice (1); Other Gear rapier, shortbow, sorcerer’s kit, spell component pouch, 45 gp

Fluff to follow.


Any thoughts on Dolrik?

sarpadian wrote:

I'm interested in playing Dolrik, a dwarven fighter 1/cleric of Muir 2.

Backstory synopsis:
I'm envisioning him as coming from somewhere in the Stoneheart Mountains (I didn't see any information on dwarven settlements in the Wiki; let me know if there aren't any dwarves there for some reason). At some point early in his career with the dwarven military Dolrik was the sole survivor of an expedition near the ruined sanctuary to Muir, and he fled there. While there, he saw a vision of the goddess. Muir informed him that he had been chosen for a special destiny, but did not specify what that destiny was. Dolrik jumped to the conclusion that he was supposed to bring the worship of Muir to the dwarves, so he headed home and began trying to assemble a church of Muir in his home enclave. The clerics of the established dwarven churches, resenting Dolrik's poaching of worshippers, managed to convince the enclave's leaders that Dolrik's story of divine visitation was nothing more than a cover-up to explain why he'd come back alone. The official story became that Dolrik had abandoned his unit during combat. He was exiled and commanded to never return. Stripped of all he had ever known, he had no recourse other than to return to Muir's shrine and pray for guidance. Muir appeared again and explained that Dolrik's destiny was among the humans, bringing back her worship. He was sent to Bard's Gate and told that he would find a mentor there.


Drexel:
Knowledge (arcana): 1d20 + 8 ⇒ (20) + 8 = 28

At first the scroll doesn't make sense to Drexel, but (after narrowing the field to only conjuration spells that leave a faint aura) he's able to eventually determine that it's a scroll of burst of nettles.


I'm interested in playing Dolrik, a dwarven fighter 1/cleric of Muir 2.

Backstory synopsis:
I'm envisioning him as coming from somewhere in the Stoneheart Mountains (I didn't see any information on dwarven settlements in the Wiki; let me know if there aren't any dwarves there for some reason). At some point early in his career with the dwarven military Dolrik was the sole survivor of an expedition near the ruined sanctuary to Muir, and he fled there. While there, he saw a vision of the goddess. Muir informed him that he had been chosen for a special destiny, but did not specify what that destiny was. Dolrik jumped to the conclusion that he was supposed to bring the worship of Muir to the dwarves, so he headed home and began trying to assemble a church of Muir in his home enclave. The clerics of the established dwarven churches, resenting Dolrik's poaching of worshippers, managed to convince the enclave's leaders that Dolrik's story of divine visitation was nothing more than a cover-up to explain why he'd come back alone. The official story became that Dolrik had abandoned his unit during combat. He was exiled and commanded to never return. Stripped of all he had ever known, he had no recourse other than to return to Muir's shrine and pray for guidance. Muir appeared again and explained that Dolrik's destiny was among the humans, bringing back her worship. He was sent to Bard's Gate and told that he would find a mentor there.


Certainly not! Drexel, Umash already announced that she wanted you to try to identify the scroll she failed to identify; feel free to go ahead and try that, if you want.

Edit: Also, there's the potion of cure light wounds pulled off the gremlin as well as the scroll from the kobold encounter earlier, if you want to divvy up some healing before you hit the road.


Rhona:
You can tell that they're able to make the trip; they'll definitely be better off in town than here in the ruins of a farmhouse.


Int=18, Cha=8

Str: 1d10 + 7 ⇒ (1) + 7 = 8
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 1d10 + 7 ⇒ (5) + 7 = 12

Not ideal, but I'll try to see what I can do with it.


Understandable, Chantif. How about the rest of y'all? Everything OK?


So, if I'm putting all of this together correctly, we have most of a turn left before the Wandering Monster check. Here's a Periodic check for the South passage:

Table I: 1d20 ⇒ 16 Chamber
Table I.B: 1d20 ⇒ 3 Straight ahead
Table V: 1d20 ⇒ 17 50'x 60'
Table V.B: 1d20 ⇒ 18 A treasure and a Trick or Trap. Oops.
Table V.C: 1d20 ⇒ 7 1 exit
Table V.C.1: 1d20 ⇒ 17 right wall
Table V.C.2: 1d20 ⇒ 15 Passageway
Table III.A: 1d20 ⇒ 1 5' wide
Table VII: 1d20 ⇒ 7 CR=DL+3
Table VII.B: 1d20 ⇒ 11 Static Trap.
Table VII.B.1: 1d20 ⇒ 10 Pit-20'+10' per (DL-1)
Table IX: 1d20 ⇒ 12 10 gp/character (xAPL)
Tabile Ix.A: 1d20 ⇒ 15 Small coffers/boxes

Summary:
So, a 50' x 60' chamber straight ahead with a CR 5 Pit Trap (30' deep) and 120 gp of treasure in small coffers/boxes. There is 1 exit, a 5' wide passageway in the right wall.


Zarsh:

Male half-orc barbarian [invulnerable rager] 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3);
Fort +5; Ref +3; Will +1; +1 trait vs. spells/SLAs/Su abilities of evil arcane spellcasters, +4 Fort vs. nonlethal from cold/hot, +4 Fort vs. suffocation
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee dire flail +5 (d8+4) or dire flail +3/+3 (d8+4/d8+2) , or kukri +5 (d4+4/18-20)
Ranged shortbow +2 (d6/x3)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats EnduranceB, Two Weapon Fighting
Traits Armor Expert, Warded Against Witchery
Skills Craft (weapons) +4, Linguistics +1, Perception +4, Spellcraft +4 (+5 to ID spells cast by evil arcane spellcasters);
Languages Common, Orc, Skald
SQ chain fighter, orc blood, sacred tattoo, shaman’s apprentice.
Combat Gear arrows (20); Other Gear hide armor, dire flail, cold iron kukri, silver kukri, shortbow, barbarian’s kit, gear maintenance kit, 4 gp
SPECIAL ABILITIES
Chain Fighter
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman’s Apprentice
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Zarsh grew up as part of an orc tribe in Irrisen. The chief of the clan singled him out for shaman training early. The clan shaman, being worried about Zarsh supplanting him, made sure to ride him especially hard and torment him via arcane magical means. Eventually the shaman was able to convince the chief that Zarsh was a weakling, and the chief had Zarsh sold into slavery. Zarsh wound up as a gladitorial contestant, fighting in the arena. After several victorious fights in the arena, Zarsh began to gain some trust from his captors, and they showed him the rudiments of caring for his own equipment. When it became clear that he had a talent for such things, they began letting him spend some of his off time creating weapons for the other gladiators. He carefully squirreled away resources until eventually he was able to stage his escape. He has come to Taldor to hide from those who might try to reenslave him, but he feels a call in his blood to return to the north.


Here is my first submission. I have my familiar and spellbook noted with strikethrough font since I'm assuming that I would start without them.

statblock:

Dimska
Male tiefling conjurer (teleportation)-rogue 1
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 8 (d6+2);
Fort +1; Ref +5; Will +2; +1 trait vs. divine spells
Resist fire 5
OFFENSE
Speed 30 ft.
Special Attacks sneak attack +1d6
Racial Spell-Like Abilities (CL 1st; concentration +0)
1/day—darkness
Conjurer Spells Prepared (CL 1st; concentration +6)
1st—grease (DC 17), mage armor, shocking grasp, unseen servant
0—acid splash, detect magic, prestidigitation
Opposition Schools Enchantment, Necromancy
STATISTICS
Str 9, Dex 17, Con 12, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot, Spell Focus (conjuration)
Traits Dark Magic Affinity, Desecration, Volatile Conduit
Skills Acrobatics +7, Appraise +9, Bluff +3, Climb +3, Disable Device +7, Escape Artist +7, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (planes) +9, Perception +4, Sleight of Hand +4, Spellcraft +9, Stealth +7, Swim +3, UMD +3; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Orc
SQ arcane bond (cat), prehensile tail, shift 8/day, summoner’s charm, vestigial wings
Other Gear spellbook [all non-enchantment/necromancy cantrips, plus grease, infernal healing, mage armor, shocking grasp, silent image, summon monster I, touch of gracelessness, unseen servant]
SPECIAL ABILITIES
Arcane Bond (Ex)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Shift 8/day (Su)
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Sneak Attack +1d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Summoner’s Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Vestigial Wings
Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Backstory:
Common sense should have told him that the Family--or at least some faction within it--was setting him up, but common sense was something that, unfortunately, had always been in short supply for Dimska, so he took the mission. He was ready to be done with his debt, and the robed man who gave him the mission promised that he could start a new life after he completed this one final job. After taking the piece of parchment from his contact, he read it. It was rather fascinating reading. Purportedly a missive directly from Mitra's herald, the parchment described a recent battle in the Upper Planes between Mitra and Asmodeus in which Mitra was defeated and forced to submit. As part of the settlement, Talingarde was to recant its allegiance to Mitra and begin worshipping Asmodeus. Dimska infiltrated himself onto the Temple's grounds apparently undetected, but as soon as he tried to attach the parchment to the Temple door, a beam of holy light struck him from the side, and he fell unconscious. Caught with the incriminating parchment in his hand, there was no way to deny his crime.


Assuming y'all don't have anything else you want to do in the meantime...

Nothing goes awry in the process of retrieving the animals. When Det and Rhona arrive back at the farmstead with the animals in tow, they see Drexel, Chantif, and Umash seated on the ground next to the farmer's wagon. The farmer is standing near the front of the wagon, setting a bunch of tack over the front edge of the wagon. As soon as they're within shouting distance the farmer yells, Bring 'em on over here, and I'll get 'em hitched up. We'll have you ready to head on into town in a jiffy."


I have a finished character sheet now.

Oodie:

Male grippli sorcerer 5
N Small humanoid (grippli)
Init +3; Senses darkvison 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 40 (5d6+10)
Fort +3; Ref +4; Will +4;
OFFENSE
Speed 30 ft., climb 20 ft.
Melee touch spell +6 (as per spell)
Ranged ranged touch +6 (as per spell/ability)
Special Attacks havoc of the society (+1 point of force damage to all damage-dealing spells)
Bloodline Spell-Like Abilities (CL 5th; concentration +8)
6/day—acidic ray
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (5/day)—bullet shield, ghoul touch (DC 15), see invisibility
1st (7/day)—chill touch (DC 14), damp powder (DC 14), enlarge person, grease (DC 14), mage armor, touch of the sea, vanish
0 (at will)—drench, ghost sound (DC 13), jolt, mage hand, message, prestidigitation
Bloodline Aberrant
STATISTICS
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 13
Feats Agile Tongue, Eschew MaterialsB, Expanded Arcana, Weapon Finesse
Traits Havoc of the Society, Swamp Rebel
Skills Acrobatics +6, Perception +4, Stealth +11 (+13 swamps, +15 marshes/forests), Swim +2; Racial Modifiers +4 Stealth (marshes/forests)
Languages English, French
SQ bloodline arcana, camouflage, long limbs, swamp stride, weapon familiarity
SPECIAL ABILITIES
Acidic Ray (Sp)
Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bloodline Arcana
Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Camouflage
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Long Limbs (Ex)
At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Swamp Stride (Ex)
A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Weapon Familiarity
Gripplis are proficient with nets.


As Rhona and Det pass by Umash's location on the way to get the mules, they see her examining the objects taken from the gremlin.

Umash:
Is there anything you'd like to have done between identifying the loot and Rhona and Det passing you?


The UDTs, WWII's equivalent of the SEALs, were informally known as "frogmen." This time--due to genetic manipulation--the nickname is somewhat literal. UDT1114K, called "Oodie" for short, is a grippli sorcerer with the aberrant bloodline. He has Agile Tongue, Expanded Arcana, and Weapon Finesse as feats, and his traits are Havoc of the Society and Swamp Rebel.


As Umash is examining the items, the rest of the party reunites at the ruined farmhouse. Seeing the battered state of the party, the farmer whistles. "Y'all weren't kiddin' about takin' a beatin'; I reckon y'all look a fair sight better 'n the other guy, though! Why don't you two mosey on to get those mules ya mentioned, and me and my wife will take care of yer friends 'til ya get back. That's the least we can do for y'all," he says, pointing at Rhona and Det. Then his face lights up: "Hey, wait a second! Wasn't there another one of ya? The one I seen take the head clear off one of 'em? Is she alright?"

Current Health:
Chantif 0/13 (disabled)
Umash 0/10 (disabled)
Drexel 1/6 and 1 nonlethal (staggered)
Rhona 9/15
Det 4/11


Umash:
One of the scrolls is a scroll of lesser restoration. You're not sure about the other one. One of the vials is a potion of cure light wounds and the other is an oil of darkness.


No problem.


You're disabled--not dying--at 0. That means you can take a single move action or standard action per turn, but taking a standard action will put you under if it doesn't increase your HP. Orc Ferocity would let you act for one round as if you were at 0 when you were in the negatives; everybody is conscious at 0.


The farmer replies: "Yeah, I haven't had to deal with too many of 'em, but I haven't noticed as they're all ate up with common sense. I wouldn't worry too much, though. It'd take more of 'em than I seen to cause too much trouble for Alenk Town. There's some of them fancy regular soldiers there, don't you know?"

Meanwhile, back at the battle site, Drexel wakes up.


I am enjoying it. I only come home twice a year, so I have to make the most of the time while I'm here. I fly back to school on Jan. 2nd. I might get a post in before then, but I'm not making any promises :).


"I reckon they were; they we're headin' down the road, anyhow."


I was born 'n raised in Georjuh, suh. Same diff'rence. :)

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