| Albert Malek Garess |
I had a couple of unexpected doctors' appointments come up this week, and now I'm in a bit of a crunch myself. Will catch up this weekend.
| Duzz "Li'l Lamb" |
@GM_Coreyllon: It looks like I made a big mistake while building Duzz in that I took the "Wild Magic" rogue talent and instead of picking a 0-Level spell, I took a 1st-level one! I'm really sorry about this and honestly do not know how I managed this brain fart.
Would you allow me to swap it for Resiliency? I've not used the spell yet, so in terms of continuity it will not affect anything.
As an alternative, if you'd allow the creation of a custom rogue talent called "Major Wild Magic" (with the exact same rules as Major magic but for the Druid list instead of sorc/wiz list), then I'd stick with Wild Magic for now and swap the illegal 1st-level spell for Guidance, then I'd take this custom rogue talent at the next opportunity.
| GM_Coreyllon |
@Duzz, Thanks for letting me know. I am ok with either option. If you wish to stick with your concept and just change to the Druid list that should not be a problem.
I do reserve the right, if you some how come up with an insanely broken combo, to say try again.
| Rillka Cloudhopper |
Coreyllon, I am guessing werewolf just because...furry armed canine sheep eating... these are things I know from real world lore - would our characters have some basic understanding of vampires and werewolves and other creatures, do we need knowledge roles?
| GM_Coreyllon |
You could make knowledge roles to see if you have any ideas based on the information you have so far.
| GM_Coreyllon |
I have the group as a 19. You had a 13 and three people assisted you. If I am somehow missing a +9, feel free to let me know.
I did miss that Saoirse did the Inspire Compentence. That will put you over the top.
| Duzz "Li'l Lamb" |
Ah, ok.
I was late to post. Albert and Jacob had assisted, but Saoirse did not assist and instead rolled the check normally, so then I assisted as well. Was considering all of us assisting her because she had already rolled.
| Saoirse Oparaeal |
Mine counts as an aid attempt since I'm doing it untrained. That plus inspire means I'm adding +4 so all good
| GM_Coreyllon |
@Jackob, Knowledge of lycanthropes' weaknesses would not be common knowledge.
@Sir Andreas, Currently, according to Paizo's Settlement chart, the capital is a Small Town with a Base Value of 1000 gp for items. You can actually increase this value with certain buildings. In the case of both Olegstown and the Capital, they have been increased up to a Base Value of 1500 gp. Unfortunately, if you want a magical weapon it is above the current Base Value.
So you can order a magical sword shipped to you, but it will take some time to get here. Or you can buy a masterwork version of the sword now. Or you can do both and have a masterwork version for now and then use it as a back up weapon when a magical one arrives. Which option would you like to take.
| Saoirse Oparaeal |
Sorry been out of town since last Friday back now I'll post in an hour or two and should be back to normal posting schedule
| Saoirse Oparaeal |
Yeah whistling as a signal isn't great given the modifiers to Perception DC
Distance to the source, object, or creature +1/10 feet
| Saoirse Oparaeal |
Sorry. Birthday weekend. Back now
| Sir Andreas Eisfalke Von Ulm |
I had Jacob cast Cast Summon Nature's Ally 2 the round before Saoirse. I did not pick the creature. I am sorry for that.
So there should be a second creature of sorts to attack the werewolf.
| GM_Coreyllon |
It takes a full round for it to show up. So the creature that you had Jackob summon is here now. Next round a second creature can show up.
| Duzz "Li'l Lamb" |
It appears we have lost Jacob?
I've taken a look on his games and his last post was almost over a month ago.
| GM_Coreyllon |
I looked about two weeks ago because I started to wonder and his last post I saw was about technical issues with his computer. But it is possible he is gone.
I will get a post up tonight after work to keep this moving along.
| Rillka Cloudhopper |
I am on vacation; limited internet
Please bot Rillka- her goals would be to MM the beast, and use her CLW potions on Saoirseand Duzz if needed to save them ( they are down and she can use the full round action to pour them down their throats safely.
| Jackob Mulle |
Hey all.
I am afraid I am gone. Of late p-b-p has just stopped being fun. No fault of any of yours. Just fatigue and loss of interest on my end.
And then the technical issues and then nearly two months out of the country make trying to get active again too steep a climb. I am sorry and wish you all a great game.
~Poor Wandering One
| Duzz "Li'l Lamb" |
So, with Jacob gone, what is the plan? He was the main healer, correct?
Here is an idea if we do not want to go to recruiting again. While Duzz is a rogue, he has not shown many of his rogue-ish skills and in fact shown much of his the abilities that are those of a druid. It would not be hard for me to do some tweaks on him and have him as a druid instead.
Of course this will lose us Disable Device, but would that be that backbreaking?
| GM_Coreyllon |
I was hoping that Jackob would return, but at least he returned long enough to say good bye. I doubt he will read this, but take care Jackob.
With that in mind, I am find with Duzz shifting to Druid. I leave that up to Duzz to decide. I do not think you have to have a rogue, but I have not read everything and so there are possibly times where you might miss having one. Or there might not be.
I can run Jackob as an NPC. I would rather not open up another recruitment if we can help it as we have had massive change over since I took over this and would like to try and stick to who we have instead of having a constant rotating door of characters.
Feel free to provide your input.
| Rillka Cloudhopper |
Jackob- best wishes!!Sorry to see you go, but totally understand.
I vote=
Duzz - play what you want
No additional recruitment
No party NPC for Jackob , although wouldn’t mind keeping the leadership role filled ( or adjusted ) with Jackob
| Saoirse Oparaeal |
That sounds reasonable, keep Jackob as an off-screen NPC to fill the kingdom role, basically just taking a step back from active adventuring. Makes more sense storywise.
Also, sorry for the absence. Been out of town for a couple of days.
| Duzz "Li'l Lamb" |
| 1 person marked this as a favorite. |
I'm ok changing Duzz to druid. I'd go for the Feyspearker archetype since it is very close to his concept after all and since it has more skills than a regular druid, I'll be even able to keep Disable Device. The animal focused theme will remain strong as well, and the only loss will be his offensive capabilities (unlike most druids, this archetype has 1/2BAB).
Considering the lineup I don't feel that would be as impactful as we having only Saoirse capable of healing.
I'll work on the changes and post here for approval.
| Duzz "Li'l Lamb" |
@GGM_Coreyllon For some ridiculous reason, the developers of the Feyspeaker archetype decided to create a separate ability called "Wild Mischief" that is just Wild Empathy (WE) but for bluff instead of diplomacy.
Everywhere else when this happens (there are a couple instances of abilities that let WE do Intimidate), they just alter WE to allow such a thing. This is relevant because there are some other abilities/feats that improved WE so I'd like to know if you'd consider allow such things to also affect this Wild Mischief.
IMO, these abilities are most often very bad and spending resources to make them somewhat viable/relevant is not a good move on my part if we consider strategy, but I'd like to try for the RPing aspect.
As usual, if this becomes problematic at anytime, you'd have the prerogative to change it back.
| GM_Coreyllon |
I will allow Wild Mischief to count as Wild Empathy for purposes ore pre-reqs or to be used in place of Wild Empathy if something calls upon you to use it.
| Jakob Mulle |
I was hoping that Jackob would return, but at least he returned long enough to say good bye. I doubt he will read this, but take care Jackob.
Jackob- best wishes!!Sorry to see you go, but totally understand.
Thank you both for the kind words.
~PWO| GM_Coreyllon |
I am around. I am just letting you continue your conversation. You might also wish to discuss what Rillka asked about your next steps. You still have a host of missions to complete or you can just pick a direction and explore.
Duzz, let me know when you have finished your rebuild.
| Duzz "Li'l Lamb" |
Here is Duzz as a druid.
Still need to pick a trait, a feat, and the daily spells.
I went with the wild whisperer archetype in the end. In terms of attributes, the only changes were lowering Dex by 2 and raising Wis by the same amount. Skills suffered a bit, since had to sacrifice a bit of mobility and social skills, but kept Disable Device because I thought it was important.
Since druids aren't really great at healing (no channel and no conversion to cure), I picked up druid herbalism as it will allow me to convert hours of rest into potions for the party. I'm aware this option can be exploited by crafting a bunch of stuff for selling, but I'm for sure not going to do it.
I've changed his items a bit, since now he isn't proficient with his former weapons. Basically got rid of his mw shortswords and mw comp shortbow for a magic shield and a mw scimitar.
N Small outsider (native)
Init +3; Senses darkvision 60ft.; Perception +11
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 24, touch 15, flat-footed 20 (+5 armor, +3 Dex, +1 dodge, +1 natural, +3 shield, +1 size)
hp 35 (4d8+12)
Fort +7, Ref +5, Will +8
Resistance 5 fire
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee mw scimitar +5 (1d4+1/19-20) or
Melee dagger +4 (1d3+1/19-20)
Ranged dagger +6 (1d3+1/19-20) [10 ft.]
Spell-like abilities (CL 4th; concentration +7)
At will - deathwatch
Druid Spells Prepared (CL 4th; concentration +7)
2nd - *, *, *
1st - *, *, *, *
Orisons - *, *, *, *
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Dodge, *
Traits Criminal, Pioneer, *
Skills 24 Ranks; 8 Background
Bluff +3 (+1 Cha, +2 race)
Climb +4 (1 rank, 3 class, +1 Str, -1 ACP)
Disable Device +12 (4 ranks, 3 class, +3 Dex, +2 circ, +1 trait, -1 ACP)
Handle Animal +8 (4 ranks, 3 class, +1 Cha)
Heal +7 (1 rank, 3 Class, +3 Wis)
K. Geography +9 (4 ranks, 3 class, +2 Int)
K. Nature +12 (4 ranks, 3 class, +2 Int, +2 class ability, +1 trait)
Perception +11 (4 ranks, 3 class, +3 Wis, +1 trait)
Profession (herbalist) +10 (4 ranks, 3 class, +3 Wis)
Ride +6 (1 rank, 3 class, +3 Dex, -1 ACP)
Stealth +11 (3 ranks, +3 Dex, +4 size, +2 race, -1 ACP)
Survival +9 (1 rank, 3 class, +3 Wis, +2 class ability)
Swim +4 (1 rank, 3 class, +1 Str, -1 ACP)
Armor Check -1
Languages Abyssal, Common, Druidic, Halfling, Sylvan
SQ druid herbalism (3/day), inspiration (4/day), nature sense, scaled skin, skilled, soul seer, wild empathy +5, wild shape
------------------------------------------------------------------------
EQUIPMENT
------------------------------------------------------------------------
Weapons dagger, mw scimitar
Worn +1 heavy wooden shield, +1 lamellar leather armor
Slotted Items cloak of resistance +1
Wands, Rods, Etc -
Backpack mw thieves' tools
-Consumables: wand of cure light wounds (50 charges)
Belt Pouch 1418gp
Other bat, elk, hawk, owl, viper
------------------------------------------------------------------------
SPECIAL ABILITIES
------------------------------------------------------------------------
Druid Herbalism Duzz can use combinations of natural ingredients to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect. Duzz can create a number of free herbal concoctions per day equal to his Wisdom modifier. Additional concoctions cost half as much as creating an equivalent potion using Brew Potion and takes half as much time. He can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares). When a creature attempts a Perception or Spellcraft check to identify one of Duzz’s concoctions, the concoction appears to be a different herbal concoction of the his choice unless the creature exceeds the identification DC by 5 or more. Duzz must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that he tried to fool it.
Inspiration (Ex) Duzz has an inspiration pool equal to 1/2 his druid level + his Intelligence modifier (minimum 1). His inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Duzz can only use inspiration once per check or roll. He can use inspiration on any Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, Survival and Wild Empathy checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Wild Empathy (Ex) Duzz can improve the attitude of an animal with this ability just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Duzz and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Duzz can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wild Shape (Su) Duzz has the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which he is familiar. Duzz loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form.
| GM_Coreyllon |
So I am fine with Druid Herbalism as a means of adding healing spells. But it does make any potion so we will give it a try, but if it gets excessive with buffs or other potions it may need to be nixed.
You cannot be small and have Soul Seer. Both require you to give up your Spell Like Ability. I assume you prefer to stay small, so in that case you would lose your Soul Seer ability and retain the Fiendish Sorcerer ability or some exchange of that ability.
| Duzz "Li'l Lamb" |
So I am fine with Druid Herbalism as a means of adding healing spells. But it does make any potion so we will give it a try, but if it gets excessive with buffs or other potions it may need to be nixed.
No problems with that. My main purpose is indeed healing and utility. Druids have some very fun but also very circumstantial spells that this could let me make use of them. If you prefer, we could house rule a max number of potions for him to be able to keep at any given time.
You cannot be small and have Soul Seer. Both require you to give up your Spell Like Ability. I assume you prefer to stay small, so in that case you would lose your Soul Seer ability and retain the Fiendish Sorcerer ability or some exchange of that ability.
Actually, the small size isn't due to a variant ability from that table, but instead from the information about non-human tieflings.
The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans. Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations.
It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).
In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.
That being said, I don't really care about Soul Seer, so if you want me to remove it for whatever reason, no problem.
| Saoirse Oparaeal |
So with just a quick look through it looks like these are among the available options:
- Elven ruins in the southern Narlmarshes
- Lockjaw giant turtle eastern side of the Tuskwater
- Wargs
- Swamp Witch lives in a marsh on the northwestern shore of the Tuskwater
- Green dragon lives in the Narlmarshes and eats anyone who crosses it's path
- Brutish hill giant has been seen wandering the Kamelands
- Tribe of violent lizardfolk led by a lizard king who talks to the spirits of his dead ancestors dwells deep in the southern swamps
| GM_Coreyllon |
So with just a quick look through it looks like these are among the available options:
- Tribe of violent lizardfolk led by a lizard king who talks to the spirits of his dead ancestors dwells deep in the southern swamps
The group is under the impression that the Lizard King is dead, but a cruel and powerful Will o'Wisp is acting as the Lizardfolk god and currently has Sir Andreas' old sword in it's hut. A new king may have been crowned, but the group is not sure about that.
| Rillka Cloudhopper |
Don’t forget the hydra we encountered fleeing for our lives after fighting the god-wisp… it too is on Rillka’s map
I think we would be wise to deal with one of these and prepare spells and equipment for the task rather than random exploration.
| Duzz "Li'l Lamb" |
While somewhat metagamy, how close are we to level 5? If we could deal with other stuff and level up before returning to deal with the wisp, that would be nice.
| GM_Coreyllon |
The wisp is not that close to the capital, you believe in zone I17, and can be ignored until you are ready to face it again.
You may want to focus on areas closer to the capital and around the lakes where the people migrating are more likely to be. Druzz may want to aim more towards forests as the Fey are more likely to be found there then in the plains or hills on the other side of the capital.
On the campaign map, all of the areas shaded in white are expected to be explored over the course of this adventure. This can give you an idea of how much more you have to cover. At this point, you are not all that close to 5th level.
| Saoirse Oparaeal |
So there's 2 issues in the Narlmarches and 2 on or near the Tuskwater, both relatively nearby and with impact on our populace.
| Rillka Cloudhopper |
What if we start with H19>H18>G17>G16>H17
Depending on time we could return via H18, or continue into I17>I18 -
That would seem to give us potential for:
- Elven ruins in the southern Narlmarshes
- Swamp Witch lives in a marsh on the northwestern shore of the Tuskwater
- Green dragon lives in the Narlmarshes and eats anyone who crosses it's path
Depending on time, the party could (from I18) return via I19>H20 and deal with the turtle.
Granted - the most likely scenario is that we do encounter wone of those things, like the dragon, and get beaten up and need to revise the plan - but, until then....
Where are the wargs an issue?
| Sir Andreas Eisfalke Von Ulm |
We could definitely hit down the river as Rillka suggests. We would be able to hit all of those spots. Granted I am not keen on running into that area since we got our asses kicked by a wisp and then rain as we encountered a damn Hydra...all at 4th level. This is not to say I am against it, just not looking forward it...lol
The wanted poster stated that:
A ferocious worg stalks the Kamelands!
His name is Howl-of-the-North-Wind, and he’s
been eating bandits and hunters for years. With
the new influx of citizens into the Greenbelt,
the ravenous worg needs to be slain before he
acquires a taste for the citizenry!
We could explore all of the area between the two rivers...
| Saoirse Oparaeal |
Sounds like a solid plan to me.
| GM_Coreyllon |
So the plan is to go G20>G21>H21>H20? You would be exploring both shores of the river for the final two.
When you were last exploring you took a cart with you. Do you plan to tow a cart or just ride your mounts?
| Albert Malek Garess |
Probably should take a cart, just in case. It may make fording a bit more challenging.
| Rillka Cloudhopper |
G20>G21>H21>H20 Why would we go there? Unless we want to find - maybe one worg and one giant. Is this what you were proposing Andreas, or did you mean fuller exploartion between the river in the Narlmarches?
Or is this a subtle DM hint not to go there yet?
I thought the lizard folk were on the eastern side of the Tuskwater, not where I suggested going. Can we mark Lizard God-wisp and the hydra on the map?
| GM_Coreyllon |
There is no hint above. I have not looked to see what is in the areas. I just want to make sure that was where you were aiming. If you want to go the other way, that works. I just wanted confirmation.
This is intended to be an open sandbox world. There are some items, like the lycanthrope, that are going to happen at X time. But the vast majority of this occurs in whatever order you happen upon it.
| Duzz "Li'l Lamb" |
Don't mind which path to take to be honest. I'm good with following Rilka's route as she is the map maker.