
Shadowborn |

Hey folks,
My partner's father suffered a stroke this morning and was hospitalized. Apparently it was a minor one. He's been on the phone with various family members planning his escape from the hospital, against doctor recommendation. He'll likely do it, too.
Anyway, I've been busy being supportive as she's understandably upset about the situation. I just wanted to give you a head's up and let you know the game is still on. My posting might be a little sporadic depending on what kind of help he'll be needing from us in the near future.

Shadowborn |

Haven't heard anything today. Kat (my partner) spoke with him on the phone last night, said he sounded pretty much like himself. He says he's home so he can use his own toilet instead of a bedpan, and sleep as long as he wants without someone coming in to shine a light in his eyes every hour on the hour. (I'm paraphrasing and removing the salty language.) So, sounds like he's mentally and spiritually unfazed. Some visible lack of motion on his left side. Doctors and nurses say he has some slight slurring of speech, but Kat didn't notice it when she spoke with him on the phone. Things are hopeful.

Shadowborn |

I swear the men on Kat's side of the family come with the Great Fortitude and Toughness feats upon character creation. I've never before met anyone that's had a stroke who came through so thoroughly unfazed as her father. Though he should be thankful he's dating a retired nurse. If it wasn't for her, I don't think he'd have gone to the hospital in the first place and things wouldn't be as good as they are now. Apparently he had a pair of transient ischemic attack (mini strokes). They're often precursors of actual strokes. If he'd been living alone, he would probably have just thought his arm had gone numb from leaning on it wrong and gone to take a nap. Follow-up with the doctor on the 5th, but otherwise everything is good. (Doc says he still detected some slurring while he was in the hospital, but no one in the family heard it.)

Shadowborn |

S'okay, I haven't been posting regularly either. Things are still rolling though. I also want to apologize for this suddenly turning into a scene from The Grey. I'd had an encounter like this planned since Halloween and wasn't expecting to parallel a movie. I will say that my scenario is more plausible (in a fantasy world, anyway.)

hedgeknight |

Just wanted to drop in and say "sorry" for disappearing without an explanation. Things have been pretty crazy around the house for the last couple of months, especially with my health. Hope the game is still going and you guys are doing alright. I haven't checked the gaming thread, so I don't know what's going on.
Shadowborn - sending good thoughts to your partner's father - that must have been a frightening time. Glad things are doing some better.

Shadowborn |

Welcome back! Let me explain. No, is too much...let me sum up:
The group was charged with meeting an ally of the Hand of Jorin, to pick up a package of medication for them. You traveled up into the foothills to a hunting shack, where you put up a red flag and awaited your contact. In the early hours of the morning the party was attacked by a pack of wolves. Gaius was badly ravaged. As the tables began to turn on the wolves, they were called off by another wolf nearby, and fled.
Now the group is currently conversing with their contact, an avian humanoid.

Magnus Thunderf00t |

Just curious how you run things: Can a wizard, such as myself, prepare spells from his book, and craft scrolls without preparing read magic as a 0 level spell each day, or is it essentially to be assumed that I prepare read magic each day?

Shadowborn |

Just curious how you run things: Can a wizard, such as myself, prepare spells from his book, and craft scrolls without preparing read magic as a 0 level spell each day, or is it essentially to be assumed that I prepare read magic each day?
The original intent of the read magic spell was to decipher other spellcasters' writings, because wizards are an esoteric lot and don't use a standard formula for their spells. Your wizardly language is your own. So you don't need to cast the spell to read your own spellbook, or to read scrolls you've created. Likewise, I only require read magic be cast once per scroll. Once you've identified the type of spell it is, you can activate the scroll without need for another read magic spell.

Shadowborn |

So, Blue Team, you're reaching the end of the first chapter. Since there's been no word from Otm-Shank I'm going to retire William. I'll see about finding a replacement in short order.
Red Team: Kick these guys' asses already so you can catch up with Blue Team. You've got twice as many active players as they do. They're making you look bad. ;-)

Shadowborn |

Sounds like a plan. I've got a recruitment thread up so you can direct them there.

Shadowborn |

Yep, I was right. Poor little gnome's taking a bloody nap in the snow.
Blue team, I've got five possibles lined up as a replacement for William. I'll be going over them and making a decision in a couple of days. There's a fifth, but he's apparently decided to bow out as the others have posted concepts and he has yet to do so. I've encouraged him to put one in anyway, but we'll have to see.
So far we've got two human bards, a human witch, an elven alchemist, and a dwarven magus as possible additions to the group.

Shadowborn |

Oh, and I know I was going to put up a write-up on Baal. I will. Honest. It's just gotten away from me for the time being. However, since I'm enjoying the games immensely I thought I'd share a little something with you. Here's a tidbit from one of the more dangerous areas in the Wounded Earth, with a couple of beasties thrown in:
The Tindal Sea: a cold, freshwater sea whose source is the great glacier known as the Plain of Moving Ice. This body of water is already a foreboding place; ships plying its waters risk impacts with icebergs, encounters with barbarian longboats that raid and pirate here, and the creatures that hunt its waters. However, at its center is a place that even the pirates do not go and most native beasts avoid.
At the approximate midpoint of the Tindal Sea is an area where elemental forces run amok. These forces push in from other planes and collide, creating an unstable archipelago of islands and rocks known as the Shards. The waters here are much warmer that the surrounding sea, as there is sporadic and unpredictable volcanic activity. Geologic upheavals—actually matter thrust through from the Plane of Earth—have formed great, jagged isles that stab from the steaming waters into the sky. These formations come and go erratically; some may last for months or years while others may only remain for an hour. The perils are manifold: one of these islands may crumble away beneath a landing party, or that a new one might rise up and shear a ship in two; volcanic activity can cause eruptions of magma, or steam from submerged eruptions; winds and storms arise from nowhere, caused by breaches to the Elemental Plane of Air; sudden riptides and whirlpools can drown swimmers and dash boats and ships upon the rocks. No wonder this area of the sea is avoided by all but the most brave, desperate, or mad.
Another reason this area is avoided is because of the singularly dangerous beasts that reside here. Whether they are creatures of the elemental planes that have slipped through the thin boundaries here, or native creatures changed by seething elemental forces, is a matter of conjecture. What is agreed on is that the Shards are filled with strange and often lethal creatures. Most are content to prey upon one another and visitors foolish enough to set foot on their islands. Others range abroad, hunting those that sail too close to the Shards. All these dangers combined are enough that ship traffic gives this area a wide berth.
Still, there are those lured by the tales of riches to be had. It is said the islands are rich in gems and veins of precious metals. Some who are practiced in the arcane arts look to harness the raw power seeping through from the planes to use for their own ends. Others believe that some of the most dangerous pirates of the Tindal Sea hide their ill-gotten riches somewhere in the Shards. Most who seek the truth of these tales are never seen again.
Bestiary
If your adventurers are lured into the Shards seeking fortune, then they are likely to find themselves the prey of the beasts to be found in these pages. May the eight great gods have mercy upon them, for the creatures of the Shards are like nothing they have yet encountered. Some are the results of magical mutation; others are strange elemental denizens that have found a new home amidst the elemental confluence; all of them are hazardous to the unprepared adventurer.
Smoke Eel CR6
XP 2,400
N Large elemental (air, extraplanar, fire)
Init[/b[ +8; [b]Senses cloud sight, low-light vision, scent; Perception +7
DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
hp 53 (7d8+21)
Fort +8, Ref +11, Will +3
Immunities elemental traits, fire, inhaled poisons and effects
Vulnerability cold
OFFENSE
Speedswim 30 ft., fly 30ft. (perfect)
Melee bite +12 (2d6+9 plus grab)
Space 10 ft. Reach 10 ft.
Special Attacks breath weapon, gnaw
STATISTICS
Str 22, Dex 18, Con 16, Int 3, Wis 12, Cha 10
Base Atk +5, CMB +12 (+16 grapple), CMD 26
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +10, Perception +7, Stealth +8 (+13), Swim +14; Racial Modifiers +8 Escape Artist, +5 Stealth in clouds, fog, or smoke
ECOLOGY
Environment Temperate and warm oceans, the Elemental Plane of Air, and the Elemental Plane of Fire
Organization solitary, pair, or nest (3-6)
Treasure none
SPECIAL ABILITIES
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a smoke eel.
Breath Weapon (Su) Once every 1d4 rounds, a smoke eel can breathe a cloud of superheated smoke and cinders. This cloud fills a 20 foot cube adjacent to or surrounding the smoke eel. Every creature within the cloud takes 2d6 points of fire damage each round (no save). Furthermore, any breathing creature within the cloud must succeed on a Fortitude save (DC16, Con based) each round or take 1d4 points of Constitution damage. A creature within the smoke can hold its breath on its initiative to avoid taking the Constitution damage in later rounds (see PFRPG Core Rules for more information). The smoke grants concealment as though it were a fog cloud spell. The smoke remains in place for 5 rounds despite prevailing winds; thereafter the cloud becomes normal smoke and disperses normally. Underwater, this breath weapon creates a cloud of silty water, as a fog cloud, for 5 rounds.
Cloud Sight (Ex) A smoke eel can see through clouds, gases, fogs, mists, and smoke as though they didn't inhibit vision. Creatures and objects do not gain concealment from a smoke eel due to such conditions.
Gnaw (Ex) If a smoke eel begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 points of damage). A smoke eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+12 attack, 1d6+4) against a foe it has already grabbed.
Smokey Form (Ex) The smoke that constantly wreathes a smoke eel's semisolid body makes it hard to determine its exact location. Attacks against a smoke eel suffer a 20% miss chance, though true seeing allows the caster to ignore that miss chance. This ability does not grant the smoke eel concealment. This does not stack with the effects of blur or displacement.
Smoke Travel (Su) At will as a move action, a smoke creature can use dimension door (CL 5th) to move from any area filled with smoke to any other smoke-filled area within range.
Smoke eels are found in areas of volcanic activity in the Shards, potentially anywhere given the unstable nature of the place. They are voracious hunters and will attack by ambush, using cunning tactics and their own abilities to surprise and take down prey.
Tree Squid CR2
XP 600
N Medium Animal
Init +7; Senses[/b[ low-light vision; Perception +7
DEFENSE
[b]AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 13 (3d8)
Fort +3, [b]Ref +8, Will +2
Defensive Ability ink cloud, 5 ft.
OFFENSIVE
Speed climb 60 ft., swim 50 ft., jet 200 ft.
Melee bite +5 (1d3+3), tentacles +3 (1d4+1 plus grab),
and slam +3 (1d6+1)
STATISTICS
Str 17, Dex 17, Con 11, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Lightning Reflexes, Multiattack
Skills Climb +10, Perception +7, Swim +8
ECOLOGY
Environment Any forest
Organization solitary, pair, or school (3-12)
Treasure none
SPECIAL ABILITIES
Brachiation (Ex) By hanging beneath or within a canopy of trees (or similar structures with many limbs), an arboreal creature can swing hand over hand and move at a speed equal to its climb speed. It follows the rules for climbing while moving in this fashion, but the base Climb DC for brachiation is 10. The trees that the creature uses for this movement must have numerous limbs that can support its weight. Any tree that the tree squid can climb without causing it to bend is suitable for brachiation.
Ink Cloud (Ex) A tree squid can emit a 5-foot-radius cloud of ink once per minute as a free action. This cloud provides total concealment. This cloud works equally well in the air as underwater, as the tree squid can emit the ink as a fine cloud of particles. Any creature caught in an ink cloud emitted out of the water must make a Reflex save (DC 11, Con based) or be blinded for a round. The ink cloud persists for 1 minute underwater, but only 3 rounds in air.
Jet (Ex) A tree squid can jet in a straight line underwater as a full-round action. It does not provoke attacks of opportunity while jetting.
Tree Leap (Ex) A brachiating tree squid can move easily to the next tree so long as its branches are within reach. When the distance between trees exceeds twice its reach, however, the creature must make a leap of faith.
When climbing, a tree squid can make an Acrobatics check to leap to another location. If it can move at least 10 feet before leaping (without doubling back), set the DC as though it had a 10 foot running start. If the tree squid fails its check by 5 or more, then it falls as normal. If it fails by less than 5, it can make a DC 20 reflex save to grab hold of the other side.
Skills A tree squid gains a +8 racial bonus to Acrobatics and Climb, and a +4 racial bonus to Perception. They may always take 10 on Climb checks, even when rushed or threatened. They also gain a +4 racial bonus to Stealth in forested or jungle environments.
Tree squids live on islands in the Shards that have survived long enough to grow forests. These arboreal cephalopods live in social groups similar to those of small primates. They are carnivorous, subsisting mainly on a diet of insects, birds, small mammals, and occasionally fish when food on land is scarce. They are not above attacking prey larger than themselves when hungry and having superior numbers.

Shadowborn |

Kalaya reporting for duty, love the smoke eel
Thanks. I adapted the smoke creature template from Green Ronin's Advanced Bestiary for it.

Auric Ironwright |

Hit points, lvl 3: 1d10 + 1 ⇒ (5) + 1 = 6
Okee doke, average it is. Trying to think of the best feat selection- since Kalaya can back up Jon on the healing front, I don't feel inclined to take Extra Lay on Hands. But I'm sort of torn between Shield Focus to raise my AC or Toughness for the extra hp. Or Cleave to go all-out aggressive.

Shadowborn |

Hit points, lvl 3: 1d10+1
Okee doke, average it is. Trying to think of the best feat selection- since Kalaya can back up Jon on the healing front, I don't feel inclined to take Extra Lay on Hands. But I'm sort of torn between Shield Focus to raise my AC or Toughness for the extra hp. Or Cleave to go all-out aggressive.
Tough choices. I've always been fond of the Toughness feat, myself. Extra hp are always helpful. I've got a half-orc wizard in one group with the Toughness feat and a high Con who has more hp than anyone in the party except for the fighter. (Actually, it's another incarnation of Krebak from our fizzled Kingmaker campaign.)

Shadowborn |


James Keegan |

Auric Ironwright wrote:Tough choices. I've always been fond of the Toughness feat, myself. Extra hp are always helpful. I've got a half-orc wizard in one group with the Toughness feat and a high Con who has more hp than anyone in the party except for the fighter. (Actually, it's another incarnation of Krebak from our fizzled Kingmaker campaign.)Hit points, lvl 3: 1d10+1
Okee doke, average it is. Trying to think of the best feat selection- since Kalaya can back up Jon on the healing front, I don't feel inclined to take Extra Lay on Hands. But I'm sort of torn between Shield Focus to raise my AC or Toughness for the extra hp. Or Cleave to go all-out aggressive.
Krebak was fun. I had high hopes for that game but eh, it wasn't meant to be. Kingmaker seems like it could be a really fun campaign but also like a lot of work from a DM perspective; especially online.
I'll have to sleep on the feat choice for now, I think, maybe take a look at where everyone else is heading with their PC.

Shadowborn |


littlehewy |


James Keegan |

Auric Ironwright wrote:Tough choices. I've always been fond of the Toughness feat, myself. Extra hp are always helpful. I've got a half-orc wizard in one group with the Toughness feat and a high Con who has more hp than anyone in the party except for the fighter. (Actually, it's another incarnation of Krebak from our fizzled Kingmaker campaign.)Hit points, lvl 3: 1d10+1
Okee doke, average it is. Trying to think of the best feat selection- since Kalaya can back up Jon on the healing front, I don't feel inclined to take Extra Lay on Hands. But I'm sort of torn between Shield Focus to raise my AC or Toughness for the extra hp. Or Cleave to go all-out aggressive.
Saving Shield from the APG also looks pretty good for Auric- I can give anyone adjacent to me a +2 shield bonus against an attack.

Shadowborn |

Shadowborn wrote:Saving Shield from the APG also looks pretty good for Auric- I can give anyone adjacent to me a +2 shield bonus against an attack.Auric Ironwright wrote:Tough choices. I've always been fond of the Toughness feat, myself. Extra hp are always helpful. I've got a half-orc wizard in one group with the Toughness feat and a high Con who has more hp than anyone in the party except for the fighter. (Actually, it's another incarnation of Krebak from our fizzled Kingmaker campaign.)Hit points, lvl 3: 1d10+1
Okee doke, average it is. Trying to think of the best feat selection- since Kalaya can back up Jon on the healing front, I don't feel inclined to take Extra Lay on Hands. But I'm sort of torn between Shield Focus to raise my AC or Toughness for the extra hp. Or Cleave to go all-out aggressive.
I overlooked that one. I like that there are more sword-and-board feats now.