Wanted: Replacement healer for Pathfinder's Risen from the sands pbp (open recruitment)


Recruitment


Looks like my group's Oracle just dropped out, so I suppose they'll be needing a new healer. Anyone interested in a treasure hunt? Heres some info...

.I need a third level character for the "Risen from the Sands" module, using the standard method for stats (4d6 drop the lowest) with two traits.

.Classes and races can be from anything as long as its not third party.

. I will not be using unchained rules with the exception being the alt classes.

. Starting wealth is standard for second level characters

. I'm using the 3D virtual tabletop app for our maps

. Non-evil characters only please.

. I'm looking for a commitment of at least one post per day

Additionally, the party is already in the midst of exploring the modules dungeon, as such you will need a decent reason for them to run into you. I will allow a week long recruitment period before I make my decision. Feel free to ask me about anything that I might have missed.


how much healing is healing? Like, a healbot, or someone that can provide a decent amount of on demand healing daily?


The character to be replaced looks to have been an Oracle of battle with a STR of 16. Battle revelation, reach weapon and the ability to crank out cure light wounds spells.

With L3 gold a wand of CLW is easily within reach so that opens alot of possible options for a healer type.

I'll throw my hat into the ring, lets see if the dice gods like me today.

Stats: 4d6 ⇒ (2, 6, 5, 1) = 14 12
Stats: 4d6 ⇒ (6, 3, 3, 1) = 13 12
Stats: 4d6 ⇒ (4, 6, 4, 1) = 15 14
Stats: 4d6 ⇒ (2, 3, 4, 3) = 12 10
Stats: 4d6 ⇒ (5, 1, 4, 1) = 11 10
Stats: 4d6 ⇒ (5, 6, 2, 1) = 14 13
And that sounds like an emphatic "Meh" from the heavens.
Assuming there is not a mercy reroll in the cards I'll just have to build smarter.

I'm liking the idea of a desert herb witch at this juncture.
Concoctions made out of strange roots and flowers with some unnatural powers.
Would you be willing to consider tweaking the mechanics on the Swamp hag and Mud witch hexes for a sand/desert equivalent?
Being able to turn into a miniature sandstorm sounds fun.


4d6 ⇒ (2, 1, 3, 1) = 7 6
4d6 ⇒ (2, 2, 2, 2) = 8 6
4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (3, 3, 2, 6) = 14 12
4d6 ⇒ (2, 5, 4, 2) = 13 11
4d6 ⇒ (4, 4, 2, 6) = 16 14

o dear me... maybe I can make something work with this....


Adjusts imaginary internet spectacles.

And that clocks in at an impressive -4ish point buy.(I think?)* I feel downright potent here with my 12 points over here.

*Point buy builders don't permit a purchase any lower than a 7. so there is no indicator to how many negative points a statistic at 6 would give.


4d6 ⇒ (5, 4, 6, 6) = 21 17
4d6 ⇒ (2, 5, 3, 5) = 15 13
4d6 ⇒ (6, 2, 6, 3) = 17 15
4d6 ⇒ (5, 4, 3, 4) = 16 13
4d6 ⇒ (6, 5, 2, 1) = 14 13
4d6 ⇒ (3, 2, 1, 2) = 8 7

Not bad... Could do some interesting stuff with this.


stat 1: 4d6 ⇒ (1, 6, 3, 4) = 14 13
stat 2: 4d6 ⇒ (4, 3, 4, 3) = 14 11
stat 3: 4d6 ⇒ (1, 4, 4, 5) = 14 13
stat 4: 4d6 ⇒ (2, 5, 2, 4) = 13 11
stat 5: 4d6 ⇒ (5, 3, 4, 3) = 15 12
stat 6: 4d6 ⇒ (3, 6, 5, 5) = 19 16

11, 11, 12, 13, 13, 16 (not too impressive, but at least there'a a possible 18 in there with racial)

The oracle was obviously a front line melee. Is there someone else in the party to cover that?

It would probably be helpful if to compliment the party, if you listed classes/roles of rest of the party.

I'd probably be looking at filling in as a debuffing witch, I'm interested in "cartomancer" archtype... if allowed.

Wand of CLW would be a staple.


Thecooldudenextdoor wrote:
how much healing is healing? Like, a healbot, or someone that can provide a decent amount of on demand healing daily?

The latter is fine.

Movin wrote:

I'm liking the idea of a desert herb witch at this juncture.

Concoctions made out of strange roots and flowers with some unnatural powers.
Would you be willing to consider tweaking the mechanics on the Swamp hag and Mud witch hexes for a sand/desert equivalent?
Being able to turn into a miniature sandstorm sounds fun.

I don't see why not. Are you just changing all her stuff that says “swamp/mud” to “sand/desert”?

gossamar4 wrote:
It would probably be helpful if to compliment the party, if you listed classes/roles of rest of the party.

Right, forgot about that.

. Dwarven Ranger with favored enemy undead. He kills things with a big axe.

. Tiefling Unchained Rogue. She does typical rogue stuff.

. Kobold Inspired Blade (swashbuckler)/Daring Champion (cavalier). He's supposedly the team's main source of damage, but….that has yet to be demonstrated.

Thecooldudenextdoor wrote:

4d6 ⇒ (2, 1, 3, 1) = 7 6

4d6 ⇒ (2, 2, 2, 2) = 8 6
4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (3, 3, 2, 6) = 14 12
4d6 ⇒ (2, 5, 4, 2) = 13 11
4d6 ⇒ (4, 4, 2, 6) = 16 14
o dear me... maybe I can make something work with this....

That honestly seems worthy of a mercy re-roll to me.


well, I was gonna go with em, but I won't look a gift horse in the mouth.

4d6 ⇒ (4, 6, 5, 4) = 1915
4d6 ⇒ (1, 1, 1, 3) = 65
4d6 ⇒ (1, 3, 1, 6) = 1110
4d6 ⇒ (1, 2, 1, 2) = 65
4d6 ⇒ (3, 3, 5, 4) = 1512
4d6 ⇒ (1, 6, 3, 3) = 1312

I feel like the gods are telling me "no"


@GM Hyde
That would be correct.
The classic witch abilities (Evil eye, misfortune, sleep Exct) are pretty much useless in an Egyptian styled tomb. Bugs, Undead and constructs don't much care about bad luck or being tired.
Also works out fairly well that all of these tricks I'm wanting to pick up fit the desert theme and don't really require high stats for saves either.
Sadly all the fun earth spells are drastically higher level than I am so I can't keep the theme very complete.

Anyway, here is Fran K. Aster, more often called Frank. The result of a mistranslation introducing herself to the locals which became a nickname that spread and stuck.

She travels the desert sands alongside her companion Xabu. A Scorpion that lead her to an oasis years ago when she was dying in the desert.

A good Samaritan and kindly person
Classification: Not So Bad.

Currently she has traveled to the Pyramid of the Sphinx Pharaoh hoping to obtain any herbs or flowers preserved in the ancient temples halls. Many of the ancient blooms being rare in the common era and highly sought after for Herbalists the world over.
Most get crushed or sold for next to nothing by adventurers that don't know the difference.

Mechanics wise Frank is an Herb witch with the healing patron.
Between herb lore working as craft alchemy and being required to take the Cauldron hex Frank will have potions and alchemical tools out the wazoo.
(which I am hoping to be able to craft at a reduced price as it is a significant chunk of this characters utility. If you'd prefer not I would ask if you are alright with me trading the Cauldron hex for another one as I'd prefer not to have a Hex I'll not be able to utilize.)
Swamps grasp, Swamp hag and Mud witch reflavored for the desert ought to provide enough utility and mobility that she is useful.

I'll fill in the crunchy side of things soon here, sadly I have things I must accomplish at the moment.


Fran K. Aster wrote:

@GM Hyde

That would be correct.
The classic witch abilities (Evil eye, misfortune, sleep Exct) are pretty much useless in an Egyptian styled tomb. Bugs, Undead and constructs don't much care about bad luck or being tired.
Also works out fairly well that all of these tricks I'm wanting to pick up fit the desert theme and don't really require high stats for saves either.
Sadly all the fun earth spells are drastically higher level than I am so I can't keep the theme very complete.

Anyway, here is Fran K. Aster, more often called Frank. The result of a mistranslation introducing herself to the locals which became a nickname that spread and stuck.

She travels the desert sands alongside her companion Xabu. A Scorpion that lead her to an oasis years ago when she was dying in the desert.

A good Samaritan and kindly person
Classification: Not So Bad.

Currently she has traveled to the Pyramid of the Sphinx Pharaoh hoping to obtain any herbs or flowers preserved in the ancient temples halls. Many of the ancient blooms being rare in the common era and highly sought after for Herbalists the world over.
Most get crushed or sold for next to nothing by adventurers that don't know the difference.

Mechanics wise Frank is an Herb witch with the healing patron.
Between herb lore working as craft alchemy and being required to take the Cauldron hex Frank will have potions and alchemical tools out the wazoo.
(which I am hoping to be able to craft at a reduced price as it is a significant chunk of this characters utility. If you'd prefer not I would ask if you are alright with me trading the Cauldron hex for another one as I'd prefer not to have a Hex I'll not be able to utilize.)
Swamps grasp, Swamp hag and Mud witch reflavored for the desert ought to provide enough utility and mobility that she is useful.

I'll fill in the crunchy side of things soon here, sadly I have things I must accomplish at the moment.

Well, the cauldron hex is optional anyway so sure. Frank sounds intriguing, can't wait to see the crunch.


Roll 1: 4d6 ⇒ (1, 4, 4, 4) = 13 12
Roll 2: 4d6 ⇒ (5, 4, 6, 5) = 20 16
Roll 3: 4d6 ⇒ (3, 1, 1, 3) = 8 7
Roll 4: 4d6 ⇒ (4, 2, 2, 3) = 11 9
Roll 5: 4d6 ⇒ (4, 1, 6, 5) = 16 15
Roll 6: 4d6 ⇒ (2, 6, 5, 1) = 14 13

Hmmm.... I'd like to throw my hat in the ring for a smart and charismatic but physically weak and not very wise oracle of life with channel and summons.
Just one question though (for the DM): what's your rule about spiritual weapons and spiritual allies for the oracle class? Wisdom or Charisma?


Jaime Sommers wrote:

[dice=Roll 1]4d6 12

[dice=Roll 2]4d6 16
[dice=Roll 3]4d6 7
[dice=Roll 4]4d6 9
[dice=Roll 5]4d6 15
[dice=Roll 6]4d6 13

Hmmm.... I'd like to throw my hat in the ring for a smart and charismatic but physically weak and not very wise oracle of life with channel and summons.
Just one question though (for the DM): what's your rule about spiritual weapons and spiritual allies for the oracle class? Wisdom or Charisma?

Not sure what you mean excactly, though I don't have any specific rules on that stuff.


GM Hyde wrote:
Not sure what you mean excactly, though I don't have any specific rules on that stuff.

From the spiritual weapon spell description:

"It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus"

From the spiritual ally spell description:
"The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack".

Some DMs rule that, since these spells were probably written having Clerics in mind, in the case of the oracle the casting ability of the class should be used instead (meaning, Charisma for oracles). That's not an official ruling as far as I know though, that's why I thought best to ask.


@Jaime Sommers I'll allow it.


Nah, the archetype requires I take the cauldron hex normally.
The implication being that maing potions is kind of a thing you do as an Herb witch.

Herb witch wrote:


Hexes: An herb witch must select cauldron as her hex at 2nd level. The following hexes complement the herb witch archetype: fortune, healing, poison steep, swamp hag, witch's bottle.

But if you are alright with me swapping it for something I will be able to actually use in the adventure that would be great.

Beyond that the crunch is done. Its in the character profile but I've placed it in the spoiler here as well.

I wasn't sure how you did HP so I just took 1/2 after L1.

I had my familiar take the Mascot archetype as the idea of a scorpion clacking encouragements in Morse code amuses me greatly.
As evidenced by my trait choices I plan on using aid another checks as my go to trick if my spells won't help.
Xabu will also be doing this though he is going to crawl up monsters pant legs to distract them rather than stabbing at them with a spear.

Fran, crunchy bits.:

Fran K. Aster
Herb witch 3
NG Female human
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 12, flat-footed 11, touch 11 (+1Dex, +1armor)
hp 18 (3d6 +3)+3 FCB
Fort +2; Ref +2; Will +4
Defensive Abilities: Sandwalk (Desert terrain is never difficult, trackless step in desert)
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: Mstrwk Longspear +2 (1d8)
Ranged: Heavy Crossbow +2 (1d10)
20 bolts/ 20 blunt bolts
Special Attacks:
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 16, Wis 13, Cha 10
Base Atk +3 CMB +2 CMD
Feats: Extra Hex X3
Traits: Adopted (halfling) *Helpful*, Two world Magic: Gain (Create Water)

Skills:

Heal +6, (0/3/3)
Knowledge:Arcana +7, (3/1/3)
Knowledge:History +8, (3/2/3
Knowledge:Nature+9, (3/3/3)
Knowledge:Planes+7, (3/1/3)
Knowledge:Dungeoneering +4, (3/1/0)
Profession: Herbalist +7, (0/3/3/1*)
Spell craft +7 (3/1/3)
Perception +3 (0/3/0)

*bonus from Herb Lore.

Languages: Common, Orisani, Ancient Orisani, Ignan
Special Qualities:

Hexes:
Herb lore (Can make Prof: herbalist checks to end negative effects.)
Cauldron? (craft potion, might be changed)
Sand Hag: (Swamp hag) (woodland stride type thing)
Desert's grasp (Swamps grasp) (generate difficult terrain)
Sand form (Mud witch) (Wheee I'm an ooze!)

Combat Gear: masterwork longspear, heavy crossbow, dagger,
Miscellaneous:

Spellbook:
O: all + create water(trait)
1st:(8)+1 Chill touch, Cure light wounds, gentle breeze, Identify, Ill omen, Mage armor, Obscuring mist
Snowball, Unseen servant
2nd (2)+1 Symbol of mirroring, Flurry of snowballs, Web

Spells prepared today
0: Create water, Detect magic, guidance, Dancing lights
1st: Chill touch, Snowball, Unseen servant
2nd: Flurry of snowballs, web

--------------------
Special Abilities
--------------------

Desert herbalist and self stylized hermit Fran has found such a life agrees with her.
She travels the sands between multiple villages acting as healer and wise woman to those she meets.
In the company of her familiar Xabu the scorpion she occasionally riffles through the tombs and secret places of her home in search of rare of unique herbs and artifacts.
Gold is never a bad thing to have either.

-----------
Xabu
NG Tiny vermin Mascot Familiar
Init +3; Senses darkvision 60 ft.; Perception +7, Stealth +15
DEFENSE
AC 20, touch 15, flat-footed 19 (+3 Dex, +5 natural, +2 size)
hp 7 (1/2 masters)
Fort +1, Ref +5, Will +3

OFFENSE
Speed 30 ft.
Melee sting +4 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +4; CMD 8 (20 vs. trip)
Feats Weapon Finesse B
(Familiar, Uses masters skill ranks if they are better (As a vermin with 0ranks that would be a yes.)

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
(As the familiar has effective HD of their master this DC ought to increase. Will need to find proof before I change it though. Plus planing on getting an Imp soon enough anyway.)

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Affinity for my team

A mascot is the heart and soul of its team, which at first consists of only the familiar and its master. At 1st level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team.

A mascot can add or remove one team member over the course of a day. If a team member dies, the mascot gains 1 permanent negative level.

This ability replaces alertness and alters empathic link.

Lucky Mascot (Su)

Whenever a mascot uses the aid another action to aid a team member's attack roll or AC, that team member also gains a +1 luck bonus on all attack rolls or to AC for 1 round.

This ability replaces improved evasion.

Share Spells

At 3rd level, spells targeting a mascot via its share spells ability function at its level – 2. The mascot can benefit from the spells of any team member when using share spells.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
----------

Xabu is Fran's familiar and an agent of an unspecified patron. He lead the young woman to the safety of a desert oasis and they have been fast friends. The creature is no normal insect possessing a disconcerting skill at warping the plates of it chitin into facsimiles of humanoid expression.

You are not sure how but the scorpion is frowning at you.

And here is my characters expenditures.

Gear list:

Items:
Pathfidner's kit 12gp
Witch kit 21gp
Traveler's anytool 250gp
Campfire bead 720gp
Silk rope 50ft 10gp
Masterwork tool: Profession Herbalist (Mortar/Pestle for preparing remedies) 50gp
Healer's kit. 50gp
Hot weather outfit (free)
Masterwork Longspear 308gp
Heavy crossbow 50gp
Boltsx20 1gp
blunt bolts 2gp
Dagger 1gp
Sling 0gp

Scrolls
Mage armor x2 50gp
unseen servant x2 50gp

Potions
Oil? Magic weapon x2 100gp
100gp

Alchemical tools
Alc fire x2 40gp
Acid x2 20gp
Antitox x2 100gp
Antiplauge x2 100gp
5 vials of lamp oil .5gp

Wands
CLW 750gp

Other consumables:
Materials for 2 castings of Symbol of mirroring. 200gp
Active symbols stored in bag inscribed on clay tiles.

75gp in scribing spell costs.

And 39.5gp left over of 3,000gp to start.


Fran K. Aster wrote:

Nah, the archetype requires I take the cauldron hex normally.

The implication being that maing potions is kind of a thing you do as an Herb witch.
Herb witch wrote:


Hexes: An herb witch must select cauldron as her hex at 2nd level. The following hexes complement the herb witch archetype: fortune, healing, poison steep, swamp hag, witch's bottle.

But if you are alright with me swapping it for something I will be able to actually use in the adventure that would be great.

Beyond that the crunch is done. Its in the character profile but I've placed it in the spoiler here as well.

I wasn't sure how you did HP so I just took 1/2 after L1.

I had my familiar take the Mascot archetype as the idea of a scorpion clacking encouragements in Morse code amuses me greatly.
As evidenced by my trait choices I plan on using aid another checks as my go to trick if my spells won't help.
Xabu will also be doing this though he is going to crawl up monsters pant legs to distract them rather than stabbing at them with a spear.

** spoiler omitted **...

I'm cool with half hp after first and you can replace the cauldron hex if you want. Everything looks good so far.


Cool, Cauldron is swapped for the Ward hex.

My familiar is going to eat AOO's as a party trick.

and with this I'm the character is pretty much ready. Do let me know if you see anything you'd like me to explain or change.


Fran K. Aster wrote:

Cool, Cauldron is swapped for the Ward hex.

My familiar is going to eat AOO's as a party trick.

and with this I'm the character is pretty much ready. Do let me know if you see anything you'd like me to explain or change.

Will do.


Alright Frank you're in. Go ahead and introduce yourself here.

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