| ElfChampion466 |
@ Celebrindal: sure. Just as long as you meet the prerequisites. Have you thought about being a Singer of Blades (magus alternative class found in d20pfsrd)?
To all players: I am going to give the party a special ability that you must all agree upon. The group will all have the Ranger's Favorite Terrain special ability. It's the one where you gain +2 to Initiative, Stealth, Perception, Knowledge Geography, and Survival; in addition to leaving no tracks and cannot be tracked. The terrain of choices are:
Forests/woods
Plains
Swamps/marshlands
Hills
Alpine/mountains
Arctic
Water/Underwater
Underground
Urban
This must be a unanimous choice by the group. Think of it as how in most military spec ops units, a team has a specialty in which they excel in.
Adrienne Caeletha
|
I am a planty witch from the forest. I vote forest or plains for favored terrain.
About to drop my full background!
| ElfChampion466 |
Ok here is what I have so far who is in the game. I shall post this in My Campaigns section. Please update.
Helikon: Celebrindal
Grumbaki: Lidras Mitheredal
LetcherMan69: Groinin Bearback (oh brother...)
MisterLurch: Fellorian
Dylan Monshaugen: Adrienne Caeletha
Jovich: Estancia Silvertree with Jayden Silvertree
Am I missing anyone? Jovich incorrectly believed I didn't bring him in. I tried to PM him to change that. If anyone can contact him, please do.
Slyness is ??? for the moment, as is Corerue and Saashaa.
For maps, etc, I will use Google Docs. IF this doesn't work, I will ask everyone for their email address and send them individually. For those who may have the Kingmaker Players Guide (should be a free download), this will help plenty.
I was actually able to get home from work at a decent time today (7pm). I will work on this more tonight.
Adrienne Caeletha
|
Hey ElfChampion, how did you want to deal with my need of a familiar? That cartomancer archetype allows, among other things, for a witch to use a harrow deck instead of a familiar for spells. Currently I have the harrow deck trait and was thinking we could just houserule it to allow me to get spells through the deck instead of the familiar.
Otherwise, I also have a familiar ready. Either way you want to call it.
| Fellorian |
Greetings! I have all the crunch updated, and heaven help me, but I am still working on background and other fluffy bits.
For requisition, I would like to have:
Eyes of the Eagle (2500gp)
Campfire Bead (720gp)
Traveler's Any-Tool (250gp)
Ioun Torch (75gp)
Wand of Keep Watch (750gp)
Wand of Blend (750gp)
Wand of Monkeyfish (750gp)
(5) Antitoxin (250gp)
(5) Antiplague (250gp)
(2) Troll Styptic (200gp)
(10) Sunrod (20gp)
(20) Tindertwig (20gp)
(5) Smokestick (100gp)
(2) Vitus Flask (160gp)
I am a little torn - Should I take the Quick and Quiet (+4 stealth +10 ft movement), or Natural Climber (20 ft climb speed)
The reason this has come up this late is because I found the monkeyfish spell which gives both climb and swim of 10ft., with the attendant advantages.
| ElfChampion466 |
Fellorian: My suggestion is to use the trait or feat instead of the spell, as you can can only use a spell once. I don't see you using it more than once per day. Not a bad spell though.
Helikon (Celebrindal): What is an Empyrist? I don't see it anywhere so far.
ALL PLAYERS: If you are using an arcane caster, please provide a spellbook list for me. Because you are funded by the White Council, you may have up to three spellbooks, filled whatever spells are allowed.
Adrienne Caeletha
|
I saw on the recruitment forum possibly doing 5000 gold for magic items and 1000 for mundane. It looks like fellorian did that. Is that what we decided on?
| ElfChampion466 |
5000 gp for magic items, mundane stuff I will make free of charge within reason. This includes formula books for the Investigator. Keep in mind that it is recommended to keep your encumbrance loads to light. The group is intended for mobility and adaptation to terrain. In addition, heavier loads and armor ruins your Forester abilities.
After weeding out some confusion, we have Esctancia back. YES!
I am setting the launch date for Sunday, April 2. I will provide a starting storyline scene for the adventure, then you folks will begin from there. If somehow things get tied up, we shall postpone for a later date but not much further back. I don't want to lose anyone after coming so far just to get so far...
It looks like the team is choosing Forest/woods as the favored terrain...SO BE IT!
I need to choose how to deal with dice rolls. If any suggestions come to mind, please submit them. The format is the easy part, just wondering on whether to let you roll for yourself or I should do it all.
Tonight, I'm transferring character stats onto sheets for storage. Going to take a while.
The campaign is pretty much set now, only need to take care of some details.
| Fellorian |
I would say a mix of the two. Things like initiative, saves, and skill checks you know we will need/want to make, you roll; attacks and other skill checks we can roll.
It typically ends up being a mix of the GM rolling and the players rolling on the forums here...
| ElfChampion466 |
Adrienne, I see some problems here with your character.
#1: what is your first and third level feats? I have you listed with Point Blank Shot (bonus Forester), Elven Weapon Focus (racial bonus feat), and Rapid Shot.
#2: you are missing two more traits. As a Highborn elf, you gain two more from the Learned racial bonus trait.
| ElfChampion466 |
Fellorian, that will work.
Please choose what type of elf: Sylvan, Highborn, Grey, or Half. Also, which ability score did you dump the +1 bonus from 4th level into?
I just now noticed that we have THREE females in Esctancia, Fellorian, and Adrienne. ROCK ON!
The males are Celebrindal, Lidras, and Groinin. Now this is balance!
(...wish LetcherMan69 would change that name...)
Speaking of which, has anyone heard from LetcherMan69 and Grumbaki?
Adrienne Caeletha
|
Oh yeah I had done a little tweaking with my character this morning. When i got to the feats when I was creating this character, it was like 4 am lol. I also realized that I was combining two separate archetypes. I fixed all that. It is reflected on my alias and character sheet. Now an herb witch.
Feats now should be 1-Extra Hex (Healing) 3-Extra Hex (Evil Eye) 5-Accursed Hex. Added Brew Potion from the cauldron hex that I take at 2nd level with my archetype. as well.
As far as traits go, I was not aware highborns get 2 bonus traits. I will find them and have them updated tonight.
Adrienne Caeletha
|
Looks like I am going to pick up Magical Knack and Gesture Expertise (Glad I got to pick that up, seems like we all should).
Here's everything updated and ready to go, just got to pick up a few items.
Character Sheet
Adrienne Caeletha
Female Highborn Elf Forester 2/Herb Witch 3
LN Medium Humanoid (Elf) Age: 128
Deity: Ketephys
Init +11; Senses: Low Light Vision ft; Perception +12
Defenses
AC: 21;Touch: 15; FF: 16; (+5 Dex, +6 AC)
HP: 35 (2d8/3d6)
Fort: 3 Ref: 9 Will: 9
Offense
Speed: 40 ft
Space: 5 ft; Reach: 5 ft
Melee: +1 Keen Luathalaan Longsword +5 (1d8+3);
+1 Codagh Scian Warknife of Distance +5 (1d4+3) Range 20 +7 (1d4+2);
Ranged: +1 Bogda Mor Greatbow of Distance +8 (1d10+2)
Statistics
STR 14 DEX 20 CON 15 INT 21 WIS 17 CHA 13
BAB: +2; CMB: +4; CMD: 19
Feats: Point Blank Shot, Elven Weapon Focus (Greatbow), Extra Hex, Extra Hex, Accursed Hex, Brew Potion
Traits: Harrow Born, Magical Knack, Ambush Training, Gesture Expertise
Languages: Common, Elf, Gnome, Sylvan, Goblin, Halfling, Orc, Draconic
Worn Gear: Boots of Elvenkind,Cloak of Elvenkind, Cold weather gear (Camouflaged, +1 stealth), Explorer’s outfit (Camouflaged, +1 stealth)
Other Gear: Handy Haversack (Camouflaged, +1 stealth), Efficient Quiver (60 arrows),
Flint & Steel, one mess kit, two waterskins, one map case with maps, utility knife, one flora & fauna guide, Belt Pouch, Compass, masterwork, Climber’s kit, masterwork, Silk rope, 50-feet, Thieves’s tools, masterwork, Disguise kit, masterwork
GP:
Acrobatics: +15
Appraise: +5
Bluff: +5
Climb: +11
Craft: +5
Diplomacy: +1
Disable Device: +11
Disguise: +7
Escape Artist: +5
Fly: +5
Handle Animal: +1
Heal: +11
Intimidate: +1
Knowledge (Arcana): +13
Knowledge (Dungeoneering): +5
Knowledge (Engineering): +5
Knowledge (Geography): +10
Knowledge (History): +5
Knowledge (Local): +9
Knowledge (Nature): +13
Knowledge (Nobility): +5
Knowledge (Planes): +5
Knowledge (Religion): +5
Linguistics: +9
Perception: +10
Perform: +1
Profession (Herbalist): +16
Ride: +5
Sense Motive: +7
Sleight of Hand: +5
Spellcraft: +5
Stealth: +21
Survival: +10
Swim: +2
Use Magic Device: +1
Racials: Elven Magic, Magic in the Blood, Low-light Vision
Forester: Skirmish +1d6, Track, Archery Master, Fast Movement
Witch: Plant Patron, Herb Lore
Spell like abilities (1/day): Mage Hand, Cast Light, Prestidigitation, True Strike
Hexes: Healing, Cauldron, Evil Eye
Spells
Forester 1: Gravity Bow, Vanish, Endure Elements
Witch 0: All
Witch 1: Alchemical Tinkering, Cure Light Wounds, Ear-piercing Scream, Mage Armor, Sleep, Shadow Trap, Obscuring Mist, Blend, Delay Disease, Dancing Darkness, Entangle
Witch 2: Alter Self, Cure Moderate Wounds, Pernicious Poison
New Stetven had been slowly been encroaching upon the forest for decades. Adrienne's small coven in the forest on the southern border of Brevoy had been uprooted from their homes on three separate occassion. Each time they were pushed further back into the forest. The witches were not without their own victories through. They had inflicted a nasty disease on the woodcutters and swarmed them with biting insects. This only managed to slow down these humans. Their "City of Wooden Palaces" would be the coven's death knell.
Three months after being forced from our third home, the humans found the witches again. Adrienne had been gathering poisonous flowers for a few days in the forest and was not present when the humans found them. And this time they did not stumble upon the coven, they ambushed it. Apparently they grew weary of us defending our homes.
Nearly home, Adrienne smelled smoldering wood and flesh. She sprinted through the trees, heart racing. The sight that greeted her was terrible. Their home burned with the last crackles of a dying fire. Four bodies laid in a pile were badly charred, nearly to ash. My sisters... but four means there is one left! She rushed into the collapsed remains of their hut. Irianna, the head of the coven and teacher of harrow, was there under the debris. She was barely breathing and horribly burned.
Her dying words forever imprinted into Adrienne's mind, "Humans... Ambushed... Kill them." And that is what she has done.
She began, by tracking them back to their camp. Then the real work began. She sat in a tree for three days and nights, watching the camp and observing the movements. All the while she was using the flowers she had collected to brew something nefarious. The night of the new moon she put two sentries to sleep and snuck to the camps water supply. She dumped the small clear vial into the reserves and made her way out. She went back to that tree and watched.
She watched as the camp became less and less active. Three days later there was no activity. Adrienne cackled with glee and walked into the camp. Moans came from some of the tents and a noxious stench came from most. She burned the entire camp to the ground as revenge for her sisters.
It was only on her slow walk did she begin to realize the magnitude of what she had done. Blind rage had most likely doomed the forest she loved. They would send more woodcutters in retaliation. A militia may also come in as a guard. She hated the humans, and they deserved this. However, she needed to be more calculating in her future exploits.
She had nowhere to go. She had been in the coven for her entire life. She wanted to make sure this would not happen to anyone else. She wanted to disrupt these ever expanding, monstrous testaments to the leeching abomination that is the human race. Fleeing south towards the River Kingdoms was her only real option.
Six months later is when she met up with the Foresters. She had just botched an assassination attempt on the head of a major woodmill near the North Fork of the Sellen River, northeast of Mivon. Badly wounded, she retreated into the forest. The Foresters had been watching her for a few weeks and came to her aid.
Once she was nursed back to health, the Foresters offered her a position in their ranks. They realized her raw potential, but she lacked discipline. Over her time with the Forestors since joining, she has focused her anger and sharpened her skills. She was honed into a master poisoner. She can hide in plain sight; and before you know it, a poisoned arrow has struck you in the shoulder and put you to sleep. As a truly support role, she can heal her allies effectively while shooting from the shadows and hexing her enemies to weaken them.
Though the Foresters have shaped her into a disciplined fighter, Adrienne's maniacal side can at times poke through. She has enjoyed the sharpness of focus that discipline has brought her and does a good job of keeping the rage at bay. The shadows of the forests and the thick underbrush are now her home. Protecting her home is her number one priority. If these humans threaten her home, as they do so often!, she has no problem sending them home preferably under a sheet.
Her subdued nature is sometimes unpredictable, as she becomes angered. This anger usually comes from seeing her forests destroyed. Human brutality also sends her into a rage. While she does not indiscriminately kill humans, she acts remorselessly when carrying out orders against humans guilty of this destruction. Her new teammates have become her new family. She is intensely loyal to them and would rather sacrifice herself than watch another family of hers die.
Adrienne holds the codes of the Foresters in high regard, but her wrathful side tends to make her more prone to killing than diplomacy. She can speak when needed, but it is not usually her first course of action. She detests the humans for what they did to her sisters. She hates them for their continued destruction of her home. The Foresters have shaped this into a valuable tool on their team.
Adrienne plays a primarily support role. Her hexes and spells heal allies and debuff enemies. Her poisons and arrows disable and damage opponents. Her ability to blend into the shadows makes her an excellent scout and spy.
Adrienne Caeletha
|
Went with Headband of Vast Intelligence +2 (4000) and bracers of armor +1 (1000).
Picked up some bedding, a handful of poisons, some light sources, a few antitoxins, and a couple other knick knacks for around 1300-1400.
| Fellorian |
Fellorian, that will work.
Please choose what type of elf: Sylvan, Highborn, Grey, or Half. Also, which ability score did you dump the +1 bonus from 4th level into?
I just now noticed that we have THREE females in Esctancia, Fellorian, and Adrienne. ROCK ON!
The males are Celebrindal, Lidras, and Groinin. Now this is balance!(...wish LetcherMan69 would change that name...)
Speaking of which, has anyone heard from LetcherMan69 and Grumbaki?
Sylvan. The +1 from lvl went into Int. You can find the fillable character sheet for Fellorian here.
EDIT: Haven't heard from letcher...
Also, do you mind if I pick up a few more mundane items?
| Celebrindal |
Headband of Int+2
Potion of CLW x4
Potion Jump
Potion Cats Grace
Potion Invisibility
Potion shield of faith
Adventurers Sash
Hammock
Grappeling Hook x3
Silk Rope x3
Medium Treasure Chest x2
Dagger x2
Leather armor x2
Elven Trail Rations x20
Wandermeal x20
Honey x5
Oldlaw Whiskey x3
Shovel x2
Skillet
Wrist sheath (Springloaded)
Alchemical cement x2
Blackfire clay
Invisible ink
Mending paste
Moonrod x3
Firecrackers x5
40 Durable Cold Iron Arrows
10 Arrows with Weapon Blanch Silver
10 Arrows with Weapon Blanch Adamantine
smoke pellet Smog x2
Tanglefoot bag x2
tindertwig x10
Smokestick x4
Acid x5
Alchemist fire x5
Ant Haul
Anticipate Peril
Bouncy Body
Comprehend Language
Disguise Self
Identify
Keen Senses
Longshot
Monkey fish
Recharge Magic
Enlarge Person
Reduce Person
Longarm
Shield
Alter Self
Acute Senses
Alchemical Allocation
Barkskin
Cat´s grace
Invisibility
Levitate
Spider Climb
Perceive Clues
Fly
Gaseous Form
Haste
Heroism
Ahadiel the Judge
|
Start tomorrow.
If just a third, he will buy a combat trained riding dog as pack animal.
| Celebrindal |
It was me.
Alchemy Lab
Alchemical cement x6
Blackfire clay x3
Invisible ink
Mending paste
Moonrod x3
Firecrackers x5
40 Durable Cold Iron Arrows
10 Arrows with Weapon Blanch Silver
10 Arrows with Weapon Blanch Adamantine
smoke pellet Smog
Tanglefoot bag x2
tindertwig x12
oil of taggit x3
Fuse Grenade
Smokestick x5
Acid x6
Alchemist fire x5
Adventurers Sash
Hammock
Grappeling Hook x3
Silk Rope x3
Medium Treasure Chest x2
Dagger x2
Leather armor x2
Elven Trail Rations x20
Wandermeal x20
Honey x5
Oldlaw Whiskey x3
Shovel x2
Skillet
Riding dog combat tr.
pack saddle
Wrist sheath (Springloaded)x2
| ElfChampion466 |
The Highborn elf may choose TWO SKILLS that may always become class skills regardless of class(es) chosen. This is the racial special ability called Learned. There is a feat from Wardens of the Wild called Elven Exemplar, which allows you to gain ANY alternative racial special ability such as the Grey Elf's Diverse Heritage to gain two additional TRAITS. No pre-req's needed for that feat.
From the beginning, I urged everyone to have two levels of Forester as it grants the extra 10-foot movement to your base move. The group is supposed to be light, fast, stealthy, mobile, and deadly with skirmish. I will allow a minimum of ONE level of Forester if it will somehow benefit your character in a better way. A good example would be Groinin Barebacks build (Damn, I hate that name!). Chat with me on how you want to do this.
Oh yeah, I forgot something very important:
Point Blank Shot. A 2nd level Forester gains this automatically. Because you are elves, I am allowing that is called Elven Point Blank Shot. You gain the +1 to hit, +1 damage, but the range is 60 FEET instead of 30 feet. Kick ass, eh?
Adrienne Caeletha
|
I think it is Goinin instead of Groinin. No "r." Making it only slightly more acceptable lol. You told me to take 2 extra traits, but shouldn't I have that Elven Exemplar feat first? Or is it built in to the highborn elf race?
| ElfChampion466 |
To all players Goinin Bearback, Adrienne Caeletha, Celebrindal, Fellorian, Esctancia Silvertree, Lidras:
You are all basically archers who can cast a few basic spells, have lots of skills, and sneak around things. The Forester class in my opinion caters to the strengths of an elf best, that includes the Ranger classes and its archetypes.
Adrienne: The Elven Exemplar is a feat open to all elves. It allows you to choose ANY one elven special ability such as Tree Climber, etc. Highborn elves have what is called Learned, which allows you to choose TWO skills that will always be class skills. If you wish to change this, please do so before the Emerald Lightning team is deployed.
Goinin: Elven fists are weapons. Perfectly permitted.
Maps are provided by downloading the pdf of Kingmaker players guide for FREE!
So far, this has been quite an excellent start. I am delighted to run this campaign with such fine people so far!
Goinin Bearback
|
To all players Goinin Bearback, Adrienne Caeletha, Celebrindal, Fellorian, Esctancia Silvertree, Lidras:
You are all basically archers who can cast a few basic spells, have lots of skills, and sneak around things. The Forester class in my opinion caters to the strengths of an elf best, that includes the Ranger classes and its archetypes.
Adrienne: The Elven Exemplar is a feat open to all elves. It allows you to choose ANY one elven special ability such as Tree Climber, etc. Highborn elves have what is called Learned, which allows you to choose TWO skills that will always be class skills. If you wish to change this, please do so before the Emerald Lightning team is deployed.
Goinin: Elven fists are weapons. Perfectly permitted.
Maps are provided by downloading the pdf of Kingmaker players guide for FREE!
So far, this has been quite an excellent start. I am delighted to run this campaign with such fine people so far!
"Can I change my feats? "
Goinin Bearback
|
ElfChampion466 wrote:Can I change my feats?To all players Goinin Bearback, Adrienne Caeletha, Celebrindal, Fellorian, Esctancia Silvertree, Lidras:
You are all basically archers who can cast a few basic spells, have lots of skills, and sneak around things. The Forester class in my opinion caters to the strengths of an elf best, that includes the Ranger classes and its archetypes.
Adrienne: The Elven Exemplar is a feat open to all elves. It allows you to choose ANY one elven special ability such as Tree Climber, etc. Highborn elves have what is called Learned, which allows you to choose TWO skills that will always be class skills. If you wish to change this, please do so before the Emerald Lightning team is deployed.
Goinin: Elven fists are weapons. Perfectly permitted.
Maps are provided by downloading the pdf of Kingmaker players guide for FREE!
So far, this has been quite an excellent start. I am delighted to run this campaign with such fine people so far!
I didn't know there was an elven battle trading feat path
Goinin Bearback
|
So just 2 traits each, if we do not have the exemplar feat, correct?
Because some have 4 traits and some 2
Thats a racial thing a Gray Elf gets 4 traits b/c they are more worldly
Goinin Bearback
|
Yea but you are High Sylvan, not gray?
No there no such thing, I am High/Sylvan. A half breed which many gray are. It is a reflection of their worldliness which I have given my ancestry/history.
Adrienne Caeletha
|
Ok so I will have to get rid of a couple of traits. I was mistaken. The learnes racial is already accounted for on my sheet.
| Esctancia Silvertree |
The three spellbooks,
1 is with the spells we have as a character of our levels
the other two have what in them?
Are we picking spells to be placed in them as bonus spells above and beyond what we get as a new character?
What are the limits to spells...number of spells, levels, arewe giving you a list of what spells we would like or are you letting us pick what we want.
Kind of confused on the spell book stuff.
| ElfChampion466 |
How you all handle your spells is entirely up to you. The limit is how many pages in your spellbooks you can fit. Each spellbook has 100 pages. Each spell level uses up one page. So, if you want to fill up all three books with spells, fine. If you want to fill up one and save two? Fine. If you class has limits on spells known, so be it.
All you have to do is list what spells you have. The Theurge class has no limits to my knowledge, nor does the Magus. So have at it!