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This is the Out of Character discussion thread for the campaign. Most out of character discussion, such as questions about stats, rule's clarifications, or chit chat should be poster here, so that the game thread itself is more story and game focused.
Go ahead and check in and, when your character is done, post once in-character so I can look it over.

Janrose, Knight of Erastil |
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Janrose of Erastil
Male human (Varisian) paladin 1
LG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +3 (2d6+3/19-20) or
longsword +3 (1d8+2/19-20)
Ranged longbow +2 (1d8/×3)
Special Attacks smite evil 1/day (+1 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +1)
At will—detect evil
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Statistics
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Str 15, Dex 13, Con 12, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 14
Feats Cleave, Power Attack
Traits get the cargo through, poverty-stricken
Skills Acrobatics -7 (-11 to jump), Diplomacy +5, Heal +7, Ride -3, Spellcraft +5, Survival +4
Languages Celestial, Common, Varisian
Other Gear banded mail, heavy steel shield, arrows (40), greatsword, longbow, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, torch (10), trail rations (15), waterskin, wooden holy symbol of Erastil, 22 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.

Arinka Talathel |
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Arinka Talathel Hannah McAnulty
LG Female Elf Arcanist 1
HD1d6+1 HP 7 AC 11 FF 10 Touch 11 Initiative +1
Str 8 (-1) Fortitude +0 +0++0
Dex 12(+1) Reflex +0 +1=+1
Con 10(-) Will +2 +1=+3
Int 18(+4) BAB/CMB/CMD +0/-1/10
Wis 12(+1) Senses: Low-light Vision
Cha 16(+3)
Feats/Specials: Low-Light Vision, Elven Imm., Elven Magic, Keen Senses, Elven Weapons,Arcanist Reservoir (Max: 4, Start of day: 3), Arcanist Exploit (Force Strike-Automatic hit 1d4+1, Consume Magic Items, ), Cantrips, Consume Spells, Extra Arcanist Exploit,
Languages/Verbal specials: Common, Elven, Draconic, Celestial, Sylvan, Goblin, Polyglot, Ignan,
Offenses:
Melee: Quarterstaff -1(1d6-1)
Range:
Traits: Mwangi Scholar (Polyglot; +1 to Knowledge History checks on the Mwangi Expanse)
Scholar of the Great Beyond(+1 to Knowledge History and Planes)
Skills
Linguist +1+3+4=+8
Spellcraft +1+3+4=+8
Knowledge(History) +1+3+4+=+9
Knowledge(Planes) +1+3+4+=+9
Knowledge(Arcana) +1+3+4=+8
Knowledge(Nature) +1+3+4=+8
Equipment: Bold = Mstwk Italicized = magic Underline = Artifact/Special
Item Weight Carried 51 lbs
Quarterstaff
Scroll Box
Scrolls (Monkey Fish)
Explorers outfit
Reinforced Scarf
Elven Trail Rations(15 days worth)
Wizards Kit(backpack, bedroll, belt pouch, ink, inkpen, iron pot, mess kit, soap, spell component pouch, 10 torches, 5 trail rations, waterskin)
50 gps
Experience Points: 0 ( Experience needed for next level)
Spellbook/Spells known
Spells Per Day: /1st level -3 /2nd level - /3rd level - /4th level - /5th level- / 6th level - /7th level - /8th level - /9th level -
Spells memorized per Day: /0-level-4 /1st level -2 /2nd level - /3rd level - /4th level - /5th level- / 6th level - /7th level - /8th level - /9th level -
Difficulty 1st -15 2nd - 3rd - 4th - 5th - 6th - 7th - 8th - 9th -
CL - 1
0-Level Spells
All
1st-Level Spells
Mage Armor
Magic Missile
Burning Hands
Memorize Page
Monkey Fish
Vanish
Detect Secret Doors

Malchi Shua |

Okay, let's try this...
Malchi Shua Gnome Shaman (Animist) 1 CN
AC 15 [16] Touch 12 Flatfoot 14 (+3 armor, +1 dex, +1 size) [+1]
Hp: 14 (1d8+6)
Str 10
Dex 12
Con 14
Int 11
Wis 16
Cha 16
Fortitude +2 Reflex +1 Will +5 BAB +0 CMB/CMD +4/16
Spells – 0-3/1st-2+1
Feats: Small, Gift of tongues, Pyromaniac, Obsessed (Profession [Medic]), lowlight vision, keen senses, slow speed, Spirit (Life [Solight {The Celestial Hope}]), orisons, animist magic, spirit animal (thrush [Krancel{Cran-sell Gnome: Flying Bird]), toughness, channel 6/day
Traits: Get the Cargo Through, Reactionary (+2 init)
Languages: Common, Gnome, Sylvan, Polyglot, Draconic
Melee: +1 (Quarterstaff/Club 1d4)
Range: +2 (Sling 1d2)
Skills:
Linguistics +4
Profession (Medic) +9
Heal +7
Diplomacy +11
Perception +5[+7]
Equipment:
Studded Leather
quarterstaff
sling
(bullets /20)
sorcerer’s kit
rope silk
pitons/x5
hammer
crowbar
drill
signal whistle
survival kit
healer's kit
familiar's satchel
3 scrolls of cure light wounds
1 scroll of burning hands
potion of cure light wounds
explorer's outfit
reversible cloack (10 gp) [purple/brown]
club
shield
sunrods/x5
noble's outfit
torches /x10
flint and steel
5 things biscuit mix
5 things of meat
55 gp 6 sp
Krancel
THRUSH
N Diminutive animal
Init +2; Senses low-light vision; Perception +5
DEFENSE AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 7 (1d) Fort +0, Ref +4, Will +2
Fast Healing 1
OFFENSE Speed 10 ft., fly 40 ft. (average) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft.
STATISTICS Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6 Base Atk +0; CMB –2; CMD 3 Feats Skill Focus (Perception) Skills Fly +12, Perception +5 ECOLOGY Environment temperate forests Organization solitary, pair, or flock (3–12) Treasure none

Klania Kerisash |

Klania Kerisash
Half-elf rogue 1
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +11
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2; +2 vs. enchantments, +1 trait bonus vs. disease
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee misha the rapier +3 (1d6+2/18-20) or
sesha the dagger +3 (1d4+2/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 17, Con 11, Int 12, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Skill Focus (Perception), Two-weapon Fighting
Traits colonial, rich parents
Skills Acrobatics +4 (+0 to jump), Bluff +5, Diplomacy +5, Disable Device +3, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +11, Sense Motive +6, Stealth +4, Survival +2 (+4 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather); Racial Modifiers +2 Perception
Languages Common, Elven, Polyglot
SQ elf blood, trapfinding +1
Combat Gear caltrops; Other Gear studded leather, misha the rapier, sesha the dagger, basic maps (major landmarks only), bedroll, belt pouch, chalk (10), flask, flint and steel, grappling hook, hemp rope (50 ft.), knife, utility (0.5 lb), masterwork backpack, masterwork thieves' tools, mess kit, mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, waterskin (2), 35 gp, 11 sp, 7 cp
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Special Abilities
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Colonial +1 Knowledge (local) relating to Sargavan settlements, +1 save vs. disease.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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I'm trying to determine where everyone boarded...
So far I have Arinka boarded the ship at Ilizmagorti on Mediogalti Island.
Janrose boarded in Magnimar.
Klania boarded in the Chelish city of Kintargo.
And Malchi also boarded in Magnimar.
Is that fine?
And what cargo is Malchi wanting to be transporting? And Merchant or Mercenary for Malchi?
Anything else I should know about any particular character?
Feel free to consult maps of the Inner Sea region. Here is a nice one for your convenience.

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The Gameplay thread has been started.
You might also notice the handy tabs at the top of this thread that will take you straight there.

Malchi Shua |

I'm trying to determine where everyone boarded...
So far I have Arinka boarded the ship at Ilizmagorti on Mediogalti Island.
Janrose boarded in Magnimar.
Klania boarded in the Chelish city of Kintargo.
And Malchi also boarded in Magnimar.Is that fine?
And what cargo is Malchi wanting to be transporting? And Merchant or Mercenary for Malchi?
Anything else I should know about any particular character?
Feel free to consult maps of the Inner Sea region. Here is a nice one for your convenience.
About knowing anything else about my character... My character is used to taking on two roles when transporting... transporting and being the doctor. He is a mercenary. What to transport? I didn't see a list of what there was to transport. Spices perhaps?

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Wicht wrote:I'm trying to determine where everyone boarded...
So far I have Arinka boarded the ship at Ilizmagorti on Mediogalti Island.
Janrose boarded in Magnimar.
Klania boarded in the Chelish city of Kintargo.
And Malchi also boarded in Magnimar.Is that fine?
And what cargo is Malchi wanting to be transporting? And Merchant or Mercenary for Malchi?
Anything else I should know about any particular character?
Feel free to consult maps of the Inner Sea region. Here is a nice one for your convenience.
About knowing anything else about my character... My character is used to taking on two roles when transporting... transporting and being the doctor. He is a mercenary. What to transport? I didn't see a list of what there was to transport. Spices perhaps?
Probably not spices, though you could, if you really want; but you have to consider then where are they coming from and why are they going to Sargava? Remember that this is not cargo that the captain is in charge of, but is personal luggage or cargo belonging to you, the passenger.
Caleb is transporting religious texts for a start-up missionary effort in Sargava, sponsored by the temple of Erastil on Thistletop.

Janrose, Knight of Erastil |

Caasi Jecir
Male half-elf ranger 1
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+1/18-20)
Ranged composite longbow +5 (1d8/×3)
Special Attacks favored enemy (animals +2)
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Skill Focus (Survival), Weapon Finesse
Traits boarded in cheliax, devotee of the green
Skills Climb +5, Handle Animal +5, Knowledge (geography) +5, Perception +7, Stealth +8, Survival +8; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track +1, wild empathy +2
Other Gear mwk studded leather, composite longbow, rapier, 55 gp
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Special Abilities
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Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. Favored Enemy (Animals) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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I'm being funny... is all
Basically, in game, you can get experience for completing various missions. You might not even know you are on one of these but succeeding will provide benefits...
In this case, it is possible to do things that win over the fellow passengers to your side. You all have done two of these.

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Also, sorry for the slow down in my posting - I'm trying to finish up a book I am two years late on, have four adventures to write this month, vacation to prepare for, classes for preaching camp to prep, including writing test, five bulletin articles to get done, and 9 sermons. I should be good so long as I don't have to suddenly frame Gildor for some murder or other on top of all that, but May is shaping up as being full...