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Hello and welcome to Back to Basics, a Pathfinder 3.5 game set on the elemental world of Sakara. This is the discussion thread for a Roll20 game at Saturday at 3PM EST. If you're here, you made one hell of a good submission and told me something really cool about this setting. I'm eager to share it with you, to show you all the cool things I've come up with, and to show you what I'm excited about from each and every one of your characters. I chose each of you because I think you will exemplify something unique and give us interesting and different stories to play in. Eventually, this post is going to contain an index of our resources for the game, including a link to a possible wiki and other documents. For right now, I'm just going to put my starter instructions here, and then I'll push them to the bottom as time goes on. So, if you're new to this thread: 1) Catch up on the thread. There's a lot of additional details here, some of which are cogent to the narrative, and some of which are cogent to you playing the game in general. I like discussing things with my players, and I want to hear your feedback so we can create a game we'll all enjoy. Especially check out the one page synopsis of Sakara, which is in the post directly below this one. It's pretty important - and the world is not, by any standards, normal. 2) Post your character. Recruitment thread is one thing; your permanent record is another. Repost your character here so I have a record of everyone's stories and stats. 3) We have some pressing questions to decide. Because we were building the setting from the ground up, I left the party's locus of interest very indistinct. There's a danger and you're there, but why are you there? There are two ways we can go about this - either one, you all know each other somehow and agree to adventure together; or two, there is something in Heartwood you want and that you fundamentally agree to follow up on together. In Heartwood's case, let's say it's a magic fruit that cures any disease, which you want for your own purposes. I would ultimately prefer that you choose to already know and be sociable with (some) of the other characters. In that case, choose two other party members and figure out how you know each other. Your relationship gives you a reason to adventure together and everything is good. If that doesn't work for your character, than instead choose the following: choose one other party member and figure out how you know them. You might not be friends. It might be like Moby Dick and you slept in the same room in an inn one night and you know the guy but his feet smell like cheese. Still, you've met one person before. Then, choose why you want the magic fruit. Maybe your sister is sick. Maybe you're going to sell it to a rich nobleman. Whatever it is, you're providing it up as an adventure hook that we will follow up on - and then conversely, you agree to continue with the party once this immediate goal is finished. I also need some way to contact you privately. Either send me an email at arivia@gmail.com or make sure you can get online on IRC at #redhandofdoom on synirc.net. Why? I need to be able to provide you a private link to join the Roll20 game. Speaking of, please make sure you can log on to and use Roll20 before this Saturday. If you need help, I can certainly provide it; let's work out a time and get you set up. I also need art suitable for a token for your character, if you haven't provided one yet. I think that's it for now. Any additional questions will be posted separately.
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# ? Apr 29, 2013 05:12 |
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# ? Apr 19, 2024 23:53 |
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An Introduction To Sakara Once, the world was whole. Then the sun grew jealous with the moon And struck him from the sky Down he fell, and down we fell with him. As the moon fell, the world broke Splitting into its parts And there would be no peace In our forsaken homes. -The Common Verse Sakara is a world dominated by its elements, eight in number: fire, water, earth, air, wood, metal, aether and void. It is a flat world at the edges, ringed by seas and then nothingness. But it might be best described as a dome, because it is dominated by the World Tree at its center, whose branches hold up the sky. Around the World Tree are six spines of the world, each separated by the raw roots and upthrown mountains of the World Tree itself. Each is dominated by an element: -The Wood’s Grace, as you might expect, is choked with forests. It is currently largely the militaristic Corazuran empire of elves, but humans, thri-kreen, and others have settlements here. The Wood’s Grace is beset by the ever-expanding rose forests, a curse spreading from a fallen limb of the World Tree. -Sleeping Sky is a savage land. Close to the Wood’s Grace, it is a collection of frozen peaks and icy valleys; elsewhere it is large looping canyons and needle-like spires. -The Firelands are the heart of human civilization, built on the rough plains and savannah. Fire runs quickly here, and in some places it never stops burning. -Metal’s Heart is filled with the strange man-like androids and their even stranger robotic masters. Veins of various metals come to the surface here, exploding in great pillars of raw iron and copper. -The Earthen Calm is largely a salt desert. Towards its border with the Metal’s Heart, it has been turned into endless open-pit mines, where gemstones and metals are taken from the earth itself. -The Drowning Lands filled up with water long ago. Now they contain a huge ocean, dotted with archipelagos and strands. It turns to a deep swamp near the Wood’s Grace, and a series of deep coves before the Earthen Calm. Two constants about Sakara: -Compasses always point inward, towards the World Tree. North and south are commonly used in individual spines, but not across Sakara itself. -Sakara only experiences one season at once. Currently, it is early fall across the entire world. Oh, and don’t forget that any fantasy world needs its dangers. Sakara’s spirits whisper of the seductive oni, the immensely powerful dragons that roost in the World Tree, and the rampaging elementals that pour forth from the great Elemental Pylons at the edge of the world. Arivia fucked around with this message at 05:29 on Apr 13, 2014 |
# ? Apr 29, 2013 05:13 |
Ipomea Kitsune Sorceresspre:Extra Source: Unchosen ---------------------------------------------------------------------------- Basic Information Character Name : Ipomea Height : Player Name : Anias Weight : Character Race : Kitsune Eyes : Alignment : Chaotic Good Hair : White Fur Deity : Size : Total Level : 1 Speed : ---------------------------------------------------------------------------- Character Class Information Class and Level : Sorcerer (Arcane Bloodline) Class and Level : Class and Level : Favored Class(es) : Sorcerer Favored Class Bonus : +1/4 DC Enchantments ---------------------------------------------------------------------------- Ability Scores Strength : 08 (-1) 10 point buy - 2 racial + 0 level + 0 misc Dexterity : 14 (+2) 14 point buy + 0 racial + 0 level + 0 misc Constitution : 14 (+2) 14 point buy + 0 racial + 0 level + 0 misc Intelligence : 14 (+2) 14 point buy + 0 racial + 0 level + 0 misc Wisdom : 10 (+0) 10 point buy + 0 racial + 0 level + 0 misc Charisma : 18 (+4) 16 point buy + 2 racial + 0 level + 0 misc Maximum Load : 080 lbs. Lift Overhead : 080 lbs. (equal to Maximum Load) Lift : 160 lbs. (equal to Maximum Load x2) Drag or Push : 400 lbs. (equal to Maximum Load x5) ---------------------------------------------------------------------------- Combat Statistics Hit Points : 08 Base Attack (BAB) : +0 Initiative : +4 2 Dex + 2 trait Base Melee : -1 0 BAB - 1 Str + 0 misc Base Ranged : +2 0 BAB + 2 Dex + 0 misc Combat Maneuver : -1 0 BAB - 1 Str + 0 misc <- CMB Maneuver Defense : +11 10 + 0 BAB - 1 Str + 2 Dex + 0 misc <- CMD Armor Class : 12 10 base + 0 armor + 0 shield + 2 Dex + 0 misc Touch AC : 12 10 base + 2 Dex + 0 misc Flat-Footed AC : 10 10 base + 0 armor + 0 shield + 0 misc ---------------------------------------------------------------------------- Saving Throws Fortitude : +2 0 base + 2 Con + 0 misc Reflex : +2 0 base + 2 Dex + 0 misc Will : +2 2 base + 0 Wis + 0 misc Conditional Bonuses and Penalties : ---------------------------------------------------------------------------- Racial Abilities and Features Ability Score Racial Traits: +2 Dexterity, +2 Charisma, and –2 Strength. Size: Kitsune are Medium creatures. Type: Kitsune are humanoids with the kitsune and shapechanger subtypes. Base Speed: Kitsune have a base speed of 30 feet. Languages: Kitsune begin play speaking Common and Sylvan. -Kitsune with high Intelligence scores can choose: Any human language, Aklo, Celestial, Elven, Gnome, and Tengu. Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks. Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any enchantments they cast. -Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights. 2/day-disguise self. Natural Weapons (Ex) In her natural form, a kitsune has a bite attack (1d4). Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light. ---------------------------------------------------------------------------- Class Abilities and Features Simple Weapon Proficiency Bloodline Arcana (Arcane) -Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1 Bloodline Power (Arcane Bond - Familiar Thrush) Cantrips Eschew Materials ---------------------------------------------------------------------------- Skills and Languages Sorcerer is 2 + Int (2) Your maximum ranks in a skill are equal to your total level. Class skills with at least 1 skill rank in them gain a +3 "class" bonus. [c] denotes a class skill. ^ denotes a skill that cannot be used untrained. 5/5 [ ] Acrobatics : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Appraise : +02 0 ranks + 2 Int + 0 class + 0 misc [c] Bluff : +09 1 ranks + 4 Cha + 3 class + 1 misc [ ] Climb : -01 0 ranks - 1 Str + 0 class + 0 misc - 0 armor [c] Craft: : +02 0 ranks + 2 Int + 0 class + 0 misc [c] Diplomacy : +12 1 ranks + 4 Cha + 3 class + 1 trait + 3 familiar [ ] Disable Device ^ : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Disguise : +04 0 ranks + 4 Cha + 0 class + 0 misc [ ] Escape Artist : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Fly : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Handle Animal ^ : +04 0 ranks + 4 Cha + 0 class + 0 misc [ ] Heal : +00 0 ranks + 0 Wis + 0 class + 0 misc [c] Intimidate : +05 0 ranks + 4 Cha + 0 class + 0 misc [c] Know: Arcana ^ : +06 1 ranks + 2 Int + 3 class + 0 misc [ ] Know: Dungeon ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Engineer ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Geography ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: History ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Local ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Nature ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Planes ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Know: Religion ^ : +02 0 ranks + 2 Int + 0 class + 0 misc [ ] Linguistics ^ : +00 0 ranks + 2 Int + 0 class + 0 misc [ ] Perception : +00 0 ranks + 0 Wis + 0 class + 0 misc [ ] Perform: : +04 0 ranks + 4 Cha + 0 class + 0 misc [c] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc [ ] Ride : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Sense Motive : +00 0 ranks + 0 Wis + 0 class + 0 misc [ ] Sleight of Hand ^ : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [c] Spellcraft ^ : +06 1 ranks + 2 Int + 3 class + 0 misc [ ] Stealth : +02 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor [ ] Survival : +00 0 ranks + 0 Wis + 0 class + 0 misc [ ] Swim : -01 0 ranks - 1 Str + 0 class + 0 misc - 0 armor [c] Use Magic Device ^ : +08 1 ranks + 4 Cha + 3 class + 0 misc Languages : Common, Sylvan, Celestial, Aklo, Tengu ---------------------------------------------------------------------------- Traits and Feats Trait #1 : Charming (+1 DC Language Spells, +1 diplomacy/bluff) Trait #2 : Reactionary (+2 Initiative) Level 1 Feat : Spell Focus Enchantment ---------------------------------------------------------------------------- Money and Equipment Armor : Belt : Body : Cold Weather Outfit Chest : Eyes : Feet : Hands : Head : Headband : Neck : Ring #1 : Ring #2 : Shield : Shoulders : Wrists : Weapon : Dagger Weapon : Other Equipment : •dagger 2 1 •fishing line and hook 0.1 •5x candles 0.05 •ink 8 •pen 0.1 •5 sheets of parchment 1 •bell 1 •bedroll 0.1 5 •waterskin 1 4 •4 pints of oil 0.4 4 •14 days' trail rations 7 14 •5 pitons 0.5 2.5 •hammer 0.5 2 •2 square yards canvas 0.2 2 •MW backpack 50 4 •1-pint flask 0.03 1.5 •hunting knife 2 1 •whestone 0.02 1 •soap 5 1 •acid flask 10 •broken-sealed letter Total Cost 87 Total Weight 42 Money : (90-87) 3 GP Encumbrance Str Value 9 (8 base + 1 MWBackpack) Encumbrance Light 30 lbs. or less Encumbrance Medium 31–60 lbs. Encumbrance Heavy 61–90 lbs ---------------------------------------------------------------------------- Magic Level 0 0 spells per day 0 bonus DC 14 (10 + level + 4 ability) Known/Prepared: Detect Magic, Prestidigitation, Acid Splash, Spark Level 1 0 spells per day 0 bonus DC 15 (10 + level + 4 ability) Known/Prepared: Mount, Sleep (DC 18*) Spells marked with * gain +1 race, trait, feat bonus to DC for saving throws ---------------------------------------------------------------------------- The Dying Note posted:Background Ipomea posted:Well that's lovely. Now all I have to do is cross the rosewood, find a mythical race of wizards, and oh yes, not die. Ipomea and Asgall are currently traveling together. She hired him as a trail guide at her brother Thomas's insistence. "Magic is well and good sis, but if you look defenseless, some idiot will take it into his head to abduct you, and he'd get what he deserved for it but you'd have to iron your tail. Also, the thought of you trying to use a hatchet to build a campfire is laughable and you know it." They're comfortable with each other after a long month's travel to get to Heartwood. The addition of Kalkun to the party is more recent, but just as welcome. An upbeat attitude, he does a nice job of balancing Ipomea's morning grumps and Asgall's occasional gloom. He also knows exactly which tubers are good to eat, which has made for a selection of surprisingly tasty field salads. Anias fucked around with this message at 08:16 on Apr 30, 2013 |
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# ? Apr 29, 2013 07:04 |
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Asgall, Halfling Barbarian Asgall hails from the Jungle Slopes, a wild, hilly area where loosely affiliated tribes of Halflings make their home. Asgall's tribe is called the Ezovikek in the Halfling tongue, though the traders and Imperial soldiers who have encountered them say they are he Fleamen. In times of old, the Fleamen form up at hilltops overlooking trade routes or flanking enemy troops, and with a fearsome din they would bound down, overtaking their victims. Death from above. Times are more peaceful now, in a way. The Halfling tribes have a truce with the surrounding Enona Empire. They rely on trade for what they can't craft, often offering weapons or a special jungle herb that is popular amongst Imperial nobles as a relaxant. Despite the trade and truce, however, relations are somewhat stretched. Not all of the Halflings trust the Imperials, though that distrust is likely reciprocated. When Asgall's sister went missing, anxiety and aggression built up in him until he tapped into an anger he had never experienced. In a fugue, he single-handedly rushed a small camp of Imperial watchmen and slew them all. In the end, his sister's body was found deeper in the jungle, apparently mauled by an animal or monster. Before he had completed his warrior training and earned his last name, Asgall was banished from the Jungle Slopes in an effort to reduce the already high tension between the tribes and the Empire. Now Asgall wanders as a mercenary, using his strength and size to earn a moderate living. For the most part he is a relaxed individual, but when it becomes necessary, Asgall can simply recall the pain, loss, and fear that the death of his sister has set deep inside him, and he becomes as a monster to his enemies. pre:Asgall Halfling Barbarian (1) Chaotic Good STR 16 (+3) -2 Halfling DEX 14 (+2) +2 Halfling CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 13 (+1) +2 Halfling Languages Common, Halfling Combat Stats Init: +2 HP: 14 BAB: +1 AC: 17 [+10 +2(dex) +1(size) +4(Armored Coat)] Misc: +1(dodge bonus to larger foes) Fort: +4 [+2 +2(con)] Ref: +2(dex) Misc: +1(dodge bonus to avoid trample attacks) Will: +0 Misc: +2(racial bonus against fear) +2(trait bonus against fear) Speed: 20 ft. Melee Attack (Small Greatsword) +5, 1d10+3, 19-20/x2 Ranged Attack (Small Spear) +3, 1d6+3, x3, 20 ft. CMB: +3 [+1 -1(special size modifier) +3(str)] CMD: 15 [+10 +1 +3(str) +2(dex) -1(special size modifier)] Hero Points: 1 Skills Acrobatics: +6 [+1(rank) +3(class) +2(dex) +2(racial bonus) -2(armor)] Climb: +3 [+2(racial bonus) +2(str) -2(armor)] Knowledge (nature): +4 [+1(rank) +3(class)] Perception: +2 (racial bonus) Ride: +4 [+1(rank) +3(class) +2(dex) -2(armor)] Stealth: +4 [+2(dex) +4(size) -2(armor)] Survival: +4 [+1(rank) +3(class)] Halfling Racial Features Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Barbarian Class Features Fast Movement (Ex) Rage (Ex) Feats Extra Rage: 6 extra rounds of rage per day. Traits Courageous: You gain a +2 trait bonus on Saving Throws against fear effects. Inspiring Rush: Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn. (From Pathfinder Player Companion: Knights of the Inner Sea) Equipment Starting Wealth: 110 gp - Backpack, common 2 gp - Armored Coat 50 gp, 10 lbs. - Small Greatsword 50 gp, 4 lbs. - Lamp Oil x3 3 sp, 3 lbs. - Rope, hemp (50 ft.) 1 gp, 10 lbs. - Lamp 1 sp, 1 lb. - Rations, trail x5 25 sp - Outfit, Traveler's - Small Spear x3 6 gp, 9 lbs. - Smoking Kit 30 sp, 1 lb. - 5 sp. Encumbrance: 38 lbs. Light Load: 57 or less Medium Load: 57 - 114 Heavy Load: 114 - 172 Before he met Ipomea, Asgall had done some wandering on his own. Early in his journey he did some mercenary work with Kiraj in The Firelands. The two developed a decent rapport; good work was done and satisfactory pay was earned. 100 degrees Calcium fucked around with this message at 01:34 on Apr 30, 2013 |
# ? Apr 29, 2013 07:17 |
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pre:Aren Level 1 Fetchling Rogue(Sanctified Rogue/Survivalist) Native Outsider Good Neutral STR 11/0 DEX 18 (16+2)/4 CON 12/1 INT 14/2 WIS 10 (8+2)/0 CHA 16 (14+2)/3 BAB 0 FORT 0(class) +1(bonus) =1 REF 2(class) +4(bonus) =6 WIL 0 + 0 +1(trait) =1 Speed: 30 Initiative: +4 Attack: Rapier To Hit: +4 (Dex mod) Damage: 1d6 Crit: 18-20x2 CMB: 0 Hero Points: 1 Defense: HP: 10 AC: 16 (Leather Armor+Dex Mod) Flat Footed: 2 Touch: 4 CMD: 14 Racial Abilities Languages: Common, Aklo, Terran, Auran Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Spell-Like Abilities (Sp): Disguise Self (Once per day; CL 1) Dark Vision/Low Light Vision: Can see perfectly in the dark up to 60 feet; can see twice as far in low light conditions. Class Abilities Sneak Attack +1d6 Hardy (Ex): At 1st level, a survivalist is already prepared to endure extreme hardships and environmental conditions. They can go twice the normal number of days without water and triple the normal number of days without food before feeling the effects of either thirst or starvation. Acrobatics (Dex) 4+3+1=8 Appraise (Int) 2+3=5 Bluff(Cha) 3+3+1=7 Climb (Str) 3=3 Craft (Int) 2+3=5 Diplomacy (Cha) 3+3+1=7 Disable Device (Dex) 4+3 Disguise (Cha) 3+3=6 Escape Artist (Dex) 4+3+1=8 Intimidate (Cha) 3+3+1=7 Knowledge (dungeoneering) (Int) 2+3+1=6 Knowledge (local) (Int) 2+3=5 Kowledge (Nobility) (Int) 2+1=3 Knowledge (Planes) (Int) 2+2=4 Knowledge (Religion) (Int) 3+2+1=7 Linguistics (Int) 2+3+1=6 Perception (Wis) 3+1=4 Perform (Cha) 3+3=6 Profession(Wis) 3=3 Sense Motive (Wis) 3=3 Sleight of Hand (Dex) 4+3+1=8 Stealth (Dex) 4+3+2+1=10 Swim(Str) 3=3 Use Magic Device (Cha) 3+3=6 Feats: Weapon Finesse (Rapier) Traits: Indomitable Faith: Gain +1 on will saves. Child of the Temple: Gain a +1 bonus to Knowledge (Nobility) and (Religion). One of these is a class skill for you (Religion) Gear • Rapier (20gp) 2lb • Leather Armor (10g) 15lb • Trail rations x6 (30sp) 5lb • Bed roll (1sp) 5lb • 50ft Silk Rope (10g) 5lb • Holy Text (25g) 2lb • Explores Outfit 8lb • Canteen (2gp) 1lb • Backpack (5gp) 2lb • Weight: 45lb Encumbrance: [Light: 38 or less] [Medium: 39-76] [Heavy: 77-115] Remaining Gold: 67.69 (out of 140 starting) quote:Fetchlings themselves come from the far north of the planet. There, where long hours of each day are spent in night and darkness, people adapted. They learned the harshness of the cold and the night, and how harsh a world can be if one is ill prepared for what is in store. They are cunning and nimble, but are naturally distant due to very few other races living in the north. They make by, mostly being uninvolved with other people, except for when a traveler happens upon a city or a village. quote:Aren himself is a bit of an enigma to the people in these small mountain hamlets. A foreigner from a land far from his own, while people were at first taken aback at his bleached skin and pupilless eyes, most began to appreciate this stranger from his offers of help. He takes what jobs he can, be it with plowing a field or clearing a basement of rats. People offer money, but he usually takes much less then they offer. Aren has a deep respect for Tryphon, despite his sometimes... dubious nature. He sees his search for knowledge as similar to his own, though he admits to not being sure how much he trusts the Tiefling, he does see him as a good traveling companion, and as someone who shares some troubles he has. On the other hand, Aren has a mix of respect and jealousy towards Kiraj. Though both are religious, Aren feels a tinge of envy towards the man's ability to channel his troubles will and determination, something that Aren himself has been unable to do so far. He, in part, watches Kiraj in hopes of perhaps learning a bit from him. STANKBALLS TASTYLEGS fucked around with this message at 23:47 on Apr 29, 2013 |
# ? Apr 29, 2013 07:57 |
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Tryphon Xenakis Tryphon, as a babe, was left on the footsteps of an alchemist's shop in Ferendel, a thriving city of trade in the Realms of the Elven Court. Though initially frightened by the baby's monstrous appearance, the alchemist could not bring himself to it to kill it, and instead raised the tiefling as his own son. Though reviled for his appearance, Tryphon was an adept student, learning the secrets of alchemy more readily than his father could've hoped for. As he neared adulthood, he recognized his own status as an outsider, not only in the city, but among the various foreigners that passed through the city as well. Nobody looked even vaguely similar to him, and if not openly reviled him, then at least acted with badly-veiled intolerance. Despite this, he adhered to his father's teachings - not only in the ways of alchemy and language, but also in his general upbringing and moral code. He became an honourable, if not always affable, person. The pursuit of knowledge was his prime directive, and the safety of people a close second. Though his infernal heritage made risky deals with his kin to achieve such knowledge a tempting offer, he swore to never do so to his father. But as he traveled the world, his honour became sullied with pragmatism. People could not always be kept safe. With the world as it was, sometimes sacrifices were necessary. He turned his herb-gathering sickle into a weapon, and concocted some more volatile mixtures to keep himself safe, if needed. Fortunately for him, there's plenty of folks who have need for an alchemist, even if he's devilspawn. It didn't take long for Tryphon to attach himself to a group of adventurers who didn't ask hard questions. pre:Tryphon Xenakis Tiefling Alchemist (1) Lawful Neutral Languages Common, Infernal, Draconic, Dwarven, Elven, Gnome Ability Scores STR: 10 DEX: 16 (14+2) CON: 14 INT: 18 (16+2) WIS: 13 CHA: 10 (12-2) Combat Stats Init: +3 HP: 8 BAB: 0 AC: 15 (13 Touch, 12 Flat-footed) Fort: +4 Ref: +5 Will: +1 Speed: 30 Melee Attack (Sickle) +0, 1d6, trip Ranged Attack (Bomb) +4, 1d6+5, splash CMB: 0 CMD: 13 Hero Points: 1 Skills: Appraise (Int) 8 (1+4+3) Craft: Alchemy (Int) 9 (1+4+3+1) Disable Device (Dex) 7 (1+3+3) Heal (Wis) 7 (1+2+3+1) Knowledge: Nature (Int) 8 (1+4+3) Perception (Wis) 7 (1+2+3) Sleight of Hand (Dex) 7 (1+3+3) Stealth (Dex) 6 (1+3+0+2) Racial Features Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-like ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Darkvision Tieflings can see perfectly in the dark for up to 60 feet. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Traits Anatomist You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. Caretaker You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Feats Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Class Features Alchemy (Extract: 2/day) Bomb (5/day) Brew Potion Mutagen Throw Anything Formulae List - Bomber's Eye - Crafter's Fortune - Cure Light Wounds - Disguise Self - Enlarge Person - Polypurpose Panacea Equipment Starting Wealth: 120gp - Backpack (Masterwork) 50gp, 4lb - Sickle (6g) 2lb - Leather Armor (10g) 15lb - Lamp Oil x3 (3s) 3lb - Tindertwig x10 (10g) - Rope, silk (50ft) (10gp) 5lb - Compass (10gp), .5lb - Lamp (1sp) 1lb - Trail rations x5 (2.5sp) 5lb - 20gp, 2sp Encumbrance: 35.5lb (Selected Unique Source: Adventurer's Armory (as-of-yet-unused)) In his travels before the forming of the party, Tryphon met Kalkun Kärbsed. Though initially distrusting of the frog-man, Tryphon could not deny that his knowledge of the swamps was impressive, and the alchemist learned a lot from the cleric, even growing to respect him. They parted ways after a while, but met up later again, when Kalkun had attached himself to an adventuring party. On the Grippli's vouching, Tryphon joined the party, glad not to be alone anymore. During their travels, he found himself unlikely gravitating towards Aren. Despite the other's faith clashing with Tryphon's heritage, they were both outcasts in their own way, and found strength in their shared exile.
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# ? Apr 29, 2013 11:14 |
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Kiraj Ifrit Monkpre:Kiraj Ifrit Monk (1) [Favored Class: Monk] Lawful Good Diety: Ziod XP 0/2000 Languages Common, Ignan Ability Scores STR: 17 [+3] DEX: 14 [+2] (12+2) CON: 14 [+2] INT: 7 [-2] WIS: 15 [+2] (17-2) CHA: 9 [-1] (7+2) Combat Stats Init: +4 = [2 DEX Mod] + [2 Trait Bonus] HP: 10 BAB: 0 AC: 16 = 10 + [1 Shield] + [2 DEX Mod] (15 Touch) + [2 WIS Mod] + [1 Dodge] (13 Flat-footed) Fort: +4 = [2 Base] + [2 CON Mod] Ref: +4 = [2 Base] + [2 DEX Mod] Will: +4 = [2 Base] + [2 WIS Mod] Speed: 30 Melee Attack (Temple Sword) +3, 1d8+3, 19-20/x2 FoB: +2/+2 (Unarmed Strike) +3, 1d6+3 FoB: +2/+2 Ranged Attack (Shuriken) +2, 1d2+3, 10' Range FoB: +1/+1 Stunning Fist (Stun) (1/day) (Ex) (DC 12) CMB: 3 = [0 BaB] + [3 STR Mod] CMD: 18 = [0 BaB] + [3 STR Mod] + [2 DEX Mod] Hero Points: 1 Skills: Total Mod Rank (C) Acrobatics (Dex) 6 2 + [1+3] Appraise (Int) -2 -2 Bluff (Cha) -1 -1 (C) Climb (Str) 3 3 Diplomacy (Cha) -1 -1 Disguise (Cha) -1 -1 (C) EscapeArtist (Dex) 2 2 Fly (Dex) 2 2 Heal (Wis) 2 2 (C) Intimidate (Cha) -1 -1 (C) Perception (Wis) 6 2 + [1+3] (C) Ride (Dex) 2 2 (C) Sense Motive (Wis) 7 2 + [1+3] (C) Stealth (Dex) 2 2 Survival (Wis) 2 2 (C) Swim (Str) 3 3 Racial Features Darkvision Ifrits can see perfectly in the dark up to 60 feet. Energy Resistance Ifrits have fire resistance 5. Spell-Like Ability (Sp) Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level). Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity. Traits Reactionary: You gain a +2 trait bonus to Initiative checks. Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Feats Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Improved Unarmed Strike You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Snapping Turtle Style While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC. Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character levels + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Class Features Flurry of Blows -1/-1 (Ex) By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels the reafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would. Equipment Starting Wealth: 40g Current Wealth: 0g 4s - Backpack (2g) 2lbs - Bedroll (1s) 5lbs - 20 Shuriken (4g) 0.1lbs - Temple Sword (30g) 3lbs - 5 Trail Rations (2g5s) 1lbs - Waterskin (1g) 4lbs Encumbrance: 21.08lbs Current 86.00lbs Light 173.00lbs Medium 260.00lbs Heavy (Selected Unique Source: Currently none) quote:Kiraj and his mother were driven from his hometown shortly after his birth due to his unusual and alarming heritage. Things were difficult as they drifted from place to place. Despite this, his mother over the years tried to instill upon him the positive qualities that would lead to him being a productive member of society. Kiraj, grateful to his mother and believing he was only making things harder for her, took off one day to attempt to make it on his own. quote:Ziod primarily represents the long pursuit of self-perfection and knowledge of oneself. However, the definition of "perfection" is left widely to interpretation among his followers. While this attracts all kinds and sometimes causes conflict, it is this freedom of interpretation and the goal it presents that attracted Kiraj to Ziod's worship. His idea of his ideal self is largely influenced by what he believes his mother would like to have seen him become and everything he wasn't before: a good, honest man. Fresh out of the monastery, Kiraj took various odd jobs and mercenary contracts in order to put together some cash to leave the Firelands. It was during this time that he first met Asgall, the two of them being hired by the same employer. He found the halfling's company pleasant enough and they made a competent pair. However, he couldn't shake a certain feeling of alarm over his companion's occasionally wild and undisciplined fighting style. As their party became whole, he found himself gravitating to chats with Aren as he felt they had much in common. They are both closer to the raw elements than most, both find guidance in their worship and he approves of Aren's efforts to live simply. Still, while he would be ashamed to admit it, he feels a tinge of envy whenever the pale fellow speaks of his people or culture as Kiraj has never had one to call his own. It is all their similarities that make this difference so much more striking to him. Unsmart fucked around with this message at 06:22 on May 1, 2013 |
# ? Apr 29, 2013 15:33 |
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Before he met Ipomea, Asgall had done some wandering on his own. Early in his journey he did some mercenary work with Kiraj in The Firelands. The two developed a decent rapport; good work was done and satisfactory pay was earned.
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# ? Apr 30, 2013 01:34 |
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stats posted:Name: Kalkun Kärbsed other info posted:Addition to the world: Grippli legend tells of a time when a most of the world was swamp. It was a golden age, and the glorious grippli civilization spread throughout the land. Sadly, strange tall beings began to appear, and with them, the lands became dry, and the waters became clear and sterile. The grippli nearly died off as the world became unlivable to them. Then, on the edge of disaster, a tall, handsome grippli that none recognized showed them how to purify the waters, returning the algae, the mud, and the insects. The grippli were amazed, and as soon as they showed they could follow his example and fortify the remaining swamps, he suddenly vanished in a flash of light. Stunned, they realized that he must have been a god, and not knowing his name, started worshiping him as the Swamp Lord. Around a year before he set out, Kalkun was out near the edge of the swamps when he spotted a strange tall red thing searching the reeds for something. He observed it for a few moments, then, deciding that the creature didn't seem hostile, Kalkun jumped forward with a friendly greeting. The thing was startled, then seemed to get annoyed with Kalkun's continued attempts at conversation. However, after Kalkun figured out what it was looking for and procured several almost immediately, the thing seemed a lot more interested in the grippli. Soon, Kalkun learned Tryphon's name, and the two became much more friendly with each other. Kalkun loved hearing about the outside world he'd never seen, but sadly, his duties at the time required him to stay in the swamp, so after Tryphon was finally done with the swamp, the two had to part ways. When Kalkun was sent on his quest, he used the information Tryphon gave him to find his way to a nearby town. Unfortunately, no one seemed to have heard of the Holy Trident, and the villagers seemed to find him strange in general. He stayed there for a few days, trying to figure out where to go next, when two travelers entered the village. The weapons of the shorter one in particular made them stand out and arouse the suspicion of the townfolk. Curious and already protective of the town he barely spent time in, Kalkun decided to keep an eye on them, quietly following them when they left town the next day. However, much to his surprise, the two were set upon by bandits. Kalkun immediately threw his trident at one of them and charged into battle. Of course, it turned out that the other two could have probably handled it themselves, and Kalkun just made the victory that much easier. In the conversation afterward, Ipomea revealed her pilgrimage, and Kalkun insisted on joining them, being pretty sure that no one from his tribe had checked much of the Heartwood yet. The two figured that he seemed useful enough, so they let him tag along for the moment. Gao fucked around with this message at 03:34 on Apr 30, 2013 |
# ? Apr 30, 2013 03:19 |
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Hey everyone! I wanted to give you a head's up on how things are going. I've been working on collating various things and putting together some larger plans now that our group is finalized. With Anias' assistance, I've started putting that on a Obsidian Portal website for all of us to use. I'd show it to you right now - not everything's up, but it's a start - but Obsidian Portal just went down. I had a few things I wanted to work out with you on the website before the start of play, but nothing absolutely crucial. Either way, I will make sure to post here any necessary information prior to this Saturday so that it is accessible for you. If you have any questions or concerns, feel free to post them here.
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# ? May 1, 2013 08:42 |
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Obsidian Portal is now up, so here's a link to the campaign site. This is basically our big repository of information and ideas for the entire campaign, and I'll be both adding things throughout this week (and as the game goes on) and providing opportunities and options for you to get involved as well. We'll be using Obsidian Portal for knowledge collection, not communication - unless people want to switch, I don't see any reason to move away from a thread we're all generally looking at anyway. That said, you'll have to register and get invited to use the campaign site; please post your account name on Obsidian Portal so Anias can invite you (he's technically the GM of the site, not me, no big deal.) Once you have access, there are two things you need to do: 1) If you go to the technology page, there's a link to join the campaign on Roll20 itself. Make sure you follow up on that before the game; if you do so I can fix some token details and make the game run really smoothly for all of us. 2) If possible, I'd like everyone's characters copied over there. Go to the Characters tab and create a new character; make sure to mark off that it's a PC. Anias has done it with Ipomea already (but not finished filling in her stats.) I know it's a pain, and I'm sorry for making you do it again. However, I can offer a hero point for everyone that does get their character up and completed. Once everyone has their characters up, those will be the official record I work off of.
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# ? May 1, 2013 18:22 |
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I'll do many, many things for a Same account name over there.
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# ? May 1, 2013 19:36 |
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Same account name for me as well.
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# ? May 1, 2013 20:14 |
Invited both
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# ? May 2, 2013 02:06 |
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My account name there is Fel_Temp_Reparatio.
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# ? May 2, 2013 02:11 |
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Anias posted:Invited both Cool. Lot of downtime at work this week so I'll get the character up on there tomorrow.
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# ? May 2, 2013 04:09 |
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Same name for me. Also, my flight back home is earlier the same day as game day. I should get home a few hours before we start, but I'll keep you guys updated.
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# ? May 2, 2013 04:16 |
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My account name is evilsagan
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# ? May 2, 2013 04:59 |
Edit: I've invited FiendComputer no space, Hope that's you. Anias fucked around with this message at 06:34 on May 2, 2013 |
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# ? May 2, 2013 05:11 |
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Yep, thats me! Sorry about that, forgot to mention that.
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# ? May 2, 2013 06:50 |
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I've updated more things on the campaign site. There are now logs for experience and hero points, and a handful of other resources. (If you didn't upload your character yet, you don't have a hero point log.) Two house rules are listed, just using the 3.5 rules for retraining and a fix to a feat for Anias. I'm going to add a list of the various setting details I'm taking from various characters and a character comparison table, and that will probably be it before our first session. One thing I did want to make sure I had straight were anyone's unique/extra sources they used. Currently, this is the list I have: Pathfinder Player Companion: Adventurer’s Armoury Pathfinder Player Companion: Knights of the Inner Sea Pathfinder Player Companion: Dragon Empires Primer Did I miss any? Any questions, comments, concerns?
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# ? May 2, 2013 12:51 |
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Looks good. And I think I've got everything set now. Looking forward to Sat!
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# ? May 2, 2013 16:22 |
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Everyone's uploaded their characters so everyone has two hero points! Let's talk magic items a little bit. I was stocking our first dungeon using the system in Ultimate Equipment (where you basically buy balanced random rolls, it's quite neat) and I realized I'm really enjoying this and want to keep doing it. But having completely randomly rolled treasure has kind of a knock-on effect where you guys don't necessarily get what you want - or need. So instead I'd like to propose something a little different. Per page 460 of the Core Rulebook, a certain number of magic items are available for purchase in any given community. Normally, those items are randomly rolled. What I would like to do instead is have them be whatever you'd like instead, so that you can buy a certain number of items that you want (up to the maximum amount available in any given community) if you aren't getting useful or fun things from the treasure you will be finding. In that case, what I will do is keep a list of what's available publicly, so you as a group know that x town sells potions of cure moderate wounds or +1 flaming longswords; you will also know how many other items you can choose in a given community (i.e.: what four minor items would you like to be accessible in Heartwood, for example.) I think this strikes an okay balance so that you get interesting and different items in the course of play, but you also have access and choice. Does this work for you? Any concerns with this system?
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# ? May 2, 2013 20:57 |
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Can't think of any issues with that unless someone doesn't like how convenient that is, for whatever reason. Let's see how it shakes out, yeah?
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# ? May 3, 2013 17:30 |
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Does anyone have an idea how long the sessions will go? I forgot I made some obligations to coworkers this month and I need to figure out what part of my weekend I can give them.
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# ? May 3, 2013 19:49 |
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Arivia's timeline was four hours, which seems a reasonable amount for a regular session. Give or take half an hour for wrap-up or other appointments for people on any given day.
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# ? May 3, 2013 19:56 |
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Cool; thank you. I can't find that info for some reason. I'll know more later, but I may have to insist on taking off at 7:30 this month. Hopefully my absence won't be disruptive if the game goes on longer than that.
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# ? May 3, 2013 20:03 |
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Wow I really disappeared down a bolt-hole yesterday. I hope your flight went well, Fiend Computer, and that everything's okay to play. But! I forgot something fairly important. I wanted to discuss this, but I left it too long, so here's the short and skinny everybody option. To get people involved and interested, anyone who writes and posts a character journal entry for the session to the campaign website gets one hero point. By character journal, I mean an in-character discussion or summary of the events of that session. It doesn't have to be really involved, but you should speak in your character's voice and tell us what they think about the situation. "Trog kill orcs! Trog get big loots!" is actually not bad. Depending upon the tenor of the game and where you folks decide to go, this is either going to work out pretty well or be really boring. If it doesn't work out well (there's not that much to talk about when stabbing monsters, after all), then we'll switch to rotating factual play logs. Either way, it's voluntary - if you want to do it, that's great. If you don't want to, that's completely understandable. Some people do just want to show up, axe a monster and take its armor. Note! There is a 3 hero point cap at any time. Any more hero points accrued than this are wasted. As you can see, I'm not planning on being too tight-fisted with them. Spending a hero point every session or two sessions should be fine, and you can expect to get that replenished in about the same set of time. I think that you should be able to influence the game in your favour, and that accounts pretty well for some early-level swinginess as well as me running some harder combats than a single orc in a 10' by 10' room. If you have any questions, comments, or concerns, I'm always willing to talk.
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# ? May 4, 2013 13:06 |
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Okay! Last minute details: -Tokens are all set up and ready to go. I don't know who is who for Kalkun and Aren - one of you signed in as your real name, one of you hasn't joined the campaign yet. I can fix it pretty quickly, just need to know who's who. I also didn't have art for Aren, so I just grabbed a generic fetchling piece (which we can replace if you want.) -When you sign in, you'll notice your token has two (three bars). Green is your health; red are your hero points. If you click on your character, it shows you the value; and you can then click on the value to change it as necessary. Asgall has a blue bar, too - it represents his rounds of rage. If anyone else has a mechanic they want to keep of numerically, I can add it pretty easily. -I decided to go ahead and add health bars for enemies, too. I don't think it's much of a loss (I don't know if you can see the specific numbers or just the bar), but it does negate deathwatch from being useful. If someone has an issue with this, feel free to bring it up in the thread but we'll keep using it today. I think that's about it. Everything else is pretty simple. I should be around starting about half an hour before the start of play in order to help with any last minute details. Edit: Oh! I forgot the most important part! We're using text, not voice, so don't worry about having your microphone plugged in or whatever.
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# ? May 4, 2013 18:46 |
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Hey everyone, thanks for playing tonight! I had a blast and I hope you did too. Outside of the journaling, I'd like to hear from you on anything you thought was particularly good or bad. Fiend Computer, we missed you! I hope everything's okay and that you'll be able to play next week.
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# ? May 5, 2013 00:43 |
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Sorry about missing the game! My plane ended up being delayed, and I was having trouble with my bet all night. I'm sure I'll be able yo make it to the next session though, this weekend just ended up being insane.
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# ? May 5, 2013 21:19 |
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Fiend Computer posted:Sorry about missing the game! My plane ended up being delayed, and I was having trouble with my bet all night. I'm sure I'll be able yo make it to the next session though, this weekend just ended up being insane. That's understandable, planes can be finicky like that. I'm glad you're okay, though, and we just wrote you out with a case of the flu (actually I think Anias did that but it's a pretty good explanation. YOU HAVE DRAGON FLU.)
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# ? May 5, 2013 21:23 |
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Arivia posted:That's understandable, planes can be finicky like that. I'm glad you're okay, though, and we just wrote you out with a case of the flu (actually I think Anias did that but it's a pretty good explanation. YOU HAVE DRAGON FLU.) Credit where credit is due.
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# ? May 5, 2013 21:27 |
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Wahad posted:Credit where credit is due. Okay it was Wahad. WAHAD YOU GAVE HIM DRAGON FLU HOW COULD YOU.
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# ? May 5, 2013 21:49 |
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I'll take that as our worlds version of Montezuma's Revenge. But, I'll go ahead and read up on what I missed, and get ready for next week. Also figure out a name for my god.
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# ? May 6, 2013 02:24 |
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Fiend Computer posted:I'll take that as our worlds version of Montezuma's Revenge. And here I was assuming that you were afflicted with uncontrollable breath weapon sneezes. So was that it for our in game day, or is there more planned before we get a night's rest?
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# ? May 6, 2013 03:08 |
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Gao posted:And here I was assuming that you were afflicted with uncontrollable breath weapon sneezes. It pretty much is. I meant to ask about that (I've been a bit dopey the past few days, I was actually running the game while taking liberal amounts of Tylenol): we basically have the conversation with the Mayor to go and then it's right out for the next quest (magic fruit!) If you're up for it, we can do any downtime stuff and talk to the mayor in the thread now, so we can get right back to stabbing next weekend. Also! Experience and Treasure! darkmantle 400 / 5 = 80 hound 535 / 5 = 105 goblins 135 * 4 = 540 / 5 = 108 snake 135 * 3 = 405 + 400 = 805 / 5 = 161 TOTAL EXPERIENCE: 160+108+105+80 = 454 That's 454 experience total, for everyone, including Fiend Computer, since I'd like to keep everyone in lockstep for simplicity's sake. Four to five sessions a level sounds good to me, what do you think? (For reference, if we'd had the full six and I had used my original encounters, you would have received 513 experience, so not too far off.) Treasure: please do share equally (including Fiend Computer), but it's quite obvious it's not always going to be even. Just share the love! Here's the full list of loot, taken right from my notes: The hunter has 15 masterwork arrows on his body. He also carries 9 gold in a belt pouch. Inside the chest is a scroll of levitate (arcane), a scroll of silent image, and a scroll of ventriloquism, all loosely rolled up. There is also a single scrap of paper that reads as follows: Hello, young arcanist! If you are reading this page, you have passed your final exam at my college. I hope you didn’t cheat your way to victory, or you’ll regret it when a troll is rummaging through your guts looking for the tasty bits - not that I’d know. That said, your time here is done, you’ve learned all that I can teach you. Please see me in my office for your graduation ceremony and gift. -Salla “Twice-Stitched,” Magist of Mundanity The barrels contain 112 sp, 34 gp, a 7 gp chunk of rhodochrosite, a 10 gp small turquoise stone, an 11 gp pouch of gold dust, a scroll of magic vestment (a piece of vellum in a worn leather scroll case), and a wand of enlarge person with 24 charges (a short length of oak with a stick figure on the side with the command word “Almraun” underneath it.) In the chest is: 927 cp, 302 sp, 50 gp, 61 gp chunk of rose quartz, 92 gp teardrop-cut amethyst, masterwork temple sword (with delicate wave patterns cut into the blade), masterwork padded armor (a deep burgundy studded with steel buttons), masterwork dagger (finely crafted, MARR engraved on the guard), oil of light (steel vial stamped with a half moon), potion of protection from evil (a blue-glass vial marked with a band of dark steel, smells like ash), potion of stabilize (glass potion bottle with a triangle cut into the cork, smells like grass), oil of purify food and drink (leather wineskin, smells like clover), potion of virtue (glass potion bottle with a deep red liquid inside, stopper stamped with a cross, smells like cinnamon), PS Fiend Computer, roll20 keeps a persistent log of the entire chat room, so you can use that to catch up really easily on everything if you want to. Arivia fucked around with this message at 14:50 on May 6, 2013 |
# ? May 6, 2013 13:54 |
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For the record of Fiend Computer, we gave the temple sword to Kiraj, I took the armor - though I am willing to part with it if you want to - as well as the potions of Stabilize and Protection from Evil (it was evil, wasn't it?), the gold dust, and the oil of light. Kalkun has the potions of purify food and water and virtue, and Ipomea has all the scrolls. We figured the dagger would be of most use in your hands so we saved it. That leaves all the coin and gems. Equally divided - and given the ability to sell all of the gems and such for their worth - that means every person gets: 50 GP 69 SP 154 CP with a spare 3cp, 5gp.
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# ? May 6, 2013 14:22 |
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Since we're keeping Fiend Computer in step with everyone else, I'm thinking we should probably sell the gems and split all the currency we have 6 ways, with the rest of the items going to whoever can use them best (at the moment, Kalkun's carrying the oil of purify food and drink and potion of virtue, but I can give them to someone else if they want them). I remember that Tryphon made a point to grab the gold dust, so if that has a way of using that for something, I'm fine with just letting him have it. Does that work for everyone? Edit: Looks like Wahad has the same idea. And since we're going to have a rest, are there any spells you guys would like me to have Kalkun memorize for our next session? I found that two of Kalkun's cantrips were the same as ones that Ipomea had, and I figured that we should coordinate to be less redundant. In addition to the regular cleric spell list, I also have either Entangle or Obscuring Mist for my first level domain slot.
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# ? May 6, 2013 14:37 |
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# ? Apr 19, 2024 23:53 |
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You're right, it was a potion of protection from evil. My bad. And selling the gems is trivial - so is selling or buying anything else under Heartwood's gp cap of 600.
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# ? May 6, 2013 14:41 |