This space reserved for a druid of some flavor, dryad.
Anias fucked around with this message at 23:19 on Oct 6, 2013 |
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# ¿ Oct 6, 2013 21:53 |
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# ¿ Apr 27, 2024 19:56 |
Sieversii Al Lynnsiera Ad Vensalla Sa Issabelle The great caravans creaked and groaned it's way to the foot of the Dragon Mountain. Cattle, dust, the worksong and the heavy scent of apples, from a distance the caravan might have been any merchants. It was only once you closed with it that you could see the hope of her race. Twenty and Two heavy Algonseilas. The great elven wagons, made of the wood of the great trees at high cost. Twenty and Two to carry what could be saved, from the salt and the flood, the coming of the storm. Twenty and Two, from a forest of millions. The dwarves said it could not be done, the elves that it would be simpler merely to shift the forest. But they prepared the wagons anyway, to humor her mother's line. Then the elementals came, drawn to the portal like the carrion they were, bringing salt and fire, and a brackish water that killed with a slow wasting disease. They had lost Magdelene as the morning sun rose, the last of her strength drained away so that her daughter might live. Young Rosalinda stood across the way, her eyes dry now. She would save her tears for the moment, Sieversii thought. Twenty and Two, and such a slender hope. Heavy wheels and dumb beasts, the last of the oldest forest of this world. Her hand slipped inside her cloak again, found the hidden pocket, and she rested it against Andellan a moment. His thoughts were vast and quiet, as they had been all her life, and it comforted her that some things were still the same. Twenty and Two wagons, but her heart was here. She would bargain with this wizard, and see her people safe. A small glade was all that was left, but it would be enough. pre:---------------------------------------------------------------------------- Basic Information Character Name : Sieversii Height : Player Name : Anias Weight : Character Race : Dryad Eyes : Alignment : LN Hair : Deity : Size : Total Level : 3 Speed : 30' ---------------------------------------------------------------------------- Character Class Information Class and Level : Dryad Favored Class(es) : Druid Favored Class Bonus : +1 hit point or +1 skill point ---------------------------------------------------------------------------- Ability Scores Strength : 11 (+0) 11 point buy + 0 racial + 0 level + 0 misc Dexterity : 20 (+5) 12 point buy + 8 racial + 0 level + 0 misc Constitution : 16 (+3) 14 point buy + 2 racial + 0 level + 0 misc Intelligence : 16 (+3) 12 point buy + 4 racial + 0 level + 0 misc Wisdom : 20 (+5) 16 point buy + 4 racial + 0 level + 0 misc Charisma : 22 (+6) 14 point buy + 8 racial + 0 level + 0 misc Maximum Load : 000 lbs. Lift Overhead : 000 lbs. (equal to Maximum Load) Lift : 000 lbs. (equal to Maximum Load x2) Drag or Push : 000 lbs. (equal to Maximum Load x5) ---------------------------------------------------------------------------- Combat Statistics Hit Points : 00 1*max(1d6+3) racial hd + 5*(1d6+3) racial hd Base Attack (BAB) : +3 Initiative : +7 5 Dex + 0 misc + 2 trait Base Melee : +3 3 BAB + 0 Str + 0 misc Base Ranged : +8 3 BAB + 5 Dex + 0 misc Combat Maneuver : +3 3 BAB + 0 Str + 0 misc <- CMB Maneuver Defense : +18 10 + 3 BAB + 0 Str + 5 Dex + 0 misc <- CMD Armor Class : 20 10 base + 2 armor + 3 natural + 0 shield + 5 Dex + 0 misc Touch AC : 15 10 base + 5 Dex + 0 misc Flat-Footed AC : 15 10 base + 2 armor + 3 natural + 0 shield + 0 misc ---------------------------------------------------------------------------- Saving Throws Fortitude : +07 4 base + 3 Con + 0 misc Reflex : +10 5 base + 5 Dex + 0 misc Will : +10 5 base + 5 Wis + 0 misc Conditional Bonuses and Penalties : ---------------------------------------------------------------------------- Racial Abilities and Features ---------------------------------------------------------------------------- Class Abilities and Features ---------------------------------------------------------------------------- Skills and Languages Skill points 6*(6+3 int) racial hd 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. [c] Acrobatics : +09 1 ranks + 5 Dex + 3 class + 0 misc - 0 armor [ ] Appraise : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Bluff : +10 1 ranks + 6 Cha + 3 class + 0 misc [c] Climb : +04 1 ranks + 0 Str + 3 class + 0 misc - 0 armor [c] Craft: (Sculpture) : +12/18 6 ranks + 3 Int + 3 class + 0 misc + 6 racial (wood) [c] Diplomacy : +10 1 ranks + 6 Cha + 3 class + 0 misc [ ] Disable Device ^ : +00 0 ranks + 5 Dex + 0 class + 0 misc - 0 armor [c] Disguise : +10 1 ranks + 6 Cha + 3 class + 0 misc [c] Escape Artist : +09 1 ranks + 5 Dex + 3 class + 0 misc - 0 armor [c] Fly : +09 1 ranks + 5 Dex + 3 class + 0 misc - 0 armor [ ] Handle Animal ^ : +07 1 ranks + 6 Cha + 0 class + 0 misc [ ] Heal : +00 0 ranks + 5 Wis + 0 class + 0 misc [ ] Intimidate : +00 0 ranks + 6 Cha + 0 class + 0 misc [ ] Know: Arcana ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [ ] Know: Dungeon ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [ ] Know: Engineer ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Know: Geography ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [ ] Know: History ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Know: Local ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Know: Nature ^ : +12 6 ranks + 3 Int + 3 class + 0 misc [ ] Know: Planes ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [ ] Know: Religion ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [ ] Linguistics ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Perception : +14 6 ranks + 5 Wis + 3 class + 0 misc [c] Perform: : +00 0 ranks + 6 Cha + 0 class + 0 misc [ ] Profession: ^ : +00 0 ranks + 5 Wis + 0 class + 0 misc [ ] Ride : +00 0 ranks + 5 Dex + 0 class + 0 misc - 0 armor [c] Sense Motive : +09 1 ranks + 5 Wis + 3 class + 0 misc [c] Sleight of Hand ^ : +09 1 ranks + 5 Dex + 3 class + 0 misc - 0 armor [ ] Spellcraft ^ : +00 0 ranks + 3 Int + 0 class + 0 misc [c] Stealth : +09 1 ranks + 5 Dex + 0 class + 0 misc - 0 armor [ ] Survival : +00 0 ranks + 5 Wis + 0 class + 0 misc [c] Swim : +04 1 ranks + 0 Str + 3 class + 0 misc - 0 armor [c] Use Magic Device ^ : +15 6 ranks + 6 Cha + 3 class + 0 misc Languages : Common, Sylvan, Elven, Celestial, Orc ---------------------------------------------------------------------------- Traits and Feats Trait #1 : Reactionary Trait #2 : Magical Knack (Druid) Racial Feat 1 : Point Blank Shot Racial Feat 2 : Precise Shot Racial Feat 3 : Deadly Aim Level 1 Feat : Improved Initiative Level 3 Feat : Rapid Shot ---------------------------------------------------------------------------- Money and Equipment Armor : Leather Armor Belt : Body : Chest : Eyes : Feet : Hands : Head : Headband : Neck : Ring #1 : Ring #2 : Shield : Shoulders : Wrists : Weapon : Composite Longbow Weapon : Other Equipment : Enveloping Pit with Enclosed Arboreal Garden (4000, pit 3600, 3 ioun torches (225), Ladder, fertile soil, basic garden tools (175)) Money : 6000 GP ---------------------------------------------------------------------------- Anias fucked around with this message at 05:15 on Oct 14, 2013 |
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# ¿ Oct 12, 2013 02:08 |
Ok so a question here to avoid cluttering the game thread: It's 4d6 hours to explore our hex, but what does that get us? A list of Points of Interest and associated skills, a skill roll? It's a bit vague how that works, and it seems like more of a game mechanics question than a character thing. I think we should do that for our current hex, maybe with an eye towards finding a secluded place to camp while working out how to get further inland. I don't think we want to plant the dryad trees or attune more than 1 unicorn in this patch of the jungle
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# ¿ Oct 24, 2013 09:14 |
Ok that makes sense to me. Let's use the party to explore our current hex with an eye towards a way inland, while our followers setup a temporary camp then.
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# ¿ Oct 24, 2013 16:01 |
I'm moderating a mafia game on another site that's eaten all my time these past few days, but I will go check the thread right now as the game is currently night phase. Thanks for the bump Waador.
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# ¿ Nov 21, 2013 04:19 |
Awesome
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# ¿ Jan 29, 2014 08:18 |
Ok, so again out of character because it's quick: Did we ever nail down the items we want from kraken? Which way do we want to explore next?
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# ¿ Mar 7, 2014 15:24 |
nm I am dumb, rejoining #FTNO
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# ¿ Mar 8, 2014 00:03 |
I am super interested in this game, but kinda at a loss for what to post at the moment.
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# ¿ Aug 23, 2014 01:03 |
zachol posted:Sort of similar? This seems like a bad situation. The illusion thing is sort of my best shot, but (just metagaming for a second) it won't be sufficient to deal with blindsense (or blindsight, for that matter). Unless the dragon lingers at the entrance for a little bit and Zoka can get the door open, not sure where this is going to go. Just open ze door and into a dungeon crawl and life is fine.
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# ¿ Aug 23, 2014 04:49 |
Hrm
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# ¿ Sep 9, 2014 15:01 |
HP @ Level up to 4: 9+5d6+15+1d8+3 51 Level up (4) hp for Sieversii, now with correct first level hp included. 51/51 hp, so conscious barely. I'll get my sheet updated, but I'm reading your post as I'm out cold for the next 5 minutes in game time. pre:Sieversii #2 Dryad druid 4 (Pathfinder Player Companion: Animal Archive; Pathfinder RPG Bestiary 116; Pathfinder RPG Ultimate Magic 38) LN Medium fey Init +11; Senses low-light vision; Perception +16 -------------------- Defense -------------------- AC 20, touch 15, flat-footed 15 (+2 armor, +5 Dex, +3 natural) hp 51 (1d8+(max1d6)+5d6+21) Fort +9, Ref +10, Will +12; +4 vs. fey and plant-targeted effects DR 5/cold iron Weakness tree dependent -------------------- Offense -------------------- Speed 30 ft. Melee starlight, cold iron longsword +10 (1d8+2/19-20) and . . scythe +3 (2d4/×4) Ranged longbow +8 (1d8/×3) Special Attacks wild shape 1/day Spell-Like Abilities (CL 6th; concentration +12) . . Constant—speak with plants . . At will—entangle (DC 17), tree shape, wood shape (1 lb. only) (DC 18) . . 3/day—charm person (DC 17), deep slumber (DC 18), tree stride . . 1/day—suggestion (DC 18) Druid Spells Prepared (CL 6th; concentration +11): . . 2nd—feather fallD, gust of wind (DC 17), lesser restoration, spider climb . . 1st—calm animalsD (DC 16), cure light wounds, cure light wounds, dream feast, faerie fire, obscuring mist . . 0 (at will)—create water, detect magic, know direction, light, mending, read magic . . D Domain spell; Domains Animal, Feather -------------------- Statistics -------------------- Str 11, Dex 20, Con 16, Int 16, Wis 20, Cha 22 Base Atk +3; CMB +3; CMD 18 Feats Boon Companion, Deadly Aim, Improved Initiative, Martial Weapon Proficiency (longsword), . . Point-blank Shot, Precise Shot, Rapid Shot, Stealthy, Weapon Finesse Traits magical knack, reactionary Skills Acrobatics +9, Bluff +10, Climb +9, Craft (sculpture) +10 (+16 when affecting wood, and +2 circumstance bonus from masterwork tools), . . Diplomacy +10, Disguise +10, Escape Artist +16, Fly +9, Handle Animal +15, Knowledge (nature) +12, Perception +16, Sense Motive +9, . . Sleight of Hand +9, Stealth +16, Survival +14, Swim +4, Use Magic Device +15; Racial Modifiers +2 Perception Languages Common, Druidic, Elven, Orc, Sylvan; speak with plants SQ eyes of the hawk, nature bond (feather domain), place magic, spirit sense, spiritual guidance, tree meld, wild empathy +18, woodcraft Other Gear leather armor, starlight, longbow, scythe, 30 gp . . Enveloping Pit with Enclosed Arboreal Garden (3740, pit 3600, 1 ioun torche (75), Ladder, fertile soil, artisan gardening tools (65)) Settlement gear Heavy Wagon x 11 = 1100, Cow x 20 = 200, Ox x 20 = 300, Leather Armor x 21 = 210, . . Longbow x 2 = 150, Shortbow x 5 = 150, Barrel x 20 = 40, Arrows x 1000 = 50, Sheep x 20 = 40, . . Canvas (200 sq yards) = 20 -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD). Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Druid Domain (Feather) Add Fly to your list of class skills. . . In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack (Druid) +2 CL for a specific class, to a max of your HD. Place Magic (8/day) (Su) Free, +1 to caster level for 1 round. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously. Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, . . targeting itself or its master. In addition, a totem guide's master can spontaneously cast the following spells . . while adjacent to the totem guide by sacrificing a spell of equal or higher level: . . . . 1-detect animals or plants, 2-augury, 3-helping hand, 4-divination, 5-commune with nature, 6-find the path Tree Dependent (Su) Sicken and die if more than 900 ft from bonded tree. 24 hr ritual attunes to new tree. Tree Meld (Su) Can meld into a tree as meld into stone but with unlimited duration. Wild Empathy +18 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day. Woodcraft (Ex) +6 to Craft checks involving wood, and treated as having masterwork tools for it. pre:Moonlight Roc (totem guide) LN Medium animal Init +5; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural) hp 28 (-4) Fort +3, Ref +9, Will +2 -------------------- Offense -------------------- Speed 20 ft., fly 80 ft. (average) Melee bite +8 (1d6+1) and . . 2 talons +8 (1d4+1) Spell-Like Abilities (CL 4th; concentration +4) . . —spiritual guidance -------------------- Statistics -------------------- Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11 Base Atk +3; CMB +4; CMD 19 Feats Piranha Strike, Weapon Finesse Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel Skills Fly +9, Knowledge (geography) -3, Perception +5, Use Magic Device +1 SQ attack any target, combat riding, fetch -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Combat Riding [Trick] The animal has been trained to bear a rider into combat. Fetch [Trick] The animal will get a specific object. Flight (80 feet, Average) You can fly! Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons. Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will . . as a full-round action, targeting itself or its master. In addition, a totem guide's master can spontaneously . . cast the following spells while adjacent to the totem guide by sacrificing a spell of equal or higher level: . . . . 1-detect animals or plants, 2-augury, 3-helping hand, 4-divination, 5-commune with nature, 6-find the path Anias fucked around with this message at 07:43 on Sep 24, 2014 |
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# ¿ Sep 22, 2014 04:36 |
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# ¿ Apr 27, 2024 19:56 |
Since it's come up in IRC a few times, waador/dawnfiend's clarification on how the exits work for this room: We're in a big square room that branched off a long mostly vertical tunnel. Think elevator shaft and we're on a lower floor. We entered up above ourselves, and fell down the shaft and were shunted into this room. So the only exit we see at the moment is the 20' diameter tunnel entrance on the west wall, and we can climb up into it to find the next area.
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# ¿ Sep 29, 2014 12:29 |