- Location
- Russia
- Pronouns
- He/Him
Should we sell Holy Simbol? I would prefer to keep it in the case we'll get to the Abadar temple sometime and return Simbol as a sighn of good will and/or quest hook.
Should we sell Holy Simbol? I would prefer to keep it in the case we'll get to the Abadar temple sometime and return Simbol as a sighn of good will and/or quest hook.
Hmm, yeah, that could work. Normally we would want to avoid any armor for Mina because she's not proficient in wearing it, but it has an ACP of 0, so it won't penalize her.These have no arcane failure chance. Maybe Mina can have one at least?
Alternatively, we're a bunch of misfits carrying the holy symbol of a slain priest of Abadar, the god of civilization. I think it would be more likely to be assumed that we looted it front the priest after we killed him rather than that we found it in a Vegepygmy lair.Should we sell Holy Simbol? I would prefer to keep it in the case we'll get to the Abadar temple sometime and return Simbol as a sighn of good will and/or quest hook.
This is one of the reasons I would like to stick with the Darklands for the time being. We're an odd group, but not that odd for the Darklands.That's why I like the darklands myself. We don't have to explain shit.
That's why I do not like to play without diplomacy. It cuts a huge chunk of interesting content and forces as to play as a murderhobo.Alternatively, we're a bunch of misfits carrying the holy symbol of a slain priest of Abadar, the god of civilization. I think it would be more likely to be assumed that we looted it front the priest after we killed him rather than that we found it in a Vegepygmy lair.
That's why I do not like to play without diplomacy. It cuts a huge chunk of interesting content and forces as to play as a murderhobo.
I hope that we'll solve this problem to the time we'll get out to the surface (and I do not plan to go there soon). Thus I vote to keep a simbol.
Anyway, @DragonParadox , how are we going to prove that we got rid of tbe moldmen? Are we going to carry 18 vegepygmy heads back to the orcs?
@DragonParadox, I went ahead and included the new shield and armored kilt in Kori and Mina's sheets, respectively.Here's everyone character sheets updated to level 2, @DragonParadox.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 2 (???? XP/5000 XP)
Class: Oracle 2 (Shadow Mystery) [Friendless Curse]
Feats: Extra Revelation (Cloak of Darkness)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Draconic, Goblin)
HP: 18
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 3 (CHA) + spell level
Base Attack: +1
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
- Heavy Crossbow: +1 (BAB) + 2 (DEX) = +3 [1d10/x2]
- w/Divine Favor: +5 [1d10+2]
- Masterwork Dagger: +1 (BAB) + 2 (DEX) + 1 (Masterwork) = +5 [1d4-1; 19-20/x2]
- w/Divine Favor: +7 [1d4+1]
STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
17 (+3) Charisma
SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 0 + 2 (DEX) = +2
WILL: 3 + 0 (WIS) = +3
Special:
+3 bonus to Will saves vs Enchantment effects
SKILLS:
Bluff: 4 + 3 (CHA) = 7
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 5 + 0 (WIS) + 1 (Seeker) = 6
Sense Motive: 5 + 0 (WIS) + 3 (CHA) = 8
Spellcraft: 5 + 1 (INT) = 6
Stealth: 5 + 2 (DEX) + 3 (SF) + 2 (CoD) = 10/12
BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 2 + 1 (INT) = 3
Spells Known (CL 2):
Level 0: Create Water, Detect Magic, Guidance, Mending, Stabilize (At will)
Level 1: Blurred Movement (B), Cure Light Wounds (B), Divine Favor, Protection from Evil (5/Day)
Special Abilities:
Curse & Drawbacks:
- Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
- See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
- Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 1 hour per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Equipment of Note: Drow Spidersilk Armor, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar
- Light Sensitivity: You are Dazzled in areas of bright light.
- Friendless: You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
- Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
Companions
Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age: 14-ish
Race: Goblin (Small Humanoid)
Level: 2
Class: Unchained Rogue 2 (???? XP/5000 XP)
Feats: Deadly Agility, Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Rogue Talent (Weapon Training [Dagger]), Sneak attack (+1d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar
HP: 18
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) = 18 (Touch AC 15)
Initiative: +4 (DEX)
Base Attack: +1
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
- Stonebow: 1 + 1 (Size) + 4 (DEX) = +6
- Damage: 1d6 [x2], +1d6 damage with Sneak Attack
- Dagger: 1 + 1 (Size) + 4 (DEX) + 1 (WF) = +7, Special: +1 attack bonus when facing a larger foe with no allies nearby)
- Damage: 1d4+4 [19-20/x2], +1d6 damage with Sneak Attack
STATS:
8 (-1) Strength
18 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 0 + 2 (CON) = +2
REFLEX: 3 + 4 (DEX) = +7
WILL: 0 + 2 (WIS) = +2
SKILLS:
Acrobatics: 5 + 4 (DEX) = 9
Appraise: 5 + 2 (INT) = 7
Climb: 5 - 2 (STR) = 3
Disable Device: 5 + 4 (DEX) + 1 (TF) = 10
Escape Artist: 5 + 4 (DEX) = 9
Knowledge (Dungeoneering): 5 + 2 (INT) = 7
Knowledge (Local): 4 + 2 (INT) = 6
Perception: 5 + 2 (WIS) + 1 (TF)* = 7/*8 (to find traps)
Ride: 0 + 4 (DEX) +4 (Racial) = 8
Sleight of Hand: 4 + 4 (DEX) = 8
Stealth: 5 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) = 19
Swim: 5 - 2 (STR) = +3
BACKGROUND SKILLS:
Craft (Alchemy): 5 + 2 (INT) = 7
Knowledge (Engineering): 5 + 2 (INT) + 1 (Trait) = 8
Special Abilities:
Equipment of Note: Dagger x4
- Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). He can use Disable Device to disarm magic traps.
- Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 2 (???? XP/5000 XP)
Class: Ranger 2 (Lantern Bearer)
Feats: Harvest Parts, Shield of Swings (B)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar
HP: 23
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) = +5
Attack: +2; Additional +2 attack & damage bonus vs Magical Beasts
Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
- Natural Attacks: 2 Claws: +5 (1d4+2) & 1 Bite: +5 (1d3+2)
- Ogre Hook: +2 + 2 (STR) = +4, Special: Trip
- Damage: 1d10 + 2 (STR) [x3]
- Bone Earth-Breaker: +2 + 2 (STR) = +4
- Damage: 2d6 -2 (Bone) +2 (STR) [x3]
- Masterwork Rapier: +2 + 3 (DEX) + 1 (Masterwork) = +6
- Damage: 1d6 + 2 (STR) [18-20/x2]
STATS:
14 (+2) Strength
16 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 3 (CON) = +6
REFLEX: 3 + 3 (DEX) = +6
WILL: 0 + 2 (WIS) = +2
SKILLS:
Climb: 5 + 2 (STR) = 7
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 5 + 0 (INT) = 5
Perception: 5 + 2 (WIS) + 1 (Trait) = 8
Stealth: 5 + 3 (DEX) + 1 (Trait) = 9
Survival: 5 + 2 (WIS) + 1 (Track)* = 7/8* (to follow tracks)
Swim: 4 + 2 (STR) + 8 (Racial) = +14
BACKGROUND SKILLS:
Handle Animal: 5 - 1 (CHA) = 4
Knowledge (Geography): 4 + 0 (INT) = 4
Profession (Hunter): 4 + 2 (WIS) = 6
Special Abilities:
Equipment of Note: Bone Earthbreaker, Masterwork Rapier, Ogre Hook, Scale Mail
- Enhanced Vision (Ex): Gorok gains Low-Light Vision.
- Track (Ex): Gorok adds half his level (minimum 1) to Survival skill checks made to follow tracks.
- Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
- 1st Favored Enemy (Magical Beasts): Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 2 (???? XP/2000 XP)
Class: Witch 2 (Patron: Spirits)
Feats: Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)
HP: 16
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX)
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 1 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +1
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.
- Dagger: 1 + 2 (DEX) = +3 [1d4-1]
- Stonebow: 1 + 2 (DEX) = +3 [1d6; x2]
STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma
SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 0 + 2 (DEX) = 2
WILL: 3 + 1 (WIS) = 3
SKILLS:
Heal: 4 + 4 (INT) +1 (Precise Treatment) = 9
Knowledge (Arcana): 5 + 4 (INT) = 9
Knowledge (Religion): 5 + 4 (INT) + 1 (CoT) = 10
Knowledge (The Planes): 5 + 4 (INT) = 9
Spellcraft: 5 + 4 (INT) = 9
Stealth: 2 + 1 (DEX) + 3 (Familiar) = 6
Use Magic Device: 4 + 1 (CHA) = 5
BACKGROUND SKILLS:
Knowledge (History): 5 + 4 (INT) = 8
Knowledge (Nobility): 5 + 4 (INT) + 1 (CoT) = 10
Spell-Like Abilities (CL 2):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/day)
Spells Known (CL 2):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt
Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance, [At-Will]
Level 1: Ear Piercing Scream, Mage Armor, Web Bolt
Special Abilities:
Curse & Drawbacks:
- Hexes: Healing, Slumber
- Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
- Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 4 (16/4)
Fort +1, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d2-4), bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +5, Stealth +14; Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Religion) +3, Knowledge (The Planes) +3
Racial Modifiers: +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.
Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.
Equipment of Note: Armored Kilt, Dagger, Stonebow
@DragonParadox, I went ahead and included the new shield and armored kilt in Kori and Mina's sheets, respectively.
You usually only use this for dreams and visions?
Since Gorok has Handle Animal points now this would be a great investment! We should get something that doesn't mind sunlight too much if we do make for Burnlands.Maybe you can afford a packbeast of some kind, a centipede or a slurk...
The ruin is basically right next door, just a few minutes easy walk from here, if I'm understanding the area correctly, @DragonParadox? We won't need to carry our loot very far to reach it, but if we leave now it will be at least a week before we can come back here once travel time, rest, and time in Cauldron is accounted for. Who knows who or what might come here in the meantime?[X] Make your way back to Cauldron, you can barely carry what you have on you
Got too much loot on us right now to safely explore more and risk losing it, and best to go back to Cauldron to sell excess, buy supplies we can use for further exploration, and get paid for job.
We can return to ruin/mind to look for Burnlands entrance then.
Now that everyone has had a chance to rest and recover, and regain/ready spells, I feel a lot more comfortable about investigating that ruin.
[X] Return to the place with the mage lights in the shape of 'constelations'
The ruin is basically right next door, just a few minutes easy walk from here, if I'm understanding the area correctly, @DragonParadox? We won't need to carry our loot very far to reach it, but if we leave now it will be at least a week before we can come back here once travel time, rest, and time in Cauldron is accounted for. Who knows who or what might come here in the meantime?
Yeah, we need to unload stuff, get paid, then get new supplies for Burnlands expedition, and ideally a packbeast or some other means to help increase loot capacity.The ruin is indeed that close, but you guys cannot carry more than about 10 lbs of loot before the sled becomes too ungainly to use, particularly as you are all already quite close to your carry capacity.