Pathfinder 1E Leif's Whirtlestaff's Wizards Academy, Reprise [Pfdr] [IC05]

Leif

Adventurer
TAVERN


The grizzled, one-eyed first mate fron the vessel on which you arrived, lowers his mug of grog, wipes the foam from his beard, and says, "Aye, that the beasties be, but I would'na fret much over it, such creatures are always wanting their next meal. And the snaggletoothed fishies ye were peering at likely swam upstream from the sea, for that's where I've seen their like before more often than not. They sometimes follow their prey fairly far inland, but the climes they have to deal with in the rivers don't agree with their rugged constitutions and they either grow fat, soft, and vulnerable, and so fall prey to other creatures, or they turn tail fins upstream and re-enter the briny depths where for which they are better suited."
 
Last edited:

log in or register to remove this ad

Leif

Adventurer
Tavern

At Capizzio's announcement, our intrepid band of wizards notices that a middle-aged chap in a dark woolen robe wearing silver spectacles also looks up and takes notice (since Cappy's indiscriminate call was for "townsfolk and wizards") and when he sits bolt upright to listen, a distinct jingling sound is heard. Also, another fellow across the tap-room dressed after the manner of a stranger to these parts, wearing voluminous jodphurs, a handful of large hoops depending from each ear, the long points on the toes of his boots curling upwards, also appears to pay particular attention. Rings are also visible on his fingers, two heavy hoops of carved gold, and three bearing very large opaque, domed stones. Two wands are visible in the silken sash draped over his left shoulder.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Hey guys, check out those two" whispers Cappizzio as he (tries to) subtlety nod to the two who stood up not looking like regular townsfolk.
 


Scotley

Hero
Tylara nods. "Curious fellows indeed." Tylara orders a drink and considers. "Not the nicest place I've stayed, but I think we should stay here tonight and venture up to the school in the morning. Perhaps one of these guys can tell us a little something of local news we've been a long way from home for quite some time."
 


Lou

Explorer
DM only

OOC:
[sblock=DM only]
Pela is carrying 4000 GP in her Handy Haversack as I could not decide on additional magic items. We can just RP from here.
[sblock=Pela Dunn from HeroLab]
Pela Dunn
Female changeling wizard (spirit whisperer) 6 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Bestiary 4 29)
CN Medium humanoid (changeling)
Init +8; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 42 (6d6+6)
Fort +2, Ref +4, Will +5
SR 12
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron dagger +4 (1d4+2/19-20) or
masterwork silver dagger +4 (1d4/19-20) or
unarmed strike +3 (1d3+1 nonlethal) or
2 claws +3 (1d4+1)
Wizard (Spirit Whisperer) Spells Prepared (CL 6th; concentration +10)
3rd—deep slumber (DC 17), firestream[ARG] (DC 17), fly
2nd—defensive shock[UM], stone call[APG], stricken heart[ACG], warding weapon[UC]
1st—color spray (DC 15), magic missile, sow thought[ARG] (DC 15), true strike
0 (at will)—detect magic, mage hand, mending, read magic
S spirit magic spell; Spirit Lore Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Eschew Materials, Fast Study[UM], Mother's Gift: Uncanny Resistance[ARG], Scribe Scroll
Traits reactionary
Skills Appraise +8, Craft (alchemy) +8, Craft (weapons) +6, Fly +6, Knowledge (arcana) +13, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +13, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +2, Ride +3, Sense Motive +2, Spellcraft +13, Stealth +6, Use Magic Device +5
Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc
SQ hex (brain drain[ACG]), monstrous insight
Combat Gear wand of cure light wounds, wand of cure moderate wounds; Other Gear +1 cold iron dagger, masterwork silver dagger, handy haversack, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, candle (5), flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4,027 gp, 9 sp, 5 cp
--------------------
Tracked Resources
--------------------
+1 cold iron dagger - 0/1
Masterwork silver dagger - 0/1
Monstrous Insight (5/day) (Su) - 0/5
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of cure moderate wounds - 0/50
--------------------
Special Abilities
--------------------
Brain Drain (3d4 damage, 2 rounds, DC 17) (Su) Dam foe in 30 ft (Will neg). In next 2 rd can make know check as full-rd action using foe's bon.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Monstrous Insight (5/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (12) You have Spell Resistance.
--------------------
Pela is searching for her father. Like all changelings, her mother was a hag. All she knows about her father is that she has six hankerchiefs, each with partial stitching of a seal. She hopes that one of them belongs to her father's family. Her mother decided when Pela was four to dump her one the steps of a monastery. At that age, she was starting to help her mother's victims escape. The monks sent her to the elven wizard school when she showed signed of magical ability. The elven wizards didn't catch on to her spirit whisperer ability at first. But they finally realized that she was very different and slowly pushed her out of the school as soon as they could argue that she, as an orphan, could take care of herself.

Pela would arrive at Pembrose with a small caravan of merchants travelling up the river. She would have traded her skills as a lookout and knowledge of a wide variety of monsters, humanoids, and nature for passage.

[/sblock]
[sblock=George, Greensting Scorpion, Arcane Familiar]
Gerge Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 21 (1d8)
Fort +2, Ref +5, Will +5
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1 nonlethal) or
sting +8 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Go Unnoticed[APG], Weapon Finesse
Tricks Attack, Down, Fetch, Fighting, Heel, Perform, Stay
Skills Appraise +0, Climb +7, Fly +11, Linguistics +0, Perception +4, Ride +4, Spellcraft +5, Stealth +26, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ fetch, fighting, heel, improved evasion, perform
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Heel [Trick] The animal will follow you.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Perform [Trick] The animal will perform tricks.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


[/sblock]
[/sblock]
 
Last edited:

Leif

Adventurer
[sblock=Lou]
One change to that plan: Pela does not have 4,000 gp. She will instead have 4 1,000 gp diamonds -- you know, the small, easy-to-lose kind. Why? Because I don't want a PC having that much easily spendable cash on 'im. You aren't likely to find anyone that can make change for a 1,000 gp diamond outside of the Academy. You can avoid this by picking some magic items and spending it immediately. Here are five suggestions from the Pathfinder Core Rulebook for 4K gp each, exactly -- 1. Ring of Counterspells, or 2. A Lesser Metamagic Rod (extend, enlarge, or silent) + 1,000 gp, or 3. Pearl of Power, 2nd level spell, or 4. Bracers of Armor +2, or 5. Headband of Vast Intelligence +2.
[/sblock]
 

Lou

Explorer
[sblock=Lou]
One change to that plan: Pela does not have 4,000 gp. She will instead have 4 1,000 gp diamonds -- you know, the small, easy-to-lose kind. Why? Because I don't want a PC having that much easily spendable cash on 'im. You aren't likely to find anyone that can make change for a 1,000 gp diamond outside of the Academy. You can avoid this by picking some magic items and spending it immediately. Here are five suggestions from the Pathfinder Core Rulebook for 4K gp each, exactly -- 1. Ring of Counterspells, or 2. A Lesser Metamagic Rod (extend, enlarge, or silent) + 1,000 gp, or 3. Pearl of Power, 2nd level spell, or 4. Bracers of Armor +2, or 5. Headband of Vast Intelligence +2.
[/sblock]

[sblock=Leif]
Let's go with the Pearl of Power, level 2
[/sblock]
 

Leif

Adventurer
Tavern

[Re-Posting this, and editing some to bring in Lou's new character] [ I corrected my initial misspelling. But I thought DeWar might have an observation to make about the nature of the misspelling - it was "edioting" so maybe something about idiotic editors?]

At Capizzio's announcement, our intrepid band of wizards notices that a middle-aged chap in a dark woolen robe wearing silver spectacles also looks up and takes notice (since Cappy's indiscriminate call was for "townsfolk and wizards") and when he sits bolt upright to listen, a distinct jingling sound is heard. Also, another fellow across the tap-room dressed after the manner of a stranger to these parts, wearing voluminous jodphurs, a handful of large hoops depending from each ear, the long points on the toes of his boots curling upwards, also appears to pay particular attention. Rings are also visible on his fingers, two heavy hoops of carved gold, and three bearing very large opaque, domed stones. Two wands are visible in the silken sash draped over his left shoulder.

There is also a "lady" with a greenish scorpion on her shoulder whose travel-stained clothes mark her as a recent arrival to the area, if her exotic appearance was insufficient to do so.
[Lou, please describe Pela Dunn, I looked for some clues to her appearance on her sheet and found none.]
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top