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[OOC - Pathfinder] The Fog of War

Are you full up?

Well, I'm not quite sure. So far, we've got:

Shayuri: some sort of sorcerer
ghostcat: Piedra Odio, dwarf ranger 2
kinem: Jon Tomes, human rogue 1/fighter 1

Interest expressed (in chronological order):

Ambrus
Goddess FallenAngel
Andor

I've not heard from Ambrus since his first and only post herein, so I'm not sure if there's a character forthcoming or not.
 

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Last in line, but what the heck, I'll go ahead and roll up a character anyway. I'm curious to see how pathfinder plays out.

Stat points are ... 1.5 pt below average. For a cleric (5d4+5=16)

Redeemed by a good hp roll: hp (1d8=7) 3rd level. HP for 3rd level. No whammies! (1d8=5)

Hmmm. I'm going with 1/2 elven cleric of Erastil. Picking domains is a pita. Animal is a gimme but chooseing between community, good and plant is hard. :(

[sblock= Sam Elmwise]Sam Elmwise
1/2 elven cleric of Erastil

LG

Str 10
Dex 15 +2
Con 10
Int 10
Wis 17 +3
Chr 12 +1

hp = 26

Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6

Domains:
Animal
Community

Skills:
Diplomacy(c) 2 + 1 + 3 = 6
Handle Animal 2 + 1 + 3 = 6
Heal(c) 2 + 3 + 3 = 8
Linguistics(c) 2 + 0 + 3 = 5
Perception 1 + 3 + (2 for sight & sound) = 4/6

Languages:
Common
Elvish
Dwarven
Celestial

Feats:
Point Blank Shot
-Precise Shot
Skill focus (racial) (Handle Animal)

Racial Traits:
Low light vision
Keen senses (Sight & sound)
Immune to magic sleep
+2 vs Enchantment spells and Effects
Elf Blood
Favored Class: Cleric

Domain Powers:
Summon Companion
Calming Touch

Spells:
Orisons:
-Create Water
-Light
-Mending
-Stabilize

1st Level Spells
- Speak with Animals (d)
- Bless (d)
- Comprehend Languages
- Detect Evil
- Obscureing Mist

2nd Level Spells
- Zone of Truth
- Hold Person

Equipment:
Travelers Clothing

Masterwork Longbow (1d8x3 100' +1 to hit 3#) (375 gp)
- 20 Arrows (3#) (1gp)
Dagger (1d4 19-20 10' 1#) (2 gp)

Chain Shirt (+4 ac -2 check penalty 25#) (100 gp)

Holy Symbol of Erastil (1gp)
Healers Kit (1#) (50 gp)

Pony "Socks" (30 gp)
-Tack and Pack Saddle (17 gp)
-Clerical Vestments (5 gp)
-Bed Roll (5#)
-Extra Blankets & Tarps (15 lbs) (5 gp)
-Notebook (3#) (15 gp)
-Prayerbook (3#) (25gp)

Weight on person: 33 lbs Light encumberance
GP Spent: 626 (273 gp Remaining)
1 gp loaned to Jon for arrows.
[/sblock]

[sblock= Background]Sam was born of the love between his mother Sara of Swinedon and his father Kindal Farstrider. Sara was a member of a large and mildly prosperous farming family and Kindal was a cleric of Erasil who served a rather large territory in a roaming circuit. Sam grew up in his mothers farm amoung his many human relatives but only looked forward to his fathers rather infrequent visits, aspiring to nothing more than to be like his dashing and exotic father.
When he was 17 he managed to talk his father into taking him under hs wing and training him to become a fellow cleric of Erasil. In the course of travelling with his father on his circuit however he was horrified to learn that his mother Sara was just one of Kindals many human 'wives' and that the cad had several other half-human offspring. While his faith in his father was shattered he remains a devout follower of Erasil. He has broken off contact with his elven father but reconciled himself with his family in swinedon and still corrosponds regularly with his mother (although she is ageing now with human rapidity.) He took the surname Elmwise to signify his break with his father and as a reminder of his deeds. (He met his first half-sister Sinead in the town of Elmdale.)
He has taken on his adult duties as a cleric and works a small circuit of mining towns throughout the Dragon's teeth foothills tending to the small farming communities that feed the miners as well as performing what services he can in the mining towns. He has a private horror of commiting his fathers mistakes, and while handsome enough, he maintains a distance from almost all.
attachment.php
[/sblock]

[sblock= Combat Info] Combat Information - Sam Elmwise

HP: 26

AC: 10 (base) + 4( armour) + 2(dex) = 16

Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6

BAB +2
CMB +2

Melee +2
Ranged +4

Weapons:
Dagger 1d4 (19-20) +2 to hit
Masterwork Longbow 1d8 (x3) +5 to hit 100' range increment[/sblock]

[sblock=Animal Companion]
"Chitters"
Celestial Monkey
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4,
Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon Finesse
Alignment: chaotic good

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.

Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Celestial Monkey
These celestial creatures are commonly summoned by the summon monster I spell.

Combat
Smite Evil (Su)
Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Tricks Known: Attack (all), Come, Defend, Down, Fetch, Heel, Perform
[/sblock]
 
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Well, looks like our party will be:

Shayuri: some sort of sorcerer
ghostcat: Piedra Odio, dwarf ranger 2
kinem: Jon Tomes, human rogue 1/fighter 1
Andor: Sam Elmwise, half-elf cleric 2

Shayuri, you still there?

BTW: Woo hoo! I scored 274 out of 300 on my state exam for certification in special education. First major state-imposed hurdle out of the way. I rule.
 

Yep! Just been juggling the concepts. Finally settled.

Mellisande, the gnome fey sorceress!

Okay then!

[sblock]Name: Mellisande
Race: Gnome
Class/Level: Sorceror 2
Gender: Female
Exp: 4750

Desc
Mellisande is a extraordinarily beautiful woman...if you happen to be three feet tall. To all but the most openminded of larger folk her appearance comes to an almost overpowering cuteness. Large, innocent-looking eyes, round cheeks, beaming dimpled smile...it is alarmingly easy to forget what she's capable of. She routinely changes her hair color with simple glamors that come naturally to gnomes, favoring bizarre shades of pink and violet and green, and most often fashioning it into pigtails or other more outlandish styles. Her clothing too tends towards the flamboyant, bright colors of a performer...though she favors loose, even baggy breeches full of pockets to skirts because of her 'active lifestyle.'

Strength (STR) 9
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 19

Alignment: Chaotic Good
AC: 13 (10 + 2 dex + 1 size)
Hit Points: 17/17
(Rolled hit points for 2nd level: 5 Roll Lookup )
Movement: 30' ground

Init: +2
Base Attack Bonus: +1
Melee Attack: +1
Ranged Attack: +4
Fort: +2
Reflex: +2
Will: +3

Race Abilities
+2 Con, +2 Cha, -2 Str
Small size (+1 AC, +1 attk, +4 Stealth checks
Slow- 20 ft base speed
Low-Light vision
Keen senses (+2 on smell- and touch-based Percept. checks)
Obsessive (+2 Craft or Profession of choice)
Illusion resist (+2 save vs. illus. spells or fx)
Gnome Magic (+1 Illusion DC, SLA 1/day: dancing lights, ghost sound, prestidigitation, speak w/ animals)
treat wpn w/ "gnome" in name as martial wpn.
Hatred (+1 attk vs. reptilian or goblin subtypes)
+4 AC vs. giant type monsters

Class Abilities:
Eschew Materials
Bloodline: Fey
- Laughing Touch (Su) melee touch, target can only take move action for 1rnd (1/day/target)
Class Skill: Knowledge (nature).
Bonus Spells:
Entangle (3rd)
Hideous laughter (5th)
Deep slumber (7th)
Poison (9th)
Tree stride (11th)
Mislead (13th)
Phase door (15th)
Irresistible dance (17th)
Shapechange (19th)
Bonus Feats:
Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature])
Cantrips: All 0 level spells usable at will as SLA's.

Skills:
Bluff +9 (2 rank + 4 cha + 3 class)
Spellcraft +5 (2 rank + 3 class)
Use Magic Device +9 (2 rank + 4 cha + 3 class)

Feats
Point Blank Shot

Languages - Common, Gnome, Sylvan

Spellcasting: Sorc CL 1, DC 14+lvl
Slots: 1 - 5/5
Known
0: Ray of Frost, Prestidigitation, Mage Hand, Message, Detect Magic
1: Shield, Color Spray (DC 16)

Money - 153gp

Weapons -
Small MW Light Crossbow, +5 to hit, 1d6 dmg, 19-20x2, 2lbs, 335gp
10 bolts, 1lb
Small Dagger, +1 to hit, 1d3-1 dmg, 19-20x2, 1lb, 1gp

Armour -
None

Gear -
Small Backpack, 2gp, .5lb
2 small belt pouches, 2gp, .25lb
Small Waterskin, 1gp, 1lb
Sunrod, 2gp, 1lb
Flask of acid, 10gp, 1lb
2 smokesticks, 40gp,1lb

Magic -
Scroll: Mage Armor, 25gp
Scroll: Disguise Self, 25gp
Scroll: Knock, 150gp
Scroll: Invisibility, 150gp

Background:

For all Mellisande's eternal optimism and seemingly carefree demeanor, she has an incredible tenacity fueled by a life of hardship and loneliness. She is an anomaly, even among the gnomes of Varisia...she was a foundling, adopted by a well-meaning Varisian couple who didn't understand that a gnome child was at best not just a very small baby. And Mellisande was unusual, even for gnomes. Frightened by the strange hauntings that seemed to pursue the baby...unearthly noises and strange lights, the couple gave her up to an orphanage in Sandpoint. There she spent most of her childhood, constantly getting into trouble.

Finally, chafing under the restrictions of the orphanage, Mellisande escaped out into the city at large...where she quickly found she wasn't ready for getting by. Rather than admit defeat though, she lived a hard life on the streets of Feldspar until she discovered that the magical tricks she'd used to amuse herself at the expense of humorless nuns could also be turned into viable moneymaking gambits. Ranging from legitimate trades of services to outright cons, Mellisande used her childlike looks, persuasive tongue, and magical talents in a variety of schemes that earned her plenty of gold...and plenty of enemies among those she rooked. And since she took some care to target those who she felt 'had it coming' in some way, those enemies tended to be wealthy and powerful.

Perhaps it was time, she decided, to seek some other line of work. And as fate would have it, that's when she saw the posting from the council urgently requesting the help of talented individuals...[/sblock]
 
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Well, looks like our party will be:

BTW: Woo hoo! I scored 274 out of 300 on my state exam for certification in special education. First major state-imposed hurdle out of the way. I rule.

Congradulations!

btw I added his animal companion to his sheet. It's a celestial rhesus monkey called "Mr. Chitters". He's spent months training it, and it's mostly well behaved now. Mostly. (pesky "always chaotic" alignment)
 

I've not heard from Ambrus since his first and only post herein, so I'm not sure if there's a character forthcoming or not.
Just to make clear, I haven't really come up with a character concept I like within the set parameters so I'll pass on this game. There seems to be plenty of interested players besides. So have fun you guys. :)
 

BTW: Woo hoo! I scored 274 out of 300 on my state exam for certification in special education. First major state-imposed hurdle out of the way. I rule.

Well done. Onward and upward as they say.

Will I need my horse (who I have decided to call Windwalker) to get to the mines or can I leave him in the town stables?
 

Will I need my horse (who I have decided to call Windwalker) to get to the mines or can I leave him in the town stables?

Either/or. The mines aren't so far out of town that hiking is a problem.

I'm going to do my best to get this game started tomorrow. I'll be home at a decent hour since my kids don't have track practice.
 

Interested

Sorry I missed this last week due to illness :(

Are you still taking?

And would Artificer be allowed under Pathfinder? I'm not sure which of the base classes are already transferred.

Maybe Spellthief would pass? Especialy if some of usualy pointed out weaknesses are remedied (poor reflex save for class with trapfinding/roguish feel; maybe bard spell progression), there are plenty of such 'corrections', but I'd play one even without them...

If you are still recruiting, that is...
 

Into the Woods

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