Erekose's Savage Tide Adventure Path [Players Selected]

Julian took the 'knack for magic' feat, which gives +2 to spellcraft. I assumed that meant he was trained. If not, I might have to stretch my skill points a little to find one more to put there. I'm already stretched enough. Might go back through there and have another shot.
 

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Manzanita said:
Julian took the 'knack for magic' feat, which gives +2 to spellcraft. I assumed that meant he was trained. If not, I might have to stretch my skill points a little to find one more to put there. I'm already stretched enough. Might go back through there and have another shot.

I know the feeling on being stretched thin, as Nathan is a priest with no ranks in Know (Rel) so I am going to have to lower his Diplomacy scores some to squeeze in that skill. I was working hard on getting the skills I thought a merchant guy would need, as well as some casual training in regards to his faith.
 

Skyree: Raptoran Ranger

Name; SKYREE ALTHIAN
Raptoran Ranger level 1;
Medium Humanoid;
Alignment: Chaotic Good
Init +2; Senses Listen +5, Spot +7; Low-light vision, Unerring Direction, Sensitive
Languages: Common, Tuivlilanuue, Sylvan.
----------------------------
AC 14, flatfooted 12, touch 12;
HP 10 (HD 1d8+2)
Fort +4, Ref +4, Will +1; notes
----------------------------
Spd 30'; Glide 40’
Melee: Long Spear +3 (1d8+2/20/x3);
Ranged: Short Bow +3 (1d6/x3) Range 70', 20 ammunition;
Attack Options:
Base Atk +1, Grapple +3;
----------------------------
Spells: x 0th/x 1st
1st - spell (DC x), spell (DC x)
0th - spell (DC x)
----------------------------
Abilities: Str 15, Dex 15, Con 14, Int 12, Wis 13, Cha 12.
XP: x
Feats: Tracking, Wild Empathy, Favored Enemy: Goblinoids, Point Blank Shot, Sensitive (from AE)
Skills: Climb +8, Jump +10, Knowledge Nature +5, Survival +5, Handle Animals +5, Profession Hawk Trainer/Falconer +5, Swim +4.

Possessions:
Backpack-2g 2w
Waterskin-1g 2w
2 days rations-1g 2w
Bedroll-1s 5w
Sack-1s 1w
Flint and steel-1g 0w
Fishing net 4g 5w
Long spear 5g 9w
Short Bow 30g 2w
Quiver w/ 20 arrows 1g 3w
Leather Armor 10g 15w

Money: 195gp, 8sp, xcp.
Encumbrance: 41 lbs; Load: Light 66/Medium 133/Heavy 200lbs
----------------------------

Description:
Skyree is a tall thin male Raptoran with buff and cream colored feathers and dark brown patches at the tips of his pinion feathers. He dresses in leathers of light deer hide. His deep brown eyes are always moving and the way he cranes his neck can sometimes make others un-nerved.

Personality:
“Standing on Higher Ground” is a very good way to think of Skyree. He sees things from the big picture on down. He sometimes has problems seeing the details others see clearly. He is very much a child of nature.

History:
Skyree is actually the child of a high level cleric of the wind god and his consort a powerful sorceress. He grew up in the lap of luxury until he ran away from home at a very young age.
He “fell’ from his home in the sky chasing after a songbird that seemed “different” to him. As his wings held him aloft he was able to come within reach of the bird that looked at Skyree in shock and said “What do you want? I have a message to deliver.”
The songbird was in-fact an enchanted messenger from a druid.
As the young Raptoran spiraled toward the tree tops where the bird was headed his lack of control landed him in a tree where he concussed himself on a large limb.
The druid found him almost dead and nursing the child back to health decided that the child would be a wonderful addition to his household.
Jamison (the druid) was able to speak to the parents and they decided to “foster” Skyree with the kindly old man. It is through Jamison that Skyree learned of the world and when a few years later he met his parents again they realized he had changed so much that they didn’t know him at all. They rejected Skyree and he has not returned to their world ever since.
Skyree has a touch of his mother’s magic talent. He doesn’t understand the strange feelings he gets around some people and places but it drives him to very strange adventures. Recently he was hunting outside of the city of Sassarine, Gliding from one cliff to another in-search of fish to sell to a local merchant when he heard the call of a woman out to sea.
He glided far away from the safety of the cliffs seeking out the voice. Just as he was loosing altitude he spotted a woman clinging to a chunk of driftwood. She was almost dead and when he “landed” in the water next to her it pushed her fully into the water. He dove down pulling her back onto the wood. Catching his breath he tied the wood to his waist and the woman to the wood so she wouldn’t slip off again and started swimming back toward the land. Thankfully a ship saw them about a day later and rescued them both. Days later the woman regained consciousness and Skyree found that he had saved the wife of a nobleman who had attempted to kill her. Tabitha Di’Alaruen (the rescued woman) has become a bit of a patron of his even though he really doesn’t understand such things.
 
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Ok, I think everything should be in order here :)

Odair Gilchrist;
human wizard (evoker) 1;
medium humanoid [human];
Alignment: Neutral
Init +6; Senses Listen +1, Spot +1;
Languages: Aquan, Auran, Common
----------------------------
AC 12, flatfooted 10, touch 12;
HP 6 (HD 1d4+2)
Fort +2 (+4 vs. plant creatures), Ref +2, Will +3;
----------------------------
Spd 30';
Melee: quarterstaff +1 (1d6/x2);
Ranged: sling +1 (1d4/x2) Range 50', 10 ammunition;
Attack Options: see above
Base Atk +0, Grapple +1;
----------------------------
Spells: 4 0th/3 1st
1st - hypnotism (DC 13), mage armor, magic missile
0th – mage hand, message, ray of frost, resistance

Spellbook:
1st – feather fall, hypnotism, mage armor, magic missile, shocking grasp
0th – all except illusion, necromancy
----------------------------
Abilities: Str 13, Dex 14, Con 15, Int 15, Wis 13, Cha 13
XP: 0
Feats: improved initiative, scribe scroll, spell focus (evocation)
student of nature
Skills: concentration +6
knowledge (arcana) +6
knowledge (nature) +7
knowledge (planes) +6
spellcraft +6
survival +2
Possessions: traveler’s outfit
quarterstaff (- gp, 4 lbs)
sling (- gp, - lbs)
belt pouch (1 gp, .5 lbs)
- sling bullets x10 (1 sp, 5 lbs)
backpack (2 gp, 2 lbs)
- bedroll (1 sp, 5 lbs)
- hooded lantern (7 gp, 2 lbs)
- oil flasks x2 (2 sp, 2 lbs)
- rations x4 (2 gp, 4 lbs)
- 50’ hempen rope (1 gp, 10 lbs)
- waterskin (1 gp, 4 lbs)
- spellbook (- gp, 3 lbs)
- flint and steel (1 gp, - lbs)
spell component pouch (5 gp, 2 lbs)

Money: 99 gp, 6 sp
Encumbrance: 38 lbs; Load: Light (=<50lbs)
----------------------------

Description: 18 years old, 5'9", 140 lbs, light complexion, blond hair, blue eyes. Generally wears simple clothing suitable for the outdoors, mostly in shades of blue and gray, with knee-high black boots. Carries a long, gnarled branch as a walking stick.

Personality: Not the easiest person to make into a friend or an enemy, Odair tends to be rather reserved and introspective, and more likely to ignore an affront than return it. He greatly values the right to personal independence, however, and will not be remiss in securing it, for himself or others.

History: Odair Gilchrist was introduced to the practice of magic more by an accident of birth than anything else; his parents had both studied the Art, with varying degrees of success, and Odair had been tutored in the basics practically by the time he was able to read. Odair’s father, Milton, was an illusionist of minor ability, his progress somewhat stunted by the ever-present distraction of supervising his investments in the nearby plantations. Frustrated by this inevitable consequence of the choices he had made, Milton became resentful of the success of others, and would vent his discontent through petty, arbitrary emotional abuse toward those around him. This eventually drove his wife to leave him, which only caused him to redouble the misery doled out to his three sons.

Odair was the middle child, for which he was grateful, as his elder brother often took the brunt of Milton’s abuse. Odair began to make a habit of slipping out to wander the streets during the worst of their fights. Gradually, he spent less and less time at home, and more simply winding through the streets of Sasserine, seeming to always find his way to Standing Stone Park; he enjoyed the paradoxical sense of simultaneous freedom and isolation to be found in nature, away from the press of humanity. Most of all, he loved the storms. Though he would never admit it, he felt most at peace in the most violent kind of weather, the fury of the storm feeding into his own unvoiced rage and sadness until he reached a kind of ecstatic catharsis. Whenever the winds blew in black thunderclouds and sheets of rain from off the sea, Odair could be found standing in the midst of it, soaking wet, hair whipping about his head, and a look of complete serenity on his face.

Recently, upon returning home late at night from one of these meteorological fugues, Odair discovered his family’s home in flames. His brothers and a number of townsfolk were gathered outside, but Odair’s father was nowhere to be seen. Odair asked his brothers what had happened, and they told him there had been a terrible crash that shook the entire house, and before anyone knew what had happened, the building was burning. Their father was still inside – he had refused to leave without his accounting ledgers, receipts, and paltry spellbook. Odair’s brothers had tried to rescue their father, but the heat had become so intense that no one could even approach the building. Odair turned toward the smoke and flames pouring from the doorway, and, barely pausing to think, cloaked himself in what little protective magic he could muster, and rushed inside. His father’s study was in the rear of the building, and Odair had to jump over fallen ceiling beams and pass through flaming doorjambs that seared the sides of his face, but he finally found his father, lying across his desk, overcome by the smoke, still clutching an armload of parchments and ledgers. Odair hauled him up under one arm, and managed to half-carry, half-drag him outside, where, thanks to the ministrations of one of the Pelorite priests, he chokingly returned to consciousness.

In the intervening weeks, as he oversees the rebuilding of their house, and attempts to put his finances in order, Milton has been much less bellicose than usual, especially toward Odair, whom he seems reluctant to speak to, often watching him sadly, only to quickly look away if his attention is noticed.
 
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Definately interested, seeing as I've heard good things of all the adventure paths but have never had the chance to play any of them. And Erekose being the DM is a big plus.
Going to have to think of what kind of character to make after seeing what rolls I'll end up with, though I'm leaning towards a martial character of one sort or another.

Initial roll (1d20=15)
 

Rystil Arden said:
Hmmm...Interesting. Is it that you're against rerolls for hopeless in general then, or the 'drop high to reroll' specifically? Anyway, despite having 36 points right now, they are arranged in a way that makes only a few options possible, so I'm probably going to have to drop down to 33 points to have a playable character for the concepts I'm thinking about. Though I feel bad because others might have wanted an 18--here's a thought: if someone needs an 18, perhaps they can swap sets?

Oh, and as to the 7 if I drop the 18--when doing Point Buy, will that be worth -1 PB, automatically switched up to an 8, or neither? (I've seen all three used by groups with roll/PB hybrids)

Its more that I'm against rerolling period, not the hopeless part. The hopeless part I'd like to think I've got covered with the min 33 point buy. I've always felt that if I let someone reroll then why am I not letting others reroll. Where do I cut it off? What about those like you pointed out who are 1 point above the cut. When someone right at the cut gets to reroll and potentially gets very high stats why is the person only 1 point higher stuck.

If you do take the 7 over the 18, then yes its a -1.
 

Paper_Bard said:
Well, I found that despite the fact that the city is made up of 4%dwarves, there doesn't seem to be any church to Moradin, at least not in the Cudgel, Champion, Docks, Or Merchant's districts.
I'm taking Moradin, with Good and Creation domains. Almost done stats, bio soon to follow. A question... can he still have the merchant's tongue feat if he didn't grow up in the merchant's quarter, just moved there a decade ago?

As long as your taking it at 1st level and have some explanation of how you got it, I'm not too worried.
 

Manzanita said:
Julian took the 'knack for magic' feat, which gives +2 to spellcraft. I assumed that meant he was trained. If not, I might have to stretch my skill points a little to find one more to put there. I'm already stretched enough. Might go back through there and have another shot.

I don't think that the feat allows you to skip that requirement. Its a bit strained for points, but you could always take a single point next level if you can fit it. Might not be necessary at 1st, up to you.
 

Verbatim said:
I know the feeling on being stretched thin, as Nathan is a priest with no ranks in Know (Rel) so I am going to have to lower his Diplomacy scores some to squeeze in that skill. I was working hard on getting the skills I thought a merchant guy would need, as well as some casual training in regards to his faith.

For those feeling stretched thin on SP, you could always take a feat to gain 5 more points I think it was. Should be in the SRD maybe the Psionics section?
 


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