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[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]
 
[https://forum.rpg.net/index.php?threads/pathfinder-guild-adventurers.840721/page-8 IC Thread]
  
== The Gravediggers ==
+
==The Gravediggers==
 +
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.
  
The party name of Gravediggers has been registered for the party at the Guild Hall in Deepwood. It is a mixed band, an amalgam of a novice Ghostkiller band with a journeyman but ill-fated Slayer crew.
+
== Guild Party Roles ==
 +
 
 +
=== Typical Roles ===
 +
 
 +
'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.
 +
 
 +
'Opener', a rogue with the usual abilities.
 +
 
 +
'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.
 +
 
 +
'Sparky', a hedge wizard (non-upper caste) or sorcerer.
 +
 
 +
'Scout', a ranger.
  
=== Crew Money ===
+
'Berserk', a Tusk barbarian.
  
15,500 brightsilvers
+
'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.
  
== Characters ==
+
=== Wizard/Champion Roles ===
  
=== Yuck, Scout ===
+
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.
 +
 
 +
'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.
 +
 
 +
'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.
 +
 
 +
=== Seven Angels Roles ===
 +
 
 +
'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)
 +
 
 +
=== Races ===
 +
 
 +
Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.
 +
 
 +
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
 +
 
 +
==Characters==
 +
===Yuck, Scout===
 
'''Moyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2  N <br/>
 
'''Moyuk “Yuck” Hobgoblin “Scout”''': Ranger (Dungeon Rover) 2  N <br/>
 
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12<br/>
 
Character creation: 6#4d6k3 7 11 11 8 18 12……7 -> 12<br/>
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----
 
----
  
=== Dasten, Opener ===
+
===Dasten, Opener===
  
'''Dasten, TN Male Human Rogue''' (Unchained) 3 (a Guild Opener)<br/>
+
'''Dasten, TN Male Human Rogue''' (Unchained) 2 (a Sneak)<br/>
  
'''Abilities'''<br>
+
'''Abilities'''
 
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/>
 
STR 11 (+0) | DEX 18 (+4) | CON 17 (+3) | INT 15 (+2) | WIS 14 (+2) | CHA 12 (+1) <br/>
  
'''Max HP:''' 33 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/>
+
'''Max HP:''' 21 | '''AC:''' 19 (Touch AC: 15) (Flatfooted: 14) | '''Initiative:''' +6 <br/>
BAB: 2 | Hit dice: d8 | Movement: 30 | Size: Medium<br/>
+
BAB: 1 | Hit dice: d8 | Movement: 30 | Size: Medium<br/>
  
 
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/>
 
'''Skills:''' 8 + INT (2) + 1 (Skilled) / level = 11/level <br/>
Acrobatics +10, Bluff +7, Climb +6, Disable Device +11 (+13 with masterwork thieves' tools), Escape Artist +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Nature) +3, Linguistics +3 Perception +8, Sense Motive +8, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +10, Use Magic Device +7<br/>
+
Acrobatics +9, Bluff +6, Climb +5, Disable Device +10 (+12 with masterwork thieves' tools), Escape Artist +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8 (+10 for hiding small objects on his person with the pickpocket's outfit), Stealth +9, Use Magic Device +6<br/>
  
'''Saving Throws'''<br>
+
'''Saving Throws'''
Fort: 4 | Ref: 7 | Will: 3
+
Fort: 3 | Ref: 7 | Will: 2<br/>
  
 
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/>
 
'''Background Traits:''' Reactionary (+2 to initiative checks), Backstabber (+1 damage against flanked enemies) <br/>
Favored Class: Rogue (Unchained) <br/>
+
Favored Class: Rogue (Unchained) (1/6 Rogue Talent) <br/>
Racial and Class Features: Bonus Feat, Skilled, Finesse Training (add DEX to damage with Daggers), Sneak Attack (2d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage), Danger Sense +1 (+1 to Ref saves/AC against traps and +1 Perception against being surprised), <br/>
+
Racial and Class Features: Bonus Feat, Skilled, Finesse Training, Sneak Attack (1d6), Trapfinding (+1 to Perception for traps and +1 to Disable Device), Evasion (take no damage on successful Reflex saves that normally allow half damage) <br/>
Rogue Talents: Weapon Training (Daggers), Befuddling Strike (when you hit with a SA, the creature takes -2 on its attack rolls against you for 1d4 rounds) <br/>
+
Rogue Talents: Weapon Training (Daggers) <br/>
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, Halfling, and Sylvan.
+
Other Proficiencies & Languages: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Can proficiently wear light armor. Dasten knows Common, Gnomish, and Sylvan. <br/>
  
 
'''Feats:'''<br/>
 
'''Feats:'''<br/>
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Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/>
 
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. <br/>
 
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/>
 
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. <br/>
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon.
+
Weapon Focus (Daggers) - You gain a +1 bonus on all attack rolls you make using the selected weapon. <br/>
Extra Rogue Talent (Befuddling Strike)
 
  
 
'''Equipment:''' <br/>
 
'''Equipment:''' <br/>
Returning Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Returning, 10ft Thrown 1d4+2) <br/>
+
Dagger of Returning +2 (+8, 1d4+2, 19-20/x2, S or P, Light, Returning, 10ft Thrown) <br/>
Menacing Dagger +2 (+9, 1d4+6, 19-20/x2, S or P, Light, Menacing, 10 ft Thrown 1d4+2) <br/>
+
Dagger +2 (+8, 1d4+2, 19-20/x2, S or P, Light, 10 ft Thrown) <br/>
Shortbow (+6, 1d6, x3, P, 60ft) <br/>
+
Shortbow (+5, 1d6, x3, P, 60ft) <br/>
Light mace x2 (+6, 1d6, x2, B, Light) <br/>
+
Light mace x2 (+5, 1d6, x2, B, Light) <br/>
Sap x2 (+6, 1d6, x2, B, nonlethal, light) <br/>
+
Sap x2 (+5, 1d6, x2, B, nonlethal, light) <br/>
 
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/>
 
Mithral Chain Shirt (+4 AC | Max +6 DEX) <br/>
 
Oil of keen edge (12 uses on a dagger)
 
Oil of keen edge (12 uses on a dagger)
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'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.
 
'''Backstory:''' Up to now, Dasten has only ever known the Slayer Guild and the guild adventurer life. His folks brought him into the guild the minute he was born, they died working for the guild (eaten by the undead), and the guild took on the responsibility of raising the poor lad up. After all, he wasn't going anywhere at his tender young age, so it was a safe investment in training. That said, though he unsurprisingly has deep ties in the Slayer Guild, "loyalty" is not quite the right way to put the relationship between him and the guild. Rather, he's never even considered that there might be more to life than completing jobs for the family, so to speak, and "appropriating" certain items for compensation along the way whenever a client came up short on the payment. Dasten had only been given the small potatoes so far, but the brass thought it was time for him to start on the real contracts. But the band they put him in, the Last Men Standing, was led by one of the Slayer's worst sorts, the kind who didn't give a fig for the risks. After the deadman boss took on yet another contract that seemed too suicidal and he and Dasten got into an argument, that was as far as that relationship went. The boss dined with the brass and soon after the guild kicked Dasten out of the Slayers altogether for insubordination, years of work for them notwithstanding. That was a few months ago. Now, though, he hasn't heard from them at all--and, damn, he liked some of the people in that Last Men, even if the boss was an ass. And more than that, he's down to his last coin since he's been out of work since. Now Dasten sets off to find them, or their bodies, and the silver they had hauled with them.
  
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce.
+
He has since joined up with the Ghostkillers Guild after their run-in with the necromancer priest Voyce. <br/>
  
(Sorry about getting banned. Have fun y'all.)
 
 
----
 
----
  
=== Yona, Trickster ===
+
===Yona, Trickster===
  
 
[[file:Ending-card.jpg|right|400px]]
 
[[file:Ending-card.jpg|right|400px]]
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'''Race:''' Human <br>
 
'''Race:''' Human <br>
 
'''Age:''' 19 <br>
 
'''Age:''' 19 <br>
'''Class/Level:''' Bard 3<br>
+
'''Class/Level:''' Bard 2<br>
 
'''Alignment:''' Good <br>
 
'''Alignment:''' Good <br>
 
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town.  
 
'''Description/Background:''' A tricksy survivor of the Last Men Standing, a generalist 'Slayer' band, where she worked with Dasten (the party Opener). When the LMS attacked the necromancer's castle, they were killed or captured by the necromancer's tusks. Their talltusk leader insisted that they keep Yona alive. She was held captive at the tusk's village , using her skills to win their trust and approval . Realizing she had been kept for slaughter for an annual feast, she escaped and ran for Deepwood town.  
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'''Abilities''' '''Strength''' 10 '''Dexterity''' 14/+2  '''Constitution''' 12/+1  '''Intelligence''' 14/+2  '''Wisdom''' 13/+1  '''Charisma''' 16/+3
 
'''Abilities''' '''Strength''' 10 '''Dexterity''' 14/+2  '''Constitution''' 12/+1  '''Intelligence''' 14/+2  '''Wisdom''' 13/+1  '''Charisma''' 16/+3
  
'''Combat'''<br>
+
'''Combat'''
'''Senses:''' Perception +7<br>
+
'''Senses:''' Perception +5<br>
 
'''Init:''' +2 <br>
 
'''Init:''' +2 <br>
'''HP:''' 20 '''AC:''' 18 (Touch 13 Flatfooted 14) <br>
+
'''HP:''' 15 '''AC:''' 17 (Touch 12 Flatfooted 13) <br>
'''BAB:''' +2 '''CMB:''' +1 '''CMD:''' 13 <br>
+
'''BAB:''' +1 '''CMB:''' +1 '''CMD:''' 13 <br>
'''Fort:''' +2 '''Ref:'''  '''+6''' '''Will:''' '''+4'''  
+
'''Fort:''' +1 '''Ref:'''  '''+6''' '''Will:''' '''+4'''  
 
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
 
'''Special:''' +4 vs. bardic, sonic, or language dependent effects; re-roll 1 failed save/day (Second Chance trait)
  
'''Skills with ranks'''<br>
+
'''Skills with ranks'''
'''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +9, '''Disguise:''' +7, '''Escape Artist:''': +6, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Ride:''': +3, '''Sense Motive:''' +6, '''Sleight of Hand:''' +6, '''Spellcraft:''' +6, '''Stealth:''' +7, '''Use Magic Device:''' +7
+
'''Bluff:''' +7, '''Climb:''' +4, '''Diplomacy:''' +8, '''Intimidate:''' +7, '''Knowledge arcana:''' +7, '''Knowledge geography:''' +7, '''Knowledge history:''' +7, '''Knowledge local:''' +7, '''Knowledge nature:''' +7, '''Perception:''' (see combat), '''Perform (singing):''' +7, '''Sense Motive:''' +5, '''Spellcraft:''' +6, '''Stealth:''' +6, '''Use Magic Device:''' +7
  
'''Feats'''<br>
+
'''Feats'''
 
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
 
'''Human''' Point-blank Shot 'You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.'<br>
 
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
 
'''Level 1:''' [http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat/ Arcane Strike]
'''Level 3:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
 
  
'''Traits'''<br>
+
'''xx Level 3 xx:''' Precise-Shot 'You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.'
 +
 
 +
'''Traits'''
 
Deft Dodge: +1 Reflex <br>
 
Deft Dodge: +1 Reflex <br>
 
Second Chance: re-roll failed save 1/day
 
Second Chance: re-roll failed save 1/day
  
'''Class Features'''<br>
+
'''Class Features'''
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.<br>
+
A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance (countersong, distraction, fascinate, inspire courage, inspire competence +2)
+
 
 +
Bardic Performance (countersong, distraction, fascinate, inspire courage)
  
 
'''Gear'''<br>
 
'''Gear'''<br>
 
--Shortbow<br>
 
--Shortbow<br>
 
--Shortbow +2<br>
 
--Shortbow +2<br>
--Six fire arrows<br>
 
--Ring of protection<br>
 
 
--One potion of flying<br>
 
--One potion of flying<br>
 
--Longsword<br>
 
--Longsword<br>
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--Entertainer's outfit<br>
 
--Entertainer's outfit<br>
 
--Traveler's outfit<br>
 
--Traveler's outfit<br>
--Advanced swim gear<br>
+
--1000 brightsilver
--Two flasks alchemical fire<br>
 
--900 brightsilver
 
  
 
'''Spells'''
 
'''Spells'''
  
 
'''Level 0''' unlimited, DC 13 <br>
 
'''Level 0''' unlimited, DC 13 <br>
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic, light
+
Message, Prestidigation, Dancing Lights, Ghost Sound, Detect Magic
  
 
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
 
'''Level 1''' 4/day, [3 class, 1 Cha] DC 14 <br>
Silent Image, Cure light wounds, Auditory Hallucination, Summon Monster 1,
+
Silent Image, Cure light wounds, Auditory Hallucination
  
 
----
 
----
  
=== Malkin, Deadman ===
+
===Malkin, Deadman===
 
 
 
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)
 
Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)
  
23/23 hps<br>
+
18 hps<br>
 
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br>
 
AC 19, 20 w/ shield (chain shirt +4, habit of protection +4) , Dex +1<br>
Base Attack Bonus +2<br>
+
Base Attack Bonus +1<br>
Saves: Fort +4, Ref +3, Will +7
+
Saves: Fort +4, Ref +2, Will +7<br>
  
Melee: shortspear +2, 1d6; Mace of Disruption +3 (+1 magic), 1d8+1<br>
+
Melee: shortspear +1, 1d6; Masterwork Mace +2, 1d8<br>
Ranged: light crossbow +3, 1d6
+
Ranged: light crossbow +2, 1d6
  
 
Languages: Common, Angelic<br>
 
Languages: Common, Angelic<br>
Special: Aura, Channel Energy 2d6<br>
+
Special: Aura, Channel Energy 1d6<br>
 
Domains: Glory, Sun<br>
 
Domains: Glory, Sun<br>
Spells : Level 0 (Orisons): 8 Level 1: 6+1 Level 2:2+1<br>
+
Spells : Level 0 (Orisons): 8 Level 1: 6+1<br>
 
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br>
 
Suggested typical prayer list: Command, Comprehend Languages, Detect Evil, Dancing Lantern, Protection From Evil<br>
2nd:Aid, Spiritual Weapon
+
Domain spell: shield of faith<br>
Domain spell: shield of faith, Bless Weapon<br>
+
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire)<br>
Feats (2): Turn Undead (DC14), Blazing Channel (undead failing turn save are on fire), Selective Channel<br>
 
 
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)
 
Armour/weapon profs: simple weapons, light armor (med swapped for habit of protection)
  
Skills Ranks Spent: 15/15<br>
+
Skills Ranks Spent: 10/10<br>
Diplomacy 9: 3 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 7: 3 ranks + 1 Int + 3 class, Sense Motive 10: 3 ranks + 4 Wis + 3 class, Perception 10: 2 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class, Stealth 2:1 rank +1 Dex
+
Diplomacy 8: 2 ranks + 3 Cha + 3 class, Heal 9: 2 ranks + Wis + 4 class + 3, Knowledge (Religion) 6: 2 ranks + 1 Int + 3 class, Sense Motive 9: 2 ranks + 4 Wis + 3 class, Perception 9: 1 rank +1 trait + 4 Wis +3 class, Spellcraft 5: 1 rank +1 Int +3 class
  
 
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br>
 
Gold: 20 brightpennies remaining. Starts 160 (http://orokos.com/roll/696905)<br>
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=== Alita Blackwood, Squire ===
 
=== Alita Blackwood, Squire ===
 
 
[[File:Vestal_blonde_recolor.jpg|right|400px]]
 
[[File:Vestal_blonde_recolor.jpg|right|400px]]
  
 
Lawful Good
 
Lawful Good
  
Female [https://www.d20pfsrd.com/races/core-races/human/ Human]
+
Female Human
  
[http://www.d20pfsrd.com/classes/core-classes/paladin/ Paladin] ([http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/warrior-of-the-holy-light Warrior of the Holy Light] + [http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/undead-scourge Undead Scourge]) 3
+
Paladin (Warrior of the Holy Light) 2
  
 
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved...
 
A local girl whose father secretly dabbled in demon worship, even branding his newborn daughter in hopes of some infernal favor. This ill-advised pursuit may have had something to do with the whole family save infant Alita dying in a roaring fire one night. She was adopted by the church and raised first as a lay sister and then, after a lot of metaphorical and some literal butting of heads, as a holy warrior, all the more driven because of the unasked for stain on her soul. Alita's mother was sir Numinos's sister, so when she heard a guild band was going to take back her uncle's old keep she couldn't very well ''not'' get involved...
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; Traits
 
; Traits
: [https://www.d20pfsrd.com/traits/magic-traits/flame-touched/ Flame-Touched] (DR 1/- against fire type creatures and attacks)
+
: Flame-Touched (DR 1/- against fire type creatures and attacks)
: [https://www.d20pfsrd.com/traits/social-traits/seeker/ Seeker] (+1 on Perception checks, Perception is a class skill)
+
: Seeker (+1 on Perception checks, Perception is a class skill)
: [https://www.d20pfsrd.com/traits/regional-traits/soldier-of-the-faith-regional-razmiran/ Soldier of the Faith] (+1 on Intimidate checks, Intimidate is a class skill)
+
: Soldier of the Faith (+1 on Intimidate checks, Intimidate is a class skill)
  
 
; Drawbacks
 
; Drawbacks
: [https://www.d20pfsrd.com/traits/drawbacks/tainted-spirit/ Tainted Spirit] (after X rounds of combat, make Fort save against 10+X or be fatigued for 10 times X minutes)
+
: Tainted Spirit (after X rounds of combat, make Fort save against 10 + X or be fatigued for 10 times X minutes)
  
 
; Feats
 
; Feats
: [https://www.d20pfsrd.com/feats/general-feats/extra-lay-on-hands/ Extra Lay On Hands] (use lay on hands two additional times per day)
+
: Extra Lay On Hands (use lay on hands two additional times per day)
: [https://www.d20pfsrd.com/feats/general-feats/radiant-charge/ Radiant Charge] (spend all remaining uses of Lay on Hands to add Xd6+Cha holy damage to a successful charge)
+
: Radiant Charge (spend all remaining uses of Lay on Hands to add Xd6 + Cha holy damage to a successful charge)
: [http://www.d20pfsrd.com/feats/general-feats/persuasive Persuasive] (+2 Diplomacy and Intimidate)
 
  
 
; Skills
 
; Skills
: Diplomacy 3 ranks + 3 class + 4 Cha + 2 feat = +12
+
: Diplomacy 2 ranks + 3 class + 4 Cha = +9
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait + 2 feat = +12
+
: Intimidate 2 ranks + 3 class + 4 Cha + 1 trait = +10
: Knowledge (nobility) 2 ranks + 3 class = +5
 
 
: Knowledge (religion) 2 ranks + 3 class = +5
 
: Knowledge (religion) 2 ranks + 3 class = +5
: Perception 3 ranks + 3 class + 1 Wis + 1 trait = +8
+
: Perception 2 ranks + 3 class + 1 Wis + 1 trait = +7
  
; Class Features
+
; Class Abilities
: Aura of Courage (immune to fear, allies within 10ft gain +4 on saves against fear)
+
: Aura of Good (power 2)
: Aura of Good (power 3)
+
: Detect Evil (move action, single target, 60ft, instant information as if studied for 3 rounds)
: Detect Evil (move action, single target within 60ft, instant information as if studied for 3 rounds)
+
: Smite Evil (1/day, +4 attack, +2 damage (+4 on first attack against undead, dragons and outsiders), +4 AC)
: Divine Grace (+Cha on all saves)
+
: Divine Grace (Cha bonus on all saves)
: Divine Health (immune to disease)
+
: Lay on Hands (7/day, 1d6hp)
: Lay on Hands (5+2/day, 1d6hp)
 
: Mercy (lay on hands also cures Fatigued)
 
: Smite Evil (1/day, +4 attack, +3 damage (+6 against evil undead), +4 AC)
 
  
 
; Gear
 
; Gear
 
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
 
: Breastplate (AC +6, max Dex +3, penalty -4, speed 20ft., 30lbs.)
: Light wooden shield +1 (AC +2, penalty 0, 5lbs.)
+
: Light wooden shield +1 (AC +2, penalty -1, 5lbs.)
: "Firestar", a +2 flaming burst heavy mace (+2, 1d8+1d6+2, x2+1d10, Bashing, 8lbs.)
+
: "Firestar", a flaming burst heavy mace +2 (1d8+1d6+2, x2+1d10, Bashing, 8lbs.)
 
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)
 
: Sling, 10 bullets (50ft., 1d4, x2, Bashing, 5lbs.)
: Hooded arming robe
 
 
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)
 
: Backpack (bedroll, blanket, candles, flint and steel, holy book of the Seven Angels, knife, needle and yarn, rations, soap, waterskin)
 
: ~100 brightsilver
 
: ~100 brightsilver
Line 267: Line 284:
 
; Combat
 
; Combat
 
: Initiative +2
 
: Initiative +2
: Melee attack 3 BAB + 2 Str = +5
+
: Melee attack 2 BAB + 2 Str = +4
:* mace +7, 1d8+1d6+4, x2+1d10, Bashing
+
:* mace +6, 1d8+1d6+4, x2+1d10, Bashing
: Ranged attack 3 BAB + 2 Dex = +5
+
: Ranged attack 2 BAB + 2 Dex = +4
:* sling +5, 1d4+2, x2, Bashing
+
:* sling +4, 1d4+2, x2, Bashing
 
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
 
: Armor Class 10 base + 2 Dex + 6 armor + 2 shield = 20
 
:* flatfooted AC 10 base + 6 armor + 2 shield = 18
 
:* flatfooted AC 10 base + 6 armor + 2 shield = 18
 
:* touch AC 10 base + 2 dex = 12
 
:* touch AC 10 base + 2 dex = 12
 
: Fortitude save 3 class + 1 Con + 4 Cha = +8
 
: Fortitude save 3 class + 1 Con + 4 Cha = +8
: Reflex save 1 class + 2 Dex + 4 Cha = +7
+
: Reflex save 0 class + 2 Dex + 4 Cha = +6
 
: Will save 3 class + 1 Wis + 4 Cha = +8
 
: Will save 3 class + 1 Wis + 4 Cha = +8
: HP 10 + [https://orokos.com/roll/710652 1d10] + [https://orokos.com/roll/718243 1d10] (backstop 4) + 3 Con = 26
+
: HP 10 + [https://orokos.com/roll/710652 1d10] + 2 Con = 21
  
 
----
 
----
  
 
=== Leanna, Spark ===
 
=== Leanna, Spark ===
 
 
[[File:Leanna_Spark.jpg|right|300px]]
 
[[File:Leanna_Spark.jpg|right|300px]]
  
Line 289: Line 305:
 
Female Elf
 
Female Elf
  
Wizard 3
+
Wizard 2
  
 
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.
 
An elf with a magical talent shouldn't be found in the middle of nowhere doing dirty - even if necessary - work of the Guilders. She should dwell in the ivory towers, mingling with politics.
Line 309: Line 325:
 
: Scribe Scroll
 
: Scribe Scroll
 
: Combat Casting (+4 Concentration when casting defensively or grappled)
 
: Combat Casting (+4 Concentration when casting defensively or grappled)
: Skill Focus (Acrobatics)
 
  
 
; Skills
 
; Skills
: Acrobatics +14 (3 ranks + 3 class + 4 Dex + +3 feat + 1 trait)
+
: Acrobatics +10 (2 ranks + 3 class + 4 Dex + 1 trait)
: Appraise +10 (3 ranks + 3 class + 4 Int)
+
: Appraise +9 (2 ranks + 3 class + 4 Int)
: Knowledge (Arcana) +10 (3 ranks + 3 class + 4 Int)
+
: Knowledge (Arcana) +9 (2 ranks + 3 class + 4 Int)
: Knowledge (Dungeoneering) +9 (2 rank + 3 class + 4 Int)
+
: Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)
: Knowledge (Geography) +9 (2 rank + 3 class + 4 Int)
+
: Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (History) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
 
: Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
 
: Perception +1 (- 1 Cha + 2 race)
 
: Perception +1 (- 1 Cha + 2 race)
: Perform (Dance) +7 (3 ranks + 2 Cha + 2 tool)
+
: Perform (Dance) +6 (2 ranks + 2 Cha + 2 tool)
: Spellcraft +10 (3 ranks + 3 class + 4 Int)
+
: Spellcraft Appraise +9 (2 ranks + 3 class + 4 Int)
  
 
; Class Abilities
 
; Class Abilities
 
: Intense spells (+1 to evocation spells damage)
 
: Intense spells (+1 to evocation spells damage)
 
: Force missile (1d4+1 damage, 7/7 daily)
 
: Force missile (1d4+1 damage, 7/7 daily)
: Spontaneous spell (1/1 daily)
 
  
; Wizard Spells Prepared
+
;Wizard Spells Prepared
: 2nd level (DC 16)
 
:* Invisibility
 
:* X Flurry of Snowballs
 
:* X Flurry of Snowballs (school slot)
 
 
: 1st level (DC 15)
 
: 1st level (DC 15)
:* X Burning hands
+
:* Burning hands
 
:* Shield
 
:* Shield
:* Thunderstomp
+
:* Thuinderstomp
 
:* Shocking Grasp (school slot)
 
:* Shocking Grasp (school slot)
 
: Cantrips (DC 14)
 
: Cantrips (DC 14)
Line 349: Line 359:
 
: Bracers of Armor +2
 
: Bracers of Armor +2
 
: Dancer's Garb
 
: Dancer's Garb
: Wand of ''magic missile'' (50 charges)
+
: Wand of ''magic missile''
: Wand of ''scorching ray'' (XX charges)
 
 
: Potions
 
: Potions
 +
:* ''cure light wounds'' x2
 
:* ''endure elements''
 
:* ''endure elements''
 
: Scrolls
 
: Scrolls
Line 362: Line 372:
 
: Spellbook containing
 
: Spellbook containing
 
:* All Wizard's cantrips
 
:* All Wizard's cantrips
:* ''Burning Hands'' (3d4 fire damage in a 15-foot cone)
+
:* ''Burning Hands'' (2d4 fire damage in a 15-foot cone)
 
:* ''Color Spray'' (15 foot cone; conditions depending on HD)
 
:* ''Color Spray'' (15 foot cone; conditions depending on HD)
:* ''Shield'' (+4 Shield AC and block magic Missile for 3 minutes)
+
:* ''Shield'' (+4 Shield AC and block magic Missile for 2 minutes)
:* ''Shocking Grasp'' (3d6 electricity damage on melee touch)
+
:* ''Shocking Grasp'' (2d6 electricity damage on melee touch)
:* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 3 rounds)
+
:* ''Snapdragon Fireworks'' (1d4 Fire and dazzle for 1 round at long range, 2 rounds)
:* ''Summon Monster I'' (Summon creature for 3 rounds)
+
:* ''Summon Monster I'' (Summon creature for 2 rounds)
 
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB)
 
:* ''Thunderstomp'' (Ranged trip attempt at +6 CMB)
 
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch)
 
:* ''Touch of Gracelessness'' (1d6+1 Dex damage on touch)
:* ''Unseen Servant'' (Summon servant for 3 hours)
+
:* ''Unseen Servant'' (Summon servant for 2 hours)
:* ''Invisibility'' (Makes target invisible for 3 minutes)
 
:* ''Flurry of Snowballs'' (30 ft burst 4d6 cold damage)
 
 
: An estate (somewhere out there)
 
: An estate (somewhere out there)
  
Line 383: Line 391:
 
: Armor Class 16 (+ 4 Dex + 2 armor)
 
: Armor Class 16 (+ 4 Dex + 2 armor)
 
:* flatfooted 12, touch 14
 
:* flatfooted 12, touch 14
: Fortitude +2 (1 class + 1 Con)
+
: Fortitude +1 (0 class + 1 Con)
: Reflex +5 (1 class + 4 Dex)
+
: Reflex +4 (0 class + 4 Dex)
 
: Will +2 (3 class - 1 Wis)
 
: Will +2 (3 class - 1 Wis)
: HP 14/14 (6+3+2 class + 3 Con)
+
: HP 11 (6+3 class + 2 Con)
  
== Story So Far ==
+
----
  
The party traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realize that the local priest, a converted necromancer, has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.
+
===Crew Money===
 +
15, 500 brightsilvers
  
The present party cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced. The necromancer counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids... what is it with me and the repurposed humanoids?) against the well-defended village. This time it was the necromancer who's screwed up, as he's lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).
+
== The Realm ==
  
The party attacked the necromancer's castle again, this time with far more success. They manage to trick most of his tusk allies into abandoning him, and assault his throne room in a quick rush, smashing the necromancer and his remaining forces. The rest of the castle was quickly cleared and looted, after which they returned to Threeangels for celebrations.
+
[[File:WizardsRealm.png|right]]
  
== Lore ==
+
A temperate  country bounded by mountains and forests. Ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.
 +
 
 +
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.
  
=== The Realm ===
+
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.
  
[[File:WizardsRealm.png|right]]
+
== Story so far ==
  
A temperate country bounded by mountains and forests, ruled from central Palace City by benevolent-ish but stuffy elf and half-elf Wizards and their knightly Champions. Human and halfling mayors exercise power locally. The Realm recovered  independence after a period of take-over by an alliance of Pirates, necromancers and Tusk warbands (the Pirate Conquest). The Champions can land a powerful band of knights (Champions) and Wizards by airboat at short notice, but they requite local militia and wandering bands of Guild mercenaries to deal with lower level threats.
+
The party has traveled to Deepwood town, there commissioned to go to the village of Threeangels where two previous parties had gone missing. The party realise that the local priest , a converted necromancer , has returned to his old ways and has been requesting Guild parties so as to murder them and build superior undead.
  
Dwarves work brightsilver mines, the precious commodity on which its economy depends. Brightsilver pennies are the local currency. The Yeoman caste of humans and halflings are encouraged to worship at the Temple of Seven Angels, a LG local religion with humbly attired priests.
+
The present party has cleared a local graveyard of undead, then made a terrible failed raid on the castle where the priest-necromancer is ensconced.   Now the necromancer has counter-attacked, sending his undead minions and tusks (hobgoblin-like humanoids...what is it with me and the repurposed humanoids? ) against the well-defended village. This time it’s the necromancer who’s screwed up as he’s lost about 70 minions and is in flight, pursued by Yuck (tusk Scout) and Dasten (Opener).
  
The adventure started place at an isolated village in the Deepwood province. Skyboats seldom land here and the land still suffers with threats left over from the Pirate Conquest: undead, Tusks and monsters common to the world's wilds.
+
== Lore ==
  
 
=== Guilds ===
 
=== Guilds ===
Line 417: Line 428:
  
 
=== Religions of the Conquest ===
 
=== Religions of the Conquest ===
 
 
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.
 
During the Pirate Conquest, the pirates’ necromancer allies set up variations of their religion (the safer seeming Skull of Morbius and a scary cult, Ecstasy of Horror, closer to their real proclivities). The cults clearly still have adherents, like the false priest, long after the Pirates have been vanquished back to their city.
  
 
=== The Magnificent Library ===
 
=== The Magnificent Library ===
 
+
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers’ can enter to consult their most treasured and mighty grimoires.
The Magnificent Library stands in the City of Pirates. The Diamond Repository is a restricted chamber that only high-levels Necromancers can enter to consult their most treasured and mighty grimoires.
 
  
 
=== Guild Axe ===
 
=== Guild Axe ===
  
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike; a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon.
+
An Exotic Weapon frequently wielded by Guild Metals. It has two heads and a spike -a Guild fighter can spin or turn the thing so as to be expertly able to deliver either Bludgeon (damage d6), Slash (damage d8) or Puncture (damage d6) as needed. The Gravediggers' Metal, Frost, has expertise in such a weapon.
 
 
== Guild Party Roles ==
 
 
 
=== Typical Roles ===
 
 
 
'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat.
 
 
 
'Opener', a rogue with the usual abilities.
 
 
 
'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour.
 
 
 
'Sparky', a hedge wizard (non-upper caste) or sorcerer.
 
 
 
'Scout', a ranger.
 
 
 
'Berserk', a Tusk barbarian.
 
 
 
'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance.
 
 
 
=== Wizard/Champion Roles ===
 
 
 
These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up.
 
 
 
'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls.
 
 
 
'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil.
 
 
 
=== Seven Angels Roles ===
 
 
 
'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead)
 
 
 
=== Races ===
 
 
 
Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human.
 
 
 
More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
 
  
 
== Levels ==
 
== Levels ==
Line 764: Line 737:
  
 
Income from the estate depends on the level of management/investment:
 
Income from the estate depends on the level of management/investment:
* Village government: 3d6*100 bs/year; gifts from peasants who are otherwise left on their own, Ben Shapiro style.
+
* Village government: 3d6*100 bs/year (gifts from peasants who are otherwise left on their own, Ben Shapiro style)
* Absentee landlord: (2d6-7)*1,000 bs/year; peasants are placed under their old obligations, no real services provided; land must be made mostly safe.
+
* Absentee landlord: (2d6-7)*1,000 bs/year. (peasants are placed under their old obligations, no real services provided; land must be made mostly safe)
* Stewardship: (4d6-7)*1,000 bs/year; old obligations, capable steward in place, 1,000/yr spent on services, land completely safe.
+
* Stewardship: (4d6-7)*1,000 bs/year. (old obligations; capable steward in place, 1,000/yr spent on services; land completely safe)
* Benevolent governance: (5d6-7)*1,000 bs/year; lighter than old obligations, very capable lord or steward in place, 7,000/yr spent on service. Note that returns are diminishing.
+
* Benevolent governance: (5d6-7)*1,000 bs/year. (lighter than old obligations; v capable lord or steward in place, 7,000/yr spent on services; note that returns are diminishing)
  
 
GM'll allow a re-roll each year if there is a halfling steward in place with a twee name.
 
GM'll allow a re-roll each year if there is a halfling steward in place with a twee name.

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