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Haveneast: Kingdom of the Goat-Witch Discussion Thread

Started by Hibou, November 24, 2013, 09:20:02 AM

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Hibou

That's a pretty mean-looking character sheet.

First session went well, mostly served as a prologue and I kept it pretty rolling-light. The characters got a brief introduction to the people around them and the state of affairs, watched some traitors hang, then saw some foul magic overtake two of Verdain's knights (and Baron Verdain?). Sorin acted with restraint in the presence of his father, Triske got to eat a lot of mutton while Aliya began asserting her dominance and Aradia was quite flustered at the whole situation. Next session this new warband packs the horses and moves east to the Pyre Line on the border before making their excursion into Arcanathraan, where they'll likely be running into a lot of undead.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Numinous

#61
[ic=Aradia Bristlewatch][spoiler=Picture][/spoiler]
Quote from: DescriptionIf Aradia were summed up in a word, it would be unremarkable.  She's not very pretty or tall, outspoken or charming.  She stands a towering 5'2" and is immovable as a mountain at 93 lbs.  Her form is often obscured to the best of her ability in baggy robes or dresses, all the most muted browns or grays she could find.  Generally, she prefers not to speak over others and is content to blend into the background, except when upset.  Her age leads her to be credulous, prone to tantrums, and fearful of even the most trivial threats.  Still, she has dreams and she intends to live long enough to see them out.

Despite this, she is firmly loyal to House Verdain, for services rendered.  This loyalty manifests in her bringing her compassion and gifted healing hands into Arcanathraan on the crusade.  With her comes her constant companion, the white weasel Havadian Magnul-Gare and her horse, Daisy.

Witch 3

STR 11  
DEX 15 (+2)
CON 15 (+2)
INT 13 (+1)
WIS 19 (+4)
CHA 13 (+1)

Hit Points 17 (11, +6 Con)
AC 12 (+2 Dex)

Melee Attacks:
Sickle +1 (1d6) x2

Initiative +6 (+2 Dex, Imp. Initiative)
CMB 1
CMD 13 (+2 Dex)

Fort +3
Ref +5 (+2 Familiar)
Will +7

Speed: 30ft
Carrying Capacity: 38/39-76/77-115

Skills (ACP -3):
Craft (Alchemy): +11 (3+class+INT+Cauldron)
Handle Animal: +7 (3+class+Cha)
Knowledge (Arcana): +7 (3+class+Int)
Knowledge (Religion): +7 (3+class+Int)
Perception: +10 (3+class+Wis)
Ride: +8 (3+class+Dex)
Survival: +10 (3+class+Wis)

Class Features:
Spells
Hex (Cackle, Cauldron, Evil Eye, Feral Speech, Healing, Peacebond)
Witch's Familiar

Feats:
Improved Initiative
Accursed Hex
Extra Hex(Cackle)
Extra Hex (Feral Speech)
Extra Hex(Healing)
Extra Hex (Peacebond)

[spoiler=Equipment]Equipment, on Aradia:
Bones
Chalk
Mysterious Egg
Potion of CLW (5)
Potion of Enlarge Person (5)
Pouch, Spell Components
Portable Alchemist's Kit
Sickle
Bone Totem (Healing spells have a +2 to their effect)

Equipment, on Daisy:
Bedroll
Cauldron
Trail Rations (7)
[/ic]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

sparkletwist

What archetype are you using that lets you use Wis as a casting stat?

Numinous

Quote from: sparkletwist
What archetype are you using that lets you use Wis as a casting stat?
That would be the "forgot how to read" archetype.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Polycarp

Quote from: NuminousThat would be the "forgot how to read" archetype.

I thought that was a barbarian archetype
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Numinous

Quote from: Polycarp
Quote from: NuminousThat would be the "forgot how to read" archetype.

I thought that was a barbarian archetype
There's a reason that's my favorite class.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Hibou

Next session currently scheduled for Monday, same time. I have to work fairly early on Tuesday though so the session would be pretty short (2 hours ish). Anyone unable to make a 6 eastern slot? We could start earlier to keep the game longer.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

sparkletwist


Polycarp

The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Numinous

Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Reminder that there is a session tomorrow night at our regular time, 7 eastern.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

sparkletwist

I just realized I've never actually posted my character. So I'll do that now!

[ic=Aliya Mevin]
[spoiler=Picture][/spoiler]

Lawful Evil Human Cleric 2/Ranger 1

STR 13 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 15 (+2)
CHA 17 (+3)

Max HP: 24 [10 + 5 + 4 + 3 con + 2 FC]

Ranged attack: Bow +6 (d8+2), x3 [+8 (d8+4) against Undead]
Melee/Ranged attack: Throwing Axe +5 (d6+1) [+7 (d6+3) against Undead]
Melee/Ranged attack: Dagger +5 (d4+1) [+7 (d4+3) against Undead]
Melee attack: Cestus +5 (d4+1) [+7 (d4+3) against Undead]

BAB +2
AC 18 [4 armor + 3 dex + 1 dodge]
(AC 23 when moving within or out of a threatened area)

Init +3 [3 dex]
CMB +3 [2 BAB + 1 str]
CMD 17 [10 + 2 BAB + 1 str + 3 dex + 1 dodge]

FORT +6 [3 C + 2 R + 1 con]
REF +5 [0 C + 2 R + 3 dex]
WILL +5 [3 C + 0 R + 2 wis]

Speed: 30ft.
Carrying capacity: 50/100/150

Skills (20 points) [14 class + 3 human + 3 bonus]:
Bluff +7 (1 + 3 cha + class)
Craft(Carving) +4 (1 + 0 int + class)
Diplomacy +7 [1 + 3 cha + class]
Disable Device +7 [1 + 3 dex + class] (+6 with ACP)
Handle Animal +7 [1 + 3 cha + class]
Intimidate +7 [1 + 3 cha + class]
Linguistics +4 [1 + 0 int + class]
Knowledge(Local) +6 [3 + 0 int + class]
Knowledge(Religion) +4 [1 + 0 int + class]
Perception +8 [3 + 2 wis + class]
Ride +7 [1 + 3 dex + class] (+7 with ACP)
Sense Motive +7 [2 + 2 wis + class]
Spellcraft +4 [1 + 0 int + class]
Stealth +7 [1 + 3 dex + class] (+6 with ACP)
Survival +6 [1 + 2 wis + class] (+7 when tracking)

Languages: Ghosmian, Old Ingari

Class Features:
Favored Enemy: Undead (+2 to attack and damage vs. Undead)

Track: +1 to Survival checks for tracking

Some kind of Ranger communing with animals thing

Channel Negative Energy (d6) - Save DC 16 (18 for Undead)
Usable 6 (3+Cha) times a day.

Cast any level 1 non-domain spell slot as Inflict Light Wounds

[spoiler=Domains]
Ambition Domain:
(based on http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/glory-domain/honor )
When you channel negative energy to control the undead, the save DC is increased by 2.
Snap out of it! (Su): With a slap to the face (touch attack), grant an ally a new saving throw against a charm or compulsion. You can also use it on yourself as an immediate action. Usable 5 (3+Wis) times a day.
Domain spells: (1) shield of faith (2) zone of truth (3) searing light [refluffed as being dark purple and spooky rather than divine radiance]

Imagination Domain:
Bit of luck (Sp): Touch a willing creature as a standard action. For the next round, any time the target rolls a d20, roll twice and choose the better result. Usable 5 (3+Wis) times a day.
Domain spells: (1) silent image (2) minor image (3) major image
[/spoiler]

Tattooed holy symbol

Feats:
(H) Command Undead
(1) Scribe Scroll
(+) Precise Shot
(2) Rapid Shot
(3) Improved Channel
(+) Dodge/Mobility

Spells: 4 Orisons
Level 1: 3 + 1 domain (save DC 13)

[spoiler=Equipment]
[Spent 100 gp on tattooed holy symbol]
(1700 gp) Witch Steel Composite(Str+1) Longbow [Reskinned as an automatic/repeating crossbow]
(250 gp) Masterwork Chain Shirt [Reskinned as reinforced studded leather]
(50 gp) Masterwork Backpack
(8 gp) Throwing Axe
(5 gp) Cestus
(2 gp) Dagger
(25 gp) Belt pouch with spell components and silver holy symbol
(20 gp) 20 durable arrows
(1 gp) 20 common arrows
(2 gp) 20 blunt arrows
(5 gp) 5 red dye arrows
(50 gp) 5 smoke arrows
(1 gp) Whetstone for sharpening arrows (+1 damage on first hit)
(100 gp) 8 scrolls of Cure Light Wounds (CL 1) [Reskinned as small wooden discs with runes carved into them]
(25 gp) 2 scrolls of Silent Image (CL 1) [Reskinned as set of ornately carved animal bones]
(25 gp) Scroll of Summon Minor Monster (CL 2) [Reskinned as animal fur and bones shaped into a small talisman]
(25 gp) Scroll of Comprehend Languages (CL 2) [Reskinned as bits of carved wood bark stained with ink and blood]
(25 gp) Scroll of Hide from Undead (CL 2) [Reskinned as runes etched into a shard of a human skull]

(110 gp) Combat trained light horse with:
(10 gp) Saddle
(4 gp) Saddlebags
(16 gp) Cleric's kit (Food, bedroll, torches, etc.)
(1 gp) Animal feed
(5 gp) Light mace
(50 gp) Bag of vicious caltrops
385 gp

[/spoiler]

Hibou

Game last night was fun. Feels good to finally have our old friend Thatch back in the mix, doesn't it guys?!

EDIT: In all seriousness though, I felt it was important to establish the Nightmare as an alternative way to travel between areas in the mortal world. Thatch can teach any of the characters how to find areas susceptible to dream leaks (or do it for the group if they want) and they are a little more common in Arcanathraan than they would currently be elsewhere due to civilization being overrun by the undead in the kingdom.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Next session this Monday. Anyone not able to make it?
[spoiler=GitHub]https://github.com/threexc[/spoiler]