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Serpent’s Skull, Pathfinder 1e


Darcstaar
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Ok.

Here's how we're shaping up...

 

Shaman (Unsworn) - Dilvish - Party Healer?

Cat Burglar - Haldir - Traps?

Unchained Monk - Dwarvenranger - Tank?

Magus - KangarooRex - Arcane

Magus/Rogue/Paladin? - ShadowRaven

 

I'm eager and ready to get this started...

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2 hours ago, Darcstaar said:

Cheaper items like scrolls and potions and alchemical items should eventually be do-able, since they usually take one day or less each. 
 

For multi-day items, let me check ahead.  Part of the AP has a time tracking component, so it may be a little harder to pull off.

 

mainly just an issue of customization.  If we have access to crafting then we can make custom magic items for the characters.  if the entire campaign is a rush from point a to point b then we should know so we don't waste the feat on something that wont be used in the campaign.  we don't really need to make that decision until 3rd level anyway.

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17 minutes ago, Kangaroorex said:

 

mainly just an issue of customization.  If we have access to crafting then we can make custom magic items for the characters.  if the entire campaign is a rush from point a to point b then we should know so we don't waste the feat on something that wont be used in the campaign.  we don't really need to make that decision until 3rd level anyway.

I'm lucky in that I can take item creation feats as hexes.  And I have the capability of changing my hex each day. So I''m not sweating the whole Extra hex thing too much.

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I might take a level of sorcerer. But I definitely want to take 4 levels of fighter(brawler).

Plan on fighting unarmed so weapons and armor aren't important to me, but a monk's belt/robes/tattoo would be useful to offset the multiclass slowdown as would something that increases my hitting power.

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So, I went and changed tack again, Settled on a ranger rather than any of the concepts I had been running with

"The Brightness beckons, and I must go" Seeking that elusive 'something' since childhood has led him across land, and sea to places strange and foreign. Most recently his far travels led him south to wild and mysterious Garund, the Mwangi Expanse and the mysteries within. Still searching, he has found recent work keeping safe those who had other reasons to explore, and has come to understand the Jungle, it's peoples, and it's many dangers. Boarding the Jenivere to cut back on his travel time, he set to return to the colony, to perhaps venture out on another expedition, and to begin his search again. 

 

Jandir 
Elf ranger 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee battleaxe +5 (1d8+4/×3) or
   kukri +5 (1d4+4/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (monstrous humanoids +2)
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Statistics
--------------------
Str 19, Dex 16, Con 11, Int 18, Wis 16, Cha 14
Base Atk +1; CMB +5; CMD 18
Feats Attuned To The Wild[ARG]
Traits boarded in the mwangi expanse, seeker of brightness
Skills Climb +6, Handle Animal +6, Heal +7, Knowledge (dungeoneering) +8, Knowledge (geography) +9, Knowledge (nature) +8, Perception +10, Stealth +5, Survival +7, Swim +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Goblin, Orc, Polyglot, Sylvan
SQ elven magic, track +1, wild empathy +3
Other Gear lamellar (leather) armor[UC], arrows (40), battleaxe, kukri, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 11 gp
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Special Abilities
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Attuned to the Wild (Favored Terrain [Jungle]) Double natural healing in specified wilderness environment.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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@ShadowRaven I think that Serker of Brightness is pre-Core Rulebook.  It says +1 Search when I looked it up, but I’m assuming that is converted to +1 Perception.  Which Knowledge did you give the other +1 to? Geography?  And Favored Class Ranger, +1 hp?

 

The Playing is up.  I’m on pause there giving you guys a chance to post any background you want to share there, questions you want to ask any of the 6 passengers or the cook/captain/first mate.  You are about to sit down for an evening meal.

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