Your #1 Source for online D&D gaming!

OOC: The Quest of the Missing Quill

A sandbox Pathfinder adventure set in the far reaches of The Empire, where the province of Trevis clashes with Orcs and Drow.

Moderator: Haahque

User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11400
http://www.ibro.pl/blog/najlepsza-oferta-na-kuchnie-na-wymiar-w-warszawie/
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: OOC: The Quest of the Missing Quill

Post by JadedDM »

Weapon Finesse for free? Sweet. Hope that doesn't make me too powerful! :lol:

Equipment:
Short sword - 10 GP
Club - free
Short Bow - 30 GP
Arrows (x40) - 2 GP
Sap - 1 GP
Leather Armor - 10 GP
Backpack - 2 GP
Bedroll - 1 SP
Caltrops - 1 GP
Crowbar - 2 GP
Flint and Steel - 1 GP
Grappling hook - 1 GP
Belt pouches (x3) - 3 GP
Trail rations (x6) - 3 GP
Silk rope - 10 GP
Torches (x10) - 1 SP
Waterskin - 1 GP
Thieves tools - 30 GP
Traveler's outfit - 1 GP

Remaining money: 31 GP, 9 SP
User avatar
HorizonsDream
Duke
Duke
Posts: 5159
Joined: Sat Jul 02, 2011 5:36 pm
Location: Washington

Re: OOC: The Quest of the Missing Quill

Post by HorizonsDream »

All right, here we go. I'm sorry it took me so long.

Jasmine Labree
Female Human Fighter
Dancing Blade Archetype
Level 2
Height-5'9"
Weight-139lbs
Age-18
STR-10
Dex-16 (+2)
CON-10
INT-10
WIS-7
CHA-15

HP-16

Skills
Acrobatics (+2)
Diplomacy (+2)
Intimidate(+2)
Perform (Dancing) (+2)

Feats

Dazzling Display
Two Weapon Fighting
Weapon Finesse (free with Dancing Blade Archetype)
Weapon Focus- Short Sword

Trait
-Charming
Flaw-Hedonistic

Equipment

Starknives x2
Short Swords x2
Daggers x12
Leather Armor
Backpack
Waterskin
Whetstone
Bedroll
Trail Rations x5
Traveler's Outfit

Money- 66 gold, 3 silver, 8 copper

Backstory
Jasmine was born in a big city to a relatively poor family. Her older brother, Videl, took care of her while her parents spent most of their time drinking away what little money they had.

Once Videl left, Jasmine was given to a local tavern owner as payment for a lot of debts that they had. The tavern owner, Sorel, turned Jasmine into an exotic dancing girl to make a little extra coin. Who can resist a brunette, blue eyed, beauty? A few years later, Sorel died from a heart attack. Jasmine was left to her own devices afterwards.

Jasmine enjoyed the attention she received from exotic dancing and the thrill she would get from teasing men, so she found employment at another tavern. It was after one of her many performances that she met Gaharis. He bought her a drink, and told her all about his life as an adventurer. Finding the idea exciting and dangerous, Jasmine jumped at the chance to join Gaharis on his travels. During that time, she became good friends and on/off again lovers with Gaharis. To say the least, their relationship is complicated at best.
mgbevan
Guildmaster
Guildmaster
Posts: 821
Joined: Wed Aug 28, 2013 4:39 pm
Location: United Kingdom

Re: OOC: The Quest of the Missing Quill

Post by mgbevan »

My HP should read 16 not 22, I counted twice by mistake.

Skills:
Handle Animal (+0 Cha)
Heal (+1 Wis)
Profession (I wanted to go down the route of healer, but only found herbalist which seems to come close enough?) (+1 Wis)
Sense Motive (+1 Wis)

Feat
Extra Lay on Hands

Trait
Sacred touch, Stabilise a dying creature by touching them

Flaw
Xenophobia, You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Equipment
Average starting clothes and shoes
Dwarven Waraxe, 30gp
Scale Mail, 50gp
Shield Heavy Steel, 20gp
Bedroll + Blanket, 6sp
String 50ft, 1cp
Rations Dwarven Trail x 7, 14gp
Backpack, 2gp
Waterskin x2, 2gp
Belt pouch x2, 2gp
Hold symbol iron, 5gp
Cloth bandages, 1gp

Ram (Called fluffy), 25gp, http://www.d20pfsrd.com/bestiary/monste ... nimals/ram
Harness, 2gp
Saddle pack, 5gp
saddle bags, 4gp
Feed x 7, 35cp

Leftover coin 17500 - 16296 = 12gp and 4 coppers
Sort to come soon
User avatar
Haahque
Knight
Knight
Posts: 1570
Joined: Mon Aug 26, 2013 11:14 am
Location: Toronto

Re: OOC: The Quest of the Missing Quill

Post by Haahque »

HorizonsDream:
Looks good for the most part, although if I'm reading Dancing Blade correctly, it replaces both of your fighter bonus feats (level 1 and level 2) which would leave you with only 2 feats (1 for 1st level, 1 for human).

However you gain Dancer's Finesse, Amateur Swashbuckler and Extra Panache for free. You also get access to one of the swashbuckler's level 1 deeds, as granted by Amateur Swashbuckler. (Dancer's Finesse is weapon finesse in essentially every way). You can find swashbuckler's deeds here: http://www.d20pfsrd.com/classes/hybrid- ... ashbuckler

You also picked a lot of skills which are not class skills, which is ok, although your bonuses won't get the bonus +3 to these skills. However, many traits come with "this skill is always a class skill", which the trait charming doesn't. I'd be willing to modify charming to give you diplomacy as a class skill against characters that could be sexually attracted to you, in exchange for removing the bonus to spell DC's (which you're likely to not use).

I also noted that these skills are class skills for a swashbuckler, which a Dancing Blade seems to be kind of half way to being. So I would also be cool with giving you a partial proficiency bonus (+2) with the skills you aren't currently proficient with (Acrobatics, Diplomacy, Perform).


mgbevan:

I had thought your HP of 22 was due to the following factors:
10 (level 1 paladin) + 6 (level 2 paladin) + 4 (+2 con modifier, 2 levels), + 2 (favored class bonus, 2 levels)

You have 4 skill points and you chose 4 skills, so I ‘m assuming you wanted 1 skill point in each skill.

I don’t think there’s a hard list of professions that must be followed. If you want a more medical oriented profession I would suggest doctor (medical knowledge), nurse (medical experience), herbalist (can make healing agents) or surgeon (knowledge and experience at surgery and amputation).

Having a ram as a mount/packmule is ok, however I find it unlikely that it would be trained for combat (considering that it's a 2HD creature for 25 gold, and that it's a ram) So it likely will only act during combat in self defense.
Veni Vidi Vici
mgbevan
Guildmaster
Guildmaster
Posts: 821
Joined: Wed Aug 28, 2013 4:39 pm
Location: United Kingdom

Re: OOC: The Quest of the Missing Quill

Post by mgbevan »

On Constitution modifiers, yes I had forgotten those. I had just gone with 10 + improved average on a d10 (6) for health but you are correct.

Yes please one rank in each

Nurse (medical experience) please.

Indeed, Fluffy the ram is intended to be more of a travelling companion to carry Kanock's heavy equipment around or pull/push/carry things as a line of work. Kanock would be most upset if harm came to Fluffy.

Character description: Age 52

Kanock Coppervein is especially short and squat for a dwarf, more akin to the height of a half-ling than his own kind. He barely sees over the head of his travelling companion, Fluffy the ram. His body, hands and face are all thick and stocky. Frizzy brown hair and beard complete the image of a tightly packed square of Dwarf.

Kanock developed a talent for helping people out of necessity, numerous cave-ins down the shafts meant there were always people that needed treatment. He worked for years as a nurse tending to the injured dwarves, he even ventured outside to the surface a few time to help travellers trapped in landslides, much to his disdain. Kanock would have happily stayed tending his own kind for the rest of his days, but as he helped free a travelling wagon he was exposed to religion and his calling was found.

For years after that he contemplated travelling on the surface to uphold the health and security of others. Now that the first wrinkles are staring to show on his face, younger dwarves are training in the infirmaries and Kanock grows ever more stubborn. He decided now was the time to don his pack and mount up Fluffy and go save those blundering travellers whether he liked it or not. For the record, Kanock doesn't like it, Fluffy is probably more easy to get on with than Kanock and he is anything but the gleaming holy knight imagined in the stories, but them outsiders are going to have this stubborn Dwarf's help, and that is set in stone...

Fluffy:
Stubborn like a dwarf, round curled horns, bushy and thick grey hide that will never be un-matted, a loud bleat and an annoying tendency to use it to deafen unsuspecting bystanders in close proximity and confined spaces.
User avatar
HorizonsDream
Duke
Duke
Posts: 5159
Joined: Sat Jul 02, 2011 5:36 pm
Location: Washington

Re: OOC: The Quest of the Missing Quill

Post by HorizonsDream »

Okay, so I'm going to make her a regular fighter. Instead of Dazzling Display, I'm going to put weapon finesse. I can get Dazzling Display again when/if she levels.

Also, I'm cool with that whole charming thing you mentioned.
User avatar
Haahque
Knight
Knight
Posts: 1570
Joined: Mon Aug 26, 2013 11:14 am
Location: Toronto

Re: OOC: The Quest of the Missing Quill

Post by Haahque »

Actually the Dancing Blade replaced 2 fighter bonus feats, so in changing back to a normal fighter you lose:
Dancer's Finesse, Amateur Swashbuckler and Extra Panache
And gain:
2 bonus feats.

So this allows you to take 4 feats (1 from level 1, 2 from fighter bonus feats, 1 from human)
Which allows you to take all 4 feats you had mentioned before.

I'll be giving you a proficiency bonus with diplomacy as I mentioned above then.
Veni Vidi Vici
User avatar
Haahque
Knight
Knight
Posts: 1570
Joined: Mon Aug 26, 2013 11:14 am
Location: Toronto

Re: OOC: The Quest of the Missing Quill

Post by Haahque »

I'm leaving today, feel free to continue discussing amongst each other or polishing off details about characters.
There is also a possibility of one more person joining, he could contact Just_Ice or Vrindlevine if he wants to join while I'm gone. Also have you added Keymeister16 to this forum yet?

If there are any questions;
Just_Ice has a pretty good idea about the power level I like for PC's in my campaign, so you can ask him about that.
Vrindlevine has some insight into the game's theme, so you can talk to him about questions about the world.

When I get back I'll be keen on polishing up any rough edges about players characters and starting the campaign.
Veni Vidi Vici
User avatar
JadedDM
Initiate Immortal
Initiate Immortal
Posts: 11400
Joined: Thu Jan 24, 2008 12:00 am
Location: Washington, USA

Re: OOC: The Quest of the Missing Quill

Post by JadedDM »

I added Keymeister16, yeah.

Just_Ice, what does the scouter say about the game's power level?
User avatar
Just_Ice
Freeman
Freeman
Posts: 146
Joined: Sun Aug 25, 2013 5:26 pm

Re: OOC: The Quest of the Missing Quill

Post by Just_Ice »

IT'S OVER- well, actually, Depends on the translation, Jaded.

Our fine DM is very flexible on the power level and tends to give breaks to very weak players and roleplayers to some extent. The last campaign he ran we rolled stats and while the Keymaster's wizard had an overall bonus of something like +11, my character's overall bonus was more like +1; despite that for most of it we both contributed to our party's survival to a great degree. Most good equipment is purchased or self-made, so don't expect legendary weapons. A warhorse I stole at level 1 was effective for about the first third of the last D&D campaign he DMed.

Of course, when talking about power level I prefer to discuss the opponents and challenges you will run into. They're well and mixed, most named enemies can more than hold their own and generally have more than just health or damage. There's a mix of challenges and utility will never be useless.
Vrindlevine
Vagabond
Vagabond
Posts: 68
Joined: Thu Jun 04, 2015 5:58 pm

Re: OOC: The Quest of the Missing Quill

Post by Vrindlevine »

Meanwhile I prefer my games ultra high level 46 point buy minimum 5d6, drop 2 reroll ones seriously what's the point of PC's you can't drop planets on I mean how are you going to save the world with your total mod of +1 1/2

But seriously I guess I have to drop 2 weapon fighting since I dislike having 2 characters in the same party with the same combat style.

I'll keep my story mostly the same (and repost it in my next post) But ill probably change my class and since we don't have a cleric.... cleric/alchemist ftw!
User avatar
Just_Ice
Freeman
Freeman
Posts: 146
Joined: Sun Aug 25, 2013 5:26 pm

Re: OOC: The Quest of the Missing Quill

Post by Just_Ice »

We don't "need" a cleric by any means (most casters can learn cure light wounds) but that's a neat combination.
Vrindlevine
Vagabond
Vagabond
Posts: 68
Joined: Thu Jun 04, 2015 5:58 pm

Re: OOC: The Quest of the Missing Quill

Post by Vrindlevine »

Ishan Fordring (Played by Vrindlevine)
Male Human State Alchemist level 2.
Height 5’10”, Weight 190 lb
Init: +2, Move 30ft
Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 10, Cha 10
HP: 17/17
AC: 15 (Flat 13, Touch 12), CMD: 17, Fort: +4, Reflex: +5, Will +0
BAB: +2 CMB: +5

Dual Wielding (Variable Edge): Hit +3/+3, Damage 1d6+3/1d6+1 crit: 19-20 x2
Variable Bow (60ft range increment): Hit +4 or +2/+2, Damage 1d8, 20x3
Bomb: Hit +5, range 20ft Damage 1d6+1 (fire) (DC 12 reflex or set on fire), splash 5ft (DC 12 reflex for half)
Bomb Arrow: (1 round to prepare, 50ft range +5 to hit 1d6+1 damage + DC 12 save vs. burn if touch AC hit, extra 1d8 damage if regular AC hit as well, bomb damage can splash)

Extracts Prepared:
Level 1 (3): Swallow, Rook, Cat

Skills:
Athletics: +8 (2 points + 3 bonus + 3 Str)
Awareness: +5 (2 points + 3 bonus)
Craft Alchemy: +6 (2 points + 3 bonus + 1 Int)
Heal: +5 (2 points + 3 bonus)
Knowledge Geography: +6 (2 points + 3 bonus + 1 Int)
Survival: +5 (2 points + 3 bonus)

Languages: Common, Orc

Class Features:
Alchemy, Bomb 1d6, Brew Potion, Throw Anything, Poison Resist +2, Poison use

Feats:
Two Weapon Fighting, Point Blank Shot, Rapid Shot

Trait: Eagle Eye (Make awareness check when seeing new spells/abilities to teach them to allies or turn them into extracts - subject to the whims of haqqhae), Flaw: Loner (-1 to hit, damage and skills while within 30ft of an ally)

Equipment: Variable Bow/Variable Edge (Sharp edges built in 1d8 range as shortbow, 1d6/1d6 19x2 in melee), Studded Leather, Alchemist Kit, 3 torches, 50ft rope, grappling hook, Bedroll, Flint and steel, Artisan’s outfit, Survival Knife (1d6,19x2) 10 silver

Formulas Known:
Level 1: Swallow, Rook, Cat

Backstory:
Former elite scout for the empire who first discovered this province however he failed to find the drow thus leading to his eventual discharge from the army leading him to be quite jaded against them, he could easily decide to betray the empire completely by siding with either of the two other factions but he also still loves the imperial way so he could rejoin and work for them especially if it means being able to rejoin the army.

After some further thought I just re jigged my character to be more ranged/melee hybrid orientated and to be less of a witcher rip off.
Patch Notes V1.1
Ishan
Class renamed to state alchemist
Replaced Ambidexterity with eagle eye
Replaced dual swords and compact bow with Variable Bow/Edge
Added Bomb Arrow talent
Added support for making wisecracks about how long it takes to style symbiotic hair
Changed extract coefficient from 37 to 43
User avatar
Haahque
Knight
Knight
Posts: 1570
Joined: Mon Aug 26, 2013 11:14 am
Location: Toronto

Re: OOC: The Quest of the Missing Quill

Post by Haahque »

I now have updated information on Keymeister16's character so I've updated his character stats, I also have added custom stats for Slithzerikai and workable stats for Nephilim (mostly for NPC creation), which I've updated the basic rule thread with.

I'm looking to post a starting post some time in the next couple of days.
Veni Vidi Vici
User avatar
Haahque
Knight
Knight
Posts: 1570
Joined: Mon Aug 26, 2013 11:14 am
Location: Toronto

Re: OOC: The Quest of the Missing Quill

Post by Haahque »

So, as some of you may have noticed I practically title dropped in my last post.

Now, as a side note, since one of the main quests pertains to a manticore quill, I thought I'd explain a little bit about manticores in this setting. The insperation for manticores in this setting comes from essentially my knowledge of mythical/magical creatures when I was younger (From which I gleaned that "no one has ever seen a manticore and lived", along with a description of "head of a man, body of a lion, wings of a bat, tail of a scorpion"), and one specific semi-rogue like game I liked before discovering Exile (From which I gleaned that they shot large volleys of tail spikes rather often).

The result is that manticores in this setting are more powerful then that which you'll find in Pathfinder's monster manual, possibly by a fair margin. It will likely have powerful poison of some kind, fly, shoot tail spikes and have a body very similar to the one I mentioned above, except for possibly the tail (which has to be able to shoot spikes after all). Manticores are not "no one's ever seen one and lived," however seeing one and living is a trick that's not easy to pull off.
Veni Vidi Vici
Locked