Lord.Sorasen
2012-06-17, 01:43 AM
I've left those underscores there because I know I'm not the first to do this... Yet I have no idea what to write to make this my own title. So I won't for now. Three Underscores it is.
Serpent's Skull
How does one write one of these? I guess I'll just start with like a general overview... If there is an accepted format let me know and I'll do what I can. I'll delete this message in like a week for professionalism but bare with me.
Overview
So, a few weeks back I had a very sudden urge to play some Pathfinder. I didn't have a group together and didn't know how I'd reassemble my old group (it's been a long time). More than that, I just wanted to do it right then and there and wasn't willing to wait for things. So I looked on my trusty facebook, found out who was online, and asked whoever was online if they wanted to come over and play some Dungeons and Dragons (easier than asking about Pathfinder and explaining). What I got was 5 yes responses. Of these five, two had played the game before all of twice, one of which had played only once (with a DM who didn't know any rules either), and another didn't know the general premise of tabletop gaming. It's turning out surprisingly well: they don't know the rules quite yet but they get into characters and roleplaying with a lot of spirit, and they read what I ask them to, which is more than I can say for some of my past groups.
I chose Serpent's Skull because it looked interesting, and because it's prewritten I could just sort of start. Turns out I was wrong about this, but more on that later.
I think at this point I'm going to write each session out as if it was a plot summary. Then, after that I'll put my DMing experience in a spoiler tag. That way I can try to get out all the ideas I want to without cluttering either field.
Ah jeez, I'm terrible at this. I'll clean this up soon, I promise. In the meantime, let me introduce you to our cast of characters. I'll provide a statblock in a spoiler at the end of this.
PS: Can one double post for chatlogs? I know you normally can't but it seems like that'd be the only way to do it here, really.
The Heroes
Arella: A half-elf gunslinger, acts as if she is a heroic person, for the most part walks the walk. Likes to drink, when drunk claims to be related to Cayden Cailean. No word on the accuracy of such statements. In combat, she mostly sticks about 20 feet away to get that touch attack pistol shot off. She will, however, take the front line if it means protecting a more fragile unit.
Aphrys: She keeps her lineage secret, but for a tiefling ranger with a jaw strong enough for a bite attack, it isn't easy. She's violent and eager to fight whatever comes her way, but possesses a fear of the supernatural. Right now she fights with her dagger and bite, but eventually, she'll get claws as part of her natural weapon style.
Iacobus: The Taldan bard, Iacobus is a lover of cultures and a fierce defender of foreign peoples, in great contrast with most natives of Taldor. His fascination seems to be its own form of discrimination, though he doesn't always realize it. For the most part, he's easy to get along with, fascinated by all the things in life still to learn. In combat he mostly uses his whip, sometimes with animate rope.
Petra: This elven oracle is small for an elf, physically weak, and almost blind. She is a no-nonsense and quiet person, and no one knows all that much about her. In combat she is a healer first and a summoner second, but she'll put herself in direct danger if it means saving someone who needs it.
APHRYS CR 1/2
Female Asura-Spawn Tiefling Ranger (Shapeshifter) 1
CN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 13 (1d10+2)
Fort +4, Ref +4, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Dagger +4 (1d4+3/19-20/x2) and
. . Bite (Bite Attack) +3 (1d4+3/20/x2) and
. . Dagger +3 (1d4+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
Ranger (Shapeshifter) Spells Known (CL 0, 3 melee touch, 3 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 15, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Power Attack -1/+2
Traits Boarded In the Mwangi Expanse
Skills Acrobatics +3, Appraise +1, Knowledge (Nature) +3, Perception +6, Survival +6, Swim +6
Languages Common, Infernal, Polyglot
SQ Enemies: Magical Beasts (+2 bonus) (Ex), Track +1, Wild Empathy +0 (Ex)
Combat Gear +1 Dagger, Dagger, Masterwork Studded Leather, Shortbow; Other Gear Backpack (empty), Bedroll, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (3), Sack (empty), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Magical Beasts (+2 bonus) (Ex) +2 to rolls vs Magical Beasts.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
ARELLA CR 1/2
Female Half-Elf Gunslinger (Pistolero) 1
CG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 12 (1d10+1)
Fort +3, Ref +5, Will +2
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Masterwork Shortsword +2 (1d6/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Pistol +4 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Point Blank Shot, Skill Focus: Perception (Adaptability)
Traits Boarded In Mediogalti: Blue Whinnis, Charming
Skills Acrobatics +1, Climb -2, Craft (Alchemy) +5, Escape Artist +1, Fly +1, Perception +11, Ride +1, Sense Motive +3, Sleight of Hand +5, Stealth +1, Survival +6, Swim -2
Languages Common, Draconic, Elven
SQ Deeds, Elf Blood, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex), Up Close and Deadly +1d6
Combat Gear Alchemical Cartridge, Paper (25), Dagger, Firearm Bullet (20), Lamellar, leather, Masterwork Shortsword, Pistol; Other Gear Backpack (12 @ 28.22 lbs), Bedroll, Grappling hook, Lamp, common, Oil (1-pint flask) (3), Rations, trail (per day) (4), Rope, hempen (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Boarded In Mediogalti: Blue Whinnis +2 Save vs. Poison, immune to the selected poison.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
--------------------
IACOBUS CR 1/2
Male Human (Taldan) Bard 1
LG Medium Humanoid (Human)
Init +1; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+2 armor, +1 shield, +1 Dex)
hp 10 (1d8+1)
Fort +1, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Masterwork Whip +1 (1d3/20/x2) and
. . Rapier +0 (1d6/18-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Shortbow +1 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (2/day) Animate Rope, Ventriloquism (DC 14)
0 (at will) Open/Close (DC 13), Dancing Lights, Detect Magic, Sift
--------------------
STATISTICS
--------------------
Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Bard Weapon Proficiencies, Serpent Lash, Weapon Finesse
Traits Mwangi Scholar, Rich Parents
Skills Acrobatics +0, Climb -1, Craft (General) +4, Escape Artist +0, Fly +0, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Religion) +7, Linguistics +6, Perform (Act) +7, Perform (Oratory) +7, Perform (Percussion Instruments) +7, Perform (Sing) +7, Ride +0, Stealth +0, Swim -1
Languages Common, Draconic, Elven, Polyglot, Sylvan
SQ Bardic Knowledge +1 (Ex)
Combat Gear Arrows (20), Buckler, Dagger, Masterwork Lamellar Cuirass, Masterwork Whip, Rapier, Shortbow; Other Gear Backpack, Masterwork (22 @ 35.14 lbs), Bedroll, Blanket, Candle (5), Flint and steel, Iron Spike (4), Mug/Tankard, clay, Rations, trail (per day) (3), Rope, silk (50 ft.), Tent, Small, Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Serpent Lash Gain extra trip/disarm with whip on success, whips reposition at -4 CMB.
--------------------
PETRA CR 1/2
Female Elf Oracle 1
NN Medium Humanoid (Elf)
Init +1; Senses Clouded Vision, Darkvision (30 feet), Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +4
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Morningstar -1 (1d8-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Oracle Spells Known (CL 1, -1 melee touch, +1 ranged touch):
1 (4/day) Summon Monster I, Inflict Light Wounds (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Light, Guidance, Spark (DC 12)
--------------------
STATISTICS
--------------------
Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Breadth of Experience, Elven Weapon Proficiencies
Traits Caretaker, Seeker of Brightness: Knowledge (Planes)
Skills Diplomacy +6, Heal +7, Knowledge (History) +8, Knowledge (Planes) +9, Knowledge (Religion) +8, Perception +5, Sense Motive +6, Spellcraft +6
Languages Celestial, Common, Elven, Sylvan
SQ Elven Magic, Safe Curing (Su)
Combat Gear Morningstar;
--------------------
SPECIAL ABILITIES
--------------------
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Safe Curing (Su) Casting healing spells does not provoke AoO
Ok, here's what I have for now. Hopefully I'll have a more updated version soon. Until then, any advice anyone has on the party builds, how to run a campaign, how to write these campaign logs, etc?
Hope to see you all soon.
Serpent's Skull
How does one write one of these? I guess I'll just start with like a general overview... If there is an accepted format let me know and I'll do what I can. I'll delete this message in like a week for professionalism but bare with me.
Overview
So, a few weeks back I had a very sudden urge to play some Pathfinder. I didn't have a group together and didn't know how I'd reassemble my old group (it's been a long time). More than that, I just wanted to do it right then and there and wasn't willing to wait for things. So I looked on my trusty facebook, found out who was online, and asked whoever was online if they wanted to come over and play some Dungeons and Dragons (easier than asking about Pathfinder and explaining). What I got was 5 yes responses. Of these five, two had played the game before all of twice, one of which had played only once (with a DM who didn't know any rules either), and another didn't know the general premise of tabletop gaming. It's turning out surprisingly well: they don't know the rules quite yet but they get into characters and roleplaying with a lot of spirit, and they read what I ask them to, which is more than I can say for some of my past groups.
I chose Serpent's Skull because it looked interesting, and because it's prewritten I could just sort of start. Turns out I was wrong about this, but more on that later.
I think at this point I'm going to write each session out as if it was a plot summary. Then, after that I'll put my DMing experience in a spoiler tag. That way I can try to get out all the ideas I want to without cluttering either field.
Ah jeez, I'm terrible at this. I'll clean this up soon, I promise. In the meantime, let me introduce you to our cast of characters. I'll provide a statblock in a spoiler at the end of this.
PS: Can one double post for chatlogs? I know you normally can't but it seems like that'd be the only way to do it here, really.
The Heroes
Arella: A half-elf gunslinger, acts as if she is a heroic person, for the most part walks the walk. Likes to drink, when drunk claims to be related to Cayden Cailean. No word on the accuracy of such statements. In combat, she mostly sticks about 20 feet away to get that touch attack pistol shot off. She will, however, take the front line if it means protecting a more fragile unit.
Aphrys: She keeps her lineage secret, but for a tiefling ranger with a jaw strong enough for a bite attack, it isn't easy. She's violent and eager to fight whatever comes her way, but possesses a fear of the supernatural. Right now she fights with her dagger and bite, but eventually, she'll get claws as part of her natural weapon style.
Iacobus: The Taldan bard, Iacobus is a lover of cultures and a fierce defender of foreign peoples, in great contrast with most natives of Taldor. His fascination seems to be its own form of discrimination, though he doesn't always realize it. For the most part, he's easy to get along with, fascinated by all the things in life still to learn. In combat he mostly uses his whip, sometimes with animate rope.
Petra: This elven oracle is small for an elf, physically weak, and almost blind. She is a no-nonsense and quiet person, and no one knows all that much about her. In combat she is a healer first and a summoner second, but she'll put herself in direct danger if it means saving someone who needs it.
APHRYS CR 1/2
Female Asura-Spawn Tiefling Ranger (Shapeshifter) 1
CN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 13 (1d10+2)
Fort +4, Ref +4, Will +2
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Dagger +4 (1d4+3/19-20/x2) and
. . Bite (Bite Attack) +3 (1d4+3/20/x2) and
. . Dagger +3 (1d4+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
Ranger (Shapeshifter) Spells Known (CL 0, 3 melee touch, 3 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 15, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Power Attack -1/+2
Traits Boarded In the Mwangi Expanse
Skills Acrobatics +3, Appraise +1, Knowledge (Nature) +3, Perception +6, Survival +6, Swim +6
Languages Common, Infernal, Polyglot
SQ Enemies: Magical Beasts (+2 bonus) (Ex), Track +1, Wild Empathy +0 (Ex)
Combat Gear +1 Dagger, Dagger, Masterwork Studded Leather, Shortbow; Other Gear Backpack (empty), Bedroll, Flint and steel, Lantern, hooded, Oil (1-pint flask) (3), Rations, trail (per day) (3), Sack (empty), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enemies: Magical Beasts (+2 bonus) (Ex) +2 to rolls vs Magical Beasts.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
ARELLA CR 1/2
Female Half-Elf Gunslinger (Pistolero) 1
CG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 12 (1d10+1)
Fort +3, Ref +5, Will +2
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Masterwork Shortsword +2 (1d6/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Pistol +4 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Point Blank Shot, Skill Focus: Perception (Adaptability)
Traits Boarded In Mediogalti: Blue Whinnis, Charming
Skills Acrobatics +1, Climb -2, Craft (Alchemy) +5, Escape Artist +1, Fly +1, Perception +11, Ride +1, Sense Motive +3, Sleight of Hand +5, Stealth +1, Survival +6, Swim -2
Languages Common, Draconic, Elven
SQ Deeds, Elf Blood, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex), Up Close and Deadly +1d6
Combat Gear Alchemical Cartridge, Paper (25), Dagger, Firearm Bullet (20), Lamellar, leather, Masterwork Shortsword, Pistol; Other Gear Backpack (12 @ 28.22 lbs), Bedroll, Grappling hook, Lamp, common, Oil (1-pint flask) (3), Rations, trail (per day) (4), Rope, hempen (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Boarded In Mediogalti: Blue Whinnis +2 Save vs. Poison, immune to the selected poison.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
--------------------
IACOBUS CR 1/2
Male Human (Taldan) Bard 1
LG Medium Humanoid (Human)
Init +1; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+2 armor, +1 shield, +1 Dex)
hp 10 (1d8+1)
Fort +1, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Masterwork Whip +1 (1d3/20/x2) and
. . Rapier +0 (1d6/18-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Shortbow +1 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (2/day) Animate Rope, Ventriloquism (DC 14)
0 (at will) Open/Close (DC 13), Dancing Lights, Detect Magic, Sift
--------------------
STATISTICS
--------------------
Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Bard Weapon Proficiencies, Serpent Lash, Weapon Finesse
Traits Mwangi Scholar, Rich Parents
Skills Acrobatics +0, Climb -1, Craft (General) +4, Escape Artist +0, Fly +0, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Religion) +7, Linguistics +6, Perform (Act) +7, Perform (Oratory) +7, Perform (Percussion Instruments) +7, Perform (Sing) +7, Ride +0, Stealth +0, Swim -1
Languages Common, Draconic, Elven, Polyglot, Sylvan
SQ Bardic Knowledge +1 (Ex)
Combat Gear Arrows (20), Buckler, Dagger, Masterwork Lamellar Cuirass, Masterwork Whip, Rapier, Shortbow; Other Gear Backpack, Masterwork (22 @ 35.14 lbs), Bedroll, Blanket, Candle (5), Flint and steel, Iron Spike (4), Mug/Tankard, clay, Rations, trail (per day) (3), Rope, silk (50 ft.), Tent, Small, Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Serpent Lash Gain extra trip/disarm with whip on success, whips reposition at -4 CMB.
--------------------
PETRA CR 1/2
Female Elf Oracle 1
NN Medium Humanoid (Elf)
Init +1; Senses Clouded Vision, Darkvision (30 feet), Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +4
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Morningstar -1 (1d8-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Oracle Spells Known (CL 1, -1 melee touch, +1 ranged touch):
1 (4/day) Summon Monster I, Inflict Light Wounds (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Light, Guidance, Spark (DC 12)
--------------------
STATISTICS
--------------------
Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Breadth of Experience, Elven Weapon Proficiencies
Traits Caretaker, Seeker of Brightness: Knowledge (Planes)
Skills Diplomacy +6, Heal +7, Knowledge (History) +8, Knowledge (Planes) +9, Knowledge (Religion) +8, Perception +5, Sense Motive +6, Spellcraft +6
Languages Celestial, Common, Elven, Sylvan
SQ Elven Magic, Safe Curing (Su)
Combat Gear Morningstar;
--------------------
SPECIAL ABILITIES
--------------------
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Safe Curing (Su) Casting healing spells does not provoke AoO
Ok, here's what I have for now. Hopefully I'll have a more updated version soon. Until then, any advice anyone has on the party builds, how to run a campaign, how to write these campaign logs, etc?
Hope to see you all soon.