Post by reefwood on Dec 6, 2009 14:21:47 GMT -5
The Lone Survivor
Sergeant Nero woke up alone several miles outside of Longtree. No sign of Corporal Preston or the few remaining privates under his command. They must had disappeared during the night. Lost. Just like the rest of his division.
The road that weaved through the hilly grasslands led to Verdas - a major city held by the enemy. The allied army was still days from reaching it. Nero could reach it in less than two but would almost certainly be taken captive. The alternative of waiting this close to Longtree was not appealing. The Sergeant decided instead to cut through the hills in hopes of meeting up with the army still on the move.
Nero walked all day and into the night. Fearful to sleep, he pressed on through the darkness until it overtook him. He was roused when the ground began to rumble. A fright lifted him quickly to his feet, but seeing the cause brought relief. A flood of soldiers, mounts, and armaments were washing across the land. Dressed in colors matching his. The allied army was here.
Nero spent the rest of that day in the back of a supply wagon, feverishly ranting and drifting in and out of sleep. That evening, he had finally gained some degree of lucidity, and was brought before command to report on his mission. He spoke clearly and gave a detailed account of everything that had happened. However, the commanders couldn't help but notice an unsettling shiftiness to Nero's eyes, the feeling that he was occasionally on the verge of either tears or laughter, the deck of cards he nervously shuffled as he spoke.
"Thank you, Sergeant," they said, casting meaningful glances at one another. "Your report will no doubt prove invaluable." But as soon as the young soldier was led away from their tent, their mutterings and misgivings began...
Nero was escorted back to the covered wagon as the sound of crickets began to fill the air. Within the hour, a higher ranking mage arrived to confiscate his equipment, "Your ordnance will be returned or replaced as deemed appropriate for your next assignment."
The remainder of the night brought no more visitors. His only company, the soldiers standing guard outside.
In the morning, Nero was standing before the commanders again. They were brief and direct. Quashing resistance and overseeing succession in Gharn was commendable. A job well done. The loss of an entire division at Longtree, however, was disturbing in more ways than one. Such a failure could not be overlooked. Nero was stripped of his command. Demoted from sergeant all the way back down to private. At least for now.
Furthermore, the army was set to arrive outside Verdas by noon. It wouldthen spend what was left of the day preparing for the siege that would commence the following dawn first send an envoy to negotiate terms of surrender, but if an agreement could not be reached, preparations for a siege would be set in motion. It was not certain how long the city would take to fall, but those in charge did not want an unknown factor at their flank. During the night, a small but capable unit had been formed to investigate the matters at Longtree. Nero had been selected to join them. To provide firsthand knowledge and insights. They were to leave immediately.
[OOC: Compilation of various info from Boot Camp to have it all in one place. Please post any questions in the Boot Camp or OOC thread, as appropriate, to avoid clutter here.
Character Creation, 3rd-level
Ability Scores
Roll 4d6 six times, drop lowest. No re-roll.
Hit Points
Max hit points for 1st-level and gain hit points equal to at least half your class HD at all other levels. If the hit point total (HD+Con) rolled is equal to at least half the HD for that class, no change is made. Otherwise, bump it up to half the HD amount.
Military Skills
You must select two of the following skills as ones in which you've received special training and place at least one rank in each of them. The selected skills must be chosen at 1st level and cannot be changed, but the minimum one rank may be placed at 1st or 2nd level. Military skills are always considered class skills at every level and receive a competence bonus equal to half your character level.
Skills: Acrobatics, Craft (armor/weapon-related), Disable Device, Heal, Intimidate, Knowledge (military), Ride, Profession (military), Spellcraft, Survival, Use Magic Device
Military Feats
You may select up to two of the following feats as special bonus feats. You must meet the prerequisites, but you may select the feat(s) at 1st or 2nd level, and the same feat may be taken twice if it can be applied to different criteria each time.
Feats: Armor Proficiency (any), Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Manybolt*, Point Blank Shot, Power Attack, Rapid Reload, Shield Proficiency (any), Skill Focus, Spell Focus, Toughness, Weapon Finesse, Weapon Focus, Weapon Proficiency (any), or any feat which grants a +2 bonus to paired skills (such as Alertness or Stealthy)
*house feat
Starting Equipment Packages, 3rd-level
Standard Combat
- Masterwork melee weapon (400 gp)
- Masterwork ranged weapon (600 gp)
- Masterwork armor (600 gp)
- Masterwork shield (400 gp)
- Nonmagical ammunition, weapons, armor, shields (500 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Magic items (200 gp)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Magic Combat
- Wand of any touch spell of a level you can cast (500 gp)
- Wand of any ranged spell of a level you can cast (500 gp)
- Potions of mage armor (600 gp)
- Potions of shield of faith (400 gp)
- Nonmagical ammunition, weapons, armor, shields (200 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Additional magic items (500 gp)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Hybrid Combat
- Melee attack item from standard or magic combat (450 gp)
- Ranged attack item from standard or magic combat (550 gp)
- Masterwork armor and mage armor potions (600 gp)
- Masterwork shield and shield of faith potions (400 gp)
- Nonmagical ammunition, weapons, armor, shields (350 gp)
- Additional magic items (350 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Income Pool
This pool provides each soldier with an amount of wealth that can be spent on items. However, it is not actual coinage, and therefore, cannot be spent or used in any other way. Each day of service adds the following amount to an income pool:
[Character level x5] + Profession (military) modifier = dailywage in gp income pool
If a soldier does not have any ranks in Profession (military), that amount is treated as +0. Wealth from an income pool is earned at the end of each day, and it may be spent whenever the soldier is with the main army. Alternatively, it can be saved for later use.
PCs will start this adventure with 10 days of income poolthat may be spent on equipment or saved.
Warforged
Racial traits remain the same as D&D 3.5, except for the following:
1) +2 Constitution, +2 Intelligence, -2 Charisma. The bonuses are for reasons mentioned previously, and the penalty to Cha seems to make more sense than Wis because I could see them struggling to interact more than being bad at perception and most other Wis skills.
2) No more Light Fortification because it seems to be based on construct immunity to critical hits, and that immunity has been removed in Pathfinder.
3) 2 slams (1d4) - one slam per free hand.
4) Craft (armorsmithing, blacksmithing, gemcutting, sculpting) - Repair Deadly Wounds: When repairing deadly wounds, you can restore hit points to a damaged warforged. Repairing deadly wounds restores 1 hit point per level of the warforged. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to this amount. A warforged can only benefit from its deadly wounds being repaired within 24 hours of being injured and never more than once per day. You must expend two uses from a warforged repair kit to perform this task, or else you take a –2 penalty on your Craft skill check for each use from the healer's kit that you lack. This action takes one hour and may be retried until successful.
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 13, touch 13, flat-footed 9 (+2 Dex, +2 armor –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats: Endurance, RunB
Skills: Perception +6
Combat Trained (Ex) Hooves treated as primary attacks
Tricks: attack, come, defend, down, guard, heel
Load: 55 lb (Light 228 / Medium 459 / Max 690)
Equipment: Leather Barding (30 lbs), Riding Saddle (25 lbs)
Sergeant Nero woke up alone several miles outside of Longtree. No sign of Corporal Preston or the few remaining privates under his command. They must had disappeared during the night. Lost. Just like the rest of his division.
The road that weaved through the hilly grasslands led to Verdas - a major city held by the enemy. The allied army was still days from reaching it. Nero could reach it in less than two but would almost certainly be taken captive. The alternative of waiting this close to Longtree was not appealing. The Sergeant decided instead to cut through the hills in hopes of meeting up with the army still on the move.
Nero walked all day and into the night. Fearful to sleep, he pressed on through the darkness until it overtook him. He was roused when the ground began to rumble. A fright lifted him quickly to his feet, but seeing the cause brought relief. A flood of soldiers, mounts, and armaments were washing across the land. Dressed in colors matching his. The allied army was here.
* * * * *
Nero spent the rest of that day in the back of a supply wagon, feverishly ranting and drifting in and out of sleep. That evening, he had finally gained some degree of lucidity, and was brought before command to report on his mission. He spoke clearly and gave a detailed account of everything that had happened. However, the commanders couldn't help but notice an unsettling shiftiness to Nero's eyes, the feeling that he was occasionally on the verge of either tears or laughter, the deck of cards he nervously shuffled as he spoke.
"Thank you, Sergeant," they said, casting meaningful glances at one another. "Your report will no doubt prove invaluable." But as soon as the young soldier was led away from their tent, their mutterings and misgivings began...
* * * * *
Nero was escorted back to the covered wagon as the sound of crickets began to fill the air. Within the hour, a higher ranking mage arrived to confiscate his equipment, "Your ordnance will be returned or replaced as deemed appropriate for your next assignment."
The remainder of the night brought no more visitors. His only company, the soldiers standing guard outside.
In the morning, Nero was standing before the commanders again. They were brief and direct. Quashing resistance and overseeing succession in Gharn was commendable. A job well done. The loss of an entire division at Longtree, however, was disturbing in more ways than one. Such a failure could not be overlooked. Nero was stripped of his command. Demoted from sergeant all the way back down to private. At least for now.
Furthermore, the army was set to arrive outside Verdas by noon. It would
[OOC: Compilation of various info from Boot Camp to have it all in one place. Please post any questions in the Boot Camp or OOC thread, as appropriate, to avoid clutter here.
Character Creation, 3rd-level
Ability Scores
Roll 4d6 six times, drop lowest. No re-roll.
Hit Points
Max hit points for 1st-level and gain hit points equal to at least half your class HD at all other levels. If the hit point total (HD+Con) rolled is equal to at least half the HD for that class, no change is made. Otherwise, bump it up to half the HD amount.
Military Skills
You must select two of the following skills as ones in which you've received special training and place at least one rank in each of them. The selected skills must be chosen at 1st level and cannot be changed, but the minimum one rank may be placed at 1st or 2nd level. Military skills are always considered class skills at every level and receive a competence bonus equal to half your character level.
Skills: Acrobatics, Craft (armor/weapon-related), Disable Device, Heal, Intimidate, Knowledge (military), Ride, Profession (military), Spellcraft, Survival, Use Magic Device
Military Feats
You may select up to two of the following feats as special bonus feats. You must meet the prerequisites, but you may select the feat(s) at 1st or 2nd level, and the same feat may be taken twice if it can be applied to different criteria each time.
Feats: Armor Proficiency (any), Combat Casting, Combat Expertise, Combat Reflexes, Deadly Aim, Manybolt*, Point Blank Shot, Power Attack, Rapid Reload, Shield Proficiency (any), Skill Focus, Spell Focus, Toughness, Weapon Finesse, Weapon Focus, Weapon Proficiency (any), or any feat which grants a +2 bonus to paired skills (such as Alertness or Stealthy)
*house feat
Starting Equipment Packages, 3rd-level
Standard Combat
- Masterwork melee weapon (400 gp)
- Masterwork ranged weapon (600 gp)
- Masterwork armor (600 gp)
- Masterwork shield (400 gp)
- Nonmagical ammunition, weapons, armor, shields (500 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Magic items (200 gp)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Magic Combat
- Wand of any touch spell of a level you can cast (500 gp)
- Wand of any ranged spell of a level you can cast (500 gp)
- Potions of mage armor (600 gp)
- Potions of shield of faith (400 gp)
- Nonmagical ammunition, weapons, armor, shields (200 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Additional magic items (500 gp)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Hybrid Combat
- Melee attack item from standard or magic combat (450 gp)
- Ranged attack item from standard or magic combat (550 gp)
- Masterwork armor and mage armor potions (600 gp)
- Masterwork shield and shield of faith potions (400 gp)
- Nonmagical ammunition, weapons, armor, shields (350 gp)
- Additional magic items (350 gp)
- Adventuring gear, special substances, tools & skill kits, mounts (300)
- Potion of cure moderate wounds (300 gp)
= 3,300 gp limit
Income Pool
This pool provides each soldier with an amount of wealth that can be spent on items. However, it is not actual coinage, and therefore, cannot be spent or used in any other way. Each day of service adds the following amount to an income pool:
[Character level x5] + Profession (military) modifier = daily
If a soldier does not have any ranks in Profession (military), that amount is treated as +0. Wealth from an income pool is earned at the end of each day, and it may be spent whenever the soldier is with the main army. Alternatively, it can be saved for later use.
PCs will start this adventure with 10 days of income pool
Warforged
Racial traits remain the same as D&D 3.5, except for the following:
1) +2 Constitution, +2 Intelligence, -2 Charisma. The bonuses are for reasons mentioned previously, and the penalty to Cha seems to make more sense than Wis because I could see them struggling to interact more than being bad at perception and most other Wis skills.
2) No more Light Fortification because it seems to be based on construct immunity to critical hits, and that immunity has been removed in Pathfinder.
3) 2 slams (1d4) - one slam per free hand.
4) Craft (armorsmithing, blacksmithing, gemcutting, sculpting) - Repair Deadly Wounds: When repairing deadly wounds, you can restore hit points to a damaged warforged. Repairing deadly wounds restores 1 hit point per level of the warforged. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to this amount. A warforged can only benefit from its deadly wounds being repaired within 24 hours of being injured and never more than once per day. You must expend two uses from a warforged repair kit to perform this task, or else you take a –2 penalty on your Craft skill check for each use from the healer's kit that you lack. This action takes one hour and may be retried until successful.
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 13, touch 13, flat-footed 9 (+2 Dex, +2 armor –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats: Endurance, RunB
Skills: Perception +6
Combat Trained (Ex) Hooves treated as primary attacks
Tricks: attack, come, defend, down, guard, heel
Load: 55 lb (Light 228 / Medium 459 / Max 690)
Equipment: Leather Barding (30 lbs), Riding Saddle (25 lbs)