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Unread 29th of March, 2012, 08:22
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Black Plauge
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Ulak Negeseuwyr

Ulak Negeseuwyr

Age: 25
Race: Human
Class: Mes 4

STR: 10
DEX: 14
CON: 12
INT: 12
WIS: 19
CHA: 12

FATE Points: 1

Defining: Doesn't know when to quit.
Complicating: Driven by love.


HP: 22 {4d8}
BAB: +3
Init: +2
Speed: 50 ft. {30 base + 10 trait + 10 enh}
AC: 16 {+2 Dex +4 Wis}
Attacks: Normal Quarterstaff +3 vs. AC (1d6/x2)
Normal Sling +5 vs. AC (1d4/x2; 50 ft)
Shillelagh Quarterstaff +4 vs. AC (2d6+1/x2)
Magic Stone Sling +6 vs. AC (1d6+1/x2; 50 ft)

Fort: +5 {4 class + 1 Con}
Ref: +3 {1 class + 2 Dex}
Will: +8 {4 class + 4 Wis}

Nature sense
1st favored environment (marsh)
Animal companion
Woodland stride
Trackless step
Resist nature’s lure


Anklet of Translocation
Ring of the Four Winds
Chronocharm of the Horizon Walker
Explorer's Outfit
Courtier's Outfit

Carrying Devices:
Belt Pouch

Belt Pouch:
Sling bullets (x20)
Fish hook (x5)
Messenger badge

Bow drill
Trail rations (x10)
Smokestick (x4)
Tanglefoot Bag (x4)
Everburning Torch
Silk rope

43 gp
2 sp
0 cp

Die Hard
Scout the Path
Alertness (when animal companion is within arms reach)

Concentration +8 {Aspect Max + 1 Con}
Hide +9 {7r +2 Dex}
Knowledge (geography) +8 {7r + 1 Int}
Knowledge (nature) +10 {7r +1 Int +2 nature sense}
Listen +11 {7r +4 Wis}
Move Silently +9 {7r +2 Dex}
Spot +11 {7r +4 Wis}
Survival +13 {Aspect Max +4 Wis +2 nature sense}

Spells Prepared
0th level
Create Water
Purify Food and Drink

1st level
Magic Stone
Obscuring Mist

2nd level
Wood Shape
Soften Earth and Stone
Spider Climb

While he can, and does occasionally, clean up for meeting with royalty, nobles, or extremely wealthy clients, Ulak's appearance more often bears testament to the rugged lifestyle of someone who spends a lot of time on the road between city states. He nearly always wear a well oiled long coat, a necessity in wet weather, and simply too bulky to carry at other times, along with a sturdy pair of denim pants and a loose fitting woolen shirt. His skin is the reddish brown which bespeaks a mixed heritage and a lot of time outdoors. His dark brown hair is usually short and unkempt.

Animal Companion
Eryr (Eagle)
Size/Type: Small Animal
Hit Dice: 3d8+3 (23 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: Talons +5 melee (1d4)
Full Attack: 2 talons +5 melee (1d4) and bite +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6
Skills: Listen +6, Spot +18
Feats: Alertness, Weapon Finesse[b]
Tricks: Alert, Attack, Come, Don't Attack, Down, Fetch, Flush Out, Heel, Hunt, Seek, Stalk
Attached Images
File Type: png Ulak.png (118.4 KB, 7 views)
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 26th of May, 2012 at 03:02.
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Unread 31st of March, 2012, 02:45
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Black Plauge
PhD in Physics [Epic GM]

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Being a messenger requires a special degree of commitment. Messengers are supposed to be neutral by standers. They pass no judgement on those whose messages they deliver. They favor no side in accepting messages. Once a contract for delivery is accepted, only the death of the recipient or a recall from the sender should prevent the delivery of the message. To be a messenger is to stand outside the normal course of events, involved but not interested in the outcome.

On top of that, the roads between city-states are a very dangerous place. While rivers may be natural highways for goods and travelers, messengers were expected to travel faster than the usual river barge. Speed and efficiency, these where the hallmarks of messenger. The messages they carried were time critical; they prevented wars, marked their initiation, and presaged their conclusion. Merchants used them to prevent shortages, capitalize on a spike in demand, and plan for the future. As a result a messenger was expected to travel light and fast; going places that most would avoid, daring dangers that most would find too risky. Not even the Slith are to deter the messenger from getting through.

As a result, the messenger corps tends to attract two sorts of people. The first is the committed observer for whom curiosity trumps any sense of identity. To know the inner workings of history, to witness it as it happens; these people are driven by a desire to observe, to know, and to understand. The other is the carefree risk taker. The thrill seeker and adrenaline junky. For them it's the thrill of the race, the daringness of the shortcut, and the high they get from defying death out in the wild that drives them into the corps.

Ulak always fell into the first of these two groups. Orphaned as a young age, Ulak had found a home in the local messenger guild hall instead of the streets.* Besides food, shelter from the weather, and a place to sleep, it was there that he found men (and some women) with stories perfect to perk the curiosity of a young, knowledge hungry boy. There were informal teachers who taught him the way of the wilds and how to survive and pass through them. There were animals and other boys to play with, and play the occasional prank on. With a childhood like his, Ulak was in many ways destined to become one of those "married to the corps" (this term is used both for messengers who never marry, as well as messengers who marry other messengers).

Indeed, that was exactly the course his life was taking before Ulak met...

Well, actually, Ulak tends to be secretive about this aspect of his life, so I'm not going to tell you it.

*Realizing that those with strong family ties often have trouble with the Messenger's Corps commitment to absolute neutrality, the corps has a long standing policy of opening the guild hall to street children, in many ways running an unofficial day-orphanage, as a way of acculturating and recruiting the next crop of messengers.
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 16th of April, 2012 at 03:04.
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Unread 31st of March, 2012, 02:48
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Messenger Class

Variants being applied to Druid:
Hunter Druid
Favored Environment

Messenger Class Progression
  1. +00__+02/+0/+02__+0__+00ft__Nature sense, track, 1st favored environment, animal companion
  2. +01__+03/+0/+03__+0__+00ft__Woodland stride
  3. +02__+03/+1/+03__+0__+10ft__Trackless step
  4. +03__+04/+1/+04__+0__+10ft__Resist nature’s lure
  5. +03__+04/+1/+04__+1__+10ft__2nd favored environment
  6. +04__+05/+2/+05__+1__+20ft
  7. +05__+05/+2/+05__+1__+20ft
  8. +06__+06/+2/+06__+1__+20ft__Swift tracker
  9. +06__+06/+3/+06__+1__+30ft__Venom immunity
  10. +07__+07/+3/+07__+2__+30ft__3rd favored environment
  11. +08__+07/+3/+07__+2__+30ft
  12. +09__+08/+4/+08__+2__+40ft
  13. +09__+08/+4/+08__+2__+40ft__A thousand faces
  14. +10__+09/+4/+09__+2__+40ft
  15. +11__+09/+5/+09__+3__+50ft__Timeless body, 4th favored environment
  16. +12__+10/+5/+10__+3__+50ft
  17. +12__+10/+5/+10__+3__+50ft
  18. +13__+11/+6/+11__+3__+60ft
  19. +14__+11/+6/+11__+3__+60ft
  20. +15__+12/+6/+12__+4__+60ft__5th favored environment

A messenger casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A messenger must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the messenger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a messenger’s spell is 10 + the spell level + the messenger’s Wisdom modifier.

Like other spellcasters, a messenger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A messenger prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A messenger may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
  1. 3__1
  2. 4__2
  3. 4__2__1
  4. 5__3__2
  5. 5__3__2__1
  6. 5__3__3__2
  7. 6__4__3__2__1
  8. 6__4__3__3__2
  9. 6__4__4__3__2__1
  10. 6__4__4__3__3__2
  11. 6__5__4__4__3__2__1
  12. 6__5__4__4__3__3__2
  13. 6__5__5__4__4__3__2__1
  14. 6__5__5__4__4__3__3__2
  15. 6__5__5__5__4__4__3__2__1
  16. 6__5__5__5__4__4__3__3__2
  17. 6__5__5__5__5__4__4__3__2__1
  18. 6__5__5__5__5__4__4__3__3__2
  19. 6__5__5__5__5__5__4__4__3__3
  20. 6__5__5__5__5__5__4__4__4__4

Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Weapon and Armor Proficiency
Messengers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

Messengers are not proficient with any armor or shields.

A messenger who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spontaneous Casting
A messenger can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells
A messenger can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages
A messenger’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A messenger also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level messenger. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Messengers are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Sense (Ex)
A messenger gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)
A messenger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The messenger rolls 1d20 and adds her messenger level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the messenger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A messenger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

AC Bonus (Ex)
When unarmored and unencumbered, the messenger adds her Wisdom bonus (if any) to her AC. In addition, a messenger gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five messenger levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the messenger is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

A messenger gains Track as a bonus feat.

Favored Environment
At 1st level, a messenger may select a natural environment from among those given on the table below. Due to the messenger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the messenger has selected underground as a favored environment).

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the messenger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level messenger has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2.

If the messenger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

The game master may rule that a messenger can't select an environment that he has never visited.
Aquatic                     sea, ocean (on or under water)
Desert, cold                tundra
Desert, temperate or warm   badlands, sandy desert
Forest, cold or temperate   forest
Forest warm                 jungle
Hills                       rugged terrain up to 2,000 feet elevation
Marsh                       bog, moor, swamp
Mountain                    rugged terrain above 2,000 feet elevation
Plains                      farmland, grassland, steppe, prairie
Underground                 dungeons, caverns
Animal Companion
A messenger may begin play with an animal companion selected from the following list: bat, cat, eagle, hawk, lizard, owl, rat, raven, snake (tiny or small viper), toad, or weasel. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

Woodland Stride (Ex)
Starting at 2nd level, a messenger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Fast Movement (Ex)
At 3rd level, a messenger gains an enhancement bonus to her speed, as shown on the progression above (combined with the other 1st level fast movement). A messenger in armor or carrying a medium or heavy load loses this extra speed.

Trackless Step (Ex)
Starting at 3rd level, a messenger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex)
Starting at 4th level, a messenger gains a +4 bonus on saving throws against the spell-like abilities of fey.

Swift Tracker (Ex)
Beginning at 8th level, a messenger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Venom Immunity (Ex)
At 9th level, a messenger gains immunity to all poisons.

A Thousand Faces (Su)
At 13th level, a messenger gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the messenger’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex)
After attaining 15th level, a messenger no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the messenger still dies of old age when her time is up.
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 13th of April, 2012 at 07:51.
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Unread 6th of April, 2012, 03:35
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Animal Companion
A messenger’s animal companion is different from a normal animal of its kind in many ways. A messenger’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Messenger  Nat Arm  Bonus       Bonus
  Level      Adj     HD    Int  Tricks  Special
1st          +1      +0     2     1     Alertness, improved evasion, share spells, empathic link
2nd          +1      +0     2     1
3rd          +2      +2     3     2
4th          +2      +2     3     2
5th          +3      +2     4     2     Speak with master
6th          +3      +4     4     3     Devotion
7th          +4      +4     4     3     Speak with animals of its kind
8th          +4      +4     5     3
9th          +5      +6     5     4
10th         +5      +6     6     4
11th         +6      +6     6     4
12th         +6      +8     7     5
13th         +7      +8     7     5
14th         +7      +8     8     5
15th         +8      +10    8     6
16th         +8      +10    9     6
17th         +9      +10    9     6
18th         +9      +12   10     7
19th         +10     +12   10     7
20th         +10     +12   11     7
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal companion knows in addition to any that the messenger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The messenger selects these bonus tricks, and once selected, they can’t be changed. Handy compilation of tricks.

The animal companion’s Intelligence score. Note that even though the animal companion's Intelligence score is 3 or greater after the messenger reaches 3rd level, the creature is not awakened and does not gain human-like intelligence. Instead, this boosted Intelligence score represents the animal companion's ability to understand and carry out more and more complex commands and to interpret the messenger's wishes when he is not around to give commands.

Alertness (Ex)
While a animal companion is within arm’s reach, the messenger gains the Alertness feat.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
At the messenger’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his animal companion. The animal companion must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if it moves farther than 5 feet away and will not affect the animal companion again even if it returns to the messenger before the duration expires. Additionally, the messenger may cast a spell with a target of "You" on his animal companion (as a touch range spell) instead of on himself.

A messenger and his animal companion can share spells even if the spells normally do not affect creatures of the animal companion’s type (animal).

Empathic Link (Ex)
The messenger has an empathic link with his animal companion as long as he can see the animal companion. The messenger cannot see through the animal companion’s eyes, but is intricately familiar with the animal companion's body language. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the messenger has the same connection to an item or place that his animal companion does.

A messenger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The messenger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Speak with Master (Ex)
If the messenger is 5th level or higher, a animal companion and the messenger can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Devotion (Ex)
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Speak with Animals of Its Kind (Ex)
If the messenger is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties). Such communication is limited by the intelligence of the conversing creatures.
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 6th of April, 2012 at 03:51.
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Unread 26th of May, 2012, 03:05
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Black Plauge
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Pathfinder [General]
  • You may not become lost due to poor visibility or difficult terrain.
  • By making a Survival check vs. DC 20, you may reduce the effect of difficult terrain on movement by th (max 3/4x).
  • By making a Survival check vs. DC 30, you may reduce the effect of difficult terrain on movement by th (max 1x).

Scout the Path [General, Scout]
  • +3 bonus when making a Survival check to Trailblaze (see the Skill Index for details).
  • In addition, all allies within 20’ receive a +1 bonus on their Hide and Move Silently checks.
Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
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