Confirmation: Avengers Assemble! (Inactive)

Game Master slicertool

= = P l a y t e s t F e e d b a c k = =


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Grand Lodge

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

Dark Archive

Scenario and AP Tracker

Dot

Silver Crusade

Male Human Vigilante Zealot of Sarenrae 1
Wand:
CLW 50/50
HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4

Ker-DOT!

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

DOT

I believe I am ready. I really considered using a DM blob to go level 2, where the class(s) really start to actually function, but then I remembered the Confirmation can only be replayed at level 1. :(

I did use the Inquisitor and edited out the material that did not apply. But I might have missed something.

Liberty's Edge

Male Human Pathfinder Society GM

dot. I have my character ready on paper, and I'll have his sheet up on here sometime today

Dark Archive

Scenario and AP Tracker

same. This will have to be one of the fastest PbP Confirmations if going to make it by the 20th though.

Liberty's Edge

Male NG Wayang Warlock Vigilante/2 - HP 16/16- AC 18/T:14/FF:15 - Perception: +6 - Fort: +1, Ref: +6, Will: +1 (+2 vs. shadow subschool spells) - CMB: +1, CMD 14 - Speed 20 ft. - Init. +3

dotty dotty

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

First off, thank you for allowing me in. I do appreciate the opportunity to playtest this out, something I wasn't particularly sure I would be able to do this time.

Here are my initial observations on the class, (without having fully played it). So far, it seems extremely underwhelming all around. But I guess we will see. Having played and run this, I also do know that a lot of the fluff and build options are not going to apply much, or at least not going to matter too much. But, at the same time, for playtesting purposes, I do think that that should be the way it works, so not playing to or against it's strengths in any particular biased way.

Spoiler:
So far, just building a few characters, I'm not liking the class. At level one, I'm really considering just playing an NPC class with the flavor of the alternate identity. It seems like it really takes a very specific sort of game or much higher level play for the Dual Identity or Social Graces features to even matter, which makes level one look very, very boring, (outside of fluff only).
-
Level 2 the class finally starts to kick in, but feels too little, too late. I'm honestly thinking that level one should grant a Talent and you get an additional one at level 2, but then the way that so many require a certain level, there really isn't enough to matter. There are not a lot of actual choices, though it seems there are at a glance.
-
I decided to go with Zealot, though I'm also looking at Avenger. Really, to get the class(s) to do what I actually want, I think it would require multiclassing into Vigilante twice. Actually a Avenger Stalker Zealot could be pretty cool.
-
I'm not thrilled with Divine Training. It's basically a Class Feature tax, with almost nothing on the Talent list worth really having until much later on, often when it's far too late to really matter.
-
Running a few mock combats, the Zealot is pretty lack luster. NPC class quality. I see no reason to play it over an Inquisitor, Cleric, or even a Rogue. A Rogue could take the ability to cast a few spells and orisons and basically do the same thing, but more and better. Similar with a Bard. This is especially true at low levels when wands and the normal supplements to shore up on weakness are still out of grasp.
-
Cha based casting is meh. The fact that it doesn't have a Divine Aura, doesn't seem to have any way to add other classes divine spells (or even Domain spells or the like) adds to how limiting the class seems to be.
-
It doesn't seem to fit well as an alternate Cleric or Druid class at all, nor the Paladin or Warpriest. Extremely minor nods towards the Oracle (spontaneous Charisma based) and the Inquisitor (very similar fluff, basically stepping on toes, but in an inferior way), in all cases just feels very inferior, and with the way Divine Training works, I honestly don't see that changing, ever.
-
My suggestion would be to break the Zealot up into 2 distinct classes, with one focusing on a sort of primal (Druid, Oracle, Shaman, & Witch) focus and the other a divine champion (Battle Cleric, Inquisitor, & Warpriest). Absolutely drop all "support" options as they just do not fit with the theme of the class.
-
Things I feel are notably lacking are options for various divine protections. No Divine Grace, Wis to Ac, or the like. Moreso than the other three, the Zealot is pretty MAD, but it just doesn't work well with itself at all and it's not really particularly worth it. It kind of doesn't have a dump stat, though as written Wisdom seems to be the most likely, and the class seems to beg to be ranged only to have a chance to really function at all, (on par with an NPC class, at least).
-
Alternatively, a "divine trickster" refocus for the Specialization could work very well.
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A level 2 Inquisitor essentially has a Zealot's Domain (free), a much better version of Divine Bastion (Judgments), Stern Gaze (free), Divine Training All (free), the same Skill Points with more Class Skills, similar Weapons and Armor, and Track (free). In addition, they also get free Detect Alignment, Monster Lore, and Cunning Initiative. Spellcasting is basically identical. The Zealot gets a free +4 to one skill and basically a limited version Hat of Disguise and Undetectable Alignment ish ability. Something that are pretty easy to afford (for anyone) pretty soon.

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

dot

Dark Archive

Human (1.0A) Vigilante (Warlock) | HP 9/9 | AC 17; T 13; FF 10 | F +1; R +5; W +3 | CMB +0; CMD 13 | Init +5 | Perc +5 Spells (1) 1/3 | Wands CLW 50/50

This is Tyranius. I am all set. These guys really need a vigilante talent at level 1 just to give them the class feel. Cause right now I just feel like a wizard with a personality complex.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

I have to agree. It really feels like an NPC class at best. For the Zealot, I really don't see that changing. I can either take more Divine Training or a lot of really crappy talents. Just feels like I can either pay the tax to do what I can already do a tad bit better, or a few other things I don't even care about at all 90% of the time. At least with the Warlock, there is actually some Talents that are pretty amazing and actually a contender against more spells. Not so much with the Zealot. What's worse, a nearly identical Inquisitor comes out so far ahead of the Zealot it's not even funny. I want to give it an honest playtest, but I can already tell the Zealot is just terrible. I think Divine Bastion is the one Talent that even looks interesting, and I hope in round two all the Zealot's Talents refocus to look more like it.

Empower Holy Symbol is basically utterly worthless until at least 6th level when you have the option to Channel Energy, but at that point, Channel Energy (even at FULL CLERIC LEVEL, not the -4 levels it actually gets), has already far outlived itself. And by taking those two, that means I'm not casting anything higher than a tiny handful of 0-2nd level spells UNTIL at least 8th level. But, at the same time, what else am I going to even both taking?

At level 2 I can take: Divine Bastion (+1 CMD) a few rounds a day, 1 Domain Power, Stern Gaze (+1 Intimidate and Sense Motive), or Track (+1 Survival to follow tracks). That's it. No, really, that's it. Oh, I also get a +4 to one skill.

Liberty's Edge

Male Human Pathfinder Society GM

Agreed. I used the avenger talents to basically make a d8 hd fighter with a bunch of skills. I feel like I could do what this character does with any other melee class a million times better. I see the concept of the dual personality being fun, if not pigeonholed, but I don't see it translating to actual gameplay that well, at least in the character's current design. Perhaps with an overhaul of the talents and a redistribution of which levels they are gained at would help. Right now my character just feels lackluster. Kind of like a Kick Ass type superhero.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

I kind of just want to drop all specializations, make it a single class, that must pick at 1st level between sneak attack, full BaB, or Casting (arcane or divine). From there, they can take all Talents as they like. Probably double the number of Talents gained, too. Maybe not double, but pretty close.

Sadly, it's still on the weaker side of the 3.5 Unearthed Arcana Generic Classes, which is open content.

I also just noticed that I made a mistake with the Saves, (-2 Fort and +2 Refl), and that the Avenger doesn't get a good Fort. <Facepalm>

Grand Lodge

It's like it needs some of its Social personality fleshed out to be more interesting.

Grand Lodge

“Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

“But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Lore Guardian,” he says as he motions for an excitable halfling woman to approach. She wears a mask, a tabard depicting a scroll and shield, a large backpack, and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Lore Guardian here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.”

The Lore Guardian speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.”

Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.

Janira Gavix is going to be a Vigilante, too. Behold her alter-ego: Lore Guardian!

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3
GM Gregg wrote:
It's like it needs some of its Social personality fleshed out to be more interesting.

I don't know. I like the generic concept I had. Sort of the Anti-HellKnight. I honestly wish I could have my "Social" identity be LE (in PFS), and I think that in anything but a PFS style game (short and focused) it might matter.

However, it's nothing I couldn't already basically do on the flavor side, which probably is not going to come up much or at all in PFS, besides just out of game RP. The more I think about it, allowing this to be Playtested within PFS just seems rather pointless, when so much of it simply isn't going to apply.

A few scenarios it might, where having the skill points and occasional skill bonuses be relevant might, but no moreso than any Skill focused class and probably a bit worse than the Rogue, Inquisitor, or Bard, all of which can do much more than just that.

Grand Lodge

Knowledge(geography) DC 10:
At the center of the Isle of Kortos stand the Kortos Mounts, the points on the island.

Knowledge(geography) DC 15:
Entire tribes of centaurs, harpies, and minotaurs constantly vie for territory up and around the Mounts, with harpies being the most common at higher altitudes and centaurs controlling the lower slopes and foothills.

Knowledge(history) DC 15:
Also known as the Low Azlanti, the gillmen are an amphibious humanoid race believed to be the last descendants of the ancient Azlanti people.

Knowledge(history) DC 20:
During Earthfall, the Starstone struck Golarion and destroyed the human empires of Thassilon and Azlant. It is said that gillmen’s ancestors survived the cataclysmic event because they received the blessing of an aquatic entity that allowed them to breath underwater.

Knowledge(history) DC 25:
Most scholars believe the terrifying aboleths were responsible for the gillmen’s transformation. Any alliance between them appears to have fallen apart over the millennia, however, and the gillmen are now an independent people.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3


Nope
Nope
Nope
Nope
&
Nope. . . :P

Grand Lodge

The Lore Guardian pulls out a large leather-bound journal and opens it on the table. “Before we set out, we should all get to know each other and review our plan. After all, the most important factors that determine whether an expedition will be a success are cooperation and preparation! I’ll go first!”

"I, Lore Guardian, travel the world seeking out forgotten lore and recording it for future generations. Knowledge must be preserved and those who would keep the truth hidden, like the cults of the Reaper of Reputation, must be stopped."

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

I had 4 or 5 different concepts, but every one either needs another class or would be better built in another class. I think vigilante should have been a template you could add onto any character, giving the talents but also some drawbacks to balance the situation. We'll give this a go, but it really just feels like a weak rogue to me (and rogue's ain't so great to begin with). Actually, I also think some alchemy skills for the stalker would have been useful. I think I am going to have to dip Alchemist in order to make this concept work anyway. I am going to try this one with a blowgun - something new to me. But I don't have the feats to really do the class justice, and crossbow seems a little mundane. I am not sure, but I am not sure if I can actually buy poisons in PFS, and crafting might be limited too. Still working on the full back story.

Knowledge, Geography untrained: 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge, History untrained: 1d20 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

"I am Blood Eagle, the Avenger of the once free and noble peoples of Cheliax before the plague that is. In those lands, I have a growing reputation as the "Scourge Who Makes Hell Knights Weep Biter Tears". I bring Milani's blessing, albeit it minor, to this endeavor."

Liberty's Edge

Male Human Vigilante 1 HP: 11 AC:16 T:11 FF:15 Init:+1 Fort:+3 Ref:+3 Will:+3 M. Large Bastard Sword +3, 2d8+4, 19-20x2, Chakram +4, 1d8+3, 20x2,
Skills:
Bluff:6 Climb: 7 Diplomacy:6 Intimidate:6 Profession-Miller:5 Perception:5 Stealth:5

There a quite a few poisons legal for PFS play, I looked it up a while back.

Leaning a sword nearly as tall as himself against the wall, a hooded man, armored in worn scalemail, speaks. When he looks up, you can see his face is obscured by a simple mask.
I am The Union's Blade, bringer of justice to those who've earned their coin on the backs of the mistreated and abused. I have joined the Society to find such situations all over Golarion and end them during my travels, and give such poor souls the voice they need.

He leans against the wall next to his sword after his introduction, allowing the others to speak.

Dark Archive

Human (1.0A) Vigilante (Warlock) | HP 9/9 | AC 17; T 13; FF 10 | F +1; R +5; W +3 | CMB +0; CMD 13 | Init +5 | Perc +5 Spells (1) 1/3 | Wands CLW 50/50

Knowledge History: 1d20 + 7 ⇒ (13) + 7 = 20

The Lightning Agent explains all about the gillmen's past and how they survived a cataclysmic event.

Open and Read above spoilers.

I am The Lightning Agent. The thin man places a fist to his chest. As a hood, cowl and cloak cover the majority of his body it is difficult to discern who he is or even what race he is.

I join the Society to right some wrongs and crimes that were committed in my past. Once those crimes have been corrected I shall continue to help the rest of Golarion as my repentance.

Silver Crusade

Male Human Vigilante Zealot of Sarenrae 1
Wand:
CLW 50/50
HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4

A thin man, dressed in white and gold colored clothing with a wide brimmed hat smiles at the group, with only his smile showing under the wide hat. A sun shaped flower clasp fastens his cloak shut, as well as adorning the man's hat.

"O, at your service, to send the undead back to peaceful rest, and to punish those who steal souls from the boneyard. I appreciate all of you helping out with this, task."

Upon closer inspection, strapped to his hip is a tonfa while a short bow and quiver are slung over his shoulder, along side a well made backpack.

-Posted with Wayfinder

Grand Lodge

I'm going to try and push this through pretty quick to hit our deadline. I'm pretty sure all of you have played this (if not GMed it) at least once. If not, please speak up.

Silver Crusade

Male Human Vigilante Zealot of Sarenrae 1
Wand:
CLW 50/50
HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4

I'll do my best to keep up. I won't be close to any device to play in the next 24 hours or so. NPC during battles if need be to make things move, and I can ask as to where my token can be moved during fights when I'm at work as I'm not able to change things in Google Drive from work/mobile.

Liberty's Edge

Male NG Wayang Warlock Vigilante/2 - HP 16/16- AC 18/T:14/FF:15 - Perception: +6 - Fort: +1, Ref: +6, Will: +1 (+2 vs. shadow subschool spells) - CMB: +1, CMD 14 - Speed 20 ft. - Init. +3

I'm not really available today but will return to regular posting after tomorrow or so. May take me a bit to catch up on all my games.

-Posted with Wayfinder

Liberty's Edge

Male Human Vigilante 1 HP: 11 AC:16 T:11 FF:15 Init:+1 Fort:+3 Ref:+3 Will:+3 M. Large Bastard Sword +3, 2d8+4, 19-20x2, Chakram +4, 1d8+3, 20x2,
Skills:
Bluff:6 Climb: 7 Diplomacy:6 Intimidate:6 Profession-Miller:5 Perception:5 Stealth:5

I've played and GM'd, and am fine with going quickly.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

To be completely honest, I didn't find the story all that interesting here. It was kind of underwhelming in my opinion with the exception of the Aroden riddle, but once you have don't them, that's kind of that. I think, again, just my opinion, First Steps did a much better job than either The Confirmation or the Wounded Wisp.

Grand Lodge

Agreed, but I own this one and haven't purchased the others yet. ;)

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

Oh, I was just saying. I don't mean to sound like I'm complaining. I'm not. :P
First Steps is free, but they removed parts 2 and 3 from legal play. Wounded Wisp is maybe 75% about going to find stuff and then socializing with a bunch of named NPC's to find out more and deal with it. It's fun, but also once you have done it, there isn't too much to it. Both are only really replayable because the story isn't that important and they focus on randomized encounters. I think the appeal of First Steps was that it was a 3 part trilogy that both introduced you to a lot of the main NPCs in the game and also involved a full story over the three parts that really allowed you to see what each Faction was kind of about and also experience a lot of different encounter types that are pretty common threats. I find both The Confirmation and the Wounded Wisp really hard to finish on time without bypassing a lot of the social stuff and the mystery of the game, which makes it a bit weird for introductory scenarios. Also, a lot of the appeal of these two realy depends a lot on how good an actor the DM is, well in a face-to-face game, but at the same time, if time is a factor, there isn't a lot of opportunity to really flush out everyone, or even to meat everyone.

Liberty's Edge

Male NG Wayang Warlock Vigilante/2 - HP 16/16- AC 18/T:14/FF:15 - Perception: +6 - Fort: +1, Ref: +6, Will: +1 (+2 vs. shadow subschool spells) - CMB: +1, CMD 14 - Speed 20 ft. - Init. +3

"I am the Silver Warden: protector of freedom and liberator of enslaved peoples everywhere."

The large shield strapped to the Silver Warden's back looks incongruous beside the polearm that also rests there, with no other visible weapons but a Brace of Javelins. Well-traveled combatants, however, might recognize the bracer that extends past his knuckles as a weapon, however.

Yada Yada, ready to go when you guys are

+4 Perception, +2 initiative

-Posted with Wayfinder

Grand Lodge

“On to the details of the mission at hand,” Lore Defender says with an eager grin. “After reviewing my mission reports personally, Master Shaine believes it is no coincidence that each time they entered the caves it was during a full moon, so it is also no coincidence that you have been called here now, just a day before the moon is full again. We both believe that tomorrow night is our best chance to find out why these caves are important and what exactly the gillmen are doing in there.

“The caves we’ll be travelling to lie under the base of the Kortos Mounts. We’ll need to spend every minute of daylight possible to reach the caves by foot, crossing over the Cairnlands, taking the paths to Diobel, and finally making our way through the wilderness. With any luck we won’t run into any of the local inhabitants. Once in the caves, we’ll need to work together to explore and determine whether any gillman are present or have been recently. Keep an eye out for any other clues that might hint at the caves’ significance, too.”

Any Questions? Didn't think so, moving on.

--------------------------------------------

“Now, before we head out, if there aren’t any more questions, we should take a moment to go through your gear and make sure nothing important gets left out.”

Anyone need to purchase anything?

Ominous GM Roll:
1d6 ⇒ 3

Encounter and map to be posted shortly.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3
GM Gregg wrote:


“After reviewing my mission reports personally, Master Shaine believes it is no coincidence that each time they entered the caves it was during a full moon, so it is also no coincidence that you have been called here now, just a day before the moon is full again."

Any Questions? Didn't think so, moving on.

I have one. Never spotted this before. What's a "full moon"? :P

GM Gregg wrote:


Ominus GM Roll. . .

Oh crap. . . Looks like it's DM vengeance time for all the ordeals "chaps" went through.

Dark Archive

Human (1.0A) Vigilante (Warlock) | HP 9/9 | AC 17; T 13; FF 10 | F +1; R +5; W +3 | CMB +0; CMD 13 | Init +5 | Perc +5 Spells (1) 1/3 | Wands CLW 50/50

Good to go. Going to be casting a lot of 0 level spells as they didn't give me a whole lot to work with.

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

Checking through my meager gear, <unless something isn't there>, "Seems all in order, Lord Defender. I am ready wen you. Though, I can't help but notice your pack seems rather full. Even heavy, Lord Defender. Maybe you would like one of us to carry it for you. You know, just through this cave. Just in case. Wouldn't want you to, um, need to run in in a hurry, and get weighed down. Yah, that's it. I mean we could even sort of split up the weight a little between us all, just so none of us get into trouble, too."

Kidding. Just kidding.

"Oh, wait" Finally, dawning on him. "Yes, I got you. I um, I need to go make a phone call. Yep, be back in five minutes. Exactly five minutes."

Walking out behind a boulder, he makes sure he is mentally and cosmetically prepared. Puts on a bit of cologne, combs the hair, a bit of makeu, um face paint beneath the cowl, rehearsing the kind of sickly, something's-stuck-in-my-throat voice, waits another 4 and a half minutes, then walks back out to rejoin the party, looking and sounding the exact same. "Ok, now Blood Eagle is ready. Down with Cheliax! May the Eagle Rise!!!"

I also just realized that I can not be both Chaotic Good and Lawful Neutral, which pretty much wrecks my whole concept. So I guess I'm CG and NG? Makes 0% sense, but them's the rules.
Man, this class is really looking pretty bad. Even fun stuff like this is not allowed. Flavor is even starting to take some poor implementation hits. :(

Grand Lodge

The party makes its way out of Absalom and into the countryside beyond. Along the way, tall towers dot the landscape and Lore Defender explains that these are are remnants of siege towers from the many failed attempts of conquering the great city. Lore Defender leads the group along the road to Diobel. The first day of travel is uneventful passing nothing more than merchants and travelers going the other direction. Everyone camps down for the night.

On the second day, Lore Defender leads the group off the beaten trail and toward the roots of the Kortos Mounts. The forest quickly begins to block out the sky as the group heads north. Lore Defender occasionally checks her wayfinder to make sure that everyone stays on course. One time while getting her bearings the group notices something to the northeast writhing along the trees and coming right for them.

Init Rolls:

Lore Defender: 1d20 + 6 ⇒ (14) + 6 = 20
Silver Warden: 1d20 + 2 ⇒ (13) + 2 = 15
The Wasp: 1d20 + 6 ⇒ (1) + 6 = 7
Blood Eagle: 1d20 + 2 ⇒ (1) + 2 = 3
Lightning Agent: 1d20 + 5 ⇒ (11) + 5 = 16
Orlesk: 1d20 + 5 ⇒ (3) + 5 = 8
Union's Blade: 1d20 + 1 ⇒ (2) + 1 = 3
Writhing mass: 1d20 + 6 ⇒ (6) + 6 = 12

INITIATIVE:
Lore Defender ⇒UP!
Lightning Agent⇒UP!
Silver Warden⇒UP!
Writhing mass
The Wasp
Orlesk
Blood Eagle
Union's Blade

Knowledge(nature) DC 7:
The writhing mass appears to be a swarm of snakes. Luckily, it looks like they aren't venomous varieties, but they're still quite dangerous.

The Lore Defender begins to monologue saying, "I am the terror that flaps in the night, I am the fingernail that scrapes the blackboard of your soul. I am the Lore Defender! Let's get dangerous!"

Inspire Courage +1

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

Ha! This is going to be very entertaining! Yah, the alignments only 1 step apart was really difficult for me to, and I don't really get why that would be necessary. I suppose true alignment and exhibited alignment could be different, but why not just let us go crazy?

Grand Lodge

The Wasp wrote:

Ha! This is going to be very entertaining! Yah, the alignments only 1 step apart was really difficult for me to, and I don't really get why that would be necessary. I suppose true alignment and exhibited alignment could be different, but why not just let us go crazy?

I have a feeling that this is going to be one of those things that will be opened up a little bit more when it actually gets released.

Liberty's Edge

Male NG Wayang Warlock Vigilante/2 - HP 16/16- AC 18/T:14/FF:15 - Perception: +6 - Fort: +1, Ref: +6, Will: +1 (+2 vs. shadow subschool spells) - CMB: +1, CMD 14 - Speed 20 ft. - Init. +3

Knowledge (nature) untrained: 1d20 ⇒ 11

"Snakes! I'll draw them to me."

NE, NE, N please. Then a full defense action for AC 22.

-Posted with Wayfinder

Liberty's Edge

17/17 HP || 16 AC, 12 T, 14 FF, CMD: 15 || F: +5, R: +2, W: +5 // 20ft Speed || Int: +2, Perception: +2 <Stonecunning, Darkvision> || LG Oread Cleric of Torag || Warhammer +4 Att, 1d8+3

Know Nature (Untrained): 1d20 + 1 ⇒ (7) + 1 = 8

"Snakes? Where?. . . Oh. Blood Eagle, um, not afraid of snakes or anything, but, um, well Blood Eagle going to stand over here."

On my turn, I'll follow Silver Warden and Aid Another to help boost AC, I guess. Don't think it actually matters with swarms, though. Nothing else really I can do here.

Aid (DC 10): 1d20 + 2 ⇒ (8) + 2 = 10

Dark Archive

Human (1.0A) Vigilante (Warlock) | HP 9/9 | AC 17; T 13; FF 10 | F +1; R +5; W +3 | CMB +0; CMD 13 | Init +5 | Perc +5 Spells (1) 1/3 | Wands CLW 50/50

Drawing an alchemists fire the Lightning Agent prepares for the snakes imminent arrival.

if come within 10 feet

Alchemist's Fire: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage : 1d6 + 1 ⇒ (2) + 1 = 3

point blank shot and precise shot

Grand Lodge

DM Rolls:

LD,SW: 1d2 ⇒ 1

The swarm of snakes bobs and weaves through the undergrowth and the flicks of their tongues picks up the scent of Lore Defender and slithers over to her.

Swarm Lore Defender: 1d6 ⇒ 4

The Lore Warden screams as the snakes bite at her legs.

INITIATIVE:
Snake Swarm
The Wasp⇒UP!
Orlesk⇒UP!
Blood Eagle⇒UP!
Union's Blade⇒UP!
Lore Defender⇒UP!
Lightning Agent⇒UP!
Silver Warden⇒UP!

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

Since the Wasp moves first, he grabs his alchemist's flask and throws it at the snakes.

Fire Throw: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 5

Liberty's Edge

Male Human Vigilante 1 HP: 11 AC:16 T:11 FF:15 Init:+1 Fort:+3 Ref:+3 Will:+3 M. Large Bastard Sword +3, 2d8+4, 19-20x2, Chakram +4, 1d8+3, 20x2,
Skills:
Bluff:6 Climb: 7 Diplomacy:6 Intimidate:6 Profession-Miller:5 Perception:5 Stealth:5

The Union's Blade throws his acid flask at the snake swarm, trying to not hit The Lore Defender.
Please move me to the square directly to the left of the Silver Warden. Thanks!

Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 1

Silver Crusade

Male Human Vigilante Zealot of Sarenrae 1
Wand:
CLW 50/50
HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4

Watching everyone throwing things at the mass of serpents, "O" grabs his Alchemist's Fire and throws it at the creatures, hoping to hit the closest to him.

MORE FIRE!: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 Point Blank Shot and Precise Shot
Damage: 1d6 ⇒ 1

What is up with all the low damage rolls? Some group of heroes we are!

Grand Lodge

You're heroes... you're not yet superheroes.

Lore defender moves out of the swarm and casts a healing spell on herself.

CLW: 1d8 + 4 ⇒ (4) + 4 = 8

5' step and then move. The swarm has 0 reach.

INITIATIVE:
Snake Swarm
The Wasp
Orlesk
Blood Eagle
Union's Blade
Lore Defender
Lightning Agent⇒UP!
Silver Warden⇒UP!

Liberty's Edge

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Male NG Wayang Warlock Vigilante/2 - HP 16/16- AC 18/T:14/FF:15 - Perception: +6 - Fort: +1, Ref: +6, Will: +1 (+2 vs. shadow subschool spells) - CMB: +1, CMD 14 - Speed 20 ft. - Init. +3

Silver Warden steps forward and tries to smash some snake heads in with the Cestus on his fist.

Crunch:
Notes:
trying out this template for more consistent posting. Let me know what you think.

Round 2 action:
5' step North
standard action to make a Melee attack

Rolls:
Cestus, attack, inspired, power attack: 1d20 + 5 + 1 - 1 ⇒ (15) + 5 + 1 - 1 = 20 for bludgeoning: 1d4 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

Alternate action condition:
(none)
Alternate action:
(None)

Active Status effects:
Inspire courage

-Posted with Wayfinder

Silver Crusade

Male Human Vigilante Zealot of Sarenrae 1
Wand:
CLW 50/50
HP /88 | AC 14 T 13 FF 11 | F +0 R +5 W +2 | CMB +0 CMD 13 | Speed 30ft Init +5 Perc +4

Hmm, I'm going to look at the spell list to see if I can gain flight some how, or I could go with the grappling crossbow...... Decisions, decisions.....

Grand Lodge

The snakes swarm dissipates and the few remaining snakes begin to slither in all directions.

Lore Defender looks around at the group and asks, "Everyone okay? I think I was the only one who got hurt. If it's okay, we need to keep going to make the cave by nightfall." She adjusts her backpack and heads further north.

Combat over!

The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,” Lore Defender says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.” As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.

The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.

Wisely assessing that a minotaur is beyond her charges’ capabilities, Lore Defender screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

Contents of Lore Defender’s Backpack:

potion of barkskin
potions of cure light wounds (2)
potion of feather step
potion of vanish
scroll of entangle
scroll of gust of wind
scroll of identify
scroll of mage armor (CL 6)
scroll of obscuring mist
wand of burning hands (CL 3rd, 4 charges)
wand of cure light wounds (CL 3rd, 8 charges)
acid
alchemist’s fire (2)
holy water
smokestick
tanglefoot bag
thunderstone
antitoxin
sunrods (2)
a pair of eyeglasses

More Ominous GM Rolls:
1d6 ⇒ 4

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