
DMFflash |

I've got 1 no, 3 good, 1 shaky and 1 no answer.
How about we try the 8th at 9pm eastern (start time, logon 30 mins prior) Nemoris can join late. If Magma says no we will change dates. 4.5 players should be good and I can discuss with Epik his actions in advance offline?
Confirm that you're good or not and then PUT IT ON YOUR CALENDAR!
-Posted with Wayfinder

Nemoris |

Sorry for the late notice, I'm probably out this week for Roll20. Will jump on if I can, but it'll be closer to 10:30-11 if at all.
I'm good with Kameron running Nemoris if he's feeling up to it. I'll make sure my character sheet is up to date!

Magma Iron Clan |

Still shooting for THIS WEDNESDAY at 9 eastern/7 mountain for our Roll20 session.
Status from above:
Epik: out
Nowzai: in
Sam: in
Dalamus: in
Nemoris: in but will be an hour late
Magma: ?-Posted with Wayfinder
any day during week except tuesday after 7:30 is good for me

Sama'el Val'varen |

Sam Level Up
HP - 1d8 + 2 + 83 ⇒ (7) + 2 + 83 = 92
Class Feature - Fighter Training
BAB +1
+1 Fort
+1 Will
+1 4th Level Spell
Skills
+1 Spell Craft
+1 Sense Motive
+1 Perception
+3 UMD
+2 Knowledge Planes
+1 Knowledge Arcana
Level up bonus to AP
4th level spell - Evan's Spiked Tentacles of Forced Intrusion
Still working on the second spell

Sama'el Val'varen |

Recap for Epik
No, there is too much. Let me sum up. Buttercup is marry Humperdinck in little less than half an hour.
There was a mirror puzzle. We solved it
There was a huge demon. We killed it
We found Alek. The huge demon killed him

Nemoris |

I can't speak for the mirror maze/puzzle, as I got in about an hour late, but there was a pattern on the floor and some markings on the plate that we purchased way back when that eventually helped us figure out which order to walk through color coded magic mirrors. Epik was getting divine inspiration that helped us figure out the pattern too!
Paladin Tears
Once we made it through (everyone had to go through individually), there was a grey mirror, and it seemed like that was the area we say Alek in. We all went through, and there he was curled up in a corner snivling like an abandoned kitten (and about as useful). He had been trapped in this 10x10 room without food or water for about a day, but had wandered the mirror maze for much longer.
Jenya spoke with him, and we begrudingly gave him some food (all of this was a bit fuzzy between what was said and what we acually did, but we at least did slightly hold him in disdain for his crying). I remember the best quote, "Crying??! Oh, so a real man's man, huh?".
After we got Alek calmed down we talked to him and figure out the whole story. In one of his adventures he discovered the hags, who he thought were oracles, and they tricked him into thinking he needed to challange whoever he challanged (which lead to all of this unrest and nearly open warfar). Jenya was able to convince him that he was duped and needed to return and rescind his challange for the good of all.
Initially Alek protested that he would not be able to go himself, as he had much more pressing business here (and again, he was met with derision). I think the quote was similar to, "Oh yes, we can tell you've been very busy crying yourself to sleep." Alek was convinced to travel on with us back to Calderon and withdraw his challange personally.
The Door
That left us with succesfully making our escape, which we all failed to consider might be more difficult than simply walking out of the room. After about 2 minutes (and ~10 rolls) of straining at the iron/steel door, Magma was able to rip it off of it's hinges. We had to lend him my crowbar, have two assisting rolls, and an enlarge person from Nowzai, (resulting in a +18 or something crazy, so he only really needed to roll a 10), but we were able to accomplish in minutes what Alek had failed at for a day.
Alek vs. the Demon
We left the room and headed up a set of stairs to see a figure in a floor length cloak, and two dancing females, in a room probably 60x60 with 4 pillars in each corner and about 30 feet tall. We spoke very briefly, until Epik and Alek used detect evil, and then all chaos errupted. It wasn't until Magma, Epik, and Alek charged the figure, that his illusion dropped and it turned out we were fighting a massive demon (and a few rounds later, his Vrock side kicks). Epik dropped unconscious twice, but landed two smite evil critical rolls that took nearly half of the demons life. Alek sadly did not survive even one round of attacks from the demon, no doubt due to the tears streaming down his face as he cried his way into battle.
Sam and I were distracted by the Vrocks (15 freaking attacks a round between the two of them, and spores that grew vines out of our pores), and managed to kill one each, while the rest of the party focused on healing and surviving. At one point the demon reversed gravity and without Nowzai's quick casting of featherfall, would have caused major problems for everyone. Once the two minions were dispatched, Nowzai had a very timely touch attack (can't remember the spell) to barely dispatch the demon. Magma was shaken, but the only combatant to stand toe to toe for over a round with the fiend and remain upright. Alek lay bleeding with a torn out throat, and I'm unsure that we'll be able to revive him. The rest of us are licking our wounds and I'm sure we'll need to rest up before we can move on.
Aftermath
Oh, we're also stuck in a dimension created only to be the prison of the demon we just slayed. At this point no one is sure of a good way to escape. Teleport won't do it, sounds like plane shift is our best bet if we can figure out a way to do so.
I think that was it!

Nowzai al'Nazari |

Yes, exactly! =)
Level 10 Hit Points: 1d6 + 2 ⇒ (2) + 2 = 4
+1 hit point favored class bonus
+1 extend spell bonus feat
+ teleport and wall of stone
+1 skills: craft (books), know (arcana), know (dungeon), know (eng), know (history), know (planes), spellcraft
+2 skills: know (religion)

Epik |

Thanks for the recap all. Well done!

Epik |

Level 10 HP: 1d10 ⇒ 10
+1 skill pt: perception, diplomacy, intimidate
3rd level spells: Good Hope, Magic Circle Against Evil

Nemoris |

fighter
HP: 1d10 + 2 + 93 ⇒ (7) + 2 + 93 = 102
armor training
-2 armor check, +2 max dex bonus, Nove at normal speeds in Heavy Armor
5 skills:
+2 Perception
+1 Survival
+1 Craft
+1 Acrobatics
Question Tike, does having a level make a change in my swapping of a feat? When we leveled 9 I started unlearning Zen Archery for Combat Reflexes and took the 900gp off of my character sheet.
Nice on level 4 fighter Magma, you'll have to take a look at the Gloves of Dueling too, they're a pretty solid item once you have weapon training. Also, really worth looking at getting weapon specialization for another +2 damage (don't forget your bonus fighter feat at level 4!)

Sama'el Val'varen |

Feats and Arcanas
Feat - Extra Arcana
Arcana:
Arcane Deed - Precise Strike (Ex)
Starting to retrain Wand Wielder to Throwing Magus
I did

Magma Iron Clan |

Tike there was some magical gloves from the monkey loot that stills need to be identified.
along with the 2 items fromt he demon we found.
i am going to post the loot from clearing out demonskar

Jenya Urikas *NPC* |

Jenya:
+4 hps
+1 feat: selective channeling
+1 Diplomacy
+3 Knowledge Religion
You all will pick her spells before we start (I through in a bunch as placeholders in case you dont bother)
She also gains +2 full plate
Jenya Urikas CR 8
XP 4,800
Female human cleric of Iomedae 9
LN Medium humanoid (human)
Init +0; Senses Perception +8
Aura aura of protection (30 ft., +1 deflection, energy resistance 5, 9 rounds/day)
--------------------
Defense
--------------------
AC 23, touch 10, flat-footed 23 (+11 armor, +1 deflection, -1 Dex, +2 shield)
hp 66 (9d8+13)
Fort +9, Ref +4, Will +13
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 holy heavy mace +4/-1 (1d8+1 plus 2d6 vs. evil)
Special Attacks channel positive energy 5/day (DC 16, 5d6), staff of order (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 9th; concentration +14)
8/day—resistant touch (+2), touch of law
Cleric Spells Prepared (CL 9th; concentration +14)
5th—dispel evil, planeslayer's call[ACG], spell resistance[D]
4th—blessing of fervor[APG] (2, DC 19), order's wrath[D] (DC 19), communal protection from energy[UC]
3rd—chain of perdition[UC], protection from energy[D], remove blindness/deafness, remove curse, symbol of healing[UM]
2nd—augury, calm emotions (DC 17), grace[APG], hold person (DC 17), life pact[ACG], shield other[D]
1st—ant haul[APG] (DC 16), bless, command (DC 16), compel hostility[UC], remove fear, sanctuary[D] (DC 16), shield of faith
0 (at will)—guidance, resistance, stabilize, virtue
D Domain spell; Domains Law, Protection
--------------------
Statistics
--------------------
Str 10, Dex 8, Con 12, Int 13, Wis 20, Cha 14
Base Atk +6; CMB +6; CMD 16
Feats Brew Potion, Channeled Shield Wall[UM], Scribe Scroll, Selective Channeling, Skill Focus (Heal), Warrior Priest[UM]
Skills Acrobatics -6 (-10 to jump), Climb -4, Craft (alchemy) +6, Diplomacy +13, Heal +19, Knowledge (history) +6, Knowledge (religion) +10, Perception +8, Sense Motive +11, Spellcraft +12
Languages Common, Dwarven
Combat Gear scroll of cure serious wounds, cure serious wounds (2), holy water (2); Other Gear +2 mithral full plate, heavy steel shield, +1 holy heavy mace, ring of protection +1, keys to temple of st. cuthbert, silver holy symbol of St Cuthbert
--------------------
Special Abilities
--------------------
Aura of Protection (9 rounds/day) (Su) 30 ft aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Channeled Shield Wall Enhance your shield and the shields of allies adjacent to you
Cleric Channel Positive Energy 5d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch +2 (8/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Scroll of cure serious wounds, cure serious wounds Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Staff of Order (4 rounds, 1/day) (Su) Touched weapon temporarily becomes axiomatic.
Touch of Law (8/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

DM Fflash |

fighter
Nemoris, confirm for me that my stat block matches yours ... no, it doesn't ... I'm missing a level; fighter?
Nemoris
Male human deepwood sniper 2/fighter 6/ranger 1
CG Medium humanoid (human)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 21 (+10 armor, +1 deflection, +4 Dex)
hp 96 (9 HD; 2d8+7d10+22)
Fort +10, Ref +12, Will +6 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine falchion +15/+10 (2d4+7/18-20) or
. . longsword +14/+9 (1d8+5/19-20)
Ranged +2 adaptive composite longbow +17/+12 (1d8+10/19-20/×4)
Special Attacks favored enemy (humans +2), weapon mastery (longbow), weapon training (bows +1)
Deepwood Sniper Spell-Like Abilities (CL 0th; concentration +0)
. . 1/day—magic weapon
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 14, Int 14, Wis 16, Cha 8
Base Atk +9; CMB +14; CMD 29
Feats Combat Reflexes, Deadly Aim, Far Shot, Improved Critical (longbow), Improved Snap Shot[UC], Point-blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits bully, mark of the beast
Skills Acrobatics +10, Climb +7, Craft (bows) +15, Handle Animal +3, Intimidate +11, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (religion) +4, Perception +10, Profession (Fletcher) +9, Ride +10, Sense Motive +4, Stealth +10, Survival +15, Swim +7
Languages Common, Dwarven, Elven
SQ armor training 1, concealment reduction, range increment bonus, track +1, wild empathy +0
Combat Gear potion of cure moderate wounds, wand of cure serious wounds, oil (2); Other Gear +1 mithral chain shirt, +1 mithral full plate, heavy wooden shield, +2 adaptive composite longbow, adamantine falchion, longsword, belt of physical might +2 (Str, Dex), cloak of resistance +1, efficient quiver, periapt of wisdom +2, ring of protection +1, backpack, bedroll, candles -- insectbane (5), chalk (5), crowbar, flint and steel, marbles (3), masterwork artisan's tools, mirror, silk rope (50 ft.), sunrod (2), tindertwig (5), torch (3), trail rations (10), waterskin, wrist sheath, spring loaded (2), 380 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Concealment Reduction (Ex) Reduce concealment miss chance
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Magic Weapon (1/day) (Sp) Cast magic weapon 1/day as a spell-like ability.
Mark of the Beast descended from lycanthropes.
Pick a totem animal … it has an affinity towards you.
Other animals receive -2 to attack roles vs you. If you have wild empathy, gain +1 on those checks.
-4 penalty to saves vs lycanthropy; +1 damage from silver w
Periapt of Wisdom +2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of cure moderate wounds Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Range Increment Bonus (Ex) You can shoot farther
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Track +1 Add the listed bonus to survival checks made to track.
Weapon Mastery (Longbow) (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
o Animals receive -2 to attack roles vs you. If you have wild empathy, gain +1 on those checks.
o -4 penalty to saves vs lycanthropy; +1 damage from silver weapons
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

DM Fflash |

Sam Level Up
HP - d8+2+83
Class Feature - Fighter Training
BAB +1
+1 Fort
+1 Will+1 4th Level Spell
Skills
+1 Spell Craft
+1 Sense Motive
+1 Perception
+3 UMD
+2 Knowledge Planes
+1 Knowledge ArcanaLevel up bonus to AP
4th level spell - Evan's Spiked Tentacles of Forced Intrusion
Still working on the second spell
Looks good to me ... something squirrely with my Hero Lab because of your headband ... how many ranks in Sense, Perc, and the 2 Know Planes above are you showing?
Post memorized spells when able.