Frustrated by the ineffectual use of his arcane magic, Turathal channels the power of Ra to attempt to daze the Xill.
Standard action, can select out any ally within 30'. DC: 17 Will save or Xill is dazed for 1 round. Takes "full" dmg from the 1d3 regardless of save. No SR applies (Supernatural) Negative Energy dmg to Xill:1d3 ⇒ 3
Then Turathal follows the path Bones burned our of the web.
Bones had been adjacent to Turathal, so first move is entering burned out square, so I'm assuming no CMB/Esc Art check is required, i.e. "in the first square of webbing that they enter," and the first square he enters has been burned clean. If I'm wrong about that, and he'd have to try and break free of his square, then his move action will be to pull out a flask of alchemist fire.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
Can't see Sophini on the map now. But Glitterdust is still running, right?
Assuming Sophini is still visible (outlined) next to Drokk:
vicious damage to Drokk:3d6 ⇒ (6, 3, 6) = 15 - if Sophini is dropped by fewer than 3 attacks, Drokk will take damage from whichever attacks land. He will not continue to attack when she falls. This damage is split 50/50 with Nigel.
If for some reason Sophini is not visible, Drokk waits for the elementals to pinpoint her using their tremorsense then attacks (delay action, then full attack if possible; claws have 10' reach).
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Iso steps forward and continues to beat on the Xill.
The Xill takes a solid hit from the raging barbarian. It's head turns as the wizard falls, and it begins to fade from the Material Plane. A few arrows from Hakime and a solid blow from Iso finish it off.
END OF COMBAT
You regroup in the room with the wizard's lifeless form. The bright lighting in this wide chamber highlights the gruesome experiments and tortures performed within. Several broad tables have manacles affixed to either end to restrain struggling subjects, and dark, sticky residue cakes a pair of broad stone basins. Along the north wall stand four stone statues of ghastly figures whose expressions suggest they delight in what they see. Four green glass jars of preservative liquid lie on the smaller table; two of them contain a severed tongue, a third contains a partially dissected parrot, and the fourth is empty
On the central table, a Garundi woman with tattoos on the back of her hands is strapped down, too weak to move. You recognize her as Riftwarden Jahani.
DC 20 Perception:
Faint summoning circles are inscribed on the ground around the chamber
DC 14 Know(planes or religion):
The statues are depictions of the Four Horsemen, champions of Aballon
DC 15 Heal or Perception on Jahani:
her tongue has been cut out
Sophini's belongings are spoiled below:
Spoiler:
potion of cure moderate wounds
scroll of arcane eye,
scroll of blur,
scroll of wind wall,
a wand,
a cloak of resistance +2, and
her spellbook
Hakime goes to Jahani and does a lay on hands for loh:1d6 ⇒ 6, then releases the bonds holding her down. "We're here to rescue you, Jahani... I am Hakime and my companions are Turathal, Hakaam, Bones, Iso, Doctor Drokk and his little friend Nigel. Don't try to speak... would you like to write anything down for us?" She turns back to the party. "Does anyone have any paper and writing implements?"
Hakime punctuates each statement with a tap from her cure light wand until Jahani is back to full, or someone stops her.
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Iso slumps to the floor, exhausted from the fight. His large chest heaves like a set of bellows as he sucks in the air around him.'
Bones glances over the statues, "depictions of the Four horsemen , champions to the twisted beliefs of Aballon"
The cleric does what he can for Jahani, "Can you walk? Let's find the others and get out of here.".
heal check:1d20 + 10 ⇒ (18) + 10 = 28
Making sure Sophini is out of range, Bones channels positive healing energy into ISO, Hakaam and anyone else injured. Followed by two taps of he cure light wand on ISO.
While others are tending to healing, Turathal suggests to the melee types, "Keep an eye on both of those entrances. And look around for keys for these cells."
Turathal takes a cursory look around himself trying to spot a keyring or the like as he approaches Jahani.
Perception:1d20 + 14 ⇒ (12) + 14 = 26
He says to Jahani, "Indeed, we are agents of the Pathfinder Society, sent here to rescue your team. We'll see what the Society can do about restoring your tongue once we've reached safety. But we need more information. Just hold up your fingers or nod or shake your head. How many of your team came here, including you? How many do you believe are still alive? Did you see if any were killed, and if so, how many? Were you being kept in these cells? Do you know which cells your fellow riftwardens are being kept?" Turathal pauses between each question, waiting for some kind of answer each time.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
"You can write in the mage's spellbook, here. Use her blood, there's enough of it."
Drokk hands Jahani the tome.
"Turathal, you can clean that up with a prestidigitation afterwards yes? It will have valuable formulae that I might transcribe, and should then be secured with the Archive. You would do well in the Archive, Jahani. We are an association of scholars within the Pathfinder Society. Like the Riftwardens, and like the Order of the Gate, we are concerned with keeping the world safe from occult dangers.
But we have no time for such niceties now. The Pure Legion will be here in minutes. Turathal! There is a scroll here that will enable you to send scouting eyes throughout this complex in moments. Have you the skill to make use of it?"
That Arcane Eye scroll is just what we need! CL7 minimum? So shouldn't be too hard to cast.
Nigel took 3 damage via Shield Master (vicious damage from AoMF); Drokk took 3hp from his False Life total. Nigel heals via Bones' channel.
Drokk auto-succeeds on a Know:Arcana check to recruit Jahani to the Dark Archive by taking 10 (DC=24, result=24)
Hakaam approaches the body of their foe and frowns, frustrated at some of the words coming from the good doctor's mouth and his inability to determine whether or not their opponent is still alive.
If Hakkam so chooses to, can he also take credit for recruiting someone for the Dark Archive?
"I believe I have ink; I humbly think it would probably be a much better means to write one's thoughts down than the blood of the impure.
I would beseech you milady to answer agent Amonra's questions to the best of your abilities. Companions, if you could prevent this one from passing on, I would be delighted to question her at a later time. Until then, I will check for any other nasty surprises."
If Hakkam so chooses to, can he also take credit for recruiting someone for the Dark Archive?
as long as his result is good enough to meet your PC's DC threshold, i.e. if you need DC 25+, Drokk's check isn't good enough. Otherwise, you're set. I'm just hoping the spellbook has enough levels of spells
Hakime uses six charges from her wand of cure light wounds and the Riftwarden's wounds close. She sits up slowly and speaks carefully, "T'ank oo" She grimaces as her missing tongue distorts her words, but she makes her meaning clear.
She points to herself, then holds up three more fingers in turn, "Gew'ard, Imaga, Mikael" shaking her head at Turathal's questioning. "I don know where."
She screws up her face, "I can cas' uhmm... mage armor an' tongues, I think"She would need to succeed at a concentration check to cast without her tongue
A closer look at Sophini's spellbook reveals a journal she kept in several of the back pages.
Journal:
My colleagues have left me behind to 'tie up loose ends' while they relocate. Ha! They must want me out of the way as they establish themselves. One day I will be in charge of a cell of my own. Then they will learn.
The journal continues to describe a variety of idle plans ranging from petty yet vicious revenges on members of her team to downright crazy atrocities enacted upon whole settlements.
Searching the cells to the south (left) of the hallway reveals sixteen other slaves and prisoners. "That witch is dead." one spits, "I can feel it". Despite her frail frame, the woman pushes past you toward the sewers. One of the prisoners is a Chelish man with disheveled, dark brown hair. He calls out wordlessly when you open his cell. His tongue has also been cut out.
Jahani nods at you, holding up her fourth finger. She starts ushering other prisoners out and into the sewers. At her touch and wordless cooing, they leave peacefully.
There is a door at the end of a short hallway north (right) of the hallway lined with slaves' cells.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
"Try the other room down here, before we worry about upstairs. Maybe we won't need to go upstairs at all.
Hurry!"
Drokk moves to the door, eagerly ushering his fellows along. Moved to where I think you mean on the map, GM. 2 rounds of movement by my reckoning, maybe less if we assume we fanned out during the last minute or so freeing prisoners. Please move me if I got the wrong place.
Hakime is disgusted by the condition of the prisoners... and offers aid where needed. "The people, and I use that term loosely, who committed these atrocities are beyond redemption. They have earned whatever might befall them as a result." She moves to the door and listens, then checks it for anything obvious.
Spells in effect:+3ac shield of faith (6 min), False life 5hp (5hr)
After checking all the cells and sending all the prisoners to the sewer exit, Bones agrees, "Aye, time to check the big room, but we need to keep a watch on the stairs."
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
"Iso thought it saw a tongue in a bottle... might that not belong to one of these poor people?" mentions the barbarian as he follows the others along - checking over his shoulder as a rear guard should.
Turathal asks Jahani, "Are you saying we've found all four Riftwardens who came here? or is anyone still missing?
If we have them all, Turathal becomes very insistent:
"Why are we continuing this incursion? While I'm all for stamping out evil, our mission was to find and secure the goodwill of the Riftwardens. We were also warned we shouldn't draw any undo attention--get in and get out before the city guards can be alerted we've illegally broken into this estate. I believe we've accomplished this mission in spades. We should leave immediately. We must make certain the Riftwardens reach safety and receive healing. Staying here jeopardizes that. We must set personal glory--and any desire to loot this place--aside and leave this place. Now!"
If we don't have all the Riftwardens, while I'm always loathe to split the party, Turathal wouldn't just send the prisoners out into the sewers to fend for themselves. He'd want to go with them to heal any Riftwarden who is present, keep them safe, and work on getting into Jahani's good graces. Because that's the mission, and he's an uptight lawful prick who hates having committed B&E. So even if we only have Jahani (and maybe the Chelish tongueless man?) Turathal would still go with Jahani. Sorry about that. So either way.
Turathal joins Jahani and the Riftwardens as they head into the sewers, healing any who are wounded--he's fairly certain the Riftwardens would appreciate a good Infernal Healing--who knows, maybe they harvested the blood used to create the wand. Let me know how many charges.
If y'all want to keep going, please feel free. Out of my 18 PFS characters, Turathal is one of 2 who would simply insist on getting the prisoners out. No ifs, ands or buts. And if that messes up loot and secondary success conditions, I apologize, but there's just no way he'd continue and risk the primary mission of rescuing Riftwarden leader and making contact, especially given the lawless nature of the break-in. Again, if your characters want to continue, go ahead. You'll manage just fine without Turathal, and this way, you know someone is getting at least the leader to safety.
I'm all for finishing if we're done as well... but I'm unsure if we have them all, as you seem to be.
"Wait a moment before you open that door... we need to know if we've finished our mission here before we continue... Do we have all the captured riftwardens or not? IF we do, there's no need to continue searching. We should get them out and leave here ourselves."
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
"Clearly we have only Jahani and one of her comrades. Other riftwardens remain. Two more, unless I have misread Jahani. Our mission, Turathal, is to render aid to Jahani. It is abundantly clear that she wishes all of her comrades to escape with her. Our mission is your mission, Turathal.
Jahani, attempt your mage armour spell and stay close-by until we have located your remaining allies. At any sign of trouble, drink this."
Nigel hands Jahani Drokk's Infusion of Displacement.
"You are familiar with the arcane. This is an Infusion of Displacement."
"Hakaam, your alchemical enhancement renders you stealthy as a wraith, but we don't have time to wait for any detailed survey. Go ahead, open the way. But do not tarry."
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Iso shrugs, he didn't mind the honest smell of the sewer, but his axe had little work so far, and was keen for more.
I apologize for any confusion I've caused. When I read
GM OfAnything wrote:
Jahani nods at you, holding up her fourth finger. She starts ushering other prisoners out and into the sewers.
I got the impression Jahani was telling us that we had all 4 riftwardens, though obviously I wasn't entirely certain. And I definitely thought Jahani was leaving with the prisoners into the sewers, and Turathal wasn't going to let her go unescorted. If there are more Riftwardens to rescue, you all should go find them, but no way Turathal lets her out into sewers without backup--he would not do it. And I think keeping her around with us inside the complex is an even worse idea. We're here to get them out, not drag them into danger. Now if she insists on staying and refuses to go without all her people, no worries. But that's not what I read...besides, Turathal hates flouting the law, even for a good cause. He's itching to leave anyway.
Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Jahani makes a motion with her mouth, pressing her tongue to the roof of her mouth and across her teeth, as if she had not realized the healing had restored her tongue and was simultaneously trying to rid herself of a bad taste. Her voice is rough, but has a hint of upper-class refinement. Next to her is a Chelish man with disheveled brown hair, his hand is over his mouth, and he appears quite badly beaten. The slaves seem to be milling near the room with the table and stairs unsure of how to proceed and looking for items to salvage. You hear a few of them whispering about "the armory," and looking at your group, now clustered near the unopened door, but none of them seem willing to challenge you about opening it. Jahani clears her throat and turns to speak again.
"My apologies, I did not realize my voice had been restored. It had been a while.She winces a moment, apparently at some memory. "There were four of us captured. And you seem to have freed Mikail,"she gestures to the Chelish man who nods silently,"But neither Gerrard or Imaga is among those you freed."She tilts her head to indicate the small crowd milling in the room just behind you. "I think they want a weapon before escaping, given most were taken forcibly. But they're afraid of demanding anything from you."She gives a weak smile,"Given that you just seem to have freed them, I'm not surprised."She swallows, her throat clearly uncomfortable, "I imagine you breached their fort through the sewers, we considered that route. You may not realize the Blackfires have many terrible creatures at their command. We should make haste in finding my companions. Gerrard and Imaga might be held in the slave pens or offices upstairs. Neither of us has our arcane foci, and Mikail cannot speak still. I don't know how much help we will be to you, but we will stay with you while you search. We were captured in an ambush in the upper courtyard, unfortunately, and don't know anything of what they may have waiting up there."
I'm not certain the exact amount of time that has passed to this point since you came in through the sewers, so I'm going to say about five minutes and go from there. It has been about three minutes since you killed the Blackfire adept, and now you're all standing in the hall, by the one remaining unopened door, as shown on the map. What is your next action?
HOOORAY! Thanks for taking this on, Ben. Time frame makes sense, since we ran around freeing all the prisoners.
Turathal uses his wand of Heightened Awareness, and then the scroll of Arcane Eye, which he leaves near the ceiling watching the stairs going up. 90' darkvision
Turathal then hands over his dagger to the prisoners heading into the sewers. "I wish I could provide you with more than just this, but if you run into insert copper merchant description here, he's a friend, and should be able to help. If you'd rather stay well back until we secure the armory, we'd be happy to let you grab some weapons before you flee."
He then uses his wand to cast Mage Armor on Jahani and Mikail, as well as showing Jahani how to use his caster level 3 wand of Magic Missiles. "Please stay back nonetheless. The wand is only if you cannot get away. It is paramount you survive, and if it looks like we're being overrun, please flee into the sewers and find our friend. Now, please stay back, at least outside of fireball radius, if you know what I mean..."
Lastly just before we're ready to open the door, Turathal casts shield of faith, then uses his wand of Shield and then tosses that to Jahani to use on herself.
Just went back to review where we were, and spotted that wand: Spellcraft on wand:1d20 + 5 ⇒ (13) + 5 = 18.
then Turathal uses the wand of mirror image and tosses that Jahani as well.
CL 3 mirror images:1d4 + 1 ⇒ (4) + 1 = 5
Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
That is 5 rounds of actions, and then we will open the door. If you have no other preparation you want to make, favorite this post so I know we can proceed. If you need or want to do something in that 5 round window, please post it. Once we've accounted for everyone through those 5 rounds, we'll open the door.
And you're very welcome. I enjoy this one quite a bit, so it's a pleasure to pick it up and bring it home.
EDIT: BonesI have 15 rounds remaining on your shield of faith when we open the door.
I will take another pass through for effects, and synchronize remaining time where pertinent.
Hakime stands ready with her bow in case there is a threat beyond the door... I hope it's just a normal armory with weapon racks and no enemies... but it pays to be prepared.
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Iso, having recovered from battle, also stands ready.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
"Arm the prisoners. Let them take their vengeance where they may."
Drokk skims through Sophini's spellbook whilst waiting. Don't really need to know the contents until the end of the scenario, but will want to see the spell list then.
Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
And checking, I found this for ongoing effects
Effects:
Drokk-
mutagen (strength, feral, beastmorph: wings, scent) - 75 mins
heroism - 75 mins
greater magic fang - 8 hrs
barkskin - 75 mins
gravelly tonic - 55 min (put the number of checkboxes used/available on your sheet please)
communal resist energy (fire) - 4.5 min (14.5 for Nigel)
Infusion of long arm - 2.5 min
Infusion of shield - 2.5 min
Infusion of expeditious retreat - 2.5 min
Hakaam-
heroism - 75 min
barkskin - 75 min
Spider climb - 75 min
Elixir of hiding - 55 min
Turathal-
Mage armor - 55 min (renewed since baths)
Heightened awareness - 10 min
Longstrider - 55 min
Shield - 19 rounds
Shield of Faith - 18 rounds
Bones-
False life - 6hrs, 13 t.hp
Shield of faith - 15 rounds
That's actually six rounds of actions, but I can spot you the one round and we'll stay on the list of where were. We're going to be staying round by round for a while, actually, based on what's going to be going on. This should have everyone's ongoing effects, and I'm presuming that you've incorporated this into your stats. Please do, if you have not. If I miss someone's benefit as we progress, please point it out, because, well, rescue.
This is the actions I have this round, as we open the door:
Bones - nothing, waiting Drokk - nothing, reviewing spellbook Hakaam - opening the door Hakime - bow drawn and nocked, ready Iso - axe ready Turathal - nothing, waiting
Haakam kneels in front of the heavy, iron-bound door, examining the reinforced wood and the superior lock. He takes a few moments, however, and finding it untrapped, he unlocks the door and stands.
Standard action to open the door, Hakaam has a move action remaining and thieves' tools in hand. The kneeling is for color, you do not need to worry about an action to stand up. And really, folks, I am going to put things in descriptive text about combat, motion, what not-- I am not going to put you into positions or locations which will cause you to spend extra movement unless the effects or actions dictate you should be in those positions. All good? Great. :)
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Hakaam put away his thieves' tools and drew his blade. "Iso cannot see,"blurted the human behind him."Shhhhhhhh..." hissed Hakaam, rolling his eyes to himself once his back was turned to his companions as he gently opened the door, weapon drawn.
FOOM! a blast of purple-green lightning blew the door all the way open, ricocheting down the narrow corridor and spilling into the hallway beyond, spraying the entire party, but fortunately sparing Jahani and Gerrard.
At the same moment, there was the thunder of footsteps, as some great creature loped down the passage and exhaled its own blast of terrible electricity, engulfing the majority of the freed slaves, idling in the room and caught unawares. Screams and cries echoed in the torchlight, mingling with the smells of ozone and burnt hair, and muffling the sound of so many falling to the ground.
Please roll for your saves and initiative. Everyone is caught in the blast except Jahani and Gerrard. There are about a half dozen unblasted slaves in the chamber to the north, but they are panicked and not participating in combat. I include them for their point to respond to this whole situation.
Hakime, you had a readied shot. You may take it at the creature in the room, if you so desire, then go into initiative. Iso, if you have some kind of thrown attack with your axe, you may do the same.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
Hakaam leaps out of the way of the electricity blast, yet unable to dodge out of the way of it fully. His heritage fortunately saves him from part of the painfully tingling sensation.
Knowledge (Planes)? (aka what the heck are you?):1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
"Strange. I do not recognize your kind" he snarls contemptuously.
Male not always to the swift nor the strong. Bard6 / Paladin2 / Fighter2 / Magus4 / Dad2
Hakime's shot skewed off-target as her arm was jolted by the blast of unnatural lightning, and the arrow sank deep into the door at an acute angle.
No luck on that shot, sorry. You can roll to see if it survived now or later, if you want. It doesn't look like you're short on ammunition,
but I wanted to let you know. Please don't forget to roll initiative, Hakime
The Pathfinder Society discovered the location of Jormurdun, a dwarven sky citadel whose very existence had been lost to history. Following the monumental discovery that Jormurdun was in the Worldwound, Pathfinder agents flocked to neighboring Mendev to prepare for an expedition. However, an invasion of demons interrupted the announcement of their grand foray into the abyssal wasteland.
With the Fifth Mendevian Crusade underway, the Pathfinder Society knew they could not reach Jormurdun without assistance. To gain support, the Society sent diplomatic envoys to recruit influential luminaries in Absalom, the Eagle Knights of Andoran, the elves of Kyonin, and the Riftwardens. At the same time, Pathfinder agents gathered histories of Taldan victories against evil forces, gained control of powerful Jistkan artifacts, and acquired a powerful relic to rally behind.
5-07 Port Godless includes Dark Archive, Scarab Sages, and Exchange story elements
____
Player's forum handle:
Character name:
PFS#:
Race/Class(es)/Level(s):
Faction:
Day Job Roll, if any:
____
1) What special rules, boons, or corner cases should I know about regarding your character?
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character.
3) What are your strengths, interests, or skillsets outside of combat?
4) What are your go-to combat tactics?
(Please also include this on your character sheet as a Bot Me! spoiler.)
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith?
6) What time(s) of day are you usually online to post?
Please open gameplay for dotting, or pm/post in flaxseed recruitment when it is open with our names listed, otherwise I'll never find this thread again, lol... thanks.
Player's forum handle: JAF0
Character name: Hakime
PFS#: 52335-5
Race/Class(es)/Level(s): Tiefling paladin 2/monk 4
Faction: SC
Day Job Roll, if any: profession soldier:10 + 10 = 20
1) What special rules, boons, or corner cases should I know about regarding your character? nothing really ... does have a boon - can throw sand in the air to give addl saves vs confusion 40' radius
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character. Wants to do good in the world, and has had 2 very vivid out of body dreams, one in which she was a goblin... and the other in which she was a kobold (We Be Goblins and True Dragons of Absalom)
3) What are your strengths, interests, or skillsets outside of combat? Can be very diplomatic and speechifies/tells stories well (diplo/perform oratory)
4) What are your go-to combat tactics? She flurries with her bow... no soft cover from a single person in the way, with deadly aim.
(Please also include this on your character sheet as a Bot Me! spoiler.)
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith? Erastil and yes, her bow has Erastil's symbol inlaid just above and below the grip... and she wears his symbol around her neck as well... no holy texts though.
6) What time(s) of day are you usually online to post? can be online anytime, just depends... usually offline though on weds am, thurs pm, and friday pm (pacific time)
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
This info is for Doctor Drokk, at level 9. If the group prefers to go low tier, I should have a level 5 option. (Both subject to surviving a few face to face tables at upcoming cons before Gameday).
Player's forum handle: supervillan
Character name: Doctor Drokk
PFS#: 75577-3
Race/Class(es)/Level(s): Half orc Fighter 1 (unbreakable) / Alchemist 8 (beastmorph)
Faction: Dark Archive
Day Job Roll, if any: craft alchemy, crafter's fortune:1d20 + 23 + 5 ⇒ (6) + 23 + 5 = 34
____
1) What special rules, boons, or corner cases should I know about regarding your character?
Drokk uses a protector tumour familiar. He has a bunch of chronicle sheet boons, but nothing I'd say was likely to throw a serious curve ball.
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character.
"I originally joined up as a sell-sword. I needed money to rebuild my laboratory. My idiot parents blew it up and killed themselves, incompetent fools! It turns out that the Society is a good place to gain knowledge though, as well as funds for further experimentation. Why, I have collaborated with some of the finest Alchemists in all Golarion! My name will be recorded as a contributor to a new elixir of immortality. And recently, I have joined the Hellknights. Chaos must be forced back! Science shall prevail!"
3) What are your strengths, interests, or skillsets outside of combat?
Drokk is a scientist, an alchemical engineer. He has a few knowledges, as well as maxed spellcraft. He can intimidate reasonably well, especially with Gravelly Tonic.
4) What are your go-to combat tactics?
(Please also include this on your character sheet as a Bot Me! spoiler.)
I still need to make Drokk's pbp character sheet, I've only used him face to face so far.
Combat tactics: Drokk uses alchemical extracts and feral mutagen to buff, then enters melee. He is armed with a magic No-dachi (+1) but is most effective when using natural attacks from his mutagen. He has a vicious amulet of mighty fists, but can split damage with his familiar and has feats and discoveries to enable him to take a lot of hp damage and stay in the fight.
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith?
Drokk is a man of science rather than faith, but he is proud to have been asked to join the Hellknights and is a member of the Order of the Gate. (Not a member of the prestige class, but has the Hellknight vanity and completed the Order of the Gate scenario siding with the Hellknights). He wears the symbol of the Order prominently on his spiked fullplate armour. Drokk believes in order.
6) What time(s) of day are you usually online to post?
I'm on GMT+1 (British Summer Time). I usually check my campaigns morning and evening, so I can generally post twice a day.
Player's forum handle: Upaynao
Character name: Hakaam Al-Ajam
PFS#: 43451-6
Race/Class(es)/Level(s): Tiefling (Daemon-Spawn) Barbarian (Urban Barbarian) 1 / Investigator (Empyricist) 8
Faction: The Exchange
Day Job Roll, if any:Craft (Alchemy):1d20 + 16 + 8 + 1 + 10 ⇒ (2) + 16 + 8 + 1 + 10 = 37
____
1) What special rules, boons, or corner cases should I know about regarding your character?
Hakaam is a Zjarran Entrepreneur, gaining a +2 on his diplomacy or bluff checks against creatures that speak Kelish or Ignan.
Hakaam also gets a +4 on diplomacy or intimidate checks against pathfinders his level or lower from his Unexpected Discovery
Hakaam further gets a +2 on his diplomacy checks against people who are friendly towards the Society, and a -2 against those who hate it, courtesy of his diamond-inlaid wayfinder.
There are more, but I'm not sure that they are any more relevant than these.
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character.
Hakaam is a member of the Society because it is a great way to travel, meet new people and discover new markets. And even more importantly, to make money. There is a considerable amount of money to be made, and he will need a considerable amount of money indeed if he wishes to foil the cult that spawned him, deep in the deserts of Rahadoum.
3) What are your strengths, interests, or skillsets outside of combat?
Hakaam is interested in exploring psycho-active substances, brews that will alter his mind and through it, his body. The magic of the gods, while beneficial, is a troubling gift, and he need not look further than Aroden's disappearance to see how relying on such gifts could be devastating.
Hakaam has also developed a interest in breaking into places he isn't supposed to be in, a penchant for palming away what he believes would be necessary, an affinity for staying hidden, a knack for using wands and scrolls, an eye for body language and a silvered tongue.
4) What are your go-to combat tactics?
Consume an extract (the nature of which is dependent on the combat, but barring anything else, shield), Rage to Dex, and go on ahead!
If the fight is a serious one, use the Mutagen instead.
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith?
None. Worshipping is a weird subject for Hakaam, whose family is either composed of mortals wishing and praying to bring about the end of the world and "hedonistic" Daemons who want the world to suffer endlessly before destroying it and then each other in a senseless orgy of destruction. His entire upbringing has made Hakaam a rather... pragmatic man.
6) What time(s) of day are you usually online to post?
After 5:00 PM Monday, Tuesday and Friday, after 10:30 PM Wednesday and Thursday, and most of the day Saturday and Sunday. (Eastern Time)
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Player's forum handle: Aerondor
Character name: Iso Soturi
PFS#: 100387-3
Race/Class(es)/Level(s): Human Barbarian-5
Faction: The Exchange
Day Job Roll, if any: Day job is looking after his keep (restores one PP)
Plays SLOW
____
1) What special rules, boons, or corner cases should I know about regarding your character? Iso is a pretty run of the mill barbarian. DR doubled vs non lethal.
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character.
Iso was a bit of a pirate in his youth. He joined the Scazni faction, and has transitioned over to the exchange.
3) What are your strengths, interests, or skillsets outside of combat?
On a technical level, Iso is a competent, but not exceptional tracker. That said, he loves social interaction. He is absolutely awful at it, but has no real self awareness of that inability. Rest assured that while mechanically he is built for fighting, RP wise he is a load of fun in social situations.
4) What are your go-to combat tactics?
(Please also include this on your character sheet as a Bot Me! spoiler.)
Iso typically hits things with his axe. If he hits them easily, he power attacks. If he or one of this companions (and Friends in particular) are hurt he will rage.
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith?
Such a lovely man obviously worships Desna. He has no overt signs of his faith, although there are small silver bells woven into his beard that someone might take as a sign of faith to some god.
6) What time(s) of day are you usually online to post?
I'm in New Zealand, but generally post during the day.
5-07 Port Godless includes Dark Archive, Scarab Sages, and Exchange story elements
____
Player's forum handle: GlennH
Character name: Bones FireHammer
PFS#: 11016-2
Race/Class(es)/Level(s): Dwarf Cleric 6
Faction: Scarab Sages
Day Job Roll, if any: yes, Profession(any) +6 P(bartender):1d20 + 6 ⇒ (8) + 6 = 14
____
1) What special rules, boons, or corner cases should I know about regarding your character?
Domain power: Memory Recall
7 time per day with a touch (standard action) Bones can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a +4 insight bonus. Bones gives them a back of the head slap, ”Think harder!”
Domain power: Remote Viewing 6 rounds per day can use Clairaudience/clairvoyance
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character.
Bones jointed the Pathfinders as a way to repay a group of Osirion pathfinders whom helped him defeat an undead creature which killed his beloved.
3) What are your strengths, interests, or skill sets outside of combat?
Bones is good in Perception, Sense Motive, all Knowledge skills, and all Professions. With the Memory Recall ability he can usually make knowledge checks that are not time critical.
4) What are your go-to combat tactics? (Please also include this on your character sheet as a Bot Me! spoiler.)
Bones cast his false-life spell on himself, if he expects possible combat in the next few hours. Also, he can cast shield another on an ally if they need are likely to need extra protection during the mission.
During combat: Bones usually attempts a knowledge check to identify a creature's weakness and strengths, before casting a bless or prayer. He may cast a spiritual weapon if it appears to be an extended fight. Otherwise he will engage in melee with his war-hammer or at range using his Icicle domain power.
For emergency, Bones has scroll of Breath of life in a spring loaded wrist sheath, if he can get to the fallen ally.
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith?
Bones is a true neutral cleric of Pharasma, he has a holy symbol about his neck and a Reliquary holy symbol on his shield that can be used as a holy symbol.
6) What time(s) of day are you usually online to post?
Weekday usually check in the morning (8am CST ~1400 GMT) and again in the evening (6pm CST ~2400 GMT) when I normally will post. Weekends vary, but usually will check and post in the morning.
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
That is an average of 6.7 - goes to 7. It looks like it doesn't matter what level Uktar brings in, we will end up between 6.5 (rounds to 7) and 7.2 (rounds to 7). That is high tier with 4 character adjustment. Slightly less worrying for a front liner sitting at the bottom of the level range, but only slightly.
Are we all comfortable with the tier? I'm happy to use a level 5 instead of Doctor Drokk. My replacement would be a front-liner too, he's a Besmaran tengu.
Hakime will respect the laws of Rahadoum and keep her faith pretty much to herself, avoiding obvious public displays of any kind of faith-based magic as much as possible. Might loh if a life depends on it, but isn't going to loudly proclaim Erastil's name in doing so. She'll say her morning prayers in private and in her mind, not aloud.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
We're not actually starting till Gameday, right? I've got three or four face to face games with Drokk at cons before then, so I don't think I ought to post anything in the gameplay thread. I might be free to start on August 8.
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
I hope not, as Iso is currently in a game at the moment!
Generic RP is generally regarded as acceptable though.
GM, Assuming we knew where we where going, Bones would buy a Pathfinder pouch {link} to place all his scrolls, wands, potions, holy symbol into. Also he would buy a normal large shield to use in place of his holy symbol shield.
As for the laws of Rahadourn, Bones will also say morning prayers in private and try to avoid public displays of faith
Can any players cast Shrink Item (3rd level spell)
Player's forum handle: Uktar
Character name: Turathal Amonra
PFS#: 100685-10
Race/Class(es)/Level(s): Aasimar, Sorcerer 4/Cleric 2
Faction: Dark Archive
Day Job Roll, if any: Diplomacy (Caravan Vanity): Dayjob:1d20 + 19 ⇒ (15) + 19 = 34
____
1) What special rules, boons, or corner cases should I know about regarding your character? Toppling Magic Missiles, Variant Negative Channel-Rulership Portfolio (character profile has full description, but basically does 1d3 neg energy damage, and must make DC 17 Will save or be dazed for 1 round)
2) Why is your character in the Pathfinder society? A few sentences about your character and his or her previous adventures, either in or out of character. Turathal was a natural recruit for the Dark Archive, with his interest in both the arcane and the ancient ways. While part of him wouldn't mind spending more time in dusty libraries, he does enjoy field work a lot more, and he has a natural wanderlust.
3) What are your strengths, interests, or skillsets outside of combat? Turathal has always tried to use diplomacy first. He does love to spread the word of Ra, trying to bring back to prominence a faith that has waned for a loong time. Occasionally that leads to channeling the negative energy of Ra to daze the unruly and uncivilized. Oh, and part of the reason he is so in awe of Ra is that he is literally dazzled by his god's presence (i.e. has Light Sensitivity, so when the Sun's out, he's dazzled.)
4) What are your go-to combat tactics?
Wand of Bless, Toppling MM, Variant Negative Channel, Glitterdust
5) What deity does your character worship? Do they carry religious texts, holy symbols, or other symbols of their faith? Ra, has golden holy symbol and holy symbol tattoo on palm of his left hand
6) What time(s) of day are you usually online to post? online much of the day from 10a-10p Eastern US
Can any players cast Shrink Item (3rd level spell)
Turathal can't cast it, but he does have an effective caster level of 6, so he could use a scroll for you without even needing to make a Caster Level check...
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Oh yes. Special things. When Iso rages... he is superstitious, so he has to save against all spells. That includes buffs and healing. So please, if there are buffs to go out, put them up early!
Amusing scene from the previous scenario was a battered Iso on (I think) single digit hp, making his save against a cure serious wounds.
We aren't actually starting until a little after Gameday begins. The Gameplay thread is open mostly for dotting, but back and forth roleplay is just fine. Just don't expect much from NPCs until August. Enjoy the refreshments!
"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision
GM, how do you want to handle Drokk's familiar? Nigel typically plays an active role in combat, between Protector-Bodyguard usage, fetching things from the Handy Haversack, and tossing grenades. Do you want to roll separate initiative or have him act on the same count as Drokk?
Bones did pick up the Pathfinder pouch and a normal wooden shield to use in place of his +1 holy reliquary darkwood heavy wooden shield which he will leave home for this adventure.
"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision
GM OfAnything wrote:
I prefer separate initiatives for combat-active companions, but with block initiative it might not matter beyond the first round.
Ok, makes sense to me.
Nigel has Combat Reflexes and Bodyguard (Protector archetype variant), so whenever combat breaks out he is able to use up to 3 attacks of opportunity per round to boost Doctor Drokk's AC by 2 against a melee attack. Nigel only fails to make the AC10 attack roll on a 1. I can pre-roll these AoO's round by round, or you could make the roll whenever Drokk is attacked in round 1 or a surprise round, as you prefer.
"monkey" (magical beast) tumour familiar (sage) 10 | AC 16 T 14 FF 14 | HP 46/46 | F +9 R +9 W +4 | CMD 14 | Init +2 | Perc +5 lowlight vision
Typically Nigel will use his AoOs against the first three melee attacks against Drokk per round, but this will vary depending on circumstances. If Drokk is toe to toe with a Marilith and three dretches, Nigel will be ignoring the dretches! Let's assume the first three attacks until I post different tactics - which will depend on what the enemies are doing, and how many buffs Doctor Drokk has up.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
Drokk is now levelled up after adventures far and wide.
I didn't take Absorbing Touch yet. Doesn't look like we're in great need of it, but I am happy to grab it before we start if the party wants.
@Hakaam, shall we compare Formula Books? Mine is all in my character profile, feel free to examine it.
@GM, Drokk's level increase results in his Day Job result being 35 now.
Turathal's Tattoo familiar is strictly noncombatant, but she does use move action to pop up, make an ID check on foes, and share info from any successful knowledge check, then uses standard to meld back into tattoo form. Have never used her as a scout yet, and probably never will--much too attached to his little precious, even if she is a little know-it-all. (Soon she'll be smarter than Turathal!)
Since mechanically I only use her for knowledge checks and the occasional flavor, I'm assuming you don't want me to worry about separate init.
I imagine the investigator and alchemist will smoke her on the knowledges front, but it never hurts to have backup.
Well, while I would be eager to do so, I think you are about to get a taste of disappointment.
In my formula book:
Level One
Ant Haul
Cure Light Wounds
Enlarge Person
Reduce Person
Long Arm
Monkey Fish
Shield
Level Two
Alchemical Alocation
Barkskin
Invisibility
Spider Climb
Focused Scrutiny
Level Three
Fly
Heroism
But thank you for allowing me to look over my character sheet and realize that for the past nine levels, I have not bothered with a damn FORMULA BOOK. I took the liberty of correcting that, and going through my spells to add them to the formula book.
Anyway, if you don't mind terribly, could I scribe
All them formulas yo!:
death ward, fire shield, displacement, remove disease, haste, protection from energy, remove curse, remove blindness, amplify elixir, cure serious wounds, burrow, communal resist energy, resist energy, lesser restoration, see invisibility, ghostly disguise, touch of the sea, expeditious retreat, identify, disguise self, anticipate peril
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
Be my guest Hakaam :)
That'll cost you a good bit of gp in scribing costs I think. You're familiar with the costs? (In case not, it's 10gp x (spell level squared) per spell/extract you add to your book. If you want to obtain spells/extracts from NPCs it's half as much again).
Looks like the only ones I don't have are heroism and focused scrutiny. I might take focused scrutiny, looks like I could pile on the intimidate bonuses there. I use potion + alchemical allocation + enhance potion for heroism.
I like to collect extracts. Alchemists being able to fill an empty slot in just one minute makes them so flexible. There just aren't enough slots. I shall have to get more boro beads and preserving flasks, especially for level 2 extracts.
I really like the look of those lenses of situational sight. Never saw those before. I don't have the book they appear in.
Cognatogen, Freedom of Mvmt, Barkskin, Absorb Toxicity, See Invisibility, Stoneskin CL15, Heroism CL5, Shield, Ill of Calm, Red Person 12min, EH avail, Re-roll avail
Conditions:
Uktar/Turathal here: My lvl 11 gnome grenadier has spent a ton of gp on his formula book. And since I have it with brief descriptions of each extract, making it a simple cut-and-paste, here it is as a public service to our alchemical-substance-abusin' PCs
Crazy Hairy's Formula Book:
Level 1 Formulas DC=18 7/day +1 Boro Bead
Ant Haul: 2 hours/lvl, triples carrying capacity
Adhesive Spittle: 1 round/lvl until used, spit Tanglefoot bag, no to hit required, spell DC=11+Int=19 Range 15’
Anticipate Peril: +caster lvl Insight bonus to Initiative, 1 min/lvl until next init check (max +5)
Bomber's Eye: Thrown Weapon Range increased by 10’, 1 round/lvl
Comprehend Languages: 10 min/lvl. All spoken and written
Crafter's Fortune: +5 luck on next Craft check, 1 day/lvl until used
Cure Light Wounds: 1d8+lvl (+5 max)
Detect Secret Doors: 60’ cone, Concentration (1 min/lvl), 1st Rd: Presence, 2nd: #&location, 3rd: 1 trigger
Detect Undead: 60’ cone, Concentration (1 min/lvl), 1st Rd: Presence, 2nd: #&Strongest, 3rd: Str & Location of all in line of sight (otherwise str & direction) Faint: 1HD, Mod: 2-4HD Str: 5-10HD 11+:Ovrwhelm
Disguise Self: 10 min/lvl, 1 ft taller/shorter (Halfling), +10 Disguise check, interact gets Will save
Endure Elements: 24 hours, -50 to 140 F no Fort save, no dam pro, nor hazards (lack of air, etc)
Enlarge Person: Doubles size, Str+2 Dex-2 -1 to hit and AC
Expeditious Retreat: +30’ movement, 1 min/lvl
Identify: +10 bonus to ID magic Items
Jump: 1 min/lvl, +10 enhance bonus on Acro to hi & long jump. +20/5th lvl, +30/9th lvl
Heightened Awareness: 10 min/level, +2 competence Perception & all trained knowledge, can dismiss it for +4 on initiative
Illusion of Calm: no AoO for Cast or Throw or Move DC if struck to disbelieve, 1 min/lvl
Invisibility Alarm: 25+5/2 lvl, 20’ radius, mental or audible ping, 10 min/lvl
Keen Senses: +2 competence bonus on Perception & Low-light vision 1 min/lvl
Long Arm: 1 min/lvl Personal, increase rach with arms by 5’
Longshot: +10’ bonus to Range increment on any weapon used by subject (personal) 1 min/lvl
Monkey Fish: 1 min/lvl Personal, 10’ climb, 10’ swim, no med or heavy armor or load
Negate Aroma: 1 creature/lvl, 1 hour/lvl, can’t track via Scent
Petulanegro’s Validation: Use small bit of person, hair, fingernail, no older than 1 week/lvl to ID even partial remains
Phantom Blood: For BARBARIAN OR BLOODRAGER: 10 min/lvl, if loss of rage makes unconscious, gain 10 temp HP
Reduce Person: 1 min/lvl +2 Dex, -2 Str, +1 AC * (Wand)
See Alignment: Personal, 1 round/lvl, select a single alignment to “see” as aura.
Shield: Personal, +4 Shield AC (v. Incorporeal too), negates Magic Missile, 1 min/lvl
Stone Fist: 1 min/lvl hands become living stone: 1d6 lethal bludgeoning, no AoO for unarmed strike, ignore hard less than 8
Targeted Bomb Admixture: No Splash, Intx2 on bomb dam 1 rd/lvl
Touch of the Sea: Swim 30’, +8 bonus on Swim Check, can always Take Ten 1 min/lvl
True Skill: Personal, 1 min/lvl, gain ½ lvl Insight bonus to 1 skill check (that you can attempt)
True Strike: +20 insight bonus on next attack roll, no Conceal miss chance
Vocal Alteration: 1 min/lvl, +10 bonus on Disguise to fool listener
Polypurpose Panacea: Resistance: You gain a +1 resistance bonus on saves for 1 minute. Clarity: +1 competence bonus on a single attack, save, or skill check within 1 minute. Choose b4 roll; Analgesic: No aches for 1 hour. +2 resistance bonus against pain-related spells.
Hallucination: 1 hour, -2 on Perception checks Intoxication: 1 hour Lucid Dream: w/in 1 hour of sleep, lucid dream that’s under your control for an hour
Sleep: enter restful sleep for 1 hour unless wakened. Sobriety: sober for 1 hour, still detect \as inebriated. Wakefulness: Awake 2 hours. +5 Resist a/g sleep-related spells.
Level 2 Formulas: DC=20 6/day +1 Boro Bead
Ablative Barrier: 1hour/lvl, +2 to AC, and gain DR 5/ lethal, converting 5 lethal to nonlethal/att until 50 points, then gone
Acute Senses: 1 min/lvl +10 Perception (+20 @ 8th lvl, +30 at 16th )
Adhesive Blood: 1 min/lvl, any Piercing or Slashing strike you, Reflex Save or stuck fast, standard action str check v DC to Free
Air Step: 1 min/lvl like air walk but only 1’ above
Alchemical Allocation: take AA, then drink potion/elixir. Then spit out as free action. One potion per AA.
Alter Self: Personal, 1 min/lvl, choose: Small: +2 Dex, Med: +2 Str & 1 of: low-light vision, Scent, Swim 30
Aram Zey’s Focus: (PFS Field Guidep56) Grants Trapfinding 1/2Character lvl+if trigger on Failed Disable, reroll to stop, 1min/lvl
Barkskin: +4 Enhancement to Natural Armor, stacks w/ Nat Armor, +3@6th lvl, +4@9th +5@12th
Bear’s Endurance: 1 min/lvl, +4 Con Enhancement
Bull’s Strength: 1 min/lvl, +4 Str Enhancement
Blistering Invective: 30’ Radius, Intimidate demoralize all enemies, if works 1d10 Fire, Ref or catch fire, SpellResist Fire only
Blood Armor: 1 min/lvl, each 5 Pierce or Slash, +1 enhancement to Armor (armor only) CHEESE, get +5 before battle & heal (Orchid)
Blood Transcription--Banned: Drink 1 pint of Spellcaster’s blood, learn 1 spell for 24 hours (must be on list…)
Cure Moderate: 2d8+lvl (+10 max)
Deathwine: Turn cure potion into Necromantic Spell boost
Delay Poison: 1 hour/lvl, Immune until expires
Extreme Flexibility: 1 min/lvl +1 Dodge to Ace, +4 circumstance Esc Artist, +4 circumstance grapple CMB & CMD
False Life: 1 hour/lvl, gain 1d10+lvl hp (Max +10)
Focused Scrutiny: 10 min/lvl, v one creature “perceived” +10 Perception, Sense Motive, Suvival, +5 Diplo & Intimidatest
Fox’s Cunning: 1 min/l vl, +4 Int
Investigative Mind: Personal, 10 min/lvl, roll twice for any Appraise, Kn, Linguistics or Spellcraft, up to lvl times
Invisibility: 1 min/lvl, +40 Stealth, +20 when moving
Lesser Restoration: heals 1d4 ability damage, eliminates fatigue, exhausted becomes fatigued
Levitation: 100lb/lvl, 1 min/lvl, 20’ up or down/round as Move action (along ceiling ½ speed) 1st Att -1, 2nd -2 (up to -5), resets if 1 round stabilize
Owl’s Wisdom: 1 min/lvl, +4 Wisdom enhancement
Protection from Arrows: DR 10/magic v Ranged Weapons, 1 hour/lvl or until absorbs 10pts/lvl
Resist Energy: 10 min/lvl DR 10 v Acid, Cold, Electricity, Fire or Sonic, (20/7th lvl, 30/11th lvl)
See Invisibility: 10 min/lvl, see Invisible and Ethereal
Spider Climb: 10 min/lvl, 20’ Climb Speed, +8 on Climb checks (no Run)
Tattoo Potion: Make potion into permanent chest Spell Tattoo until used/replaced (Standard Action to Activate)
Touch Injection: 1 hour/lvl, elixir, infused extract, poision or potion. Can deliver as melee touch STRICKEN (Cure?)
Twisted Innards: 1 min/lvl, 50% chance no Sneak or Crit
Vomit Swarm: 1 round/lvl, Swarm adjacent. Spider Swarm: 20’ mvmt, (7th lvl Wasps, 13th Army Ants)
Waters of Maddening: 1 per 2 lvls, water into Unholy Water, Anoint/Drink (-4 save if drink) Fort save, Fail 1d6 Int & Dex dam, success 1d4 round sickened
Level 3 Formulas DC=21 5/day
Absorb Toxicity: Personal 10 min/lvl, immune to any disease or poison, can absorb (immune ends), secrete as touch attack DC=higher of original or Spell
Amplify Elixir: Personal, 1 round/lvl, any potion either Empowered (variable+50%) or Extended (Dbl duration)
Arcane Sight: 1 min/lvl, like detect magic but no concentrate needed.
Aura Sight: 1 min/lvl, like detect chaos/evil/good/law, but don’t need to concentrate
Burst of Speed: SWIFT +20 to speed, movement no AoO, & move through squares w/ critters larger than you )
Bloodhound: 1 hour/lvl, gain scent ability, +8 Perception w/ smell, +4 Survival track, -4 v stench attacks
Countless Eyes: 1 hour/lvl, all around vision, cannot be flanked
Cure Serious Wounds: 3d8+lv (+15 max)
Delay Poison, Communal: 1 hour/lvl divided up among whomever
Disable Construct: 1 round/lvl, melee touch attack, Will save, construct helpless for duration
Displacement: 1 round/lvl, 50% miss as if total conceal, but doesn’t prevent targeting. True Seeing neg
Draconic Reservoir: 10 min/lvl, absorb 6xCaster level (60 max), can release 1d6 in touch att (up to max absorbed)
Elemental Aura: 1 round/lvl: Reflex save
Eruptive Postules: 1 min/lvl, if struck in melee, attacker takes 1d6 acid & save or sickened 1 rd. Crit, save or nauseated
Fly: 1 min/lvl, 60’ fly speed, good maneuverability
Gaseous Form: 2 min/lvl, DR 10/magic, immune poison, sneak & crits
Haste: 1 rd/lvl, 1 creature/lvl, +1 AC, Ref & Att, gain 1 extra att if full att (and any mvmt+30 (max dbl))
Heroism: 10 min/lvl, +2 morale on att, save & skill
Lightning Lash Bomb Mixture: target +3 others dam by splash (alch choice), 1d6 damage if move more than 5’ for duration (1 rd/lvl)
Orchid’s Drop: drinking mutagen cures 2d10 and +2 alch bonus on all saves for 1 hour/level
Pro from Energy: 10 min/lvl, absorbs 12 pts/lvl until discharged
Remove Blindness/Deafness: Instantaneous
Remove Curse: Caster lvl check (1d20+lvl)
Remove Disease: Caster lvl check (1d20+lvl) v DC of Disease
Resist Energy, Communal: 10 min/lvl, divide up among as you see fit
Seek Thoughts: 40’ emanation, up to 1 min/lvl (concentration), surface info, simple Q or general topic (Will save resists)
Spider Climb, Communal: 10 min/lvl, 20’ Climb speed, +8 racial bonus on Climb, retain Dex on AC
Thorn Body: 1 round/lvl, anyone striking w/out reach/range 1d6+caster lvl piercing. Grapple 2d6+CL, unarmed +1d6 P, persist trans
Tongues: 10 min/lvl
Undead Anatomy I: 1 min/lvl, assume form of Undead (Small or Med)
Waterbreathing: 2 hours/lvl, divide evenly among all you touch
Level 4 Formulas DC=22 3/day
Air Walk, Communal: 10 min/lvl divided among recipients,
Cure Critical: 4d8+1/lvl (Max 20) 4d8+11
Death Ward: 1 min/lvl, +4 morale v death, save even if no save, immune to Energy Drain and any Neg Energy effect
Duplicate Familiar: 10 min/lvl
Echolocation: 10 min/lvl, Blindsense 40’
Elemental Body 1: 1 min/lvl Small Elemental
Freedom of Movement: 10 min/lvl, immune to Grapple, paralysis, solid fog, slow, and web
Greater Invisibility: 1 round/lvl, even through attacks, +40 Stealth, +20 if moving.
Neutralize Poison: Caster Lvl check, (1d20+CL) a/g DC or each poison
Monstrous Physique II: 1 min/lvl, from Tiny: +4 size to dex, -2 str, +1 natural armor, to Large +4 size to Str,-2 Dex, +4 nat arm
Mutagenic Touch: Touch att: +2/-4 dex/wis, str/int, con/cha, for remaining duration, Mental under 3, Confused!
Restoration: 1 minute casting, 100gp all ability dam, all ability drain to 1 stat, temp neg lvl, 1000gp perm lvl
Spell Immunity: 10 min/lvl, immune to one specified 4th- spell/four levels (2 now) Spell Resist must apply
Stoneskin: 10/lvl, DR 10/adamantine until absorbs 10xCaster Level (Max 150)
Viper Bomb Admixture: 1 rd/ lvl, main target and up to three also hit with splash get +16/18 touch att for 1d4+8/10 dmg & dc 13 Fort
Universal Extract: Becomes any 3rd lvl or lower extract
Did I mention he's spent a ton on his formula book? You're losing formatting on this, and many descriptions are specific to his character stats, etc. If you want to PM me with email address, I could send it as a Word doc, with formatting, including highlighting of the best ones (for him, as a bomb-focused grenadier)
Your characters have plenty of time to scribe formulae. Just post any necessary skill checks (or your take 10 total), your list of scribed spells, and the gold total for me to note on your chronicle.
I'm off to GenCon this weekend, eclipse viewing on Monday, and organizing a LAN event next Friday, so I might not get us moving right away. Thanks for your patience, I look forward to gaming with you all.
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
Drokk adds Focused Scrutiny to his formula book. Cost is 40gp. Spellcraft with take 10:10 + 16 = 26.
Drokk also purchases a Potion of Shield of Faith (50gp).
I will be traveling from Saturday morning until Weds. night (driving up north to see the eclipse). I will try to check in at least once a day, but if I miss a post time, please feel free to bot me to keep the flow going. I don't want to hold up the game.
Shouldn't affect this game which doesn't start til the 25th, just posting this in all my games... just in case.
Hakime will wince as she reluctantly lets Iso hug her briefly, then sidles over to Turathal.. and with a sigh asks him softly... "Iso seems to have a bit of company and some of it is now on me... LIVE company if you catch my drift... before they start biting... have you a prestidigitation spell you can use to clean me up again and rid me of said visitors?"
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
Sorry. Iso is friendly, has little sense of personal hygiene and none of personal space. It's a much more fun way to play a CHA dumped barbarian than someone who doesn't speak or spits at folk or is always angry.
"Indeed, such unruly sorts can be the bane of civilization, though from such rough stone, strong foundations can be made. It would be my pleasure to be of assistance, though no need to step too close...I can cast it from here." Turathal sets his minor magicks at work de-lousing Hakime.
I will be attending Strategicon from Friday through Monday... Will be able to make limited posts, but not reliably nor frequently... I will try to keep up with at least one post a day, but no guarantees. Please bot me as needed to keep up the pace of the game, thanks.
I added up +18 for your Diplomacy bonus, Turathal. Am I missing a +2 somewhere? ( 6 ranks, 6 Cha, 3 class, 3 familiar)
It looks like I mistakenly added the Aasimar Racial Skilled bonus (I have several Aasimar characters, and Turathal is the only one who took Crusading Magic). I've now removed it (oddly enough, I hadn't added the Skilled bonus to Perception, so that +14 is correct) Thanks for catching that. If you spot anything else, let me know (I do all my characters manually, so extra eyes are a very good thing.)
There is a lot of talking in the first part of this scenario. I'm sorry if it seems like it is dragging a bit. I do like when you all give idle thoughts or reactions to the scene, even if Turathal is doing most of the talking right now. Keep it up!
M Half Orc Fighter 1 (unbreakable) / Alchemist 11 (beastmorph) | Current AC 23 T 11 FF 23 | HP 100/100 | F +17 R +14 W +9 | Init +1 | Perc +15/17 darkvision 60'
HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1
I am enjoying it. Iso likes social encounters. Iso is just not very *good* at social encounters. That is not to say that Iso realises any of this.
Between Bones and Hakaam, you know all you need to about the compound. Now to plan your assault!
Now you all need to decide on a course of action for getting into the compound, rescuing the captives, and getting out before you are rounded up by the Pure Legion.
The four suggested methods of entry are:
Posing as Food Delivery
Posing as parties interested in purchasing slaves
Through the Sewers; or
Direct Assault