Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.
HP 300, AC 55, FF 49, T 22, CMD 60 (80 vs. Grapple or dirty trick)F +25, R +32, W +24, Percep +29, Init +14
I'm trying to think of something regionally appropriate. I'm thinking starknife is probably the best for regional flavor. Chakrams are the best thrown weapons, but really those are very Vudrani. I think starknives are pretty keleshite.
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
True for everything except trade goods! But I thought it'd be fun to see just how big the haul was (big).
People can claim what they want below or on the sheet.
Here's what I'd want to claim if it's OK with the group:
Potion of Jump
Potion of Bear's Endurance
Potions of Eagle's Splendor
Elixir of Fire Breath
Potion of Protection from Arrows
Potion of Invisibility
Potion of Cure Moderate Wounds
Potion of Bull's Strength
Spellbook
+1 Keen Rapier (if small or can be resized to small)
Wayfinder
Clear Spindle Ioun Stone
The potions are for using to learn extracts when I get my next level, the spellbook is to just grab all the spells listed, the rapier so I have a melee weapon, and the wayfinder/ioun stone to be able to resist mind control.
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
Curses, strike that from the list. In that case, minus the spellbook which Zephyr will probably also want, the loot I'm after is worth 4,850 gp.
Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12
What Arthur would like from the loot:
Potion of Heroism
Pearly White Ioun STone
Potion of Protection from Evil
Other than that I don't care for much beyond the healing potions.
Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12
so we can hand waive back to the office the next day, but this is where you need to make any and all purchases you would like before we launch into the next chunk.
Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
Quick question: can I use my formula alembic on the 2nd level extract potions to transcribe formulas even though I can't cast 2nd level extracts yet?
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
Purchase question - can I use the Sipping Jacket with extracts/mutagen?
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
I got nothing for my Honey, I Shrunk the Kids references or the Missing Piece joke? Fah!
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
once Arthur replies again we will know if we are fighting or not...though if you really are members of the pathfinder society why on earth would you walk away from a fight or go around it or talk when you could kill something? We all know that good pathfinders slaughter and murder everything in sight
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
60% Lawful Good Mini! You're lucky we didn't draw up "rules of engagement"
Male Suli Ragathiel's Warrior | HP 87/98 , AC 24, T 12, FF 23, Fort +15,Ref +9, Will +11, Resist: acid 5, cold 5, electricity 5, fie 5, Init +3, Per +12
I am dealing with some personal issues. Please DMPC me as necessary.
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
I can get to them but it's just us and emptiness. That's like, meta-theater-of-the-mind.
The ram quickly moves 20 feet towards everyone and unleashes a vicious breah weapon that hits 2d2 ⇒ (2, 2) = 4 of you that are closest [ooc] that hits Arthur, zephyr, churley and kix[/dice]
Dc 22 fort
Arthur fort:1d1d20 + 14 ⇒ (12) + 14 = 26
failed?:
you turn into gold. Literally make another save at the end of the round to be not gold again
go it got 20 feet closer to you and that cone was 60 feet
so had you been hit again you would have been solid gold for 24 hours, but of course we all know adventurers would take you to sell later, cause you are solid gold...and you are really heavy so you might have been dismembered, which would have been awesome.
so while you are on this plane keep this in mind, the reasons you can find out later
Prohibited Magic: The following spells do not function
at all when cast within Kakishon: astral projection, blink,
ethereal jaunt, etherealness, phase door, secret chest.
Hampered Magic: The following spells have their
durations halved when cast in Kakishon, and require DC
20 Caster Level checks to be cast at all: creeping doom,
elemental swarm, insect plague, instant summons, mount,
storm of vengeance, summon instrument, all summon monster
spells, all summon nature’s ally spells, summon swarm, and
trap the soul.
Limited Magic: The following spells require a successful
DC 15 Caster Level check to be cast within Kakishon:
dimension door, greater shadow conjuration, greater teleport,
project image, shades, shadow conjuration, shadow evocation,
shadow walk, teleport, and teleportation circle.
Altered Magic: Dismissal, banishment, and other effects
that attempt to force non-natives of Kakishon back to
their home planes do not function properly. Instead of
banishing a target, the effect (if successful) merely stuns
the creature for a round.
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
That'd be awful news if I could cast 3rd level spells or higher! Well, I suppose I could "summon monster".
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
But I don't want levels of wizard, only alchemist! Because hilarity.
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance