As Xichi takes off, Herrick shakes his head in concern as he thinks on their actions and silently berates himself.
We just made enough noise that if there is anyone nearby they had to have heard us. I should have backed us all off the minute we noticed trouble. And now Xichi is off, alone! Damn! I let my guard down. I only hope there was no one nearby. I should never have relaxed.
Glancing to Xen, he nods, then moves closer and reaches out to touch Garmit.
"May Feronia's wisdom guide you." he says, resting his hand on the Trade Prince's shoulder.
He swiftly steps back near the Princess and watches for danger while Garmit gets to work.
As Garmit steps up to try to disable the ward, Xichikitti shrinks himself and flies up to the wall. Hugging it for cover, he flies around to the lodge, then crosses the area carefully before returning to the wall on the other side. As he goes, he thinks he detects something moving around within the garden area, but the thick foliage block his view.
While this is going on, Garmit analyzes the magic on the gate. He recognizes the style of ward, and alters them just enough to render them inert. He completes his work just as Xichi returns.
4 rounds of buff time has now passed for anything that is short duration.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
As the trap is being disabled, Rhuul will tell a few jokes. And if one dwarf is funny,
1d4 + 3 ⇒ (3) + 3 = 6 must be even funnier!
Will use mirror image and cats grace, at 1min/level, that should suffice for a quick search of the grounds.
All of the spells Herrick recently cast last 90 mins, with the exception of the Mage Armor he asked Xichi(or anyone else with a good UMD) to cast on him from his new wand. That one lasts 60 mins.
With a satisfied click of the tongue in his beak, Garmit disables the trap and opens the door to start the searching within.
Will stop to have a look at the 2nd set of doors if needed. Take 10 on Perception, before moving past them towards the garden, taking 10 on Perception and Stealth (+25 for 35) as he moves.
Garmit opens the interior gate and steps in quietly. His keen senses confirm what Xichi had mentioned about movement in the garden area.
Stepping quietly up to the entrance to the garden, he sees four figures wearing breastplates under some sort of ceremonial robe. The robes bear strange sigils that are reminiscent of ancient Osiriani hieroglyphs. They are all looking toward the garden entrance, clearly waiting for someone or something.
Garmit has successfully surprised the enemy. They are not currently aware of him, so if he sneaks away they may not respond. If he (or anyone else) does something they can perceive, I'll roll initiative.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul, for once, keeps quiet. The best jokes have an element of surprise to them.
Guessing it will be hard for the whole group to get by these guys unnoticed, Garmit silently turns back to the group, points to the figures, then his beak and finally one of his swords with a shrug. Talk or fight? he seems to be saying.
The rogue's talon seems to be reaching towards his weapons, indicating his particular preference.
Herrick's lip frame a grim sight as he frowns in response to Garmit's unspoken question.
I did say the ward had runic elements of an ancient death cult didn't I? Besides they set a deadly trap for pathfinders and that alone should mean we fight."
He silently taps his bow with one finger, then points at one of the mysterious figures. Sure he is getting his point across, he then dips the finger down sharply to indicate his preference for a quick take down.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul nods, quickly preparing a joke of his own for as soon as the area spell goes off.
Readying a haste for when Xichikitte starts his casting.
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23
When everyone is ready, Xichi uses his most powerful bloodline power.
Elemental Blast (Sp):
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of electricity per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is 18.
Kai merely nods, mentally preparing himself for the coming battle. He fondles a vial, ready to down it as soon Xichi launches his spell power.
Readying action to drink extract of enlarge person, but would like to clarify with GM first whether the area where the cultists are in is a relatively open area that large humanoid could move largely unimpeded?
That's a whole lot of silent communication, especially from Herrick. I'm fine with simple concepts, but let's avoid lengthy sentences when miming. ;-) (And if that was meant to be thoughts versus what he was trying to say to the others, just make the distinction more clear next time.)
That said, I'm ok with Garmit's signal, and Xichi pointing to himself to start things.
Garmit reaches for his weapon with a questioning glance back. Herrick nods and does the same. Xichikitte raises a hand, then with a quick word of power, sends a ball of sparks flying into the garden, where it explodes. Leaves and branches fly, and a yelp of surprise comes from the waiting humanoids.
Herrick
Kai
Garmit
Rhuul
----
Yellow [-32hp]
Blue [-32hp]
----
Xichikitte
Xen
----
Green [-32hp]
Red [-32hp]
----
{end of round enemy no longer vulnerable to electricity}
Herrick, Kai, Garmit, and Rhuul are up! Rhuul said he was going to cast haste, so unless he changes that, everyone can consider it up. Rhuul would still have a move action left.
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23
Just to clarify: "Creatures that fail their saves gain vulnerability to electricity until the end of [Xichi's] next turn". Electricity is my thang, I've got lots of electricity spells.
Also, I believe I have at least a minute or two of Winged Boots should I care to use it. Please correct me if I'm wrong.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
After telling a quick joke, Rhuul then starts to lay into the cultists with his puns...
Inspire courage! Those within 30' also get flagbearer for the full set of nice benefits. Don't forget discordant voice for extra 1d6 sonic damage too.
That's a whole lot of silent communication, especially from Herrick. I'm fine with simple concepts, but let's avoid lengthy sentences when miming. ;-) (And if that was meant to be thoughts versus what he was trying to say to the others, just make the distinction more clear next time.)
Yep, this first part was supposed to just be internal thoughts.
Herrick Whiteraven wrote:
I did say the ward had runic elements of an ancient death cult didn't I? Besides they set a deadly trap for pathfinders and that alone should mean we fight."
And only this next part was supposed to be communication.
Herrick Whiteraven wrote:
He silently taps his bow with one finger, then points at one of the mysterious figures. Sure he is getting his point across, he then dips the finger down sharply to indicate his preference for a quick take down.
You lead. Pick one, drop one.
I'll make it more clear next time with "thinks to himself" or something to that effect.
Following Xichi's electric blast and then inspired by Rhuul's humorous words, Herrick whispers to Feronia to enhance his bow to be bane to humans(Let's hope their human), and then lets loose with a volley of deadly arrows.
Manyshot(2 arrows) vs Green:1d20 + 18 ⇒ (6) + 18 = 24Miss Chance(dim light 20 or less):1d100 ⇒ 66 Rapid Shot vs Yellow:1d20 + 18 - 1 ⇒ (11) + 18 - 1 = 28Miss Chance(dim light 20 or less):1d100 ⇒ 93 Haste vs Blue:1d20 + 18 ⇒ (10) + 18 = 28Miss Chance(dim light 20 or less):1d100 ⇒ 29 Iterative vs Red:1d20 + 13 ⇒ (11) + 13 = 24Miss Chance(dim light 20 or less):1d100 ⇒ 42
Bonus Damage Calc:
Str+1, enhancement+1,deadly aim+4,PBS+1(ignored if beyond 30'),Greater Bane+2(also +4d6),inspire courage+3,Flag Bearer(morale)+1,+1d6 sonic,(+2d6 vs evil from Holy)=+13+4d6+1d6+2d6. If not human deduct Greater Bane and/or deduct last 2d6 per arrow if not vs evil.
Lol! Guess Kai will hold off on the enlarge person. Anyway, not sure who is still up after that barrage. Kai will just move to attack whoever is still up, if any. :) Trouble GM to move Kai accordingly.
Kai can't help but grin to himself as Herrick launches his multiple arrows. They have no idea what they are getting into.
He quickly moves out from behind cover, quickly closing in onto any who is still up with his enhanced speed. He takes a quick moment to study his target for openings before jabbing his longspear into him with all his strength.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Starting inspire is a move action at rhuul's level
Also, I believe I have at least a minute or two of Winged Boots should I care to use it. Please correct me if I'm wrong.
You used one minute on your scouting trip.
Herrick:
Herrick Whiteraven wrote:
I'll make it more clear next time with "thinks to himself" or something to that effect.
Perfect!
Rhuul Irontoe wrote:
Starting inspire is a move action at rhuul's level
I knew that! I was just testing you to make sure you did ... yeah ... that's my story and I'm sticking with it!
Herrick moves up and quickly fires off an arrow at each of the figures. Between the electrical burst and the arrows, they all drop, either dead or unconscious.
And that's it for that combat ... ;-)
You move into the garden, and find that all but one are quite dead. The last (yellow) is barely hanging on.
You discover that each was carrying a crossbow with a poisoned bolt loaded that they never got a chance to fire. They also carry finely crafted scimitars and daggers and wear a silver pendant around their necks. The symbol is one of the ones that appeared in the ward you found on the outer gate.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul quickly disarms and stabilises the surviving man.
CLW:1d8 + 5 ⇒ (4) + 5 = 9
Crouching next to the dwarven bard, Herrick silently nods in agreement, then takes out a set of manacles and proceeds to bind the cultist. He quickly searches them again as he replies to Rhuul. Perception:1d20 + 25 ⇒ (15) + 25 = 40
"This one lives because Feronia willed it, so yes, let us see exactly what we can learn from them."
Then, his hand pressed upon the cultist's slowly rising chest, he utters a prayer for healing to his goddess.
CLW CL9:1d8 + 9 ⇒ (4) + 9 = 13
I know we already found the items you listed, but Herrick would still check to find any hidden items that might help them escape, even though there isn't likely anything.
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
They are followers of some cult god and are likely fanatical. I doubt we can sway them, without magic. But I can try to charm him if more mundane methods fail. Xen will gather and carefully store the poisoned bolts.
No alignment issues, but Herrick has a personal thing against undead and the overall creation of such creatures. When Xen controlled some previously she wasn't creating them so Herrick didn't say much. He spent much of his early career hunting undead, something he mentioned ever so briefly way back in the first mission.
Between Rhuul and Herrick, the surviving cultist is revived. Seeing himself surrounded, he just glares at all of you with a clear, if unexplained, hatred.
By the time Kai rushes into the garden, he finds that Herrick has already taken care of the problem. Nodding gratefully for resolving things quickly, he stands to one side, waiting for one of the fallen to be brought back for questioning, but keeping his eyes and ears peeled for other possible attackers. "Let's question him quickly. We need to see if harm has befallen our other fellow Pathfinders."
"Temporary allies? You mean..." Kai frowns as Xichi's proposal, but chooses to remain silent, especially recognising the tactical advantage. He does draw back slightly from the sorcerer.
Kai would not like it, but he is very much a live and let leave person.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
"Well, friend" starts Rhuul with the prisoner.
"We have a little problem. The way I see it, it is more of a case of you having a problem - namely us. So I can make your problem go away, or get alot worse. And lets face it, nobody wants to be the butt of one of my jokes. "
He gives the man a stern look. "Tell us what you know about what is going on here, right now, or I start with the puns. Why are you here, and who is with you? What has already happened, and where are the pathfinders?"
Fifty-frakking-two? I've probably asked this before, but do me a favor and run down that +32 to Intimidate again...
The culstists eyes get wide as the dwarf gets right into his face. He is clearly in awe of you.
"You're meddling where you don't belong, Pathfinders. You and your master Balentiir won't get away with waking those rings! Zuberi will *not* be freed, and you will be punished for trying it! Your captain is probably already dead!"
Balentiir is our Venture Captain that we've been reporting to for these missions. When I went back through the notes I found this reference to Zuberi though.
GM Rinaldo wrote:
You eventually make your way back to Sothis, where Venture-Captain Balantir is saddened to hear of Heralt's death, but ecstatic to see you not only found Akila, but returned her with her burial artifacts.
"This is so exciting! While you were gone, I managed to uncover more information about Akila. It turns out she was a sorcerer and concubine to a merchant prince named Zuberi, and Skull Hill was originally a base of operations where Akila handled some of Zuberi's business. Zuberi turns out to have had several other agents in other locations, and I plan to send you out to seek them out as well!"
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
"Just for a moment, let us presume that I don't know anything about freeing Zuberi. What has him captured? I would have thought he had been dead for centuries..."
"We know Balantiir sent you to recover the rings so you could free Zuberi from his curse! We will not allow that heretic to have his unnatural life and eternal youth! Death to you and your accursed masters!"
"Balantiir didn't send us after the rings for Zuberi, despite what you already think." Herrick says nearly fuming.
With a simmering anger, he continues.
"It's blasphemous to seek eternal life. From what you are saying, this Zuberi found a way to extend his life and has been alive for several centuries. There is no way Balantiir would work with someone like that, at least not knowingly."
Whether or not the cultist somehow sees the truth of the matter, Herrick continues.
"Just tell us about this curse you spoke of and what you have done with Balantiir."
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
"It may be that Balantiir doesn't fully understand what he was doing.." muses Rhuul.
"It will hardly be the first time a venture captain has stuck their hand into a pool of water for a cool drink, and discovered it was a pot of freshly brewed tea."
Turning to the man he says "I am Rhuul of the Irontoe clan. If Balantiir has somehow stumbled into something beyond him, it may be that our aims align here. What more can you tell us about Zuberi. Did you say something about him having eternal youth?"
"I know that Osirians find unnatural eternal life a heresy, but I dare say that we all feel the same." Kai does make a quick at Xichi before continuing. "While Balentiir has been collecting the rings, we certainly have no intention of restoring this Zuberi. All this might very well be a misunderstanding! We are likely on the same side! Cease your struggles now before more unnecessary lives are lost!"
diplomacy, free inspiration:1d20 + 17 + 1d8 ⇒ (10) + 17 + (3) = 30 Unless Rhuul wants to take the lead with his +33, in which case Kai will aid. :)
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Nahh, share the glory. I think having led off with the intimidate option, it would be unfair for Rhuul to play both bad and good cop, not to mention confusing. He is happy to be swung around and provide an auto-aid though.
(If you stumbled onto this campaign thread without passing through the Flaxseed Lodge, signups for the game are here. If there are open seats, you are welcome to write yourself in, but please do so before posting here. Thanks!)
Welcome to the four part Echoes of the Everwar. I've GMed this series several times face to face, and I'm looking forward to running it here.
It is not absolutely necessary to play all four parts, but I highly recommend it. This is a fun series and worth seeing all the way through. If anyone can't or doesn't want to run the whole series, let me know as soon as possible so I can recruit replacements as needed.
I expect on average one post a day during the week, and at least one post over the weekend. I generally check in 3-4 times a day to respond to questions and update, particularly during combats, but that can change based on how busy I am at work. If you are not in a US time zone, let me know so I have an idea of when to expect to hear from you (and so I can put another pin in my "where are my players from" map! :) ). If you know you're going to be out for an extended period, let me know and provide some sort of botting instructions.
I'll break between each part to allow everyone to apply XP and gold. It's a four parter, so everyone will be leveling up at some point during the series (unless you are slow-tracking). Have some idea of what you plan to do so we can move into the next scenario without too long of a delay.
For chronicles, please post the following information in this format (it helps me to keep organized to have everyone do it the same way):
Player Name:
Character Name:
PFS ID#:
Faction:
Character level (for subtier determination):
Normal or Slow track:
Day Job check or Downtime activity:
Please post an in-character introduction in the Gameplay thread, and an out-of-character one here. This is high level play, so it will help me to have a heads-up on any particularly high skill checks, attacks, or AC, or special abilities that may be unusual.
Maps and images will be on a google slideshow linked at the top of the page. Please note that all maps in this scenario were drawn with 10' squares, so your tokens will be scaled to fit in 1/4 of a square, and I'll need everyone to just visualize the intermediate lines. :-)
I think that's it for pre-game stuff. As soon as I have all the players, I'll calculate APL and determine subtier. I'm eager to get started!
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Player: B Viggers
Character: Rhuul Irontoes
PFS: 100387-5
Faction: Silver Crusade
[b]Level: 10
Normal Track Day job:comedian:1d20 + 34 ⇒ (20) + 34 = 54 150gp unless we have a high FJC Exchange member.
Player Name: Greenclaw
Character Name: Garmit
PFS ID#: 74677-3
Faction: Exchange
Character level (for subtier determination): 8
Normal or Slow track: Normal
Day Job check or Downtime activity:
I just need to level him up since his last game and will do so by the end of the weekend. He has played all his games so far over on RPGGeek so I'll get his Paizo profile and statline updated as well.
Looking forward to it and definitely up for the whole four game campaign, all being well.
Oh, and I'm from Sydney, Australia so stick that in your map!
Greetings all. I was the alternate player to sign up and have been invited to join by
GM Rinaldo. I have some options on what to bring and wanted to ask the table. If everyone checks in we will have:
If I bring a 7 or 8 I think we can go low. But if I bring a 9 or higher we will be high.
We would not be a strong 10-11 table but year 1 mods were written for a table of 4 so we might be fine. Here is what I can offer:
I think I would prefer to bring the mesmerist, keeping us low level. She is a good face (but we have the bard). the alchemist would also be good as he has good knowledge skills. Of the level 9s the cavalier deals huge damage, but does little else. Skald seems redundant with the bard but bonuses should stack IF anyone wants rage. Don't need a melee rogue as it seems we have one. Inquisitor could be good as he us melee while Herrick seems to be ranged. He does great damage once buffed and would be another divine caster...
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
We don't have a lot of status removal. Rhuul can do stone to flesh, and break curses, but in terms of generic restorations - nada. I don't think Herrick has restoration available either.
But as you note season 1 isn't quite as formidable as some of the later ones. I'm happy playing down - gold isn't a big thing for Rhuul. Just don't expect him to get into melee. He has slowly learned his lesson about that.
Rhuul can rage folk as well, maybe not as good as the Skald, but by the time he has buffs stacked folk will potentially be getting +7 to hit, +6 to damage and an extra attack a turn. If you have a TWF build, it would work wonders.
The mesmerist's Mask Misery can at least delay some of those negative statuses and she has access to lesser restoration. She could get Remove Blindness/Deafness too so at least those are on her spell list. But she is not melee. I do not have a level 7 option for melee unfortunately.
Thinking we could buy some scrolls of lesser restoration. 1 PA for a scroll or 2 PA for a scroll of 5 spells, right?
He has one scroll of Lesser Restoration on him as well but happy to chip in for any other purchases we think we may need.
Garmit would like to purchase an Elven-rune Cloak from his 'Serpent's Rise' CS at 10% discount using his Exchange faction's 'Master of Trade' vanity. I've already added this to his stats but if it is not opportune to buy it right now then I'll remove until it's OK to do so.
Garmit, apart from usual Roguey skills is a TWF build so liking the sound of Rhuul's raging powers. Any consideration that fellow melee characters can give to help Garmit get in flanking positions would also be much appreciated and bump up his possible damage rather massively. He can also use sneak attack on a charge so will usually like to be somewhere up at the front of the party.
Didn't put his Day Job roll in last time as I wasn't sure of what his final mods would be, but here it is now:
Gambler:1d20 + 11 ⇒ (5) + 11 = 16
Garmit can re-roll a Day Job roll of less than 10 using Exchange's 'Expert Entrepeneur' vanity but must take second result, so here goes:
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
A few comments for Garmit:
1) You are really gonna like my False Flanker trick. :)
2) As a scout at 8th level I believe you get sneak attack every time you move more than 10 feet and not just on a charge. So you will get sneak attack every time you move in to attack.
3)I gotta ask, what is an Elven-rune Cloak?
4) Had i Played my Inquisitor we would have had two Tengus at the table. Always wanted to have 3 or more as that would be a Murder of Tengus.
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
Here is my official OOC post for Xen. I want to say I am quite happy to be able to join the table. I have played almost all of the early year stuff but had nearly given up on getting this series of high level play. :)
Player Name: Skorn (Board Name) and Harry (really Name)
Character Name: Princess Xen
PFS ID#: 3387-17
Faction: Dark Archive
Character level (for subtier determination): 7
Normal or Slow track: Normal
Day Job check or Downtime activity: Perform Dance:1d20 + 10 ⇒ (5) + 10 = 15
Day Job re-roll if I have not used it by the end: Perform Dance:1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32lol, that sorta encourages me to not use the re-roll. Never had that motivation before
Unusual stuff about Xen: Mesmerist are just unusual to begin with.
Psychic spell casting. No verbal or somatic components.
Her stare is not detectable and is not an attack of itself. She will usually be staring at someone., typically whoever had her ire. Someone always has her ire.
Her stare is potent and causes -2 to will saves, -2 to hit, -2 to SR and+2 to the saves of any spell the target casts. If hit, the target bleeds out of its eyes ( bleed 2) and takes extra damage the first time each round its hit.
She is a spirit walker and can effect undead with her abilities
She is a Kitsune and therefore a shape changer. Her natural form is vulpine and she has a feat, Realistic Likeness, that allows her to take the appearance of any humanoid she has seen with a disguise check of +21
She maintains an Extended Spite spell, which is like contingency. The first thing to successfully hit or use CMB against her gets to deal with Terrible Remorse.
diplomacy +16, Intimidate is +17
Continued Animation: If a creature Xen has her stare on dies then she can animate it for a few rounds to fight for her.
Command Undead like an evil cleric: 6/day Dc 18 or 20 with stare.
2) Yep, Garmit picks up 'Skirmisher' ability now which should bump up his sneak attack frequency nicely.
3) Elven rune-cloak was an item made available on 6-98 Serpent's Rise CS, the one where you got to play as Aspis agents during the siege of the Grand Lodge. One of the boons was the 'release' of a few unique items, of which you could choose one. The rune-cloak is essentially a Cloak of Resistance merged with a Cloak of Elvenkind. For 3,750 more than the cost of the equivalent level of CoR, you get the +5 stealth bonus as well and can upgrade the resistance as normal. Garmit got himself a +2 version.
4)Yes, a murder of tengus would be cool. Don't think I've ever seen more than 1 at a table at once at any games that I've played in.
The mesmerist sounds amazing. Can't say I've seen one in action before but looking forward to seeing how she goes. Interesting table so far!
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul has a similar item. A circlet of persuasive disguise (circlet of persuasion and hat of disguise combined)
Rhuul has a similar item. A circlet of persuasive disguise (circlet of persuasion and hat of disguise combined)
I love that item ... I have a cleric who picked that up.
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If we do not hear from the sixth player by tomorrow, does the party want to go with five, or have me open recruitment and get another player? The scenario was written with four players in mind. Right now you are at subtier 8.6, which rounds to 9; with five players in season 1 we would play the 7-8 subtier. If we get a sixth, then we would play down with a level 7 character, or up with anything above that.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
I'm easy either way. It's been the weekend, so maybe give him one more day and then see if there is another taker.
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
Did some snooping. He is active, runs games and was on line as recently as Saturday. Pretty sure he will check in tomorrow if not later tonight. Also his build is tight - almost identical to my non PFS inquisitor of lower level, down to the reach weapon. :)
Doh! So sorry, just got the pm. Work was crazy last week, dealing with a crisis. Weekend was just a blur. Checking in now. Will post the necessary info in approx 8 hrs.
Kai is level 8, but haven't updated his profile page.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
I'm thinking of deathless enchantment for my armor.
I probably should enchant the spear that the flag is on, as the chance of Rhuul taking out a battle axe in one hand and just waving the flag one handed in the other is probably low - unless we meet some evil outsiders, which his axe is good against. Then again, the chance of using the spear is not that good either :-) Still, I' feel a bit odd not having a magic weapon in hand at this level.
I suspect my biggest contribution to offence is going to be buffing everyone, so a focus on defence may be the best.
Gravewatch pendant is another item I've had quarter of an eye on. Only good against undead, but they are common enough that it is unlikely to be unused in other scenarios.
Of course all this assumes there is going to be a lot of undead...
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
Deathless is a good deal and comes up reasonably often. Not sure the Gravewatch pendant is worth it. And a +4 to touch attacks is seldom going to make an incorporeal miss.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul will go with a Deathless enchantment for his armour (5000gp) and Upgrading his ring of protection to +2 (6000gp)
Lastly he will also purchase a swarmbane clasp (3000gp)
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
I'm going to be off camping for a few days from Friday until Tuesday. So please bot me as required.
Standard operating procedure is to inspire and haste in round one, and cast spells as appropriate.
With his banner and inspire courage, you'll be sitting at +6 (+3 inspire, +2 flagbearer and +1 haste) to hit, +5 to damage, and an extra attack if you full attack.
I should have mentioned this before, but I guess I'm slipping. Herrick has several team work feats running for archery bonuses and they rely on the party members positioning.
1)Coordinated shot=If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
2)Enfilading Fire=+2 to ranged att vs. a foe flanked by an ally with this feat.
3)Friendly Fire Maneuvers=Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks.(there is more to this feat but this is just the stuff for archery)
That said, he is better to hit when an opponent is engaged in melee(preferably with a flanker) and he suffers no penalties for soft cover from allies.
Other things of note, should we face things that hinder, grapple, stun, etc...
Freedom's Call (30 ft., 9 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This requires a standard action to activate.
and he himself has something that automatically comes on in the right situations,
Liberation (9 rounds/day) (Su) Act as if you had freedom of movement for 9 rounds/day. This effect occurs automatically as soon as it applies.
Female Kitsune Mesmerist 10 AC21/T15/F17/CMD21 |HP 88/88 | Fort:+6;Ref:+15;Will+17(+8 vs charms and compulsions) |Percept.+18 | Init.+9
Sorry for slow posting. I am on vacation and actuallly lost my laptop in airport security. Good news they found it and are mailing it to me. I’ll be home Tuesday and can post from my computer. Until then I am forced to use my phone. So while I am trying to read the posts I t’s hard to post detailed turns.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Rhuul is just a funny dwarf. Whether I can do no-repeats over four scenarios .... that is a challenge. Just remembering which have been used is tough. And there are only so many "bodiless" jokes for most of the undead :-(
Congratulations on completing Part 1 of Echoes of the Everwar!
Your primary success condition was to recover Akila's ring. You could have just removed the hand, but bringing the entire skeleton is a perfectly acceptable solution. ;-)
Your secondary success condition was to locate Heralt and identify his cause of death. Herrick successfully noted that he had been strangled, and Xen found the note where he said he had been found out.
I will get chronicles made up this evening, and we'll take the weekend off. Everyone do your purchases and level up if need be, and we'll start back up some time next week.
Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;
Did we find the staff and/or ring on the chronicle?