The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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In preparation for selection, I'm opening the Discussion thread. I think these are the priorities before we can start. Feel free to add or adjust them:

1. Finalize the description of the Samaritans.

2. Finalize the collective background ending with entering the mountains to investigate some minor earthquake rumblings. There have been two in the past several weeks. It's Spring, and you are the first crew across this particular high mountain pass after snow melt. The trail is rocky, muddy, and impossible for any large quadruped that can't Climb or Fly. For Medium-sized creatures, it counts as difficult terrain with rare flat spots.

3. Finalize character's backgrounds and game mechanics. Please let me know when your character is complete. I will give it a final review. When all characters have been finally reviewed, we can start. My introductory post is already written and ready to be pasted into the Gameplay thread.

cheers


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Happy to be getting started!

1)Here's what I originally had for the Samaritans.

Steed's Samaritans wrote:


Founded by Devan Steed six years ago in Korvosa after the death of his family, Steed’s Samaritans is an adventuring group that focuses on helping those plagued by monsters or supernatural threats. They will accept any work that falls into those fields in exchange for food and lodging (though if the person is in dire need, Steed has often been known to pressure them to work completely for free). They are willing to do other work, but charge a retainer for these more mundane services (guard work, escorting merchants, etc). The group is a democracy, with each member having an equal say in which jobs are accepted or passed over. Accepting a job requires a majority vote. Entry of new members or removal of existing ones requires a unanimous vote. Otherwise membership is for life. All wealth acquired by the Samaritans is split as equally as possible between them. Most of them were driven into the life by some kind of personal tragedy in their pasts. There are two requirements for membership. The first is that they must be unattached (no marriages outside the Samaritans and no kids). The second that they must be willing to die to help a perfect stranger. Usually potential new members serve a trial period as prospects before they are voted in. Like many adventuring crews, the Samaritans spend much of their time traveling while looking for work. They’ve done jobs all over Varisia and bordering countries in western Avistan.

Are there any parts of it that people aren't happy with? If so, how would you change it?

2) I think Carter, Thondrir and Devan's backgrounds already fit together nicely in Korvosa. Esaul had mentioned wanting to join later, Tris's background has her joining later as does Kel's. Is Carter an actual member, or just a groupie?

3)Think I'm done.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20
Devan Steed wrote:

How does this sound for an adventuring group?

Steed’s Samaritans
. . . There are two requirements for membership. The first is that they must be unattached (no marriages outside the Samaritans and no kids). The second that they must be willing to die to help a perfect stranger. . .

1. Seemed to be some contention on the bolded part. I think simply rewording it from willing to die to help to willing to risk themselves to help might alleviate that a bit, even if there's little different in practice between the two. Maybe we can hammer out a short bullet-point list of guidelines as well to further flesh out the overall feel.

2. Is there any chance of getting a specific location where this is happening in the mountains? As that is where Janderhoff is located, it's possible Thondrir might be at least passingly familiar with the place.

3. Thondrir should be good to go as far as crunch is concerned. Just need to work on a cooperative update of backgrounds for where Devan and he picked up extra members for the Samaritans, I think.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

I have been ninja'd, it would seem.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Good morning everyone!

1. I agree with the suggested change of words by Thondir. I do believe they have the same meaning but we don't sound so manipulable, and also the other members will probably not have a problem with it.

2. I've joined the Samaritans some time after it's been founded, and that was set to 6 months after, but it really depends on how longer the samaritans exist. So, how long have the Samaritans existed before we leave for the mountains? 1 year? maybe 2? Or several?
My preference would be 2 years.

3. Esaul would have a conversation with everyone after some months of his acceptance, to leave the groups name as just "Samaritans". "You're a nice person aren't you Steed? So why do you want to gain prestige using your name?!"

Crunch is fully ready.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

The second is that they must be willing to help even a perfect stranger if their need is genuine (in spite of any risks they might face).

That better?


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

I do have Teamwork feats which I can change gives some moments. There's a wolf with me which follow my guidance, so he will have the same feats I do. Please tell me if you have any advice on which Teamwork feats are nice, and if any can help the team better than the ones I select.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6
Esaul wrote:

Good morning everyone!

1. I agree with the suggested change of words by Thondir. I do believe they have the same meaning but we don't sound so manipulable, and also the other members will probably not have a problem with it.

2. I've joined the Samaritans some time after it's been founded, and that was set to 6 months after, but it really depends on how longer the samaritans exist. So, how long have the Samaritans existed before we leave for the mountains? 1 year? maybe 2? Or several?
My preference would be 2 years.

3. Esaul would have a conversation with everyone after some months of his acceptance, to leave the groups name as just "Samaritans". "You're a nice person aren't you Steed? So why do you want to gain prestige using your name?!"

Crunch is fully ready.

I have the Samaritans at six years in the writeup, but I guess that's too long if we're only third level. Maybe a few months doing work in Korvosa and then two years after would be better.

Re 3. - "Alliteration my boy, alliteration. Also just 'cause I'm a nice guy doesn't mean I don't want to take credit for my work and ideas." Devan holds his hands up to ward off protest, "Of course I don't do all the work, far from it. We're all equally important, as our division of wealth and one vote for all guarantees. But, a man's got to have something Esaul." He smiles and puts his arm around the younger man's shoulder. Arend interjects with his flat toned humor, "I think he just wants to be our daddy."


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

I am Devan's eidolon.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Ohhhh, and Eidolon! That looks like an avoral! My summoner and Eidolon killed some of those in another campaign (falling avorals, btw).

1. Two and a half years then? Does everyone agrees?

2. Esaul presses the subject. He thinks that putting your name on the group's name takes away some of the purpose of helping whoever need it, without receiving a proper reward, as you will be getting fame, and it's a reward as any other.
Besides, only your name will take the fame although all of us are helping.
Furthermore, we will be fighting for the good cause, which makes us natural enemies of bad organizations, and they will come to us. Having that name will make it easier for them to severe the head of the group, you in case, and will weaken us.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Vote it. Obviously Devan votes to keep it.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

My design is inspired by the patron of my master's homeland, tha avoral Talmandor.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

I like Steed's named being attached to it. Speaks towards a man placed in terrible circumstances rising above and turning it towards nobler ends, which is a common thread throughout the emerging organization. Has a nice "citizeny" ring to it, and rolls off the tongue well. Perhaps more importantly, two and a half years of existence is enough precedent not to undergo a change of identity.


Male Human Arcanist 3 | HP 23/23 | Arcane Points 1/2 | 1st Lvl Spells 3/5
Stats:
AC 15, T 11, FF 14 | Fort +3 Ref +2 Will +3 | Init +1 | Percep +3

Carter's already sent an article to the Pathfinder Chronicles mentioning "Steed's Samaritans," so he'd vote to keep the name the same. On the rare occasion that he has to publish a retraction, he feels extremely embarrassed by it.

Personally, he thinks the name "Steed" makes it sound like the leader of the organization is a horse, but he still votes to keep the name.

As for the line about being willing to die to help a perfect stranger, I think a rewording like that the Samaritans should be "willing to risk their lives to save a perfect stranger" would be good.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

How about... "Horsey's Do-Gooders"?


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Equine Equalizers


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Destrier's Destroyers

Yea, or neigh?

(Okay, I'll stop)


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

^_^
Then we will keep it. Do you want me to put up a sheet to divide the loot (and allow whoever wants to keep close track to encumbrance)?

So, Devan and Thondrir defeated the brain think on a street battle two and a half years ago. Then they started recruiting. I've joined two years ago, but I'm still 23 years old.
1. Where does everyone else get in?
2. What else do we want to add about the group's experiences?


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

@Jubal: Do you want to state a standard status line to make your life easier?


Thondrir wrote:
Is there any chance of getting a specific location where this is happening in the mountains?

Here's a map. Please make a suggestion. This method might be easier, because giving you all of the constraints might reveal too much.

Esaul wrote:
Do you want to state a standard status line to make your life easier?

I'm partial to my own avatar of Ordrud's. It has the things that change out in the open, so everyone can easily see how injured everyone is and how many daily resources that they have used. Then spoiler all the static, most-used numbers to reduce clutter. However, as long as the information is there, I'm good. If yours is better, I might copy it...

This is what Ordrud currently has in the Classes/Levels line of his profile =

Champion Barbarian | HP 43/43 | Rage 10/10 | Mythic 5/5{spoiler=Stats]AC 22/15/17 | Fort +8 Ref +3 Will +3 | Init. +2 | Perception +7, 60-ft. Darkvision | CM +7/20[/spoiler]

cheers


Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
stats:
AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

Hey gang, glad to be a part of this. I'm going to be intermittent for a bit due to travel, so please understand delays don't mean I'm not excited for this.

Kel can have been a part for just a few months or for several years, happy either way.

No problem with the name, though I'd also throw out Pony's Prodigious Purifiers.

Status line: my preference is to keep things there that don't change much , e.g. saves and perception, and Max HP but not current HP, since I'll be updating my stats in the bottom of each post and it saves having to duplicate records. If keeping current stats in a spoiler in each post isn't sufficient, let me know.

Looking forward to it!


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I was thinking right around the Bloodsword Vale somewhere for location, in the Mindspins. It's close to Korvosa, and Janderhoff and there's plenty of adventure to be had in those hills.

I'll put the normal info in my alias line later. I usually use a spoiler for tracking resources that change, but I can switch it around like Ordrud if you want.


Oop! Didn't realize discussion thread was already up. Heyo. *checks in*

Tris is fine with both the slight tweak to wording, and is also fine with calling it Steed's Samaritans. She also no issues with enemies seeking out Steed first, as his name is plastered on it. ;)

Unless it conflicts with anyone else's idea, I'd like Tris to have been a member of the group for no more than a year-- I want her to still be adjusting to a more noble-minded way of doing business than her old life, still having some culture clash between her profit-first upbringing and the 'sometimes you just have to fight because it's the right thing to do' mindset that she's growing towards.

I'll get status updated in a bit.

I may be expanding a bit more on Tris's relationship with Cayden Ceilean in her backstory, we'll see.

I envision Tris as the member of the group most concerned with the bottom line (well, possibly tied with Carter), and happiest when they're doing the mundane guard work that she gets directly paid for.


Okay, tweaked some backstory stuff now that I have a better idea of some location things. Nothing major, just expansion on how she got over to the Samaritans' part of the world. If anything there doesn't work with Samaritan operating procedure, I can muck with it.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

To be perfectly honest, my idea of what Thondrir is like and what he will actually be like will probably differ a great deal. When I'm riding the dwarf train, it gets away from me. As it stands now, I envision him trying to be overly serious and grim, but losing the battle to his more jovial side as time passes on. Having a new circle of friends to share in adventure and do-gooding is the best medicine around for the depression of his past trauma.

If Devan could be called the father of the Samaritans, Thondrir would then be the kindly uncle. He'll tend to have a tender spot in his heart for upcoming members inwardly, while outwardly exaggerating the gravity of their chosen lifestyles—being a stick in the mud when people aren't taking their task seriously. During downtime and leisure, it would be the opposite, encouraging everyone to enjoy themselves to the fullest, knowing full and well it could all end in an instant.

I guess more succinctly, Thondrir will be overprotective. Not in the coddling sort of way, but the "dunnae get yerself killed ye churls!" kind of way.

(Also, support Bloodsworn Vale as a rough approximation/beginning point)


Oh, yes, I'm also good with Bloodsworn Vale if that wasn't clear.

And yeah, characters morph a lot in play, I've found.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

BloodsworN Vale sounds great! I've never been to a vale before... So, we've got:

Devan Steed

  • NG Human Summoner 2 / Mindchemist 1
  • Age: 33
  • Combat Role: Ranged Bombs/Crossbow - Melee Eidolon
  • Out-of-Combat Role: Face / Leader
  • Skills: Knowledges (A/L/Na/R), Spellcraft, Perception, Survival, Disable Device, Alchemy, UMD
  • Time joined: Founder

    Thondrir Baradorn

  • LG Dwarf Warpriest 3
  • Age: 85
  • Combat Role: Heavy Melee / Divine caster
  • Out-of-Combat Role: Healer / Adviser
  • Skills: Knowledge (R), Heal, Sense Motive, Spellcraft, Diplomacy
  • Time joined: Founder

    Carter H. Crosby

  • LN Human Arcanist 3
  • Age: 39
  • Combat Role: Arcane Caster / Conjurer
  • Out-of-Combat Role: Journalist and note keeper
  • Skills: Knowledges (A/D/L/Na/P/R), Intimidate, Spellcraft and Linguistics
  • Time joined: Right after foundation

    Esaul

  • NG Human Hunter 3
  • Age: 23
  • Combat Role: Ranged / Light Melee / Controller / Melee companion
  • Out-of-Combat Role: Scout / Youngster
  • Skills: Perception, Sense Motive, Knowledges (G/Na), Heal, Stealth, Survival, Climb
  • Time joined: 6 months after foundation

    Kel "Elbows"

  • Human Cavalier 1 / Brawler 2
  • Age: 24
  • Combat Role: Heavy Melee / Maneuvers
  • Out-of-Combat Role: Scout / Provoker
  • Skills: Knowledges (Nobility), Acrobatics, Climb, Intimidate, Perception, Stealth, Swim
  • Time joined: 12 months after foundation

    Tris

  • CG Human Cad 1 / Rogue 2
  • Age: Never ask that to a woman
  • Combat Role: Light Melee / Flanker
  • Out-of-Combat Role: Pirate!
  • Skills: Knowledges (D/L), Acrobatics, Appraise, Bluff, DD, Disguise, Sense Motive, Stealth, Survival, Perception, UMD
  • Time joined: 18 months after foundation, after being rescued by the group

    Is that a good status of the party?
    Also, I've got no response about the loot.

    By the way, you should all take a look at Tris' background, if not all backgrounds, since her explicitly say we went to the Fangwood before (in Lastwall) and saved her from a bunch of Hobgoblins, about one year ago.


  • Nice summation, Esaul! I've looked over everyone's backgrounds so far.

    Regarding the Fangwood stuff, if that's too far afield for the Samaritans to have gotten to, I can certainly tweak it.


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    Yes, I meant to type Bloodsworn. I'm not sure if a group of 2nd or 3rd level adventurers would really have the chops to make it over the Mindspins to the Fangwood and back without getting killed by some kind of giants or something.

    Honestly it would probably make more sense for Tris to have fled south down the Sellen and then followed the sea lanes west around the coastline and up to Varisia that way. Much longer route, but safer and mostly by ship.

    Esaul - If you want to handle loot management, by all means, please do. Also that summary looks good. I don't know if we need to write out a story or if a framework like that is good enough. I guess that's up to Jubal, but it seems like an outline like that would be sufficient.


    I split the difference-- she cut through Druma and Cheliax before hitting the coast. ;)

    Revised so that it wasn't Molthuni hobgoblins, but rather, a Korvosan otyugh who had her in its lair to be a tasty snack. Unless anything else needs changing for compatibility, then Tris is good to go.


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    Works for me.


    Cavalier 1, Brawler 2 | HP 30/32 | challenge 1/1 | martial maneuvers 1/1
    stats:
    AC 19 T:12 F:17 | F+8 R+6 W+1 | Per+7 | Init+2 | CMD 18

    Esaul, thanks for offering to track loot, and for the summary. I appreciate it. All sounds good to me.

    I'll give Elbows a look over on Sunday,I suspect, and let you know when all the i's are dotted.

    BTW, how do you pronounce Esaul? /EE-soll/?


    Male Human Arcanist 3 | HP 23/23 | Arcane Points 1/2 | 1st Lvl Spells 3/5
    Stats:
    AC 15, T 11, FF 14 | Fort +3 Ref +2 Will +3 | Init +1 | Percep +3

    Nice summary, Esaul, thanks. And while Carter will be recording lots of information about our exploits, a lot of it will be exaggerated, so it's probably best that he doesn't record loot. So thanks for doing that, too :)

    I think I'm totally done with my stats, except I wanted to get some opinions on the scrolls and wands I have. For prepared 1st level spells, Carter will likely prepare Grease, Mage Armor, and Magic Missile, or Grease, Mage Armor, and Summon Monster 1. For cantrips, he'll have Dancing Lights, Daze, Detect Magic, Disrupt Undead, Message, and either Mage Hand or Acid Splash or something. Here's what I've got so far:

    Wands:
    Infernal Healing, 50/50 charges
    Magic Missile, 50/50 charges

    Scrolls:
    Enlarge Person x13
    Endure Elements x6
    Silent Image x3
    Shield x5

    If any of those seem useless, let me know. I've got a little over 700 gold left if anyone has any ideas. I'll be enlarging Elbows and Thondrir on the regular I hope. By the way Thondrir, I made a fighter/cleric gestalt right before the new classes came out, and I about passed out when I saw the Warpriest, so I am looking forward to seeing your character in action.

    I'm not totally sure how Carter will turn out either, but I know he's definitely funny and easily distracted. Which is how a lot of my characters turn out. Also a tad annoying. He may bug the other party members for regular interviews. He's also the type to claim that he's 39 every single birthday from now until he's obviously 60, so I'm not sure exactly how old he is. He's at least mildly interested in fun, but he'd usually rather be working. He has no trauma in his past, unless you can count... oh wait, nothing. No anxiety, no depression, not too much fear. So he's generally level-headed in the emotions department. Except for his overflowing self-confidence, which can get him into trouble. I suppose he will be concerned with the party's productivity, but not overly so. He's more concerned with his own productivity.


    I could well be wrong on this, but I'm pretty sure you need Read Magic to cast from scrolls-- maybe not the ones you already have, but any others you might find?

    SRD wrote:

    Activation: To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.

    Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level). Deciphering a scroll is a full-round action.

    I guess you could do it with Spellcraft checks too if you really want to save the slot, I've just never actually tried to play a caster without having Read Magic, so I wouldn't know.

    Beyond that, I always find a scroll of Comprehend Languages useful.

    Spring-loaded wrist sheaths for wands, if you're the sort who likes that?

    Tris will grant him interviews-- and lie a blue streak. I think they'll be pretty hilarious when interacting together. :)


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    I think it's assumed when you buy a scroll that you know what spell it contains. Read magic is for when you find scrolls and you don't know what the spell on it is.

    You don't need to make a spellcraft check or cast read magic before using a scroll when you already know what the spell is. Unless every single game I've ever played in or run has done it wrong.


    Did some poking, found (as usual for the Paizo boards) a thread with a lot of arguing, haha, but the loose consensus seems to be that RM's not really necessary since you can (maybe) take 20 on spellcraft checks against found spells/spellbooks. Tada, I learned something.


    Devan Steed wrote:

    I think it's assumed when you buy a scroll that you know what spell it contains. Read magic is for when you find scrolls and you don't know what the spell on it is.

    You don't need to make a spellcraft check or cast read magic before using a scroll when you already know what the spell is. Unless every single game I've ever played in or run has done it wrong.

    This.

    And the Bloodsworn Vale it is.

    Cheers


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    Okay, so what else do we need to get started?


    Jubal Breakbottle wrote:

    I think these are the priorities before we can start. Feel free to add or adjust them:

    1. Finalize the description of the Samaritans.

    2. Finalize the collective background ending with entering the mountains to investigate some minor earthquake rumblings. There have been two in the past several weeks. It's Spring, and you are the first crew across this particular high mountain pass after snow melt. The trail is rocky, muddy, and impossible for any large quadruped that can't Climb or Fly. For Medium-sized creatures, it counts as difficult terrain with rare flat spots.

    3. Finalize character's backgrounds and game mechanics. Please let me know when your character is complete. I will give it a final review. When all characters have been finally reviewed, we can start. My introductory post is already written and ready to be pasted into the Gameplay thread.

    Are you done with 1 and 2? I think only Kage posted that he might be ready for a final review, but I was waiting for consensus and last minute changes.

    cheers


    Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
    Stats:
    AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

    I'm pretty excited to give Warpriest a gander too. I was somewhat surprised to find that they don't qualify for any Fighter feats. Then again, with priestly self-buffs, that might be overkill.


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    1/2)Founded by Devan Steed two and a half years ago in Korvosa after the death of his family, Steed’s Samaritans is an adventuring group that focuses on helping those plagued by monsters or supernatural threats. They will accept any work that falls into those fields in exchange for food and lodging (though if the person is in genuine dire need, Steed has often been known to pressure them to work completely for free). They are willing to do other work, but charge a retainer for these more mundane services (guard work, escorting merchants, etc). The group is a democracy, with each member having an equal say in which jobs are accepted or passed over. Accepting a job requires a majority vote. Entry of new members or removal of existing ones requires a unanimous vote. Otherwise membership is for life. All wealth acquired by the Samaritans is split as equally as possible between them. Most of them were driven into the life by some kind of personal tragedy in their pasts. There are two requirements for membership. The first is that they must be unattached (no marriages outside the Samaritans and no kids). The second is that they must be willing to help even a perfect stranger if their need is genuine (in spite of any risks they might face).

    Throndrir was Devan's first partner and team member. They met in Korvosa and together took down the ghast murderer of Devan's family, and the Neh-Thalggu which was responsible for the deaths of Throndrir's Pathfinder chapter. Their final battle with the beast was a public affair that drew them some notice within the city. Carter H. Crosby hunted them down and insisted on an interview shortly thereafter. He explained he was a Pathfinder looking to ditch his desk job and get some glory. Steed's Samaritan's would be the perfect subjects for his stories, and he could help fight and stuff too! They couldn't deny the services of an arcane spellcaster, so they accepted Carter into the group. The three of them worked in Korvosa for a while, exterminating several monstrous pests that no one else could be bothered to take care of. After a while work started to dry up, but their name was out there.

    A young hunter named Esaul sought them out. He was new to the city and straight out of the wilderness, with a large wolf as a companion. Despite his savage appearance, the young man appeared to have a good heart, questioning Devan's motives from the get go. That and the wolf were enough for Devan to suggest allowing him to prospect. Throndrir and Carter had no objections. With their savage new companions in tow, they decided to leave the city, and slowly wander towards Janderhoff looking for work. Over the next six months they ended up facing off against orcs, goblins, hobgoblins, bugbears and even a couple of ogres. It seemed like every hamlet in Varisia was under threat from savages, wargs or some other vile thing. In between the towns they worked as guards on a lot of caravans, keeping food in their mouths and sharp edges on their gear. They made it to Janderhoff and started back towards Korvosa.

    About a year after the group's initial formation Steed's Samaritans had made a decent name for themselves. People knew they could be trusted to help when no one else would. Though they didn't ask for payment, they were often rewarded for their good deeds, and they were prosperous. It was then that Kel Ursanel, a burly former knight of Taldor sought them out. He had left his homeland, disgusted with their lack of regard for honor, and doing the right thing. He offered his services to the group. By this time Esaul had been voted in as a full member, and the four of them decided that the knight's conviction (and his muscle) wouldn't be a bad thing. They were pleased with their decision after seeing the way Kel brutally beat the monsters they encountered into submission. He earned himself the nickname Elbows because of it.

    The Samaritans returned to Korvosa just in time to help out with an otyugh problem in the sewers. It was on killing their third one, that they came across a young woman amongst the garbage in its lair. The Samaritans healed her and helped her out of the sewers, giving her back her gear. A couple of days later, she requested to join them. She proved to be skilled, so everyone agreed to let her prospect. Tris wanted to get some distance from the city after the otyugh incident, so the Samaritans headed west following the Jeggare River. It lead them eventually up into the Mindspin Mountains and the remote hamlets there.

    ***

    It's springtime and the Samaritans are near the fabled Bloodsworn Vale. They entered into the mountains to investigate some minor earthquake rumblings. There have been two in the past several weeks. They are the first crew across this particular high mountain pass after snow melt.

    3)Ready for review.


    I've posted the last post in the Campaign Info tab and spoilered Character Creation. Please let me know if anyone has any more changes.

    I've reviewed Devan with no comments.

    Reviewing Thondrir, I've one comment: Angradd's favored weapon is the greataxe not the dwarven waraxe. Does any dwarven deity favor the dwarven waraxe? I've always found that odd. I'm not saying no but want to discuss a bit.

    EDIT: I would really appreciate your daily resources tracked in your status line like blessings, fervor, spells, etc.

    cheers


    Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
    Stats:
    AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

    Almost all of the dwarven deity's favor hammers, I believe. There are a few that favor picks, and a quarterstaff is in the mix somewhere as well. But Warpriests have access to all martial weapons (which a waraxe is for dwarves). Considered doing the greataxe, but decided to go with a much tankier build for Thondrir.


    Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
    Stats:
    AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

    Not really Jubal, he can select any weapon:
    Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.

    @Tris: Why don't you take one or two Short Swords to use in those real battles where there's no deception?

    @Devan/Party: I don't mean to be a jerk but, although Summoner spells aren't limited due to alignment, Infernal Healing has an evil descriptor and fills your mind with murderous thoughts. You're not using that in me twice. Same goes to you Carter. It is better than CLW for sure, but our party just won't take it, right?

    Esaul is ready. I don't know how to explain the spelling to you (english is not my native language), so try hearing this (in the left part - portuguese), or you may call me Hunter or Rookie, your call.

    Gold sheet will be coming up soon.


    Esaul wrote:

    Not really Jubal, he can select any weapon:

    Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.

    OK. I feel better now about it. Thanks

    Esaul wrote:
    @Devan/Party: I don't mean to be a jerk but, although Summoner spells aren't limited due to alignment, Infernal Healing has an evil descriptor and fills your mind with murderous thoughts. You're not using that in me twice. Same goes to you Carter. It is better than CLW for sure, but our party just won't take it, right?
    Infernal Healing wrote:
    The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

    Where are these "murderous thoughts" that you speak of?

    Esaul, you're reviewed and good to go.

    cheers


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    It does have the evil descriptor, but I'm not a good cleric or paladin, so it doesn't really matter rules wise.

    Fight fire with fire I say. I understand if Esaul wouldn't want it cast on him though. I'll likely be using most of my summoner spells to heal Arend, though I'm sure some people won't have objections to "feeling the evil" of the magic in exchange for not dying.


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    I also spelled Thondrir's name wrong in my story. Whoops!


    Devan Steed wrote:
    I also spelled Thondrir's name wrong in my story. Whoops!

    fixed


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    I just realized I can activate a wand of cure light due to my alchemist level. I don't have the gold for one, but it's always good to know.


    HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
    Stats:
    AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

    Also my cognatogen will be the intelligence variety unless otherwise specified. Whenever I drink it I will be encumbered though :/

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