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Biggest change is the cap on Consume Items/Consume spells to regain arcane pool points. It's now capped by your Charisma modifier (minimum 1). There's much debate trying to see if it can be eased somewhat (such as 3+ Cha modifier).
So in your case, you can consume spells twice per day with your +2 Charisma modifier.
Mayor Heggry greats you in his office as the Crows escort the party after treating Mahasi's wounds. Deaglan and Owai leave to continue research on the whereabouts of any other Keepers (apprentices perhaps). The roads are once again bustling as citizens clamor over each other to return, their moods already lifted as the sagging weight of dread is lifted from their shoulders.
The Mayor himself is grateful. "Thank you, Pathfinders. You have not only defeated a lurking evil, but have saved our city in the process. If you wish, you may have any of the lots where the 'Keepers' as you called them previously resided for use for your Society. Inform us of your choice, and I'll have construction begin your new lodge."
Everyone should have their chronicles, if you did not get it, please let me know.
Well, must it be a sawtooth saber? You could switch it to, say, wakizashis and lament that you can't seem to find a good sawtooth saber since aren't one of those awesome Red Mantis guys. Then it'd just be the cost of retraining the weapon focus feat so you can reapply the Slashing Grace feat to it. You can even say your PC glued serrated fins to the weapons to look more appropriate. Could make it slightly more humorous if you don't mind the rebuild cost, weaker damage die (offset by the higher crit range), and reflavoring of your PC.
1. Swashbuckler 1: Swashbuckler Finesse, Quick Draw
EDIT: Just saw your latest post, Fox, but still leaving this up as a suggestion.
I've ran From Shore to Sea, it is an interesting one; this group would be fun for that.
Biggest problem would be that Mahasi cannot play From Shore to Sea and do both levels of Thornekeep (you'll be too high level for The Dark Menagerie), so if the three of you want to finish Thornkeep, I'd be more than happy to run that. Again, just need a couple of willing participants.
Shilyn finds the Crow's body (as described above), as well as some gear that could not be consumed by the fungi (magic armor and more importantly, but now sorta moot, a +1 aberration bane longsword :) ).
Varian aids Mahasi's health, stopping the ghoul fever before it starts consuming the Vudrani.
The guards otherwise stare at the pair as Mahasi is treated in the cool evening rain.
I have that magus build actually!
The biggest problem is the lack of feats... I found that a two level dip into the Lore Warden archetype covered most of that. I started off Lore Warden, then Magus 2 levels, Lore Warden again, then Magus thereafter.
Use the Magical Knack trait to keep your caster level up, too.
I went human for the extra feat, too.
Level 1: Lore Warden, feats Quick Draw, Point Blank Shot,
That covers your core: you can use the staff to threaten one handed while being able to throw cards even at point blank range.
For stats, I went somewhat balanced for my build.
I liked Charisma being higher and have my PC being a bit more flippant and confidently arrogant.
Also, get a real Harrow Deck, makes the special Harrow ability more interesting :)
Get some potions of shillelagh to make your staff more dangerous, or use a wand if you get your Use Magic Device high enough.
The biggest problem you'll have is bypassing material-based DR; that's something I haven't come up with a good solution for (due to the inability to make a quarterstaff out of special materials), so you'll have to be creative about that until you get can Cluster Shot. You'll also still want some sort of heavy 2H weapon for things with hardness.
Ahhh, just enough!
Before Varian or Shilyn can react, the last bit of acid from Shilyn's bolt sizzles, the Spawn's grasp on Varian slips as the beast falls unconscious on top of Owai.
Deaglan takes his hammer and smashes the Spawn, ending the creature once and for all. It roars once more time, as if its pent up fury and madness thrashes out once more before it slops away into a foul-smelling mess, leaving only a noxious, crusty stain of white powder on the ground and Owai. The sound of a sickening sigh seems to emanate from the earth itself. It reverberates and a noise echoes from above: the shrieks, cackles and caws of the crows flocking Carrion Hill. The cries echo out into a constant, deafening sound that shows no sign of ending.
DC 15 Kn: Religion:
Some legends call of how some birds act as psychopomps - entities of Pharasma who conduct spirits or souls to the Great Beyond. The fact that the birds carry on as such and for so long indicate that a powerful soul has indeed moved on, although it may also be a sign that the birds could not carry it away on their own...
The rain itself lightens up; it does not stop but now instead of containing a humid fear and panic, its cool cleansing waters seem to try and wash away the horror and terror that plagued Carrion Hill.
Exploring the rest of the cavern where Varian was about to explore before the sounds of the Spawn reached the church, the party finds that this is indeed Keeper Hyve's stash, a ground of raw ingredients from the violet fungi and a dumping ground for people that were too nosy, including a prominent Crow.
A pair of Crows await for you at the ruins of the church. "You-you're alive! Is it done? Is it over?", one asks, obviously exhausted from the day's events.
You guys are done! Woot! I'll be reporting this event by tomorrow and have Chronicle sheets out by then, too. If I don't have your email address and your PFS info for reporting, please PM me. Likewise, I need any Day Job checks you have.
Finally... do you guys want to go back to Thornkeep or do something else? And if so, shall I try and look for another couple players?
Varian keeps Owai going while Shilyn splashes a bit more acid on the beast.
Mahasi's bolt goes wide, his arcane energies spent.
Owai tries to cut the Spawn again.
Scimitar @ Spawn: 1d20 + 10 - 2 - 2 + 1 - 1 ⇒ (17) + 10 - 2 - 2 + 1 - 1 = 23
He manages to get a weak cut on the Spawn, but seems to cause no harm.
Seeing Varian heal Owai, it releases its grapple on him and assaults the other assimar.
Spawn bite @ Varian: 1d20 + 17 - 6 ⇒ (9) + 17 - 6 = 20
Varian is now grappled, is severely beaten by the enraged spawn.
Deaglan sees an opportunity and goes for a final smash.
Deaglan hammer @ Spawn: 1d20 + 10 ⇒ (3) + 10 = 13
But Deaglan's foul luck continues.
Init Order: (round 9) Bold = up!
Shilyn, don't forget your last acid damage!
Acid coats more of the Spawn. Much of its flesh has melted, but it still fights on like a wounded beast, seeking vengeance.
Owai tries again to get free!
Owai escape artist: 1d20 + 12 ⇒ (12) + 12 = 24
Owai's effort is futile, and the beast begins to maul on him.
Spawn grapple: 1d20 + 19 - 6 + 5 ⇒ (15) + 19 - 6 + 5 = 33
Deaglan tries to beat the creature before Owai is slain.
Deaglan hammer @ Spawn: 1d20 + 10 ⇒ (10) + 10 = 20
Shilyn, rolling your second round acid damage for you.
Init Order: (round 8) Bold = up!
Assuming Varian would tell everyone to wait after him :)
Varian delays the rest of the party so he can expose the creature to visibility again.
Shilyn manages to land the shoot out a bolt of acid from her wand, causing more flesh sizzling and GM tracking :P
Extra acid d4: 1d4 ⇒ 3
Although the -4 penalty for shooting into melee does bring it conveniently down to +2 overall :) Luckily, this thing is still grappling Owai!
Init Order: (round 7) Bold = up!
Mahasi launches one last bolt of acid just to annoy my book keeping <_<, sizzling more odoriferous flesh while Varian's newfound strength isn't enough to land a blow on the Spawn.
Realizing his chance to escape is near nil, Owai slices again at the Spawn while maintaining his defensive stance, despite his grappled state.
Owai scimitar @ Spawn: 1d20 + 10 - 2 - 2 - 1 + 1 ⇒ (3) + 10 - 2 - 2 - 1 + 1 = 9
But with the tentacle constricting his movement, Owai cannot get close to landing a strike.
Spawn grapple @ Owai: 1d20 + 19 - 6 + 5 ⇒ (14) + 19 - 6 + 5 = 32
The tentacle wraps around Owai, pinning him as several maws sap some of the aasimar's blood.
Deaglan tries to smash the beast again!
Deaglan hammer @ Spawn: 1d20 + 10 ⇒ (9) + 10 = 19
Dice bots really hate hammer wielders...
After Deaglan's swing, the sparkles fade away, the beast once again disappearing from view again!
The Spawn is once again invisible!
Also... don't forget some of the supplies you were given :)
Init Order: (round 7) Bold = up!
@Shilyn: Using a wand that's not on your class list is a Use Magic Device check. Also, a CLW wand heals 1d8+1 :)
UMD for Shilyn: 1d20 + 7 ⇒ (20) + 7 = 27
Shilyn heals some of her wounds as Owai tries to as heal himself.
Owai concentration: 1d20 + 7 ⇒ (10) + 7 = 17
Owai heals some his wounds before the Spawn assaults him again!
Spawn bite @ Owai: 1d20 + 17 - 6 ⇒ (14) + 17 - 6 = 25
Owai is slapped by at tentacle, then is grabbed, stuck in its grasp!
Deaglan tries to aid Varian, buffing his strength!
@Varian: You have Bull's Strength, for +2 to hit and +3 damage :)
Init Order: (round 6) Bold = up!
I like the idea of mix of fighter/rogue. Alternate fighter and rogue levels until level 7, then go straight fighter. Get mithral breastplate and you can sleight of hand without penalty by level 5 (3rd fighter level).
I'd balance your stats to have a reasonable Strength. Something like
Shilyn escapes the Spawn's grasp and darts to safety, her frail body weakened from bloodloss and crushed bones.
The spawn once again returns its attention to Owai.
Spawn bite @ Owai: 1d20 + 17 - 6 ⇒ (20) + 17 - 6 = 31
The dancing aasimar takes a severe bite that nearly engulfs his head.
Deaglan slams his hammer down at the Spawn, bringing Torag justice to it.
Deaglan hammer @ Spawn: 1d20 + 10 ⇒ (7) + 10 = 17
Init Order: (round 4) Bold = up!
It has blindsight, so those penalties don't incur unless you're outside of that range!
Varian slams his weapon against the creature, it howling out in pain from the first successful weapon strike at it. Meanwhile, Mahasi lands more acid to burn away at the Spawn that is crushing Shilyn with its mawwed tentacle.
-Posted with Wayfinder
Grappling penalty does apply still, it's how Mahasi just barely landed his second acid arrow!
Shilyn struggles, but fails to break herself free.
Owai casts another spell to try and aid Shilyn's escape.
Owai Concentration: 1d20 + 7 ⇒ (14) + 7 = 21
Shilyn becomes nice and greasy now!
@Shilyn: _+10 to your CMD for grapple and +10 on your attempts to escape a grapple!
The Spawn moves to maintain its grapple on the half-elf.
Grapple @ Shilyn + 10: 1d20 + 19 - 6 + 5 ⇒ (18) + 19 - 6 + 5 = 36
Shilyn stains her armor with her blood as its pools on the ground below her. 10 more damage due to Con damage
Deaglan casts another spell to aid Shilyn before trying to hammer the beast!
@Shilyn: You can attempt one more immediate action Escape Artist check at a +6 bonus, with another +10 due to grease. This will eat up your swift action for your upcoming turn.
Deaglan Hammer @ Beast: 1d20 + 10 ⇒ (11) + 10 = 21
Deaglan nearly hits the beast, but fails to land the needed blow.
Init Order: (round 3 Bold = up!
And mildly flattened :)
The Spawn slaps Shilyn with a tentacle as she tries to dart away
Spawn tentacle @ Shilyn: 1d20 + 16 - 6 ⇒ (12) + 16 - 6 = 22
Shilyn is bashed by the creature, but then is wrapped in tentacle!
Owai, seeing Shilyn trapped, tries to free her with a liberating command!
Shilyn, you can make an escape artist check with a +6 bonus to escape the grapple as a Swift action. If you succeed, you still have a Standard action to try and escape. Further, if you fail, you can use your standard action to escape artist out.
pH unbalanced wrote:
You know, I sorta like that idea. It allows the Warlock PC to make use of metamagic feats to boost those limited spells (extend favored buffs, intensify spells, etc.) if he/she desires even if the Warlock never invests in another Arcane Training talent. Although the downside would be you'd have Warlocks that can be buff monsters if they get 10 spell slots and only a few spells to choose from. But that's something to consider.
Bah, ninja'ed by Excaliburproxy
Mahasi lobs the acid bolt at the Beast, causing notable damage to it. Shilyn tries to step in... but the spawn strikes at her as she approaches.
Spawn AoO @ Shilyn: 1d20 + 16 - 6 - 2 ⇒ (2) + 16 - 6 - 2 = 10
Luckily she manages to duck under the tentacle and attacks the beast, but her rapier cannot pierce its hide.
Both Owai and Varian continue their assault.
Owai scimitar @ Spawn: 1d20 + 10 - 2 - 1 + 1 ⇒ (7) + 10 - 2 - 1 + 1 = 15
Varian hammer @ Spawn: 1d20 + 6 ⇒ (1) + 6 = 7
Both of them cause no harm to the Spawn as it howls out meaningless gibberish, once again flailing at Owai with everything it has.
Spawn bite @ Owai: 1d20 + 17 - 6 ⇒ (18) + 17 - 6 = 29
Owai is bashed twice by tentacles, although he manages to deflect a bite by faking out the beast. Luckily, the aasimar manages to remain ungrabbed by the Spawn.
Deaglan tries to heal some of Owai's wounds.
CMW @ Owai: 2d8 + 3 ⇒ (7, 5) + 3 = 15
Init Order: Bold = up!
Shilyn Sneak attack: 2d6 ⇒ (1, 3) = 4
The arrow hits the beast, but is then pushed out, causing no harm to the creature.
Botting Varian for her
Owai steps up and slashes at the beast
Owai weapon @ Beast: 1d20 + 10 - 2 - 1 + 1 ⇒ (10) + 10 - 2 - 1 + 1 = 18
Owai's blade cannot seem to penetrate its blobous hide.
Varian steps up next and slams the thing.
Varian hammer @ Beast: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11
Varian can't even get to hit the now visible creature.
The beast retaliates, flailing wildly at the aasimar in front of him. Oddly, the sparkles in its eyes seem to have no effect on it.
DC 24 Kn: Planes or Kn: Dungeoneering:
It probably has blindsight.
Beast bite @ Owai: 1d20 + 17 - 6 ⇒ (16) + 17 - 6 = 27
The creature pounds away at Owai, but only a single bite gets through.
Deaglan then brings his gigantic hammer to bear at the creature.
Deaglan hammer @ beast: 1d20 + 8 ⇒ (9) + 8 = 17
Unfortunately, the dwarf can't seem to land a blow, either.
Init Order: Bold = up!
The beast howls out at Mahasi's spell.
Will: 1d20 + 12 - 6 ⇒ (7) + 12 - 6 = 13
It flails about, sparkles now revealing the grotesque mass before the party. Multiple stumpy limbs with teeth support the creature's bulk while several tentacles flail in the air. A single head, covered in stringy grey hair, lurches around biting at the air as it tries to find its way to the party.
DC 24 Kn: Planes or Kn: Dungeoneering:
This is a spawn of Yog-Sothoth, a powerful creature that can devastate structures it assaults. Its tentacles can grab creatures it slams and if it can pin a creature, the various maws on the spawn's mass will drain its blood. It is naturally invisible, although some effects can expose the creature. It's stench is powerful and sickening; it is also immune to fire and cold and resists sonic effects. Finally, the spawn bears spell resistance (20) and requires magic weapons to damage it fully.
Init Order: Bold = up!
Mahasi prepares himself as the sound of a large mass crashes down the shaft, shattering the ladder. Nothing can be seen other than the destroyed debris, but by the horrible guttural sounds and the gutwrenching stench, something is indeed here.
Deaglan Fort: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Deaglan's dwarven fortitude and Mahasi's alchemical aid is enough to hold back the odor, but Owai, Shilyn, and Varian feel a knot in their stomach as the unnatural smell sickens them.
Beast: 1d20 ⇒ 3
Deaglan: 1d20 + 1 ⇒ (1) + 1 = 2
Mahasi: 1d20 + 3 ⇒ (10) + 3 = 13
Owai: 1d20 + 5 ⇒ (1) + 5 = 6
Shilyn: 1d20 + 3 ⇒ (2) + 3 = 5
Varian: 1d20 + 2 ⇒ (19) + 2 = 21
Init Order: Bold = up!
The ceiling of the cavern begins to shake under the weight of the beast. The ladder is smashed and the party knows that only seconds remain until it comes out, its stench now reaching your nostrils.
Owai takes his defensive stance, ready to get into a battle dance, and prepares to be a shield. Deaglan enlarges himself and gets behind the aasimar.
Mahasi, you still have a couple rounds of prepare as needed. I'll wait for your response before getting started
Maybe, that is all situational. The "Cooperate!" rule/tenet is vague because who really wants hardset rules on what that should entail. Which would be more fun to have at the table: a miser who doesn't share anything, buffs only himself, even at the expense of the party as a whole; or a PC who realizes that sometimes expending a healing spell, or giving another PC a potion if needed once in a while? To me, I'd rather play with the barbarian who would share his potion of CLW to bring my healing cleric back to consciousness. At the very least, I'd be hardpressed to enjoy playing with someone who feels that they did the minimum requirement for "cooperate" and don't need to do any more.
I don't think it's as so much as obligation to heal another character as being a team player. As noted, even a stabilize or a good Heal check would have saved the necromancer PC outside of any other resources. And even if he did heal him, the inquisitor wouldn't have to be nice about it. "Let's drag him back, over this convenient path of bumpy rocks..."
The death of the necromancer character was really two deaths: one for the PC, and one for the time and effort put into that PC (assuming a raise dead couldn't happen).
I think part of the issue is that many people here have different expectations of "Cooperate!". To me, it's grudgingly keeping the party together, even if they may not deserve (to my PC) at the time.
The other part is that some people think the necromancer deserved it. One player being a jerk isn't an excuse for another to be a jerk back and in this case, it escalated to a fairly high level given the ending of the session.
As an aside, a fairly experienced PC will figure out that your witch/inquisitor is capable of casting heal spells (or at least devices to do so), so it won't be much of a secret. In my opinion, you're better off stating that your resources are limited and any healing you may (emphasis there), will be for emergencies only.
As far as killing the zombie when it appeared... once would be amusing to me. Twice would get old, though (especially with material component behind animate dead). Although I think the inquisitor killing the zombie instead of letting the necromancer bleed out would have been a far more preferable method of venting out his frustration.