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1) I agree, the bonus vs enchantments should apply.
Actually disregard, I see that no-one rolled initiative yet so I'll roll for you.
Alomar: 1d20 + 1 ⇒ (9) + 1 = 10
Goston: 1d20 + 6 ⇒ (11) + 6 = 17
Vashara: 1d20 + 2 ⇒ (4) + 2 = 6
Vigfus: 1d20 + 2 ⇒ (13) + 2 = 15
C3 -> Goston -> C2 -> Vigfus -> Alomar -> Vashara -> C1
Delighted by its success, the vile creature cackles gleefully and sends another mental blast at Goston.
Lesser Confusion: 1d20 + 2 ⇒ (18) + 2 = 20 vs. Will
Goston is also confused this round.
C3 -> Goston -> C2 -> Vigfus -> Alomar -> Vashara -> C1
As Alomar opens the cabinet, he finds it completely empty save for a few broken shelves. An odd gust of air suddenly blows past his cheek, spreading a faint but subtly disturbing miasma across the room.
You hear a gleeful cackle seemingly coming from everywhere at once
An odd-sounding high-pitched voice is insulting your beard, claiming you inherited it from your mother
Someone unseen is mocking the circumstances of your conception, using expressions that would make a pimp blush
A strange nasty voice spouts profanities and curses at you and your ‘urine-colored lizard’ god
1d20 + 34 ⇒ (20) + 34 = 54
1d20 + 34 ⇒ (19) + 34 = 53
1d20 + 34 ⇒ (15) + 34 = 49
1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 2 ⇒ (19) + 2 = 21
Yes, this is for a surprise round, but with a min DC of 49 I'm afraid you're out of luck :) On the plus side, I must have wasted all my good rolls on those Stealth checks.
Tiny but hideous creatures, resembling monstrous flying tadpoles with oversized maws filled with rows of razor-sharp teeth, materialize out of thin air and attempt to bite Alomar and Vashara, but thankfully their teeth find hard spots in their armor and fail to harm anyone.
Religion (Planes) DC 13:
These are cacodaemons, lesser outsiders from a Neutral Evil plane of Abaddon. Dim-witted but utterly evil, they endlessly seek to cause pain and indulge their hunger for mortal souls. They are resistant to physical and energy damage and have fast healing, but can be harmed normally by good or silver weapons, or acid.
Religion (Planes) DC 18:
Their bite spreads a mental disease causing the affected to hear their incessant babbling until it drives them mad. They are known on the planes for their ability to digest mortal souls and excrete them as soul gems, which are prized by the evil outsiders. For this reason, more powerful entities often summon them or keep them as pets. They have also been known to serve some powerful spellcasters.
The mirror is easily moved aside - evidently, this passage was intended for regular use. It opens into a large study, which has clearly been ransacked. Papers and inkwells have been thrown around the room. A window in the east wall has been broken out. The west wall is a large tinted window overlooking a well-appointed alchemy lab.
A large wooden cabinet lies on its back, its closed doors facing the ceiling. Something makes a loud thump from inside the fallen cabinet. A key sticks out of the keyhole. Behind the cabinet, several clay pots appear carefully piled on the study’s floor under the south window.
Sorry, I made a bit of a blunder - Rhoma Bissel was supposed to be a woman, but as I initially mistakenly used a male pronoun I'm going to stick to it. She is never actually described in the module (as she's dead) and I misread the pronouns. Must be my sexist brain playing tricks on me (old wizard = bearded man) :(
As you comb over the room, you find very little additional clues. There are no tracks on the floor. Whoever invaded the room could have come from the door as it's unlocked, or from the window as it's broken.
The desk contains some mundane objects, several papers and letters, but nothing that would indicate that Flinn expected any trouble. One of the drafts is a letter addressed to Dern Fosimuth in the Mother's Care home for invalids, where Flinn inquires about his well-being in a very flowery and polite manner and mentions that their mutual friend and comrade Rhoma Bissel has recently passed away, surrounded by family and the magical library that was his most cherished possession. Flinn's tone in this part becomes somewhat dour, as he reflects with irony on how time and nature effortlessly finish the grim work that countless monsters and hazards failed to do.
The letters from Branda and Verus about accepting the upcoming meeting can also be found here.
One of the desk drawers is locked, but no key can be found.
The thumping noise seems to be coming from somewhere beyond the south wall. When inspecting the wall you notice that the tall mirror hangs slightly ajar, perhaps moved during the struggle, revealing a glimpse of a narrow passage in the wall behind it.
Goston finds no traps and pulls open the unlocked door. The bedroom behind it has been turned over roughly. Signs of a struggle include a broken window in the south side of the eastern wall, a fractured desk next to the window, a displaced mattress, a broken chair, and a spatter of dried blood on the floor. On the south wall, a tall mirror appears to hang just off kilter. The same muffled thumping is louder here than elsewhere in the house, though no source of it is evident.
nope, no keys on the bodies.
The stairs open to a bookshelf-lined hallway punctuated by tall windows. Books on advanced mathematics, magical theory, history, anthropology, and alchemy fill the shelves, along with several volumes of the Pathfinder Chronicles — including volumes 6 and 36. Two closed bedroom doors rest along the wall opposite the windows. The bumping noise is definitely more noticeable on this floor, though curiously, the further away from the staircase you move, the more muffled it becomes.
Goston's strike severes the abominable maid's head cleanly in one blow. No more enemies are visible around. Through the north door a kitchen is visible, and an aroma of cooked lamb wafts out of the door, a stark contrast with the smell of decay and embalming fluids emanating from the bodies on the floor.
The south room presents an exhibit of curios and memorabilia from all of Avistan and beyond. Alchemical discoveries, letters from other adventurers, a few paintings, and several archaeological artifacts adorn the room.
A large glass display case with a prominent lock on its front lies in the room’s center. Inside the case rest several rolled maps, a pair of worn leather journals, and a shining iron chalice.
A fine painting of five adventurers, each holding a small fragment of a large golden watch, is featured prominently on the outside of the staircase leading up to the second floor. You recognize Branda and Verus as two of them. The other members are: an elderly but stout priest of Sarenrae brandishing a scimitar - that must be Dern Fosimuth; a venerable mage leaning on his staff as if it was a walking stick; and a considerably younger red-headed man with elven features - that must be the homeowner Taergan Flinn himself. The painting is dated 5 years ago.
Goston makes a deep gash in the man's husk. Dried intestines drop out, but there is no blood. Before the walking corpse can retaliate, Vigfus' axe finishes the job.
I would say that since Goston acts before the rest of the party, and thus all others are flat-footed, no-one actually threatens the enemies yet and as such they are not flanked and not prone to sneak attacks this round. Agreed?
Edit: on further review, I don't think it actually matters this time... But still I'd like to see if I have my rules right.
Since Goston indicated that he's folding the wall/curtain, I've taken the liberty to move him next to it. Since Vashara did not spot that the wall can be folded, I have moved her to the only south door she was aware of at the time of the post
The folding wall and the south door both open into the same room. Paintings and memorabilia fill the perimeter, and a large glass display case with a prominent lock on its front lies in the room’s center. A narrow staircase leads to the second floor.
However, you don't get a chance to explore the room just yet, because the northern door bursts open, and two elderly figures in servants' garbs rush to attack you! Goston reconizes the same couple he saw sitting in the small outbuilding.
Jorn: 1d20 + 5 ⇒ (3) + 5 = 8
Milsa: 1d20 + 5 ⇒ (20) + 5 = 25
Vashara: 1d20 + 2 ⇒ (14) + 2 = 16
Vigfus: 1d20 + 2 ⇒ (15) + 2 = 17
Goston: 1d20 + 6 ⇒ (14) + 6 = 20
Alomar: 1d20 + 1 ⇒ (10) + 1 = 11
The maid runs up to Vigfus with an uncanny alacrity for her apparent age, and slams him with a heavy frying pan! actually a slam attack, just for flavor
Perception or Heal DC 12:
The strange servants have sallow dried skin and limbs clenched as if by rigor mortis. They also don't seem to be panting or even breathing. In fact, they appear quite dead!
Knowledge:Religion DC 18:
This particular undead version is called a juju zombie. It is common in the Mwangi Expanse where the sinister Wendifa (juju oracles) know the secrets of manipulating the spirit world. The creatures don't have the usual zombie weaknesses and retain the skills they had in life, though they lose free will.
Goston -> Vigfus -> Vashara -> Alomar -> Enemies
Goston has a hard time picking out the origin of the noise, except it seems to come from somewhere above and from the southern portion of the building.
Perception or Knowledge: Engineering DC15:
The south wall is actually more like a hard curtain and can be folded into a nook in the west wall.
Please describe one round's worth of actions
As Goston carefully sneaks around the house, he finds the grounds to be quiet and empty. He cannot see anyone through the house windows either.
In the neighbouring house, an old lady notices Goston prowling about, gives him a stern look and drapes down her window.
In the outbuilding, two plainly dressed elderly figures sit in rocking chairs. They seem oblivious to Goston's snooping.
The rest of you notice a figure in the distance, hustling towards you from the same way you just came. This is Vashara catching up to you.
Seeing as people seem to have trouble allocating their background skill points, I am going to reverse my decision and allow Artistry and Lore back into the game. But please note that you cannot allocate background skill points to the skills that have been consolidated! (e.g. knowledge other than Engineering)
Please welcome Vashara Bainbridge, a Paladin/Sorcerer of Apsu, to the game.
She is looking good for the most part, but her skills have yet to be updated for consolidated skills. She should have 10 adventuring skill ranks, and I won't be using Artistry and Lore skills.
Extend rod is OK - note that unless you supercharge the spell, it will extend the duration from 1 to 2 hours.
Located on the northeast side of Cassomir, Taergan Flinn’s townhouse appears worthy of a lifelong adventurer. Large, clear windows overlook manicured bushes, presenting a posh face to the front drive. A small building holding servants’ quarters sits on the north side of the property.
I am opening the recruitment again, as a player has gone missing as soon as the game started.
The party currently consists of a storm druid, a viking fighter and an unchained rogue, so we are looking for someone with arcane ability. But be mindful of the limited magic rules detailed in the original post!
I have PM'ed Arknight/Cherial, will wait for a few days.
Do you need me to put up a map of Cassomir?
Goston - OK about the extra feat, I overlooked Ancestral Arms initially.
Vigfus - will you please update the skills to reduce the ranks from 15 to 10? Or let me know where those extra ranks are coming from.
Branda nervously replies to Vigfus:
”We already know what happened to Dern, so right now we are mostly worried about Taergan. If you find him ill but safe, just bring back word about him and we will check up on him while you are visiting Dern. If Taergan is in peril, and you feel like you’re getting in over your heads, you could inform the Chief Constable Roani Cheliff, or seek help from the Blackrock Company mercenaries. The constabulary is just a few blocks away from this inn, and the Blackrock headquarters occupy a prominent and well-known building at the south end of the town.”
She calls over the innkeeper and asks him for a map of Cassomir, which he promptly brings. Branda marks Taergan’s townhouse, Constabulary and Blackrock company on the map and hands it to you, when frowning Verus suddenly interrupts the silence with a slam of his fist on the table.
”Anyone who dares to harm the Golden Watch members should be on the receiving end of my hammer! If there is any foul play afoot and you learn who is behind it, I trust you will not hide behind constables and mercenaries! Come back here and I’ll gift my flaming hammer to you on the condition that you use it to smite the villains to pieces!”
Branda gently takes his reddish-hued muscular hand in hers and tries to calm him down.
”Let’s not jump to conclusions, darling! Surely, Taergan is simply delayed or preoccupied. You know how single-minded he can be with his research, always out looking for some strange components in exotic places! I am sure our friends will bring some good news to us before even the sun sets down!”
Verus calms down at his wife’s touch as quickly as he got agitated, and smiles awkwardly.
”You are right, as always, my flower. Please excuse me, friends, you know they don’t call me Igneous for nothing. Thank you for caring about my leg, Alomar. In fact, your skill with the weather might be more helpful to me currently - if you could drive away the rainclouds that make my old joints ache every time they gather, I would feel much better!”
Brenda takes over again with a sad smile:
”You have every right to cast your doubt. Unfortunately, money can’t always buy skill and good care. The first healer we found botched his spell and the bone fragments got reassembled in the wrong order. Since then, we have been told that it’s easier to break the leg again than to fix what he’s done. Once this reunion ordeal is over, we’ll be sailing to Absalom, where purportedly the best healers in the realm can be found. If they can’t help my poor Verus, I doubt anyone will.
Everyone is seated at a large table and Vigfus gets his mead. It is, of course, not quite as hearty as one brewed in his homeland, but surprisingly decent for a southern city. The rest are given a menu with the selection of food named so fancily that you can hardly guess what it is made of. Every drink in the menu has its place of origin and year listed. You notice that everything is grossly overpriced compared to a regular tavern.
Some time passes as the four of you get something to drink or eat and engage in conversation. Finally, the door opens again and an elderly pair walks in, attended by the butler - Verus Crandel and Branda Tulles. They move towards you at a slow and uneven pace. Uncharacteristically, thin and pale Branda is leading her strong-armed and caramel-skinned husband, who limps along with the help of a mahogany walking stick.
As they approach the table, both start smiling and warmly greet those they know, introducing themselves to those they don't. After the initial pleasantries are done with, they pause for a long, assessing stare before Branda speaks up again.
"We are grateful that you came. As you well know, we have had more than our share of excitement in our youth, along with a few of our friends."
Branda Tulles takes over from here, nervously checking her neatly piled platinum hair.
As you make your way towards the Old Cassomir district, the streets become wider and the cobblestones more polished; and the simple wooden houses give way to imposing stone buildings. The inn itself is a solid establishment, with a marble staircase leading up to the massive mahogany doors attended by an impeccably groomed usher, who quickly suppresses a disproving look at your adventuring gear as he politely bows down, letting you inside.
Within, illustrious chandeliers illuminate a poshly decorated but largely empty hall. Evidently, not many guests of the city can afford to stay here. Stairs upwards are attended by two uniformed guards, while to the right a bored barman idly chats to the porter boy while polishing wine glasses, which the boy carries between the bar and the dining tables. They throw momentary quizzical glances at you before returning to their duties.
An aging man in a uniform with greying temples and immaculately trimmed sideburns quickly approaches you with a smile and a welcoming gesture.
Cool, looks like I can close the recruitment and open the game proper!
Krumthi - I don't want to leave you out, so if you finish the submission by Monday, you may yet join the game.
Does anyone know if I am allowed to make adjustments to the encounters if I'm running the module for PFS credit?
Cherial - somehow I end up with 19 point buy for your stats. Was it intentional or did I miss something?
Gayel Nord wrote:
I see where you're coming from! I interpreted this rule differently: bonus skill ranks at each level equal to 1/2 Int modifier rounded down. So bonus skill ranks are given only for Int 14, 18 and so on. Hero Lab and also the book as quoted in this thread seem to support my interpretation. So I don't think you should be getting partial skill ranks for 12 Int.
Understood, that removes the penalties but the remaining money is now 179 gp.
Sorry, the missing feat remark was directed at Alomar/Magabeus. Goston has enough feats. But as I mentioned, everyone gets limited use of Stamina even without the feat - for Goston it's 4 points, restoring 1 per hour.
I will also allow the Rogue's Edge skill unlock to apply to all uses of the consolidated skill.
@Alomar - the money doesn't quite add up:
Scimitar 15 GP
Lamellar Leather Armor 60 GP
Druid's Kit 14 GP
Muleback Cords 1000 GP
Total: 1089 GP
4800 - 1089 = 3711 GP left, which is not enough to buy Druid's Vestment.
Also did you intentionally pick Combat Stamina feat this time? If not, then you have 1 spare feat (Dodge I suppose?)
@Goston: I think you have 22 skill ranks spent out of 20 available.
Here's the Hero Lab stat block I got for your character. Some of the things are slightly different (note I don't have access to the Mentored trait so I replaced the effects with two other traits):
Male half-elf rogue (unchained) 5 (Pathfinder Unchained 20)
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, +1 dodge)
hp 43 (5d8+15)
Fort 15, Ref 20, Will 15; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron elven curve blade +8 (1d10+7/18-20 plus 3d6 sneak attack) or
. . sap +7 (1d6 nonlethal plus 3d6 sneak attack) or
. . silver light mace +7 (1d6 plus 3d6 sneak attack)
Ranged shortbow +7 (1d6/Ч3 plus 3d6 sneak attack)
Special Attacks sneak attack (unchained) +3d6
Str 10, Dex 19, Con 14, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 19
Feats Dodge, Exotic Weapon Proficiency (elven curve blade), Mobility, Weapon Finesse
Traits reactionary, regional influence: magnimar, supportive
Skills Acrobatics +9, Athletics -3 (-7 to jump), Finesse +9 (+11 when used for Disable Device), Perception +11, Profession (Herald) +11, Society +6, Stealth +9; Racial Modifiers +1 Perception
Languages Common, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, dodge, elf blood, mobility, rogue talents (esoteric scholar, stand up), trapfinding +2, weapon finesse, weapon finesse, weapon finesse, weapon finesse
Combat Gear potion of cure light wounds, antiplague[APG] (2), antitoxin (2), holy water (4), small centipede poison (2); Other Gear mithral shirt, +1 cold iron elven curve blade, sap, shortbow, silver light mace, feather step slippers[UE], shawl of life-keeping[ARG], everburning torch, masterwork thieves' tools, powder[APG], 193 gp, 9 sp, 9 cp
Antiplague - 0/2
Antitoxin - 0/2
Armor Attunement (1/day) - 0/1
Holy water - 0/4
Potion of cure light wounds - 0/1
Shawl of life-keeping (10 HP/day) - 0/10
Small centipede poison - 0/2
Stamina Points - 0/4
Weapon Attunement (1/day) - 0/1
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Esoteric Scholar (Ex) Can attempt knowledge checks even when untrained.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Character validation time!
Keld - you should have started with 4,800 gp as a full caster. Your equipment is worth 2,075 gp (15+60+2000), leaving 2,725 gp by my count.
Vigfus - I won't be using Lore and Artistry skills. Also under Consolidated skills, I think you should be getting only 2 skill ranks/level (1 class + 1 racial).