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Ezren

spectrevk's page

FullStar Pathfinder Society GM. 1,068 posts (1,233 including aliases). 3 reviews. No lists. No wishlists. 14 Pathfinder Society characters. 1 alias.


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Lady-J wrote:
spectrevk wrote:
Lady-J wrote:
Ventnor wrote:
spectrevk wrote:

Unrogue isn't an option because the gm said so.

Now why would STR slayer be an effective character in a stealth oriented campaign? Bad stealth, no ability to conceal weapons with sleight of hand, no acrobatics to get into position...this sounds like terrible advice.

I think the idea isn't that you're dumping Dexterity. Pretty much only certain Oracle builds can do that.

But you do make it secondary to your Strength score.

correct exept for the strength part(edit nvm i miss read what you said thought you said make strength secondary to dex)

using point buy you can get 16,12,14,14,12,7 pre racial bonuses

however if using rolling methods similar to our groups (4d6 re roll 1s,2s drop lowest if no 18 is rolled highest roll becomes 18) you could get 16(18),15,15,16,14,12 pre racial bonus (yes i actually rolled the die for these numbers) this would allow you to still be pretty decent at stealth while in a mithril chainshirt

You'd seriously dump Charisma on an assassin in an infiltration-oriented game? Seriously, how would you survive?
have the party face deal with the problem and not try and take on every single situation by myself is how

Err...you do realize that the work of being an assassin frequently requires making your own social rolls? The build you're suggesting here isn't really an assassin, it's just a front-line fighter, and a mildly inefficient one at that (seriously, why not just go Bloodrager and dump Dex entirely?)

I don't know about your games, but nearly every GM I've played with deals harshly with "DPR only" characters, if only because Paizo APs do the same. If you can only excel in one area, you're going to die in a tabletop game.


Lady-J wrote:
Ventnor wrote:
spectrevk wrote:

Unrogue isn't an option because the gm said so.

Now why would STR slayer be an effective character in a stealth oriented campaign? Bad stealth, no ability to conceal weapons with sleight of hand, no acrobatics to get into position...this sounds like terrible advice.

I think the idea isn't that you're dumping Dexterity. Pretty much only certain Oracle builds can do that.

But you do make it secondary to your Strength score.

correct exept for the strength part(edit nvm i miss read what you said thought you said make strength secondary to dex)

using point buy you can get 16,12,14,14,12,7 pre racial bonuses

however if using rolling methods similar to our groups (4d6 re roll 1s,2s drop lowest if no 18 is rolled highest roll becomes 18) you could get 16(18),15,15,16,14,12 pre racial bonus (yes i actually rolled the die for these numbers) this would allow you to still be pretty decent at stealth while in a mithril chainshirt

You'd seriously dump Charisma on an assassin in an infiltration-oriented game? Seriously, how would you survive?


Stygian slayer casts invis once per day. Also, if you naturally dim the light around you, you're still giving away your presence because that's pretty damn suspicious.


Unrogue isn't an option because the gm said so.

Now why would STR slayer be an effective character in a stealth oriented campaign? Bad stealth, no ability to conceal weapons with sleight of hand, no acrobatics to get into position...this sounds like terrible advice.


Mysterious Stranger wrote:
Have you considered using a quarter staff instead of a dagger? It can be either a double weapon that can be used with two weapon fighting, or a two handed weapon. This would also allow you to go for a STR based build instead of DEX based build. This would free up a lot of feats that could be used for other things. You could also still use dagger or any other weapon when you need to. The quarter staff is pretty much a peasant weapon so no one is going to think it strange that you are carry one. You can also pretend to be an old man and use it as a walking stick.

Why would I want a STR build? It's either MAD as hell, or I'd be gimping all of my class skills and 1/3 of my saves. I'm asking seriously here, as this is the second mention of a str build in this thread. How is a STR build a good fit for this concept? If I wanted to build for 2h, wouldn't Barbarian or Bloodrager be objectively better?


It's still a worse option than Slashing Grace at third level, though.


Deadmanwalking wrote:

First, Slayers can take Combat Trick.

You're right, I misread the list :/

Okay, so Slayer it is, then. I still feel like I'm wasting half of the class abilities (Track? in a city campaign?). I considered the Cutthroat archetype, but giving up the 2nd level talent is a hard pill to swallow.

Quote:
Indeed, with that and the Weapon Training Rogue Talent (which they can also get) they can get an extra Feat every other level all the way through 12th

Combat Trick, like all rogue talents, can only be taken once.

Core Rulebook, Rogue section wrote:
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.


Deadmanwalking wrote:
spectrevk wrote:
A dex-based Slayer won't be able to lean on Power Attack and a larger weapon die, though. Wouldn't it end up with less damage than the Core Rogue, just based on how much worse the sneak attack progression is on a Slayer, and the relatively low damage from Studied Target? Certainly, the Slayer would have better odds of hitting, but the Rogue would hit harder, and surely by late-game one can easily set up flanks/flat-footed attacks using Invisibility/Greater Invis, Darkness, and other spells?

Eh. The Rogue doesn't hit much harder until real late in the game, and by then the to-hit advantage on the Slayer is enormous. And if using high-crit weapons, the Slayer does even better (since his Studied Target damage doubles on a crit while Sneak Attack doesn't).

A Slayer can grab Accomplished Sneak Attacker and have 2d6 Sneak Attack at 3rd, 3d6 at 6th, 4d6 at 9th, 5d6 at 12th, and 6d6 at 15th.

The Rogue is never more than 2d6 ahead. Ever. And the Slayer has Studied Target and Full BAB.

At 3rd, the Sneak Attacks are actually equal, so the Slayer is just + to hit ahead (or +2 to hit, +1 damage with Studied Target).

At 7th, the Rogue is 1d6 ahead, but the Slayer has +4 to hit, +2 damage (so he trades -1.5 damage for +4 to hit), and has an extra attack.

At 11th, the Rogue is 2d6 ahead in Sneak Attack, but the Slayer is +6 to-hit and +3 damage ahead (so he trades -4 damage for +6 to hit), and he has another attack again.

At 15th the Rogue is still 2d6 ahead, but the Slayer has +7 to hit and +4 damage (meaning he traded -3 damage for +7 to-hit).

Wouldn't Slashing Grace be a better feat choice at 3rd, for either class build? Assuming DEX as a primary stat, you're looking at +4 damage right there, versus an extra 1d6 on the Slayer. Likewise, any time the Slayer could be taking Accomplished Sneak Attacker, the Rogue could take it as well (it's not part of a Ranger fighting style, so no bonus feat), so it seems like the Rogue would always be ahead on damage, though admittedly the Slayer is going to hit more often, and likely do well against a wider variety of monsters, since his damage won't be dependent upon flanking or other sneak attack tactics.

That said, at low levels, the Slayer sounds awfully dull. Spend a move-action to get +1 attack/damage? Pass. Looking at third level, assuming both classes go for Slashing Grace:

Slayer (human) feats:
1: Weapon Focus (Dagger), Weapon Finesse
2: Ranger Fighting Style, takes Two-Weapon Fighting
3: Slashing Grace

Assuming a DEX of 18, at third level with Studied Target and flank you'd have +10 or +8/+8 (1d4 + 5 + 1d6), or about 24 damage/round if you hit with both strikes.

Rogue(human) feats:
1: Weapon Focus (Dagger), Weapon Finesse
2: Slashing Grace (via Combat Trick Rogue Talent, which is not available to Slayers)
3: Two Weapon Fighting

With DEX 18, we have +8 or +6/+6 (1d4 + 4 + 2d6), or about 30 damage/round if you hit with both strikes.

Now, losing out on +2 accuracy for ~+6 damage isn't an easy choice to make; I'd take the Slayer over an armored target no doubt, but I think there's something I'm just not getting about the Slayer. It makes sense if you're able to take advantage of the larger martial weapons and heavier armor, but otherwise it just seems like you'd do better with a straight fighter damage-wise, or a Ranger if you really wanted the extra skill points. Is there something I'm missing?


Deadmanwalking wrote:
spectrevk wrote:

Perhaps it would help if I explained precisely why two-handed weapons and medium armor would be useless in the campaign:

We're supposed to be sneaking into an extremely hostile, paranoid Galt. My goal is to look like a common Galtian, so armor that can be concealed under clothing would be best, as would weapons that can be hidden from view. Heavy Armor in a country of starving, paranoid peasants who can turn into a ravening mob at a moment's notice is just asking for trouble.

Also, building for 2h increases MAD for the build anyway, since DEX and INT are already heavily weighted for anyone going for Death Attack/Assassinate.

A Dex-based Slayer is still better than a Core Rogue/Assassin in almost every way, and avoids these problems. Indeed, Dex-based Slayers are solid in general.

A dex-based Slayer won't be able to lean on Power Attack and a larger weapon die, though. Wouldn't it end up with less damage than the Core Rogue, just based on how much worse the sneak attack progression is on a Slayer, and the relatively low damage from Studied Target? Certainly, the Slayer would have better odds of hitting, but the Rogue would hit harder, and surely by late-game one can easily set up flanks/flat-footed attacks using Invisibility/Greater Invis, Darkness, and other spells?


SodiumTelluride wrote:
Firebug wrote:
A Full Blooded Assassin will never have a higher Death Attack DC then a Slayer with Assassinate once the Slayer is a high enough level to actually pick it up. The highest DC a regular Assassin will have is DC 20+Int at level 15. The Slayer at the same level will have 10 +7 from 1/2 level +4 for Studied Target at 15, so DC 21 +Int.
Huh, you're right. I never actually did the math here. Feels totally cheap that the assassin isn't even the best at his own core ability.

The Advanced Class book classes are typically better than core classes. If I could get an Unchained Rogue into this game, I definitely would because the Core Rogue is under-powered in comparison to other classes.


Perhaps it would help if I explained precisely why two-handed weapons and medium armor would be useless in the campaign:

We're supposed to be sneaking into an extremely hostile, paranoid Galt. My goal is to look like a common Galtian, so armor that can be concealed under clothing would be best, as would weapons that can be hidden from view. Heavy Armor in a country of starving, paranoid peasants who can turn into a ravening mob at a moment's notice is just asking for trouble.

Also, building for 2h increases MAD for the build anyway, since DEX and INT are already heavily weighted for anyone going for Death Attack/Assassinate.


I'm working on a 1st level character build for a friend's game, with the intent of being an assassin (likely taking levels in the prestige class). Unchained Rogue is not an option, but Core Rogue is, as is the Slayer class.

On one hand, the Slayer will be a bit more likely to hit, but Studied Target is a fairly small bonus that seems more appropriate for longer engagements with an enemy. The Rogue will have a crappier BAB, but sneak attack damage progression is much faster, 2 extra skill points per level, and with an archetype like the Knife Master, I could be looking at d8 sneak attack damage. Seeing as we're headed into Galt and will likely need to keep a low profile, the larger weapons and heavier armor that are available to the Slayer will be useless to me.

Are there any benefits to Slayer that I'm missing here? Does the d10 hit die offer that much over the d10?


So, a related rules question:

If I went with a Daring Champion Cavalier, Champion's Finesse says:

Quote:
At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feat prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites. This ability replaces mount.

Now, Slashing Grace says that you can take a slashing weapon, like a longsword, and treat it like a piercing weapon, but Slashing Grace requires Weapon Finesse.

Now, Champion's Finesse only gives you Weapon Finesse with a piercing weapon, so since the longsword is slashing to start with, would I be unable to take Slashing Grace with a longsword? Since I'd need the feat in order to qualify for the feat?


Why would a non-spellcasting dual-cursed battle oracle be a superior option, though? War-sighted does sound like it has some promise, though.


I've been invited to a Hell's Vengeance game by a friend, and I was thinking a Lawful or Neutral Evil knight-type character would be fun. The GM for this game is known to be ruthless, however, so I'll need to have a strong build. Here's what I'm considering so far, but any suggestions are more than welcome:

Tyrant Antipaladin
Pros: Smite Good and Fiendish Boon (weapon) should provide excellent damage, adding Charisma to saves will be good defense.
Cons: Smite Good will be useless against Neutral enemies, Touch of Corruption is flat-out worse than Lay on Hands, and Cruelty isn't much better.

Order of the Cockatrice Cavalier (Daring Champion Archetype?)
Pros: Challenge works on any target, Swashbuckler deeds will eventually provide similar damage bonuses to what I'd get from Smite.
Cons: Lower saves, Daring Champion kind of pigeonholes you into Piercing Damage, no spellcasting.

Infernal Bloodrager
Pros: Set my sword on fire (awesome!), perfect for the theme, spellcasting
Cons: Cool stuff is limited to when I'm raging, saves aren't as good as Antipaladin

Warpriest of Asmodeus
Pros: Spellcasting from the start, Sacred Weapon provides nice weapon bonuses/enchants, instant self-buffs, free armor enchants via Sacred Armor.
Cons: Lower damage/BAB than the other options, still no self-heal unless I go Dhampir


Everyone, I'm very sorry, but I don't think I can keep up with running this game. Things have been a bit hectic for me since my mother died in mid-June, and I honestly just don't have the energy that I used to. I hate to flake out on a game like this, but I'd rather not leave everyone hanging.


Voreni's steal: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

Voreni just narrowly manages to reclaim the contract from Wilhelm. With both Wilhelm and Blosodriette pinned, the group is able to bind up the Imp (the Fushi sisters offer to watch over the Imp, if you'll allow it).

We are now out of combat, and may make organization rolls. Sorry for the delay.


I think we've lost track of locations on the map, but since you were both in melee with the creature around the time this happened, I'd reason that you could study Wilhelm.

That said, Suggestion is not going to wear off in a couple of rounds, and the imp is not in control of Wilhelm; it's a compulsion. At the current time, he believes that the safest, most logical action is to destroy the contract and banish the imp.


To clarify what has happened in round 6:

Morrigan and Corian successfully pin the imp, then Wilhelm stabs it. The imp "suggests" that Wilhelm destroy the contract. Voreni presumably had been delaying his turn (otherwise he goes too soon to stop Wilhelm) and attempts to grapple him, but with a 13 does not succeed.


I'm afraid Wilhelm begins rummaging through his backpack to retrieve the contract...


Blosodriette grits her teeth as she wrestles against Morrigan, Corian, and Voreni, new wounds being torn open by Wilhelm's spear.

"I can do this all day too! So just tear up the contract and set me free! I don't actually care about whatever it is you're up to down here! Hell is a big place, I wouldn't even know who to tell about you! The only thing tying me to this place is that contract! Send me back to hell, or I'll kill all of you! Anything is better than listening to you argue over what to do with me! ARRRGHHH!"

On initiative 11 of Round 6, she will attempt to "Suggest" that Wilhelm destroy the contract. Wilhelm will need to make a Will save to resist.


To keep things moving forward, I'm going to assume that Voreni also assists, allowing you to maintain the grapple. The effective CMD of your grapple is now 17

Morrigan, Corian, and Voreni wrestle the imp to the ground. Valleria now has a perfect opportunity to full-attack the creature.

Valleria's Shield: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Valleria's Short Sword: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Unfortunately, while trying to carefully avoid hurting her companions, she misses the creature.

Apologies to Valleria if my math here is wrong; just trying to move us along to round 6


Yes, Morrigan resisted the poison. Also, you forgot to add in Corian's Bless spell for your grapple check. With the bless, you succeed :)

Morrigan dives onto Blosodriette and begins to wrestle with the creature. Wilhelm spears the creature while Morrigan is holding it in place, his spear still having some trouble piercing it's unnaturally thick fleshh. Still, he has drawn blood once more.

Blosodriette, not expecting to be tackled, now turns her attention to escape:

CMB to escape grapple: 1d20 + 7 ⇒ (8) + 7 = 15

That is high enough to break the grapple, but Voreni and Corian haven't gone yet, and any assist on this grapple would raise Morrigan's effective CMD


So to clarify, I believe we're now in Round 5, and Blosodriette will be visible until her turn on Initiative count 11.


The mistake was mine; I mislabelled the round in my post :(


Combat Map

Round 3: Initiative 11

Blosodriette reappears on a table next to Morrigan and attempts to shoot her with a dart.

Blowgun: 1d20 + 11 ⇒ (13) + 11 = 241 + 1d6 ⇒ 1 + (1) = 2

The dart sinks into its target, delivering the poison. Morrigan, please make a fortitude save.

Blosodriette is now visible to anyone going after Initiative 11. Anyone going prior to that may make a perception roll (hearing or scent) against her stealth:

Blosodriette's Stealth: 1d20 + 21 ⇒ (15) + 21 = 36


Initiative 11: Blosodriette deftly dodges your incoming attacks, including an attack of opportunity from Wilhelm when she takes a moment to invoke her magic and disappear from view again.

sorry about the delay, Valleria


Combat Map

Blowdart: 1d20 - 2 + 11 ⇒ (11) - 2 + 11 = 20
Blowdart damage: 1 + 1d6 ⇒ 1 + (3) = 4

A tiny dart hits Corian in the back of the neck, dealing 4 points of damage and poisoning him. Corian, please give me a Fortitude save. Turning around, you can now all see Blosodriette perched atop a stack of boxes behind him. It is evident that her wounds are gradually healing, and it is likely that she possesses some sort of unholy resilience.

You've made enough knowledge rolls to know that Imps have Fast Healing 2 and DR that can only be bypassed by Good weapons and Silver weapons. Mithril counts as Silver. They are also immune to fire and poison.


Blosodriette's stealth with +20 from invisibility: 1d20 + 20 + 21 ⇒ (13) + 20 + 21 = 54

The DC to detect her without using sight is 34.


Thinking quickly, Wilhelm is able to stab the imp with his spear before she fades from visibility.

Begin Round 2; when Valleria arrives she can post for both rounds :)


Blosodriette grits her teeth angrily, her tiny hands balled up into little fists.

"ENOUGH! If I could, I would have destroyed the contract myself to escape listening to all of you argue! I tried to be reasonable, but I'm not going back into a box to wait for you to trust me. DIE!"

Blosodriette initiative: 1d20 + 9 ⇒ (2) + 9 = 11
On her turn, Blosodriette becomes invisible.

Please roll initiative.


What Valleria is describing is basically what happened to the contract (and the Imp) already: the contract was buried in an unused area, and the Imp was trapped in that area, but able to move around and act. When the contract was moved to your base, she was trapped in your base.


Valleria sees that the floor is covered with dust, which has gathered next to the stacks of boxes; she might be able to gather up a handful and throw it at the creature.

Blosodriette gives the group an exasperated look and says "Jeez! Fine, just banish me then. Destroy the contract, at least that way I'll be free. Send me back to hell, I really don't care anymore."


Corian: 1d20 + 5 ⇒ (19) + 5 = 24
Morrigan: 1d20 + 8 ⇒ (9) + 8 = 17

Corian's knowledge of Planar magic and contracts tells him that while destroying the contract would not kill the imp, it would banish it back to hell. Imps, in general, do not have any ability to travel between planes on their own, so the creature would be trapped there for the forseeable future.


Corian detects Blosodriette's alignment as Lawful Evil, as one would expect of a Devil.

Blosodriette looks intently at Wilhelm and replies, "Yes, I want to redeem myself. Just give me a chance to serve you, and you'll see what I mean."


Blosodriette looks at Voreni with an expression of deep hurt, her eyes sad and her lower lip quivering.

"Please, brother, how could you be so cruel to one who shares the same tainted blood? Surely you must know the sting of the world's assumptions, of being forced into living up to them? I didn't ask to be an Imp; I'm as much a victim here as anyone is."


For the sake of simplicity, and because the immediate combat danger has been neutralized, I will assume that we are out of combat at this point.

"Well...as you already know, I can be tough to find when I want to be. I'm a better spy than anyone you have on staff right now. Frankly, I couldn't care less about your politics, so why wouldn't I serve you loyally?"


The wolverine cries out and dissolves into a wisp of black, foul-smelling smoke.

The horned creature, which Wilhelm recognizes as an Imp, lowers its blowgun immediately, its eyes wide with fear.

"Please don't! I was just trying to scare you away from the contract! I was trapped in that stinking hold where you found this stuff for centuries. Only one of the Sarinis can release me from the contract, but since you're holding it...I could serve you instead."


Round 1 Recap
Combat Map

22: Ignati thrusts his rapier into the enraged wolverine, dealing 4 points of damage.

22: Valleria leaps into action, narrowly missing the wolverine.

21: Morrigan produces a scroll and casts Shadow Weapon; meanwhile, Bacon indicates the general location of...something that the pig just doesn't like. It is common knowledge that animals are uncomfortable around fiendish creatures.

19: Corian casts Bless. Everyone has +1 to attack rolls, and against fear.

18: Wilhelm wounds the creature with his spear for 5 points of damage.

18: In an effort to reach Wilhelm, the creature goes into a savage flurry against the Fushi sisters, but only manages to claw one of them for 5 points of damage. A small dart flies towards Morrigan. A small, red creature with a single curling horn on one side of its head appears atop the boxes where Bacon had been pointing.
blowdart sneak attack: 1d20 + 11 ⇒ (6) + 11 = 171 + 1d6 ⇒ 1 + (5) = 6
Morrigan takes 6 points of damage. Morrigan, I will need a fortitude save; the dart was poisoned

11: Voreni slips into position and deals a dire wound to the wolverine with his rapier. The creature suffers 7 points of damage.

Tengu sneak attack: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 1d6 + 1 ⇒ (2) + (3) + 1 = 6
Forgot to add the bless; that makes it 12, which hits

Regular Tengu attack: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (1) + 1 = 2
ditto

The Fushi sisters go to work on the wolverine, giving Rexus cover to escape. Korva steps in front of him to protect him. Their knives do good work, dealing another 8 points of damage.


Forgot to resolve the wolverine's attack in the surprise round

Surprise Round
Wolverine Attack (with charge and smite:good): 1d20 + 6 ⇒ (8) + 6 = 141d4 + 5 ⇒ (4) + 5 = 9

The wolverine bites deeply into Rexus' neck, gravely injuring him.

enemy initiative: 1d20 + 9 ⇒ (9) + 9 = 18

The creature howls in pain as Wilhelm's spear digs into its flesh, and is now enraged. In a bid to reach the object of its rage, it begins clawing at the Fushi sisters between them.

Wolverine claw 1: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 4 ⇒ (6) + 4 = 10
Wolverine claw 2: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (1) + 4 = 5
Wolverine bite: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 4 ⇒ (3) + 4 = 7

The wolverine's savage flurry mostly fails to land, though one of the sisters takes a claw across her arm for 5 points of damage.

Voreni and Wilhelm were able to read the contract, and can confirm what Rexus was saying: it binds a creature called Blosodriette to the bloodline of the Sarini family. Wilhelm understands that the contract itself holds a great deal of power over the creature who is bound by it.

Voreni, go ahead and take your turn, since you've rolled initiative


Rexus looks up momentarily and spots you, then jumps back in surprise.

"Oh! I didn't hear you all come in. I think I know what's going on with this paper..." he says, gesturing to the blank sheet that you had found earlier.

"It has a strange magical aura, and I believe that the contents of the page have been hidden with magic. I have a theory about how to reveal it, but I wanted to wait until you were present before I went any further, in case this page is connected to whatever creature has been skulking around and forced Morgar to cause that collapse."

Once everyone has readied themselves, Rexus takes a deep breath and casts his spell. After a few moments, he nods and speaks a short, unfamiliar phrase, and the page comes to life, revealing a long set of text written in small, but still legible, script. Anyone who reads Infernal, or has Comprehend Languages active, can read it.

"It's a contract!" Rexus exclaims, "Binding a creature called 'Blosodriette' to the bloodline of the Sarini family...how curious..."

Before he can say anything else, you hear the sound of magic being worked and a terrible, fiendish-looking Wolverine appears and charges towards Rexus.

Please roll initiative; if you have knowledge:planes you can also roll that for more information on what is happening.

Combat Map


You find Rexus deeper within the Wasp Nest, in one of the rooms that he had cleared out for use as a study. He is looking over a pile of papers with a look of intense concentration while the Fushi sisters stand nearby. He doesn't seem to notice when you enter.


"I'm glad to hear you met with success, but you'll want to lay low for a bit. I doubt the Dottari will come after you too much for hitting some mercenaries, but this won't pass unnoticed, either." Laria says.

"We haven't had any other accidents lately, but there have been some odd noises down here from time to time. You should talk to Rexus, he sounded pretty worried the last time we spoke. He's got the Fushi sisters watching that study of his, like he's expecting some kind of trouble."


Forvian takes a drink and coughs. "We'll be in touch in a few days. Count on it. We owe these Devil-dealers some payback, and Forvian Crowe always pays his debts."

Crowe and the other mercenaries make haste as they are able and file out of the building.

With bloodied weapons and armor, you take the back way into the Wasp's Nest, and send word to Laria of your return. As soon as she is able to step away from the cafe, she comes downstairs with a pot of coffee and a basket of pastries to celebrate your victory.

"Don't go tellin' me too much, but are you all whole? Did you manage to get to Forvian in time?" she asks, concern creeping into her voice.


Having decided against burning down the Salt Works, the matter of what to do with the rescued mercenaries is still present. The men look weak and are clearly in need of rest and likely some medical attention; they'll be of no use in a fight in their current condition, and likely would not be able to travel any further than the city limits.

Forvian Crowe speaks up, his voice still dry and raspy, though growing a bit stronger.

"I know we must look like hell, but don't worry too much about us. I've got a safehouse we can lie low at for now while we rest. But...if me and some of the boys were inclined to return the favor to you, how might we go about finding you?"


I'm sorry, I thought I had posted an update here.

My mother passed away last weekend; I will need a few days before I have time to continue with this game.


I will be out of contact for a little while, at least the weekend. I'm with my mother in the ICU.


The healthiest man in the bunch looks to be in his late 20's; his features are clearly Chelaxian, and he has a bushy moustache that has grown is growing into a rough, scraggly beard.

"I'm glad to say that we won't have to find out." he replies to Corian with a weak smile. "My name is Forvian Crowe, and you have my gratitude. I will tell everyone I know of what you've done for us."

Elsewhere, a brief exploration of the area reveals a back door that leads to a work yard enclosed by a gated fence, and a small building.


Valleria notices a small lockbox in the front office area, before she reaches the door. It is easily opened using one of the keys on Kossrani's keychain, and contains 67gp and 423sp.

Moving into the back area, you find yourselves in a storage area littered with barrels of salt. There are two doors immediately to your right; the first is uncomfortably warm to the touch, while the second is not. Following the directions of the surviving mercenary, you open the second door to find six men shackled in a room that looks like it was originally someone's office. All six appear dehydrated, and the room itself is dry and quite warm, presumably due to whatever is in the room next door.


"What kind of idiot would die for a pile of salt and a closet full of sellswords? You can have your honor, lordling. We'll see how much comfort it gives when it's *you* on the ground holding your guts in place." he says, wincing as he slowly rises to his feet and edges towards the door.

"Risking your neck for a few gold pieces is foolish enough; doing it for some god or king or whatever you're here for is lunacy. Good luck, you maniacs..." he says, dragging himself towards the door, leaving a trail of blood behind him.

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