
therealthom |

What?! You don't trust the clan to keep it safe for you?
Hey speaking about treasure, should we be going back to the giant helmet room to collect more cash? Or could we put the goblins to work on it and take half as our cut? That would give them something productive to do without getting them in the town's face.

Vaclav Rennet |

Level 5 hitpoint roll 1d8 ⇒ 1
Edit: Ouch!
Ready to go I think.
A couple questions, can Vaclav scare up some arrows from the Sheriff and a pair of platinum rings worth 50gp from Fater Zantus? I'm thinking we'll leave early in the morning before the shops open for the arrows, and shield other needs a focus.

Thanadros |

Sorry haven't had time to level up Thanadros yet. I'll have him done soon. Will be taking average hp as usual.
I don't think we have gotten any treasure since the last time we divided it up.
There was the silver pieces in the lock box. Am I forgetting anything else?

Thanadros |

~~Level 5~~
+7 hp (5 +1con +1fav)
+4 Skill points (+1 Autohypnosis, Perception, Stealth, acrobatics)
+2 power points
Deadly Aim Feat
Extra Power Feat
Dissolving Weapon Power
Heighten Vision Power

Gornak |

By "Extra Power", do you mean Expanded Knowledge? If so, you have to pick a level 1 power, not a level 2 power.
By the way, Thanadros's initiative modifier should be +6, not +5. Also, I think he has the wrong Trance written down for the Assassin path (it should be +2 to damage, not +1 to attacks). Or am I missing something?

Thanadros |

By "Extra Power", do you mean Expanded Knowledge? If so, you have to pick a level 1 power, not a level 2 power.
By the way, Thanadros's initiative modifier should be +6, not +5. Also, I think he has the wrong Trance written down for the Assassin path (it should be +2 to damage, not +1 to attacks). Or am I missing something?
I looked at both feats actually.
'Extra power known' gives you a power of any level you can cast from YOUR CLASS power list.
'Expanded Knowledge' lets you take a power from ANY power list, but at a level lower.
I don't have the book, I'm going off the SRD so if I am wrong, I can take weapon focus instead. It was a toss up between the two feats anyway.
The Beta assassin's trance did the Bonus to hit instead of damage and I forgot to change it. My weapon attack rolls actually do include the new rules but I apparently forgot to adjust the ability description on my sheet/profile.
My Initiative was off, huh. I wonder how long that has been off... -_-'

Thanadros |

I've got the 3,428 sp. We haven't gotten any more treasure yet correct?
Treasure list is at the bottom of my profile.
Dabbler,
I rearranged my character sheet. Let me know if you have a problem with it. Also let me know if I should switch out that extra power feat or not.

Gornak |

I'm sure Thanadros's feat is fine.
In other news, now you can get Pathfinder Society credit for playing parts of Rise of the Runelords. What does that mean? Well, there's a form called a "chronicle" that the GM fills out and then the recipient gets to appply that to one of his (or her) Pathfinder Society characters for experience and treasure.
For us, it's too late to receive the chronicle for Burnt Offerings (since we finished Thornkeep quite a while ago), but I believe the one for Skinsaw Murders is coming up relatively soon...

hogarth |

Never done any society stuff, how does that work?
There's a better description on the Pathfinder Society page, but the idea is that you can build a PC according to a specific set of house rules and then you can take that PC from one GM's game to another (at different conventions, for instance). Pathfinder Society adventures are usually short (they're supposed to take 5 hours to run) and mostly self-contained, so they're great for people who can only play sporadically.
Wouldn't we have to rework our characters to society-approved point buy, classes, feats, etc.?
In this case, no (otherwise I wouldn't have mentioned it!). If you're playing it with a "home group", you don't have to follow any of the Pathfinder Society rules and you can still get credit. Here's the relevant bit:
Alternatively, if you are participating in a Pathfinder Adventure Path with an ongoing home group undertaking the entire campaign, you may receive credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the Adventure Path are not bound to the rules of the Pathfinder Society Organized Play campaign when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters from an ongoing Adventure Path campaign may not play in the same adventure.

hogarth |

That seems uncommonly generous for PFS.
I was surprised, too. I guess the point is that they don't want to punish Pathfinder Society players who are playing Rise of the Runelords as a non-PFS game by saying "you could have played this for credit but instead you ruined it for yourselves, too bad".

Gob Slickarm |

Gob's stats are fully updated.
Question: do levels in Cerebremancer grant favored class bonuses for Psion class, or increase level-based benefits from witch hexes (+ 1/2 level to save DCs and Healing Hex curing 2d8 @ 5th level, for example)?

therealthom |

Guys, if there's one thing this fight is saying, it's that we need to coordinate tactics better against souped up ghouls.
I probably should have hit us with a bless on round 1 instead of channeling. I was hoping to sandpaper them down to one shot kills for everyone else.
Also, we need to be better prepared for darkness or other debuffs. Might be good to secure better non-magical lighting so if light fights darkness we're not operating in dim or no light.
Dabbler may have given us one by letting a light cantrip stand one to one with a darkness spell.

Gob Slickarm |

The darkness spell has contradictory wording in my book. It both says that it both decreases the light by 1 step and the bit about magical light sources needing to be equal or higher level. I assumed this was a vestige of 3.5 darkness. Light creates 20ft of normal light and 20ftif dim light.
Unless it is intended that darkness cast in a light spell area decreases it from normal to dim, but if darkness is cast in a mundane setting, a light spell cannot then enter the area of magical darkness and increase the light again??

hogarth |

My understanding is that the spell Darkness:
(a) reduces non-magical light by one step (e.g. bright to dim, dim to dark), and
(b) suppresses equal-or-lower level magical light entirely wherever they overlap (e.g. Darkness is level 2 and Light is level 0, so Darkness completely suppresses a light spell, but a level 3 Daylight spell would completely suppress a level 2 Darkness).
There's an exception for the spell Deeper Darkness -- a level 3 Daylight spell cancels out a level 3 Deeper Darkness even though they're the same level.
I probably should have hit us with a bless on round 1 instead of channeling. I was hoping to sandpaper them down to one shot kills for everyone else.
Bless spells strike me as mostly a waste of time as a combat action (at least compared to channeling or attacking or using it as a pre-buff), but YMMV.

therealthom |

My bad reading on the protection spell. I missed the "summoned". "A man hears what he wants to hear and disregards the rest.....MMMMMmmmm."
My take on bless is that it's situational. All you guys can put out more way damage than Vaclav with ray or melee attacks. So if the enemy AC is "high" the shared +1 to hit is a good thing; if the enemy AC is "low" I'd be better off attacking. Usefulness also goes up if the enemy is using fear effects. (Back in the day, I'm pretty sure the paralysis was a fear effect, but my memory is hardly more reliable than my reading skills. )
I like channel in general. I'm probably a little down on it right now because it didn't work well this time. But the save DC isn't very high, and the damage (especially with my rolls) is far from spectacular. It's best use is in a target rich environment where the damage I do will put the undead within "one shot" range of most of the party.
Vaclav's straight attacks aren't great. I should probably work on his combat capability for the next few levels. But Scribe Scroll and Heighten Spell are calling his name too.
Glad to hear we've got an everburning torch. With a couple light spells, and maybe a dispel magic we should be in good shape.