Agents of the Darklands, Part 2: In Company of Forgotten Evils

Game Master thunderbeard

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M Humanborn

Oh and for Inubrix's role, those three mentioned seem CHA-heavy, and Inubrix isn't all that charismatic.


Rocks fall, everyone dies

Oh, Inubrix can take another role. Enforcer and Warden are just more optional because of the lack of vacancy penalties, but if he'd want to do them, the additional bonus is nice.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Dapper,

How do you feel about Demonic sense implants? I was specifically thinking going with slitted eyes.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

FYI: With my new awesome Theurge build I'd be an excellent Diplomat and/or spy.

I took the trade domain so I'll have a lot of good diplomacy rolls. Mechanically I'm unsure how this would affect kingdom building, but in practice she'd be awesome. High sense motive and bluff as well.

Also, she can detect and disarm magical traps. Keeps her a bit rogueish. Plus she'll have several abilities to gather intelligence.


M Humanborn

Yeah without having inubrix statted up it is hard to tell, but i cant imagine id have the scrying abilities needed for a master spy, though disguise/disable device will be main skills, likely perception too

A good role (i dont know the official roles) would be like Forgemaster or Chief Scientist, something like that.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Tenro wrote:

Yeah without having inubrix statted up it is hard to tell, but i cant imagine id have the scrying abilities needed for a master spy, though disguise/disable device will be main skills, likely perception too

A good role (i dont know the official roles) would be like Forgemaster or Chief Scientist, something like that.

Officially or not I plan to have spymaster-like tendencies. :-)


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Leadership Roles

Dris is gonna take Spymaster. Its not the role he is best suited for, as it relies on Dex or Int, BUT, it lets him pick a kingdom stat at the beginning of each month, and add his mod to it.

So if one is low, he can help it, or if they are all OK, he can give a solid boost to one.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
Drisquar wrote:

Leadership Roles

Dris is gonna take Spymaster. Its not the role he is best suited for, as it relies on Dex or Int, BUT, it lets him pick a kingdom stat at the beginning of each month, and add his mod to it.

So if one is low, he can help it, or if they are all OK, he can give a solid boost to one.

We can coordinate our efforts. :-)


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Kingdom Building-

Can Anti-Paladin Graveknight Anaxian take the Royal Enforcer Role and Iranaset take Warden? That'd provide some nice boosts.

~~

Money- Ok, we got an increase of 92.5k, but when I look around, I don't see anywhere on the char creation chart where that would be possible from a two level jump. How much money total are we supposed to have?

Illia- as current was built on assumptions of 108k, with Mantis taking up 40k, if I remember correctly.

Though, I've already upgraded her shield from +2 to +4 for 12,000 gold, assuming that would be a safe expenditure. :P

Also got two more feats to spend aaand leadership.


M Humanborn

Did we get any extra feats at creation? Or just standard?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I believe we are supposed to have well over 200k gold. It's much more than normal due to crafting bonsuses from Anaxian.


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages

it's really just 1/2 off wonderous items. Anything else you have to pay full price for.

Also, Anaxian doesn't know Tenro's new character, so he wouldn't have been making him stuff when he shows up. You're probably going to have to pay standard costs, and get the discount from the time you join the party forward.


M Humanborn

Ill have my own feats for crafting tech items


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Meridian is going to have Wondrous, Arms & Armor, and Construct.

If our city needs constructs she can make them. :-)


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Now that Anaxian has Aboleth memories, will he try to track down the Xiomorn?


Rocks fall, everyone dies

Okay, I think we need clarifications.

1) Wealth: We're going with standard crafting-wealth rules: wealth is your WBL x 1.25. Extra creation feats just mean more customizability. And oh gosh, 92.5 was a mess-up. For CR 14 party (us), your total personal wealth by this is 231.25. So that's actually 96.25 more than before.

2) Bonus feat: Everyone's getting Leadership or Vile Leadership as a bonus feat (cohort only, no followers), and can use it for an Item Familiar if they prefer.

3) Being a diplomat: Meredian, the Grand Diplomat just chooses who to use diplomacy on. Anyone in the city can serve as a diplomat on a specific diplomatic mission; with your teleportation, you might be ideal at that, even if you prefer to stay High Priest.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I have so much money to spend....


Rocks fall, everyone dies

Nothing says "look at all this wealth I burned" like implanted Ioun stones...


M Humanborn

Yeah i imagine ill be burning through wealth quickly to get my items embedded (slotless x2 cost) so that they go with me when i discorporate.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

I have a feat to use and no idea what I want to pick up. I don't think that's ever happened to me before.

GM, what are your thoughts on Shadow Piercings?


Male Alacritous Bralani Stalker 5/Umbral Blade 4

First thing that comes to mind is GSP(Necro).

Beyond that, there's no metamagic or channel feat that strikes your fancy?

Also, PM incoming buddy, need your advice.


M Humanborn
Anaxian, the Fractured Wyrm wrote:

I have a feat to use and no idea what I want to pick up. I don't think that's ever happened to me before.

GM, what are your thoughts on Shadow Piercings?

Wow those are pretty cool. I like the idea (especially since it kinda fits with a book i am reading)


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Shadow piercings are cool.


What it says on the tin; Caffiene addict 20

If you're looking for feats there are fears specifically useful when using magic jar if you're interested in such a thing. I'll try to find the names or you can look up Hama in the crazy character emporium.


Rocks fall, everyone dies
Anaxian, the Fractured Wyrm wrote:

I have a feat to use and no idea what I want to pick up. I don't think that's ever happened to me before.

GM, what are your thoughts on Shadow Piercings?

Honestly, I prefer Inscribe Magical Tattoo. Serpentine Tattoos are amazing on any melee fighter (my mythic brawler had like four of these), Animal Totems are just plain cool, and Caster's Tattoos can be decent, while seven Runeward Tattoos will instantly reveal the school and casting of any spell within 60 feet, no matter what.

Shadow Piercings are, of course, cool and evil (though very Nidalese). Other options are Fleshcrafting, which you can learn from your Drow allies, or Inscribe Rune, which Jiator could teach you as a Thassilonian but which is kind of expensive.a


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Well, since my post two hours ago, I have figured out how I want to spend 4.5k of my newfound money.

~~

Also, unless you happen to be changing the setting intentionally, I don't think Lady Adrexa would be one to fail her Knowledge Planes check.

While she is statistically correct, Angels/Devils predate mortals, and some continue to be created independently of mortals to this day. But yes, most are from souls.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

My Purchases:
Current Value- 89,259
Target- 231.25k + 57.8k

Ring of Protection to Ring of Counterspells (I can has Dimensional Anchor?) +2k

+2 Mithral Kikko Armor to

+5 enhancement- 21,000 gp (Primarily for CL 15, but the AC is tasty)
Intelligent- 500 gp
Cure Serious Wounds At-Will- 30,000 gp
Remove Fear 3/day- 1,200 gp
Remove Sickness 3/day- 1,200 gp
Shield of Faith 3/day- 1,200 gp
Remove Paralysis 1/day- 2,400 gp
Resist Energy 3/day- 1,200 gp (Thanks rangers)
Lesser Restoration 3/day- 1,200 gp (Thanks paladins)
Restoration 1/day- 11,200 gp
Divine Favor 3/day- 1,200 gp
Mammoth Hide Special- 2,400 gp
Barkskin 1/day- 2,400
Greater Magic Weapon 1/day- 6,000
Total cost- 82,100 gp (57.8k of that is coming from leadership, until I have a better purpose for it, by which time I will probably have leveled enough to pay for this normally.)

The Armor is NE, and it's goal is "Defend the servants of Escarra", as it was originally a gift from Crimson. If it count's as crafted by her, I'd be happy to pay extra for her caster level. :P

"Reapy" - This weapon appears to be a chainsaw polearm with a curved blade. Technological components and magical runes weave together.
+1 Keen Growing Fauchard- 16,314 gp, 1d10 Slashing damage, 15-20 crit range, 10 lbs, reach, trip.
Fanged Falchion Special- 6,000 gp
Lizardmarked Blade Special- 7,500 gp

29,814 gp

That puts me at 145,361 + Intelligent Item Budget, only about a hundred thousand more to spend...

~~

Kingdom Building- I think it would be fun to play Illia- either as General (of her army of herself) or as Grand Diplomat. She likes making peace between friends and charging headlong into enemies to destroyilate them. Councilor doesn't make much sense for her.


Rocks fall, everyone dies
Illia- wrote:

Also, unless you happen to be changing the setting intentionally, I don't think Lady Adrexa would be one to fail her Knowledge Planes check.

While she is statistically correct, Angels/Devils predate mortals, and some continue to be created independently of mortals to this day. But yes, most are from souls.

True, yes. But the majority of angels are made from mortal souls, and I *seriously doubt* that Illia is one of the 20,000-years-old-and-just-as-wise original angels vs just a soul that slipped through the cracks.

Plus, now I get to send you guys on the hilarious mission of trying to learn about your past lives, if they exist. :D


M Humanborn

so we get the normal amount of feats, right? trying to knock out Inubrix tonight before i drink too much.

and i'm already 4x Hendrick's in


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28
The Dapper GM wrote:
Illia- wrote:

Also, unless you happen to be changing the setting intentionally, I don't think Lady Adrexa would be one to fail her Knowledge Planes check.

While she is statistically correct, Angels/Devils predate mortals, and some continue to be created independently of mortals to this day. But yes, most are from souls.

True, yes. But the majority of angels are made from mortal souls, and I *seriously doubt* that Illia is one of the 20,000-years-old-and-just-as-wise original angels vs just a soul that slipped through the cracks.

Plus, now I get to send you guys on the hilarious mission of trying to learn about your past lives, if they exist. :D

I doubt she's that old either, I didn't view her as one of the originals. But, as I said, some portion are still made without mortal souls, even to the current golarian date. I can get the quote from Bestiary 1 if you like. Also remember, Illia- did seem mighty familiar with the starstone issue despite the lack of relevant knowledge skills. Illia- might actually be older than Adrexa. :P


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28
Tenro wrote:

so we get the normal amount of feats, right? trying to knock out Inubrix tonight before i drink too much.

and i'm already 4x Hendrick's in

Good luck, we get normal feats, knock yourself out. :P


Rocks fall, everyone dies

@Illia: Well, I was planning to literally randomly create backstories/origins for you and Drisquar using some sort of fun generator, unless you'd prefer to answer the question yourself.

@Tenro: That's fine. You have chosen a good gin.


M Humanborn
The Dapper GM wrote:
@Tenro: That's fine. You have chosen a good gin.

Ransom is pretty good too


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Quick note, I'm pretty sure(but not close to positive) that Golarion is well over 20k years old. After all, the world was formed specifically to hold Rovagug prisoner, and I *believe* that war was a few hundred thousand years ago, at least.

For Dris, I'm thinking he is old enough to no longer care about such matters, but I'm not sure if he was mortal or not. I never really gave that much thought honestly. Like, any, at all.

I have however, given some thought to Shim's pre-sword history. As many intelligent items bear the souls of former beings, I'm running with that.


M Humanborn

gin won. bedtime.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Question: Would it be possible to give Shim Skill Focus(Spellcraft) and if so, how much it cost?

Edit: Also, would you mind if Daemon was an actual language, vs some sort of odd mash up of Devil&Demon that Daemon's apparently speak?


Rocks fall, everyone dies

Shimsil has a pre-sword story, yeah. And Skill Focus for him, or you? Skill ranks on intelligent items typically cost (skill ranks)^2*100, usually purchased in multiples of 5.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

For him, and I screwed up and meant Skill Focus(Knowledge: Planes).

Would not affect me at all, but does fit his history.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Tenro wrote:
and i'm already 4x Hendrick's in

For some reason my brain went to x4 Hedersons in and I went into a momentary nerd-panic.

Please don't do that. The scale only goes to 2!


125 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +14, Ref +8, Will +12, Active Effects: Aura of Evil, Desecrate Aura, Magic Fang, Longstrider, Prestidigitation, Detect Magic, Read Magic, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages
Tiny Coffee Golem wrote:
If you're looking for feats there are fears specifically useful when using magic jar if you're interested in such a thing. I'll try to find the names or you can look up Hama in the crazy character emporium.

Looked up Hama. The link is dead. I'd love to see those feats though.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Have something that needs discussion-

I'd like to pick up a Darkskull. I want the additional effect of being in the radius to be Dispel Magic.

However, it would effect creatures that do not share my alignment or my faith.

I'm not sure exactly how this would interact with the other characters. I'm not sure what everyone's alignment is, or what their faiths are.

Could the effect be modified to work against any creature that doesn't serve the Red Lady? More of a political Darkskull than a religious one? (I guess since she's a demigod, that's sort of the same thing).

Thoughts?


Rocks fall, everyone dies

Yeah, you can target it to your organization; it's a slight change of the rules, but provided Anaxian spends enough time researching how to do this, it's probably alright.

However, Dispel on an Unhallow only attempts to dispel a single spell per enemy creature. So it's a nice boon, but not a game-changer.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Great, thanks.

I'm also considering a Silence or Dimensional Anchor that only affects enemies. Those would be good too.


Rocks fall, everyone dies

Okay, think I've got roles settled according to player/character preferences.

Inubrix: The closest thing to "Chief Scientist" is Magister, which might make sense since he's being recruited as someone who can help improve local technology and magic. Role reflavored to benefit from engineering instead of arcana.

Crimson: Gets bumped to Chief Diplomat; as someone familiar with the Darklands, she can advise the party on diplomatic faux pas or likely allies before they go out and do diplomacy.

Illia-: Thus makes most sense as General, which she'd probably enjoy more with her fancy weapons and armors.

Mal: As someone training new city guards, Warden makes sense.

Myse: As a Drow currently living in Lavosha, could be recruited as a representative of new refugees who come to the city, acting as Councilor.

Iranaset: All that's left is Royal Enforcer, which I guess makes sense for someone whose chief pastimes are torture and creative murder. This may lead to amusement when the entire population is far too afraid to actually commit crimes.

Remember, people can be replaced later!


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

I'm still seriously considering killing Inraset and turning her into another Anaxian. She's technically a dragon, so she fits the criteria for being a dracolich host body. She wouldn't be part of the core 'collective' (i.e. the ones controlled by me, the player) but she'd make a great start to the eventual army of Anaxian personality duplicates I'm going to build.


Rocks fall, everyone dies

Anaxian, how are you cloning personalities when you make new liches?


Rocks fall, everyone dies

(Also, whoops: looks like I forgot about Anaxian II, who makes a better enforcer than Iranaset. Maybe she'll just... stay away from leadership roles for now)


What it says on the tin; Caffiene addict 20
Anaxian, the Knot of Souls wrote:
Tiny Coffee Golem wrote:
If you're looking for feats there are fears specifically useful when using magic jar if you're interested in such a thing. I'll try to find the names or you can look up Hama in the crazy character emporium.
Looked up Hama. The link is dead. I'd love to see those feats though.

I'll see if I can find them. Also, I reached out do Raginvdork directly to ask.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Here is Meredian's rebuild as of now.

Points of note:

-Though they're not in competition and have entirely different areas of expertise, I realized one benefit she has above Anaxian. A pulse. With that pulse is the ability to use Blood Money. :-) When possible for my base, etc. I intend to use blood money to make certain things permanent. In addition to using it to cast spells I wouldn't otherwise have the material component for, such as Restoration. :-)

- Rune Guardians I have craft construct, though I only have one built. Namely a rune guardian that can cast unseen servant. I may make more, but I though this one was both cool and thematic.

- Loot: I added the requisite gold I was told we had and let Herolab do the math. I swapped out some Kineticist specific things and replaced them with Theurge specific things. Also, much of my gear is crafted. Theoretically she made most of it a long time ago and not in these last few months. The math is done for the cost, but depending on how the rebuild works she may shut herself away in order to get all of it done. However, thanks to her familiar she does craft very fast. I have about 50K left over that i need to figure out what to do with.

- Familiar: I have a green sting scorpion familiar that stays in my pocket most of the time. I do cast Shadow Projection on it regularly to use as a spy and assassin. In shadow form it has a strength damage attack. Just a fun little trick.

Meridian Theurge Rebuild:

Meredian Kineticist
Female noble drow cleric of The Watcher 2/mystic theurge 9/wizard 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 115)
CN Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Perception +22
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 53 (12 HD; 10d6+2d8+12)
Fort +11, Ref +10, Will +22; +8 resistance vs. divination and mind-affecting, +2 vs. enchantments
Immune sleep; Resist fire 20, negative energy 10, positive energy 10; SR 23
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d3-1 nonlethal)
Special Attacks channel positive energy 5/day (DC 13, 1d6), intense spells (+1 damage)
Spell-Like Abilities (CL 12th; concentration +14)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—dispel magic, divine favor, suggestion (DC 15)
Domain Spell-Like Abilities (CL 11th; concentration +19)
11/day—copycat (2 rounds)
Cleric Spells Prepared (CL 11th; concentration +19)
6th—mislead[D] (DC 24), wind walk, word of recall
5th—greater command (DC 23), overland flight[D], summon monster V, treasure stitching[APG] (DC 23)
4th—confusion[D] (DC 22), dimensional anchor, dismissal (DC 22), greater infernal healing[ISWG], restoration, terrible remorse[UM] (DC 22)
3rd—animate dead, enter image[APG], invisibility purge, nondetection[D], protection from energy, remove blindness/deafness, remove curse
2nd—admonishing ray, book ward, desecrate, locate object[D], pilfering hand[UC], silence (DC 20), spiritual weapon
1st—ant haul[APG] (DC 19), detect undead, endure elements, floating disk[D], hide from undead (DC 19), obscuring mist, stone shield[ARG]
0 (at will)—create water, detect magic, detect poison, read magic
D Domain spell; Domains Travel (Trade subdomain), Trickery
Wizard Spells Prepared (CL 12th; concentration +19)
5th—extended detect scrying, fire snake[APG] (DC 22), fire snake[APG] (DC 22), prying eyes
4th—emergency force sphere (2), intensified fireball (DC 20), shadow projection[APG], wall of fire
3rd—fireball (3, DC 20), greater thunderstomp[ACG], tiny hut, vengeful comets
2nd—admonishing ray, scorching ray (3), intensified snowball (3, DC 18)
1st—ant haul[APG] (DC 18), blood money (2), mage armor, magic missile, magic missile (2)
0 (at will)—disrupt undead, mage hand, message, prestidigitation
Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 24, Wis 26, Cha 14
Base Atk +5; CMB +4; CMD 17
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, False Focus, Intensified Spell[APG], Scribe Scroll, Spell Penetration
Traits magical knack, trap finder
Skills Acrobatics +3 (+7 to jump), Appraise +11, Bluff +17, Diplomacy +15, Disable Device +19, Disguise +6, Fly +7, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +15, Perception +22, Sense Motive +23, Spellcraft +22, Stealth +18, Survival +8 (+10 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Perception, silver-tongued haggler
Languages Abyssal, Aquan, Auran, Celestial, Common, Dwarven, Elven, Goblin, Ignan, Infernal, Sakvroth, Sylvan, Terran, Undercommon
SQ able assistant, arcane bond (kenchay, greensting scorpion [sage, valet]), combined spells, poison use, versatile evocation
Combat Gear otherworldly kimono[UE]; Other Gear +5 burdenless comfort deathless improved fire resistance darkleaf cloth silken ceremonial armor[UC], clear spindle ioun stone, orange prism ioun stone, western star ioun stone, amulet of unseen forces, blessed book, bookplate of recall[UE], headband of mental prowess +6 (Int, Wis), wayfinder[ISWG], wayfinder of infinite doorways, sphere of at wil: permanent greater demiplane (max1), astral projection, mind blank, tattoo unholy symbol of The Watcher[UE], 50,581 gp, 6 sp, 7 cp
--------------------
Tracked Resources
--------------------
Bookplate of recall (Blessed Book, 1/day) - 0/1
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) - 0/5
Copycat (11/day) (Sp) - 0/11
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Detect Secret Doors (At will) - 0/0
Dimension Door - 0/7
Disguise Self - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Ioun stone (western star) - 0/1
Knock - 0/11
Levitate (At will) - 0/0
Otherworldly kimono (1/day) - 0/1
Silver-Tongued Haggler (+1, 11/day) (Su) - 0/11
Suggestion (1/day) - 0/1
Versatile Evocation (10/day) (Su) - 0/10
Word of Recall - 0/7
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Admixture Associated School: Evocation
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Trade)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Copycat (11/day) (Sp) Create a single mirror image duplicate
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
False Focus You can use a divine focus to cast arcane spells.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver-Tongued Haggler (+1, 11/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Spell Resistance (23) You have Spell Resistance.
Versatile Evocation (10/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
--------------------

Amulet of unseen forces works as Ring of Telekinesis, Amulet of Adapatation, Ring of Invisibility, Ring of Sustenance

Permanency effects:
(BM) = Paid for with Blood Money
- See Invisibility (BM)
- Aura Sight (BM)
- Arcane Sight (BM)
- Tongues (BM)

Rune Guardian (Craft @ 6500 Each):
- (Conj)Unseen Servant (Worn as Jewelry)

*Considering, but not paid for yet
- Abundant amunition
- Infernal Healing
- Mage Armor
- Mount
- SM 1
- Unseen Servant
- Memorize page
- Keep Watch
- Magic missile (auto-turret at long range)
- Magic Aura
- Ant Haul
- Crafters Fortune
- Snap Dragon Fireworks (very long range autoturret)

--------------------

KenChay
Reensting scorpion greensting scorpion (sage, vale (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+4 armor, +3 Dex, +3 natural, +2 size)
hp 26 (1d8)
Fort +6, Ref +6, Will +10
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +10 (1 nonlethal) or
sting +13 (1d2-1 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 1st; concentration -3)
—prestidigitation
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +5; CMB +6; CMD 12 (24 vs. trip)
Feats Spell Sponge, Weapon Finesse[B]
Skills Climb +7, Knowledge (dungeoneering) +2, Knowledge (nature) +2, Knowledge (religion) +2, Perception +4, Stealth +15 (+19 In dim light); Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ able assistant, improved evasion, teammate
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
--------------------
While projecting your shadow, you gain a shadow's darkvision (60), defensive abilities (Incoporeal + Channel Resistance +2), fly speed (40), racial stealth modifier (+4 Stealth in dim light (–4 in bright light)
), and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice.

A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

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Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Illia- would be against giving Malfeasance any leadership role in the city. She would express this sentiment quietly.

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