This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
I'm not going to be online much this evening, I'm getting ready to run some players through a couple levels of Rappan Athuk Friday night for a one-shot tabletop game.
They are going down the Well...
I'll check in a few times to see what the group is doing. It's been sort of quiet today.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
I think it's been quiet because we're waiting for the spellcrafting folks to finish.
Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Piecing together clues and catching the guilty with sheer cleverness, the detective is skilled at divining the truth.
Bardic Performance: A detective gains the following types of bardic performance.
Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage.
True Confession (Su): At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.
Show Yourselves (Ex): At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.
Eye for Detail (Ex): A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.
Arcane Insight (Ex): At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.
Arcane Investigation: In addition, a detective's class spell list includes the following: 1st—detect chaos/evil/law/good; 2nd—zone of truth; 3rd—arcane eye, speak with dead, speak with plants; 4th—discern lies; 5th—prying eyes, stone tell; 6th—discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.
As my choice for an arcane class if I do go with the Arcane Archer prestige class?
Well, all the familiars that I really want, I would have to wait several levels to get anyway and that's a long time to wait when I could be dead long before then.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
So it seems like we will be able to navigate the path way without too much troube but still have to deal with whatever is on Delvehaven. So Faelyn can examine the area around the buildign and then we check out the doors and see if one of the keys will open it.
As a heads-up I have a bit of extra time on my hands for the next few days. The family went out of town and I'm home. I'm having an impromtu Rappan Athuk game tomorrow night but other than that I should be on quite a bit.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Impromtu RA game means 'Don't get too attached to your characters' and 'Don't bother with things like Profession skills' as well as 'Being a cheeseball isn't that big a sin. ;)
Impromtu RA game means 'Don't get too attached to your characters' and 'Don't bother with things like Profession skills' as well as 'Being a cheeseball isn't that big a sin. ;)
They were given a 25 pt buy, 8th level, two characters build.
don't worry about crafting. They are going down the "WELL".Of course, my read of the section it looked pretty easy until the final battle, which is a deathly encounter, so I fixed the early engagements. :-)
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Hmmm Bizzare thoughts for future..
Andrea starts backsliding on the 'Love the food, not the chef' tenent of Calistria and becomes obsessed with working harder in order to get vengeance/get money for revives and next level takes Blacksmithing and Moneymonger knowledge skills. Works at Grumm's after working at the Exchange. Due to this, she has the 'fatigued' status due to lack of sleep.
Routine is Wake-pray-apple-Exchange-Grumm's-sandwich-crash(When not out on missions) Fiosa starts feeling neglected, etc..
Geez, that's not burning the candle at both ends. That's nuking the damn candle from orbit to be sure. Andrea's going to drop dead from exhaustion if you try that.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Truk has every intention to throw every copper to his name in until either A) Orn is free or B) Baldwin stops me from sabotaging my character.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
We just need to start looking for treasure in things not normally considered. I'm sure that the painting in the main entrance can be worth something. ;)