Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Johan you almost always have SoF going which is deflection. Assuming Eldred does not have one he should get a ring and the amulet and then give Grumble the other ring.
There is s cloak for each of us. If any already have one then Grumble should get one. So I will claim one.
I would like the +2 Griffon Full Plate. It is of house Barca which Cedric will realize as they are collecting the gear.
Aku how will that work. Can I bond with new armor? Is there a ritual? Or am I stuck in my Armor. If I am stuck can my Armor be made more magical if we pay a guy?
That is all I want. I will wear the belt of Con if no one else wants it.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Oh I realize that SoF doesn't stack with the ring. That's why I bought an amulet of Nat armor instead of a ring way back when. I kinda assumed everyone else had already picked a ring of protection up by this point, but looking at everybody's sheets now, I see none of us have them.
Given that, yes it makes sense to give both rings to other PCs first.
Cedric, didn't you take Johan's old belt of giant strength after the inquisitor fight?
AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
I'd be happy to take a ring and amulet. My AC is a little anaemic :)
Cloak for Grumblejack is a good idea... might I have one too? Will is my vulnerable save and it was only some awesome rolls on my part that kept me out of trouble this combat.
When we are ready to sell all that stuff there are a buttload of spells I'm interested in purchasing. I believe I've asked this before, but is the Baron a Sorceror or a Wizard? Ie does he have spellbooks in his library?
Also, Agrippa is interested very much in researching the box.
If I did Johan I never added it to my sheet or raised my strength. I'm fine selling and getting some better equipment. All these equipment drops are for 3-4 levels bellow us. Our gear is pretty poor for our level. Though we are getting a good bit of it so we can sell and hopefully upgrade.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Lord Cedric Barca wrote:
I'm sure the furries would track down any that run.
Heh, furries...
Cedric wrote:
I bet those stupid hero's destroyed our tree.
Hmm... can plants be raised as undead? I suppose it wouldn't make a very good zombie because it would lose most of its special attacks.
Aku how will that work. Can I bond with new armor? Is there a ritual? Or am I stuck in my Armor. If I am stuck can my Armor be made more magical if we pay a guy?
Well, the armor is the source of your, otherworldly powers, as per say.
If you change it, you’ll lose the template benefit and bonuses.
Since I know that keep you with the same armor is a boring thing to enforce, you can ‘transfer’ your bond to a new armor.
To do that, you can describe a ritual, of the most macabre involving fire and death.
The ritual should cost at least 100gp per HD, and take at least half a day.
The old armor. Should it be consumed? Like when they pull it off it falls into ash? I'm cool with this but it could get costly if I keep upgrading. Maybe it has to make a save to survive? So that weaker armor may or may not survive but down the line stronger armor has a better chance. What do you think?
Sidious will also spend a few minutes repairing my blade. Looks like mending should do it.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
I've entered the old armor as sold on the spreadsheet when figuring Cedric's share already.
Can everybody check this loot disposition and see if it works for you?
Cedric:
Belt of Giant Str+2
+2 fullplate
cloak of resistance
selling +1fullplate
1508gp
Eldred
ring of protection+1
Amulet of nat armor+1
belt of con+2 (or Johan's old Belt of Str+2)
cloak of resistance+1
1008gp
Agrippa
cloak of resistance+1
ring of protection+1
headband Int+2
1508gp
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Ok, readjusted. Please add the gear and coins to your sheets so I can clear the calculator ( gotta make room to all that loot from the Seventh coming our way :> ):
Cedric:
Belt of Giant Str+2
+2 fullplate
cloak of resistance
selling +1fullplate
1508gp
Eldred
ring of protection+1
Amulet of nat armor+1
cloak of resistance+1
3008gp
I find it highly amusing that classes that are devoted to summoning otherworldly beings can only summon those beings after a martial class gets one as a class ability.
Well, Agrippa will do his normal suite of self protections. Then he might cast Haste right before combat.
You should take our lack of posting to mean that we are too busy fighting among ourselves to adequately create a trap.
How about this
Agrippa crafts some Scrolls of Invisibility and then uses them on the Knot+Grumble. As the 4th comes into a predetermined area (I think Johan mentioned the clearing with the dead hangman's tree) we swoop upon them prebuffed and ready to own faces.
Spell Agrippa will have up before battle
Stoneskin 80min duration
Fly 8 min
Mage Armor 8hr
See Invisible 80m
Prot. Arrows 80m
Invisibility 8min
Once we know they are coming and have a round to prepare (if that even happens) Agrippa will Haste whomever he is near.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Cedric laid out a pretty detailed order of battle to which no one disagreed, aas well as a blow by blow of how we would use the Eyrenes to lure them in - I'm not sure what else you expected...
It's kinda bad keep moving the game on a single player's opinion.
I usually give it some time to see if anyone wants to disagree or suggest anything else.
--
Like now:
Johan said that he would wait till sundown then return.
Instead of moving the game based on his single wanting, I’m wanting to see if anyone else will have other idea or action.
I agree, that is what the discussion thread is for. I am guilty of this as well but when a plan comes up maybe we should throw a post in here when we are in agreement or what not so the GM knows.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Fair enough. I've had an insane couple of weeks at work so I haven't been on the ball as much here. Like not getting around to writing anything regarding the nightmare for example. Which I totally do want to do by the way.
How did the Seventh sneaked up on you?
The simpler answer is: They didn’t. They were there before you arrived.
As soon the Fury showed up, Elise knew the plan failed.
How the cardinal did knew the Ninth had died? You cannot scry inside the horn, she tried.
You cannot teleport inside the horn, she tried.
The time seemed off as well. The Furies appeared in the same day the heroes were supposed to enter the horn.
Which led her to one conclusion: The Ninth was still alive and now they knew about her attempt. Worse, they contacted the cardinal and the cardinal sent the devils.
As soon she devil left after delivering the message, the Seventh left as well, using the ‘instructions’ from the devil to try to outwit the knot.
She travelled hard and fast during all night, and set up hideout from where she could try sneak up on you guys.
They’ve been observing you for some time and when finally the devil teleported away, Elise saw her chance and began their preparation, they made some noise, which Eldred noticed.
That's fine but the devil that was sent to town to escort them should/would have reported back hours ago that they were no where to be found. These two devils make a knot on their own and I doubt they are without their tricks. So what or why has the devil not came back. They teleport at will not like it would be hard to report in.
However, if this was going to be the end result...why the push to have us be super descriptive in our planning of an ambush that wasn't ever going to happen?
The Erinyes has Int 14, Wis 18 they are not dumb creatures. The have also seen the baron and the Seventh. With the ability to teleport around the other devil should have reported back yesterday that the seventh had left town. It was supposed to meet them and guild them. I doubt it would have just set at the woods for almost a day. Sure they are to help us defeat the seventh but their not mindless NPC that obey our every command they are a Knot of Thorn. That's my big thing. I don't mind the ambush at all, but even that is unlikely with the other Erinyes flying around with true seeing constant and a +16 perception. She was expecting the seventh to show with her sister she had no reason to hide. We were the ambush.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
We are the Nessian knot. The devils were just described as the cardinal's "furies," not their own knot.
oh yeah nice catch Johan. I was assuming they were a knot because of the Nessian Knot thing forgot that was us ;)
So the seventh are not mindless NPC's while the devils are. Even though we were rewarded them from the Cardinal to help. Seems legit. So the other is just chilling in Farhold because it didn't find the seventh and is like oh hey they didn't say report back guess I'm on vacation.
Tiadora takes the diary, read it and then, when nothing else is said, she walk away and soon after is gone, giving no further instructions or motives.
Sometime after two Erinyes, by the name of Tisaera and Melinoe arrives at the horn, carrying with them another clay seal, and a letter from the Cardinal.
It reads:
“I have no time for this infighting! We are so close to victory! Nothing can stand in our way!” ”The Knot Hibernal is declared broken. In accordance with the Pact of Thorns, I release these traitors. They are no longer bound to my service or enjoy my protection. I send to you, my Nessian Knot, my furies Tisaera and Melinoe, they’ll serve you for one week. Make those traitors suffer for their treachery and then return to the work at hand. Bring me the daemon’s gift!”
Intentions?
No word about helping. It's about obeying and serving.
However, if this was going to be the end result...why the push to have us be super descriptive in our planning of an ambush that wasn't ever going to happen?
Because if you guys were setting some sort of 'mechanical trap' or doing some preparation in the field before combat instead of just hanging around and waiting, you'll have the chance to notice then when they arrived.
We wouldn't have to question everything if it felt like we were playing in the story instead of playing against the GM.
So what pray-tell has the other devil done the entire day while not finding the seventh?
We have a chance to notice them no matter what. It is simple perception vs stealth. We should have all got checks, and the Erinyes has constant true seeing so invis would not have helped them.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
We did get checks. Or at least I presume that's what the 4d20 roll at the top of the post is for... ranked alphabetically that would put Eldred as the highest roll
I was in my way to write a big answer commenting everything and answering all small things: explaining how Cedric's order were interpreted, how the Cardinal had already advised how to deal with devils, how Tiadora proved that the phrasing of the order mattered, when she delayed Agrippas delivery for some weeks just to spite the mage...
But in the end it would be pointless.
So, here is the deal, and let’s get direct to the point:
WE CAN:
Keep playing the game.
I’m up for it, I like running this campaign, I’ve went into several weeks of personal trouble just to keep the game up. I’ve gave up playing in other games so I would have time to keep things interesting and be able to answer properly or at least try do to that in the game.
I’ve tried to set an interactive mood, adding small things to make the game interesting for everyone, but I do like ‘dramatic combat’ and I do like to put the ‘characters’ in a tight spot from time to time.
I usually don’t allow one-sided situation unless the planning really deserves it and I think I’ve been fair with all the things that happened in the game up to this point.
My own understanding about fairness may not match the player’s tho.
I don’t mind when you point something wrong in my ruling, I don’t mind when you tell me I’ve been using a rule wrong. I do not have absolute knowledge about pathfinder and the knowledge I have is somewhat tainted by 3.5 Era.
However, I don’t want questioning such as these:
“I don’t agree with my character situation right now! The DM MUST DO THINGS THE WAY I WANT!”
or WE CAN:
Decide who want to keep playing the game as mentioned above and if needed recruit replacements.
I’m set in at least finishing the module, so if get to keep at least one of the players, I’ll recruit others to fill the vacant spot and continue the game.
Speaking for myself only, I'm not sure what the big deal is right here. I'm only ever interested in moving the plot forward, we seem to get into these quibbles from time to time and frankly it annoys me that we get bogged down.
The only point I tried to make earlier (and it wasn't an indictment of you or your style) was that since you had worked out that the Erinyes were gonna not be all that productive for us based on our instructions to them, why then did it really matter all that much what our plans were? It held us up for nearly 2 days.
In a PbP the GM needs alot of latitude to push the action forward because there is nearly no "table talk" and what there is can take days.This turns any minor thing (or major one like laying a trap) into a quagmire of indecision and wasted time.
This is why I've been so in favor of just letting Johan or Eldred (when he's posting consistently) take care of all the planning. I'd rather the plot be advanced.
As long as everyone is making the effort to make daily posts that advance the plot I'm good to go.
AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
I'm fine.
I'll admit I take less pleasure in the game lately, hence my erratic posting. Its more about the level things. I am typically used to low powered, low level, low magic games and the numbers sometimes get to be a bit of a blur.
I am all for the other knot outwitting us. Its fine to be on the backfoot - I think that adds to the game. It challenges us. Frustrating as it was, that good party that outsmarted us around the teleporters was a real challenge.
In short I am fine for continuing the game.
That said, I think people get too easily upset by conversation on what happened and when. Its play by post... some stuff is going to get missed. I'd like both GM and Players just to roll with it when it does.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
@ Seranov - there is a post under the avatar NPC - Cardinal Adrastus Thorn further up the page that has a spoiler titled "Talingarde" that explains a lot about the world.
Neat! There certainly is, and it beautifully answers my question!
And with no further ado, I present Wodin Earthbreaker, Stonelord of Asmodeus.
Background:
Wodin Earthbreaker was the son of Toryn Earthbreaker, a Stonelord of the dwarven mountain home of Thanehelm. A family with little of note besides their mastery of tunnel-fighting and earth magic, Wodin was expected to follow in his father's footsteps. Though he took to his training with relish, hard times loomed in Thanehelm. Before the young dwarf could finish his training, the Siege of Thanehelm began.
The siege was long and brutal, and eventually ended in the almost total destruction of Thanehelm and its people. The defeat left Wodin, who had been injured and had to flee, in despair. Was this all Torag and his family could do for them? Just leave them to be destroyed by the undead and monsters called from near and far? The young Earthbreaker would not let it stand.
Wodin traveled to Cheliax, home of the Church of Asmodeus. The Stonelord had heard stories of the Prince of Law's dedication to keeping order. Disenfranchised with the dwarven pantheon, young Earthbreaker decided to join the God-fiend's faithful, immersing himself in the rites and beliefs of Asmodeans. His descent from a good, faithful Toragian into a wicked-hearted Asmodean was quick and unhindered by the same weaknesses that had plagued through his life under the mountain. Within a number of years, the dwarf had proven himself a loyal and dedicated member of the church. He offered his services as a soldier in their military, and here, he quickly proved himself to be a skilled fighter. Standing like an immovable stone and preventing the church's enemies from striking down the Prince of Darkness' faithful, he earned some fame among his fellow soldiers as one to be depended on in battle.
Impressed with his martial prowess and unwavering will, the Church's unholy knights soon took him into their number. They taught Wodin how to combine his family's Stonelord traditions with Asmodeus' fiendish powers. It was here, while he was honing his skills and his faith, that Wodin was noticed by Cardinal Adrastus Thorn. Wodin had been training with a number of other squires, his family's traditions providing the other squires with a splendid target to test their skills on. One after another, the squires struck at the dwarf, their weapons knocked aside or simply ignored by the stout man. Single-handedly holding off eight squires, Wodin calmly defended himself while quoting Asmodean scripture. His faith acted a shield, defending him from the unending barrage of practice blades and the curses of the other men.
The Stonelord continues to serve as a squire of the Church of Asmodeus. His every day is spent in the glory of the Lord of Hell, his every word and action intended to greater the Archfiend's glory.
Motivation:
Wodin's one true goal is the destruction of Torag and his ilk. Believing his family, friends and countrymen were abandoned and left to die by the dwarven pantheon, Earthbreaker has decided that these deities are fools and sham-artists. For all their godly powers, they had naught to spare the people of Thanehelm. The dwarf would see them unseated as the focus of religion for the dwarven people, if not killed outright. It is in Asmodeus' service that he believes that he has the greatest chance to accomplish this goal, for the God-fiend had killed his brother Ihys, and this meant that the gods, too, could be slain. With the Father of Creation dethroned or dead, Wodin would lead his people to become the greatest servants of the First.
Asmodeans believe that the strong should rule the weak, and Wodin stolidly believes that he is all the proof that is needed that dwarves are strong, and should impose order over the lesser, weaker races. He is loathe to tell others of this, however, because it is much easier to use and control those who do no realize his assumption of superiority.
Physical Description:
Wodin is a broad-shouldered dwarven man with piercing gray eyes. His crimson red hair and beard are always well-kept and ornately braided, as the Stonelord considers them proof of Asmodeus' favor. Standing taller and wider than most dwarves, Wodin believes he is proof that the dwarven pantheon holds back the people under the mountain, rather than support them.
When not wearing his ornate grey and red plate armor, Wodin wears simple leather clothing in red and black.
Wodin is a calm, collected dwarven man. He is very muted in his dealings with others, appearing to be a very quiet and pious fellow. Even in the midst of battle, he is always focused, ready to deal with any who might challenge him or his companions. However, he is unbelievably prideful, so thoroughly is he convinced of his strength and martial ability. His tendency to root himself to the ground, both literally and figuratively, can frustrate and enrage others.
Despite this mostly calm demeanor, Wodin is every bit a servant of the God-fiend. He will use others to serve his own needs without remorse or reluctance, especially when in the service of Asmodeus.
Wodin's Code:
A contract is sacrament. When I am contracted, I will accomplish the terms without fail. However, my word is not my bond, and everything is for the greater glory of the Prince of Law.
I am, at all times, seeking to maintain order. I will use any means necessary to ensure that order is not disrupted. The ends will justify the means.
I am the hammer of Law. I will take life wherever Chaos threatens, for Chaos is the Enemy.
Against my master’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to the Prince of Darkness.
Gypsum Delonaire
Male Human (Chelaxian) Alchemist 4/Rogue 2 (Pathfinder RPG Advanced Player's Guide 26)
LE Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection)
hp 22 (6d8-5)
Fort +3, Ref +7, Will +4; +2 bonus vs. poison
Defensive Abilities evasion; Resist poison resistance
--------------------
Offense
--------------------
Speed
Melee +1 heavy mace +5 (1d8+1)
Ranged acid bomb +5 (2d6+4 Acid) and
bomb +5 (2d6+4 Fire)
Special Attacks bomb 10/day (2d6+4 fire, DC 16), discoveries (acid bomb, explosive bomb), sneak attack +1d6
Alchemist Spells Prepared (CL 4th; concentration +8):
2nd—cure moderate wounds, vomit swarm{super}APG{/super}
1st—bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 15), keen senses{super}APG{/super} (DC 15), shield
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 8, Int 18, Wis 17, Cha 17
Base Atk +4; CMB +4; CMD 15
Feats Brew Potion, Deceitful, Deft Hands, Extra Bombs[APG], Master Alchemist[APG], Throw Anything
Traits dangerously curious, suspicious
Skills Acrobatics -2, Appraise +8, Bluff +11, Climb -2, Craft (alchemy) +14 (+18 to create alchemical items), Diplomacy +10, Disable Device +3, Disguise +12, Escape Artist +0, Heal +7, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nature) +9, Linguistics +10, Perception +10, Sense Motive +10, Sleight of Hand +4, Spellcraft +11, Stealth +0, Survival +8, Swim -2, Use Magic Device +10; Racial Modifiers rogue talents (guileful polyglot)
Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Dark Folk, Druidic, Dwarven, Gnome, Goblin, Infernal
SQ human alchemist, alchemy, fast poisoning, mutagen, poison use, swift alchemy, trapfinding +1
Combat Gear mutagen (true), wand of magic missile, alchemist's fire, caltrops, tanglefoot bag; Other Gear +1 mithral chain shirt, +1 heavy mace, ring of protection +1, alchemist's lab, alchemy crafting kit, backpack, belt pouch, flint and steel, grappling hook, portable alchemist's lab, hemp rope (50 ft.), sewing needle, spellbook, tent, small, thieves' tools, masterwork, heavy horse (combat trained), 135 gp
--------------------
Special Abilities
--------------------
+1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Horse, heavy (combat trained)
Horse, Heavy
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5) and
2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start), Perception +8
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Background
Spoiler:
Gypsum Dellonaire was born to Jada and Malcolm Dellonaire 22 years ago and his two parents were Asmodean Acolytes before the purge. Through some shifty dealings and bribery with a mock conversion they were able to retain their home and not be burned at the stake. Gypsum was raised by his folks to outwardly and publicly state that Mitra is the greatest but that Asmodeus reigns in truth supreme.
Due to his upbringing, Gypsum became an unorthodox polyglot mastering many languages including Boggard amongst others. He is slick well tempered and manipulative. But...
Gypsum Dellonaire just wants to see things burn. Although setting fires has always been one of his favored hobbies the thing that brought him to prison was a singular act of wanton asocial behavior that the authorities could not believe he acted alone.
See for Dellonaire has always had a little voice in his head edging him to do things that weren't what he should do. First, it was pull the tail of the monkey in the cage at the zoo and gradually the voice asked for more and more until six months ago, when he took advantage of the fact that his parents' second story apartment overlooking the Victory Day parade when the King of Talingarde strode through the streets in triumph amongst a very large crowd.
Gypsum had set a string of firebombs on barrels along the street which he had hoped would cause a monstrous explosion in honor of the king, however, when he threw his alchemist fire, it missed the mark and killed seven of the king's guard and severely burned princess Belinda's betrothed Count Favius( of the neighboring independent Duchy).
The fact that Gypsum has been in custody for so long is due to the King's disbelief that Gypsum had acted alone, the interrogators put him in the rack, the iron maiden and devices even more obscure in order to find out who his accomplices were but of course to no avail. They didn't want to believe that it was in honor of the king not an assassination attempt.
Thorn knowing that Dellonaire is a gifted alchemist and is very capable of destroying even the most fortified keeps, also has kept in contact with his parents and has secretly molded and financed his experiments and discoveries, knowing that explosions are extremely powerful. Gypsum wants to see Asmodeus reign supreme but does some psychotic thing a times because his sanity teeters.
Outlook
Spoiler:
Gypsum enjoys the challenge of manipulation and problem solving. He wants to see his skills grow and grow and his ability to destroy grow. He is slick, charismatic and pragmatic. He moves the pieces around the board like a master despite being in his 20s. He is cool, calm and collected and lives for the next challenge.
@ DM Aku - how do you feel about the retraining rules? I'm not sold on my feat choices. Would it be possible, if selected, to retrain them out if they prove to be bad choices?
Particularly, I would want not to use it. However, I mostly for those circumstances, leave the decision for the group. Until now, no one mentioned it. But we are not using Downtime rules.
Sorry about not following up, but had a bunch of friends' birthday parties on back-to-back nights. I don't see a response about whether or not we could houserule uses on her bloodline claws, but I built on the assumption she could (since it's a fairly easy switch). If you'd rather not go in that direction, it's a few tweaks to give her a weapon.
Here is her mostly done Myth Weavers sheet. She's missing gear, but it still gives a clear idea of where I intend to go with her and has almost all the pieces in place.
Meet Lady Ardra Pain de Veau, she's a Tiefling Alchemist: Preservationist who, had she started at the beginning of the AP would have been convicted of murder. Prior to her arrest, or perhaps before she went underground and joined the knot she was a kingdom famous chef and brewer at an acclaimed restaurant and tavern. She dedicated her life to the pursuit of the culinary arts, and though she was a horror to work for, her skill by itself was enough to draw would-be students and apprentices from across Talingarde and beyond. So meticulous was she that she sourced and raised her own livestock on a private farm. Ardra has even had the honor of preparing a meal directly for the members of the royal house Darius, who in turn bestowed upon her titles, if not lands, commensurate for the gratitude they felt to someone whose talent was surely a gift and blessing from Mitra herself, and no wonder, that night's tour de force menu included such specialties of hers as Warm Rocket and Soilent Green Salad, Long Pork Stew, Le Nourrisson Joues* with braised mushrooms and fennel and Honeyed Sweetbreads Pie.
Ardra's meteoric rise in fame and status seemed to have no limits until her private farm received a surprise visit from the king's clerk along with an entire regimen as an honor guard for the king wished to gift the land to her, a tax free estate. But when the clerk arrived, train in tow, he found the entire compound abandoned as though every hand had had simply vanished in the middle of their chores. Upon investigation, he found gardens and green houses full of every edible imaginable, but upon checking the stockyards, abattoirs, and smoke houses, the clerk began vomiting uncontrollably at one horror after the next. Hundreds of horse stalls housing not horses but humanoids, mostly humans, wild-eyed, naked and filthy, their teeth broken out and tongues removed (he would later find evidence that the tongues had been ground and used to make a sort of potted meat). Where the veal pens should have been, he found children and halflings bound to the floor, tubes attached to bladders forced down their throats so they could be force fed. He discovered sausage and bologna obviously made from the meat and organs of sentient species, and on and on...
Once he reported to the king that in all likelihood the Lady Ardra had fed him, his family, vassals and retainers and anyone who'd ever been to her establishment on the meat of sapient humanoids he was incensed and disgusted. He voided her titles, had all records of her visits to the palace destroyed, sent out proclamations announcing her crimes and immediately signed warrants for hers and all people associated with either the restaurant or farm's arrest, leaving her no quarter and no place to run but into he hands of the cardinal.
* translation=infants' cheeks
this plus her expansion on the previous page should tell you just about everything non mechanical you wanna know