Clebsch GM Wrath of the Righteous Adventure Path (Inactive)

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Greengates Map

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Map of the Marchlands | Wintersun Hall

Once PCs are moved into the room P4, we can proceed with whatever actions you want to take from there.


"Yes, we will see to it that this is cleaned up." The determination in her voice carried a weight to it, a weight that implied she meant more than the altar, and probably more than just the Gray Garrison. She looked Ellena in the eyes. "Let's finish this."

I moved Ellena and Tauni into the room where they were talking.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"They saying anything interesting?" Raine asked after a small bemused pause at the information that someone in this complex was speaking Celestial. She moved further in, keeping tension on her bowstring as she prepared to cover the others through the next doorway.


Map of the Marchlands | Wintersun Hall

I have moved Anarya and Avelina into P4. Awaiting the next action by the PCs.


"Something about not being able to get their spells due to Deskari. We should free them, but be wary of misunderstanding; they may not realize we are liberators."

"Raine, when you were here before, did you go in there? Do you think it is trapped?"


Map of the Marchlands | Wintersun Hall

Raine:
This room was once used to display memorabilia from the First Crusade. It was a kind of museum.

While we have a lull in the action:
Music to set the mood.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena looked around at the others. "Is everyone healed? If so, I can kick in that door and we can storm the room. No way they are prepared for our combined power," she whispered, wanting to be sure she didn't get in too big of a hurry.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"It was sort of a museum," Raine said slowly to Tauni's question. "They kept things from the First Crusade in there-- reminders. I don't see any reason it'd be more trapped than the rest of this place, at least. Let's do it."

Ready to door open here!


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 13
Anarya: Knowledge (Planes): 1d20 + 4 ⇒ (13) + 4 = 17
Raine: Knowledge (Planes): 1d20 + 12 ⇒ (20) + 12 = 32 versus demons
Tauni: Knowledge (Planes): 1d20 + 9 ⇒ (20) + 9 = 29

The door into the museum was not locked nor did anyone see any traps. Upon opening the door, the first person in witnessed a bizarre scene. The room's contents had been smashed and scattered across the room—even the shelves had been shattered and torn apart in places. The decapitated bodies of two knights, their armor and bodies broken and mangled, lay in the ruins. Holding the heads at the far end of the room were two short, ugly creatures. They appeared to be acting out a kind of puppet show play using the heads of the slain knights, speaking in falsetto celestial. Upon seeing the intruders they shrieked and dropped the heads and attacked. They are surprised, however, and so the first actions belong to the PCs in a surprise round.

The creatures were humanoid and about as big as a human but with hunched backs that made them shorter than normal humans but still medium sized in game terms. They had a rat-like tail, rat-like feet, horns, pointed ears, long incisors, and each hand had an extra thumb.

Anarya, Raine, and Tauni:
These PCs recognize these as abrikandilu demons. [CE Medium outsider (chaotic, demon, evil, extraplanar)].

Known as wrecker demons, abrikandilus delight in destroying beauty, be it by rending a fine painting to shreds, reducing a magnificent statue to rubble, or scarring a lovely face. Abrikandilus are formed from the souls of mortals who vandalized art or defaced objects of exquisiteness, particularly those whose acts of destruction were born from jealousy.

Abrikandilus are often used as ground troops in demonic wars, for they are excellent grunts on the battlefield and don’t require weapons or armor to excel at combat. Their penchant for demolishing works of art functions as an additional demoralizing element in battle, for even when abrikandilus are defeated, the damage they have dealt endures as a constant reminder of the value of what they destroyed.

An abrikandilu stands 4 feet tall and weighs 200 pounds.

Tauni and Raine can each view three of the spoilers below to find out what else about these demons they know. Wait until your turn to share what you choose, but limit the amount of talking to what could reasonably be said in 6 seconds.


Senses:
Darkvision 60 feet; Perception +2

DR:
DR 5/cold iron

Immunities:
electricity, poison

Resistances:
Acid 10, cold 10, fire 10

SR:
None

Weaknesses:
hatred of mirrors: An abrikandilu loathes the sight of its own reflection. Using a mirror grants a +5 bonus on Intimidate checks against an abrikandilu. An abrikandilu adjacent to a mirror or attacked by a mirror-carrying creature (at the GM’s discretion, some shields could be considered mirrors) must attempt a DC 15 Will save at the start of its turn. If it fails, it must focus all of its actions that round on attempts to destroy the mirror.

Special Attacks:
Destructive Attacks: An abrikandilu’s natural attacks can threaten and confirm critical hits against objects. In addition, an abrikandilu gains a +5 racial bonus on Strength checks to break or destroy objects.

Mutilation: An abrikandilu’s bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature’s sense of self-worth. A creature bitten by an abrikandilu must succeed at a DC 13 Fortitude save or gain a –1 penalty on all Charisma-based checks. This penalty stacks, up to a –5 penalty, and it lasts even after the wounds are healed. The penalty slowly fades with time, diminishing by 1 every 24 hours until it reaches 0.
This is a curse effect. The save DC is Constitution-based.


Spell-Like Abilities :
(CL 5th; concentration +6)
3/day—cause fear (DC 12), shatter (DC 13)
1/day—summon (level 1, 1 abrikandilu 50%)

Languages :
Abyssal, Celestial, Draconic; telepathy 100 ft.

Initiative order coming in next post.


Map of the Marchlands | Wintersun Hall

On the Table:
Anarya: Initiative: 1d20 - 2 ⇒ (7) - 2 = 5
Avelina: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ellena: Initiative: 1d20 ⇒ 1
Karas: Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Raine: Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Tauni: Initiative: 1d20 + 12 ⇒ (19) + 12 = 31

Behind the screen:
Abrikandilu 1 Initiative: 1d20 ⇒ 1
Abrikandilu 2 Initiative: 1d20 ⇒ 18

On the Table:
Tie Breaker required between Ellena and Abrikandilu 1
Ellena: 1d20 ⇒ 10
Abrikandilu 1: 1d20 ⇒ 11

Surprise Round

Tauni
Abrikandilu 2
RaineKaras
Avelina
Anarya

Abrikandilu 1
Ellena


"Demons! Use cold iron, but no shocking."

Tauni will delay her surprise action round until after Karas and Raine, since she doesn't want to be the first one into the room.


Map of the Marchlands | Wintersun Hall

Too late to edit I noted two lines run together on the initiative order. Here is a correction.
Surprise Round

Tauni (delay)
Abrikandilu 2 (surprised)
Raine
Karas
Avelina
Anarya

Abrikandilu 1(surprised)
Ellena

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina wasted no time in rushing to the doorway, drawing her longsword as she moved.

Just a move action, since it's a surprise round


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

"Definitely not captives," Raine growled as she got a view of the hideous creatures. Tauni's words made her nod shortly and she added on, "Abriwotsits! They can cause terror, or break things, or summon more like 'em! They freak out at mirrors though!"

She raised the bow, sighting along the shaft of the Nexavaran steel arrow, and let loose.

Arrow vs #2's Flatfooted, FE, PBS: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28
Damage: 1d8 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12

Grinning grimly at her solid hit, Raine took a step back to make room for the others. " 'Ware the teeth! Their bites mutilate!"

(Std to fire, 5-ft step back)


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas made ready and rushed the closest demon.

move action, holding sword, no rage yet


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena follows closely behind Karas, ready to add support to the group's attacks versus the nasty demons.

Could someone please move me 20' toward the baddies? Thanks.


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Moved Ellena's icon for her.

Tauni followed in the path of the shining warrior, maneuvering to get line of sight to the demons.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Unable to get into the room in time, Anarya quickly called upon her wand's power to bless the party once more.

Bless, +1 morale bonus to attacks and saves vs. fear.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC 16
Karas: Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
Raine: Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
Tauni: Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

On the Table:
DC 12
Raine: Will: 1d20 + 3 ⇒ (14) + 3 = 17

I assumed Karas delayed long enough to gain the benefit of Anarya's bless spell before moving into the room, which would put him out of the spell's line of effect. Note: I'm going to assume all the squares along th eastern wall are difficult terrain. All others are normal terrain.

Raine's arrow still hit, but the target was just outside of 30 feet range, so the bonus from point blank shot did not apply. There ws an additional -4 due to the cover provided by the door limiting her shot vectors.

Raine got the battle started with an arrow into the chest of one of the demons 12 to demon 2. Anarya drew another divine blessing from her wand to benefit the party, and then Karas and Ellena led the attack into the room, with the spell casters falling in behind.

The demon wounded by Raine's arrow moved a little closer to her and hissed out an arcane word in abyssal. For an instant, something that looked like a dark swarm of insects flew from his mouth and out the door at Raine, vanishing as they washed to either side of her resolute spirit.

Karas, Raine, Tauni:
The spell was cause fear. Raine made the save.

Previous Rounds:
Surprise Round
Tauni (delay)
Abrikandilu 2 (surprised)
Raine (ranged attack, hit, 12 to A2, step)
Karas (delay)
Avelina (move)
Anarya (bless) (bless with wand)
Karas (move)
Abrikandilu 1 (surprised)
Ellena (bless)(move)
Tauni (bless)(move)

Round 1
Abrikandilu 2 (12 lethal)(move, sla)


Raine (bless)
Avelina ((bless)
Anarya (bless)
Karas (bless)
Abrikandilu 1
Ellena (bless)
Tauni (bless)

Round 2
Abrikandilu 2 (12 lethal)


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

GM:
My bad, I thought I was within 30 prior to my move last turn. Will count more carefully. Also, I think I'm shaken now for one round (since I made the save vs the cause fear).

Raine gritted her teeth as unease washed over her, leaving her somewhat shaken though not in full terror.

"That... that all you got?" she yelled back at the demon in its own foul tongue. She stepped back to the spot she had previously vacated to let the others pass, and sent two more arrows at the monster.

5-ft step, rapid shot vs #2. By my count I'm within 30' now, ignore PBS if not

Arrow #1, PBS, FE, bless, cover, shaken, rapid shot: 1d20 + 9 + 1 + 2 + 1 - 4 - 2 ⇒ (20) + 9 + 1 + 2 + 1 - 4 - 2 = 27 Potential critical
CONFIRM? #1, PBS, FE, bless, cover, shaken, rapid shot: 1d20 + 9 + 1 + 2 + 1 - 4 - 2 ⇒ (18) + 9 + 1 + 2 + 1 - 4 - 2 = 25

Critical bow damage vs #2, cold iron, PBS/FE X3: 3d8 + 9 + 9 ⇒ (8, 5, 3) + 9 + 9 = 34

An arrow sailed from her bow and sank deep into the throat of the foul creature.

If it's still up:

Arrow #2, same mods: 1d20 + 7 ⇒ (2) + 7 = 9


Map of the Marchlands | Wintersun Hall

Raine fired an arrow back at the Abrikandelu that had tried to hit her with a spell and it went straight into his forehead, killing it instantly. You got the damage right, but I'm curious why you added +9 twice instead of just tripling your damage bonus of +6. It adds up to the same, but not sure if you intended something different.

Previous Rounds:
Surprise Round
Tauni (delay)
Abrikandilu 2 (surprised)
Raine (ranged attack, hit, 12 to A2, step)
Karas (delay)
Avelina (move)
Anarya (bless) (bless with wand)
Karas (move)
Abrikandilu 1 (surprised)
Ellena (bless)(move)
Tauni (bless)(move)

Round 1
Abrikandilu 2 (12 lethal)(move, sla)
Raine (bless, shaken)(step, 2 ranged attacks, 1 hit, 34 to A2)


Avelina ((bless)
Anarya (bless)
Karas (bless)
Abrikandilu 1
Ellena (bless)
Tauni (bless)

Round 2
Abrikandilu 2 (46 lethal, dead)
Raine (bless)


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

GM:
No reason, it's just how I mentally sort the math. I go 'static +3 damage, x 3 = 9' and 'circumstantial +3, x 3 = 9'. I just try and make sure I'm doublechecking my numbers as I go, and that math makes more sense to my brain. *shrug*

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Since we're fighting demons now, a few reminders about Anarya: She has Spell Resistance 9 against any spell cast by an evil outsider, and gets +1 on saves against evil outsiders' spells and abilities.

Anarya cast a quick glance at the others to be sure none had been wounded, then reached for her sling as she entered the room.

Attack: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 Uh, okay.
Confirm?: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 I took the -4 for shooting into melee, but with the +4 for cover Karas is giving it, I doubt this hits.

Damage (Cold Iron): 1d8 ⇒ 8 If It Somehow Crit: 1d8 ⇒ 1

Sending the sling bolt whizzing right under Karas's upraised arm, she struck the demon square in its nose with the cold iron bullet. The projectile slammed home with a satisfying crunch.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Once more the claws emerged as Karas lashed out at the demon in front of him.

Rage, longsword and claw attack

MW Cold Iron Longsword, Bless, Power Attack: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage,Power Attack: 1d8 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Magic Claw, Bless, Power Attack: 1d20 + 4 + 1 - 2 ⇒ (14) + 4 + 1 - 2 = 17
Damage,Power Attack: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina continued into the room, freezing mid-step as Raine's arrow flew inches from her face straight into the wounded abrikandilu.

"Well...yes. That happened. Clearly, the Goddess's Will protects me."

She waved a hand at the remaining demon. "You there! Tremble appropriately for your situation, filth."

SR Check (if needed): 1d20 + 4 ⇒ (16) + 4 = 20
Word of the Inheritor Ear-piercing Scream: 2d6 ⇒ (5, 2) = 7
DC 16 fort save to prevent being dazed and to halve the damage. Damage is sonic


Map of the Marchlands | Wintersun Hall

On the Table:
Demon 1 DC 16 Fort: 1d20 + 5 ⇒ (10) + 5 = 15

Behind the Screen:
DC 18
Anarya: Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11
Tauni: Spellcraft: 1d20 + 11 ⇒ (13) + 11 = 24

The air between Avelina and the remaining demon shimmered silently as her magical energy flew into him, distorting his head briefly. The demon shuddered as if hit by something and bruises appeared on his head, leaving him looking about in a daze. 7 lethal to demon, dazed until the start of Avelina's next turn.

Moments later, Anarya's sling bullet slammed into him, adding more marks to his face. 8 lethal to demon.

These attacks softened the demon up for Karas' assault which marred his ugly form even more, hitting with both sword and claw. 29 lethal to demon.

The wretched outsider fell to the ground, dead. The second battle of the Grey Garrison ended almost as quickly as it began.

Previous Rounds:
Surprise Round
Tauni (delay)
Abrikandilu 2 (surprised)
Raine (ranged attack, hit, 12 to A2, step)
Karas (delay)
Avelina (move)
Anarya (bless) (bless with wand)
Karas (move)
Abrikandilu 1 (surprised)
Ellena (bless)(move)
Tauni (bless)(move)

Round 1
Abrikandilu 2 (12 lethal)(move, sla)
Raine (bless, shaken)(step, 2 ranged attacks, 1 hit, 34 to A2)
Avelina (bless)(casts spell, 7 to A1)
Anarya (bless) (move, ranged attack, hits, 8 to A1)
Karas (bless)(2 melee attacks, 2 hits, 29 to A1)
Abrikandilu 1 (44 lethal, dead)
Ellena (bless)
Tauni (bless)

Round 2
Abrikandilu 2 (46 lethal, dead)

The two headless bodies, from what was left of their pulverized armor and gear, appeared to have been paladins. From the decay, it was likely they met their doom during early stages of the incursion. The only undestroyed part of their gear was a very well made morningstar. Inspection with detect magic revealed it was magical. Tauni determined it was a +1 adamantine morningstar. The abrikandilu demons probably tried to destroy it, but could not, even with their enhanced destructive abilities. They apparently used it to destroy much that was in the room, however.


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NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Nicely done, team Righteous! :)

Raine smiled in dark satisfaction at the quick destruction of the demons.

"I'm sure your goddess helped," she said pithily to Avelina, "but I also know how to aim. I'll listen and guard at the next door, let's search that room quick and keep movin' once it's done. Our pace is good so far."

Letting the others examine the wreckage and destruction for things of value, Raine quickly moved to the door further in, nocking another Nexavaran steel arrow and making sure the passage ahead was clear once the other were ready.

Moved Raine on the map, she'll do the GM-rolled Perceptions etc and listen for movement in the next room.


In addition to identifying the value of the morningstar, Tauni scanned the room for anything left of value after the demons' destructive presence.

If no one wants to use the morningstar during this assault, Tauni will put it in her haversack.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena nods as the wizard stows the magical weapon. "It could come in handy in a pinch, but I'll be quite happy with Radiance here.". She doesn't mention the scrum she just witnessed, being slightly embarrassed at her slow reaction speed. If anyone could see her face through the helm, it would be blushing bright red.


Map of the Marchlands | Wintersun Hall

Behind the Screen:
DC -10 (sound of battle)
Perception, 30', 2 walls: 1d20 + 5 - 3 - 20 ⇒ (12) + 5 - 3 - 20 = -6
Dretch 1: Stealth: 1d20 + 9 ⇒ (6) + 9 = 15
Dretch 2: Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Dretch 3: Stealth: 1d20 + 9 ⇒ (17) + 9 = 26

Avelina: Perception: 1d20 - 4 ⇒ (8) - 4 = 4
Ellena: Perception, 40', 2 doors: 1d20 - 1 - 4 - 10 ⇒ (10) - 1 - 4 - 10 = -5
Karas: Perception, 40', 2 doors: 1d20 + 9 - 4 - 10 ⇒ (13) + 9 - 4 - 10 = 8
Raine: Perception, Kenabres, 2 doors, 20': 1d20 + 14 + 2 - 10 - 2 ⇒ (10) + 14 + 2 - 10 - 2 = 14
Tauni: Perception, 40', 2 doors: 1d20 + 10 - 4 - 10 ⇒ (15) + 10 - 4 - 10 = 11
Anevia: Perception, 40', 2 doors: 1d20 + 5 - 4 - 10 ⇒ (19) + 5 - 4 - 10 = 10


Searching the room revealed nothing of value that hadn't been completely destroyed by the demons.

Raine heard nothing while the room was searched.

The mongrelfolk and Irabeth moved into the foyer of the garrison, both guarding the door and ready to back the team up.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas spat at the demons as he changed back to normal. he took a moment to try his best to reunite heads with bodies and place them in a more dignified pose. "Bury them later. They didn't deserve that kind of crap."

Karas walked back into the shrine room and waited to move on with the others.


Map of the Marchlands | Wintersun Hall

Karas paid his respects to the fallen paladins and returned to the door that would, according to Raine, lead to hall that connected to a temple to Iomedae and a stairway up to the next level. Off the temple was a room that quartered an Iomedae priest in better times. Iomedae knew what was in these rooms now.

Nothing could be heard moving beyond the door and Raine detected no traps, so when all were ready, Raine opened the door and stepped aside for Karas and Ellena to have first crack at anything inside.

I'm assuming you are taking the same general approach to each new room. Let me know if you want to change that.

The room was as Raine remembered, just a connecting hall to the temple and stairs. The doors were closed. Nothing stirred in the hall.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

"It looks safe," Ellena suggested to Raine, as she peeked into the hall. She waited for the new member of the group to give her the all clear sign before she carelessly strode ahead, perhaps endangering all of the group.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Raine squinted down the hall over Ellena's shoulder. "Right then," she said with more skepticism, but moved in to check the next doors and listen for demonic activiy.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas fell in line behind Ellena, glancing over his shoulder to check in on everyone else.


Map of the Marchlands | Wintersun Hall

Behind the screen:
Raine: Stealth, ACP: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12
Tiefling Rogue: Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Dretch 1: Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Dretch 2: Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Dretch 3: Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Tiefling Rogue: Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Dretch 1: Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Dretch 2: Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Dretch 3: Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Raine: Perception, Kenabres: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23

Cultist 1: Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Cultist 2: Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Cultist 3: Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Cultist 1: Stealth: 1d20 ⇒ 18
Cultist 2: Stealth: 1d20 ⇒ 14
Cultist 3: Stealth: 1d20 ⇒ 5
Modifer to Raine's perception check: -10 (50', door)

Raine crept into the room, but found it hard being as silent as she usually was, due to debris littering the floor. When she got to the door leading to the stairway up to the next floor, she heard nothing for a moment, then noticed something snuffle, a sound that might be made by a creature with a bit of head congestion.

From the north door, she caught the sound of snoring that stopped abruptly, followed by a someone saying low words she could not quite make out.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Sorry to delay!

Raine's eyes narrowed at the sounds, gray eyes flicking left and to right. She pointed to the north door and held up two fingers, figuring by the sounds of talking there had to be at least two in there.

The stairs also got a finger point from her and a solitary finger held up. Raine tried to ease the door to the stairwell shut, if it was intact enough to do so and didn't look likely to make a terrible amount of noise.

Raine doesn't like having potential threats able to to come down the stairwell to us, so wants that door shut. If it's already closed, please ignore that bit. If it's open and you need a stealth roll:

Stealth, Favored community: 1d20 + 12 ⇒ (10) + 12 = 22


Map of the Marchlands | Wintersun Hall

The door to the stairwell was already shut and I assumed Raine only listened without attempting to open it.

While we are not yet in melee, let's proceed (in any order) as if this is a single melee round. If you move, roll a stealth roll. If you don't make a roll, I'll assume you took 10. As you post or after everyone has posted, indicate which door you want to deal with first.
Whispering can only be heard 5 feet away and has a perception DC of 15. Casting spells with verbal components cannot be done at a whisper and have a perception DC of 15. The same goes for speaking at a volume that can be heard by anyone in the area.

Raine knows that the door into the stairwell can be locked and barred from the stairwell side of the door. I'm assuming she hasn't yet tried to open the door, so she has no way of knowing if it has been locked and/or barred from the other side. She does not think the temple door had any way to lock it.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

With the group trying to move silently, Ellena held her position and waved the others past her. Ill make enough noise to wake the dead, she thinks, while taking the rear position for the first time. Once the group makes its move, she follows behind.

Since she is going to delay until the others go, probably doesn't need a stealth check. But if so, here goes nothing. Stealth 1d20 - 6 ⇒ (7) - 6 = 1

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Anarya crept into the room, reaching out and silently imbuing Raine with another blessing. A warmth flowed from her hand into the woman, shielding her from evil's wrath.

Stealth: 1d20 - 1 ⇒ (17) - 1 = 16

Casting protection from evil silently on Raine.


NG Ranger 9 * HP 98/98 * AC 24 (or higher in magic circle)|T14|FF20 * CMD 27 * F+7 [See Feats] R+12 W+5 * Init +8 Per +19 (+4 vs traps) |

Raine gave a small nod of thanks to Anarya, assuming the touch was to convey some blessing or another. She kept her bow trained on the northern door, ready to let one of the front line open it.

With the stairwell door closed, Raine decided to leave it alone; the sound of combat would hopefully be muffled by it.

Not moving any further physical distance, good where I'm at.


1d20 + 2 ⇒ (14) + 2 = 16

Tauni moved up behind Raine, trying to get in position to support her with spells when the door opens. Taking her cues from the scout, Tauni tried to be as quiet as she could in her movements.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas did his best to stay quiat as he stepped up near An arts as he hovered protectively near the angel.

stealth: 1d20 - 2 ⇒ (10) - 2 = 8


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 8
Cultist 1: Perception, Door, 50 ft.: 1d20 + 5 - 5 - 5 ⇒ (8) + 5 - 5 - 5 = 3
Cultist 2: Perception, Door, 50 ft.: 1d20 + 5 - 5 - 5 ⇒ (9) + 5 - 5 - 5 = 4
Cultist 3: Perception, Door, 50 ft.: 1d20 + 5 - 5 - 5 ⇒ (14) + 5 - 5 - 5 = 9

Cultist 1: Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Cultist 2: Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Cultist 3: Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


On the Table:
Anarya: Initiative: 1d20 - 2 ⇒ (19) - 2 = 17
Avelina: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Ellena: Initiative: 1d20 ⇒ 16
Karas: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Raine: Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Tauni: Initiative: 1d20 + 12 ⇒ (12) + 12 = 24

Surprise Round
Tauni
Anarya
Ellena
Karas
Raine

...
Avelina
...

The door swings open.

First person in:
Blood and filth smear floor of this long room. Six white stone statues of famous heroes line the hall—each clawed, bloodstained, partially smashed, or otherwise defaced. At the far end of the hall, a raised dais holds an upturned alabaster altar. Sitting atop the upside-down altar is a hideous mass of severed limbs that have been stitched together into a vile monstrous insectoid shape. Before the dais, seven ratty bedrolls have been laid out on the floor. Standing at the far end, near the bedrolls are three people wearing chain shirts, holding glaives, and a belt with a spell component pouch, and a strange holy symbol.

Note, the statues provide cover as a person would.


DC 15 Knowledge (religion) to recognize holy symbol:
These appear to be cultists of the demon lord Deskari.


Tauni will delay until after Karas, knowing that he'll probably clear the way for her to follow him in.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena barged right in, intent on becoming a target for whatever was waiting on them in the next room. "We are here to claim this garrison for the w down your weapons, and yield!". Even as she called out her offer, she doubted her words had any chance of penetrating their hearts.

Would someone move me to the square just to the right of the P7? Thanks.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas rushed in after Ellena to form a wall of anger and steel between the cultists and the others.

please move me into the room next to Ellena. Not yet raging


Map of the Marchlands | Wintersun Hall

Ellena moved forward but in her armor, she was not able to get into the room. Karas advanced into the room. Those outside the room heard no immediate sounds of a fight.

When I moved Ellena earlier, I forgot this is a surprise round, so she only gets a single move action, which puts her in the connecting room. Karas can look at the spoiler above to get the description of the room.

Surprise Round
Tauni (delay)
Anarya
Ellena (move)
Karas (move)
Raine
...
Avelina
...


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

I'm good with it. Lol


Surprise Round.

Quick on the heels of the dragonkin, Tauni went into the room, wand at the ready.

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Map of the Marchlands | Wintersun Hall

The place for discussions about the adventure, the rules, real life, out of character table talk, etc. First order of business for the selected characters is to firm up your character's stats and background, connect your background to other players, if desired, and generally prepare for the start of the adventure.

Starting wealth for characters will be the average for the character's class. Residents of Kenabres are encouraged--in some groups like the guards and soldiers, required--to keep fully armed and armored at all times, including having enough provisions to set off on immediate march into the Worldwound, with rations, water, torches (if needed), and anything else needed for survival away from the city.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Congratulations to everyone that was selected!

I look forward to many delightful adventures with you :)


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Woot! Thanks for the selection, DM! Congrats to everyone.

Ellena checking in. If anyone wants to check her sheet, please feel free. I had advanced a few levels in the last game before it died, and I tried to gear her back. I'm sure I might have forgotten something here or there, so any corrections would be appreciated.

Basically she's a resident. She's in one of he guard divisions. She's definitely a paladin, but isn't lawful stupid. She's judgmental and has a bit of a racist streak with tieflings, in particular. However as she gets to know them and they prove her preconceived notions are not correct, she's totally willing to come around.

I'm happy to connect my background to any of you, if anyone has an idea.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Friends! We have quite an adventure ahead of us! Finalizing skills and gear now, I'll have to post them as they become ready. As the Rogue, I am more than happy picking up what skills are not taken if needed. I won't be able to carry much with a strength of 9, but I'll see what goodies I can get away with.

Looking Like the following as Trained skills thus far. 11 = 8 + Int(1) + FCB(1) + Skilled(1)

  • Acrobatics +8
  • Bluff + 6
  • Disable Device + 9
  • Disguise + 6
  • Escape Artist +8
  • Linguistics + 5
  • Perception + 4
  • Perform(Comedy) +8
  • Sleight of Hand + 8
  • Stealth +8
  • Use Magical Device + 6

Languages currently looking like Taldane, Varisian, Skald.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

The only thing I need to do is finish making purchases on Avelina.

As for skills, despite being an arcane caster, Avelina will not be putting any points in Spellcraft or Knowledge (arcana) for the time being for roleplaying reasons. The lack of those skills are the reason she does not realize she is an arcane spellcaster instead of a divine one. Her bloodline gives her access to some extra class skills (diplomacy, knowledge local, knowledge history, and linguistics), so she will be able to do more skill support than a typical sorc.

She will be a bit low on skill points until she starts taking levels in the Evangelist prestige class, at which point she will be able to fill out a lot of skill needs.


Map of the Marchlands | Wintersun Hall

I have posted some information on the campaign tab, including some SOP regarding certain situations and house rules. Take a look when you get a chance and let me know any feedback.

Also, I'd like to ask that you put your crunch information in your profile using the standard Paizo Pathfinder format. Please do not hide it under a spoiler. Do hide any other information, such as background, text details of feats, class features, etc. under spoilers. For an example, see Shasta.

This makes it easier for me to find information when I need it.

If you want start think about your first gameplay post, you should describe your arrival to the celebration of Armasse. Each character finds himself or herself led in subtle ways, perhaps too subtle to notice, to stand in Clydwell Plaza in time for the blessing of the festival by Lord Hulrun himself, ruler of Kenabres, at noon, the traditional opening event of Armasse.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

So in the original game Karas was built for he had ridiculous stats as did the others. It will be interesting to see the toned down and more realistic stat spread at work.

Ellena, you likely have seen Karas about the city before and I welcome the racial prejudice because well... Its kinda warranted in the wordlwound but I'm interested to see how time changes that. It's fairly well known in the city that he is a ward of Terendelev which has kept most of the lack off of him.

DM, I have unspoilered Karas' stat block in his profile if that looks up to your standard. I will also add the standard stat line to the quick ref.

Also to get it out of the way, I grant permission to make any applicable AOO for me.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Unspoilered Avelina's stat block as well.

Avelina spent the first four years of her life in Kenabres (leaving about 14 years ago), so she could possibly know someone from back then.

Everyone has probably heard of the Queen's willful niece that has been withdrawn from public life for the last five years. Some of the PCs might have heard gossipy rumors ranging from "she's possessed by a demon and tied up in the basement of Starrise Spire" to "the Queen has locked her away to train her as a secret weapon against demons." Or maybe you've never even heard of her at all.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I will get Anarya's stats cleaned up shortly - I have company over this weekend and will be busy for the next day or so, but then I'll be completely ready. I'm very excited to be playing with you all!

I think I'll be making Anarya dual-cursed, as she was in her last attempt, but otherwise I probably won't be changing much beyond making sure her gear fits the gold amount.

She is a resident of Kenabres, and while she isn't officially part of any military unit or crusader contingent, she's a common sight in healers' tents in and around the city, using her powers to save lives wherever she can.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4
Karas Argentus wrote:

So in the original game Karas was built for he had ridiculous stats as did the others. It will be interesting to see the toned down and more realistic stat spread at work.

Ellena, you likely have seen Karas about the city before and I welcome the racial prejudice because well... Its kinda warranted in the wordlwound but I'm interested to see how time changes that. It's fairly well known in the city that he is a ward of Terendelev which has kept most of the lack off of him.

DM, I have unspoilered Karas' stat block in his profile if that looks up to your standard. I will also add the standard stat line to the quick ref.

Also to get it out of the way, I grant permission to make any applicable AOO for me.

Interesting, Karas. I would suspect that Ellena would have mixed feelings toward you, in particular. Her obvious contempt might be tempered by knowing that Terendelev trusts you. Or at least sees something in you. That might make her want to drive you harder to see if the dragon was right or not. Or to make you quit, and show her prejudicial stereotypes were right.

DM, I'll clean up Ellena's profile this weekend.


Map of the Marchlands | Wintersun Hall

As mentioned in the recruitment posts, if players are concerned about the diversity in the cost of the attribute point build, we can discuss having you make adjustments to your characters to make them all the same or closer to the same. Currently, the ones with a 15 point build are Karas, Avelina, and Ellena, while Franti is 22; Tauni and Anarya are 25.

As I said, I don't think the attribute levels will make or break a character. As it has happened, the ones with the highest builds are the least martial of the group: Rogue, Wizard, and Oracle. So let me know if you want to make adjustments. For what it's worth, I think the AP is written on the assumption of a 15 point build, but I'll be adjusting the level of the encounters up a little to compensate for there being 6 PCs instead of the nominal 4.


Map of the Marchlands | Wintersun Hall

No rush on getting characters ready to go. It will take me a little while to get a few things ready on my end. Stat blocks so far look pretty good. One request is that you only list skills that you have ranks in, so I can tell what skills are trained and what are untrained. If you want to have a complete list for reference including default values for skills that can be used untrained, just place it under a spoiler.

You can put what you like in the header (the line that appears under your character name with each post). I'll be keeping my own list of saving throws, perception and knowledge skills for each character, since I'll be making those rolls for the characters on a regular basis. The most helpful things for me and the other players will be the things that are changable, such as hit point, remaining points of various pools, and other abilities that are limited to a certain number per day.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I'm fine on however you want stats done, DM. 'As is' is fine with me, same is true for adjusting them a touch. It's your game and I'm groovy either way, just let me know.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I will update my stat block's skills later today when I get home.

As for adjusting attributes, what were you thinking GM?


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

GM is totally right about APs. they are generally written for party of 4 at 15pts. I'm ok with not adjusting seeing as He is including Hero points up until we go mythic. At which point we get mythic points and shenanigans ensue.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

No complaints being on the upper side of the stat block, but would be willing to lower down to meet others as necessary. Unchained Rogue is less MAD than before, I mostly rely on DEX now. I'd most likely drop my CHA/CON down to meet ends meet.

@Cleb: While perhaps not practical, I want Franti to know as many "common" languages as he can. It doesn't make sense for him to know abyssal, celestial or other useful languages here. If you will only be using Taldane and will be disregarding Varisian, Skald, Kelish et cetera, I may change this.

@Karas: Franti is all for Tieflings, freaks and fools. I'd play Devil's Advocate (pun intended) for Karas, liking the fact that he isn't one for rules and formalities. Franti will likely intentionally avoid jokes on the Tiefling until a relation of some kind forms. Being CG, I may ask for your help with friendly pranks and jokes at times.

@Rabbit: If he catches wind of Rabbit's Varisian heritage, he will likely try to tell jokes in Varisian to her, or explain the nuances of the Varisian language when it comes to humor if she cannot speak it.

Franti is a fool. There may be some issues with his future actions with LG individuals, particularly with his lack of formality, order, rules. That said, he does have his passions and tendencies for good. If the Crusades are targeting Witches in his presence, Franti will jump in their defense. He doesn't believe in inherent evilness or wickedness, and will actively seek to redeem or forgive evil figures, especially those that aren't demons. While afraid of demons from his encounters in the Worldwound, he will take no glory of pride in fighting or slaying them. At least how he is now.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I've updated Anarya's stats - added dual-cursed, switched her domain for Touched by Divinity to the Defense subdomain, and went with Idyllkin for her Aasimar heritage (the only thing it changes, given her racial substitutions, is she gets +2 con instead of +2 wis now). Only her gear is left to change.

On that note, GM - how do you handle encumbrance, rations, and minutiae like that? Should we try to ensure we stay under our light encumbrance, or can we handwave it within reason? Should we track rations, or not worry about them?

Every GM does it different, so I'd like to know how you handle things before I make the last few changes to my equipment for level one.

Can't wait to get started with you all!

Edit: I came up with one last change. Since Anarya's power comes from the god of humanity, it makes sense that humans would find her power harder to resist. With that in mind, I think I'm going to swap out sacred conduit for overwhelming beauty.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot
Anarya wrote:
GM - how do you handle encumbrance, rations, and minutiae like that? Should we try to ensure we stay under our light encumbrance, or can we handwave it within reason? Should we track rations, or not worry about them?

Actually, I was going to ask about encumbrance too. Currently I am shoving all non essentials into a backpack and dropping that at the start of battle. Could go incredibly wrong or mess me up later, but then again, I dropped Wisdom to 9 so I guess that fits.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Oh yeah, one other question. I'd like to use variant channeling (rulership) on Anarya, but only on the Sacred Scourge alignment channel she picks up at level five as a Purifier (don't want to mess up her early-game healing with her Channel revelation). Is that okay?


Map of the Marchlands | Wintersun Hall

I am fine with the attributes as they are, so I have no change in mind. I just want to be sure no one is feeling the creation rules were unfair to him or her for having lower stat cost than others in the party. So if no one complains, I'm happy to leave things as they are. Eventually, everyone will be getting extra attribute increases from mythic levels, so attributes shouldn't be a problem for anyone.

Regarding languages: I'm not familiar with particular languages that will be useful to have, other than the obvious utility of knowing languages likely to be spoken by outsiders such as celestial and abyssal. So a character's language fluency is more a personal role playing thing. If individual PCs speak a language others don't, it opens up the possibility of speaking privately, but other than that, go with what is consistent with your background and which fits the concept of your character. The crusade is a polycultural affair, so speaking various human languages might be helpful any time.

Regarding encumbrance, rations, water, etc.: there are times when characters may be out in the wilderness and unable to forage effectively for food and/or water, so in those cases, I will want characters to have a record of rations and keep track of encumbrance. Start off the campaign with a record of what you have on you. I'd say if you follow the official crusader rule of having at least 2 days rations and water at all times, you'll be okay.

Regarding encumbrance, start with your armor, weapons, and essential gear for fighting. If extra gear, such as backpack, rations, water, etc. pushes you into a higher encumbrance level, you can drop your pack to eliminate the encumbrance. This means the total encumbrance level typically affects your movement, but the penalty to skills that depend on Dex and Str can usually be ignored, since you can drop the pack before attempting most skills. This may not always be an option, such as climbing a cliff or swimming across a river, but that's part of the challenge of such situations.

As per rules, the survival skill may help in living off the land, finding water, and avoiding getting lost. Those with an animal companion or familiar need not fuss with having special food for the animal.


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Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena is a brute with a 19 strength, so once we get going, she will be able to assist with carrying gear as needed.


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Map of the Marchlands | Wintersun Hall

@ Anarya: the variant channeling idea you presented is okay.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Since it sounds like we think we are just going to a celebration, I didnt buy any wilderness adventuring gear for Avelina. If it's an official rule that crusaders should have 2 days of water and rations on them at all time, I will revisit that idea, as she would follow that rule absolutely.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Not having a weapon is generally what keeps me under encumbered lol.


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Thanks for picking me for this one! I'm really excited for it! I'll finish getting her ready to go.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Starting Gear, take a look and tell me if anything is missing. I could use a blow gun for a ranged weapon and might due to cost reasons for now. Stats seem to be in order now, placed them on Franti's page.

Was thinking of possibly changing from shortsword focus to a nonlethal Sap build. Would give the team the ability to take things alive easier, in case that is something we might do in the future. Also makes me less of a Murder Clown.


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Anyone who has spent a significant amount of time in Kenabres may know Tauni. She often wandered the city with Abadaran patrols, and her foster parents had a dry goods business and a scribing business. Over the last few years, she has been seen around town with an artcic hareCobblepaw, either carrying it, with its head poking out of her pack, or with her chasing it down the street scolding it.

Franti, Tauni doesn't know her own heritage yet, but her foster parents were Varisian and she's always eager to learn more about where they came from. She takes any teasing well; she loves clever jokes, even if they are at her expense.

Gerald, great to have another game with you!


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas has probably seen her or her parents at the scribing shop on errands for Terendelev.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina has a huge ego, but she isn't denigrating towards all but the most obviously evil people. I personally have found that playing an egotistical character works best when it's played more like "I'm amazing" and less like "I'm better than you." She will also hopefully be forced to grow out of her inflated self-image before too long, also :D

She's a huge romantic, so she would happily see a tiefling rising above his heritage as a wonderful story right out of a book, and she would never cast herself as the doubting villain.


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Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Hard not to spot a fool. I figure some of my starting wealth came from Performance Checks over the last bit of time anyway. Maybe even a joke at the expense of Iomedae (Witch-Killer! I'll be quick to mention that little act) left a few with less than favorable impressions.

That said, if you've been staying in Taverns, walking the streets, you've likely met with Franti. If proving as great as you claim Avelina, Franti may need to turn tales rather than jokes at you. Then again, if you slip in your greatness it makes a wonderful punchline...

@DM CLeb: I've been looking at the Mythic Legendary equipment line of Paths. Wow. While a short-sword or Sap/Jester's Scepter may be more beneficial, a ring-laden hat, Jester's boots, Book of Jokes, robes of a lost Worldwound prankster may also be fun flavorful Mythic gear. If I planned to take these, I suppose they shouldn't magically appear on me. If you are allowing such gear to be used, would you like notice to make lore/stories/rumors/backstory missions for their eventual acquisition?

Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Having played this same character to almost 11 in PFS, I can guarantee there will be punchlines :)


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

MOB, great to see you on the squad! I haven't had time to look at see if I knew any of the other selections. That's awesome.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I'm also definitely going to look into Legendary Item, so Franti's question is a good one. It would be interesting to start seeing hints and rumors of items we're destined to come into contact with later. For Anarya, pretty much any relic of Aroden's life would be a perfect thematic fit for her legendary item.

I haven't quite figured out how to pull it off yet, but I would love to give Anarya some powers related to the Twelve Guises of Aroden. The books don't tell us much about them but it's one of my favorite tidbits of Arodenite lore.


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Map of the Marchlands | Wintersun Hall

The wealthier patrons of the crusades subsidize the cost of some supplies needed by the troops. Your PCs can purchase a Crusader's Kit. It costs 47 gp and contains:
bedroll
Flint and Steel
5 candles
2 torches
1 sunrod
50' silk rope
Cold Iron weapon blanch 1 dose
Holy water flask
Wandermeal Rations (5 days)
Waterskins (2)

When the waterskins are full, it weighs 25 lb. It comes in a bag that can be quick released so it drops to the ground as a free action. Most crusader will drop the kit just before battle. Any of the items can be transferred to a place on the weapon belt or other places where they can be drawn quickly and so they are still available after the kit has been dropped.

For simplicity, anything that a character wants to have handy for quick access during melee please list in the section called "Gear". Anything that would be in the backpack or Crusader's kit please list in the section called "Other Gear". This mainly affects the type of action required to get at an item. See Campaign Tab for notes on how I will be handling the drawing of items like wands, potions, etc.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena can't afford a crusader's kit...stupid weapons and armor are expensive!


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Is the gear in my Barbarian's kit sufficient?

Barbarian's Kit 9gp 26 lbs
-Backpack
-Belt Pouch
-Blanket
-Flint and Steel
-Iron Pot
-50ft Hemp Rope
-Soap
-Torch x10
-Trail Rations (5 days)
-Waterskin


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Map of the Marchlands | Wintersun Hall

Regarding Legendary Items: I have never run a mythic campaign, so I have no immediate answer. But the Mythic Adventures book says, "Paralleling the trajectory of a mythic character, a legendary item begins as a normal magic item that ascends to something greater. Typically this ascension occurs when a character f irst takes the legendary item universal path ability (see page 50), but this isn’t always the case. Deities, the servants of deities, peculiar chance, magical experimentation, and destiny can serve as catalysts for legendary item ascension. Such items can be bestowed upon the worthy or found by the lucky."

So I'd say let me know as far in advance of when you think you will be taking the path ability what you have in mind. I'll let you know how the item you want will emerge once I know that. Something suitably mythic will be determined.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I'm new to Mythic too, so I'm still learning the mechanics. I'll start putting some thought into what sort of items/path abilities she might get.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Just to confirm, my Pitborn tiefling lineage comes at cost of the feat fiendish heritage still correct?

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

While it's up to the GM of course, Blood of Fiends removed the feat requirement for those heritages. Bastards of Erebus, the much older book, is the one that had originally required a feat.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Ah, I did not know that. I'll wait for GMs permission but if I dont need the feat for it I'd like to take Weapon Focus (Claws).

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

I traded out the two scrolls I bought for a crusader's kit.


Well, I cannot afford a crusader's kit and a light crossbow. I'll make sure I have rations and light sources comparable to the kit and call it good.

Edit: And if we reach the point in a battle where Tauni is applying cold iron weapon blanch, we have big, big problems. :)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Might need to trade some of my goodies for the kit, especially with that discounted price. I guess I can sacrifice a hand mirror, a candle lamp and six whistles for some of those items, but Gods will strike me down if I sell my dyed wig.

Formally switching to a TWF sap build, Sap Master's double sneak attack die damage should make it worth it. At 8th level I should be able to deal an average of around 140 nonlethal on a Fullround attack if all hit, not including any Mythic dipping. Should be good to knocking out things we aren't comfortable killing too. Only bad side is that a "Sword of Subtlety" is a sword, and not a Sap, and is a killer item for rogues.

@Cleb, Question regarding Rogue Talents: As I understand it (Unchained is not one of my books), some the old Rogue Talents didn't make the "cut" of the Unchained Rogue talents. I am unsure if older talents can be used with Unchained rogues. One such talent is "Underhanded" which could be of some use to me. Are these fair game to take for you, stick only to Unchained, or a case by case basis?

EDIT: Research into Olde Rogue Talents reveals the following:

PF Unchained wrote:
"Some feats, rage powers, rogue talents, and other rules might not work with the unchained classes, and such rules should be reviewed before being used with the new versions."

Good old "Up to DM" rules. Playing Devil's Advocate to myself, PFS does not allow such talents I believe.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

The SRD does still have a good list if you need an unchained reference, Franti.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

I've been using the SRD for both Mythic and Unchained thus far, this is just a small ruling that could change how I play Franti slightly in regard to his Rogue Talents. It has been a fairly reliable source thus far, and when I GM, I usually say what is there (and first party) is fair game.

I think Franti is about ready to go. While it does have metal in it, I am assuming that Franti cannot have a Cold Iron Sap?


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

That's fair. I do the same when GMing lol.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Personally, I'm more of a fan of Archives of Nethys. Prettier to look at, and it has setting-specific stuff that d20pfsrd doesn't.

I think I am ready to go as well.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena is ready to rock. Tomorrow is especially busy, so I might not be around much. I'll definitely check in tomorrow evening, if not before.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

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