
DM Puppet Master |

While we start finishing up the module with you presumably reporting what you found, I would suggest everybody start leveling their characters to level 5, deciding what you want to do with loot, and buying anything you want. You'll have 2-3 days in game time before the next module starts.

Marzela |

We still have to identify and sort out a few things before we know what we have:
I scooped whatever I could out of Rennec's on that one turn before the bad guys showed up. The Description of the room was this, but not sure what all I have:
"a number of small personal items- books, some paper with what looks like a half finished letter, a few pieces of artwork, writing utensils, etc- as well as from fresh, black robes tossed haphazardly across the back of a chair and part of his desk. You also see the leather armor he failed to don before exiting his room, some vials and tools strewn about his desk" so, whatever of that I could scoop into a bag in one round. I'm guessing at least the half-finished letter which could be another clue, and maybe vials and tools?
Unidentified magic items from looting the bodies:
3 magical potions
Magic studded leather armor
Magic light steel shield
Egarthis
Magical brooch
2 magical potions
Magical wand
Magical ring
Krant
Magical greatclub
Magical mask
Also, we have these things from the treasure room that we couldn't identify the first time...
A vial of unidentified thick amber fluid
An unidentified set of horseshoes
I think you were letting us do perception for potions, so I'm rolling that way, but if I am wrong, let me know.
Rolls to identify:
Perception: 1d20 + 12 ⇒ (20) + 12 = 32 <--Potion 1
Perception: 1d20 + 12 ⇒ (5) + 12 = 17 <--Potion 2
Perception: 1d20 + 12 ⇒ (15) + 12 = 27 <--Potion 3
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25 <--studded leather
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11 <--shield
Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26 <--brooch
Perception: 1d20 + 12 ⇒ (9) + 12 = 21 <--Potion 4
Perception: 1d20 + 12 ⇒ (4) + 12 = 16 <--Potion 5
Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24 <--wand
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19 <--ring
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14 <--greatclub
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11 <--mask
Perception: 1d20 + 12 ⇒ (5) + 12 = 17 <--Second try on Amber Fluid
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10 <--Second try on horseshoes
After we figure out what this stuff is and what all we have, I can give a final loot list (at least of what I have on me).
Also, Lily or whoever else might want to roll as well for the things that I can't identify. :)

Indileth Amaneldth |

Necromancer 5
+5 hit points (favored class bonus)
Skills: +1 Heal, Knowledge (arcana), Knowledge (local), Knowledge (nature), Knowledge (planes), Perception, Spellcraft; Craft (alchemy), Profession (mortician)
Spells learned: 3rd-Accursed glare, vampiric touch
New feat: Spell specialization (vampiric touch)
Bonus wizard feat: No idea honestly. I already have my spell focus, and metamagic and item creation are not really useful to me, nor are any of the arcane discoveries available at this level.
~~~~~~~~~~
Potion 1: Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Potion 2: Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Potion 3: Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Potion 4: Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Potion 5: Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Amber fluid: Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Studded leather: Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26
Shield: Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27
Brooch: Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26
Wand: Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
Ring: Spellcraft: 1d20 + 13 ⇒ (1) + 13 = 14
Greatclub: Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18
Mask: Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20
Horseshoes: Spellcraft: 1d20 + 13 ⇒ (5) + 13 = 18

Marzela |

New Feat: Selective Channeling (yay!)
Channel goes up to 3d6
I get 3rd level spells (1 regular slot/1 domain slot) and domain spells for 3rd level
Domain Spells: Banish Seeming and Cure Serious Wounds
Currently Prepared: Remove Curse / Cure Serious
HP: +4
Skill ranks +5 (favored class) +2 background = 7
-Perception
-Diplomacy
-Spellcraft +3
-Lore: Prophecy
-Appraise
Will probably change out some other prepared spells too before we start again.

DM Puppet Master |

For the things you successfully identified.
Potion 1 and 4: Potion of CMW
Potion 3 and 5: Potion of stabilize
+1 studded leather armor
+1 light shield
+1 Great club
+1 Ring of protection
Brooch of shielding with 85 points left
Wand of shield with 42 charges
Mask of Fear (might be a custom item?): This rusted iron Razmir mask has glowing runes and grants a +5 bonus to Intimidate checks while worn
For the ones you failed at (if other people would like to take a shot)
For the horseshoes and liquid, look back at this post for the DCs. I will note that the amber fluid is not a potion, so it's a spellcraft and not a perception check. I would highly recommend not tasting it (which is what you're doing when you make a perception check).

Jaed Zandorias |

To add to the loot, some things we found before Carrakas and Marzela joined us:
- 50 pp, a vial of some clear liquid that seems to shimmer and a beautiful, silver raven figurine that almost seems alive found in the bottom drawer of the desk in the upstairs room.
- 37 gp from the patrolling cultists.
- 18 gold, 2 platinum, and a single pearl worth about 100 gold from the snake.
Jaed will try to identify the potion number 2:
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Which turns out to be a potion of invisibility.
If I can make another attempt to identify the figurine and the vial found by Jaed here are the rolls:
Perception figurine: 1d20 + 9 ⇒ (4) + 9 = 13
Perception vial: 1d20 + 9 ⇒ (2) + 9 = 11
I will try to level up Jaed later this evening.

Jaed Zandorias |

Jaed "brand new" level 5:
HP: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Includes fav class bonus
Skills, +1 to:
Acrobatics
Perception
Stealth
Disable Device
Bluff
Knowledge (local)
Diplomacy
Escape artist
Intimidate
Climb
Background skills, +1 to:
Sleight of hand
Linguistics (Gnome)
New feat:
- Combat reflexes
New class features:
- Rogue’s edge --> Skill unlock (Acrobatics): You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
- Sneak attack +3d6

Carrakas |
1 person marked this as a favorite. |

Kinetic Knight 5
+9 hit points (favored class bonus)
Skills: +1 Climb, Diplomacy, Intimidate, Perception, Sense Motive, Appraise, Profession (gladiator)
New feat: Combat reflexes
New Infusions: Entangling Infusion, Kinetic Whip
Class features: Blast damage goes up to 3d6+6, Infusion Specialization 1 comes online (lets me reduce my infusion burn cost by 1)
I'm very excited about Kinetic Whip, as it actually sticks around after my turn for the round, allowing me to make AOOs with my blast, AND it has reach, AND it can still hit adjacent. So (sorry, couldn't resist):
When a problem comes along
I can whip it
Even when it's not my turn
I can whip it
When I'm near or when I'm far
I can whip it
Now whip it
In the face
Trip it up
From far away
Move forward
Or step back
Try to predict it
It's not too far
To whip it
Whip it good

Marzela |

I adjusted my skill ranks a little more because I was still short of what I should have had by a couple of points when I counted... I think I screwed it up when I was correcting things. So, feel free to recheck and make sure i didn't count wrong, but I put one of the missing points into spellcraft as well:
To identify the clear liquid and raven figurine that Jaed found:
Perception: 1d20 + 12 ⇒ (10) + 12 = 22<--clear liquid
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21<--raven figurine
Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11<--correction to spellcraft for the amber fluid
wow, that amber stuff just does not want us to figure it out. :)
I will try to break down all of the cash and non-magic stuff we picked up in the treasure room after work.

Millsy the Cat |

Spellcraft : 1d20 + 2 ⇒ (20) + 2 = 22
I am working on updating, and putting into a new layout.
-Posted with Wayfinder

Jaed Zandorias |

Last time each one got to keep whatever items deemed useful, then we sold the rest and bought some additional pieces of equipment. We can do the same now. Just make a list of what we want to keep and/or buy and then we can discuss if there are any overlaps.
But I'm open to other options. I don't think Jaed would need much in terms of equipment.

Carrakas |

Probably my biggest item of interest would be the ring of protection - always could use more AC on the front lines. I wouldn't mind using the shield (same AC as my current non-magic, but less ACP) or the scary mask.

Finnrick |

I have been up dating everything l, and I think i am mostly done. Took some skill ranks in stealth and natural spell feat for Finnrick and power attack for Millsy
Finn HP : 1d8 ⇒ 8
Millsy HP: 1d8 ⇒ 1
The only thing I haven't finished is gear. I think the only gear I got was a masterwork studded leather armor that I replaced my hides with. So how much wealth do we have to work with and are we going to RP shopping?
-Posted with Wayfinder

Carrakas |

Finnick, one of the looted items we found was a +1 studded leather armor, and I don't think anybody has claimed it yet. Just throwing that out there.

Marzela |

Besides the magic things listed we also have
3500 copper
2250 silver
1166 gold
1200 gold worth of moonstones
40 gold value box w/symbol of Razmir
(Bag of Holding I -- we are not selling this)
+1 Cold Iron Heavy Mace that we identified before
Masterwork Rapier
Also some stuff off of Rennec's desk that I scooped up, but not sure what all it was... a note and some vials and stuff.

Finnrick |

Spellcraft : 1d20 + 2 ⇒ (11) + 2 = 13
I got a 22 on the horse shoes, this is for the amber potion.
-Posted with Wayfinder

Carrakas |

OK, I *think* this is the complete list of all loot, along with value of said loot if known.
Potions (total value 950gp):
2x Potion of CMW (600gp)
2x Potion of stabilize (50gp)
Potion of invisibility (300gp)
Magic Items (total value 16175gp):
+1 studded leather armor (1175gp)
+1 light shield (1159gp)
+1 Great club (2305gp)
+1 Ring of protection (2000gp)
+1 Cold Iron Heavy Mace (4324gp)
Masterwork Rapier (320gp)
Brooch of shielding with 85 points left (1262gp estimated)
Wand of shield with 42 charges (630gp)
Mask of Fear (?)
Horseshoes of Speed (3000gp)
Unidentified stuff:
a vial of thick amber fluid
a vial of some clear liquid that seems to shimmer
a beautiful, silver raven figurine that almost seems alive found
Things worth stuff (total value 1340gp):
a pearl worth 100 gold
moonstones worth 1200 gold
a box w/ symbol of Razmir worth 40 gold
Cold hard cash (total value 2035gp):
52 platinum
1255 gold
2250 silver
3500 copper
Total Value of all identified loot: 20500gp

DM Puppet Master |

The vial of a clear liquid is another potion of invisibility. The figurine is a silver raven figurine of wondrous power. Also, I think you already identified the vials Rennec had. The half finished letter was just a letter to some family members talking about how he had finally risen in the ranks of the cult, and with his new found authority, he'd be able to help his family do likewise and raise them out of poverty. I'll come up with a gold value for the mask of fear tonight.
Also, to be clear, perception can only be used to identify potions because you're tasting it. It doesn't help at all with identifying other magical items.

Finnrick |

I have never heard of that Raven, its pretty cool. I don't want it though, I already have too many companions to keep track of, not to mention wildshapes.

DM Puppet Master |

Found another item with a flat +5 bonus to a skill, so based off of that, I'll say the Mask of Fear is worth 2500 gold.

Marzela |

We shouldn't sell the CMW or invisibility potions. Stabilize is a zero level for me, but you might want to keep those potions too (?) as a backup... you never know if I'll be able to get to everyone in time.
The ring of protection everyone could use, so I guess it is just a philosophical thing... give it to the strongest or the weakest? As the healer, I'd give it to Lily who seems the hardest to keep alive. However, there are good arguments to be made for adding protection to our first line of defense as well.
Brooch of shielding only protects against magic missiles, so not sure how valuable, but the wand does that *and* gives a +4 shield bonus to AC that lasts 10 rounds/level (not sure what level the wand is), so might be valuable.
The cold iron heavy mace might prove valuable if we run into a demon or fey or something where bludgeoning is more effective... I could keep it as a backup weapon, but if you guys would rather sell it, that's okay with me too.
Anyone see anything else we should keep?
If not... sell the rest and divide the gold?

Jaed Zandorias |

I agree we should keep all potions and wands we find (and maybe the brooch too?). Actually, I would like to keep one of the invisibility potions as Jaed would probably sneak ahead of the group many times.
The mask and the figurine may also come handy in some situations but we can sell them if you prefer.
I will probably buy another ring of protection (@DM: if it's possible to find one where we are) for Jaed as he will be accompanying Carrakas in that first row.

Carrakas |

OK, so, how about this. We remove from the loot pool any party-use items (potions and wands). Then we figure out what everyone would get if we sold everything else. Then, if anyone wants something from the loot pile, they reduce their share of the take home pay by the sell value of that item. So:
Party Items (auto-keep):
2x Potion of CMW
2x Potion of stabilize
2x Potion of invisibility
Wand of shield with 42 charges
Unidentified stuff (can't sell if we don't know what it is):
a vial of thick amber fluid
Potentially Sellable (total market value 23185gp, sell for 11592.5gp):
+1 Ring of protection (2000gp)
+1 studded leather armor (1175gp)
+1 light shield (1159gp)
+1 Great club (2305gp)
+1 Cold Iron Heavy Mace (4324gp)
Masterwork Rapier (320gp)
Brooch of shielding with 85 points left (1262gp estimated) )
Horseshoes of Speed (3000gp)
silver raven figurine (3,800gp)
a pearl worth 100 gold
moonstones worth 1200 gold
a box w/ symbol of Razmir worth 40 gold
Mask of Fear (2500gp)
Cold hard cash (total value 2035gp):
52 platinum
1255 gold
2250 silver
3500 copper
Total Cash Pool if we sell everything: 13627.5gp
Personal shares: 2725.5gp each
Then, if say Lily wants the ring of protection out of the sellable pool, she would keep the ring, and reduce her share of the cash pool by 1000gp (the sell value of the ring). So she would take the ring + 1725.5gp, and the rest of us would still get 2725.5gp. If Finnrick wants the +1 studded leather armor instead of buying a masterwork studded leather armor, he could take the armor + 2138gp. Does that make sense?

Marzela |

Are those the prices we would get from *selling* the stuff or the actual value? If we do it this way, I think it should be from selling, so it is a real comparison to the value the group would get. For instance, I obviously can't keep the mace as it stands because my share is not that large. But if we're comparing keeping the mace to selling it for half price, it might be worth it for the potential it has as a weapon later. Raven also might be cool for an animal that can attack all the way to death, but then be fine the next time you want to call on it. But obviously no one can keep it at full price.
Also, if we have to "buy" stuff in the future, we'll never be able to keep super cool stuff because it will be too expensive. ... I think things are going to be unbalanced sometimes, and we should accept that.
My proposal is that we divide up the cash and gems equally, then everyone gets to claim what they would like to keep (as many as they like).
Anything unclaimed completely is sold and that cash divided as well, and if more than one person wants the same thing, then we first look to the good of the party. If that point is moot, then we consider what the person has claimed (now and in the past) and if one person has claimed significantly less, then it goes to them. If that point is also fairly equal, then we do a straight roll-off. Whoever rolls highest on a d20 gets it.
It's less equal that way, yes, but it also gives us the opportunity to keep less-useful items that might be useful in interesting ways or at a crucial moment.

DM Puppet Master |

I believe Carrakas meant the sell value.
Then, if say Lily wants the ring of protection out of the sellable pool, she would keep the ring, and reduce her share of the cash pool by 1000gp (the sell value of the ring).
@Jaed: Yup, you'd be able to find more Rings of Protection to buy if you wanted. Tamran is a fairly large, though not particularly populous city.
@Marzela: Unless otherwise specified, CL for things like wands are always the minimum required to cast a spell. So the CL for the shield wand is 1.

Jaed Zandorias |

For me it's fine if we don't get perfectly proportional shares. In the end, we want to be stronger as a group. Some characters will get more now and others will get more later.
So, if Marzela wants to keep that maze, and someone else wants the figurine and the mask, that's ok with me. As I said, in the end they are going to be used in situations where we all going to benefit.

Marzela |

Oh, no... I don't want it that badly. Totally doesn't matter... not worth delaying the game over. It was more of a philosophical difference than a need for the mace. Probably shouldn't have said anything in the first place. I'm good with selling it all if you guys are.
Someone should at least take the ring though. -- Does anyone else want to roll off for it? If not, Carrakas wants it, so we should let him have it.
Jaed, you said you wanted to hold one of the invisibility potions. I'll hold the other one if no one objects... the being invisible and still being able to heal everyone seemed to work okay, until the whole place was overrun of course. :)
I think Lily should hold one of the Cure Moderate Wounds, and maybe the wand of shield too, unless someone else has a high UMD-?
And we can at least divide the "cold, hard cash" up... it is 407 gold each.
Who is going to be the treasurer? I nominate Carrakas. I hand the Bag of Holding (I) to him (or Jaed, or whoever else wants to handle it), with all the stuff in it.

Jaed Zandorias |

Ok, so we keep:
- All potions and the wand
- +1 studded leather Finnrick
- +1 Ring of protection Carrakas or Lily
- +1 Cold Iron Heavy Mace Marzela
- Brooch of shielding with 85 points left This could go to whoever has the lowest AC or HP
- Silver raven figurine
- Mask of Fear
We sell (total market value 8124gp, sell for 4062gp):
- +1 light shield (1159gp)
- +1 Great club (2305gp)
- Masterwork Rapier (320gp)
- Horseshoes of Speed (3000gp)
- A pearl worth 100 gold
- Moonstones worth 1200 gold
- A box w/ symbol of Razmir worth 40 gold
Plus the cash (total value 2035gp):
- 52 platinum
- 1255 gold
- 2250 silver
- 3500 copper
That makes a total of 6097gp which equals to 1219.4gp for each one. Is that ok with everyone?
I was also thinking that we should keep the robes (once they are washed) and the masks (even the non-magical ones) in case we have the opportunity of impersonating the cultists again. Maybe next time it won't end up as a blood bath.
@Marzela: I already have an invisibility potion from our last adventure. This one is just a backup so if you or any one else wants the second potion of invisibility you can have it.

Marzela |

I'll hold both the new ones if no one else wants to... but totally open if someone else wants to. Adding the stuff I am holding to my sheet, plus my portion of the gold.
Treasurer should make sure to keep the thick amber fluid on his sheet in case we ever identify it.
Also, there was that bag with the old broken chain in it... not sure if we still needed that for the storyline stuff.
And good idea on the robes and masks. I'll put the Razmirian disguise on my sheet too.

Carrakas |

OK - updated my character sheet with the 1219.4gp, and also added the bag of holding and the thick amber fluid. Since we distributed everything else, am I still tracking anything else? Does the bag of holding have anything in it after we sell all the things?
Also, @GM, I would like to purchase a cloak of resistance +1.
@Lily, I'm fine with you taking the ring of protection if you like. I'm pretty hard to hit already.

Jaed Zandorias |

Jaed will buy a belt of tumbling with his new coins.
I have also updated his character sheet.
@DM: When you have some time, could you please post Jaed's new stat block so I can update the forum profile? Thanks!

Indileth Amaneldth |

Ok, I'll take the ring of protection just in case things get hairy and up close again.
I'm interested in potentially buying a couple scrolls and scribing them into my spellbook, if there's time and availability. DM, what's our purchase limit? I'll roll for availability on a few scrolls if there's time.

DM Puppet Master |

You spending limit it the amount of money you have. Tamran is a big city, so I'm not especially worried about if it has the items you want to buy.

Marzela |

RE: Magic vs Negative energy
Doesn't look like much we can use. Death Ward would help, but it is a 4th level spell, which we can't cast yet. Scarab of protection would help, but is crazy expensive and gets used up. Dark Life Ring seems cool, and we could afford it, but it is only +2 to saves, and it specifies that it works against "Channeled negative energy." Storms of negative energy are probably not channeled, although I truly have no idea.
RE: Supplies
I have create water and I can memorize create food and water if that would really allow us to take extra NPC backups. I figured it was more of a storyline reason for sending us off alone though, so didn't want to say it in character and mess up the story.
RE: Buying stuff
Marzela is going to pick up some Sleeves of Many Garments that she found while browsing at the Magic shop.

Finnrick |

I am struggling with Finnrick but I'll get him and Millsy back on track I will be purchasing a set of marked bones costing 25gp.
Do we want to all go in on a CLW wand?

Carrakas |

I am all for that, healing in abundance is good, lets us save Marzela's resources for emergencies.

Jaed Zandorias |

Of course, let's get that CLW wand.
@Marzela: The call for reinforcements was just a role playing thing, I was not expecting to actually get any. I just thought that a twenty something years old guy that has just left his town and started adventuring would be somehow scared about going to a place called the "Isle of Terror" even if he pretends he is not :)

DM Puppet Master |

And yup, I figured asking for reinforcements wasn't an actual request for more players. Unless there's something you're missing, it wouldn't help you much since the encounters would just be scaled up.
Remember that HP is either half HD + 1 or rolled, whichever is higher (So Jaed actually got 8 HP this level instead of 5).
Male human unchained rogue 5 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +11; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 48 (5d8+15)
Fort +3, Ref +9, Will +3
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +8 (1d4+1/19-20) or
mwk short sword +8 (1d6+5/19-20) or
short sword +7 (1d6+2/19-20)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 15, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 20
Feats Combat Reflexes, Dodge, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits acrobat, reactionary
Skills Acrobatics +13, Appraise +6, Bluff +8, Climb +5 (3 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Craft (traps) +3, Diplomacy +7, Disable Device +14, Disguise +4, Escape Artist +11, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (local) +8, Linguistics +6, Perception +10, Sense Motive +7, Sleight of Hand +12, Stealth +12, Survival +3, Swim +4, Use Magic Device +5
Languages Common, Dwarven, Elven, Gnome
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, resiliency), trapfinding +2
Other Gear studded leather, dagger, mwk short sword, short sword, backpack, bedroll, belt pouch, chalk, hemp rope (50 ft.), sack, thieves' tools, waterskin, 42 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 10 temporary Hp for 1 min.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Let me know if other people want me to generate a stat block for them.

Indileth Amaneldth |

I finally nailed down my 5th level wizard bonus feat; I went with Reach Spell, so I can start converting some of my necromantic touch spells into close range spells without needing to rely on spectral hand all the time. (Still gonna use spectral hand a lot because I don't want to pay the level increase on everything, but being able to do stuff like reach stricken heart will be good.)
I got some pretty good spells and I'm hoping to be a more effective debuffer and combatant now!

Jaed Zandorias |

I though the either half HD + 1 or rolled meant that you had to choose before rolling, lol. I will happily take those 3 extra HP. I will also discount my part of 150gp for the health insurance in the form of a CLW wand.
@DM: Thanks for the stat block. I think you didn't update Jaed's armor to the studded leader +1 they found in the crypt. The AC should be 20, no 19, if my calculations are correct.
One more thing. I'm going on vacation from tomorrow evening until next Thursday. As usual, I'm not sure how often I will be able to post so please bot Jaed if needed.