You have been summoned by the Master of Spells Aram Zey to the Grand Lodge of Absalom, center of operations of the world-spanning Pathfinder Society. A man of few words, and most of them often verging on rude and demeaning, Zey's only instructions were to meet him in a vault deep below Skyreach — and to dress warmly.
NOTE TO ALL:
If you want to buy anything or trade in Prestige Points, please do so now. When you are ready, make an introductory post for your character's entrance to the vault.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
Seemingly arriving first, Garinol strides in. A small frown crosses his face as he sees he is alone.
"Did I come to the wrong vault? How many deep-below-Skyreach-vaults can there really be? And not even any snacks. I say, it might be time for a new host. . . But, I guess we can't have everything, ha ha."
Looking about for some method of distraction, "Hello! Anyone there? Helllooooo. . ."
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
The Master of Spells?! How exciting.
The tiny gnome walks into the room, wanting to be sure she was in the right place. "Master Zey, are you here? Anyone?"
She sees the armored male standing around the corner. "Hey there, I'm Pai. I assume you received the same missive I did, looking at your heavy coat. I've never really been in a cold weather situation before, how about you? Looks like you have an affini for the Dawnflower. I like her...maybe she can keep us warm on the trip," the gnome laughs, scanning the room for any treats that might have been provided.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
Darn it, I thought I saw a discussion post about everyone gearing up. Too late to edit...
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
I need to pick it up. D-Kal pointed out that I had shorted myself 2 points, so I am making a few minor tweeks real fast. I will buy one, and also rebuy my shield. Also, if it's cool with you, if we do not have a dedicated lock pick in the party, I was going to switch one rank to that, (before we begin). I think my gold may be off, too. It just seems like I should have more.
"Pai, interesting name", he says with a smile, offering his hand. "I am Garinol. And yes, I was sent a request to meat Spell-Master Zay somewhere down here. It's been some time since I was last at the Grand Lodge, and I had forgotten how he tends to work on his own time. That and well, offer less than helpful advice. ha ha ha".
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
A strong-looking man with a hard-lined face bundled in layers of thick winter gear enters the vault just in time to hear the introductions of Garinol.
"Hello there. Garinol, is it? Not much to you, is there?" Ruford says, looking him over. "Though there's a fair bit less to this one." he says gesturing at Pai. "What did you say your name was, creature?"
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Im Pai. Strange...I figured someone with as big a pair of ears as you have would have been able to hear me from much further away. Like a mile or so? What's your given name, Big Ears," Pai asks looking innocently at the warrior.
"Hmph." Ruford eyes the small woman for a bit, then decides to answer.
"I am Ruford Pratt, battle expert. If we run into danger, I'll be the one keeping you alive." he says with notable lack of eye contact.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Pleasant to meet you, Mr. Prattle...er, I mean Mr. Pratt!"
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Sweating in his heavy winter coat, a nondescript Andoran walks in. "Good, I'm not late. Haven't dealt with Master Zey before, but you hear stories. Too hot for this stuff now." He sheds a heavy pack and his winter coat after leaning a guisarme against the nearest wall. "I'm Kilian. Don't think I know any of you."
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
And remember, that's "Pratt," not "Prat." There's a difference.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
"It works for me." Kilian holds up his right hand, encased in leather and silvered steel. "Hard to shake with one of these on, and you don't look like an oread so I won't try a fist bump." He offers his left hand instead.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Kilian? A friend of mine named 'Shel' wanted to know if you had recovered from your rocky past experiences...she said you were a good agent," Pai, said happily recognizing the name from a night of drinking with the rogue.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
Remaining silent throughout the introductions, just watching and listening, Garinol thinks "you will. I hope there is not danger. I hate fighting.", and "I wonder what an oread is?"[/i]
"Grleetings?", the native inflection of the Tian Xia people precedes a venerable human stepping into the room. The man has seen better days, his skin is gaunt, taunt and dark, much like the skewered grilled lizard he's snacking on. Grey robes of monastic traditions states his general neutrality on philosophical matters.
He flicks the remains of the garlic treat away; rests his cane and straw hat against the wall introduces himself to the Master and others. "I am Mu Ping. New rlecruit, rleporting foh duty." (Either someone needed a quota filled at the recruiting station or his application was misdirected from the Napfinders.)
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Greetings Mr. Ping. I'm Pai, this is Kilian, Garinol, and Ruford. He's a battle expert. It's a pleasure to meet you.". Despite her politeness, Pai was surprised to see the decrepit old man, answer the call, as this mission seemed to be for the newer members. Maybe he's a higher up sent to spy on us? Must treat him well.
"Shyka the Many that's who!", Mu winks at Pai's fey ancestry. "Rleincarnate! Rlight out of Gozleh's glaveyard whea all I was doing was keeping yua great-papa company!", he squints at Ruford through sagging and scrutinizing eyelids, "You new rlecruit too?! You like Tian food? I brought my supprlies. We all be frliends afta you taste my cooking." Mu waves a hand at his pots and pans tied amongst his gear.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Earlier: Kilian smiles at the gnome. "Oh, yeah. I remember Shel. I'm fine now, but it took a couple of days before the aches and pains went away. Wasn't the most comfortable position to be frozen in, right?"
F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0
A young human woman hurries into the vault, clad completely in furs with a silver holy symbol of Pharasma hanging from her neck. Her large gray eyes take in each of other Pathfinders curiously before she finally speaks in a quiet voice.
"Forgive me for my tardiness, I just got off the boat from a mission in Varisia and they told me to rush down here after I bought some warm clothing." She looks down at her outfit and sniffs distastefully before continuing. "My name is Maddie and I'm a servant of the goddess Pharasma. It's a pleasure to meet you all."
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Nice to meet you, Maddie. You are going to have a busy trip keeping these lot," as Pai gesture to the others, "...up and running. They look like they like to fight."
She didn't include Ping in the gesture, as she wasn't quite sure exactly what he did.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Kilian nods. "But I'm happier when my enemies aren't too close, or are on the ground. Good to meet you, Maddie."
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
"No, though its very possible that we all missed the briefing, way things are looking. Or Zay just forgot. Lets just say that is not out of the realm of possibility with him."
As if summoned by Garinol's insult, Aram Zey enters the room as the inquisitor is making his jest and folds his arms, silently glowering behind the unsuspecting man.
"Did you just call Zey a gnome?" Ping adds to the budding confusion, goading Ruford into more yammering, "I think he's Keleshite, what do you think of those desert folks? I knew this one Keleshite ranger, he had crazy eyes!"
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
"Well, I wasn't personally there, but there was a time, in the most dire of circumstances involved the stupid tapestry, a friend was on yet another of those barbaric Tia, . .. uh, I, . . . he was sent on a mission within the Tapestry to unlock a religious riddle. So they went to talk to this reincarnating assassin to get a glowing book, written by the person that first created the dang tapestry. They finally got it, and returned it to the, um, um, and let me emphasize this "master of spells", but he wouldn't even bother to look at the dang thing, I hear. A mage book, written by a mage, containing this huge answer to a mage problem, not to mention him personally needing to answer the arcane riddle, but it came down to the Priest of a different deity entirely to piece it al together without any mage at all. There was also this one time, in bard camp. . ." he seems to go on and on, one story relating to how Zay almost botched a ritual, another about how he left so new recruits standing and waiting on a "critical" mission brief for 2 straight days, another on how he and "that Heidmarch character" almost got everyone killed three full times in a row with some golems, basically until someone stops him. The final one is how he just "magic's" another friend and his faithful allies into an enemy stronghold with next to no clue what they are supposed to do except not get shanked, and can't be bothered to answer any questions."
Yah, these are all things I've either DM'd or played through with this guy.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
Pai's mouth open and closed wordlessly listening to Garinol going in on the Master of Spells. All she can do is point over his shoulder to the glowering figure towering behind him, hoping beyond hope Zay had come down with some temporary deafness.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Kilian wordlessly stands up, shouldering his pack, puts his coat on, and grabs his guisarme. He looks expectantly at the Master of Spells.
F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0
As Garinol goes through his diatribe about Aram Zey, Maddie checks her furs and taps her foot anxiously. When he finally finishes she offers sheepishly, "Um, I'm certain he had good reasons for whatever did..."
Garinol gets the sudden feeling that someone is standing behind him and turns to find Aram Zey there with a wicked little smile.
“Pathfinders,” He says in a curt greeting. He gestures toward the tapestry.
“As I’m sure you know, we recently came into possession of this wonder —the Hao Jin Tapestry—by winning the Ruby Phoenix Tournament in distant Goka. Within this piece of fabric lies an entire world in which one of Golarion’s greatest magicians placed treasures and mysteries beyond imagining. And it was supposed to be ours alone. This promise of exclusive access was made a lie, however, when the Aspis Consortium found a way into Hao Jin’s astral vault that bypassed the tapestry altogether, and Aspis agents are now busy stealing whatever they can move, hoping we will act too slowly to protect our winnings. Fortunately, a recent mission into the tapestry managed to uncover a clue about a possible Aspis base within the tapestry. That is your destination. Or perhaps your tomb, depending on if your skills are truly what I have been told, and not just baseless stories. Zey lets that sink in for a moment before continuing.
“The camp is within a great stone temple complex uprooted from the Vudran jungle many centuries ago by the sorceress herself. Since her disappearance, that part of the tapestry has been encased in a massive glacier. This temple—dedicated to a Vudran monkey-god, we believe—could prove enlightening on its own, notwithstanding the Aspis presence there. It’s a grim thought imagining what the Consortium has done to the place, but apparently more than three-quarters of it is still protected by the glacier, so we can still salvage a great deal.
“Vanaras—the simian humanoids responsible for constructing this temple—are great builders, and this temple is representative of the huge complexes that once graced the Vimada Forest before their wars with men and the rise of Khiben-Sald. It’s a representation of the cosmos, really, a series of nested squares with symbolic shrine-mountains all directed toward great Bahmenu, the mountain birthplace of the god Ragdya and, the vanaras believe, the center of the universe. This symmetry may serve you well, if you have any brains to remember this advice, since it will help you predict the layout and functions of the temple as you make your way around it. Every corner of the temple will be fitted with a small shrine, all facing the symbolic mountain.”
“Even an abandoned temple is a holy place to the vanaras, as it is to most of us Vudrani as well, and we hope you respect that fact. If you can save the sanctuary from the insolence of the gods-damned Aspis, it may draw the mirthful and enlightened eye of Ragdya himself upon our Society.”
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
Would Know. Arcana tell me anything about any of the mission mentioned, like Bahmenu or the Vanaras gods which might help with the layout of the temple, as described? Know. Arcana 1d20 + 9 ⇒ (17) + 9 = 26, if so.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
"Two questions: First, it seems as if our main mission is to eliminate the Apsis agents there. Am I correct? Second, if the tapestry gets us there, what gets us back?"
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
Whispering back to the group, "See, the coot has already forgotten I was just explaining about the dang tapestry. . ." :)
"What else can we expect? Other natives we know about? Do we have anything on these Aspis agents? What are they doing there, how did they get there to begin with, if we have the tapestry? How long do we have?"
If any of these are relevant:
Know Arcana:1d20 + 6 ⇒ (18) + 6 = 24 Know Dungeon:1d20 + 6 ⇒ (7) + 6 = 13 Know Local:1d20 + 6 ⇒ (20) + 6 = 26 Know Nature:1d20 + 6 ⇒ (4) + 6 = 10 Know Planes:1d20 + 6 ⇒ (11) + 6 = 17 (probably anything about the tapestry or the demi plane within)
Know Religion:1d20 + 6 ⇒ (17) + 6 = 23 (probably involving any of the deities/faiths mentioned)
Sense Motive:120 + 7 = 127 to see if he's holding anything back (just for fun)
A Pathfinder Society Scenario designed for levels 1–5. (We are playing Subtier 1-2)
Summary:
The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?
***
Everyone please check in with the character you'd like to play.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
Hey DM, gnomey wizard goodness here!
I've not updated my sheet yet, but I'll do that in the next day or so.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
I'm here, but I just have not had any time recently to make a character or even check out the other game until now. Hopefully today.
But I'm interested. I'll probably use a Pregen, and depending on what is most needed, I'll go with what is lacking. I see a Fighter, Monk, Sorcerer, and Ninja, so it's looking like Kyra so far.
Heck, I may just make a new character, as typing in all the info is about the same amount of work. Always wanted to try a Dervish Dancer. Might give that a try. :)
Alright, think I'm going to go with a Lore Warden. Mostly he'll contribute intimidation and battlefield control with Combat Reflexes and a Horsechopper (reach weapon).
I almost did that before I decided to aim for Shadowdancer.
I like that idea because it can give you a very high Initiative, high Perception, high damage output, and some spells. You'd be going first all the time and making it count.
Human? Tengu? Half-elf?
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Kilian is a guisarme trip fighter, so we should be set for battlefield control.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
So that gives us
Kilian--fighter
Pai--wizard
Beckett--inquisitor
D Kal--lore warden
Sam--ninja
Looks pretty solid to me. A 6th of any class would be fine.
Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions
I edited the last post, DM. Another character who can heal a bit would be helpful, but to be on the safe side, I spent 2 PP for a wand of Infernal Healing to keep us running.
Haha. Alright. Almost a shame though... it'd be funny to see to competing character concepts level up side by side.
I'm planning on taking reach weapons and whirlwind attack for the hilarity of it all. A level of monk makes me threaten nearby, and some other feats get me tripping with a whip like a maniac.
I have my plan all set out in my profile, if you want to critique.
Ok, a few questions. Is this Ruford, first of all? So you are starting out with a Horse-Chopper, but then going to the Whip down the road, utilizing Whip Mastery. I noticed your Monk has an 8 Wis, but a pretty nice Cha. Neither the Monk or the Magus really use Cha, (which is higher than Int). Was that intentional? Also, with the Whip, you have a 15ft reach, but Improved Whip Mastery lets you threaten with the Whip out to 10 feet, and you can attack past that normally.
My suggestion would be to drop Monk in favor of Archeologist Bard (from Ult Combat), (which will let you trade out EWP Whip for the Maneuver Monk would give you, but also add a self buff and seem to play to your stats more.) This would also let you pick up a Wand of CLW and Cat's Grace to us freely.
It might be worth it to go Fighter 4, Bard 3, (not in that order), then Shadowdancer the rest. It seems you will still get all the prereqs with a quick look. One issue I see is that you will not get Medium Armor Prof, which can hurt in the later levels. All in all, it looks very interesting either way. :)
Yes, I was speaking of Ruford. The idea was to start with a horsechopper, and use either the whip or horsechopper as things progress, depending on strategic needs. Obviously the whip with whirlwind attack is my ideal, but there may be times when I don't expect to trip anyone, so horsechopper will be my damage output weapon.
Of course I can use either one in a pinch, especially with my level of Monk. Monk gives me Improved Unarmed Strike, which means that, at level 2, even with my horsechopper out, I threaten adjacent squares as well as reach squares. With Combat Reflexes, getting that maximized threat area out there ASAP is important.
The Kensai Magus gives me proficiency and Weapon Focus in a single level, which is a pretty dense feat load for a single level. The Weapon Focus offsets the loss of a single BAB, and then I get two arcane pool points to use for a free +1 enhancement whenever I want. I also get a spell, but I'll be in armor and will suffer from arcane spell failure chance, and my save DC would be terrible, so I'm just writing off that part mostly.
I'm dumping WIS because I don't need it for anything. The Monk's AC bonus won't apply as I'll be wearing light armor. The Kensai's Canny Defense bonus *will* apply, so that's a good reason to have at least 12 INT. Also, that gets me another arcane pool point. And of course I need 13 INT for whirlwind attack. Extra INT beyond that would only give me additional arcane pool points, so I see it as a waste of stat points.
My CHA is pumped to improve the DC of my spell-like abilities from the Shadowdancer class. If I took 3 Bard levels, I'd lose:
+1 AC from Magus
2 arcane pool points from Magus
Weapon Focus from Magus
Improved Unarmed Strike (important for threatening, as mentioned before) from Monk
Improved Trip from Monk
Flurry of Maneuvers from Monk (which gets me multi-attacking before I get access to whirlwind attack)
6th level of Shadowdancer, including Rogue Talent, another use of Shadow Conjuration, and another 40ft of Shadow Jump.
I never get medium armor proficiency either way, which is fine, since Evasion requires light armor, and so does Canny Defense (+1 AC). Using light armor will keep up my mobility (well, that, and Mobility) so I can get in position to whip every single enemy on the battlefield. And for icing on the cake, I believe that Flurry of Maneuvers (add a free combat maneuver to a full attack action) stacks with Whirlwind Attack (forfeit all other extra *attacks* for one attack per enemy) by RAW (since a combat maneuver is not an attack, but rather, can replace an attack).
Beckett #2:
About Garinol:
First off, your point buy is wrong. You've spent 18 points (there's a stray 2 floating around from dropping CHA to 8). You could spend 2 on STR to pump your melee damage and carrying capacity, or you could pump Dex to 17, leaving you a good 4th-level upgrade option. Or, you could drop CHA to 7 and do both (since you're only using that point of CHA for the extra +1 to Perform, and +1 to melee damage is arguably more valuable).
Also, have you considered a little Disable Device? With your Perception and Dexterity you'd be good at handling traps.
I have one more player coming, but they probably won't be available for a few days, so everyone take their time to get their characters right, and don't forget to post an introduction of some sort in the Gameplay thread.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
D-Kal:
I don't know I used Hero Lab to do it. It may just be that I put it into Wis and then bumped Dex through points. You are right, thanks for the catch.
Don't Monks lose Imp Unarmed Strike and Flurry if they wear armor, in addition to the Feats? I haven't looked, but I think they do. That was one of the concerns I had. Now, don't get me wrong. It looks like an interesting build, and I wouldn't mind seeing it in action, I was just curious if you had realized it. If so, you could always go with a Shield Bash or Armor Spikes. If you use them for AoO's only, it is not Two-Weapon Fighting Penulties. It's only if you get the extra Attack for Two-Weapon Fighting. The reason I mentioned Medium Armor is for Mithral. Pathfinder changed it though so that you still need to be proficient with medium Armor before it is mithral.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities
All I lose is AC bonus (not an issue - no WIS bonus), fast movement (I can get over that), and flurry of blows (which I don't have - I have flurry of maneuvers. I researched this on rules questions threads.)
So really, I don't lose much. And I can't do medium mithral armor anyway because that still kills my Evasion and such. So light armor it is.
Armor/shield spikes are definitely a good "always-armed" option (though I think gauntlets/spiked gauntlets work for that too, right?), but in the rare instance in which weapons are disallowed or at risk (such as fighting mean statues), unarmed strike is a good thing to have. I could be persuaded on this point, but the monk level still gives me Improved Trip and Flurry of Maneuvers.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Kilian's updated. Slightly better armor, plus cold-weather gear and alchemic silver cestus.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
Ha ha. Take your time. I have different firing range duties all week. I can check posts from my phone sometimes if I have signal, but not maps and posting is difficult but not impossible.
I'm the last person, sorry about the delay! I'll probably have my cleric of Pharasma (sorry, not a polearm fighter) ready by Thursday night Eastern US time.
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Longspears are simple weapons, so clerics are proficient with them.
But if he has crappy STR it won't matter. Could be a finesse cleric.
We should be fine though. It would just be insane melee control for 3 of us to be using reach weapons. :)
I posted this in my other game, but figured I should repost here as well.
I took a job that has me traveling without my computer until Monday night. I can still post from my phone, but I won't be able to put up maps until I return.
I still think we can continue without them for now, and just run combat in a cinematic style.
Panther Style (Combat, Style)
You can strike back at enemies who attack you when you move.
Prerequisites: Wis 13, Combat Ref lexes, Improved Unarmed Strike.
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering
attack of opportunity.
So basically if you draw an AoO for movement, after that AoO is resolved, you can take a sort of AoO yourself against the person that attacked you. (It's not actually an AoO, though, just works similarly, and is a Swift Action, which means it can only be done one per round.)
Panther Claw:
Panther Claw (Combat)
You unleash a rapid series of blows on foes that attempt to
attack you when you move.
Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.
This changes the action type from Swift to Free Action, meaning you can potentially do it more than once per round, (in fact up to your Wis mod), but it doesn't allow you to do it more than once per event that actually provoked to begin with. So, with the original Feet, they attacked you and you attacked them back after that. At that point, if you continued moving and provoked from a different target, (because you can only provoke by moving from the same target once per round), with the first Feat only, you would not be able to attack them back, because it is a Swift Action, and you had already used your single Swift Action for the round. With the second Feat, it becomes a Free Action, which you can take multiple of during a round, and you would be able to attack the second target after their AoO, too.
It doesn't, however, allow you to do a sort of Flurry of Blows against a target for the single AoO you provoked, though I can see where it almost reads as if it did.
To my knowledge, there is no rule about how many Free Actions can be taken outside of what is reasonable, (I could be wrong, though). I believe a long time ago the 4 Free Actions per round was suggested due to some sort of item/Feat/Class Feature abuse that allowed some sort of infinite action as a Free Action. Because Panther Claw has a built in limit (Wis mod per round), it's probably not appropriate to impose a limit beyond that, including other Free Actions for the round, as long as they are within reason, which is up to the DM.
Thanks Beckett. Yep, I'm barely hanging on to the basic AoO rules as it is. So basically, if Mu (WIS 15) ran by 5 enemies and triggered 5 AoOs, he would get 1 AoO back at each 3 of them, and then he'd get a remaining standard action at the end of movement, which is likely drinking a healing potion or stabilizing.