
noral |

Thanks!! :-)
So below you already find my characters background and I am finishing the char sheet now.
* * *
Being a quintuplet is not easy. Especially when your mother is a Kitsune that fled Cheliax years ago as a pregnant woman with five unborn babies in her belly. Well, her husband was willing to sacrifice her unborn children to close a deal with a devil. You know … it sounds better when I say „ her husband“ because I do not have to say … „my father“.
We grew up near Palin's Cove, an industrial town near Korvosa in southeast Varisia. Out of fear our mother gave us a herbal mixture sourced from a Varisian witch that hindered us to take our natural fox form but also made us physically weak. Even if a sudden transformation happened we were never allowed to look at our red fur in the mirror … let alone tell anybody what we were.
As a kid I was always a little too protective … and so full of guilt … and although I did not know why, I knew something was missing. Today I know that my dead mother only wanted to protect us. Maybe if we understood what a dangerous man our father was, we would have paid more attention to her teachings ... maybe then not only she but also our oldest sister would still be alive.
It took my uncle Xiao two weeks to find my two brothers, my sister and I in our vulpine forms somewhere in the woods north of the Falcon River. It was also surprising for us that we had a relative that was a Halfling – after all we did not even properly know what we were so accepting uncle Xiao was easy.
I remember the travel to escape my father well. We crossed many regions and made some friends before we arrived in Tian Xia ... the only thing that kept us awake during all this time was our lonely hearts that longed for our mother and sister.
Although uncle Xiao was always with us, we were all very frightened when we arrived in the village we later all called home … Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that we were welcomed with open arms. We were Kitsune that could not properly change into their natural form, looked like the barbaric human invaders from Avistan and did not even speak Tien … I do not need continue, do I? Religion never really ment much to our mother but Xiao waited some time but eventually taught us the lessons of Chaldira and our eyes opened to all the possibilities in the world … and we got along better with the halfling community that thought it was funny that we were followers of a Halfling goddess.
After Xiao died we kids all decided to choose our own paths.
Mine led me to an interest in history and magic ... and eventually back to Cheliax ...

noral |

Hello everybody,
below you find my Char Sheet. I am looking forward to the game with you!
:-D
* * *
HP 55/55 + 0/0 temp HP| Baahuush 27/27 HP | AC 16 T 15 FF 11 | CMB +0, CMD 15 | F: +9, R: +8, W: +7 | Init: +3 | Perc. +7, Bluff +12, Dipl. +12, SM +2
Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Arcane Reservoir (5/5) | Speed 30ft | Active conditions:
Male NG Kitsune that is always in human form (around 25 years, auburn hair, usually silently observing) | Exploiter Wizard 5 |
------------------------------------
–– Wizard 5 (Exploiter Archetype) ––
Male NG Kitsune
• TYPE: Humanoid (Shapechanger)
• SIZE: Medium
• Low-light vision
Being a quintuplet is not easy. Especially when your mother is a Kitsune that fled Cheliax years ago as a pregnant woman with five unborn babies in her belly. Well, her husband was willing to sacrifice her unborn children to close a deal with a devil. You know … it sounds better when I say „ her husband“ because I do not have to say … „my father“.
We grew up near Palin's Cove, an industrial town near Korvosa in southeast Varisia. Out of fear our mother gave us a herbal mixture sourced from a Varisian witch that hindered us to take our natural fox form but also made us physically weak. Even if a sudden transformation happened we were never allowed to look at our red fur in the mirror … let alone tell anybody what we were.
As a kid I was always a little too protective … and so full of guilt … and although I did not know why, I knew something was missing. Today I know that my dead mother only wanted to protect us. Maybe if we understood what a dangerous man our father was, we would have paid more attention to her teachings ... maybe then not only she but also our eldest sister would still be alive.
It took my uncle Xiao two weeks to find my two brothers, my sister and I in our vulpine forms somewhere in the woods north of the Falcon River. It was also surprising for us that we had a relative that was a Halfling – after all we did not even properly know what we were so accepting uncle Xiao was easy.
I remember the travel to escape my father well. We crossed many regions and made some friends before we arrived in Tian Xia ... the only thing that kept us awake during all this time was our lonely hearts that longed for our mother and sister.
Although uncle Xiao was always with us, we were all very frightened when we arrived in the village we later all called home … Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that we were welcomed with open arms. We were Kitsune that could not properly change into their natural form, looked like the barbaric human invaders from Avistan and did not even speak Tien … I do not need continue, do I? Religion never really ment much to our mother but Xiao waited some time but eventually taught us the lessons of Chaldira and our eyes opened to all the possibilities in the world … and we got along better with the halfling community that thought it was funny that we were followers of a Halfling goddess.
Xiao was married to Soreya, a kind woman that had lost her first husband years back and Xiao raised Soreya's kids as if he was their own father. You can imagine my surprise when I later learned that these funny kids that I now love as much as my real siblings are all Ifrits although they look so human!
After Xiao died we all decided to choose our own paths. Mine led me to the Pathfinder Society and the path to learn more about history and magic ...
_________________________________________________________________
_________________________________________________________________
–– STATS ––
Str 6, Dex 20, Con 18, Int 21 (23), Wis 12, Cha 8
Str 8 – 2 Racial = 6
Dex 10 + 8/16 points + 2 Racial = 20
Con 10 + 8/16 point = 18
Int 18 + 2 Racial = 20
Wis 10 + 2/16 points = 12
Cha 10 -2/16 points = 8
_________________________________________________________________
–– SAVES ––
Fortitude: +9 (Con +4, Wizard +1, Familiar +2, Cloak of Resistance +2)
Reflex: +8 (Dex +5, Wizard +1, Cloak of Resistance +2)
Will: +7 (Wis +11, Wizard +4, Cloak of Resistance +2)
_________________________________________________________________
-- COMBAT --
• Ranged to hit: +7 (BAB +2, Dex +5)
• Melee to hit: +0 (BAB +2, Str -2)
• Light Crossbow +7 (1d8, 19-20/x2)
• CMB +0 (BAB+2, Str -2)
• CMD 15 (BAB+2, Dex +5, Str -2)
• AC 16, Touch 15, FF 11 (Armor +1, Dex +5)
_________________________________________________________________
-- SKILLS --
Acrobatics +10 (Rank 5, Dex +5)
Appraise +10 (Rank 1, Class +3, Int +6)
Craft (Alchemy) +10 (Rank 1, Class +3, Int +6)
Bluff – Deceive or Lie +12 (Rank 5, Int +6 'Student of philosophy' trait) OR Bluff - Feint +-4 (Rank 5, Cha -1)
Diplomacy – Influence attitude, make request, convince +12 (Rank 5, Int +6 'Student of philosophy' trait) OR Diplomacy – Gather Information +4 (Rank 5, Cha -1)
Escape Artist +10 (Rank 5 [Headband of Vast Intelligence], Dex +5)
Fly +9 (Rank 1, Class +3, Dex +5)
Knowledge: Arcana +14 (Rank 5, Class +3, Int +6)
Knowledge: Dungeoneering +10 (Rank 1, Class +3, Int +6)
Knowledge: Engineering +10 (Rank 1, Class +3, Int +6)
Knowledge: Geography +10 (Rank 1, Class +3, Int +6)
Knowledge: History +10 (Rank 1, Class +3, Int +6)
Knowledge: Local +14 (Rank 5, Class +3, Int +6)
Knowledge: Nature +10 (Rank 1, Class +3, Int +6)
Knowledge: Nobility +10 (Rank 1, Class +3, Int +6)
Knowledge: Planes +14 (Rank 5, Class +3, Int +6)
Knowledge: Religion +10 (Rank 1, Class +3, Int +6)
Linguistics +10 (Rank 1, Class +3, Int +6)
Perception +7 (Rank 4, Wis +1, Familiar Alertness +2)
Sense Motive +3 (Rank 0, Wis +1, Familiar Alertness +2)
Spellcraft +14 (Rank 5, Class +3, Int +6)
Lvl 1 to 5: each 10 skill points: 2 Wizard + 5 Int + 1 Skilled Kitsune + 2 Campaign Skill bonus
TOTAL: 50 skill points
Lanuages:
- Racial (Common, Tien, Sylvan)
- Intelligence: Abyssal, Celestial, Infernal, Kelish, Ignan
- Linguistics: Ancient Osiriani
_________________________________________________________________
Spell Book, 0-lvl:
[] Acid Splash: Orb deals 1d3 acid damage.
[] Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
[] Dancing Lights: Creates torches or other lights.
[] Daze: Humanoid creature of 4 HD or less loses next action.
[] Detect Magic: Detects spells and magic items within 60 ft.
[] Detect Poison: Detects poison in one creature or object.
[] Disrupt Undead: Deals 1d6 damage to one undead.
[] Flare: Dazzles one creature (–1 on attack rolls).
[] Ghost Sound: Figment sounds.
[] Grasp: Retry a Climb check as an immediate action
[] Haunted: Fey Aspect You surround yourself with disturbing illusions.
[] Light: Object shines like a torch.
[] Mage Hand: 5-pound telekinesis.
[] Mending: Makes minor repairs on an object.
[] Message: Whisper conversation at distance.
[] Open/Close: Opens or closes small or light things.
[] Prestidigitation: Performs minor tricks.
[] Ray of Fros:t Ray deals 1d3 cold damage.
[] Read Magic: Read scrolls and spellbooks.
[] Resistance: Subject gains +1 on saving throws.
[] Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
[] Spark: Ignites flammable objects.
[] Touch of Fatigue: Touch attack fatigues target.
[] Vacuous Vessel: Make a single container appear empty.
Spell Book, 1st-lvl:
[] Air Bubble
[] Ant Haul
[] Cause Fear
[] Charm Person
[] Colour Spray
[] Colour Spray
[] Comp. Languages
[] Crafter’s Fortune
[] Disguise Self
[] Ear-Piercing Scream
[] Enlarge Person
[] Expeditious Retreat
[] Feather Fall
[] Floating Disk
[] Gravity Bow
[] Grease
[] Hydraulic Push
[] Hypnotism
[] Identify
[] Infernal Healing
[] Keep Watch
[] Liberating Command
[] Mage Armor
[] Magic Missile
[] Magic Weapon
[] Moment of Greatness
[] Monkeyfish
[] Mount
[] Obscuring Mist
[] Polypurpose Panacea
[] Reduce Person
[] Secluded Grimoire
[] Sleep
[] Snowball
[] Swift Girding
[] True Strike
[] Vanish
Spell Book, 2nd-lvl:
[] Admonishing Ray
[] Aggressive Thundercloud
[] Alter Self
[] Bestow Insight
[] Bull's Strength
[] Create Pit
[] Darkvision
[] Daze Monster
[] False Life
[] Flaming Sphere
[] Glitterdust
[] Hideous Laughter
[] Invisibility
[] Knock
[] Mirror Image
[] Oppressive Boredom
[] Resist Energy
[] Scorching Ray
[] See Invisibility
Spell Book, 3rd-lvl:
[] Haste
[] Fly
_________________________________________________________________
–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 5 = 3 + 2 Int
• 2nd level: 4 = 2 + 2 Int
• 3rd level: 2 = 1 + 1 Int
–– MEMORIZED SPELLS ––
• 0 level: message, daze, detect magic, grasp, read magic
• 1st level: Burning Hands, Enlarge Person, Snowball, Snowball, Vanish
• 2nd level: False Life, Flaming Sphere, Glitterdust, Mirror Image
• 3rd level: haste, haste
_________________________________________________________________
–– FAMILIAR ––
'Baahuush', the horned lizard Familiar (Emissary Archetype), N Diminutive animal; Init +1; Senses low-light vision, scent; Perception +3
• Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.
• Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.
• Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.
• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
DEFENSE
AC 18, touch 15, flat-footed 16 (+1 Dex, +3 natural, +4 size)
HP 23
Fort +1, Ref +3, Will +4
OFFENSE
Speed 20 ft.
Melee bite +3 (1d2–5)
Ranged blood squirt +6 touch (special)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 8, Int 8, Wis 10, Cha 3
Base Atk +2; CMB –2; CMD 4 (8 vs. trip)
Feats Run
Skills Stealth +17
SQ camouflage, puff up
SPECIAL ABILITIES
• Blood Squirt: Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC 9 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
• Camouflage: While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t grant cover or concealment.
• Puff Up: When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts.
Despite their sluggish, toad-like appearance, these creatures are reptiles with dry, spiny skin adapted to prevent water loss in their native desert environment. They are typically found sunning themselves on rocks during all but the hottest parts of the day, retreating beneath the shade of ridges or rocks when the sun is directly overhead. Their main method of defense is to avoid detection, but when their desert coloration fails to fool predators, they attempt to flee or use their other defensive methods, such as their unique ability to rupture blood vessels in their eyes so they can spray noxious blood at approaching predators. Due to their fierce defensive displays, horned lizards are often thought to be overly aggressive, though people who keep them as pets or familiars know that they can be affectionate creatures.
_________________________________________________________________
_________________________________________________________________
–– HIT POINTS ––
Lvl 1 to 5 - 11 Hit Points: 6 Wizard + 4 Con + 1 Fav. Class
TOTAL - 55 Hit Points
_________________________________________________________________
TOTAL GOLD:
* Currently: 1405 gp
1st Level GOLD:
* Spent: - 137 gp (Starting Equipment),Smelling Salts [25 gp]; Potion of Touch of Sea [50 gp]; Air Crystals [50 gp]; Antiplague [50 gp]; 28 x 1st lvl spells [280gp]; 15 x 2nd lvl spells [600gp]; Minor bag of holding [1000gp]; 5 x Acid [50gp])
Wand of CLW [750 gp], Headband of Vast Intelligence +2 [4000 gp], Metamagic Rod, Extend [3000 gp], Cloak of resistance [1000 gp], Pearl of Power 1st [1000 gp])
_________________________________________________________________
-- GEAR --
Haramaki armor, 5 lbs.
Dagger, 1 lbs.
Spell component pouch, 2 lbs.
Cloak of resistance, 1 lbs.
Headband of Vast Intelligence (Escape Artist) +2, 1 lbs.
Backpack, Masterwork, 4lbs
Minor bag of holding (All items below in the bag), 3 lbs.
Light Crossbow (20 bolts)
Metamagic Rod, Extend, 5 lbs.
Pearl of Power 1st, 0 lbs.
Spell book
Wand of CLW (50 charges)
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Vermin repellent
Travelling Spellbook
Holy symbol Chaldira
Heal kit, 2/10
Smelling Salts
Potion of Touch of Sea
Air Crystals
Spell component pouch
Antiplague
5 x Acid
_________________________________________________________________
-- FEATS --
• Level 1 (free, Wizard): SPELL FOCUS (Conjuration): +1 save DC of your spells in chosen school. (PFCR 134)
• Level 1 & 3 & 5: EXTRA ARCANIST EXPLOIT: Your repertoire of arcanist exploits expands. Prerequisite(s): Arcanist exploit class feature. Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit. Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit. You have chosen the following acarnist exploit(s): Dimensional Slide, Familiar
- Level 1 Feat: Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
- Level 3 Feat: Familiar (Su): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).
- Level 5 Feat: Consume Magic Items (Su): The arcanist can consume the power of potions, scrolls, staves, and wands, using them to fill her arcane reservoir. Using this ability is a move action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane reservoir equal to 1/2 the level of the spell contained in the item (o-level and 1st-level spells do not recharge the arcanist’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the arcanist gains no benefit. If used on a staff, it loses 1 charge and the arcanist gains a number of points to his arcane reservoir equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the arcanist cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the arcanist’s reservoir’s maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.
_________________________________________________________________
-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)
_________________________________________________________________
-- CLASS ABILITIES --
• ARCANE RESERVOIR: At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. (ACG).
• EXPLOITER EXPLOIT: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. You have chosen the following arcanist exploits:
- Arcanist Exploit Lvl 1: Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
- Arcanist Exploit Lvl 5: Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
• BONUS FEATS: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.
- Arcane Discovery Lvl 5: tbd
_________________________________________________________________
-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
• LOW-LIGHT VISION
• KEEN KITSUNE: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan
_________________________________________________________________
— FACTION CARD GOALS: SCARAB SAGES - Season 8
• PLANAR SAGE (2+ goals): You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
— FACTION CARD GOALS: SCARAB SAGES - Season 9
• LESSONS OF HISTORY (2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
Exploiter Wizard and Extra Exploit A
Exploiter Wizard and Extra Exploit B

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I propose we rest for another day so Edric has full spells, that should give us a chance to go back in with full resources. (And for Edric and Mera to have fun when they can both see!)

Richard Holysmith |

Sounds good to me. Plus that gives our friend a chance to say hello in game!

Tal Bernard Mainz |

Delaying a day sounds good. Welcome Noral

Tal Bernard Mainz |

Also aren’t we 6th level for our newest member?

Tal Bernard Mainz |

Nope we are killing them first!!!

noral |

Hello everyone!
I believe it makes most sense that Kioshi is a new recruit in Westcrown as I do not know the history of the AP well as a player so being a new arrival in town makes sense.
Kioshi’s background gives him a reason to return to Cheliax. As this is essentially a clone of my pfs character I wanted to know if it makes sense to build on that and assume that Kioshi left the pathfinders to return to Cheliax to get a feeling for his roots.
And when he recently realised that a resistance is building up he volunteered.

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According to the Morrowfall page I have to present it strongly and say the goddesses name. Does is matter if the area is silenced? I assume the artifact cant hear me say it either way...

Mera Wist-Thrune |

I am on a ski trip and may not get a game update in until Monday. Please bot me if needed!

Tal Bernard Mainz |

Thanks for the little dig there at the end. Tal up (if he is alive)

Tal Bernard Mainz |

I was worried as anything above a 4 I was ok. Just wasn’t going to say it ahead of time

Tal Bernard Mainz |

Only if it is Drovalid. Thus the Pollux reference

Tal Bernard Mainz |

Items found yet unclaimed so far...
Mw chainshirt
Mw fullplate barding
+1 lt fort breastplate
crafted pre-Thrune Chelish banner worth 75 gp, a vial of oil of daylight, a scroll of sending, and a scroll of lesser globe of invulnerability folded into origami birds
5 treaties Each is worth 150 gp to a collector.
wand of inflict moderate wounds (38 charges)
+1 chain shirt
+1 short sword
masterwork hand crossbow with 10 poisoned bolts (greenblood oil; Fort DC 13;1/round for 4 rounds; 1 Con; cure 1 save)
gold holy symbol worth 200 gp
wayfinder
+1 leather armor, +1 wooden stakes (2)
“Whisperslash—the dueling sword of Baron Agustine II, the Cold Veteran of Oppara” (This exquisite blade is a +1 defending mithral rapier.)
“Hand of the Pharaoh of Nagas, Osirion” (This is a wellpreserved,five-fingered, long-nailed mummy’s hand—it functions as a luckstone.)
“Chess set gifted from Taldor to Cheliax in 4315 ar” (This exquisite chess set is worth 3,500 gp.)
Once people claim them then I will figure sell value for everyone

Tal Bernard Mainz |

Who ever has the worst saves should get the luck stone. That looks like Mera at this point but may be because the others has cloaks of resistance while she does not. Then again we sell the luckstone and everyone gets 2000gp just from that.
Did Richard take the mithral rapier? I know we talked about it being an excellent weapon for him.
Spreadsheet is updated. If you claim something put you name in column E and reduce the number available in column B please. Thanks

Tal Bernard Mainz |

Also most important is who is taking the Morrow fell. Fluff wise I am thinking not Mera as she is crazy enough with her glaive. Don’t need her to lose it and then pull out the Morrowfell to cook alll of us.
Tal is neutral but leaning good so unless someone gets an atonement for him he is out.
Kioshi has explosive good ness already.
That leaves Edric and Richard.

Mera Wist-Thrune |

Mera will gladly take the Morrowfall! You know, for funsies.

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Edric has the Morrowfall at the moment and is unlikely to give it up. He's already a cleric devoted to light so its a good fit for him, and he's less likely to cook the rest of you :P (Even Mera!)
There's nothing in the loot that Edric wants/needs but he has crafting so if we sell everything then Edric can improve/make gear as we want it. :)

Richard Holysmith |

Richard will claim Whisperlash, the rapier. And the oil of daylight is good.
What was that luck stone again? It's pretty expensive.

Tal Bernard Mainz |

+1 luck bonus to all saves

Mera Wist-Thrune |

Mera could use some help in the saves department, unless someone objects she will take it.

Tal Bernard Mainz |

The option is Mera is that by selling it and splitting the money equally you could still afford a +1 cloak and have 1000gp left over for something else. It is just that dang expensive for a +1 to saves.
Hell I would be fine with you getting half the money to purchase a +2 cloak and the rest of us only get 1000gp. That gets you better saves than the stone by itself and nets me a cloak as well.

Mera Wist-Thrune |

Oh, that's perfectly fine. If you'd rather sell it and do that by all means, whatever is best for the party.

Tal Bernard Mainz |

I would much rather you get a +2 cloak than kill Edric every other fight ;p
Even if you claim it and sell it you could buy a +3 cloak and have 1000gp left over. Some of these items just seem so over priced

Mera Wist-Thrune |

Ah I see, it's about keeping Mera from killing everyone. :)
I'll take the +2 cloak and give you guys each a 1,000 option.

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Perfect

Richard Holysmith |

The advantage of the luckstone is that you don't lose a slot for your cloaks.

Richard Holysmith |

The advantage of the luckstone is that you don't lose a slot for your cloaks.
That being said, I'll take the money.

Tal Bernard Mainz |

True I think Mera will need to get rid of her Muleback cords. Fair trade though I think

Tal Bernard Mainz |

If we are able to retrieve the dais we need to figure out a gp value for it. Anyone have appraise to figure it out. Also does anyone want any of the other items that is still on the spreadsheet. If not then I will consider the rest sold once that time comes.
If no one claims anything else then it looks like Richard gets the sword, Edric gets the Marrowfell, I get the +1 platemail, Mera gets a cloak +2, and we all get 4720 gp.
I am thinking a cloak of resist for myself as well with my money. The question is do I make it a +1 and pick up a few potions: fly, barkskin, bear's endurance, bull's strength, darkvision, displacement, spider climb etc; make it a +2 cloak, or save the rest to make the longsword holy (need another 20,000 gp for it though).
Kioshi it looks like you should be getting the next nice item we come across if it works out that way.
appraise on dais 1d20 + 4 ⇒ (14) + 4 = 18

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Mera, take Kioshi’s 1000 too and buy a cloak of resistance +2 combined with muleback cords. Then you only need another 500.

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I can make cloaks of Resistance up to +2 for half the normal price if that helps, so that could fix the muleback cords issue for about 3000gp.
Also the luckstone is expensive because its nearly impossible to get luck bonuses to saves and they stack with everything, so you can have the stone AND a cloak and they'll stack.
Also Tal, can you borrow the Muleback cords to up your carry weight again?

Tal Bernard Mainz |

It looks like muleback cords stack with ant haul and bulls strength. Wow that is a ridiculous amount that I could carry then. 7200 lbs total.
If we have the time for crafting then it would take 6 days and 2750 for Mera to have a cloak of resistance +2 muleback cords.
It would be 4 days and 2000gp for my +2 cloak. If there is enough time I say we go for it.

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Kioshi also has craft wondrous item.

Richard Holysmith |

Tal can drag us around, whee! I call left shoulder!

Tal Bernard Mainz |

If we really want to have fun with it then cast enlarge on Tal which then gives 27 str for 800lbs x3x4x2 for 19,200 lbs.
Crazy.

Mera Wist-Thrune |

I slimmed up Mera's inventory and I can now shed the muleback cords to make things easier. All she would need is just the cloak +2 at this point.

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As a different way of looking at the loot.
The total SALE VALUE of the loot is 28,201gp. [Tal's sheet is missing the luckstone and the masterwork price element of various items. Not sure what I missed... either way, lots of gold!]
Split 5 ways thats 5,640.2gp each.
Then each player can account for the value of any loot they want. For example Richard would lose 4660 of his share (sale price of the mithril rapier), leaving him with 979.8gp plus the rapier.
In short, if there's anything you want from the loot then take it and reduce your share by the appropriate amount.
Once that's done everyone who wants to can pay the crafting costs for 'materials' and bring them to either Edric or Kioshi for crafting. It will, of course, be up to the buyer and the crafter to establish a mutually satisfactory price for the labor. ;)

Mera Wist-Thrune |

What? The price is free, Mera has paid for your services!
So which is it, 4750 or 5640?

Tal Bernard Mainz |

The prices included the new component of each item yes. The reason I had the luckstone at that price is to account for Mera getting 4000gp for her +2 cloak and then splitting the rest of the money equally. If we want to make it so that everything is placed at sell value for claiming then deduct that much from individual accounts we can but makes it a bit more harder for me.
I prefer that people just claim what they need first, ask for what they would like second and split the rest. Any discrepancies or mutual claims we can figure out as we go by who got the previous items etc.

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If you prefer that's fine but frankly it makes my head spin. :) Dividing the total loot value by 5 and then people effectively buying items from their share is the most equitable. In my groups previously we've always been happy to lend/give other party members gold for stuff that helps the party as a whole [or often stuff that doesn't but is fun anyway :D]
Say Tal needs 10K to make his weapon +3 and only gets 6k from the loot split. It's in Edrics interest that the tank can defeat enemies for him so he can easily loan/give Tal 4k for the purchase.
But you're doing the spreadsheet so you get the final decision!

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I do not really anything more at the moment so I am fine with any solution.

Tal Bernard Mainz |

I like the idea Edric but what happens when we come across an item that is beyond the loot available to split equally. By that I mean the luckstone is almost worth half the entire loot. How are we to divide up singularly large items like that.