
Terri Riverrun |
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Yay! Now I really do hope Terri and Tove live, so Terri can find a way to repay her new best friend.

Terri Riverrun |

Me too! I'll have to save those last words for another day (I hope.)

DM Talomyr - Kingmaker |
1 person marked this as a favorite. |

Well...feel a little bad about that one. First person I kill in this game that wasn't plot death is my own kid. Jeesh...

Terri Riverrun |

I knew Raz was low on health, but dang, that was a brutal kill. I hope you'll stick around and play with a new character, Raz. Just because Razarak's part is done, doesn't mean yours has to be! :)

DM Talomyr - Kingmaker |

He was unfortunate enough to take a shot that would kill just about anyone in the party outright except for Bassius - who would still be at -7.

Terri Riverrun |

Yeah, That was a shot that would down anyone under fifth level to be honest. Crits are dangerous on a bow with that many modifiers to stack.

Razarak Medvyed |
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Welp that turned out about as well as the real leeroy jenkins...I'm thinking a kensai bladebound magus with a bastard sword black blade focus. Hows that sound to peoples?

DM Talomyr - Kingmaker |

Raz, as you consider your next character, build it as a 5th level character. The party will be leveling as soon as they are done with what's left of the Stag Fort.

Tove Hellstrom |

Well done folks, that was scary. Sorry Raz...

Terri Riverrun |

That was a fight! We've been dealing with this one encounter since before Christmas and the battle proper since January. And yeah. that was scary. For a bit I was wondering if I'd caused another TPK.
Glad to be through that now. We just have to explore the rest of the fort. That should be easy, right?
*Starts to sweat a little*
Right?

Razarak Medvyed |

ok all, heres what im thinking...open to suggestions,
Male tiefling magus (bladebound, kensai) 5 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 20, touch 18, flat-footed 12 (+3 Dex, +5 dodge, +2 natural)
hp 43 (5d8+15)
Fort +6, Ref +5, Will +4
Defensive Abilities canny defense +5; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee black blade +9 (1d10+5/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks arcane pool (+2, 6 points), spell combat, spellstrike
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—darkness
Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +10)
. . 2nd—bull's strength, mirror image
. . 1st—enlarge person (DC 16), magic missile, shield, shocking grasp, true strike
. . 0 (at will)—acid splash, ghost sound (DC 15), ray of frost
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Statistics
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Str 16, Dex 16, Con 12, Int 20, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 24
Feats Arcane Strike, Armor Of The Pit[ARG], Improved Initiative, Toughness, Weapon Focus (bastard sword)
Traits pioneer, reactionary
Skills Appraise +10, Bluff +6, Intimidate +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (planes) +13, Perception +1, Profession (soldier) +7, Ride +11, Sense Motive +1, Spellcraft +12, Stealth +5, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, perfect strike
Combat Gear oil of keen edge (2), pearl of power (1st level), potion of cure light wounds (5), potion of mage armor; Other Gear crossbow bolts (20), light crossbow, belt of giant strength +2, bracelets of the fey touch, cloak of resistance +1, handy haversack, hemp rope (50 ft.), magus starting spellbook, spell component pouch, trail rations (14), waterskin, light horse (combat trained), military saddle, 11 gp, 5 sp
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Special Abilities
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Arcane Pool +2 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Bastard sword) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Kalaman Mar stands at about 5' 4" tall, weighing in at 140lbs, making him slightly smaller than the average human. He has pitch black skin, white hair, and red eyes with black sclera. He has short horns protruding from above his brow. On his back is a large blade, blacker than his skin, with runes that seem to glow and beat as if the blade had a heart and the runes, its veins. He is aloof and doesn't seem to trust things at face value, appearing to believe peoples actions over their words.
Kalaman Mar grew up in the stolen lands. Due in part to his obvious heritage, and how, before he managed to get a handle on it, his magic would strike out randomly, he was pretty much a loner from the start. Moving from settlement to settlement along the northern border of the stolen lands, staying only as long as he was welcome before moving onto the next place to be ran from, his was the life of the road. Kalaman made a living as a hired soldier, protecting merchant caravans (who cared more about their wares and money than any predjudices) and taking odd jobs that required a sword. As such he learned to meld his inherent magic with swordplay to make himself even more deadly. It seemed to him that that would be his lot in life, to put his sword and magic to use to make money (and if that protected someone, then all the better). Until one night on the road, between jobs, he was awoken, not by anything substantial, just a tingling on the back of his neck, and the pale hairs on his black arms standing on end. He looked around, searching for what would have put his senses on high alert, and at first didn't notice anything. Except a dull, red, pulsing. As he searched for the source of the pulsing, it seemed to grow brighter and more insistent as he got closer, until he noticed a large blade, black as the space between the stars, covered with runes from a language long forgotten. As he reached out to touch the blade, the red pulsing flashed as bright as the noon sun, and Kalaman Mar blacked out. He awoke with the Blade strapped to his back, and a burning desire to discover where the blade came from and why it came to him. He now wanders the stolen lands searching for answers wherever they may be found, hoping for any leads that may points in the direction he is looking for.

Tove Hellstrom |

Oh wow, I love working with tieflings. This is going to be fun.

Terri Riverrun |

Oh fun! I wonder if this is a good sword or a bad sword. Either is going to be interesting. :D
I'm kinda wondering if Terri and Kalaman would have crossed paths at some point. She was wandering for a couple of years before coming to help reclaim the stolen lands.

Bassius "Bass" Vibulus |
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For everyone's information, I've updated the loot list, found here
I've reformatted it into 3 tabs: Arms & Armor, Magic Items, and Treasure Items & Misc. I'll be adding in all of the new loot to the list this evening.

DM Talomyr - Kingmaker |

Plus there are these things that Raz won't be needing anymore...
potion of cure light wounds, Amulet of mighty fists +1, Bracers of armor +1,potion of shield of faith +2; Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), trail rations (7), waterskin (2), whetstone

Tove Hellstrom |

Thanks Bass!
I've noticed a lot of nice looking items for a priestess of Erastil here. Would anyone be opposed to Tove taking care of the Stag Lord's Helm and +1 Composite Longbow, along with Akiros' Holy Symbol?

DM Talomyr - Kingmaker |

ok all, heres what im thinking...open to suggestions,
** spoiler omitted **...
Looks good to me, and at least a few of the party members seem to excited by the concept.
Go ahead and put in a profile and pick an avatar and I'll get you back in as soon as possible (and makes sense).

Garethane Seregon |

Thanks, Bass!
Tove, it totally makes sense for you to grab the Stag Lord's Helmet, as it will help your perception and as a follower of Erastil, take full advantage of those touch attacks.
That being said, the +1 bow is set up for 14 strength so I think Garret is the better option to wield it.
Ivo, I think you or Terri would be great boot wearers. With a switch hitter like I've got, if I need to make that acrobatics roll, I've probably screwed up.

Terri Riverrun |

Now I'm just imagining Kalaman with a Basso rumble. I'm kinda hoping that he can sneak up on Terri once. It'll be fun to see her reaction. :D

Tove Hellstrom |

Oh shoot, good point. Garethane should definitely take the bow.

Bassius "Bass" Vibulus |
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Alright, got the loot list updated. Added in everything except the Stag Lord's Helm. If you take anything, just go ahead and update the quantities on the list. If it's the last of an item, just change the quantity to 0 so I know to remove that line.

Tove Hellstrom |

Less productive than Bass, but I drew Tove today :)

Bassius "Bass" Vibulus |

I mean, mine also double as roleplaying for this character. I haven't worked it in yet, but Bass is thinking "I just got all the goods together to catalogue, and here's another whole dungeon of stuff" xD

Bassius "Bass" Vibulus |

Added the treasure from the dungeon to the loot list, though we can't quite use it yet. Also, will we levelling up over the next in-game night?

Tove Hellstrom |

Hope everyone is managing to stay safe out there.

Tove Hellstrom |

Glad to hear people are doing alright! We are on level 2 lockdown here, with level 3 hopefully to be announced soon. So many teacher friends begging to be let off work but the government won’t close schools.

Tove Hellstrom |

If we're moving on to the morning, Tove's increases are as follows.
Cleric 5
Stats Increases
HP + 5 + 1 (Favored Class Bonus)
Skill Ranks
Diplomacy + 1
Heal + 1
Knowledge (Religion) + 1
Perception + 1
Ride + 1
Background Skills
Handle Animal +1
Knowledge (Geography) +1
Feat
Precise Shot
Spells Per Day
3rd Level + 2 + 1
Channel Energy
+1d6

Bassius "Bass" Vibulus |

So I've been operating under the assumption that I can use Emperor Stavian as my divine bond mount. I can change that if that's a problem.
HP: +7
Favored Class Bonus: resist fire 1
Skill Ranks:
+1 Bluff
+1 Diplomacy
+1 Ride
Background Skills:
+1 Appraise
+1 Knowledge (nobility)
Feat: Mounted Combat
New Feature: Divine Bond (mount)
Spell Slots: 1 more 1st lvl slot