To be fair, the reason to investigate is quite tenuous at this point. Perhaps this will help.
As you are debating your next set of actions, you hear a manly scream come from the building, but it is quickly muffled. After a few seconds, you hear nothing else but the churning of the machines and vats.
Could use a little help here. Gaarm grimaces as he hurts his shoulder. Stepping back he begins to kick at it multiple times until the door begins to crack.
DC is 25, but you've given it the old college try.
Gaarm wildly beats on the door and on his tenth try the door seems like it finally is about to give way, before standing resolutely still. Nizvit sees an opportunity and moves forward, knocking slightly on the door.
Groooooooooooooooan!
The giant wooden structure tumbles down, reduced to kindling and firewood.
An iron-wheeled cart sits in the courtyard, ready for deliveries. A locked door (Disable Device DC 25) to the north leads into the workshop, while double doors to the east are open and lead into a what appears to be a storeroom (area E2). Above these, a large set of doors opens outward and inside you spy a darkened area, but it is likely the loading bay (area E5).
You think the scream emanated from the loading bay.
@Gaarm: The loading bay is on the second floor. You would need to find a way to climb up there to get in, but you definitely cannot just charge into the loading bay.
The group gets ready to slam their large angry man against another set of doors, but it seems that they forgot that the "double doors to the east are open". Finding this unacceptable, Gaarm flips them shut and gives them each a few shoulder slams.
"Oh, it's a pull." Gaarm says aloud as he easily opens the doors he just closed and abused.
---
At the northern set of doors, Nizvit tries to use his flames to try and melt the lock, but he doesn't have any spells that last longer than an instant.
Something like Heat Metal might work, but instantaneous spells like Burning Hands and Scorching Ray are too quick to do much to melt metal.
---
This chamber contains numerous boxes, crates, and bales of straw for packing. The boxes in this room hold 12 vials of alchemist’s fire, 12 vials of liquid ice, 10 smoke pellets, 10 smokesticks, and six bottles of bleach (worth 5 gp each) with the same labels as the one found in the Sanctuary. In addition, a DC 20 Perception checks finds a bottle of port intended as a gift to a client, worth 100 gp.
There doesn't seem to be any creatures or other things of note in the room.
What?!?!?! Michael Jackson is sharing his popcorn now? :)
Gaarm quickly thinks how nice an electric door would be in the future begins to dig through the crates and gathers up all of the vials.
Perception:1d20 + 5 ⇒ (9) + 5 = 14
Though Gaarm isn't as gentle to the vials as the straw packed crates are and breaks a few, much to his dismay. Sidestepping a bit of the more corrosive ones he packs them in his sack and returns to show the others as they work at the lock.
He jungles the bag. There was a tone of alchemist's fire, bleach, smoke pellets, and liquid ice in there. We should probably split this up between us. Just in case. mainly because Gaarm didn't want some lunatic smashes into his back while he carried all of this. Read above on the amounts.
Yup, saw them. Just figured would go back to distribute the alchemical goods and Gaarm saw they were having trouble with the lock to the north. Didn't want Gaarm running off too far ahead alone. He tends to get into trouble. :)
Gaarm's blade clatters against the thick metal lock as it barely harms it. Oh well, there is another set of doors through the storage room over here. He nods to the east as he leads the way through the storage room and kicks open the second set of double doors to the east.
As he stop to look at the result of his actions, he becomes a bit dismayed to find that the lock has only superficial scratches and no real damage has been done to the lock.
10 Hardness means you didn't damage it.
Moving through the other set of double doors, you find a stable. This simple stable contains two stalls filled with straw, one of which holds an ancient horse one step away from the knacker’s yard. The other stall appears to be a resting place for a few humanoids, though none of them appear to be here at the moment.
Gaarm doesn't seem to find anything else in the stalls aside from the horse knocking on heaven's stable door. It appears that the only option that doesn't involve breaching a wall or door is to climb to the open loading bay door.
There aren't any doors or stairs. Seems the only way up is we have to climb the wall outside. Gaarm walks back outside, staring up at the open stall doors and into the darkness above. Any ideas or tricks to get up there?
If no bright ideas Gaarm tries to find a few loose boards and begins to climb.
Naxx kicks the stout door to the north, but all it does it create a loud sound, adding to the already cacophonous entrance of the party. Gaarm, deciding to scale the walls with just his bare hands, grips the storm drainpipe and pulls himself up bodily, easily jumping into the open loading bay door.
Gaarm spots a tiefling that is strung up by his arms. The bloodied man is stripped down to just his pants and you can see welts and open wounds crisscrossing his chest. His mouth is bound with a soiled rag and he looks at you and shakes his head in fear as you enter the darkened loading bay.
Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none
"MmrvGrm. GrrMa helv" try as he might the tiefling cannot maneuver his tongue around the gag enough to make any intelligible words come out. He eyes look pleadingly at the men assembled befor him.
Gaarm catches the rope and ties it off to the storm drain hanging on the side of the building. Giving it a couple of tugs he makes sure it is secure.
Once the rope is secured Gaarm rushes over to the chair and removes the gag. He steps back and begins to work on the ropes in the darkness. Get up here and bring some light! I can't see a thing....
As he frees the man he can't see he asks through teh darkness. What happened?
Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none
Kill them. I am going to kill each and every one of them. The next one that comes through that door I am going to bite off his ear and spit it in his face. This will be the last time they ever do that to Zakon Shkeles.
As the large tiefling dangles from the ropes, exposed wounds slowly trickling blood, he looks to the newcomers in the room.
"Cut me down. Do it now. I am a man, not an animal to be caged, cut, and experimented on. Do it and I will give you every copper piece I have. Anything. Just cut me down."
The tielfing looks at each of the newcomers, his determined stare boring into each one of them. Looking to the heavily armored one, "You good sir, take pity on this one. I beg of you. Release me from this hell I find myself in, this nightmare that I cannot wake from. You want gold? I have some. You want knowledge? I can tell you anything. You want magic? I can throw fire ... electricity .... snow. You name it, I can do it. Need muscle? I am as strong as they come, and I have tricks. Tricks that will make your head spin. Please. Just cut me down. Please." he ends in a sobbing mess, tears streaking his dirty face.
As Gaarm cuts him down ...
"Oh sweet Asmodeus, The First, your servant will never be captured like that agian." Crumpling to the ground, he touches forehead to the ground, he covers the back of his head with his hands, as he body convulses in spasms. Balling his right hand in a fist, he begins to beat it on the ground. "NEVER! NEVER! NEVER!" he wails. Raising form the ground, he approaches Gaarm. Standing a few inches over six-feet, Zakon grabs Gaarm by the front of his cloak, pulling him close, Gaarm can smell the overwhelming stench of Zakon's unwashed body, unwiped excrement, and putrid breath. "You don't know what they did to me. How they treated me. Revenge. I seek revenge. Would you help me?" Near panic he releases Gaarm and moves to Naxx, "My equipment. My books. My gear. I need to find it. All of it. Cannot fight The Way without it. You got to help me find it. Please." Behind Zakon, his prehensile tail begins way slowly, gently back and forth as he pleads his case.
"Vorkstag that piece of filth. He is a skinstealer. the son of a ... well see this." He points to is arm, and all can see a hands breath of flayed flesh. "That no good, piece of ... well he told me that he plans to enjoy wearing my delightfully devilish skin. And Grine. He appears to be a gnome, but you know, he is actually a dark creeper. We find them, and THEY ARE MINE!"
Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none
Zakon stops abruptly. Releasing Gaarm, he turns and strides toward the kobold. Taking a knee in front of him, crossing his arms over his thigh, he swings the rope he was tied up in one hand nonchalantly.
"Hmmmm ... bit off my rocker you say? Well, I do apologize it I came across as a bit odd. Probably should have asked for a cupa Tian Xia black, maybe a twist of lemon, cloud of cream first, right?
"Cause see here." he holds up his arm showing off the exposed muscles and beating vessels, "Ever been flayed? Had the skin pulled off, nerves firing faster than you can blink, pain so intense that you'd jab a dagger right in your eye hoping to impale your brain so THE PAIN ENDS?
"Now I owe you. You all really." he looks at the others. "You saved my life, and for that I am grateful. One thing Zakon does, pays his debts. Don't make me feel good owing no one. That's for sure. And if you all want to help me find those two sons of ... you" he points at Sir Thomas. "Guess you don't like the cussin' too much. Amiright? Figured. Well those two are going to experience pain. Lots of slow, painful pain. That don't make a lot of sense, but I'm not really in the mood." he glances at the kobold. "So if you all want, the other thing Zakon does well is exacts revenge for those who have wronged me. I could really use some help. And so far you all look like helpful folk.
"So lets start over, name's Zakon Shkeles. And truly, can't thank you all enough. Who are you and what are you all doing here? And ... ugh ... looking for my books. Anyone seen my books? And gear. Not getting far if I can't fight properly. Need my gear and books for that."
I love the roleplay, however there is an interruption before you can act.
As Gaarm ties off the rope and bellows down to the group, he moves to Zakon and cuts through the man's rope with a single slash. Zakon leaps to the nearby table and grabs his Amulet of Mighty Fists, tossing it over his head with one hand as he points behind the cursed man.
An evil-looking gnome smiles from behind a crate that Gaarm moved past without caring for his surroundings. The gnome looks up from his axe and grins as he leans against the wooden crate. "Oh, visitors." he says, exposing his teeth in a toothy grin.
The gnome snaps and the room plunges into complete darkness.
Surprise Round: Giving Zakon the ability to don his Amulet (or one item of his choosing from the pile of his gear) and Grine has cast a darkness-type spell.
--
1d3 ⇒ 2
Sir Thomas, Nizvit and Naxx test the rope and Nizvit begins to climb as the air above them suddenly darkens and they know that they must get into the loft quickly.
10' climb. DC 5 to climb with the rope. Nizvit can make a Climb check to move 1/4th of his speed in the surprise round.
Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none
GM:
Really? Deeper Darkness just like that. Oh brother. So my extracts - do I have to choose between the amulet and the extracts since you said I get 1/2 my 'spells' and technically extracts count as my spells.
Regardless if I have my extracts, I am going to down one, if I don't then I am going to use my turn to get one and down one, assuming that I can identify the one I need in Deeper Darkness, assuming I can. Blerg!
"Grine you thrice cursed son of a goat. Your paltry spells are nothing against me now that I am actually awake and not sleeping my drink off. Oh Grine, how I am going to enjoy this. Someone get light up here, quick. I am going to hurt you first, then I am going to have fun with you Grine. I am going to reach my hand up your arse and pull your intestines out. Maybe I'll tie you up with them. Or make you eat them. Run Gaarm. Get to the light man.. Come and get me Grine, if you can find me. Zakon always pays his debts, and I owe you creeper."
Popping the cork off a glass vial he swiped from the table, Zakon downs it in one gulp and disappears.
Drink Invisibility extract, move 30 feet towards exit.
Suddenly blind as the day he was born Gaarm lurches his arms out, grasping for anything he can. his head swims as he tries to remember where he last heard the awful gnome.
Stepping around Gaarm slams into a crate.
Perception:1d20 + 5 ⇒ (1) + 5 = 6
Staring out the door Gaarm has a difficult time telling if the silhouette is the gnome or a crate and gives it a push towards the door.
Bull Rush:1d20 + 9 ⇒ (15) + 9 = 24Provoke AoO if he threatens darkness miss chance; low hits:1d100 ⇒ 22
Gaarm slams his weight forward, trying to knock the tiny creature back in the pitch-black room.
AoO @ Gaarm-16 FF/Blind AC:1d20 + 13 ⇒ (13) + 13 = 26 Damage:1d4 + 3 ⇒ (1) + 3 = 4 Sneak Attack:4d6 ⇒ (5, 4, 3, 2) = 14-18 to your CMB check, so it fails. Also, need a Fortitude save.
As he lowers his body and charges, he feels the bite of the creature's handaxe into his shoulder causing him to nearly fall off balance, slamming into the crate instead of the creature.
Nizvit, sensing that this darkness is bad, sends out a blast of pure arcane magicks, blasting away the foul shroud on the room, allowing Gaarm and Zakon to see Grine smiling foully.
Nizvit finishes climbing and barely makes it into the loft as Sir Thomas cannot seem to grip the rope.
Zakon, seeking to hide, disappears as he grabs for a vial on the table. As the liquid drains into his body, his form slowly fades from view.
Grine rolls his eyes as the darkness dissipates. "Oh, this is a bother." he says with a shrug.
The creature takes a violent swing with his handaxe at Gaarm as he holds up his holy symbol. "Norgorber, give me the power to silence them before they spill secrets." he whispers as the symbol glows green.
The bold warrior is shoved back violently 10', nearly slamming into the wall, as he falls to one knee. Despite Sir Thomas being on the ground, he is able to absorb some of the damage as Gaarm's wounds heal a bit and the holy paladin feel the pain from the attack.
Initiative:
1st: Gaarm; Nizvit; Zakon; Sir Thomas
2nd: Grine
3rd: Naxx
Nizvit bathes the area in flames as Grine begins to blur in the kobold's sight, but you hear a loud scream as the man feels the brunt of the attack. "You sniveling fire lizard! You are next!" he yells as he brandishes his handaxe at Nizvit.
Coming in strong, Niz! First you dispel his bread-and-butter spell and now you put the hurt on him. Good job!
Initiative:
1st: Gaarm; Nizvit; Zakon; Sir Thomas
2nd: Grine @ 21
3rd: Naxx
Status
Gaarm (Disoriented (-4 to hit)) @ 8/48 HP
Sir Thomas @ 42/47 HP
Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none
I can't wait to gut that creeper.
Zakon hears the sound of scuffles and the grunts of pain coming from Gaarm.
Fool. Told him to run.
Then the light comes back on and he can see all. He can see Grine wack again and again into Gaarm before he explodes backward.
Smiling inwardly, Zakon knows that the creeper has no idea where he is, and he is determined not to let this advantage go to waste. Summoning his inner arcane energies, Zakon's tail become imbued with arcane power. The tip grows sharper, and bit wider, and heat begins to emanate from it. All to deliver more pain to Grine.
Swift, spend Arcane Pool point for +1 flaming
Circling around, Zakon touches his right breast, rubbing the lightening tattoo. Zakon can feel arcane magic in the tattoo release into his body. It travels to his tail which now sparks with electrical energy.
Cast tattoo spell, Shocking Grasp
Moving as silently as he can, he approaches Grine from behind. Summoning all his strength, his tail lashes out impossible fast to hit the creeper in the back of the head.
Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6
Feeling some of Gaarm's pain, Thom knows that he needs to get into the fight soon. Summoning all of his strength he attempts once more to climbs the rope.
climb:1d20 - 2 ⇒ (17) - 2 = 15. This time his grip holds true and he manages to pull himself up.
Provided Grine is still up Seeing the one who attacked his comrades, Thom activates his remaining bastion of good. Swift actionFoul thing, my friends are protected against your evil ways.
Here are my feat modifications:
All martial characters are considered to have the Martial Versatility feat, which means that any weapon specific feat is treated, is treated as a fighter weapon group feat (e.g. Weapon Focus would apply to Heavy Blades (fighter weapon group) not Greatsword). This is to promote the use of various drops and not pigeonhole fighters and other martials into a single weapon.
All characters will also get one free skill point in Profession, Craft or Perform that describes the summation of their personal history. Example: Ben the Fighter takes his free skill point in Profession(Miner) due to be a miner at the local mining company.
Weapon Finesse and Power Attack are free feats that you gain when you meet the requirements.
Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]
All crafting feats have their caster level requirements increased by two levels.
Crafting is no longer a 50% price reduction, instead crafting will cost 80% of the value of the item.
Two-Weapon Fighting is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
Vital Strike is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
Whip Mastery is now a single feat that advances to Improved and Greater when you meet the requirements for those feats.
All Improved combat maneuver feats are grouped into three feats and no longer grant +2 to CMB/CMD.
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
I'm assuming I made it in, since my name was green on the sign-up sheet ;)
(Revvy here btw)
Just wanted to make sure that skinwalker (nightskulk) as a race is allowed - Just cause it sounded cool to play and I'd like a feat they get - or if I need to change him into a halfling before I finalized Naxx's profile
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
K, I'll update my profile sometime this weekend then...picking stuff in gestalt is even worse then building a normal PFS character , way too many options ;)
I prefer casters to have a focus and what that means to me is things like the Druid who focuses on plant and plant-related spells or a Winter Witch (archetype and prestige class). When you train your magic gifts, you will likely be an apprentice to a single powerful member of your class and that person will have specialized. Seeing a sorcerer with powerful lightning magic, cold magic, necromancy, etc. would be quite rare. I don't have any formal rules for this, but please try to keep magic in a general "specialization", if that makes sense.
Things I don't like to see: Divination or Conjuration Wizard for the powerful school abilities and then most of your spells are Evocation or Necromancy. You're not really a Divination specialist if you know one divination spell per spell level.
As such, any elemental spell has any of the four base elemental types. This means that there are acid "fireballs", cold "lightning bolts", fire "shocking grasps", etc. This is only for spells without riders for the moment. Things like Chill Touch are specific to their existing elemental type. Things like Ice Storm or Ash Storm however could be reflavored to a Lightning Storm.
Heighten Spell no longer exists. If you use a 5th level spell slot for Acidball, then it's a stronger Acidball. All spells can be adjusted via Heighten Spell mechanics without the feat. Additionally, this means having this power doesn't count toward things like Spell Perfection.
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
Just to check to see if my idea on where I'm planning to go is ok with you for your idea of where the campaign should be going
I was thinking of taking a few different classes to work on my character as a concept as I level up
-Summoner, so that I can summon rats and rats swarms
-Bard so that I can play a flute and get some use out of it
-1 lvl in Cavalier to get a teamwork work feat that I can share with party members 1/day (and my cat eidelon) so that when they are adjacent they don't get damaged by ratswarms
-Druid with an arch type that gives you multiple animal companions and then take a few dire rats
-Maybe 1 lvl in wizard to get a rat familiar..just to get a rat more
This means I will be flooding the battlefield with lots and lots of not so useful stuff...but that hopefully will be able to provide flanking and can be boosted by bardic performances/spells..since this is pbp it shouldn't slow the game down I think, but if you think it will be a problem or it isn't the focus you are looking for in a character let me know and I'll tone it down..I don't really need the druid/wizard and I'm not sure if I will take them..but I'd like the lvl cavalier though
Umm... that all sounds great, however I think I'm going to limit it to one type of companion with you (eidolon, animal companion or familiar). Too many companions plus swarms is going to be a lot to handle on the maps.
15 point buy
Two classes, separate progression. Take the better BAB/Saves/etc. Earn both classes abilities.
Feat Adjustments
Maximum gold for one of your starting classes.
Two traits; One from the Player's Guide.
Races are anything less than 15 RP.
A modified Wyvaran could be allowed. Off the top of my head, a flightless Wyvaran would be fine.
@Tektite: Early entry with SLAs isn't a problem for me.
@Revvy/Seth: Why would a Wererat and Wyvaran be associated with the professor? Not saying you can't play the race, but think about why a Wererat (naturally shifty and with a predilection for theft) and a Wyvaran (someone who prefers the company of other dragonkin [dragons, wyverns, and kobolds]) would be a great friend of the professor. Enough to be included in his will. Additionally, why would these reclusive races have met with a human dabbling in the afterlife of ghosts, zombies, etc.?
im going for chance survivor. he saved the professor's life. and being an arcane user, the theories he had interested him :)
Thanks, working on it as we speak. For fun and interest sake, i stayed a kobold. not an optimized race, but fun. especially with fire dc up the wazoo!
Nizvit:
Nizvit
Kobold, Red Sorcerer 1/Wizard 1 (Pathfinder Campaign Setting: Classic Monsters Revisited 0)
CG Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 5 (1d6)
Fort -1, Ref +1, Will +1; +2 bonus vs. fear
Resist fire 10
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bloodline arcana: draconic, claws, fire jet
Sorcerer Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—burning hands (DC 16), snapdragon fireworks{super}UM{/super} (DC 15)
. . 0 (at will)—detect magic, mending, penumbra{super}UM{/super}, prestidigitation
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—mage armor, magic missile
. . 0 (at will)—message, read magic, resistance
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 8, Int 16, Wis 8, Cha 15
Base Atk +0; CMB -3; CMD 8
Feats Eschew Materials, Scribe Scroll, Spell Focus (evocation)
Traits chance savior, desperate resolve
Skills Climb +1, Craft (traps) +9, Fly +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +5, Sense Motive +1, Spellcraft +7
Languages Common, Draconic, Dwarven, Undercommon
SQ arcane bonds (arcane bond [familiar]), bloodlines (draconic), fearless, fire supremacy, gliding wings, kobold pyromania, opposition schools (water), specialized schools (fire)
Other Gear masterwork artisan's tools, bedroll, hip flask, 63 gp, 9 sp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Claws (5 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Climb Checks You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 bonus vs Fear saves.
Fire Jet (1d6, 6/day, DC 16) (Su) 20' line deals 1d6+0 Fire damage and sets targets on fire for 1d6/round Ref halves/negates.
Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Water Classical opposition school for: Fire
Five-Element opposition school for: Fire
You must spend 2 slots to cast spells from the Water school.
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Beads
Spider, Drain (Pathfinder Campaign Setting: Inner Sea World Guide 0)
N Diminutive magical beast (vermin)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
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Defense
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AC 22, touch 21, flat-footed 15 (+7 Dex, +4 size, +1 natural)
hp 3 (1d8-2)
Fort +0, Ref +7, Will +4
Immune mind-affecting effects
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 1, Dex 25, Con 6, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 8
Skills Climb +19, Fly +14, Perception +5 (+9 in webs), Spellcraft -1, Stealth +23 (+27 in webs); Racial Modifiers +16 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
SQ improved evasion
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Special Abilities
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+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
GM Bold Strider wrote:
Umm... that all sounds great, however I think I'm going to limit it to one type of companion with you (eidolon, animal companion or familiar). Too many companions plus swarms is going to be a lot to handle on the maps.
@Gaarm: "Dodge and Mobility are now a single feat that incorporates both feats into one and counts for both for any prereqs. (+1 to Dodge AC that increases to +4 to Dodge AC when being attacked by AoOs from movement). [Slight nerf overall, but you gain a feat slot.]" -from my first post. You aren't getting the full benefit of Dodge and Mobility.
@Tektite: I'd like to see your planned build before allowing that. Evangelist isn't a terribly strong prestige class, bonuses-wise, but it does add some nice gravy for losing a single level of your preferred class. Also, I won't let your caster level go beyond your actual level.
E.g. - Wizard 5 / (Cleric 1/Mystic Theurge 4) would still only have a Wizard CL of 5 and only have access to 3rd level spells, otherwise it would break the game entirely for you to have access to 5th level spells at 5th level.
@Seth: Looks great. Never heard of the drain spider before, but cool. I guess my only question would be why a drain spider for a fire kobold since they hang out in sewers?
@Phyton: Looks good. What is your arcane bonded item? Also, what is your intended build path? (Nothing permanent but just as an idea for the Evangelist issue).
The first will let me easily reference your Current HP/Total HP | Different ACs | Different Saves | CMD | Initiative | Perception | Other Highly Used Skills (Not Appraise or Profession)
The second will let me keep track of your daily expendables on the fly without referencing your character sheets.
Archetypes are unnecessary. Abbreviations of the classes are ok (Alch/Ftr/Wiz/Sorc/etc.) for space reasons. If you multi-class, please put your class tracks as follows: (Wiz 5/Theurge 1) / Cleric 6
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
Sorry, I wasn't getting updates for this thread and didn't think to check that often..I'll promise I'll be better from now on.
@Naxx: Why would a Wererat be associated with the professor? (naturally shifty and with a predilection for theft) would be a great friend of the professor. Enough to be included in his will. Additionally, why would these reclusive races have met with a human dabbling in the afterlife of ghosts, zombies, etc.?
My answer: It has nothing to do with being a wererat. Naxx is a traveling man moving from town to town, all over the country and a teller and collector of stories. He met the professor while being invited to tell his stories about legends (undead roaming small towns) and they've kept in touch since the first time, trading stories and information.
AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4
@GM: Forgot to add in the Arcane Bond, likely a ring.
You know, the more I think about it, with Gestalt, playing a cleric/wizard is essentially playing a MT, so I'm not sure what the benefit is in taking levels in MT.
To make things easy, I'm going to have you spend 1d3 ⇒ 2 days getting acquainted with the town. This will provide you all of the information in the town key and let me work in this information without you all having to visit every house and store.
Sound good? (This won't affect the adventure.)
EDIT: Map of the town and the town key is posted above the thread.
Out at Oktoberfest in Berlin until the 28th of September, thus my internet is going to be a bit spottier than normal. Will update whenever I can find access.
I was. I was in Tokyo for 10 weeks of work, then Washington D.C. for three weeks and I have a few months of Dublin, but I decided to head over to Munich for Oktoberfest.
@Naxx: Can you update your profile to include your eidolon stats, your feats, etc. Use one of my character's profiles if it helps. You are going to have a very complicated build and using one of my templates would make it so much easier on me, if you don't mind.
George's template:
Spoiler:
George Demonspawn of the River Kingdoms
PFS # 73433-1
Male Tiefling Alchemist of Norgorber 7
N Medium Outsider (Native)
Initiative +6;
[s poiler=Defense:]
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex, +1 natural armor)
HP 45 (7d8+7)
Fort +7, Ref +12, Will +3
Defensive Abilities
[/s poiler]
[s poiler=Statistics:]
Str 7, Dex 22, Con 12, Int 21, Wis 10, Cha 6
Base Attack +5; CMB +3; CMD 19
Feats: Alertness, Weapon Finesse, Throw Anything, Extra Bombs, Poison Focus, Extra Discovery(Infusion), Exotic Weapon Proficiency(Elven Curve Blade)
Skills (49 Ranks: 7 Class, 7 Headband)
Craft(Alchemy) +24; Dis. Dev. +19; Kn. (Arc.) +15; Kn. (Loc.) +15; Kn. (Nat.) +15; Kn. (Rel.) +15; Perception +10; Sleight +16; Stealth +18
Languages Common, Infernal, Abyssal, Kelish, Garund, Vudrani
Traits Vagabond Child - +1 to Disable Device and it becomes a class skill; Venom-Drenched (Count Ambras’s Punishment) - You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.
Racial Traits +2 to Bluff/Stealth, 1d4 Claw Attacks, Prehensile Tail, Fire, Cold, and Electricity Resistance 5, Darkvision (60’)
SQ Discoveries (Concentrate Poison, Tumor Familiar [Monkey], Infusion, Sticky Poison), Bombs, Mutagen, Poison Use, Poison Resistance +2, Swift Alchemy
Combat Gear Belt of Dexterity +2, Headband of Intellect +2, Agile Amulet of Mighty Fists, Cloak of Resistance +1, Darkleaf Leather Armor +2, Mark I Dermal Plating
Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Potion of Magic Circle Against Evil, Potion of Displacement, Potion of Strong Jaw, Cure Light Wounds Wand, Masterwork Thieves' Tools, Alchemy Lab, Travel Hookah, Angel's Trumpet (x9), Black Pesh (x9), Golden Pesh (x10), Amp (x5), Poison Belcher, Poison Diffuser (x5), Urea [20 dose increments] (x5), Shadow Essence (x5), Confabulation Powder (x8), Alchemical Isolation (x5), Count Ambras's Punishment (x10), Giant Wasp Poison (x7), Drow Poison (x3), Holy Water (x4), Alkali Fluid (x5), Acid Flash (x5), Alchemist Fire (x5), Porter [to carry his stuff]
[/s poiler]
[s poiler=Special Abilities:]
Bombs: 14/day, 4d6+5 damage, 9 dmg splash
Mutagen: +4 Dex/-2 Wis/+2 NAC, 10 min/alchemist level
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +4 bonus on all saving throws against poison.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Swift Poisoning (Ex): At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.
[/s poiler]
[s poiler=Poisons:]
Giant Wasp Poison: DC 18 (Base) - 1 rd. / 6 rds. - 1d2 Dex damage - 1 save (210GP [52.5GP])
Shadow Essence: DC 17 (Base) - 1 rd. / 6 rds. - 1 Str Drain / 1d2 Str damage - 1 save (250GP [62.5GP])
Black Adder Venom: DC 11 (Base) - 1 rd. / 6 rds. - 1d2 Con damage - 1 save (110GP [27.5GP])
Confabulation Powder: DC 18 (Base) - 1 min. / 2 min. - Staggered 1 min. / Becomes highly susceptible - 1 save (80GP [20GP])
Alchemical Isolation: DC 13 (Base) - 1 min. / 2 min. - Deafened for 10 min. / Blinded for 10 min. - 1 save (175GP [43.75GP])
Count Ambras’s Punishment: DC 16 (Base) - 1 min. / 6 min. - 1 Dex Drain and Nauseated for 1 min. / 1d2 Dex drain and sickened for 1 min. - 1 save (350GP [87.5GP])
Drow Poison: DC 13 (Base) - 1 min. / 2 min. - Unconscious for 1 min. / 2d4 hours - 1 save (Sold out)
[/s poiler]
[s poiler=Mr. Chips - Monkey Familiar:]
Mr. Chips - Monkey
N Tiny animal
Senses low-light vision; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor)
hp 16
Fort +4 (+4), Ref +6 (+4), Will +2 (+1)
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats: Weapon Finesse, Extra Item Slot(Gloves)
Skills Acrobatics +18, Climb +10, Perception +10, Sleight +14, Stealth +16;
SPECIAL ABILITIES
Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.
[/s poiler]
Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0
My apologies..I thought I had much more then I did..I either spaced out completely or something went wrong when I entered my information
I think I've got (most of?) it covered now
And again my apologies about the dire rats stats..I looked them up and just used to ones I found..I overlooked the fact that they had augmented summoning build into it's stats..my bad (I should have had 2 less to hit and damage)