GM Erich's 6-98 Serpent's Rise for PbP Gameday V (Inactive)

Game Master Thereus, Silver Crusader

Serpent's Rise for PbP Gameday V

Combat Map


Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

This will be the place for non-gameplay posts to other players or me.


HP 51/51, AC 14(18), Touch 12, FFoot 13, F:+5, R:+7, W:+9 SLA 8/8, Arcane Bond 0/1, PoP 0/1, Staff 2/4, Infernal Wand ~30/50

Dot.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Dotting!

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Here are summaries of the pregens that are available. Please choose your top three choices.

THE AMBITIOUS - All his life, people have told Zurnzal that he could never succeed, yet he has harnessed the anger he feels toward these critics and used it to break his enemies and impress the few allies he has. When those who doubted him stand broken and bloodied, he will know that he was right.:

ZURNZAL
Male half-orc brawler 6/assassin 1 (Advanced Class Guide 23)
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 65 (7 HD; 6d10+1d8+20)
Fort +8, Ref +10, Will +5
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee unarmed strike +13/+8 (1d8+6) or mwk short sword +12/+7 (1d6+5/19–20)
Ranged mwk composite shortbow +9/+4 (1d6+5/×3)
Special Attacks brawler’s flurry, brawler’s strike (magic), close weapon mastery, death attack (DC 13), knockout strike (DC 18), maneuver training (dirty trick +1), martial flexibility (swift action) 6/day, sneak attack +1d6
STATISTICS
Str 20, Dex 14, Con 12, Int 14, Wis 13, Cha 8
Base Atk +6; CMB +11 (+14 dirty trick, +13 disarm, +13 trip); CMD 25 (28 vs. dirty trick, 27 vs. disarm, 27 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Dirty Trick, Improved Trip, Improved Unarmed Strike, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +12, Climb +10, Disguise +11, Intimidate +9, Perception +11, Sense Motive +11, Stealth +12; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc, Varisian
SQ martial training, orc blood, poison use
Combat Gear potion of cure moderate wounds, potion of invisibility, antitoxin, tanglefoot bag (2); Other Gear +2 leather armor, mwk short sword, mwk composite shortbow with 40 arrows, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, sandals of quick reaction, disguise kit, 15 gp
SPECIAL ABILITIES
Brawler’s Flurry (Ex) When Zurnzal makes a full-attack, he has the Two- Weapon Fighting feat while using unarmed strikes, close weapons, and monk weapons, and he adds his full Strength modifier to all attacks.
Brawler’s Strike (Ex) Zurnzal’s unarmed attacks count as magic.
Close Weapon Mastery (Ex) Zurnzal can deal 1d6 damage with any weapon from the close weapon group (such as daggers) if he wants.
Improved Dirty Trick Zurnzal does not provoke an attack of opportunity when using the dirty trick combat maneuver. He gains a +2 bonus on combat maneuver checks to perform dirty tricks and to CMD to defend against them.
Knockout Strike (Ex) Once per day Zurnzal can attempt a one-hit knockout, declaring his attempt before rolling his unarmed attack roll. If he hits and deals damage, the target must succeed at a DC 18 Fortitude save or fall unconscious for 1d6 rounds. The target receives a new save each round to wake up. This ability doesn’t work if the target is immune to critical hits or nonlethal damage.
Martial Flexibility (Ex) Zurnzal can spend a move action to gain any two combat feats he doesn’t possess, as long as he meets the prerequisites, or he can spend a swift action to gain any one combat feat. He keeps the feat for 1 minute. If he uses the ability again before that time, he loses all the feats from the previous use. If the feat has a daily limit and he picks it more than once, it doesn’t reset the limit. Good choices include Greater Trip or Power Attack.
Martial Training (Ex) Zurnzal counts his brawler levels as both fighter levels and monk levels for the purpose of qualifying for combat feats.
Sandals of Quick Reaction When Zurnzal acts on the surprise round, he can take both a standard and a move action.

Although some half-orcs born in Lastwall find acceptance, many green-skinned children raised in that border nation wither under the accusing gazes of warrior families that have lost loved ones to the orc hordes. Zurnzal grew up burdened by these critics who often flinched when looking at him and assumed he might yet become a feral beast like the orcs to the north, despite his gentle heart and service to the community. Even after leaving Lastwall, he has always strived to measure up to his old neighbors’ impossible standards. However, over the years his noble goal has twisted into barely controlled anger.

He first drew the Aspis Consortium’s attention while working the dangerous Umbral Basin caravan circuit between Molthune and Nidal, where he distinguished himself as a powerful combatant. The Consortium seemed like an ideal way to get ahead in life, but the half-orc quickly realized that he was as typecast there as anywhere.

Most bronze agents simply saw him as another orc-blooded brute to be pointed and unleashed at the enemy like an attack dog. At least one agent has realized that Zurnzal is no simple thug, and he has begun grooming him to become more than just a contractor. It is only a matter of time before the cunning, ambitious half-orc is leading his own projects and proving his true worth to those who doubted him.

THE ARTIST - Thanks to her natural mastery of magic, Joliryn has risen above the ranks of her enslaved Chelish kin and joined the Aspis Consortium.:

JOLIRYN
Female halfling magus (eldritch scion) 7 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ultimate Magic 9)
NE Small humanoid (halfling)
Init +4; Senses Perception +1
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 59 (7d8+21)
Fort +10, Ref +9, Will +7; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee +1 flaming kukri +12 (1d3+5/18–20 plus 1d6 fire)
Ranged dart +10 (1d3)
Special Attacks spell combat (–2 attack), spellstrike
Magus Spells Prepared (CL 7th; concentration +11)
3rd (2/day)—force punch (DC 17), keen edge
2nd (4/day)—bear’s endurance, frigid touch, glitterdust (DC 16), invisibility, scorching ray
1st (5/day)—grease (DC 15), magic missile, shield, shocking grasp, vanish
0 (at will)—acid splash, dancing lights, detect magic, mage hand,
prestidigitation (DC 14), ray of frost
Bloodline arcane
STATISTICS
Str 11, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +5; CMB +4; CMD 18
Feats DisruptiveB, Extra Magus Arcana, Slashing Grace, Step Up, Weapon Finesse, Weapon Focus (scimitar)
Skills Acrobatics +5, Climb +1, Fly +9, Handle Animal +5, Intimidate +14, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +1, Spellcraft +10, Stealth +8, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Infernal
SQ eldritch pool (7 points, +2), magus arcana (arcane accuracy, disruptive, empowered magic), medium armor proficiency
Combat Gear potion of cure serious wounds; Other Gear +1 chain shirt, +1 flaming scimitar, darts (4), cloak of resistance +2, headband of alluring charisma +2, spellguard bracers, spell component
pouch, 184 gp
SPECIAL ABILITIES
Arcane Accuracy (Su) Joliryn can spend 1 point from her eldritch pool as a swift action to grant herself a +4 insight bonus on all attack rolls until the end of her next turn.
Bloodline The effects of Joliryn’s arcane bloodline are already included in her stat block and in the descriptions of the abilities below.
Disruptive (Ex) While an enemy is within Joliryn’s threatened area, as long as Joliryn is aware of that enemy and capable of taking an attack of opportunity, the DC of the enemy’s concentration checks to cast spells defensively increase by 4 (or by 6, if Joliryn is in a state of mystic focus; see eldritch pool below).
Eldritch Pool (Su) Joliryn can spend 1 point from her eldritch pool as a swift action to enter a state of mystic focus for 2 rounds. While she is in a state of mystic focus, she can choose one of the following spells and apply its effects to herself: blur, protection from arrows, resist energy (chose one energy type), or spider climb. She can spend 1 point from her eldritch pool as a swift action to grant her scimitar a +2 enhancement bonus for one minute. She can grant her scimitar any of the frost, keen, or shock weapon properties in place of 1 point of enhancement bonus each. Alternatively, she can grant her scimitar the icy burst or shocking burst property in place of both points of enhancement bonus.
Empowered Magic (Su) Joliryn can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or level of the spell.
Spell Combat (Ex) Whenever Joliryn is in a state of mystic focus (see eldritch pool above), she can cast spells and wield her scimitar at the same time. As a full-round action, she can make all of her weapon attacks and can also cast any spell she knows. If she does so, she takes a –2 penalty on all attack rolls during her turn. If she casts the spell defensively, she can choose to take an additional penalty of up to –2 on her attack rolls to add the same amount as a circumstance bonus on her concentration check. Spellguard Bracers These bracers grant Joliryn a +2 bonus on concentration checks made to cast defensively. Three times per day, she can choose to roll a concentration check to cast defensively twice and take the better result.
Spells Unlike a standard magus, an eldritch scion like Joliryn casts spells spontaneously.
Spellstrike (Su) Whenever Joliryn casts a spell with a range of touch, she can deliver the spell through her scimitar as a part of a melee attack. Instead of the free melee touch attack normally allowed to deliver a spell, she can make a free melee attack with her scimitar at her full attack bonus as a part of casting the spell. If successful, this melee attack does its normal damage as well as the effects of the spell. The spell uses the scimitar’s critical range (18–20).
Force Punch As a standard action with a range of touch, Joliryn can deal 7d4 force damage and push her target 15 feet away from her, minus 5 feet for every size category of the target above Medium, minimum 0. A successful DC 17 Fortitude save negates the movement but not the damage.
Frigid Touch As a standard action with a range of touch, Joliryn can deal 4d6 cold damage and stagger her target for 1 round (no save). If the attack is a critical hit, the target is staggered for one minute instead.
Vanish As a standard action, Joliryn can make herself invisible, as the spell invisibility, for 5 rounds.

Like most halflings in Cheliax, Joliryn was born into servitude. She was an unremarkable slave who earned her share of beatings and harsh words, but as she approached adulthood, she began to notice strange auras about the manor house—especially her master’s ring, which glowed brightest of all. Her master was Alranair Leroung, a young scion of the Leroung noble house famed for its mastery of arcane powers. To Alranair’s shame, he was magically inept and often covered for his failures with the help of his magical ring. As Joliryn’s ability to see magic grew, she also developed her own arcane talents. It was not long before Alranair learned of her natural skill that overshadowed his own tricks, and he beat her savagely and demanded that she never cast another spell. However, the more she watched Alranair’s charlatanry, the more incensed she grew that he could flaunt his lies while she was forbidden from expressing her spellcasting in any way. When Alranair was entertaining prestigious guests at a dinner party, the halfling’s frustrations boiled over, and she loudly announced that he was a fraud in the middle of his favorite parlor trick. His retaliation was swift and brutal, and she awoke the next morning covered in wounds and informed that she had been sold to an estate in Ostenso. Her new master insisted on being called by her first name, Suliji, and she had purchased Joliryn specifically so that she could use her magic as she liked and as a free halfling. Of course, Suliji also wanted some assistance with other jobs, but she was willing to release Joliryn from her slavery and pay a fair wage. Ever since, the halfling has proudly worked with Suliji, who in turn has trained her in the arts of swordplay and given her a prestigious role in the Aspis Consortium. The young protégé is a natural, and many of her coworkers tell stories of the unrepentantly lethal halfling who paints the battlefield with blood, wielding spells as her palette and a scimitar as her brush.

THE PROFESSIONAL - The Aspis Consortium may be coldly efficient in its business dealings, but it’s a lucrative employer. Shohiraj’s professional demeanor has earned her respect and good pay in the otherwise dangerous business of breaking and entering.:

SHOHIRAJ
Female human unchained rogue 7 (Pathfinder RPG Pathfinder Unchained 20)
N Medium humanoid (human)
Init +5; Senses low-light vision; Perception +12
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +6
Defensive Abilities danger sense +2, evasion, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 sap +11 (1d6+6 nonlethal) or mwk rapier +11 (1d6+1/18–20)
Ranged mwk light crossbow +11 (1d8/19–20)
Special Attacks debilitating injury, sneak attack +4d6
STATISTICS
Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Deft Hands, Extra Rogue Talent, Iron Will, Quick Draw, Sap Adept, Weapon Finesse
Skills Acrobatics +15, Bluff +11, Climb +7, Diplomacy +7, Disable Device +22, Disguise +11, Escape Artist +9, Knowledge (local) +11, Perception +14, Sense Motive +12, Sleight of Hand +17 (+21 to conceal a weapon), Stealth +15, Use Magic Device +11
Languages Common, Kelish
SQ rogue’s edge (Disguise), rogue talents (deft palm, fast stealth, trap spotter, underhanded), trapfinding +3
Combat Gear potion of cure moderate wounds, potion of displacement, potion of invisibility, wand of true strike (5 charges), alchemist’s fire (2), antitoxin, smokestick (2), tanglefoot bag (2), tindertwig (5); Other Gear +1 glamered studded leather armor, +1 sap, mwk rapier, mwk light crossbow with 20 bolts, belt of incredible dexterity +2, cloak of fiery vanishing, dust of tracelessness (2), eyes of keen sight, handy haversack, climber’s kit, crowbar, disguise kit, grappling hook with silk rope (100 ft.), mwk thieves’ tools, bronze Aspis Consortium badge, 54 gp
SPECIAL ABILITIES
Cloak of Fiery Vanishing Once per day, when subject to an effect that deals fire damage, Shohiraj can become invisible as an immediate action, leaving behind an illusory pile of ashes and bones, as if she had been slain by the fire effect. Shohiraj’s invisibility and her illusory remains last for 5 rounds or until she attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.
Danger Sense (Ex) Shohiraj gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps. She also gains a +2 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury (Ex) Whenever Shohiraj deals sneak attack damage to a target, she can also apply one of the following penalties for 1 round. Bewildered: The target takes a –2 to AC against all attacks, and an additional –2 penalty to AC against Shohiraj’s attacks. Disoriented: The target takes a –2 penalty on all attack rolls, and an additional –2 penalty on all attack rolls against Shohiraj. Hampered: All of the target’s speeds are reduced by half (minimum 5 feet), and the target cannot take a 5-foot step.
Deft Palm (Ex) Shohiraj can make a Sleight of Hand check to conceal a weapon in plain sight, even while she is being observed.
Eyes of Keen Sight These lenses grant Shohiraj low-light vision and a +2 bonus on Perception checks. These effects are already included in her stat block.
Fast Stealth (Ex) Shohiraj can move at full speed while using the Stealth skill without penalty.
Rogue’s Edge (Ex) Shohiraj can use the Disguise skill to create a disguise in 1d3 minutes.
Sap Adept Whenever Shohiraj uses a nonlethal bludgeoning weapon, such as a sap, to deal nonlethal sneak attack damage, she gains a +8 bonus on her damage roll.
Sneak Attack As the Core Rulebook rogue ability of the same name, except Shohiraj can sneak attack creatures with concealment, but not creatures with total concealment.
Trap Spotter (Ex) Whenever Shohiraj comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. The GM should roll this check in secret.
Underhanded (Ex) Shohiraj gains a +4 bonus on Sleight of Hand checks to conceal a weapon. Once per day, when she makes a sneak attack on the surprise round using a concealed weapon that her opponent did not know about, her sneak attack dice automatically deal maximum damage.

Danger was always a girlish fancy for the young sisters Aima and Halna Deschamp, who grew up just outside Oppara. There the two were never far from the bardic colleges and their students, who gushed odes of great heroes and dashing swordsmen to any who cared to listen. The older Aima gradually outgrew these stories, but Halna longed to live a life of swashbuckling adventure. This left the younger sister vulnerable when a charming adventurer swept Halna off her feet and promised her the world if she would be his bride. As the two sailed away from Taldor, Aima could only hope that her sister’s dreams might come true.

It was not to be. Halna’s husband’s idea of adventuring involved little profit and a lot of petty larceny and sleeping under bushes. The law eventually caught up with the couple in a lethal way, but not before Halna had given birth to fraternal twins. When one of the younger sister’s associates brought children and news of Halna’s death to Aima (who had since moved to Cassomir), there was no question in the elder’s mind as to whether she would accept her orphaned niece and nephew. Her only question was how she would afford to raise them. The answer came in the form of a Kelishite man named Kafar, who offered Aima training and a steady job with the Aspis Consortium. Unlike her deceased sister, Aima approached the dangerous work with the Aspis Consortium as a job, not an adventure. Every time an associate dies due to a simple mistake or a moment of arrogance, it drives her to be even more coldly professional on the job. Every resulting precaution is another step toward surviving a mission and returning home to raise her adopted children, whom she loves as her own. However, feeding and clothing the two is not enough, for Aima is intent that they never idolize the dangerous life that she leads and then chase whimsical dreams like their biological mother did. As a result, few know anything of the trapsmith who calls herself Shohiraj beyond her calculating mind, skill with traps, and undeniable ability to just get the job done.

THE EXPERIMENT - Long years spent under the stars’ scrutiny have left this elf haunted by distant voices. All that she once was has been replaced by what she now is: the prized experiment known only by her test number, 322.:

322
Female elf oracle 7 (Pathfinder RPG Advanced Player’s Guide 42)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 59 (7d8+21)
Fort +6, Ref +7, Will +10; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee mwk dagger +8 (1d4+2/19–20)
Ranged dagger +7 (1d4+2/19–20)
Oracle Spells Known (CL 7th; concentration +11)
3rd (5/day)— cure serious wounds, dispel magic, inflict serious wounds (DC 17), tongues
2nd (7/day)—calm emotions (DC 16), cure moderate wounds, disfiguring touch (DC 16), dust of twilight (DC 16), ghoul touch (DC 16), hold person (DC 16), spectral hand
1st (7/day)—bane (DC 15), cure light wounds, deathwatch, entropic shield, murderous command (DC 15), ray of sickening (DC 15), shield of faith
0 (at will)—bleed (DC 14), detect magic, guidance, light, read magic, resistance, stabilize
Mystery dark tapestry
STATISTICS
Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +7; CMD 19
Feats Dreamed SecretsISG, Extra RevelationAPG, Iron Will, Toughness
Skills Disguise +11, Heal +10, Intimidate +14, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +11, Perception +2, Spellcraft +7 (+9 to identify magic item properties), Stealth +10;
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic items
Languages Aklo, Auran, Common, Draconic, Elven
SQ elven magic, oracle’s curse (tongues [Aklo, Auran]), revelations (cloak of darkness, gift of madness, interstellar void, wings of darkness)
Combat Gear scroll of breath of life, scroll of heal, scroll of slay living,
wand of cure moderate wounds (10 charges); Other Gear mwk dagger, daggers (4), cloak of resistance +3, headband of alluring charisma +2, dust of darkness (2), trumpet of spirit speaking, 295 gp
SPECIAL ABILITIES
Cloak of Darkness (Su) 322 can conjure a cloak of shadowy darkness that grants her a +6 armor bonus to AC and a +4 circumstance bonus on Stealth checks. She can use this cloak for 7 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dreamed Secrets 322 adds ghoul touch and spectral hand to her list of spells known. Each time she attempts to cast these spells, she must succeed at a DC 20 Will save or take 1d2 points of Wisdom damage and fail to cast, though she does not lose the spell.
Dust of Darkness For one minute, a creature coated in this shimmering black dust gains concealment (20% miss chance) in normal light, and total concealment (50% miss chance) in dim light.
Creatures with darkvision treat this effect as normal darkness. The dust counters and dispels the outlining effects of glitterdust, and glitterdust counters and dispels dust of darkness.
Gift of Madness (Su) 7 times per day as a standard action, 322 can tap into the unthinkable void between the stars to cause a single living creature within 30 feet to become confused for 7 rounds (DC 17 Will negates). This is a mind-affecting compulsion effect.
Interstellar Void (Su) Once per day as a standard action, 322 can cloak one target within 30 feet in the void of space, dealing the target 7d6 points of cold damage (DC 17 Fortitude half).
Oracle’s Curse (Ex) In times of stress or unease, 322 speaks in tongues. Whenever she is in combat, she can only speak and understand Aklo and Auran.
Trumpet of Spirit Speaking Once per day, 322 can place the trumpet of spirit speaking to the lips of a mostly intact corpse. She can ask up to three questions of the dead creature, as if the corpse were subject to a speak with dead spell (DC 14 Will negates for creatures whose alignment is not Neutral). The corpse’s replies issue forth from the horn in ghostly whispers.
Wings of Darkness (Su) As a swift action, 322 can manifest a set of translucent, inky wings that grant her a fly speed of 60 feet with good maneuverability (her typical bonus on Fly checks with the wings is +6). She can use these wings for 7 minutes per day. The duration does not need to be consecutive, but it must be spent in 1-minute increments.
Disfiguring Touch As a standard action, 322 can inflict a deformity on a touched creature, which lasts for 7 days (DC 16 Will negates). The deformity has one of the following effects: a –2 penalty to an ability score (minimum 1), a –2 penalty on attack rolls or saving throws, or a 5-foot reduction in land speed.
Dust of Twilight As a standard action, 322 can create a 10-foot radius spread of iridescent black particles within 170 feet of herself. Creatures in the area become fatigued (DC 16 Fortitude negates). All mundane light sources in the radius are extinguished, and all light spells of 2nd level or lower are affected as if targeted by dispel magic.
Murderous Command As a standard action, 322 can compel an enemy within 40 feet to spend its next turn moving up to its nearest ally and striking them with a melee or natural weapon (DC 15 Will negates). If the enemy cannot reach its nearest ally, it spends its
turn moving toward its ally.
Ray of Sickening As a standard action, 322 can sicken a creature within 40 feet for 7 minutes (DC 15 Fortitude negates).

Most elves are born into loving elven communities, but a small number of elves known as the Forlorn spend their childhood among humans. There the Forlorn grow up slowly, reaching adolescence as their childhood friends have children and approaching adulthood as those same friends die of old age. The elf known as 322 spent her childhood in this sad way, and for every friend she lost, the song of the stars became a little louder.

She thought this the call of Desna, but as the cosmic chorus grew in intensity, 322 noticed disturbing dissonances that the goddess of dreams would never voice. The Dark Tapestry was calling.

Nighttime became a terrifying trial. The darkness outside her home was alive with silhouettes that clawed at the windows and trickled down the chimney. One night, the elf just ran, running until shadows enveloped her. It was in this time of darkness that the Professor, a masked woman who insisted on no other name, found her. The Professor explained that the creatures between the stars had chosen the elf, and the more she dissociated herself from her past life—the time before now— the more of the shadows’ song she could hear, command, and learn not to fear. The first step was abandoning her name; a title the elf has been forbidden from speaking for so long that she has practically forgotten it.

Under the Professor’s guidance, 322 has learned to control her strange connection to the worlds beyond Golarion.

However, for each new technique the elf has unlocked, she has discovered yet another horrifying truth as if to maintain some terrible equilibrium. For example, the miracle of healing with but a touch quickly turned nightmarish when inky tentacles would grow out of a fresh wound and knit the flesh together. At least a dozen times 322 has fled, fearing that the Professor’s experiments were not worth the terrible costs. Every time something has drawn her back, where the same masked woman waits with a knowing smile.

THE VENGEFUL - After being trapped in a dangerous demiplane for years with virtually no reinforcements, Marnarius has become a hardened survivor. It is all the Pathfinder Society’s fault, and the price can only be paid in blood.:

MARNARIUS
Male human slayer 7 (Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (human)
Init +2; Senses Perception +11
DEFENSE
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield)
hp 67 (7d10+21)
Fort +9, Ref +9, Will +7
OFFENSE
Speed 30 ft.
Melee +1 longsword +13/+8 (1d8+6/19–20)
Ranged mwk composite longbow +10/+5 (1d8+5/×3)
Special Attacks sneak attack +2d6, studied target +2 (2 targets)
STATISTICS
Str 20, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Base Atk +7; CMB +12; CMD 24
Feats Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Seething Hatred (human)
Skills Acrobatics +10, Bluff +8, Disable Device +11, Handle Animal +1, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +11, Sense Motive +11, Stealth +12, Survival +10
Languages Common
SQ slayer talents (poison use, ranger combat style, swift poison), stalker, track +3
Combat Gear antitoxin, deathblade poison (2), potions of cure moderate wounds (2); Other Gear +2 studded leather, +1 light wooden shield, +1 longsword, mwk composite longbow, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, mwk thieves’ tools, 607 gp
SPECIAL ABILITIES
Deathblade Poison (Ex) Save Fortitude DC 20, Frequency 1/round for 6 rounds, Effect 1d3 Con damage; Cure 2 consecutive saves
Seething Hatred (Ex) When Marnarius chooses a human as his studied target, his studied target bonus on melee and ranged damage rolls against that target increases from +2 to +4.
Studied Target (Ex) Marnarius can study a target as a swift action to get +2 on attack, damage, Bluff, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival rolls against that target. If Marnarius deals sneak attack damage to a target, he can study that target as an immediate action (and he gains the +2 to damage on that same damage roll). He can study up to two targets, but if he studies a third target, he loses the oldest target.

Marnarius has always been equal shares bully, opportunist, and restless explorer. In his teenage years, he ran away from his parents in Corentyn and hired on with an Aspis-owned ship. Over the years, he learned the Consortium’s finer arts of trickery, sabotage, and subtlety, and by the age of 22 he had earned full membership and his bronze badge. His first assignment as a full member took him across the world to Tian Xia, where he played a supporting role in the Consortium’s bid to win the prestigious Ruby Phoenix Tournament.

When the Pathfinder Society stole both the victory and the Hao Jin Tapestry, Marnarius and his crew returned to Varisia to help spearhead a new initiative: entering the Hao Jin Tapestry demiplane through a backdoor created by the Aspis Consortium’s newest allies.

At first, everything went well. The creatures living in the demiplane were timid and superstitious, and the treasures they guarded were more extraordinary than anything Marnarius had ever seen. However, during his sixth trip into the demiplane, the Pathfinder Society attacked the backdoor and took control of it, trapping the Chelish explorer and his companions inside. Together, the lost Aspis team established a temporary base of operations, avoided the Society’s scouts, and began negotiating with the local communities that the sorceress Hao Jin had collected from across the world. From these people’s perspective, humanoid invaders were raiding their settlements, taking what they wanted, and disappearing into thin air, and Marnarius stoked this narrative with tales of the Society’s evil in his home world. The rugged survivor has several close comrades who are still trapped in the Hao Jin Tapestry demiplane. Chief among these is Wolona, a Garundi operative who is Marnarius’s second in command and the leader of the Aspis Consortium’s mission in the demiplane while he attacks the Grand Lodge. She’s one of the few people that commands Marnarius’s respect and whom he would never cast aside in the name of revenge against the Society. After all, several of her many scars are ones she earned while guarding his back—in one case even taking a lizardfolk javelin in the shoulder when it was aimed at his head.

Two months ago, one of his team members uncovered a device capable of sending a magical missive, and they used it to contact the Aspis Consortium on the Material Plane. Less than a month ago, a Consortium team successfully helped Marnarius slip out through the heavily guarded gateway to the demiplane. Now at long last, his chance for revenge against the Society that imprisoned him is only hours away.

THE LEADER - Confident and charming, Rataji is able to get his way with most people even without resorting to magic.:

RATAJI
Male human enchanter 7
LE Medium humanoid (human)
Init +5; Senses Perception +2
DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armor, +1 deflection, +1 Dex)
hp 51 (7d6+21)
Fort +5, Ref +7, Will +9
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d4–1/19–20)
Ranged light crossbow +4 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
8/day—dazing touch
Enchanter Spells Prepared (CL 7th; concentration +12)
4th—confusion (DC 20), lesser globe of invulnerability, telekinetic charge
3rd—displacement, haste, heroism, lightning bolt (DC 18), suggestion (DC 19)
2nd—hideous laughter (DC 18), invisibility, scorching ray, see invisibility, touch of idiocy
1st—charm person (DC 17), disguise self, ear-piercing scream (DC 16), magic missile (2), shield, ventriloquism (DC 16)
0 (at will)—detect magic, light, message, ray of frost
Opposition Schools conjuration, necromancy
STATISTICS
Str 9, Dex 12, Con 12, Int 20, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Improved Initiative, Lightning Reflexes, Scribe Scroll, Silent Spell,
Skill Focus (Bluff), Spell Focus (enchantment), Toughness
Skills Bluff +15, Diplomacy +12, Intimidate +5, Knowledge (arcana) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +15, Linguistics +15, Spellcraft +15
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Kelish, Orc, Osiriani, Polyglot, Sylvan, Undercommon
SQ arcane bond (amulet of spell cunning), enchanting smile
Combat Gear pearl of power (1st level), potion of cure serious wounds, scroll of glitterdust, scroll of invisibility, scroll of dispel magic (CL 12th), scroll of fly, scroll of hold monster, thunderstone (2); Other Gear dagger, light crossbow (10 bolts), bracers of armor +2, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, amulet of spell cunningUE, spell component pouch, spellbook, 210 gp
SPECIAL ABILITIES
Amulet of Spell Cunning This silver locket allows Rataji to prepare an additional 3 levels of spells per day. He has used it to prepare an additional 3rd level spell.
Arcane Bond Rataji can use his arcane bond to cast any spell in his spellbook. Rataji’s spellbook contains all prepared spells as well as the following spells: 1st—expeditious retreat, silent image; 2nd—bear’s endurance, resist energy; 3rd—dispel magic, deep slumber; 4th—crushing despair, fire shield.
Ear-Piercing Scream Rataji can unleash a powerful scream that only one target within 40 feet can hear. The target takes 3d6 points of sonic damage and is dazed for one round. On a successful DC 16 Fortitude save, the target takes half damage and is not dazed.
Telekinetic Charge Rataji can telekinetically launch an ally from any location within 40 feet to any other location within 40 feet. This movement causes the ally to provoke attacks of opportunity. If he causes the ally to land adjacent to an opponent, the ally can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.

The affable Rataji entered the prestigious Magaambya academy of arcane knowledge at a young age. There he amazed both his instructors and his classmates with his almost intuitive grasp of the subtler spells, and few doubted that he might one day enter the ranks of the honored sun-mages. However, the flood of successes and praise gave Rataji the impression that he was extraordinary and somehow above the rules. When a daring compulsion leveled at one of his teachers failed, he earned the sharp rebuke of the school’s headmaster as well as a lesson in humility. A sun-mage is a force for good, he was told, and only by witnessing the darker elements of humanity can one understand true compassion.

The headmaster sent Rataji to Bloodcove, a coastal city populated by pirates, owned by the Aspis Consortium, and made rich by the exploitation of the Mwangi Expanse. What he experienced there was not revulsion but admiration, for the Consortium were unabashed artists of propaganda. Impressed, he signed on as a contractor. In the four years since, Rataji has distinguished himself as an expert manipulator and coordinator, able to manage extensive campaigns of misinformation and public policy in several places at once. At long last the Consortium has recognized him for his contributions, elevating him to the rank of silver agent.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

My top 3:

1. The Experiment
2. The Professional
3. The Artist


My top 3:

1) The Professional
2) The Experiment
3) The Ambitious

To be honest though, any except The Artist.


My top 3:
1. The Vengeful
2. The Ambitious
3. The Artist


My top 3:
1) The Artist
2) The Ambitious
3) The Leader


HP 51/51, AC 14(18), Touch 12, FFoot 13, F:+5, R:+7, W:+9 SLA 8/8, Arcane Bond 0/1, PoP 0/1, Staff 2/4, Infernal Wand ~30/50

I'm fine with whatever is leftover, which looks like The Ambitious or The Leader right now.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Looks like everyone basically got their first choice.

So, the roster will be:

GM Red - The Experiment
dragonhunterq - The Professional
Mjolbeard89 - The Vengeful
RePete - The Artist
DrParty - The Leader
N Mayoral (if he shows up) - The Ambitious

Please update your profiles with your character's information from the spoilers above and feel free to ask any questions you might have here.

We will be starting on the 12th.

Welcome, and good luck.

Erich


AC 20/T15 FF15 CMD 22 savesFort +4, Ref +12, Will +7 Init +5 Perception +15 (Trap finding +19/surprise+17) HP51/51 Female Human Urogue 8

Ok, I might need some guidance on formatting, as it's my first time.

Can we shop in advance, or wait until we start?
EDIT: also let me know if you want me to change the name - I'm still thinking of something else to distinguish me from the other Shohiraj's


@shohiraj DHq- Looks like you have the general idea for formatting on your profile.

Are you meaning in your posts? If so typically "Bold is a good idea for talking out loud" and Italics for what your character is thinking.

There's a thread somewhere on here that discusses recommended styles. If I get a chance today I'll try to link it for you.


AC 20/T15 FF15 CMD 22 savesFort +4, Ref +12, Will +7 Init +5 Perception +15 (Trap finding +19/surprise+17) HP51/51 Female Human Urogue 8

It was more the profile formatting, RePete, making sure I hadn't missed anything. Thanks for the offer for a link, but I have gotten around to reading a couple of 'how to's'. Whether it's sunk in or not is a whole 'nother question :)


So do I suggest pooling resources and possible purchases here OOC, or in gameplay in character?

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Either place dragonnhunterq. It may be more readily visible in game.


AC 20/T15 FF15 CMD 22 savesFort +4, Ref +12, Will +7 Init +5 Perception +15 (Trap finding +19/surprise+17) HP51/51 Female Human Urogue 8

Sorry for forgetting to change my alias - again - it will sink in eventually I'm sure...


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

Ugh. What a roll.


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

Hey folks. Just a heads up that I'll be out of town through next Tuesday. I may be able to make short posts from my phone, but that'd probably be the extent of it. Feel free to bot me as needed to keep things moving.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Hey everyone, just a head's up that this scenario is scheduled to end on the 25th of November. I have an inquiry into the online VOs to nail down an exact end time, but I'm assuming it will be that Friday at midnight (or very soon afterward). That's 9+ days away.

There is still quite a bit of content left to cover (and most of it will be "in initiative") so I wanted to make sure that each of us can make an effort to check in and post to the game each day.

There is always a fine line for a GM to draw between "go with the flow, give a description and let nature take its course" and "here is exactly what you need to roll, so do it and let's move on". I tried to stay with the former as long as I could, because I think that is the strength and fun of PbP games. But doing that, plus the fact that I've been lax with my own posting a few times when I should have been moving the game along quicker (no excuse for that), brings us to this point now.

Mechanically, I will try to update my side every day during the day sometime, to allow you to make your choices late in the day or that night. I'll go ahead and roll obvious things for you (such as rogues vs traps, perceptions to find things in rooms, etc.) to speed up the process. Feel free to retcon me if you think your character would have done something completely different, or if you have a spacial adjustment to a particular roll you wish to use.

I believe it is still doable, but it will get fast and furious over the next week or so, so make sure you are familiar with your character and their abilities (and motivations) and let's crush these last few encounters.


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

Sounds like a plan! Thanks for the update. I should be good to go on the quick pace.


Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 | Conditions: None

Thanks for the update Erich. I normally run my games at furious speed (Marnarius can attest to that!), so I have no problem playing one of yours in turbo mode.


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith
GMRed's Pregen wrote:
Thanks for the update Erich. I normally run my games at furious speed (Marnarius can attest to that!), so I have no problem playing one of yours in turbo mode.

A-yup! This is true. Haha

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

It doesn't help that all three specials I'm running have a "sandbox" of sorts to start with. Simple combats can usually run fairly quick, even in PbP.


HP 51/51, AC 14(18), Touch 12, FFoot 13, F:+5, R:+7, W:+9 SLA 8/8, Arcane Bond 0/1, PoP 0/1, Staff 2/4, Infernal Wand ~30/50

Do you have at least 1 that will finish for your GM boon? I'm fine with pushing to finish on time, but it only really matters for the sake of boons.


Most of my delays have been hesitation/uncertainty in a new environment, I may not be about the same time each day, but I am about every day. I'm fairly confident I can keep up...

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

So I've figured out what we need to do to finish things up here. The Venture Officers want to report the game on time this Friday (and make any changes to the reporting as needed) so make sure you have your proper information in this thread as far as which character gets credit. (I need character name, PFS #-#, faction)

That said, we are going to finish the scenario properly, I'm thinking this will probably take another two weeks or so to do (given we have Thanksgiving and weekends to contend with). Thanks to everyone for the increased rate of posting, let's all try to keep it up.

Some of you still have outstanding actions to complete the instructions you were given individually in your character missives at the start of the scenario. Make sure you double-check on that and handle that in game. PM me if you have questions, a few of them might be a bit vague.

Now the good news (maybe):

BOON ROLLS!:

Looking for a 20 or a 16...
Boon GM Erich: 1d20 ⇒ 5
Boon Joliryn: 1d20 ⇒ 3
Boon Marnarius: 1d20 ⇒ 13
Boon Rataji: 1d20 ⇒ 19
Boon Shohiraj: 1d20 ⇒ 19
Boon 322: 1d20 ⇒ 12


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

Here's character info for the credit for this scenario:

Character Name: M'boka
PFS #: 177216-4
Faction: Liberty's Edge

Thanks for continuing to run a fun game, GM. I may need to PM you about my objectives, but I think I have an idea of what I've got going on. Bummer none of us lucked out on the boon rolls.


Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 | Conditions: None

Thanks Erich, it's been a fun game so far.

Character Name: Zavubak
PFS #: 205498-7
Faction: Dark Archive


HP 51/51, AC 14(18), Touch 12, FFoot 13, F:+5, R:+7, W:+9 SLA 8/8, Arcane Bond 0/1, PoP 0/1, Staff 2/4, Infernal Wand ~30/50

Player Name: Nathan S.
Character Name: Zill Amputatio
PFS ID#: 109332-4
Faction: Exchange


AC 20/T15 FF15 CMD 22 savesFort +4, Ref +12, Will +7 Init +5 Perception +15 (Trap finding +19/surprise+17) HP51/51 Female Human Urogue 8

Dragonhunterq
Credit to Illythane
PFS#138777-4 (this is the correct ID)
Faction Dark Archive

Thank you Erich for running the game, and to everyone for welcoming me into the fold.


CN Elf Rogue | HP: 33 (-11) | AC: 20 | F: +6, R: +11, W: +8; +1 vs Emotional |Per: +8 (low-light vision); Stealth: +9 | 35ft | Focus 1/1 | Active Conditions: Trap Finder, Cat Fall

Character Name: Bofak Erauk
PFS ID #: 126566-7
Faction: Sovereign Court

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Reported the game per the Online VCs instructions, will hand out the actual chronicles when we are done here.


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

Sounds good!


As you may have picked up on this is my first time PbP-ing. Downside for you peeps is you get to read my random thoughts/questions.
I'm finding I am missing out on some things from TT playing. The table talk, the 'idiot checking' of ideas, the co-ordination. Is that something to expect as normal? Do you miss anything from face to face gaming?
Did you adjust easily to PbP or did you need a few games to find your feet?
You guys are great - probably just first time anxiety...


Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 | Conditions: None

Agreed. There's no side dialogue at all with PbP so mistakes are made all the time, and you can't discuss amongst each other with what the next best course of action may be.
It's especially bad when you don't realize you were going to provoke an AoO and your GM resolves it. That type of thing would never happen in F2F gaming because your friends would say "hey dumbass, you're gonna provoke if you do that."
It's a downside for sure.
The upside in my opinion being the opportunity to much more heavily invest in roleplaying - maybe not with pregenerated characters, but when you have your own character, you can create some pretty cool relationships with the other players and RP your heart out ... without even feeling silly!


CN Elf Rogue | HP: 33 (-11) | AC: 20 | F: +6, R: +11, W: +8; +1 vs Emotional |Per: +8 (low-light vision); Stealth: +9 | 35ft | Focus 1/1 | Active Conditions: Trap Finder, Cat Fall

Sorry for my lack of response today. Work has been hammering me. I'll get a post up this evening and catch up.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Since we are wrapping things up here, please post or send me a PM with an email address to send your chronicle to.

Any pregen that has a legit day job skill may roll a day job check as well.


Aaog-Shagga - variant Neh-Thalggu HP (69/71) | AC 19, Touch 17, Flatfooted 17 CMD 28 (Immune Trip) | F +5, R +3, W +9 (DR 5/magic; Immune confusion; SR 18) | Darkvision 60, Perception +14, Sense Motive +6; Init +6 | Status: Diseased, Invisible, Shield of Faith

No day job here. Thanks for a great game! It was fun playing with all of you and stirring up some mischief! >:D

PM will be to you in a moment, Erich.


Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 | Conditions: None

Thanks for the game, Erich! Do you still plan on running 7-98? I'd be interested although I wouldn't be able to start until Jan 2nd since I'll be away.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Chronicles sent.

Yes, I will be running 7-98 starting sometime in mid-Jan. Let me know if you want to be contacted to play.

I will leave this game open for a few days in case there are any questions about the chronicles.

Thanks again and have fun in your next adventure!


Thanks again for GMing Erich and all of you for putting up with me.
I would be interested in playing in 7-98.


CN Elf Rogue | HP: 33 (-11) | AC: 20 | F: +6, R: +11, W: +8; +1 vs Emotional |Per: +8 (low-light vision); Stealth: +9 | 35ft | Focus 1/1 | Active Conditions: Trap Finder, Cat Fall

Thanks for running the campaign Erich. :-D

No questions on the chronicle from me. I would be interested in playing the next one.

Dark Archive

Male Mostly Human GM

I'd be interested in playing 7-98, but will be moving Jan.20-23, so I will unavailable for a few days then.


No questions from me. I'd be interested in 7-98 as well. Might as well carry on in the series, right? It's been fun playing with you all. Looking forward to the next one!


Poog of Zarongel M goblin cleric 3 | HP: 23/23| AC: 17 (T: 13/FF: 15) | F +5, R +6, W +6 | CMB +1 | CMD 13 | Speed: 30 ft | Init +6 | Perception +2 | Conditions: None

Yes - as mentioned, I'm also interested in 7-98, so please DM me when you decide to start it. Thanks!

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Thanks all. I will be sending out information to everyone about Serpent's Ire in the next week or so.

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