GM Phntm888's Rise of the Runelords Campaign

Game Master Phntm888

This is a Rise of the Runelords Anniversary Edition play-by-post campaign.

Thistletop

Thistletop Dungeon

Thistletop Dungeon Level 2

Loot Sheet


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James Jacobs designed this fight to be quite difficult when he wrote the adventure.

If our paladin hadn't disappeared, it would be going better thanks to Aura of Courage (that +4 vs fear effects would have meant at least a couple other people saved).

Regardless, I have a plan if things further go badly for Karu and Talia. You guys got one of the hounds, which I honestly wasn't sure you'd manage to do. You might get lucky on the last one, especially with Karu's Windy Escape spell being very effective for tanking the hits.


I just noticed I accidentally double posted. Please discount the second post, and go only with what's in the first.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I will be away till Monday or Tuesday for some vacation time.
I will be able to post but when I will be free is a different story.
Most likely late at night.


Riori's last post reminded me that I forgot to tell everyone one of my house rules. It doesn't effect the PCs, so I sometimes forget to mention it.

If an enemy NPC is an unnamed generic enemy, it dies at 0 HP. I don't find it a productive use of time to roll stabilizing saving throws for generic goblin warriors and such. Easier just to say they died.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Good to know, thanks!

Headed out of town for the weekend. Will check in via phone but please bot if needed.


So, because I like you guys, I'm going to tell you that was a CR 5 encounter. It's the hardest fight on this level by CR, although there are still another couple of fights that can be challenging.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I am waiting on a map to show what we can do...There are 5 creatures inside this room and I am assuming a bed of sorts. we might not be able to fit inside the room at all without putting us in danger. I will hold my post until the DM gets the time to update the map so I know what is going on before I act.


Pssshhh...wanting an updated map. Why would that be relevant?

Map is updated. Karu, if you want to change your and Karjys's actions at all, feel free.


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

A-ha. Karu will stick to the original plan then and hold the doorway with the rest of the group. No sense in moving in.


Due to the COVID-19 outbreak, things have gotten quite busy at work, especially as my coworkers and I are going to be on a rotational work from home schedule and several users (most of whom are unfamiliar with working remotely) start doing so as well. I'll get the surprise round wrapped up tomorrow, but things might move slowly for a bit.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Good luck. Ironically, the switch to working from home makes it easier for me to check things online, although COVID-19 is making my workplace a busier place overall.

If I utterly confused things during the combat I apologize, I was trying to figure out best actions.


It's the "Getting everyone else comfortable with working from home" part that seems to be making things busy. I'm one of three IT people for my work, and we've had to do a lot of hand holding over the past week.

Hopefully, once everyone finishes adjusting to the new conditions, it settles back down, but until then, it's a little crazy.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Totally understand. I had to go into the office to set up GoToMyPC on my office computer for a few things I can't do through cloud/web services, and then go back home. Takes some adjustment.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Hey folks, I've been thinking: since we lost the recruits who joined with me, including all our arcane casters, I've been wondering: would it be okay with you if I rebuilt my character as a witch? I feel redundant with Karu also being a divine caster, and we have some skill gaps (like magic item identification) I could fill better with a rebuild.

I think much of Riori's background and interests could remain much the same, and I can even keep in some healing abilities so a) Karu isn't sole source of healing and b) most of her actions so far don't need to be retconned. She could still even be a devotee of Desna, just note divinely powered by her. The biggest challenge is seeing if I can keep the starknife proficiency as I like that theme for her, but I can adjust as needed. A lot of her gear would need to be tweaked as well (agile breastplate doesn't work as well for arcane casting).

Let me know what you think. If ok, I'll post up a proposed build.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

It's fine by me. Talia plans to go to wizard next, then on to Arcane trickster. That will be a while though.

Arcane ccasters are definitely needed right now. :)


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

The hunter gets druid spells, but has nowhere near the magical oompf to replace a cleric. But if you'd rather go another route, you do you!


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Well, witches have "magical ooomph" too. They are less combat capable than clerics, but Riori wasn't a heavily combat focused character, and you have Karjys who can tear things apart anyway.

To put it bluntly, I feel kind of useless. I made a character slightly more bent toward flavor than optimization, but I wasn't trying to gimp her... and yet even what she's well built toward I don't think is what this party really needs right now. And in the meantime, we can't do stuff like identify magic items, which is kind of necessary.

Interestingly, I discovered the "hex channeler" witch archetype from the Advanced Class guide even lets Riori keep (a weaker version of) energy channeling and thus continue to get use out of/keep the Rise of the Runelords trait that she has. She loses some nice spells but gains access to other ones, and keeps cure spells. Witches get a familiar... and as Ultimate Wilderness provides stats for a butterfly familiar, so she could continue with a lot of Desna-theming, as a devotee of the goddess but fueled by a different, more mysterious power. A witch is also different enough from a wizard that it wouldn't step on Talia's toes either once she aims for Arcane Trickster. Was thinking of the Portents patron to go with her fortune telling.

I can continue on as is as well, but just trying to think of how I might be more of use to the party, while not losing the essence of the character.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Sorry if I'm quiet at the moment. New Zealand went into lockdown last night. So I'm running around getting things in place for my extended downtime.


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

Stay safe! The Netherlands is finally starting to learn the lesson that you need to take this seriously, and I've been at home for over a week now. There are times when I feel the walls closing in on me ... :o

And I feel you, Riori. I find clerics to be in a weird spot in PF1, where you often have to force-squeeze your character into a specific niche to be able to do your thing well. Or, well enough that you can say 'this is my niche' xD anything that isn't STR 16 with a longspear feels like it requires a bit of effort to be made 'good'.

So, here's my take on clerics of Desna. Desna's favored weapon is both good and awful. The religious feat lets you add cha to attack and damage, which is arguably better than anything weapon finesse has to offer, but clerics are already MAD as is and not everyone wants to go high CHA. Still, isn't going straight STR16 with a longspear 'better'? Who knows \ ._. /

Desna offers some pretty sweet unique summons at level 2 and 3. The Lyrakien comes with a single use of Cure Light Wounds and Confusion and is pretty decent for a level 2 summon! The Psuedodragon is not that amazing, but the Giant Eagle (which comes in the form and shape of a Star Monarch - a holy Desna moth!) is pretty, pretty good.

She also offers some pretty nice spells. Wandering Star Motes is a great save-or-suck spell that, if resisted, will jump to a nearby enemy. The dazed condition is fantastic, and if a foe keeps failing its save it won't be doing anything while it gets beaten up. Beacon of Luck at level 3 is a fantastic way to minimize the odds of your allies succumbing to a save-or-suck ability or spell.

But you do you. There's nothing worse than not having a click with your character. I often need a great RP idea to be drawn to the cleric class, because the cleric class always leaves me feeling rather 'meh'.


It's okay. My county is currently under a stay-at-home notice, with only life-sustaining businesses being permitted to stay open. It's made things tough, especially with all the people we have who need to work remotely now.

Riori, if the party is okay with you rebuilding as a Witch, I'm okay with it, as well. If you'd like to message me, I have a few suggestions that might help with keeping the theme.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Good luck and stay safe, all. We are all but locked down where I am, with only "essential" businesses open. We don't have an official shelter in place order yet but the governor's instructions to the public is basically, "Do it or I'll make you do it." I've been out to get some food and get my car fixed; I go for walks for fresh air and avoid close proximity to other people like the... well, I avoid them. When I do go out I wash my hands as often as I can, repeatedly. I'm expecting we may get locked down further and debating if/when I get to the grocery store. I am lucky in that I am employed and working from home.

Karu, I think you have a deeper memorization of the campaign-based player option material than I do. (Which says something, given I did some editing for PF1.) Some of the stuff you mention I probably wouldn't think of. I could get wandering star motes as a witch if I took the Stars patron. I was thinking Portents for her fortune telling, but Stars also obviously makes sense.

Here is what I've come up with so far (oddly enough I've had more time of late... and I'm not so desperate to start doing something productive like clean my apartment...). GM (or anyone else) if you see something you didn't think of here, feel free to PM me or post here. This uses the Portents Patron but I may switch to Stars. The biggest changes to her are some spell types, the familiar of course (who can be retconned to be hiding in her robes all this time), and she has Intimidate rather than Diplomacy now, because of class skill shifts (but it seems slightly more suitable given I've RPed her as a little ill tempered at times... well, she runs hot and cold). Int is swapped with Wis, to adjust to the appropriate spellcasting stat, and I think that's actually more appropriate for how I've been RPing her as well.

Riori Witch Build:

RIORI STARGAZER
CG Half-elf Witch (Hex Channeller) 3
Init +2; Senses Low-light vision; Perception +7(+5 without familiar)

==DEFENSIVE ABILITIES==
AC 14 (touch 12, FF 13) (Armor +1, Dex +2, Shield +1); CMD 13
hp 14 (3d6)
Fort +2 (1 base + 1 trait); Ref +3 (+1 base + 2 Dex); Will +6 (+3 base + 3 Wis)

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

==OFFENSIVE ABILITIES==

Spoiler:
BAB +1; CMB +1

Melee or ranged: Mwk starknife +5 (1d4/x3) (20 ft range)

Channel positive energy 5/day; 1d6 Damage DC 15; (10 + 1/2 level + Cha mod + trait). 30 ft. radius centered on caster.

=Witch Hexes=

Spoiler:

Flight (Su)(L1): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Channel Energy (Su): At 2nd level, a hex channeler can call upon her patron to release a wave of energy from herself or her familiar. A good witch channels positive energy (like a good cleric). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect. This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6. This ability replaces the hex gained at 2nd level.

=Witch Spells and Related Spellcasting Abilities=

Spoiler:
Caster level 3, Concentration +6; Patron: Portents

Spells Known (* = Prepared; *x means prepared and cast today):
CANTRIPS (Prepare 4/day)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize
Touch of Fatigue: Touch attack fatigues target.

LEVEL 1 (prepare 3/day)
* Burning Hands: 1d4/level fire damage (max 5d4).
*Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Ear-Piercing Scream: Deal sonic damage and daze target.
Ill Omen (patron): You inflict the target with bad luck.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Mage Armor: Gives subject +4 armor bonus.
*Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Summon Monster I: Summons extraplanar creature to fight for you.

LEVEL 2 (prepare 2/day)
Augury: Augury: Learns whether an action will be good or bad. [/url]
*Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
*Delay Poison: Stops poison from harming target for 1 hour/level.

Arcane Training: Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Half-Elf Favored Class ability (I will always use this when I level unless I note otherwise): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast.

=Witch’s Familiar=

Spoiler:
Witch’s Familiar (Ex): Celeste, a butterfly (grants +3 to Perform checks)

A familiar grants special abilities to its master: as of Riori’s level, these are: Alertness, share spells (can cast personal spells on familiar), empathic link (1 mile, impressions and feelings), Deliver touch spells. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

===STATISTICS AND OTHER ABILITIES===

Spoiler:
Str 10 Dex 14 Con 11 Int 17 Wis 12 Cha 14
(20 point buy, half-elf bonus to Int)

=Feats=
Alertness (Familiar; only works when familiar is within 1 mile): +2 Bonus to Sense Motive and Perception checks.

Weapon Finesse (L1): Use Dexterity when attacking with light melee weapons. A shield’s armor check penalty applies to attack rolls.

Weapon Focus (starknife)(L3): Gain a +1 bonus to attack rolls with the chosen weapon.

Weapon and Armor Proficiency: The starknife (see ancestral arms, below) and all simple weapons.
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. (starknife)

=Traits=
Student of Faith (campaign): While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Resilient (combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Outcast's Intuition (magic): You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

=Skills and Skill Related Abilities=

Spoiler:
(2 + Int modifier (3) + 2 background skills-noted with asterisk-per level)

Knowledge (arcane) – 2 ranks + 3 class + 3 Int = +8
Knowledge (history)* – 1 rank + 3 class +3 Int = +7
Knowledge (nobility)* – 2 ranks + 3 class +3 Int = +8
Knowledge (religion) – 3 ranks + 3 Int = +6
Heal – 3 ranks + 3 class + 1 Wis = +7
Intimidate – 1 rank + 3 class + 2 Cha = +6
Spellcraft – 3 ranks + 3 class + 3 Int = +9
Perception – 2 race + 3 Wis (+2 Familiar Alertness) = +5/+7
Perform (oratory) – +2 cha + 3 familiar bonus = +5
Profession (astrologer)* – 3 ranks + 3 class + 1 Wis = +7
Sense Motive (Wis) – 3 ranks + 3 class + 3 Wis + 1 trait (+ 2 Familiar Alertness) = +10/+12

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Languages: Common, Elven, Varisian

==GEAR==
(WBL 3,000 gp to start)

=Worn=
Explorer’s Outfit (free)
Bracers of Armor +1 (1000 gp, 1 lb)
Spell component pouch (5 gp, 2 lbs)
Belt pouch (1gp, 1/2 lb)
Mwk Backpack (50 gp, 4 lbs)

=Equipped=
Quickdraw Light Mithral shield (1059 gp) -+1 shield bonus to armor, 0 ACP (3 lbs)
Starknife (x2) (24 gp x2) 1d4 damage, 20 ft range, crit x3, 3 lbs each
Mwk starknife 324 gp, 3 lbs

=In belt pouch=
1 potion shield of faith (50 gp)

=In backpack=
Area map 50 gp 2lbs
Chronicler's kit (Contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.) 40 gp, 4.5 lbs (she uses this in part to make her astrological charts
Gear Maintenance Kit (5 gp, 2 lbs)
Grooming kit (1gp 2 lbs)
Healer’s Kit (50 gp, 1 lb)
Mess kit (2 sp, 1 lb)
Traveler’s Any-Tool (250 gp, 2 lbs)
Waterskin (1 gp, 4 lbs)

Spent: 2,901.02 out of 3,000

Load: 38 lbs, Max Light Load – 38 lbs (33 lbs without mwk backpack)

===DESCRIPTION==
Background
Riori’s mother Lierna was already with child when she married Verik Khezidor, but Verik was not Riori’s father. The two did not love one another romantically at the time, but when Lierna’s elven suitor fled at the news of Lierna’s pregnancy, Verik married her to ensure she had a home to go to—especially as her own superstitious family wanted nothing to do with her bastard, half-breed offspring. Poor Varisians, Verik and Lierna raised Riori in the Shingles, the ramshackle, upper-story shantytown of Korvosa, and Riori felt nothing but love from her mother and adoptive father—until her younger, fully human sister Siera came along. Perhaps it was all in Riori’s head—she knew she was different, and she was not THEIR child the way Siera was. Still, Siera seemed immediately the favored of the two, doted upon and protected. It did not help that Siera was less stared at by the rest of the neighbors; while half-elves aren’t the most unusual of half-breeds to find, in Korvosa they are still the subject of pointing and whispering. Riori tried hard not to resent Siera—her sister never tried actively to compete with her—but Riori mainly felt alone. Often would gaze at the stars from her family’s high-up window. Looking out across the coast, she wondered at what might be out there and asked more than once that if she followed the stars, if they would lead her to somewhere better. Her mother, seeing Riori’s fascination with the stars, taught her an old family trade: astrology. Riori developed quite a knack for finding patterns in the stars, and became obsessed with following the Cosmic Caravan, and enjoyed performing divinations for her friends and neighbors, which seemed harmless enough. Her obsession with the stars also led to worship Desna, which was a favorite god in her family to begin with. Verik taught her how to use a starknife, which he had used when working as a mercenary for a time. She took solace in her star charts and, intelligent though poor, tried to find what books she could to learn about divination and other magic. She began to develop some minor skills, an urban “hedge” witch.

One day, she came upon several of her peers alongside her sister, laughing about the “mongrel’s silly star stories.” She was filled with rage, and charged forward to slap the boy leading the mockery. Siera, wanting to prevent a fight before it started, tried to intervene—and Riori slammed into her sister, sending her flying. Siera only did not fall stories below save for her skirts catching onto a wide window ledge. Riori was mortified--no matter how angry she was, she did not want to kill her sister, who was only a witness, not a participant, to the others’ cruelty. As she leaned over to reach for her sister’s hand, a black swallowtail landed upon the window ledge. She felt some surge of inner strength, and despite not being very strong, Riori managed to pull her sister to safety.

The swallowtail, she was surprised, began to follow her as she walked her sister home. Initially, she took the swallowtail as a sign of divine blessing from Desna herself—as well as a warning not to follow her more impetuous and jealous side. As it lighted upon Riori’s star charts in her room, Riori followed its fluttering and formed a deep bond with it—it had an actual intelligence, belying its simple insectoid appearance. Perhaps the source it represented was not Desna directly, but the ancient power behind the stars itself, Riori’s ability with magic began to deepen. She named the butterfly who always followed her “Celeste.” The creature seemed to like the name.

As she tried to understand her abilities and herself more, Riori knew she needed to stop fearing she wasn’t enough compared to Siera and stop seeking validation from those who neither wanted to give nor owed her any such thing. Most of all, she needed to learn to trust in herself, and tame her temper. She read her own chart: travel would be most enlightening. She needed to leave home.

When she announced her decision to leave, her family was sad, but understood—especially as her growing gifts could serve and earn more outside the Shingles. Verik not only gave Riori his best starknife, but connected Riori to a traveling tinker called Touchstone—seemingly a daft vagabond, Touchstone was in fact a devotee of Desna and a student of both arcane magic and divine miracles. He knew more of the ways of the world, especially Varisia, than he let on to most strangers. As they traveled together, he taught her all the gods and the harmonies—and destruction—they create, and how the stars’ movements reflect the actions of the gods, of fate, and the outer planes in relation to Golarion. After traveling together for a few months, she and Touchstone have since parted ways, as those drawn to new horizons are wont to do; in parting, he gifted her with a fine shield that would help protect her while not impede her casting. Riori still practices her astrology—it is a useful focus for divination spells, and sometimes other hints appear in her calculations; other times sometimes acting as a fortuneteller is a more low-key way of moving through a hostile region than letting on she is a true witch. She traveled to Sandpoint recently to see the new cathedral and, moreover, participate in the Swallowtail Festival. What more appropriate celebration could she and Celeste attend? She was outraged when goblins brutally attacked during the festivities, and she remained in town to help heal the wounded, quickly earning the gratitude of many of the residents. She has worked to get to know the caretakers of the cathedral, both to learn from them as well as see how she could continue to help. There is a deep part of Riori that is still desperate to find a place she feels like she is accepted, that she belongs, and perhaps she might find it in Sandpoint.

Appearance and Personality
Riori is a little taller than average, willowy, and pale, the last two features particularly coming from her elven heritage. She has long, black hair that she normally braids purple and green ribbons into, and violet eyes. Her ears are slightly tapered. Her long, slender fingers always seem to be moving—touching, twitching, or tracing some shape no one else can make out. She wears a purple traveling cloak robes embroidered with butterflies on it; Celeste often lights on the robe and hides in plain sight as a seeming adornment to her robe. Her robe has a grey lining and is reversible, if she decides she needs to lay low. She carries her father’s starknife among a handful looped on her belt she keeps for throwing.

Riori usually seems quiet and reserved at first until she gets a read on the area she is in—different places and peoples have embraced her as often as shunned her, depending on how they feel about half-elves, priests, astrologers, and so forth. Once she feels comfortable in an area she grows more talkative—and deeply curious. She tries not to annoy with too many questions, but loves to learn from the people and places around her. Her education was piecemeal—she only learned basic reading and writing, living in poverty in the Shingles, though Touchstone gave her a good sense of history and engineering, there are still many gaps she is desperate to fill. She has a dual fascination with but distrust of the nobility, as she knows her unknown elf father was a noble, and wants to understand the way they live—if only to understand how they could be so callous. If people in a particular area seem unfriendly, she will turn to books and historical buildings as sources of learning—and refuge. While experience has calmed her since her youth, the occasional slight or threat may cause her temper to flare—usually (though not always) regretted soon after. Her chosen surname-epithet, “Stargazer,” is after the constellation, depicted alternately as a prophet or fool. She knows she’s mainly the latter, seeking to become the former.

FAMILIAR
Alertness, improved evasion, share spells, empathic link, Deliver touch spells
Int 7, Nat Armor +2

CELESTE (Butterfly)
(Source: Ultimate Wilderness pg. 192)
Familiar Abilities: Grant +3 to Perform Checks; Alertness, improved evasion, share spells, empathic link, Deliver touch spells

N Diminutive magical beast
Init +1; Senses darkvision 60 ft., scent; Perception +5

==Defense==
AC 17, touch 15, flat-footed 16 (+1 Dex, +4 size, +2 Natural Armor)
hp 7 (3d8–9)
Fort –1 (base 2 + Con -3), Ref +3 (base 2 + Dex 1) , Will +4 (base +3 + Wis 1)

==Offense==
Speed 5 ft., fly 30 ft. (average)
Space 1 ft., Reach 0 ft.

Melee touch +3 (no damage)

==Statistics==
Str 1, Dex 13, Con 4, Int 7, Wis 12, Cha 7
Base Atk +1; CMB –2; CMD 3 (11 vs. trip)
Skills Fly +8 (2 ranks + 1 Dex + 3 class + 2 race), Perception + 5 (1 rank +1 Wis + 3 class), Stealth +13 (Dex 1 + Size 12)


Riori Witch Build:

Looks good overall. If you are interested, I do allow the Divine Fighting Technique feat, along with Desna's Technique if you are interested.

I also think it thematic if you purchased a holy symbol among your equipment.

EDIT: I am making this ruling now, not because I think you would do this, but because it occurred to me it could be done and no FAQ or Errata was available on this: The Extra Hex feat cannot be used to increase the number of d6 healed by the Witch's Hex Channeler ability.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Riori Witch Build:
Maybe I'll swap out Weapon Finesse for Desna's Technique to do the Cha bonus then--getting a bonus to the damage would be nice. I think this was even suggested to me earlier but I had some reason for keeping Finesse that I now do not recall.

As for Hex Channeler... no problem, the description actually includes that limitation in the Hex Channeler ability, which is why there's no FAQ on it--it's in the rules to begin with. :)


I glossed over that bit completely. Good to see Paizo anticipated that.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Sorry for being late to the party...

ok so here is my take on this...

I very much like players to play what they want to play. Create the character that they want and to RP that character how they envisioned it. This is your creation and you can do with it how you like.

That being said.

I feel we can get another arcane caster to join if we need one. There are players always looking for a game. If Talia is dipping into the arcane that should cover the identify part...if you are looking for a full arcane blaster type of character then we should recruit.

I do not like to tell anyone how to play their character so what you decided to do is up to you.

I think your character is doing just fine. We have only been together like 24 hours or so...LOL something like that. We have been in only two battles? I think as a new group.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

On recruitment--given the GM has said he's stretched thin due to the pandemic, I'd rather not lay the stress of running a recruitment upon him. Speaking as a PBP GM, even a limited recruitment takes a lot of time and energy and careful focus. And that the characters have only progressed, in game, through about a day's worth of events since July, when I and Karu first joined, I'd really rather not do anything that potentially delays the game any more than it's been delayed. And in this recruitment, only 50% of the recruits stuck around, the other two disappearing almost instantly. Lots of people like to apply to games; few like to actually commit. A recruitment can't guarantee improvement, and our party is not undersized.

Quite apart from this, Riori isn't "clicking" for me as she is. And given I have been feeling like this increasingly over six months' real time, I think I've given myself enough time to feel this out... and I figure I either need to make a change or depart the game, and I would rather not depart the game. Part of this is, yes, I do feel pretty useless. While I am aware this could change, Riori's contributions so far, outside of roleplay, have been minimal to redundant. The larger, more important part is that I think I might actually grasp the concept I had for Riori better with this new rebuild. Especially with the Int/Wis swap and a more arcane/intellectual focus on her divinations where I can play more with her astrologer side.

A lot of what Riori offers would also stay the same, but give her some better spell flexibility (in addition to roleplaying tweaks). Karu's comments about the things unique to clerics of Desna... some of these are actually not unique, particularly with regards to summons and star-themed spells, as well as the faith-based feat. (This said, my issue is NOT with the cleric class, per se--I just don't think I picked the best class for this concept.) She does lose some beneficial domain powers that could definitely be helpful in the long run, but the flexibility of hexes come in their place. I will lose remove fear which we could have used... but the failure of that spell is usually by the time you realize you need that spell, you've already lost the chance to cast it, as actually happened. A witch Riori will not be all that blasty... witches can blast, and I picked a couple damage spells because those can always be useful, but witches' major strengths are in the form of support and debuffing. Which means when Talia eventually upgrades to wizard, their abilities will not overlap much. (The witch spell list is also a bit different.)

If you feel strongly about this, I can certainly wait and see. I've gotten moderate support to ambivalence from mostly everyone. I don't want to upset the apple cart... but I want to enjoy playing my character, and I think this would help.

If it is okay to proceed--I will await the GM's word--what is the best time to switch sheets? End of this day? End of this "scene"? Very little would need to be retconned... simply that Riori is not a priest but had been helping out the cathedral healing people (some people may mistakenly believe she is a priest, however, because of the Desna-themed clothing and profession). Her butterfly familiar has just been hiding in her robes this whole time.

Some fixes need to be made to her character sheet as welll. Perception is calculated based on her old ability scores; and I think I will switch to Stars patron rather than Portents.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

As there has been no further comment, is it okay to presume I can switch builds? I've gotten ambivalent responses at best, Cade seems slightly disinclined (but still seems to be okay if it's what works for me), the rest seem slightly okay with it, am I reading it like that? GM, when would you like to do this? Thanks.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I am not agaisnt it at all. It is your choice. Not mine.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

I'm fine with it. I'd suggest waiting until our next rest and then changing to witchiepoo Riori. :)


After the next rest sounds good to me.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

I am noticing what is happening here is something common to many dungeon crawl-heavy adventures I have played in PBP (and at the table): we are getting caught up on the exploration/avoiding traps and ambushes and this is slowing us down immensely. Especially since we are often waiting for the rogue to post checks, and Talia's player is often busy--which is not a slight intended to be thrown at Talia, just taking note that gameplay dependent on one player/character can cause pacing issues, especially in PBP.

To put a fine point on it, we've been carefully creeping through this fortress since August and we've only just gotten to the second floor. I know there's been some delays due to holidays, the pandemic, etc. but nonetheless we've gotten very bogged down.

I have a proposal, based on similar situations I've been in in other PBPs: that we, to a reasonable extent, automate the dungeon crawl. Rather than constantly wait for certain posts/results (where either the GM is waiting for us or we the GM to respond), we the players agree upon a standard operating procedure for moving through the rooms, and GM Vayelan is allowed to assume we are taking this standard operating procedure, moving us continually through the dungeon until we tell him otherwise or an encounter is triggered. In some cases this means that in a single post Vayelan could move us through several rooms, which will speed things along immensely.

Our standard dungeon crawl could look like this; please suggest additions or improvements:
- Presume until said otherwise our marching order is as we established recently: Talia, Cade, Riori, Karu
- We move through the dungeon with Talia at the head searching for traps as we go, the GM rolling her Perception checks for her (especially since she has Trap Spotter). As long as the GM or Talia does not announce there is a trap, we assume there is no trap and we keep moving. (If a trap is not noticed, obviously we deal with the results if it is triggered.)
- We search each room for treasure or clues/items of interest. We can either pre-roll several Perception checks, ask the GM to do it, or presume a result of 10+the highest Perception bonus in the party, so Vayelan can simply check the results quickly and say, "there is nothing here of interest" and move us on.
- Based on our prior way of doing things, we assume we move through each area thoroughly, checking each side room before proceeding through a door that looks like it leads to the next big area. Presume if needed a right to left sweep pattern, e.g., if we are in a hallway and there are doors to the right, left, and ahead, we check right first, then ahead (the next one to the right), then the left door. We check the smaller rooms (like bedrooms or storage rooms) before proceeding further down hallways or entering larger chambers.
- If a door is locked, we assume Talia will attempt to Disable Device to open it. It is between Talia and the GM as to who will roll the check. If she fails, automation can stop so we can discuss whether we leave it, look for a key, or try to break the door down.
- Obviously if we come to a room with creatures in it or a significant challenge or item of interest, automation stops while we deal with it. Automation resumes once the encounter is over.

What this would look like:
- We are in a hallway with closed doors to the right and left. Vayelan knows there are no traps on either of the doors, so he assumes the party opens the door to the right first. Inside there is a storage room. He presumes we search the room with (for example) the person with the highest Perception score taking 10. He reports we find a bag containing some gems half-hidden in the dust, and says there is nothing else of interest. He then continues to proceed to describe the party then checking the left door. In this next room there is nothing of interest save the next door to the next room, so he then moves us to the next doorway. Beyond that door there is a monster, and he stops automation to ask us how we proceed.

What do you think?


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

I agree with this, in the games I run I will roll perception and disable device to keep things moving. It was one reason I took Trap spotter.

Getting everyone to agree on the procedure for exploring before hand will speed things up.


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

That works for me. I have one DM who has an 'out of combat' protocol, if you will, that handles traps and secret doors while the party is exploring. It's fantastic as it takes away the massive speedbump that is player paranoia :P

Sure, there will be places where you go 'eh, no way, José' and take extra steps and make more checks, but in general it should keep things from slowing down.


The good news is that there are no levels of the dungeon after this.

If you guys are okay with the automated movement, that's fine. I generally try to avoid taking too much player agency away, as some players can be very picky about what they're willing to allow the GM to do, but it would make things move along quicker. I'm going to need a couple of specifics:

1. I need to know where in the marching order Bellum and Karjys will fall.
2. If there are multiple doors, do you want to start with the left side or the right side?
3. Let me know if you want me to roll Perception checks for searching rooms, or if you want me treat it as the highest person taking 10 (or 20, if you feel like you aren't pressed for time).
4. Do you want me to have Talia listen at doors before opening them to see if there is an encounter on the other side?

I will also say that if a room has an unusual feature or something that might be plot significant, I may stop automation to allow you to examine it.


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

Karjys will always be adjacent to Karu. She might need to push him with a handle animal check *and* their combat abilities revolve around being next to each other.

As for multiple, that's a tough one. I guess as soon as a majority (2 or 3) people have decided on one, that's the door that's going to be opened.

And you could always roll for it in spoiler tags. Heh, you could even add more rolls to obfuscate what's going on if that seems sensible :)


Okay, so the answers to my questions:

1. I need to know where in the marching order Bellum and Karjys will fall - Karjys will be adjacent to Karu. In a hallway you need to walk single file down, will that be behind or in front of you?

Bellum will be either ridden by Cade or adjacent. Same question for single file hallways. If you are riding Bellum and you want him to attack, going forward you will either need the Mounted Combat feat or you will need to dismount.

2. If there are multiple doors, do you want to start with the left side or the right side? - I'd like to know what the group consensus is for the default.

3. Let me know if you want me to roll Perception checks for searching rooms, or if you want me treat it as the highest person taking 10 (or 20, if you feel like you aren't pressed for time).

4. Do you want me to have Talia listen at doors before opening them to see if there is an encounter on the other side?


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

2 - I had suggested right and going around through there (but if one of the doors opened leads to another large branch, we check all the doors in the room/hallway we're in first before proceeding and make sure all small rooms are cleared first). I'm not sure if folks aren't answering because they agree or have no opinion.

3 - I think taking 10 might be easiest, but I'd like to know what others think.

4 - Yes, as that is reflective of what we have already doing.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

I'm always happy to listen before opening doors.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

1: Dismounted then...I forgot about mounted combat feat.

2:I do not have a preference.

3: Talking 10 is fine with me

4:Talia is the best for listening.


Okay, great. Then going forward, dungeon exploration will work like so:

1. Marching Order will be Talia, Cade, Bellum, Riori, Karu, Karjys. Where the hallway is wide enough, I will have Bellum walk next to Cade, and Karjys walk next to Karu.

2. Upon entering a room in which there is something interesting, I will take 10 on everone's Perception, and let you know what you find. If there is an encounter, automation stops. If there is an interesting landmark or something that requires investigation other than Perception, I'll stop automation then as well.

3. If there are multiple doors in a room, I'll have Talia start by checking the first door on the right, and then the first door on the left, so on and so forth.

4. I'll have Talia listen for enemies at a door before you open it. If she detects any, I'll stop automation.

Sound good?


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Squirrels ate my internet cable.. Post later tonight.


Female NG Dwarf Hunter 3 | HP: 27/27 | AC: 17 (11 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +7, R: +5, W: +4 | Init: +3 | Perc: +8, SM: +2 | Speed 20ft | Animal Focus: 3/3 | Spells: 1st 4/4 | Active conditions: None.

Due to real-life circumstances, I may not be very responsive on the forums for the coming week. My mother is not doing well, and the hospital carousel is about to start. If I feel like I cannot continue to post, I will try to let you know.

But, fortune willing, perhaps the tests won't turn up the worst possible result and if so, I might be back to posting rather sooner than later.

Again, I hope everyone is safe and sound in these trying times.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Take the time you need. Best of luck to you.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Sorry,very busy at the moment, New Zealand is dropping to Level two gradually by Thursday. Shops are reopening, but social distancing remains.

Three new case since going to level three, two nurses and a returning traveler. No deaths.

Please bot me over the next two or three days.


No worries, guys. Take the time you need.


Hey guys,

I've had a PM from Karu regarding their real-life circumstances. They will be unable to post for the forseeable future, so I have decided I am going to bot them through at least the end of Book 1. If they are unable to resume posting by then, we will recruit another player or two. I have told Karu that if we do recruit another player, they will be welcome back regardless.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Understood. Glad she was able to let us know. I understand what that situation is like and hope all goes well as can be expected.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

I'm back, thanks for your patience.

Looking at the map can Talia get at anyone? She dropped her crossbow when fleeing so is down to daggers.


You can attack the Yeth Hound around the corner, but it does get a cover bonus to AC.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Sorry for the confusion.

GM -- in vain hope I am checking about something -- this map isn't actually supposed to be 1 square = 10 feet, is it? The layout is confoundingly difficult to work with---I don't mean in a sense of "oh, this is tactically challenging, how interesting," I mean in the sense of, "This fight is going to take forever and is really boring not due to the fault of any person here but because of how the battlefield is designed."

But then I remembered how old ROTRL was and that sometimes especially in earlier adventures they used 10 ft scale even with a 5 ft battlegrid to squeeze in more map per page. And that they may not have changed it even in the revised edition so they wouldn't have had to re-render the artwork.

So I thought I'd check juuuust to be sure, as it might eliminate some frustration on all our parts.

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