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Chun has misfortune from dual cursed. It can be a bit of a pain in pbp but I'm sure we'll manage.

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Valrar checking in! His profile is almost complete, mostly I just need to figure out what to buy with my Eyes money. Here are some things you'll want to know about him:

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1. He is the Sensei archetype. The Mystic Wisdom ability is the key source of shenanigans for Grota. It is worded:
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.
At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.
At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.
The key ability here is the level 10 one. Any class ability that he has to spend ki points on he can use on allies within 30 ft. This means stuff from Qinggong monk too, such as Barkskin and True Strike, even though they say self only, as the ability is specifically worded for using abilities that are normally only usable on the monk himself to instead work on others.
2. #1 is where the shenanigans stem from, but this is more to explain the repercussions of it. This means that Barkskin, True Strike, Abundant Step, and Restoration are all abilities that could be used on others. In fact, here's a plausible turn for Grota:
- Swift Action: He uses Advice (which is like Inspire Courage) to give the party a boost and allow him to activate his Mystic Wisdom ability.
- Move Action: He uses Abundant Step (Using 1 ki; Normally costs 2 ki but he has a Ring of Ki Mastery) and applies it to all allies, which allows all allies in a 30 ft. radius to come along for the ride.
- Standard Action: He uses True Strike to give all allies within 30 ft. True Strike.
The out-of-combat shenanigans is Barkskin with a +5 bonus on the whole party and Restoration on the whole party without any components, since SLAs ignore components.
Please let me know if you are OK with this stuff. I am confident it works like that but lots of GMs are shocked by it. If you're not comfortable with it, I'll just bring another character.

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Do we think we need another Damage Dealer instead of my support? How many people here are Damage Dealers? I just don't want high level combat to slog out more than it already does. It can take forever if you don't have proper damage dealers.
If we need a Damage Dealer, Grota is not a good fit at all. I could play my Arcane Trickster instead (who can dish out damage, and would give us Roguey stuff). I'll ponder it as well, but input on how many Damage Dealers we have right now is appreciated.

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We have a swashbuckler who gets level to damage against most everything and a cavalier who can get level to damage when it counts. I think we're fine on damage.

DM Feral |

As for damage-dealing capabilities, a swashbuckler and a cavalier is nothing to sneeze at. A swashbuckler alone puts out a party's worth of damage in most circumstances.
It's your call if you'd like to play another character but I wouldn't worry about the party lacking for damage.

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Chun Hei is no slouch when it comes to melee damage as well.

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Valrar does quite a bit of damage. His HP is not stellar, but you'd be hard-pressed to hit him between his AC and Parry. His saves are reasonable and can be augmented further with Charmed Life. Against elementals, oozes, swarms, and other creatures immune to critical hits/precision, his technique is to cry in a corner or throw splash weapons.
Actually, his weapon still does a bit more damage to them than a splash weapon, but his offense will be quite hampered against such enemies.

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While it would be overkill Lenny could probably summon an air elemental to deal with swarms. Or if they are ground based Aqueous Orb might work.
Aoe isn't really his thing.
I will buy the orange ioun stone. And affing Feather Fall to my book because not everyone can fly.
Martial types, Tell me a bit about your default weapons. And let me know if there are any buffs you want me to memorize. Here are the highlights.
Mage Armor 1hr/lvl
Darkvision 1hr/lvl
Heroism 10min/lvl (In this party Haste is probably better.)
Greater Magic Weapon (+3/+4 enhancement bonus.)
Stoneskin or Stoneskin Communal 10miin/lvl (250gp per person. You'll need to supply the dust.)
And I'll be casting Life Bubble on everyone unless Chun Hei wants to cover that.

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OK, with three damage dealers I feel more comfortable.
I need to do some retraining with Grota. He got super affected by a ruling that greatly reduced his ki pool (The ruling was like 2-3 years ago I just haven't played him since). Lots of feats are becoming Extra Ki.
- Swift Action: Advice is a swift action because at 13th level a bard's Inspire Courage is a swift action. The bonus would be +3. This really isn't any different form a bard.
- Move Action: Abundant Step is a Move action to use normally. Mystic Wisdom states that the action for using an ability that uses ki on allies is the same as as using the ability normally. Since Mystic Wisdom works with any ability that uses ki, that allows Grota to use Abundant Step on all allies within 30 ft and as a Move action. The typically ruling I have seen as to where people will end up is that it works like Dimension Door and we stay in formation, but there's really no guideline for that part of it.
- Standard Action: True Strike is a Qinggong mystic power. It uses ki, so therefore qualifies for Mystic Wisdom. This is basically the same as Abundant Step but is a Standard to activate because it's normally a Standard.

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Martial types, Tell me a bit about your default weapons. And let me know if there are any buffs you want me to memorize. Here are the highlights.
My main weapon is a +2 Keen Rapier. I would appreciate a fly spell.

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Fly is short duration and impractical as a spell unless you are a sorcerer. Potions are best for short duration.
I could add Mass Fly but it is a 7th level spell.
Communal Phantom Steed is only 4th level. I could use a 5th level slot to extend it and get 4 - 5 hours of a flying mount for everyone.

DM Feral |

1) Each time you use Mystic Wisdom to share ki point tricks, that costs a round of advice. You didn't spell it out in your example and I wanted to make sure we were on the same page.
2) I think we're parsing Mystic Wisdom differently. My interpretation is below. Please point me in the right direction if it's been spelled out better elsewhere.
Move Action: Abundant Step is a move action to use. As you're higher than 10th level you have the option to share it with all allies within 30 feet by activating your advice ability (a swift at this point).
In sum, for a ki point, a round of advice, a move action, and a swift action, you've activated inspire courage and given everyone a dimension door.
At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.
Standard Action: You can uses True Strike on yourself but you'd need another swift action to activate advice again in order to give it to all allies within 30 ft. I can't see a way to grant Abundant Step and True Strike to the entire party in one round.
I'm going to ping our 6th on Discord.

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However, I'm good with that interpretation. It means he will use True Strike less but still everything else just the same. Just means he may use his Stunning Fist more. :)
Have to wait until tomorrow (probably about 30 hours from now) to get everything uploaded but Grota should be good to go for an intro once we have everyone.
Retraining Toughness to Extra Ki before it starts.

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Martial types, Tell me a bit about your default weapons. And let me know if there are any buffs you want me to memorize.
My weapon is a +1 Answering Thundering Adamantine Scimitar. Heroism and Haste are good bets with me. Even though it's only a +1 weapon, Greater Magic Weapon is less useful because the weapon routinely becomes +5. Other useful spells are just general ones like Blur and Displacement if you have them. I'll buy diamond dust for a few castings of Stoneskin on me, just in case.
I do have a set of Celestial Armor, allowing me to fly once per day if needed. I'll also get a few potions.
I'm pretty much done, just need to spend a bit more gold. I should also get my current Prestige in order as well, I'm buying a Pathfinder lodge and some useful wands.

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Here is a copy of my item sheet not counting purchases made since my last adventure.
So far I'm buying and slotting the Orange ioun stone and adding feather fall and mass fly to my book.
I'm going to redo my item list on a form fillable sheet. Maybe 2 to cover the wands.

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Chun Hei wields an impervious +1 cold iron, holy, outsider(extraplanar) bane no-dachi.
She can also provide GMWs and Magic Vestments at +3.
I'm happy to provide life bubbles, air walk is also available.
Darkvision and heroism are both appreciated, I can also blessing of fervor as needed in combat although being able to Righteous Might myself instead is a big boon.

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3rd level is always crowded with good options. I can memorize 6 3rd level spells not counting my school slot which is Dispel Magic.
Here are some of the best options.
Greater Magic weapon at CL 15 + 1d4-2
Haste
Heroism
Communal Resist Energy (But not vs fire)
Wand of Heroism for 11,250 gp is an option as well.

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Probably better for Chun Hei to provide the GMWs, even though I'll never hit +4 lets you use your slots for haste and heroism.

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I got the Barkskin for everyone.

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So unless anyone has some suggestions I plan for this to be my spell list and I'll just buy the wand of Heroism.
7th - Greater Teleport, Mass Fly, Summmon Monster 7 x2
6th - True Seeing, Chains of Light, Getaway, Summon Monster 6 x2
5th - Teleport, Communal Stoneskin, Overland Flight, Acidic Spray, Aqueous Orb Persistent, Summon Monster 5
4th - Wandering Star Motes, Glitterdust Persistent x2, Acid Pit x2, False Life Greater x2
3rd - Dispel Magic, Chain of Perdition, Haste x3, Mad Monkeys, Greater Magic Weapon
2nd - See Invisibility, Investigative Mind x2, Defending Bone, Knock x2, Darkvision, Mage Armor Extended
1st - Shield, Feather Fall, Mage Armor x2, Liberating Command x2, Magic Missile, Ray of enfeeblement

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Abel brings up an interesting point. I believe at least half the table possesses a specific and wide ranging Aspis related boon. Does anyone not have said boon? If you don't know what I'm talking about then you probably don't have it.
If we all do it would make things easier on Feral.

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Not on this character.

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I don't believe I have it, the cross-character part does sound familiar, though.
On the subject of boons, I just got this one from Gameday VI. I've been thinking about putting it on Valrar for the former option, but now I'm pretty sure it would only apply to me as a character. My aeon is the one who could make use of it, though, so I don't think there's much point.

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Grota wrote:Not on this character.It isn't character specific.
Ah, true. Yes I do have that.

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Clearly we skipped an important bit of info. I thought we were in Tian and "And - No - it's not just because we're in bed together" supported that.
I guess he didn't mean literally. Lenny just wanted an unoccupied room where a healer is in shouting distance. The Lodge should have somewhere like that.
Actually, Lenny already knows a safe spot but it is outside the scope of this adventure.

DM Feral |

No, you're in the Venture-Captain's office in the Grand Lodge in Absalom. Yes, it was implied that he and Amari Li were sleeping together. How that is accomplished with the long distance involved wasn't explained necessarily.
If Lenny has access to someplace secure and discreet in Absalom that's fine too.

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Alright, got Grota all updated. Good to go!

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Actually his safe haven is far underground in a location protected by a robot and many levels of eldritch horrors. The food is nice though.
But for the purposes of Getaway the Lodge will gave to do.

DM Feral |

I know we just started but I'd like to get in front of reporting and chronicles.
Please post your PFS info/day job rolls if relevant here. Also, I'll need your email addresses so I can email chronicles/boons out.
Boons: 7d20 ⇒ (4, 15, 10, 19, 10, 14, 17) = 89
Lenny's Boon?: 1d4 ⇒ 4
Freedom's Champion/Argent Knight for you sir. Congrats!

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PFS:20056-1
Faction: Sovereign Court
Profession(Gigolo): 1d20 + 25 ⇒ (1) + 25 = 26
If I don't use my reroll for something silly like combat, I'll use it on my dayjob.
Star Reroll: 1d20 + 25 + 4 ⇒ (9) + 25 + 4 = 38

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Player Name: Edward McGee
Character Name: Lenny Bruce
PFS number: 145373 - 4
Faction: Grand Lodge
Day Job: 300 gold due to a take 10 of 41 + Emerald Spire boon.
Tracking: Normal track
Thanks for the boon. PMing you my e-mail.

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Player Name: Theodore Berman
Character Name: Valrar Altimari II
PFS #: 150618-1
Faction: Scarab Sages
Day Job: Sleight of Hand (thieves' guild vanity), vanity bonus: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40
Track: Normal
Will PM my e-mail shortly.

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Player Name: Pirate Rob
Character Name: Chun Hei
PFS #: 757-8
Faction: Dark Archive
Day Job: (Caravan) diplomacy: 1d20 + 21 ⇒ (7) + 21 = 28
campaign coin reroll: 1d20 + 21 + 5 ⇒ (19) + 21 + 5 = 45
150gp
Track: Normal
vcRob@pfsprep.com still works.

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Player Name: Andrew
Character Name: Grota
PFS #: 43439-17
Faction: Grand Lodge
Day Job: Profession (Sailor): 1d20 + 22 ⇒ (9) + 22 = 31 - 75 gp
Track: Normal
PM'd e-mail address.

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Sorry about the lack of activity, it was a con weekend and this isn't exactly an easy character to play on a phone.
Player name: Doug Edwards
Character: Viscount Abel Mercer
PFS#: 133118-3
Day Job: Craft: Taxidermy: 1d20 + 20 ⇒ (5) + 20 = 25
Track: Normal

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I kind of feel I'm playing by myself here. Should we head back and do better prep? Or I can summon one more Succubus and hope it gets what information we need.

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Agreed. We should have some of our more charismatics be able to converse here. Think that would make it more fun for everyone.

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If more expensive methods can be purchased, I believe there is an ioun stone that allows one to speak a selected language. It's in the Pathfinder Society Primer or somewhere similar, I will check my copy when I get home.

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Share Language is a second level spell and lasts 24 hours.
The issue isn't finding a way to handle the language problem. The issue is transportation.
Lenny can get us back to the Grand Lodge and/or to the palace. But we have at best 2 more questions from a newly summoned Succubus. Bone Devils have good Diplomacy as well but I don't know if telepathy works with spirits or ghosts. And whatever is in the first room doesn't seem to want to talk to summons.
If we feel we can spare a day then we can return to the lodge and be better prepared for the language issue.