i am still working out this war band encounter, i did not expect to roll that 98% which COMPLETELY altered the plan for dealing with them. by the time you are back from holiday i should have a post up
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)
Not gonna lie, super psyched to play Januarius in the Alkenstar game - I really like this build it's ridiculous.
Example:
Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants):1d20 + 18 ⇒ (14) + 18 = 32 Attack (Kukri, Flanking, Power Attack, Dazing Assault, vs. Giants):1d20 + 13 ⇒ (16) + 13 = 29 Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants):1d20 + 13 ⇒ (8) + 13 = 21 Attack (Kukri, Flanking, Power Attack, Dazing Assault, vs. Giants):1d20 + 8 ⇒ (9) + 8 = 17 Attack (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants):1d20 + 8 ⇒ (16) + 8 = 24
Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants):2d6 + 22 ⇒ (1, 2) + 22 = 25 DC 21 Fortitude Save or Dazed
Damage (Kukri, Flanking, Power Attack, Dazing Assault, vs. Giants):1d4 + 14 ⇒ (2) + 14 = 16 DC 21 Fortitude Save or Dazed
Damage (Heavy Shield, Flanking, Power Attack, Dazing Assault, vs. Giants):2d6 + 22 ⇒ (2, 1) + 22 = 25 DC 21 Fortitude Save or Dazed
Damage (Two-Weapon Rend, Flanking, Power Attack, Dazing Assault, vs. Giants):1d10 + 11 ⇒ (1) + 11 = 12
That's a sample attack against an average stone giant - and look at the pitiful rolls on the damage dice! Still 78 damage and the giant has to make 3 Fortitude Saves or be dazed.
If, by some dark miracle, I got a full attack and crit and maxed all my dice (which would never, ever happen I know) I'd do 297 damage in a single round. Oh, the joys.
so other than the 2 sgts and the lt out there they are basically crit fishing, with spells that have DCs of 12 or 13, but they are all here so, your call if you wanna flee or not.
Missing that alarm trap on the chalice really put you in a bad spot...
i think Rameth will be taking a level of something else, I would say Ranger w favored enemy orc, but staying there for a few levels doesn't really get him much, so maybe a level of barbarian...i dunno
I think his torture experience definitely changed something
That ogre spider had fighter levels and sunder ability. It's sop is if during a round it's attack is fooled by armor next round it destroys it. If just never happened like that until last round. Also had you stayed up top it would have bull rushed out out the wibdow
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)
So our Magnimar empire is, as far as I can tell, as follows:
Bank - 1570 gp
Barracks - 3700 gp
Black Market - 2200 gp
Brewery - 1450 gp
Bureau - 2420 gp
Dance Hall - 2150 gp
Farm - 2090 gp
Fort - 6050 gp
Granary - 1200 gp
Guildhall - 2660 gp
House - 1290 gp
Inn - 2130 gp
Library - 1460 gp
Mansion - 5160 gp
Mill - 660 gp
Noble Villa - 8920 gp
Pier - 930 gp
Shop - 550 gp
Stockyard - 1700 gp
Tavern - 910 gp
Waterfront - 2680 gp
Caravan Crew - 350 gp
Ship Crew - 160 gp
Thieves' Guild - 770 gp
Total - 53160 gp
First we buy a house as a "base".
Obviously for Rameth we have a farm, granary, mill and tavern so he can get his booze to his liking (the farm might be a vineyard to produce wine or brandy for example or used to grow grain for whisky, vodka, etc.) and then for our criminal activities there's the pier, waterfront, thieves' guild, black market, shop and inn.
Mesdoram gets his ship crew and (eventually?) a ship as well then he gets a library and "mansion" townhouse.
We use the noble villa as a final staging area for our empire and of course we need a caravan crew to manage inland shipping, a dance hall to wine and dine the local government officials, a Guild Hall as our front ("The Magnimar Shipping Concern"), a bureau to make all our accounts add up and hide our ill-gotten gains, a barracks/fort/bank so that we can protect all our property.
so 3660 total, plus we need staff, Fritzor is actually the equivalent of a 5th level PC so he gets paid a bit more. so lets just call it 3800 for supplies for the tavern and shop
so 1900 each
Rameth likes it all, but he does like to splurge on a nice bourbon or similar spirit
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)
He drank long before he met Mesdoram.
Long before.
Studious GM's Note: The finest known bourbon on Golarion is made from a special blue corn, colloquially called "Royal Blue" after its uniquely uniform color, grown at farms in a valley near Magnimar.
The supply of the corn has become more erratic in the last few months however and Rameth has been unable to get his hands on a new bottle since the return to Varisia - he was unaware of this issue in Osirian because export volume drops due to the interruption in supply lag the farther you get from the source.