My intention was to drink the Potion before we initiated combat, but if you want to count that as my Surprise round, that's cool. Now we should be in initiative order, yes?
Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1
Well I just feel useless. I haven't been able to do anything of any use to help the party. I was going to question the slaves but we already know what they're doing.
Ok roll initive... i was going to give Opal and Maps Varg the ablity to still act in surpise round... as in be you roll initive.... Maps you notice person at the desk up on platform... and some who talking to her..
ok the people on the platform are unaware of you so will stay in full round surpise till they are... About 2 rounds if the slaves don't work cutting ice....
Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4
Aram, this probably isn't my place, but I think you are out of range from the bad guys for color spray. It's a 15 foot cone starting from you and it looks like you are pretty far from them on the map.
Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4
He'd never call himself a pacifist, but Maps cringed inside at the brutality being handed to the Aspis. These guys don't stand a chance. He thinks as the "Cleaver" charges by up the stairs.
Shaking his head, Maps pockets his wand and picks up his guisarme.
Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4
Maps runs up the stairs, then veers right around around the back side of the combat, heading for the unconscious woman. We should try to capture at least one of these people.
Achlas round 1
Achlas fires a series of arrow but misses
Round 2
Aram - Waiting on... guess helps tie up the one he knocked out...
DM Female 24 <--- out cold..
Varg, spit flying, and hair all akimbo, brings down his axe again at the Rogue Cutting the poor gail in 1/2...
Tomnus keeps up with his armor clad posse.
Opal swings, though she fully expects her attempt will pale in comparison to the Barbarian’s mighty blow Miss as their noting their
Achlas Achlas fires another series of arrow but misses as there noting their...
Maps runs up the stairs, then veers right around around the back side of the combat, heading for the unconscious woman
DM Rouge Dead!
potion of bear’s endurance, scroll of lesser
restoration, wand of neutralize poison (3 charges), tanglefoot
bag;
Other Gear +1 studded leather, masterwork whip,
amulet of natural armor +1, spell component pouch, bronze
Aspis Consortium badge, bill of slave purchase, 14 gp
on the Rouge
Combat Gear potion of cure light wounds, antitoxin; Other
Gear masterwork chain shirt, daggers (3), sap, cold-weather
outfit, sunrods (4), bronze Aspis Consortium badge, 17 gp
on the knocked out girl
Combat Gear scroll of bear’s endurance, scroll of cause fear,
scroll of charm person, scroll of false life, scrolls of identify (2),
scroll of tongues; Other Gear spellbook (contains all cantrips
and all prepared 1st-level spells, as well as burning hands,
charm person, and feather fall), spell component pouch,
silver Aspis Consortium badge, 5 gp <--- Good Job as if she used the scrolls you lost it on Cert Sheet!
The area in front of you
(giving you check cause i'm sure by taking a 10 on of you could get it)
At Cathixia’s desk is a detailed map, albeit somewhat allegorical and stylized, of the Vudran peninsula (DC 10 Perception to notice or automatic with detect magic). Close inspection of the map reveals that it hides within it the workings of a know direction spell and functions as a scroll of the same spell.
A small golden statuette of an asura (a many-armed and grotesquely tusked seminaked woman) is partially wrapped for transport to Golarion proper and rests in one of the Aspis Consortium’s crates here. A successful DC 15 Perception check locates the idol among the straw packing in which it has been cushioned, and it can be identified as
a depiction of a beatific one asura with a successful DC 15 Knowledge (planes) check.
A much larger statue has been wrapped in blankets and tied with tough twine, and lies on its side beneath Cathixia’s desk. This statue, representing Meenashdu, god of charity and almsgiving. A DC 15 Knowledge (religion) check identifies the deity. The statue weighs 1,000 pounds but can be lifted by as many as four PCs if they use the twine as handholds.
Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4
"Hmm.. or rather, we should question her here, since we can't take her back." Maps muses. "We should find out how they got here, maybe see if they took anything away already."
I would like to join. At a quick glance I see the group has no healing, so I could fill that role if needed, though if someone comes along with a healer I would prefer to play a witch that I am in the process of creating.
So, here are my three options:
Bartleby Thimblejig:
Background:
Bartleby is an unpleasant gnome just shy of falling victim to the bleaching. His greed might have easily put him in the ranks of the Aspis Consortium, but he believes strongly in fate, and has attached symbolic significance to certain events in his life leading him to join the Pathfinder Society instead, through a chapter affiliated with the Sczarni Faction. He’s more of a treasure hunter than a scholar, and follows the direction of the Society because he knows he’ll end up richer in the end.
Character Sheet:
RACE: Gnome LEVEL: 1 (Cleric of Pharasma 1)
ALIGNMENT: CN
INIT: +1 FOR: +5 REF: +1 WIL: +5
AC: 15 [F: 14 T: 12] HP: 12
STR 6 DEX 12 CON 16 INT 10 WIS 16 CHA 16
BA +0 CMB -2 CMD 9
Club (-2, 1d6-2, x2)
Light Crossbow (+2, 1d6, x2)
Icicle (+2 ranged touch, 1d6, x2) *6/day
SKILLS (ranks only): diplomacy 1, knowledge (religion) 1
FEATS: selective channeling
TRAITS: birthmark, sacred touch
SPECIAL: channel energy 1d6 (6/day), domains (healing - rebuke death 6/day, water - icicle 6/day), low light vision, defensive training (+4 vs giants), gnome magic 1/day (prestidigitation, ghost sound, dancing lights, speak with animals), hatred +1 to hit goblins & reptilian humanoids, illusion resistance (+2 to saves vs illusions), keen senses (+2 to perception), obsessive (+2 to craft or profession)
Cleric Spells (Caster Lvl 5 - DC 13+)
(3)0 - detect magic, light, virtue
(2+1)1 - cure light wounds (domain), magic weapon, shield of faith
POSSESSIONS: hide armor, club, dagger, light crossbow, 10 bolts, backpack, monk's outfit (robes and sandals), flint and steel, 2 empty flasks, 1 empty potion vial, chalk, wooden holy symbol, vial of ink, inkpen, 4 sheets of parchment, scrollcase, belt pouch, 2 scrolls of cure light wounds
GP 539
SP 2
CP 6
Carrying Capacity - Current 20 Lbs
Light 20 lbs. or less
Medium 21–40 lbs.
Heavy 41–60 lbs.
Completed Scenarios:
Mists of Mwangi (509 gp)
Maps:
Description:
Maps is tall man with a thin dour face. With the exception of his face, tattoos of exotic maps cover his skin, peeking out from under clothing, giving the impression that his whole body might be decorated with them.
Character Sheet:
Senses: Perception +6, Sense Motive +1
RACE: Human LEVEL: 2 (Pistolero Gunfighter 1/Alchemist 1)
ALIGNMENT: LN
INIT: +6 FOR: +5 REF: +8 WIL: +1
AC: 18 [F: 14 T: 14] HP: 18
STR 14 DEX 18 CON 12 INT 14 WIS 12 CHA 7
BA +1 CMB +2 CMD 16
Battered Pistol +5, (1d8, x4)
*Using Point Blank Shot & Deadly Aim +5, (1d8+3, x4)
Thrown dagger +5, (1d4+5, x2) Range 10
Throwing axe, melee +3, (1d6+2, x2)
Throwing axe, ranged +5, (1d6+5, x2) Range 10
Starknife +5, (1d4+5, x3) Range 20
Mwk Cold Iron Guisarme +4, (2d4+3, x3)*Reach/Trip
Bomb +6 (1d6+2, x2)
SKILLS: acrobatics 2 (+9), craft (alchemy) 2 (+7), disable device 1 (+6), knowledge (arcana) 1 (+5), knowledge (engineering) 1 (+5), knowledge (geography) 1 (+6), perception 2 (+6), sleight of hand 1 (+8), stealth 1 (+8), survival 2 (+6)
FEATS: gunsmithing, point blank shot, deadly aim, extra bombs, throw anything
TRAITS: reactionary (+2 initiative), scholar of ruins (+1 to knowledge - geography and it is a class skill)
SPECIAL: grit (1), deeds (up close and deadly, gunslinger's dodge, quick clear), alchemy, bomb (1d6+2 5/day), mutagen (+4 dexterity, +2 natural armor, -2 wisdom)
KNOWN EXTRACTS
Lvl 1 - expeditious retreat, true strike, shield, cure light wounds
PREPARED EXTRACTS
Lvl 1 - shield, (open)
POSSESSIONS: chain shirt, 8 alchemical cartridges (bullets), 12 daggers, throwing axe, guisarme, backpack, hemp rope with grappling hook, traveler's outfit
GP 2372
SP 2
CP
Completed Scenarios:
We Be Goblins! (500gp)
Frostfur Captives (502gp +10gp day job = 512gp)
Frozen Fingers of Midnight (467gp + 50gp day job = 517gp)
(GM Credit) First Steps Part 1 (417gp)
(GM Credit) First Steps Part 2 (419gp)
Money Accounting:
BUY silver weapon blanch x5 25gp
SELL guisarme 4.5gp
BUY masterwork cold iron guisarme 318gp
SELL studded leather 12.5go
BUY chain shirt 100gp
BUY wayfinder 250gp
BUY ioun torch 75gp
BUY backpack 2gp
BUY sack 1sp
BUY belt pouch 1gp
BUY map case 1gp
BUY thieve's tools 30gp
BUY powder 1 cp
BUY 3 empty flasks 9cp
BUY liquid ice x2 80gp
BUY 50' silk rope 10gp
BUY 20 bullets 10gp
BUY 2 powder horns 6gp
BUY 20 doses of black powder 20gp
BUY Wand of Disguise Self (5 charges when bought/1 charge used) 75gp *From Service to Lore Part 1
BUY oil of magic weapon x2 100gp
Cost Total
gp 1091
sp 8
Finnin Frost:
Background:
A young man from a family with a long tradition of witchcraft, Finnin was always fascinated with the traditions and stories taught to him as a child. But they were limited to the spoken word, and over the generations many gaps had been lost to failed memory, unpopular tales, persecution, and untimely deaths. After meeting a Pathfinder who had a written account of one of his people's lost stories Finnin decided to travel to Absalom and join their ranks.
"Greetings and well met. I am Shan Pangu, Lord of the Mountain. I am here to aid my fellow Pathfinders with their journey into the lands of ice & snow."
Shang Pangu, Lord of the Mountain: Dwarf Monk 3. 15767-4
I may hold out if enough people join for a second group at a higher level.
BTW, Sr. Gilbert what type of mapping system do you plan on using, if you are using one at all? Any specific rules on who rolls what: such as Initiative, certain skills, or saving throws?
Is there anything else particular about the style of game you run?