Hm? When'd I attack? Not that I mind squishing the snake.
Scroll back up a bit, "Sioned strikes again with the flail."
Sioned Survival:
Sioned knows that a viper this size is edible - the meat is a little tough and there's a lot of bones to contend with, but there is enough for a meal here. If she was in civilization right now, letting it marinade all night would probably soften it up.
Care must be taken when handling the snake corpses though, as a viper can still bite on reflex when dead (even if their head has been removed from their body). A viper's poison gland resides towards the rear of the upper jaws, and if she had a container to put it in, Sioned could squeeze this gland to harvest the poison.
Caliban sees no further danger in this cavern, although there are a lot of rocks and rubble on the ground. The tunnel system continues to the east from here, becoming narrower again and disappearing into the inky blackness.
Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4
Sioned gently presses her foot down on the snake's head, pulls its tail toward her, and ties it around the neck. She then moves to the end of the loop opposite of the head and ties her one end of her frayed hemp rope around it. Having prepped the snake for dragging, she goes to the other snake and repeats the process.
This should make tonight's dinner easy to carry -- and easy to drop in combat or other situations. I'll have to keep an eye for something to put the heads in, though.
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Looking over Avenia, Aravanishal, and Horgus, checking them for bites. "Were any of the three of you injured during that?"
Considering for a minute, then he adds in Elven
Elven:
"May I be so bold as to inquire the nature of the spell you cast. I did not recognize it from the incantation you used. I have studied some magical theory, and as I am certain you noticed I have some ability with more combative magics."
Kloss looks on intently while Sioned prepares the snake for travel. Beside him Caleb tries to treat the Tielfling's wound but is not sure that anything he's doing is helping right now. There should be enough meat here to go around for one meal for 7 people - though, not a very enticing one.
Caliban Tre'Athkar wrote:
Looking over Avenia, Aravanishal, and Horgus, checking them for bites. "Were any of the three of you injured during that?"
Horgus replies, "No, but I refuse to carry this woman around any more. It's too dangerous in here to get weighted down."
Avenia eyes him cooly, "That's alright, m'lord. I can manage just fine without your help." she says this last word dripping with sarcasm. She hands the bow back to him and returns to her crutch.
The nobleman looks down at the bow like it's from an alien planet."I say again, does anyone have a rapier? I am unfamiliar with this weapon." He will return it and the arrows to Sioned, regardless of whether anyone answers him.
Caliban and Aravashnial have a conversation in Elven:
Elven:
Aravashnial: "I, yes, I can see you are a worker of the arcane arts as well. You probably didn't get a good look at the spell when I was casting it, quite a simple abjure really. Creates an invisible shield of force to defend off attacks. Sadly it only works on myself, but I do have other spells at my disposal yet."http://paizo.com/prd/spells/shield.html
Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0
Suryani has trouble hiding the look of disgust on her face she has for the snakes. Glad I still have some rations left.
"If everyone is okay, I suggest we continue on our way. Let's be careful though, obviously these caves are infested with vermin. Perhaps the city sewers are closeby, though I do not look forward to having to traverse those."
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Shrugging sadly Caliban says, "My apologies Horgus, I do not have a rapier, but I will assist Avenia, as everyone knows my people are relatively skilled with a bow, I will offer to support us with that bow."
Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4
DM Le Roy Batty wrote:
Horgus will return the bow and arrows to Sioned, regardless of whether anyone answers him.
Sioned takes back her weapons. "Thank you, sir. I apologize for misjudging you but I thought a noble such as yourself would be familiar with hunting weapons."
I thought aristocrats were proficient with all simple and martial weapons. Unless Horgus is really a commoner or an expert…
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Kloss whinces briefly as Caleb inspects the snake bite. I've seen worse.Though that was a long time ago.
Hearing the Sure, hand back the bow. Wouldn't want you to shoot yourself in the foot. Rapier, I don't have. Anything else you're not incompetent with? The nobleman's haughty stance rubs Kloss in a particularly wrong way. The tiefling doesn't quite hold back to show his disdain.
Caleb sees that Kloss has been bitten pretty badly, but since he doesn't seem to be getting any worse, the poison must have run it's course. He bandages the wounds to prevent infection, but it will take more skill and/or time to heal.
Sioned takes back her weapons. "Thank you, sir. I apologize for misjudging you but I thought a noble such as yourself would be familiar with hunting weapons."
Horgus replies slightly defensively, "I've never been to fond of the hunt, thank you very much. But if no one has a suitable weapon for me to use, I suppose I will have to just follow along." No one is really surprised at his lack of bravery.
The party continues on to the east, and after traveling the winding route for a half an hour, they finally reach the tunnel's end: a junction. To the north the wall opens up wide into a cave bathed in unsettling green light, and to the sound it continues on as it has before.
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Seeing Sioned and Kloss head into the glowing area, Caliban watches to the South, looking to see if anything is drawn to the sound of footfalls or the lights the group is carrying.
A single sizable 20-foot-tall building remains in the center of this 30-foot-high cave, a bunker like structure with no windows and walls of worked stone blocks. A 10-foot-long carving of a hammer decorates the building’s facade. The ruins of collapsed outbuildings stand to either side.
Sioned knows that the hammer carved on the door is a common symbol of the diety Torag; Kloss knows little of such religious nonsense. Caliban notices no movement or light to the south.
Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4
Sioned motions for Kloss to stop, then whispers to him.
"Hold up, this is a shrine to Torag. There should be guards and forgeworking here, not a green glow. I say we motion for the others to go where we are now, circle around the shrine, then open the door and look inside. Any suggestions otherwise?"
Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0
Suryani waits with the others. Her knuckles are whitening as she grips her sunrod nervously, all the while trying to control her breathing. By the light, what am I doing here, I should have just stayed home. Oh Tim, where are you...
She glances over towards Anevia, then kneels down by her leg, checking the splint on it. "How are you holding up? We'll be out of here soon, don't worry."
Kloss and Sioned both see that the Shrine hasn't been in use for a long time now. The outbuildings that perhaps once housed the forges and living quarters are now almost completely leveled, although the one central bunker does still remain. It is built directly into the rock at the back of this cave, and seems to have no other entry but the front. Green light emanates from some of the cracks in the stone.
Crawling on the other sides of the structure, the two can see a couple giant flies that have not taken much notice of their movement so far. A quick push on the door reveals that it has been stuck shut through the passage of time. Someone strong enough would be able to force it, but in no way could they stay silent about it.
Back in the tunnel:
Suryani Chaitanya wrote:
"How are you holding up? We'll be out of here soon, don't worry."
Anevia responds to the cleric, "I'm doing fine, but I'm sure I'd feel a whole hell of a lot better after a night's rest." She shakes her head angrily, "It's hard putting my life in the hands of a bunch of strangers. I'm not used to feeling this helpless."
Hearing no commotion, Caliban and the other move a little closer to the mouth of the cave.
Female Human Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4
DM Le Roy Batty wrote:
A quick push on the door reveals that it has been stuck shut through the passage of time. Someone strong enough would be able to force it, but in no way could they stay silent about it.
Sioned looks at the door. "This simplifies our problem." She turns to Kloss. "Get the others over here, anything that glows like this is too much for just two people to handle."
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Those flies. Clear where those maggots came from.
Sioned wrote:
"Get the others over here, anything that glows like this is too much for just two people to handle."
Kloss sheepishly looks at Sioned, and then scuttles off to the remainder of the group. There's some kind of temple there. I'm going to need your help opening the front door.
Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0
"A temple, all the way down here? How peculiar, I would think all the temples were up in the city. What exactly are these caves anyway, does anyone know?" Suryani asks.
"A temple, all the way down here? How peculiar, I would think all the temples were up in the city. What exactly are these caves anyway, does anyone know?" Suryani asks.
Aravashnial speaks up. "These caves? As I said before, mostly likely sewers and catacombs left over from the 1st crusade, before Kenebras was properly established." He pauses a moment, thinking, then continues: "I'm not sure why a temple would be built all the way down here. Perhaps someone felt that isolation was the best way for them to become closer to their god. Perhaps they were persecuted for their beliefs - there are many heretical sects of even the most virtuous religions. Hard to know without more investigation."
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Following with the others Caliban speculates, "I feel less concerned about the nature of this temple, but the glowing seems to be unwholesome. Let us be careful."
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Hide away from the self-righteous bigoted folk top-side. Who would do such a thing? Kloss says with some flat sarcasm in his voice. Better hope they're not as ugly as I am. Let's go. Kloss moves back to Sioned.
Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0
Suryani nods at Caliban. "Agreed, there's no telling what may have taken up residence in there. Did you recognize what deity it's a temple for?" She gets up and helps the wounded folk along, staying near the back of the group.
Knowledge Religion 1d20+4 to see who the temple is dedicated to.
The hammer carved on the fortress-like temple is a holy symbol of the god, Torag. The dwarves believe that Torag created the world at his great forge, striking it again and again with his hammer to get the shape he desired. As rocks tumbled and the sparks flew, the dwarves were born, made of stone with bellies full of fire.
Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
As he walks in, Caleb will offer a sign of respect to the dwarven deity. It makes sense that the dwarves would build a temple to Torag here close to the ground.
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Caliban glances around, looking for any sign of the Dwarves who would have built this shrine. "While I would welcome any assistance from followers of Torag, this seems rather quiet to still be an active shrine..."
Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
Caleb will do what he can to help open the doors. Does anyone speak Dwarven? It would make sense that a temple dedicated to the god of the dwarves might only let someone who speaks their language in?
Female human (Keleshite) cleric of Sarenrae 2 | HP 18/18| AC 15, touch 10, flatfooted 15 | Perception +4, Sense Motive +7 | Fort +4, Ref +0, Will +7 | CMB +2, CMD 12 | Init +0
"I don't think I've ever actually met a dwarf. There was this one man once who kind of looked like one, but I'm pretty sure he was actually just an overweight gnome. Do you think anyone still lives down here?" Suryani asks curiously.
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
If they do, they should clean out the trash more often. Kloss responds to Suryani there were some rather big flies on the other side of the gate.
Kloss readies his bow to cover Caleb if he goes in. [b]That door was stuck, but a good push should open it. You'll draw the attention of those flies, though.
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
Stepping to the side, Caliban raises his hand to cover the young paladin should flies within assault him. Drawing his sword, he motions for Caleb to open the doors.
Should Caleb force the door and the flies attack, I'd like to be ready to fire a ray of frost at one.
Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
Caleb D'Natin
Human (Taldan) Paladin (Oath against Fiends) 1
LG Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +3; +2 vs. Charm and Compulsion Effects
Resist acid 1
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +3 (1d4+2/×2) and
masterwork cold iron bastard sword +4 (1d10+2/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
At will— detect evil
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 13, Cha 17
Base Atk +1; CMB +3; CMD 13
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits child of the crusades, focused disciple
Skills Diplomacy +7, Knowledge (religion) +4, Sense Motive +5
Languages Common
SQ aura of good
Other Gear Scale mail, Heavy steel shield, Masterwork Cold Iron Bastard sword, 80 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Child of the Crusades (1/day) Against possession/incapacitation, free action: Reroll failed save, keep 2nd
result.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (1) You have the specified Energy Resistance against Acid attacks.
Focused Disciple When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving
throws against charm and compulsion effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
I changed his name because it sounded like he was demented, lol.
Base Attack: 0
Melee: Cold Iron Longsword +2 1d8 + 3 19-20
Spell Comabt: Longsword +0 , Spell +1
Fortitude: +4 Class 2 stat 1 Trait 1
Reflex: +3 Class 0 Stat 3
Will: +2 Class 2 Stat 0
Traits:
Forlorn (Elf)
Stolen Fury +2 CMB vs Demons
Feats:
Extra Arcane Pool +2 Arcane Pool
Skills: 5 2+2 int +1 Favored Class
Bluff +1 Cha 0 Rank 1
Knowl (Arcana) +6 Int 2 Rank 1 Class Skill: +3
Knowl(History) +3 Int 2 Rank 1
Linguistics +3 Int 2 Rank 1
Spellcraft: +6 Int 2 Rank 1 Class skill: +3
Equipment: Cold Iron Longsword, Spellbook, Leather Lamellar Armor (+4, 3 Dex max), Wooden Holy symbol of Calistra, Magus’ kit - a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. One Month of Poor Living conditions 6 GP, 7 SP.
Spells DC 12+Lvl (3/2)
0 in Memory:
Dancing Lights
Read Magic
Ray of Frost
1sts:
Blend *
Hydraulic push
Grease *
Ray of Enfeeblement
Shocking Grasp
Male Human (Taldan) Paladin (Oath against Fiends) 2 of Ragathiel, AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
Caleb D'Natin
Human (Taldan) Paladin (Oath against Fiends) 1
LG Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +3; +2 vs. Charm and Compulsion Effects
Resist acid 1
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +3 (1d4+2/×2) and
masterwork cold iron bastard sword +4 (1d10+2/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
At will— detect evil
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 13, Cha 17
Base Atk +1; CMB +3; CMD 13
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits child of the crusades, focused disciple
Skills Diplomacy +7, Knowledge (religion) +4, Sense Motive +5
Languages Common
SQ aura of good
Other Gear Scale mail, Heavy steel shield, Masterwork Cold Iron Bastard sword, Backpack (20 @ 40.5
lbs), Bedroll, Belt pouch (empty), Dwarven trail rations (5), Flint and steel, Holy symbol, wooden (Ragathiel
), Holy text (Ragathiel ), Pot, Rope, Torch (10), Waterskin, 138 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Child of the Crusades (1/day) Against possession/incapacitation, free action: Reroll failed save, keep 2nd
result.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (1) You have the specified Energy Resistance against Acid attacks.
Focused Disciple When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving
throws against charm and compulsion effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Here's Sioned's stats and profile. I'll post in-character in-game if that's all right.
Backstory:
Born to expeditionary scholars, Sioned never saw her parents much and instead spent much of her time in whichever libraries they worked with. A few years ago, Sioned decided to seek her parents out when they took longer than usual to return. Sioned refused to talk about what happened when the crusaders picked her up, and assuming it was severe trauma they didn't press the issue. However, what Sioned kept silent about were the constant lustful thoughts of her rescuer. Not wanting to risk being killed by inquisitors because of possible demonic influence, Sioned snuck off at the first opportunity.
The next few years were spent breaking into libraries for both shelter, familiarity, and research. The same obsession that prompted her to run away also motivated her to turn to religion for answers. It was through this she learned about Arshea, and it was through faith in him that became at ease with her sexual fantasies.Knowing that sex was often a tool abused and profaned by demons and their cultists, Sioned made it her life's goal to hunt down such fiends. Admittedly, she doesn't really know how yet, but she's confident that Kenabres is the best place to learn.
Stats:
Sioned Houj
Human Inquisitor 1
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron light flail +2 (1d8+2/×2)
Ranged shortbow +2 (1d6/×3)
Special Attacks Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . 5/day—touch of good Inquisitor Spells Known (CL 1st; concentration +3):
1st (2/day)—true strike, shield of faith
0 (at will)—guidance, light, resistance, create water
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Fast Learner, Improved Monster Lore
Traits chance encounter, truth’s agent
Skills Bluff +4, Climb +6, Diplomacy +4 (+5 to gather information), Disguise +4, Intimidate +1, Knowledge (local) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +6 (+8 to identify the abilities and weaknesses of creatures), Perception +6, Sense Motive +7, Stealth +6, Survival +6
Languages Abyssal, Celestial, Common
SQ domains (good), judgement 1/day), monster lore +2
Other Gear Leather armor, Arrows (20 each cold iron and normal), Light flail (cold iron), Shortbow, Backpack, masterwork (13 @ 24 lbs), Bedroll, Belt pouch (1 @ 0.56 lbs), Blanket, Gear maintenance kit, Grappling arrow, Mess kit, Pot, Silk rope, Soap, Spell component pouch, Trail rations (5), 5 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Inquisitor Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Truth’s Agent +1 to Diplomacy to gather information.
AlgeaNymph - Yes, please post in-character in the gameplay thread. If I need to look at your stats it helps to have your character profile attached to the post.
Caleb - Please copy and paste that character sheet into your character's Profile "About..." section so I have easy access to it.
If Caliban wants to take the Archmage Mythic path, he can use the bonus from Riftwarden Orphan and keep the background story of Stolen Fury. As we only have 5 characters, 1 Mythic path won't be represented.
EDIT: This is true for everyone really. Backstories are locked in place, but now is the time to change your Mythic Path if you want to. Read more here.
These are the standard background (path) assignments.
Chance Encounter (Trickster)
Child of the Crusades (Marshal)
Exposed to Awfulness (Guardian)
Riftwarden Orphan (Archmage)
Stolen Fury (Champion)
Touch by Divinity (Hierophant)
Kloss - Looked over your sheet, and if your fine with Mythic Path I think you're good to go as far as stats are concerned. Like Caleb, I think you should get a little more gear for sleeping, eating, etc. One of the Packs will work fine if you don't want to mess around with it too much.
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Thanks for picking me. I'm very exited to play, I hope the character turns out the way I'm envision it.
I'll have to look over Mythic rules, as I've never used them before. I'll tweak the character sheet into its final form later today (once I finish the coffee and get back from shopping) - any recommendations for gear?
Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft
Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Alright, added some gear which puts me at medium load. Switched the great sword for the more cost-effective great axe (which now comes in the cold iron variety).
Guardian path seems great for this character - a nice touch of what he aspires to be (righteous and somewhat of a protector) against what he is (a tormented soul with a voice inside that is screaming).
The alignment may need some explanation, as it wasn't a clear-cut choice for me, for the above balance between being something [I've chosen CN, with the caveat of it not being the stereotypical look-at-me-i'm-mad-CN] and aspiring to be something [his aspirations are almost LG]. The redemption mechanic seems to take care of movement along the good-evil axis. I'm sticking with chaotic on the chaos-law axis, on the ground of the character being mostly a loner - though I might see a more redeemed version behave a little more lawful, especially when the protect-your-peers type of guardian path comes around.
I'll tweak the character sheet into its final form later today (once I finish the coffee and get back from shopping) - any recommendations for gear?
The Ranger's Kit has the basic stuff you need. You could also get the Pathfinder's Kit which has some interesting extras (Fishhook, string, Whetstone).
A Bandolier or MW backpack is always nice too, so you can have a bunch of potions, daggers or whatever readily available to you. You don't want to be searching through a backpack for something important during battle. I think this actually a house rule - but we've always played that getting a random item from a backpack takes a standard action, while Bandoliers, MW backpack hooks, belt pouches and scabbards are a move.
Alright, added some gear which puts me at medium load. Switched the great sword for the more cost-effective great axe (which now comes in the cold iron variety).
Guardian path seems great for this character - a nice touch of what he aspires to be (righteous and somewhat of a protector) against what he is (a tormented soul with a voice inside that is screaming).
The alignment may need some explanation, as it wasn't a clear-cut choice for me, for the above balance between being something [I've chosen CN, with the caveat of it not being the stereotypical look-at-me-i'm-mad-CN] and aspiring to be something [his aspirations are almost LG]. The redemption mechanic seems to take care of movement along the good-evil axis. I'm sticking with chaotic on the chaos-law axis, on the ground of the character being mostly a loner - though I might see a more redeemed version behave a little more lawful, especially when the protect-your-peers type of guardian path comes around.
Medium load is a little rough, but it'll get better as we move on. You can throw out that Iron Pot and get 4lbs back if you want to.
I'm currently playing a great CN character in Rise of the Runelords, so I am not as turned off by that alignment as other DMs. I take it to be a selfish and impulsive person that doesn't care for societies rules.
Male Elf Magus (Hexcrafter/Bladebound) 6/Archmage/Champion 1 AC 27* FF 23* Touch 16*, Hp 14/50 Fort: +17 Reflex +12 Will +11; initiative +3, Perception +6 |ACTIVE EFFECT: Protection from Evil +2, Haste, Shield, Alter Self, Fly, Mythic Heroism
DM Le Roy Batty - I do think I'll go Archmage path, so should I keep the crunchy part the same of Stolen Fury, or swap it out for the Riftwarden Orphan advantage? I'm fine either way.
DM Le Roy Batty - I do think I'll go Archmage path, so should I keep the crunchy part the same of Stolen Fury, or swap it out for the Riftwarden Orphan advantage? I'm fine either way.
I will be using Obsidian Portal to write up backstory information and attach pictures. I will be linking to it off and on so I don't have to drop tons of backstory and description into my normal posts, and so you can find it easily later:
Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (planes) 3 ranks, must worship an empyreal lord.
Benefit: Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the empyreal lord.
If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord’s second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
Mystery cultists gain access to these boons at lower levels as a benefit of their prestige class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Arshea's Obedience:
Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.
BOONS
1: Arshea’s Charmer (Sp) disguise self 3/day, mirror image 2/day, or charm monster 1/day
2: Flawless Form (Su) Gain an armor bonus equal to your Charisma modifier (minimum +1) whenever you wear revealing clothing and no armor.
3: Liberation (Sp) You can cast freedom once per day.
Also, Ragathiel has one as well.
Ragathiel's Obedience:
Slay a proven wrongdoer in Ragathiel’s name. It is not enough for the sacrifice to have an evil heart or evil intentions; the sacrifice must have committed evil or unlawful deeds. Gain a +4 sacred bonus on saving throws against spells and effects cast by evil creatures.
BOONS
1: Virtuous Combat (Sp) bless weapon 3/day, litany of righteousness 2/day, or magic vestment 1/day
2: Retribution (Su) You gain a sacred bonus equal to half your HD on damage rolls made with slashing weapons against the last creature to have physically wounded you within the last 24 hours.
3: Pure Soul (Sp) You can cast holy aura on yourself once per day. In addition to the effects of the spell, you gain DR 10/ good and cold iron and you treat any weapon in hand as a +5 holy weapon for the duration of the effect.
Note that failing to perform an obedience won't result in punishment, just a lack of benefits until it's performed. The feat also isn't available until 3rd level.
The only problem I have with Arshea's Obedience is it's lack of difficulty in comparison to Ragathiel's. :) I'm tempted to just remove the "by yourself" parts, but let me get the PDF and snoop around for a bit.
AlgaeNymph wrote:
I promise I'll behave.
Just keep it "PG-13". I would say "R" but then The Wolf on Wall Street came out...
Do you have her holy symbol? Are you going to go Mystery Cultist?
I don't think I need a holy symbol (Sioned doesn't have one yet out of fear of Hulrun's goons). If I do, is it too late to include a wooden one in my stats (and adjusting my cash, of course)?
And no, I don't plan on going mystery cultist, inquisitor powers are too good to pass up.
DM Le Roy Batty wrote:
The only problem I have with Arshea's Obedience is it's lack of difficulty in comparison to Ragathiel's.
I don't think Ragathiel's is going to be difficult in this adventure path. That said, I'm glad it's okay by you! :)
Would it have made a difference if I made a Diplomacy roll in my last comment?
No, I'll make the roll if you don't and the situation warrants it. For all you know, they agree on getting a paladin to check this guy out... after they've detained him.
As for the others checks, "Please have a seat and tell us about yourselves" and "Everyone relax" were more direct commands for the sell-swords to follow, which they reacted to accordingly. We can talk about this whole scenario after it's over (and look at the DM rolls), so everyone can understand how I play. :)