| The Unruly GM | 
Ok, I've gotten feedback from everyone about the possibility of adding a new player, and it seems the only real hangup has been concern over how well he'd fit into the group dynamic. So I'd like you to take a quick look at his other games and see what you think of him specifically. Let me know what you think in a PM.
I did find out that the current WotR game that he's in is actually still going, but apparently he isn't a fan of the GM. His character for that game is a cleric. Speaking as a GM, I'm not sure if I'd want to have to try and challenge a party of 6 with 3 mythic full casters, so I may ask him to pick a different class.
| Kel the Guardsman | 
It's been noted that we have no reliable way of dealing with traps. I'd highly recommend you encourage him to play a character with Trapfinding. There's lots of options these days now that it's a Trait.
| The Unruly GM | 
Oh, I figure I should say this now so that people can get things sorted out ahead of time - You guys will be hitting level 3 shortly. I know it seems fast in terms of in-game time, since you just hit level 2 right before storming this place, but this first book has you progress all the way to level 6 by the time it's done. So you might want to get your level 3 sheet ready to go, since I have a strong feeling you'll hit it by this time next week if things continue at a relatively steady pace.
Also, you may want to think about taking your prisoners back to Neathholm before going to the surface rather than relying on the folks there to come clean up. After all, they don't know you've taken anyone prisoner and have no reason to head that way until word is sent, especially since they've got a lot of their people out rallying the rest of the mongrel tribes. It's only been a few hours since you guys initially left.
| The Unruly GM | 
Kel, what trait gives you Trapfinding? I did a search for it, to try and pass it along to Niles, but couldn't find it.
              
                
                
                   
                
                
                   Deia 
                
                
                
                
                  
                
                
              
              
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The trait is from the Mummy's Mask (Newest AP) player's guide. I don't have a copy handy, but you should be able to download it for free from the site.
| The Unruly GM | 
Ah, makes sense as to why I wasn't able to find it. I don't think that D20pfsrd has gotten anything from Mummy's Mask put up yet.
| Kel the Guardsman | 
If I had known about this trait when this game started, I probably would have given it to Kel to represent his old days as a lock picking street urchin.
If your friend isn't interested in playing a scout, I'd be willing to swap Suicidal for it since it's something the group needs and I'm always up front anyway.
| nilesr | 
Hey everyone,
I am the aforementioned lurker/beggar and petitioner to join your merry band. I AM currently GMing a WotR game but I promise to not metagame and use player knowledge. I'd very much like to play a character that complements your own and does not compromise already established roles. Also, Unruly has asked that I not play a full caster for balance reasons and I'm more than ok with that. So I have a few questions for the group.
Mythic Path, does everyone know what path in which they will advance? I'd like to choose a path that no one has chosen.
I read that Trapfinding is a need, How does the group feel about the Slayer class from the ACG?
Currently the ideas I'm looking at are, in order of interest and by Mythic Path
Guardian Path (none, as I'm pretty sure that Kel will be going down that path.)
Trickster Path (I'm reasonably sure that someone will be advancing down that path also but here are some possibilities) 
 Slayer, Ninja, Ranger, Bard, Rogue  
Champion Path 
 Slayer, Ninja, Ranger  
Marshal Path  It doesn't look like anyone has chosen that path  
 Paladin, Bard, Inquisitor  
Archmage  nope, already a few arcane casters in the group  
Heirophant  No divine caster in the group so this one is a possibility  
 Paladin, Inquisitor  Although if I went Heirophant as a Paladin I would probably dual path feat into Champion not entirely sure. 
Anyways, I am interested to see you guys take on this. Once again I welcome your thoughts on my potential character and I'd like to make one based upon your preferences to complement your group.
| Kel the Guardsman | 
Welcome. :)
Based on party needs and makeup, my vote would be for an Inquisitor, Slayer or Ranger with Trap Finder. The Trickster or Champion would probably be the best Mythic paths for those classes.
Something of that combination would fill the most needed party roles without stepping on anyone's toes.
I'm personally a big fan of the Inquisitor, and given this Path's heavy religious themes it would be a great fit.
              
                
                
                   
                
                
                   Deia 
                
                
                
                
                  
                
                
              
              
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I mostly agree with Kel. The only ability thing we are really missing as a group is trap finding/disarming, but somebody with scouting abilities and/or a divine spell caster would be a big help.
Is there such a thing as a stealth-based inquisitor? That would be neat if there is a way to pull it off. Failing that, rangers, druids, or scout-based rogues might be a cool fit.
Other info that you may find helpful:
- Deia is taking the Trickster path (and I think Tina is too?), but there is a lot of variation in that path.  I'm not super worried about overlap.
- Darkness has really caused us problems in the past.  Being able to have or use magical light would certainly help those of us who can't see in the dark.
Finally: I have family in town over the weekend, so I may not be too active from Friday to Monday. Bot Deia as needed.
| nilesr | 
Here is a rough draft of a concept.
Male Half-orc Inquisitor 3
LG medium humanoid
Init +3 Senses Darkvision (60) Listen +8 Spot +8
DEFENSE
AC 11, touch 11, flat-footed 10
hp 27
Fort 6 ,Ref 3 ,Will 6
OFFENSE
Speed 30 ft
Space 5 Reach 5
STATISTICS
STR 17 DEX 12 CON 14 INT 9 WIS 14 CHA 12
Base Atk 2 Grp50
Feats Power Attack, ???????????
Skills Disable Device +6, Intimidate +10, Perception +8, Stealth +7, Survival +8
Languages Common, Orc
Half-orc Traits (Core 25)
• Alternate Racial Traits: Sacred Tattoo
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.*
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
• Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.*
• Sacred Tattoo (APG 19): You gain a +1 luck bonus on all saving throws.
Traits
• Touched by Divinity (APWoR 7): You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell (Protection From Evil) as a spell-like ability usable once per day.
• Trap Finder (APMM 10): You gain a +1 trait bonus on Disable Device checks*, and Disable Device is a class skill.* You can use Disable Device to disarm magic traps, like a rogue.
Class Features
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Axe, orc double; Crossbow, hand; Crossbow,repeating heavy; Crossbow, repeating light; Falchion; Greataxe; Longbow; Longsword; Shortbow
• Judgment (Su) (APG 38): You can pronounce judgment upon your foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. You can use this ability 1 times a day. You can select from the following judgments:
• Destruction - You gain a +2 sacred bonus on weapon damage rolls
• Healing - You gain fast healing 2.
• Justice - You gain a +1 sacred bonus on all attack rolls.
• Piercing - You gain a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
• Protection - You gain a +1 sacred bonus to Armor Class.
• Purity - You gain a +1 sacred bonus on all saving throws.
• Resiliency - You gain DR 1/ magic.
• Resistance - You gain energy resistance 4 against one energy type
• Smiting - your weapons count as magic for the purposes of bypassing damage reduction.
• Favored Weapon (APG 39): You gain proficiency with the favored weapon of your deity (longsword)
• Stern Gaze (Ex) (APG 40): You receive a +1 morale bonus on all Intimidate and Sense Motive checks.*
• Cunning Initiative (Ex) (APG 40): You add your wisdom modifier to initiative checks.*
• Detect Alignment (Sp) (APG 40): At will, you can use detect chaos, detect evil, detect good, or detect law. You can only use one of these at any given time.
• Track (Ex) (APG 40): You gain a +1 bonus on skill checksmade to follow or identify tracks.
• Strong-Willed (Ex) (UC 52): When making a Will saving throw against a mind-affecting effect you can roll 2d20 and take the better result.
• Defense against Magic (Ex) (UC 53): You gain a bonus to saving throws for the following schools of magic: Enchantment (+1)
• Foil Casting (Su) (UC 53): When an opponent tries to cast
an arcane spell within your threatened area, the DC for
that caster to cast defensively increases by 2. Each time
you hit an arcane spellcaster or a creature that uses
spell-like abilities with a ranged weapon attack, the DC of
any Concentration checks the caster makes increases by 2
for 1 round.
Domains
• Persistence Inquisition
• Relentless Footing (Ex) (UM 43): You can add 10 feet
to your land speed as a swift action. You can use this
ability 5 times a day.
Feats
• Power Attack (Core 131): You can choose to take a –1
penalty on all melee attack rolls and combat maneuver
checks to gain a +2 bonus on all melee damage rolls. This
bonus to damage is increased to +3 with two-handed weapons,
a one handed weapon using two hands, or a primary natural
weapon. This bonus to damage is decreased to +1 if you are
making an attack with an off-hand weapon or secondary
natural weapon.
• Armor Proficiency, Medium (Core 118): You are proficient
wearing medium armor.
• Shield Proficiency (Core 133): When you use a shield, the
shield's armor check penalty only applies to Strength- and
Dexterity-based skills  																																									
Notes: Took the Spellkiller Archetype and Persistence inquisition, also don't have a 3rd level feat.
The concept is a "witch hunter" inquisitor who has been in Kenebres hunting down cultists and specializes in tracking and killing evil spellcasters. Took the trapfinding trait and touched by divinity trait, mostly because no one else took that one. The Mythic path could be either Champion, Marshall, Heirophant, or even Trickster. I'd tailor the character to whatever path no one else is taking from those four.
What do you guys think? What should the third level feat be?
| Maximillian Akorius | 
Here's the party makeup, as I understand it. Basically, you could go Champion, Hierophant or Marshal and be taking a path nobody else has.
Deia - Human Witch / Trickster
Kel - Tiefling Fighter/Paladin / Guardian
Max - Human Diviner (Scroll Scholar) / Archmage
Rex - Human Gunslinger / Trickster
Tina - Human Alchemist (bomb-throwing) / Trickster
              
                
                
                   
                
                
                   Deia 
                
                
                
                
                  
                
                
              
              
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That is an pretty cool build, Niles. I assume he will be a 2-handed weapon user and go for big hits?
As far as feats go, doesn't power attack have to be the 3rd level feat? At first level an inquisitor has a base attack bonus of +0, which doesn't qualify.
| nilesr | 
Correct Deia on the feat, so I don't have a 1st level feat. Any thoughts as to what it should be? My concept is a hunter of casters so Iron Will or Great Fortitude fits thematically but seems overkill as he can reroll will saves and Fort is one of his good saves.
Ok, so no Trickster, which works as Trickster seems wrong for the character. I'm leaning Champion/Heirophant or Marshal/Heirophant dual path.
| nilesr | 
I found a good first level feat that fits the theme. Favored Judgement Evil Outsider....would give an additional +1 to judgements activated against Demons, Devils and the like.
5th Level feat would probably be Following Step? I get Step Up as a bonus feat from the Persistance inquisition. 
7th Step Up and strike?
Basically the character will specialize in the slaying of spellcasters...
              
                
                
                   
                
                
                   Deia 
                
                
                
                
                  
                
                
              
              
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That is a good one for you. I spent a little time thinking so I'm going to add two others to think about:
Arcane Vendetta  - Extra damage vs spellcasters
Fleet - move faster, stacks with the move bonus from the inquisition I'd think
| Kel the Guardsman | 
That's a very interesting build.
If you want to get the most out of it, I recommend going with the Champion path and picking up Vital Strike, then later Mythic Power Attack and Mythic Vital Strike.
That combination takes the "one big hit" concept through the roof. Your raw damage will be amazing. Your single attacks will be bigger than most people's full attacks. Nothing like one-shotting casters who are just trying to get away. :)
| nilesr | 
That is the idea, although the character would be wielding a longsword two handed as he will be a devout Iomedaean. He will be primarily a melee character, spellcasting only to support his melee skills or buff the party, thus the low Wis score. And yes, single attacks will be his specialty not full attacking so Vital strike is a must...
| Kel the Guardsman | 
Mythic power attack and mythic vital strike stack really well. At 2nd mythic tier we will get the ability to take an extra standard action by spending one mythic power point. The Sudden Strike Champion ability is similar.
Once that combo happens "striker" builds explode.
| nilesr | 
25 point builds....damn ok...Let me fiddle with the spreadsheet
New Statline
17 (with +2 racial) 14,14,11,15,10
4th level +1 STR
8th +1 Wis 
And then STR after that till 20
All Mythic +2's go into STR
| The Unruly GM | 
Sorry for the lack of an update. I got kinda busy and hard a hard time working on some things for upcoming parts, which I wanted to get done before continuing. I got one of them done, so I'm able to continue at least a little bit.
Update to be posted soon.
EDIT: And update posted half an hour later. Again, sorry about the delay.
| Unruly | 
Let me know what you think of the map. It's what kept me from updating for a couple days, as I couldn't get it put together right. I've still got a few more maps to work on, but this one was pretty educational and so it should, hopefully, make those other ones easier to do.
I was also trying to recreate a few of the upcoming maps that are included in the AP, but they're giving me fits as well so I'll probably just use the low-res AP maps like I have been. At least for the time being until I get Campaign Cartographer figured out better.
| The Unruly GM | 
Here's a link to the full, unedited, map if anyone wants to use it for a game of their own. I know that wrecked city streets aren't exactly a common occurrence in a lot of games, but I'd hate for the map to see one use here and then nothing.
You can download it using either the arrow on the toolbar or going to File->Download.
| The Unruly GM | 
I had to buy a copy, as well as a couple addons for it, otherwise I wouldn't have been able to do that. The base Campaign Cartographer is primarily for doing world/country maps, while they have a whole bunch of addons to make it do other things. In my case, I bought the Dungeon Designer and City Designer addons as part of their "Top Three" bundle. The building roofs were done using tools that were part of City Designer, while everything else was done using tools in Dungeon Designer.
Paizo sells all three as separate products here, but I bought mine through Profantasy themselves, since I was able to save $25 on the bundle that way. The software is definitely not cheap, but it's based on full CAD software and is really powerful. Which is also why it's kinda hard to learn to use.
| The Unruly GM | 
But now the question is do you go home under your own power or do you go home in a pine box?
I'm gonna give time for others to post updates before continuing onward.
| Kel the Guardsman | 
Well, I couldn't possibly get a better diplomacy check.
If they're evil it won't matter. I'm betting that they are just scared and desperate. I don't want to fight them, and I don't want them to kill the girl. This was the best option I could think of. If I die, so be it. At least I'm going out doing the right thing.
If *any* of them are good, this should get them to question what they are doing. That might be enough.
| The Unruly GM | 
Well, I couldn't possibly get a better diplomacy check.
This is true, and, spoiling what's likely to come next a little bit, it will probably pay off. Maybe not quite in the manner you'd hope, but that's yet to be seen.
| Kel the Guardsman | 
If Kel dies I'll probably bow out. I've really enjoyed playing him, and he'll have died trying to save someone and redeem others. Can't really top that. Any other character in this game would feel pretty hollow by comparison.
I guess it all depends on if that Diplomacy roll is enough to change some minds. If not, well, I'm within 5 feet of the girl and not helpless yet, so I still have options.
GM, what are my current HP? You'd been keeping track of all that, so I stopped at some point.
| The Unruly GM | 
Kel, at the end of the last combat you had 14hp. But stopping at 5 paces from where the leader was puts you further than 5 feet out from the girl. You're closer, but not quite there yet.
| Maximillian Akorius | 
I'm heading into a very busy April at work. Will try to post, but my posts will probably be shorter. Do not hesitate to bot me. Will be back to normal in May.
| The Unruly GM | 
Ok, guys, I know you probably don't want to rest, since aside from being a bit beat up you've maintained your daily resources pretty well, but please do. You guys should really be level 3 right now, and I'd rather it happen during rest than in the middle of an adventuring day.
Also, sorry that encounter took so long and turned into pretty much a one-man show. But bravo to Kel for stepping up and acting like a boss.
| TinyTina | 
Level 3
Average HP: 5+2Con=7
+1 Craft:Alchemy from Level
+1 Bab
+1 Will save
Bomb 2d6
Swift Alchemy: 1/2 time to create alchemy items, aply poison as move action
Feat:Precise Shot:No penalty firing into melee
Skills
Craft: Alchemy  +1
Heal +1
Perception +1
Spellcraft +1
Stealth +1
Disable Device +1
Knowledge-Arcana +1
Use Magic Device +1
Appraise +1
Extract learned:Targeted Bmb admixture(No splash damage but double INT bonus)
              
                
                
                   
                
                
                   Deia 
                
                
                
                
                  
                
                
              
              
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Don't worry at all, Kel. It was super interesting to see how things worked out and an outcome that I don't think any of us really expected.
I'll update Deia's sheet in a few, but here are the highlights:
HP's: 6 (3 +1 +2 )
Feat: Accursed Hex
Skill points (7)
Appraise
Know (Arcana)
Know(Planes) - 2
Perception
Spellcraft
Use Magic Device
Spells:
Cure Moderate Wounds
Web
Spells/day:
L0: 4
L1: 3
L2: 2
Does this mean we can reset spells and other daily abilities? As you note, I've been trying hard to conserve resources.
| The Unruly GM | 
Yes, go ahead and refresh your spells per day and everything, as well as do the natural healing bits. Nothing else is going to happen until after you've rested at Klarah's. Well, nothing except possibly some conversation.
Speaking of which, Kel I guess you didn't see the edit I made to an earlier post, but your health was actually 14. I noticed the typo after you had already updated your health, but I forgot to explicitly mention it earlier.
| Maximillian Akorius | 
I thought it was a great moment! And the outcome was unexpected yet made sense.
Will level up soon. Max needs to figure out two second level spells to get. Any suggestions? The dwarf's spellbook has Blur, Fog Cloud, Invisibility, Levitate, Resist Energy, so it won't be those.
Also, Max will try to identify anything not yet identified. He will memorize an Identify spell and identify whatever seems particularly worth identifying, like a magic item. I don't think he's attempted any identifications in the last day (but I might be wrong).