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Just an FYI, you all might be interested in two teamwork feats; Outflank and Improved Outflank.
Outflank: Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Improved Outflank: Benefit(s): Whenever you and an ally who also has this feat are threatening the same foe, you are considered to be flanking that foe if you are adjacent to an unoccupied square from which you would be able to flank the foe with your ally.
The first requires a BA of +4, the second a BA of +6.

Pyros Aldori |

Outflank combines beautifully with Pack Flanking on a Hunter who uses his or her companion as a mount:
Pack Flanking: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.
It's not something I think about much for a regular character. But it's not a bad idea.

Faerin Cordova |

Does definitely look interesting, though with Ekko and Pyros being the only full BAB characters it would definitely be a long time before the party as a whole could benefit from it.

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In my home game, I have a Rogue and our other melee combatant is a Swashbuckler/Paladin. We both have crit ranges of 15-20. When we get next to a big enemy, we get so many attacks (he gets 4-5 attacks per round, and I dual wield), it is ridiculous. I actually spent a ton of gold (30k) for a wand of Battlemind Link to make it even more ridiculous...

Faerin Cordova |

That's crazy. Had a Rogue Knifemaster (d8's for Sneak Attack with knife like weapons) with max crit range kukris and TWF. Also took the killer trait for extra damage any time I crit. Total bloodbath to open (+8 init/quickdraw)

Faerin Cordova |

greatsword is magical (+1),
shining coat of chainmail Masterwork
The two longswords are also masterwork.
The Tower shield, steel large shield, and the breastplate worn by the Greatsword skeleton are special. If they are cleaned and restored, together they would be worth 12,000 gp to a collector or museum.
chest containing various items, coins, and gems worth a total of 1800 gp.
+1 half-plate
+1/+1 Dwarven Urgosh.
Everything's been put up on spreadsheet, if there's something you want claim it.

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From your lips to God's ears! Actually, I'm not a big Magic item player, so I'm good with having everyone else pick up a majority of the spoils. I grabbed a few hefty potions as I'll be the one to jump on a body if someone drops and put a potion down their throat. The more potent the better in those times of emergency. IMHO

Shayn Veilsong |

Hi guys! Posting it on all my pbps.
Our offshore team at work is very affected by the pandemic at the moment and with the fiscal year approaching to an end, our reduced capacity is terribly affecting my time. For the next several weeks it will likely impact me in such way that I simply won't be able to keep up with the forums, things normalizing only as we start approaching mid June.
For the games where I play, GMs please feel free to bot the characters. If you don't desire to bot me for so long, I completely understand, apologize for the late notice and wish you all the best of fun. If you hold me around, though, I should be back after this storm.
For the games where I host, my sincerest apologies to the players - I won't let you hanging so if you stick around until my return we will give it continuation as normal. Otherwise, please message me and once I'm back I'll recruit replacements.
To everybody, I'm sorry for the late notice and I hope we will continue playing together once I'm back!
Cheers,
Archlich

Faerin Cordova |

I think the only prep Shayn would have is Mage Armor, so looks like we're ready

Faerin Cordova |

Level 4
hp: 1d8 + 2 ⇒ (6) + 2 = 8
+1 BAB
+1Fort/Will
Resist nature’s lure, wild shape (1/day)
+1 2nd level spell per day
Herbalism advances

Faerin Cordova |

Skills: Heal, Knowledge Nature, Survival, Spellcraft
Background skills: Knowledge Geography, Knowledge Religion
+1 Str

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Linzi Hit Points -- HP's: 1d8 + 1 ⇒ (1) + 1 = 2
Female halfling bard 4
CG Small humanoid (halfling)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 25 (4d8+6)
Fort +3, Ref +7, Will +5; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +4 (1d6/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +8)
2nd (2/day)—blistering invective[UC] (DC 16), blur, mirror image
1st (4/day)—charm person (DC 16), color spray (DC 15), cure light wounds, hideous laughter (DC 16), silent image (DC 15), sleep (DC 16), vanish[APG] (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, mending, summon instrument
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 11, Cha 19
Base Atk +3; CMB +1; CMD 13
Feats Improved Initiative, Lingering Performance[APG]
Traits ear for music, well-informed
Skills Acrobatics +7 (+3 to jump), Appraise +7, Bluff +10, Climb +0, Diplomacy +11 (+12 to gather information), Escape Artist +5, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (local) +11 (+13 on checks that deal with the local art or music scene), Knowledge (nature) +10, Perception +8, Perform (sing) +5, Ride +2, Sense Motive +6, Spellcraft +10, Stealth +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Goblin, Halfling
SQ bardic knowledge +2, versatile performance (sing)
Combat Gear feather token (swan boat), potion of cure moderate wounds, potion of invisibility, potion of lesser restoration, snapleaf[UE]; Other Gear +1 chain shirt, +1 longsword, mesmerizing necklace, steadfast gut-stone[UE]
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Versatile Performance (Singing) +5 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Faerin Cordova |

If everyone could update their accurate HP totals so I can tell who needs healing, that will be helpful.

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HP's updated because of GM's rule! my 3rd level HP's go to 4 and my 4th level HP's go to 4. 29/29 HP's now.
updated and put in spoiler below.
Linzi of the Velvet Voice
Female halfling bard 4
CG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 29 (4d8+6)
Fort +3, Ref +7, Will +5; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +4 (1d6/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +8)
2nd (2/day)—blistering invective[UC] (DC 16), blur, mirror image
1st (4/day)—charm person (DC 16), color spray (DC 15), cure light wounds, hideous laughter (DC 16), silent image (DC 15), sleep (DC 16), vanish[APG] (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, mage hand, mending, summon instrument
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 11, Cha 19
Base Atk +3; CMB +1; CMD 13
Feats Improved Initiative, Lingering Performance[APG]
Traits ear for music, well-informed
Skills Acrobatics +7 (+3 to jump), Appraise +7, Bluff +10, Climb +0, Diplomacy +11 (+12 to gather information), Escape Artist +5, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (local) +11 (+13 on checks that deal with the local art or music scene), Knowledge (nature) +10, Perception +9, Perform (sing) +5, Ride +2, Sense Motive +6, Spellcraft +10, Stealth +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Goblin, Halfling
SQ bardic knowledge +2, versatile performance (sing)
Combat Gear feather token (swan boat), potion of cure moderate wounds, potion of invisibility, potion of lesser restoration, snapleaf[UE]; Other Gear +1 chain shirt, +1 longsword, mesmerizing necklace, steadfast gut-stone[UE]
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Versatile Performance (Singing) +5 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Faerin Cordova |
1 person marked this as a favorite. |

It makes sense to keep back tracking to Oleg's after a mission objective is completed. Unlike a common AP where there are towns and points to turn treasure into gear, find safe places to level etc, Oleg's is basically home base from where we launch each activity.

Faerin Cordova |

Reposting here before adding to the treasure sheet. If there's something you definitely want/need, claim it.
Potions (all at minimum CL):
CLW x36
CMW x1
Vanish x1
Lesser Restoration x2
Shield of Faith x3
Mage Armor x4
Acid x2
Alchemist Fire x6
Scrolls (minimum CL):
Bless x2
Divine Favor x1
Mage Armor x1
Communal Prot. from Chaos x1
Communal Prot. from Evil x1
Remove Blindness x1
Shield of Faith x1
Shocking Grasp x2
Wands:
CMW (14)
Ear Piercing Scream (9)
Lead Blades (17)
Magic Missile, CL3 (18)
Other:
+1 Cold Iron Dagger
+1 Aldori dueling sword
+1 Scimitar
+1 heavy steel shields x2
+1 Breastplate
+1 Full Plate
+1 Chain shirt x2
Headband CHA +2
Headband INT +2
Headband WIS +2
Cloak of Resistance +1 x2
Ring of Prot. +1 x3
Bracers of Armor +1 x2
Amulet of Mighty Fists +1
Amulet of natural armor +1

Faerin Cordova |

Current party gold total is 9598gp. Also, as soon as you find a collector, you have the 12,000gp worth of antique armor from the skeletons.

Pyros Aldori |

Wow, I haven't been keeping up with things we've found. I'll take the chain shirt, a cloak, and a ring. The amulet of Natural Armor would be nice, but someone else probably needs it more. My regular chain shirt can go back into the party treasure.

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Correction. If others have a better UMD (I'll start ), they can take the wands. I checked and I might not be as UMD as I thought.
If other PC's don't have/need the wands. I'll make Linzi effective with them!
I'll take ear piercing shriek none-the-less. It's on my caster list.

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I'll take things in a few hours (taking wife out to dinner for date night) .
I also want to check on the other PC's. Shayn's been gone for 3 months. We also haven't seen Harrim in 6 months. Do we want to just move forward with the 4 of us? I'm totally good with that. Might speed up the game. Or add a 5th by invitation or asking a former PC to return?
Based on the encounters, I really don't think we need more than 4 core and steady posting players.
I defer to the opinions of the rest of the PC's and GM. I just know we really don't need to complicate the GM's life having to run the game and 2 GM NPC's.- when the combats were easy for a party of 6.
P.S. So glad Pyros invited the girl to the party. I'm looking forward to my reply and I thank you for the interactive roleplay! THANKS PYROS!

Faerin Cordova |

In that case, given that this AP more than any means us to interact with the NPC's and they'll eventually be key parts of the kingdom, I'm fine with keeping it to the current group of players and having specific NPC's join us on away missions. Also lends itself to RP with them when we're home (sorry if it's more work for you GM)
I'll definitely want to take the following:
Headband WIS +2
+1 Cold Iron Dagger (as much as I'm tied to the fey it might be necessary)
Amulet of Mighty Fists (Works when I'm in Wildshape)
Wand of CMW (14) (on my spell list and I'm more mobile than Linzi so better chance of getting to whoever needs healing quickly.
Pyros, you should take the Magic Missile wand. It's on the magus class list and gives you a ranged option that works against incorporeal opponents.

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I like what Farin said. Also, if you want someone to come in for a short time and PC/NPC one of the people for a short time, I have a few friends that might want to do a short PBP stint. This can give the GM a bit of a break. GM- PM me on NPC's you'd like to roll out. Where we going next, and who you want to maybe join us.
Personally, I ONLY want a party of 5. The encounters have been way too easy with 6. Nothing against the game, but they were not challenging at all with 6 in the party. Especially since we seem to have a lot of magic drops.
Again, I'm open to how others feel, but we never got into negatives in any of the encounters. I don't think we got to single digits or ran out of spell power.

Faerin Cordova |

I was completely out of spells last encounter actually, and I don't think people have to fall into the negatives to be challenging. Remember that Harrin had exhausted all channels. Remove channeling from the equation and Pyros at least would probably have dropped.
5-6 depending on the challenge seems fine, 6 more so if we don't include a dedicated healer.
Maybe each take 6 cure potions and keep the rest in a group pot. We should also get a large bag of holding for group gear like potions and general consumables.