
Reginald Oswell |

wizard 2
HP: 6+3=9
Saves:
+1 will
Skills: 6
+2 spells known
+1 spell per day
ABP boni:
+1 armor , +1 weapon,
what spells were in the warden spellbook? the scrolls were a scroll of magic missile, a scroll of Invisibility, and a scroll of sleep

Aggghhh the Unclean |

Level 2
HP 12+3=+15
Bab +1
Fort +1
+2 Rage Rounds
Uncanny Dodge:
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
ABP bonuses
+1 Resistance
+1 Armor Attunement
+1 Weapon Attunement
Skills
+1 All skills
Rage Power: Animal Fury
While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Just a question, do I get Greatsword+Bite or just one attack? Will change what power I get if I only get one

Cardinal A. Thorn |

A full attack would be greatsword and bite for you.
Looks like we have Mei (Drider Warrior), Reginald (Ogre Wizard), Aggghhh (Orc Barbarian), Dahlia (Medusa Hedgewitch) and Fiain (Hound Stalker). I have messaged Tartarus' player to see if they are interested in continuing.
Now I originally had a plan for if we were going to have lots of players to split the groups. It looks like we don't need to do that. However, the plan was to send those that could disguise or blend in easily to Balentyne to open the gates, while those more monstrous looking would aid Sakkarot Fireaxe in gathering his army.
So I want to know what you guys think, stay with the AP and infiltrate Balentyne or go into the wild North? Either way, I have said that 10-15 of you monsters made it out of Branderscar prison alive, so whichever route you PC's go, the monster NPC's will go the other path of Thorn's 2 part plan.

Reginald Oswell |

hmmm. If you had planned to have different groups go to different areas, we could, and I am honestly a bit hesitant to suggest, have players play two separate PCs, if only for a time. (as there is no way aside from heavy magical manipulation for an Ogre, a drider, and a medusa to "blend" in with anything, even a traveling circus of freaks would give them a second glance haha).
obv the above would require steps from all involved, but in the likely event that it is out of the question, I would say we have to go north, as the second option just wouldn't make much sense haha.

Cardinal A. Thorn |

Yes well when i was deciding to let all the character's play (i think we had 12+ at the start) i realised making everyone do the infiltration of Balentyne would possibly not work as good as normal. So on the chance we had enough for several parties I came up with other objectives. It's not the AP so will be my own homebrew path but i think it fits a group of monstrous characters better anyway.
You would basically be given instructions from Sakkarot to aid the growth of his army, put down an upstart cheiftain here, gather support there, remove a threat somewhere else and at the end, be on the front lines of the battle for Balentyne with Sakkarot when the gates open.
Was going to combine how well you did helping Sakkarot with how well the group infiltrating Balentyne did to see how difficult the final battle would be.

Igoroskandrallanotly - “Igor” |

I'm still here! I was just away for the weekend.
We do have Blackerly's locked chest. My other loot is a dagger, crossbow, chain shirt, and we have the Warden's wardrobe.
As for continuing, Igor is obviously best suited to infiltration - he's a doppelganger, after all. That said, the majority of the remaining monsters are not particularly well-suited for the infiltration, barring powerful magic, so it may be best for the group if we go help the Fire-Axe.

Igoroskandrallanotly - “Igor” |

I have a question about this line from the intro post:
The feeling and effects of the collars they used on you are gone and you feel mostly yourself again.
Does this mean we regain monstrous abilities? Igor's shapeshifting is quite limited, currently, and I'd like for them to be able to expand it.
Level Up
HP: 9
BAB: +1
Saves: Fort +1, Ref +1
Skills: 4 + 3 Int + 1 FCB = 8
Bluff +1
Disable Device +1
Disguise +1
Knowledge (arcana) +1
Knowledge (nature) +1
Perception +1
Sense Motive +1
Use Magic Device +1
Background Skills:
Craft (alchemy) +1
Linguistics +1
Class Features: Discovery (Preserve Organs), poison resistance +2, poison use, torturer's eye
Base Formulae Book: cure light wounds, disguise self, long arm, shield, true strike
New Formulae: comprehend languages, deathwatch (from torturer's eye)

Cardinal A. Thorn |

That was just to say a general feeling of relief and freedom. If something changes mechanics i will definitely make that clear. As soon as the woman broke all the collars and chains at the start is when you had all the abilities that you created your character with.

Dahlia the Blinded |

Checked through my character sheet, the armor I'd picked up was a chain shirt and a heavy steel shield.
I was planning out a character build that would more or less be a ranged striker with some debuff capability. Do we have ANY healing capability right now? I can add that in to a limited extent pretty easily, but I still wouldn't plan on that being the primary character focus.

Igoroskandrallanotly - “Igor” |

With the GM's permission, I can add the Chirurgeon archetype onto my PC. It replaces Poison Use and some of the poison resistances, but it allows all of my cure extracts to be infusions, and eventually gives me breath of life as an extract.
I do get a few Remove X extract options, although no ability score restoring options.
I also have Use Magic Device and a decent Charisma, if we can acquire some wands.

Storm Dragon |

If we wanted to do the Balentyne mission though there are options. Thorn has some insane resources at his disposal, it probably wouldn't be beyond the pale to custom manufacture some magic items that Alter Self the user into a single specific humanoid form once per day.
It could provide some interesting conflict, as everyone in the party is highly disadvantaged by losing the benefits of their natural form, so it can create some interesting choices of having to either sandbag a fight or risk blowing our cover if things get too hot to settle in altered forms.

Igoroskandrallanotly - “Igor” |

...you know, I Ctrl-F’d restoration on Archives of Nethys earlier, and it didn’t show up. Yet I check again now, and sure enough, there they are. I guess if I grab the Chirurgeon archetype, I can handle a decent amount of things. Don’t Wizards get Break Enchantment as well?

Storm Dragon |

Almost every caster does.
Chirurgeon is good, but you don't really NEED it if you're not enamored with it. You can just take Infusion (a great Discovery anyway) and lose out on Breath of Life.
Then again, you also don't lose out on much BY taking it since Poison resistance is neat, but ultimately niche in use. It's a good and simple archetype that way.
The only drawback is a bit of "feels bad" if you plan to take Infusion anyway, but if not yeah it's a great deal.

Dahlia the Blinded |

I can pick up the life sphere this level which gives me the equivalent of cure light and lesser restoration, plus a very minor temp hp ability, but the two useful abilities cost spell points which are in short supply now so I think they'd mostly be useful for end of day healing. The ability would push back my telekinetic plan by a level but I think the tradeoff is probably worth it for versatility.

Cardinal A. Thorn |

LOOT TIME
Warden's Scroll Pouch
Scroll of Magic Missile
Scroll of Invisibility
Scroll of Sleep
Warden's Spell Book/Formulae Book.
Wizard
2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
1st – alarm, charm person, expeditious retreat, feather fall, mage
armor, magic missile, mount, shield, sleep
0th – all cantrips in the Pathfinder Roleplaying Game Core Rulebook
Alchemist
2nd - Lesser Restoration, Protection from Arrows, Fire Breath
1st - Keen Senses, Endure Elements, Bomber's Eye, Crafter's Fortune,
Cure Light Wounds, Heightened Awareness, Longshot, Targeted Bomb Admixture
Blackerly's Chest
Case of Fine Whiskey (250gp)
A dozen bags of coins (3,000gp all together)
Plus any weapons, armour, books, items that you personally carried off.

Igoroskandrallanotly - “Igor” |

I actually did not intend to take infusion, although looking at the description of Infused Curative, it only applies to cure spells and breath of life once I get it, so it would not apply to lesser restoration, restoration, or my various "Remove" extracts without GM approval.
I think I will take the Chirurgeon archetype. If the GM allows the Infused Curative ability to apply to lesser restoration, restoration, and remove X extracts, great. If not, then I'll take the infusion discovery down the line for those. This applies the below changes to my level up.
Level Up: Chirurgeon archetype
HP: 9
BAB: +1
Saves: Fort +1, Ref +1
Skills: 4 + 3 Int + 1 FCB = 8
Bluff +1
Disable Device +1
Disguise +1
Knowledge (arcana) +1
Knowledge (nature) +1
Perception +1
Sense Motive +1
Use Magic Device +1
Background Skills:
Craft (alchemy) +1
Linguistics +1
Class Features: Discovery (Preserve Organs), poison resistance +2, [s]poison use[/b] infused curative, torturer's eye
Base Formulae Book: cure light wounds, disguise self, long arm, shield, true strike
New Formulae: comprehend languages, deathwatch (from torturer's eye)
Incidentally, vivisectionist gives me regenerate, so I should be able to make myself a decent single target healer. I just can't do AoE healing.
EDIT: I have a question about Automatic Bonus Progression. Does my weapon attunement apply to both claws if I choose claws, or just one?

Storm Dragon |

If that's what you want. Eventually, all healing can be replaced by magic items, we just need to play a little smarter to avoid damage as much as possible.
Having a group with no healer is viable, but if you think it'd be fun, I'd say go for it.
If you wanted a buffer/healer that still fits your flavor as a mutationist, you could always play an Egoist Psion (Fleshbinder if the GM allows it is flavorful) and maybe go into the Metamorph Prestige Class. It's slow going but you essentially get around 3/4 BaB by the time you're done, so you can throw down pretty well.

Dahlia the Blinded |

HP: +11
BAB: +1
WILL: +1
Skills: +6 class +2 BG +1 FCB
+1 Bluff, Diplomacy, Disguise, Intimidate, Perception, Perform:Sing, Sense Motive, Stealth, Swim
Class Features: +1 Spell Point, CL1
Secret: Witch Hex - Prehensile Hair
+1 Sphere Talent: Life Sphere
Poison fort save dc +1 (10+lvl/2+3[con]+2[feat])=16
Mei, if you dont want to be a cleric then don't feel pressured into it, I think we can make it work either way. Or there's always warpriest if you want to have that spell utility backup but still want to completely wreck face.

Igoroskandrallanotly - “Igor” |

Mei, I think you should only switch to Cleric if you want to. As Dahlia said, Warpriest would give you the chance to maintain your position as melee fighter while giving you divine cleric utility options. A Warpriest is an incredibly effective fighter - I really enjoy playing them.
It also allows you keep your focus on kukri through Focus Weapon and being able to choose Fighter bonus feats.

Igoroskandrallanotly - “Igor” |

Okay. I'll take infusion down the line. Now, do I want Igor to be right handed or left handed, since I can only choose one claw. That or start going more of a weapon-based route.
How do monks replicate an amulet of might fists using ABP, I wonder?

Igoroskandrallanotly - “Igor” |

Really? You think they would have taken natural attacks into account for ABP, given Druid Wild Shape is a thing.
GM, will it be possible for me to, at some point, get an item I can choose as my weapon attunement that will act as an Amulet of Mighty Fists? That, or could I have natural attack types count as one weapon? For instance, both claws would be one weapon attunement, bite would be a separate weapon attunement?

Storm Dragon |

Really? You think they would have taken natural attacks into account for ABP, given Druid Wild Shape is a thing.
I think they took it into account as a deliberate omission. It's the same reason Amulet of Mighty Fists was so exorbitantly expensive in Core until they lowered the price to "merely" double the cost and half the effectiveness of a similar weapon, and only RECENTLY provided an enchantable unarmed strike enhancing weapon you can enhance for the same cost as normal.
Basically you get one weapon as a freebie, and can buy an AoMF for the rest. Great deal for someone with at least 3 Natural Attacks still.
I personally think it's fair, given how strong natural attack builds can be. If you build it right you can get 6-8 attacks per round by like level 6 or so, most if not all at your full BaB.

Igoroskandrallanotly - “Igor” |

True - it is pretty easy to break a natural attack build. I usually don't go the natural attack route, but the chance to play with mutagens and their affect on a shape-shifting doppelganger was too good to pass up.
GM, please ignore the second question. I will have to hope I can find an AoMF for the rest of the attacks at some point, and will make my right claw the magic one for now.

Cardinal A. Thorn |

I always wanted to do a dex based natural attacker with an agile AoMF...
What i might try is when you get an amulet of mighty fists, allow it to be attuned like a weapon at the dual weapon rate (+1/+1 at 6th) but apply to all natural attacks.
Another option is it could (without AoMF) apply to 2 natural attacks at +1/+1 and everytime your BAB would give you another iterative, allow the bonus to apply to another natural attack. Giving a max of 5 natural attacks that get the bonus.

Igoroskandrallanotly - “Igor” |

I'm fine with both of those options. I'm only intending to max myself out at three natural attacks (feral mutagen + my claws), so the 5 attack limit is perfectly acceptable to me. I'm thinking about getting bone-spike mutagen as well, but those function as masterwork armor spikes, even though they're made of bone, so I'm not sure if they would count as natural weapons or not.