
Anselm Basri |

Inquisitor Level 4
BAB +1
HP +6
Will +1
Wisdom +1
Second level spell slots: 2
Spells known:
• Ear-Piercing Scream (favored class)
• Fabricate Disguise (swapped out Disguise Self)
• Perceive Cues
• Voluminous Vocabulary
Adventuring Skills (8):
• Bluff +1
• Diplomacy +1
• Disguise +1
• Knowledge (Local) +1
• Perception +1
• Linguistics +1 (Kelish)
• Sense Motive +1
• Stealth +1
Background Skills (2):
• Craft (Visual Arts) +1
• Perform Oratory +1
Inquisition Ability:
Blessed Correction (Ex)
At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Muri Daybreaker |

Level 4 Samurai
+7 HP
+1 BAB
+1 Fortitude
+1 Charisma
Challenge(2x/day)
Mounted Archer- At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Skills:
(6 Adventuring, 2 Background)
Adventuring
+2 Bluff
+1 Intimidate
+1 Knowledge(Nobles)
+1 Ride
+1 Sense Motive
Background
+1 Appraise
+1 Handle Animal
Animal Companion 4
Fourth Level Advancement: Size(Medium), Bite(1d6), +4 Str, -2 Dex, +2 Con
+8 HP
+1 BAB
+1 Fortitude
+1 Reflex
+1 Skill: Acrobatics
+1 Intelligence
Underfoot may now learn 3 Additional Tricks...

Major K'Aldrian Kort 1ATD, Ret. |

Last level: September 1, 2020.
+6 hp (+1/4 aroden bonus)
+1 INT
+moar spells
+10 (+2) skillz, mad
----------------
+1 DDevice
+1 Know (Arcana)
+1 Know (Local)
+1 Know (Nature)
+1 Know (Rel)
+1 Perception
+1 Sense Motive
+1 Spellcraft
+1 UMD
+1 Heal
---------------
+1 Prof (Siege Engineer)
+1 Know (Engineering)

Kamari |

Kamari is eyeing the belt of dexterity, but is unsure of other people’s needs. It’s AC and extra to hit and damage for her with her feats. Also, could use one of the masterwork daggers just in case. Now that she has the mithral shirt, she has a bit of load to spare for utility items and will pocket a thunderstone and potion of CMW unless there are objections.

Kamari |

Swashbuckler 3, Vigilante 1
Dex +1
Skills - +7
Acrobatics +1
Diplomacy +1
Intimidate +1
Perform +1
Sleight of hand +3
Deeds
Kip-Up (Ex) While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Hidden Blade (Ex) Whenever she has at least 1 panache point, a veiled blade can hide any light or onehanded piercing melee weapon using Sleight of Hand, and she receives a +4 insight bonus on her check to hide the weapon.
Precise Strike (Ex) While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex) While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Major K'Aldrian Kort 1ATD, Ret. |

...618.0 gp to spend
..618.0 gp to spend
.2145.0 gp latest disbursement----------
.2763.0 to spend

Anselm Basri |

1,014.97 gp - Previous total
2,145 gp - Gold from post #1564
Purchases
-1,500 gp - Ring of resistance +1
-45 gp - Disguise kit
- 135 gp - Noble outfits (2)
_______________________________
Total: 1,739.97 gp

Mallë-o i Otos Elen |

+1 Cha
+1 BAB
+1 Fort Save
8 Skills:
---------
+2 Weapon Making Craft
+1 Handle Animal
+1 Perform (Dance)
+1 Ride
+1 Diplo
+1 Bluff
+1 Artistry
---------
Masterwork Sword Pair 1/2 (270gp)
Masterwork Sword Pair 2/2 (270gp)
Masterwork Fighting Fan (1) (270gp)
Masterwork Composite Longbow (also add +1 strength) (370gp)
Wand Mage Armor (750gp) (50charges)
Masterwork Weaponsmithing Tools (50gp)
Ioun Stone w/Continual Light (75gp)
270+270+270+370+750+50+75 = 2055
583+2145-2065=673
(Also, Elen is taking another of the Potions of CMW if no one else is interested).

Anselm Basri |

-1,000 gp - Add +1 to Mithral shirt
739.97 gp - current balance

Major K'Aldrian Kort 1ATD, Ret. |

..618.0 gp to spend
.2145.0 gp latest disbursement
----------
.2763.0 to spend
.2763.0 to spend
-..10.0 50 cold iron bolts-..20.0 misc books, armor/boot polishes
----------
.2733.0 to spend

Major K'Aldrian Kort 1ATD, Ret. |

..2733.0 gp to spend
-......3.0 gp - Bought Sedition’s Dagger
————-
..2730.0 gp to spend
..2730.0 gp
-....5.0 gp fancy lunch---------------
..2725.0 gp to spend

Major K'Aldrian Kort 1ATD, Ret. |

..2730.0 gp
-....5.0 gp fancy lunch
---------------
..2725.0 gp to spend
..2725.0 gp to spend
-.1000.0 gp expenses-..500.0 gp loan to local gadfly & layabout
-----------
...725.0 gp to spend

GMEuan |

Level Up!
I do believe you should now be level 5.
Please note the things that have changed or been added, and put it all in a spoiler so those who don't want to know your build can remain in the dark. For those of you with character sheets off site, please send me your updated sheets for reference if applicable. If it's the 'same' sheet, no need, just let me know when you're done updating it so I can give a once over. Thanks.

Anselm Basri |

HP +6
Class Abilities
Summon Tactics (Su)
At 5th level, every time a monster tactician casts a summoning spell, he can choose any one teamwork feat he knows. All creatures summoned by the spell are treated as if they had the chosen feat for all purposes, without needing to meet any prerequisites. At 8th level and again at 16th level, the number of teamwork feats that he can choose when casting a summoning spell increases by 1. He cannot choose the same feat twice. At 20th level, all creatures summoned by the spell are treated as if they knew all of the monster tactician’s teamwork feats. This ability replaces discern lies, second judgment, third judgment, slayer, and true judgment.
Bane (Su)
At 5th level, an inquisitor can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Feat
Weapon Finesse
Spells Known
+ Bless (1st) (favored class)
+ Cure Moderate Wounds (2nd)
Spell Slots
+ 1 first level
+ 1 2nd level
Skills (9 + 2)
+1 Bluff
+1 Diplomacy
+2 Disguise
+1 Perception
+1 Sense Motive
+1 Knowledge Nobility
+1 Perform (Oratory)
+1 Profession (Vintner)

Anselm Basri |

Summon Monster III list
Add Lyrakien Azata from a expand Summon Monster list

Major K'Aldrian Kort 1ATD, Ret. |

Last level: November 6, 2020
+6 hp (+1/4 aroden bonus)
+feat rapid reload
+moar spells
+10 (+2) skillz, mad
----------------
+1 DDevice
+1 Know (Arcana)
+1 Know (Local)
+1 Know (Nature)
+1 Know (Rel)
+1 Perception
+1 Sense Motive
+1 Spellcraft
+1 UMD
+1 Stealth
---------------
+1 Know (History)
+1 Know (Engineering)

Kamari |

+1 level swashbuckler
Feat - Dodge
Bonus feat from swashbuckler - Mobility
Skills
+1 acrobatics
+1 appraise
+1 ride
+3 sense motive
--
Kamari
Female half-elf swashbuckler (inspired blade, noble fencer, veiled blade) 4/vigilante 1 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Ultimate Intrigue 9, 52, 53)
CG Medium humanoid (elf, human)
Hero Points 1
Init +6; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +2 dodge)
hp 37 (5 HD; 1d8+4d10+5)
Fort +1, Ref +8, Will +5 (+1 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +1, nimble +1; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20+4 Precision) or
koriana's blade +9 (1d6+4/18-20+4 Precision) or
mwk rapier +8 (1d6/18-20+4 Precision) or
sap +4 (1d6 nonlethal)
Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), hidden strike +1d8/+1d4, panache (5)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 14, Wis 14, Cha 16
Base Atk +4; CMB +4; CMD 19
Feats Alertness, Dodge, Fencing Grace[UI], Mobility, Quick Draw, Skill Focus (Diplomacy), Weapon Focus (rapier)
Traits anatomist, athletic champion, elven reflexes
Skills Acrobatics +10, Appraise +6, Bluff +7, Climb +4, Craft (Artistry - Drawing) +6, Craft (Lore - Canals) +6, Diplomacy +16, Disable Device +8, Disguise +7 (+27 to appear as part of polite society while in your social identity), Escape Artist +6, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (nobility) +6, Perception +11, Perform (oratory) +8, Ride +6, Sense Motive +11, Sleight of Hand +9 (+13 to hide light or one-handed piercing weapons), Stealth +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Sylvan
SQ dual identity, elf blood, hero points, inspired panache, social grace, social talent (social grace[UI]), vigilante specialization (stalker[UI])
Combat Gear potion of cure moderate wounds, alchemist's fire, antitoxin, thunderstone; Other Gear +1 mithral chain shirt, koriana's blade, dagger, mwk rapier, sap, ring of protection +1, backpack, belt pouch, masterwork thieves' tools, painting tools, paper (5), reinforced scarf[UE], scroll case, subversive vest[UI], 1,456 gp
--------------------
Special Abilities
--------------------
Aristocratic Discipline +1 (Ex) Gain bonus on Will vs. mind-affecting effects.
Deeds
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencing Grace Use Dexterity on rapier damage rolls
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.
--------------------

Mallë-o i Otos Elen |

+1 Flourish
+1 Feat
Resolute = 3/day
Retrain Bluff for Sense Motive during next down time
Blind Sense Increases by +5 feet
+8 skillz
Artistry +1
Bluff +1
Perform +1
Garden +3
Ride +2
Hits +7
Bab +1
...403gp
..- 60gp #Scroll Fund
-----------
...343gp

Anselm Basri |

So, who wants the amulet?
Anselm wouldn't say no, but probably best for Kamari or Elen...

Mallë-o i Otos Elen |

Elen isn't into wanting to babysit, really. Figured there would be shortcuts.
I guess there's no shot at redemption here? Elen would suggest actually having Mags build her own GAOL worse circumstance, but then this Player thought about it and worried -- maybe some actual People think that sets a bad precedence, and that lopping off limbs or exiling helpless homeless people is a better option? This Player doesn't get that at all.
Maybe there is something bad about Pathfinder guards this Player doesn't know?
Figure out how to frame your sentence. Tagging out.

Kamari |

Maybe because of my brain being full from other things, but I really don't think our CHARACTERS are that far apart and sad to see this seems to have caused stress for people. It seems we're agreed upon some type of low level punishment, but with further consequences if necessary. The Mags character has not shown any remorse or sought forgiveness, so it's hard to explore that option yet. Perhaps after some time she will. Ultimately though, I haven't found her interesting or sympathetic enough that I want to explore an option that would require more interaction on our part in the future.

Mallë-o i Otos Elen |

Sorry all, the last two weeks have been really stressful.
Just a little frustrated here because Elen tried to solicit suggestions about how to approach the sentence, and just when it seemed like we were all on the same page it was really "Not THAT! and "It's not our job.". So what are the roles of Tribunes?
Elen has no real interest in babysitting Mag and I'm sure the GM has no real interest in role playing the NPC. I tried three times to post some solution to express that then gave up with the worries:
1) No one appears to think Stachys needs a holding cell (didn't want to and still not wanting to open a can of worms here).
2) No one wants to pay a guard to watch over her while she serves her sentence (how much could it be?)
3) Exiling the offender to some other town or whatever if she repeats her offense appears to be the best solution everyone else agrees to, then hanging her if she comes back.
We KNOW she's a repeat offender, so why not cut to the chase? (BTW, Elen doesn't think #3 is the best way to make friends and influence people. She is not especially keen about using military sentences on civilians, either).
I got frustrated because there's nothing to go on here.
I promise to try not to overthink solutions to side quests and insignificant NPCs going forward.

Anselm Basri |

I really don't think we're far apart. I think we just disagree over some of the fine points, which is okay with me.
Honestly, I just find it hard to believe an NPC would live in a village this long without ANYONE having some kind of tie to or affection for them. I'm guessing the scenario as written just treats her like the stereotype of a layabout, which makes it a bit hard to have a nuanced discussion of how to approach redemption / rehabilitation...
That said, Anselm is perfectly fine with building some temporary holding cell, though Stachys clearly has a long list of infrastructure needs that may be more beneficial... Sounds like a certain country I live in...
But from where Anselm's coming from, given all of the work the town needs, it would make sense to assign her to some tasks, still pay her fairly for her work, but with the sword of Damocles hanging over her head if she goes astray. Assign her to a fair but firm taskmaster. Perhaps direct a portion of her wages to repaying the Mayor.
Personally, I am just trying to fantasize about how restorative justice might play out in our fantasy setting. I especially hate the idea of unpaid labor as punishment — that's how our current prison system works, which some people see as a way of continuing slavery in a way that conforms to the 14th Amendment...
But of course the adventure path writers probably didn't have that in mind. :-p
Anyway, Anselm will go along with whatever we decide. He's just being vocal about his perspective.

Kamari |
2 people marked this as a favorite. |

Before joining the others back to the Telus Barony, Elen stops at the Weapon shop and picks out a masterwork gardening tool, complete with a ball and chain attachment.
Elen picked up a husband?

Kamari |
1 person marked this as a favorite. |

Good morning all. Off on a two-week tour including Yosemite and Montana tomorrow. Should have some kind of reception until Montana. Once I'm there, no reception, but wifi in the cabin so I should still be posting. If I'm unresponsive when things are moving, feel free to act for me.

Anselm Basri |

Anselm's next main purchase will be a headband of (wisdom) +2 for 4,000 gp. But also could use a magic rapier in the short term.

Kamari |

Previous total remaining = 2,426 gp
- Dress & costume (130)
+ New split (2,220)
= 4,496 gp
Minus new purchases below (2,450 gp)
= 2,046 gp remaining
Handy haversatchel = 2,000
Alchemist fire, 20 each x 5 = 100
Acid flask, 10 each x 2 = 20
Antitoxin, 50 each x 2 = 100
Tanglefoot bag, 50 x 2 = 100
Antiplague, 50 x 1 = 50
Liquid ice, 40 x 2 = 80

Major K'Aldrian Kort 1ATD, Ret. |

..2725.0 gp to spend
-.1000.0 gp expenses
-..500.0 gp loan to local gadfly & layabout
-----------
...725.0 gp to spend
...725.0 gp to spend
+.2220.0 gp disbursement-------------
..2945.0 gp to spend
Owed 500gp by a gadfly and layabout, probably.

Anselm Basri |

As usual, I've spent almost all of my gold on fancy things. Would prefer to ante from the party budget.