Protectors of Golarion (Wrath of the Righteous AP)

Game Master Sensen

Current Chapter: Sword of Valor
Wherein an army marches, a relic is rediscovered, and a victory claimed.
Date: Moonday, 15th of Rova (IX) 4713
Time of Day: Morning
Season: Late Summer
Weather: 21° F (-7° C), Mostly Sunny

4713 Calendar

General Purpose Maps:
The Worldwound

Siege Points: 28 (Victory is Assured)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I made the following adjustments:

Level:
HP +6 (5 HD + 1 Con)
BAB +1
Ref +1
Will +1
Caster Level +1
Concentration +1
1st Level Spell Slot +1
Cantrips Known +1 (Chose Read Magic)
1st Level Spells Known +1 (Chose Vanish)
Archaeologist's Luck +1 (Favored Class Bonus)
Clever Explorer (Ex)
Skill Points
+1 diplomacy
+1 knowledge (dungeoneering)
+1 knowledge (engineering)
+1 knowledge (geography)
+1 knowledge (nature)
+1 knowledge (nobility)
+1 perception
+1 profession (gambler) [bs]
+1 sleight of hand [bs]
+1 spellcraft

Equipment:
+2 to AC and flat-footed and skill adjustments from Masterwork Chain Shirt

I also corrected CMB as I was not taking into account strength before.

I also need to recalculate what he is carrying.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

Levelling info:

• +1 level in inquisitor

• HP +7 (5+2CON)
• BAB +1
• Fort +1
• Will +1
• Caster Level +1
• Concentration +1
• 1st Level Spell Slot +1

• +1 Orison Known : Disrupt Undead
• +1 Ist Level Known: Wrath

Skills: (Background: 2) Know. History +1. Linguistics +1 (picked up Elven)
(Adventuring : 6+1INT+1FC) Climb +1, Diplomacy +1, Heal +1, Know. Dungeoneering +1, Know. Nature +1, Perception +1, Sense Motive +1, Spellcraft +1

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. (Initiative is now +4)
Detect Alignment (Sp): At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track Teleportation (Su) (1/day): At 2nd level, a cold iron warden may acquire clues about a teleporting creature’s destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the cold iron warden may attempt a Survival check (DC 10 + the teleportation spell’s caster level) to sense the direction of the creature’s destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of her. She must use this ability within a number of rounds after the creature’s teleportation equal to 1/2 her inquisitor level, after which the trail goes cold. A cold iron warden may use this ability once per day plus one additional time per day for every 4 levels she has beyond 2nd. At 12th level, if the cold iron warden exceeds the Survival check DC by 5 or more, she can also sense the creature’s location as if using the locate creature spell, using her inquisitor level as the caster level. At 18th level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the creature’s location as if she had cast discern location. This ability replaces track and the teamwork feats gained at 12th and 18th level.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Hurray Level 2! Here are the changes I made:

Verene:
HP +5 (now 12: 4 from half 1d6+1, 1 Con)
BAB +1 (now +1)
Will Save +1 (now +4)
CMB +1 (from BAB, now 0)
CMD +1 (from BAB, now 12)
Caster Level +1 (now 2)
Concentration +1 (now +8 - 2 caster level, 4 ability score, 2 trait; +12 when casting defensively or grappled, from Combat Casting)
Cantrips prepared per day +1 (now 4)
1st-level spells prepared per day +1 (now 4 with ability score bonus spell and school bonus spell)
1st-level spells known +2 (choosing Obscuring Mist, Snowball)

Skill Upgrades: 10 (2 class, 4 Int, 2 background, 1 human, 1 favored class)
+1 Diplomacy (now +11: 2 rank, 3 class skill, 2 ability score, 3 familiar, 1 trait)
+1 Knowledge (Arcana) (now +9: 2 rank, 3 CS, 4 AS)
+1 Knowledge (Geography) (now +9: 2 rank, 3 CS, 4 AS)
+1 Knowledge (History) (now +9: 2 rank, 3 CS, 4 AS)
+1 Knowledge (Local) (now +10: 2 rank, 3 CS, 4 AS, 1 trait)
+1 Knowledge (Planes) (now +9: 2 rank, 3 CS, 4 AS)
+1 Knowledge (Religion) (now +9: 2 rank, 3 CS, 4 AS)
+1 Linguistics (now +9: 2 rank, 3 CS, 4 AS)
+1 Perception (now +5: 2 rank, 1 AS, 2 Alertness [familiar])
+1 Spellcraft (now +9: 2 rank, 3 CS, 4 AS)

Thamyris:
HP +3 (now 6; always have half the master's HP total rounded down)
BAB +1 (uses master's BAB from all classes)
Will Save +1 (now +5 - familiars use either the master's base save from all classes or base saves of +2 Fort/+2 Ref/+0 Will, whichever is higher, then add their own ability score bonuses)
CMB +1 (from BAB, now -1)
CMD +1 (from BAB, now 4)

Skill Upgrades
+2 Perception (now +10: 2 [Verene] rank, 3 CS, 2 AS, 3 Skill Focus (Perception). He should always have been using Verene's ranks, not his own base ranks of 0 + 3 CS + 2 AS + 3 SF, so I'm correcting that now.)

Gear changes:
Giving to Merixia at the earliest possible opportunity:
- masterwork backpack (50 gp, 4 lbs)
- drow hand crossbow (100 gp, 2 lbs)
- drow hand crossbow bolts (x10, 1 lb)
- drow money (8 gp)
- drow rapier (20 gp, 2 lbs)

Now at 26 lbs including Millorn's spellbook.

Corrected Verene's CMD: it was listed as 12 before when it should have been 11. Now it is correctly 12 due to her +1 BAB increase. I restored full daily uses of Prescience, which I think is what you said to do, GM. Not changing spells until we have rested and she can prepare spells again.

A question I had while doing this level-up: how do you feel about allowing the level 1 wizard spell Windy Escape for a human? It was released as a sylph-tagged spell in the Advanced Race Guide, where the racial spells came with this explanation: "Spells: The spells in this section are common to spellcasting members of the race. Sometimes they only target members of the race, but often they are just the race’s well guarded secrets; members of other races can learn to cast them with GM permission." It's a strong 'get out of trouble' card for a wizard to have in their back pocket, and I would definitely seek it out to learn ASAP, if you allow it.


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Thesius: Don't forget Uncanny Dodge. You may also want to invest in Disable Device, as it's still trained only, despite Archeologists not getting it as a class skill and getting the bonus to it. I'm not wholly sure how I want to handle that, though, given that I could just say "Clever Explorer allows you to make them untrained."

Elyda: You don't need to put the 1/1 in detect alignment in your stat bar - it's at will, so you can use it however often you like.

Verene: I wouldn't mind allowing it, but I'd say you have to track it down in character (fortunately, there's a really good opportunity to get it coming up when you get to the surface). Also, what language are you picking up with that rank in Linguistics?


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

Sorry, GM, I mixed it up with Track Teleportation. Will edit the notation on the alias bar now. Thanks.


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Question: Who's got the cloak of resistance? I see it's listed as Elliot on the treasure sheet, but he hasn't added it to the saving throws. If he is going to use it, I'd ask that he add that when he updates his saving throws for 2nd level.

No worries, Elyda - these things happen.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Oh, I wasn't aware i had the cloak? Perhaps it's listed there as he identified it. He'd insist on giving it to either frontliner though as he feels they are more important to our success at the moment, and also get into more danger.

For levelling, if I may, I'd like to start training out Elliot's archetype back to base arcanist. From actually playing a low level full caster now, i think having more options and flexibility (quick study to switch spells for the envinronment, or potent magic on any spell) is more important and fun than an eventual +2 dc on a high level spell. And he's also in an awkward position where Terendelev's scale is flat out better than one of the two main boons of his archetype... at level 5. With that in play, I'd say his archetype is a downtrade from base.


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Sure. Since you haven't actually used any aeromancer abilities, I won't count this as retraining - you won't need the GP or the 5 days of time it would take to normally abandon the archetype.

That said, I don't think Terendelev's scale is better, per se, because it imitates levitation not air walk + wind wall, but it's up to you.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Well, the scale is levitation + concealment vs everything attacking you from below. So yeah, technically slightly less good but doable for free three times per day. The actual exploit however is self only and uses a good chunk or arcane reservoir each time it's used. Plus it costs an exploit to even have.

That said, thanks! Ill try levelling him at the vacation home tonight.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

I was going to take Hallit, probably - that one makes sense if she has been studying pre-Worldwound Sarkoran relics recently, perhaps with Thesius, prior to everything breaking very bad. I can't seem to find the post where you said what other languages would make sense for this campaign, but that's the one I remember.

However, that would mean she and Thesius overlap more on languages. Other possibilities, if that seems unwise: Ancient Azlanti, Elven, Dwarven, Undercommon?


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I've been a little torn on when to start investing in Disable Device. As you mentioned, it's not a class skill and it's trained only.

Currently, Thesius would come out with his rank/s plus 2 for a bonus while sitting here without thieves tools.

Next level I plan on giving him the Improvisation feat which will unlock the trained only aspect and boost him up to a bonus of 7. The fear being what traps we may run into in the meantime.

Eventually I want to have him progress into Evangelist, which will allow him to pick up Disable Device as a class skill.

I'll get Uncanny Dodge added to his abilities.


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Verene: Up to you - overlapping languages isn't necessarily a problem. A bit of overlap, sure, but... Azlanti won't come up, I'm almost positive, the second two are more likely, but Undercommon is also probably going to end up being not terribly useful after you get to the surface.

Thesius: Well, I'll leave it up to you - there may or may not be traps, but they're not an especially common thing - at least in the first part of the AP, to my knowledge.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Hallit it is, then!


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Whew, it's been a busy day. Getting to work on Merixia's sheet now.

Leveling Info:
HP +7 (5 HD + 2 Con)
BAB +1
Fort +1
Will +1
Caster Level +1
Orison Slot +1
1st Level Spell Slot +1

Skill Points (with favored class bonus point)
+1 Craft (Weapons) [BS]
+1 Heal
+1 Knowledge (History) [BS]
+1 Knowledge (Religion)
+1 Perception
+1 Sense Motive

As for the cloak of resistance, if someone offered Merixia would take it. Her Reflex save is dismal.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

The inability to disable magical traps until level 6 is rather unfortunate. Would you be opposed to me multiclassing into rogue for this level and then later using retraining to swap it over to bard?


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I wouldn't, but I also will say that magical traps aren't... that likely to come up. There might be one in the first adventure, which takes you all the way to level 6.

But if you want to grab a level of rogue, don't let me stop you!


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Then I will stay with my current decisions for the moment. I just don't want to hinder the party because Thesius is not a true rogue and has some abilities that are delayed.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4
Merixia wrote:
As for the cloak of resistance, if someone offered Merixia would take it. Her Reflex save is dismal.

Elyda has the same issue with her reflex save. However, Merixia can have the cloak. I'll keep my eyes open for any future items. :)

Merixia:

Merixia, I think your Will save should be +6 before any bonus from the cloak ... Not sure if you have any other bonus to give you the +7 before the cloak. Apologies, if you do. :)


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I'll give Elliot a few hours to post in-character before moving us on.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

@Elyda: Ack, you're right! Sorry about that. Please don't hesitate to let me know when I've messed up my numbers, arithmetic is not my friend.


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I'm going to get a post up replying to everyone who's said something tomorrow.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Oh, I was hoping Elliot would remember about the holy symbol and brooch. No worries, I'll post about that.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Sorry? Oh, right - about his kid. Apologies, just posting quickly in between spending time with the family here. Though, he was asked about his name/introduction first.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I'll be throwing up a response before the end of the night. Just got home a little bit ago.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

Elyda is happy for Thesius to have and use the +1 morningstar, if he is interested. If he isn't, then she'll accept the weapon.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

He can use it, but has no issue with her having it if it suits her better than her current weapon/s. She tends to be on the front lines outputting damage and he has other tricks up his sleeve should he need them.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

It's fine, Thesius. Elyda has a common morningstar as her secondary weapon and she has her judgements and spells.

The +1 morningstar can aid you more (as I don't think you have a bludgeoning weapon).


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When you've got the chance, Elliot, I would like to see your level up stuff. I get the sense things have been a bit busier on your end, though, so take your time - we're probably not going to need them for a bit.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Sounds good Elyda. I'll adjust his sheet to take the new weapon into account.


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

Yeah, I thought Id have more time to write during this vacation but that has proven false.

I'll try and level him up tonight. It's a very busy day today as we have visitors and a birthday here at the vacation park. His basic info is +7 hp, +1 spell per day. He learns two level 1 spells known, guess i'll go with liberating command and shield.

His arcanist exploit i'll change to dimensional slide for positioning purposes. Both his main spells are cones.


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Sure thing. Like I said, no big rush there - we won't be in combat for awhile, unless you want to rush off to kill the cultists.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I have updated the available statuses in the Status column to include Given Away. This will also highlight the line red so we know it's no longer with the party. I will also update the Sold status to do the same.

Please step in with your thoughts on what items should be kept and sold. I'm going to do some new calculations on what Thesius is carrying as he will want to go back down to a light load before they set out.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Are Anevia and Aravashnial spending the night with the healer, or are they with the party now?


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The former, Merixia.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

So, what can we buy or barter from Seer Opoli and/or Neathholm's merchant or quartermaster? Off the top of my head, here are some mundane or low-level items that might be a good idea to pick up:
- A bedroll that is not Millorn's ratty one (whatever number we need to have 1 bedroll per person)
- Backpacks if needed for Horgus, Anevia and Aravashnial so they can carry their bedrolls
- A crowbar or some digging tools (in case our way out is partially blocked somewhere)
- A compass (+2 on Knowledge: Dungeoneering checks to avoid getting lost underground, or on Survival checks aboveground for the same purpose)
- Verene would like to get rid of her extra lamp oil and instead buy an alchemist's fire if available
- A few cold iron arrows for Anevia?


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Thesius could probably use cold iron arrows as well. I agree that a crowbar could come in handy, same with a compass.

Sorry for the delay, folks. I haven't felt well for the past couple days. :/


M Aasimar (emberkin) Arcanist 2. HP 14/16. AC 16/FF 14/T12. Perc. +1. Init +2. Saves: F +2, R+2, W +4. CMB +0 , CMD 12. Spells: level 1 0/4. Reservoir: 0/5. Conditions: None.

I'm afraid I wont be able to post until tomorrow night. Sorry :( Elliot will accompany his teacher to the loremaster and tey to learn their customs.


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Oh, right. The magical items that are immediately available over at Seer Opoli's are 8 +1 arrows, a +1 buckler, a ring of protection +1, and an earth elemental gem. She also offers a number of potions - 1st level only, but there're a few.

That said, given that many of these are probably out of your price range, I should point out that the expectation is for you to make forays into the enemy base, before returning to Neathholm. If you don't find a safe haven on the surface, returning to Neathholm is also an option then.

EDIT: Don't worry about the business of life, guys. I know how that feels.


F Archon-Blooded (Lawbringer) Inquisitor (Cold Iron Warden) 3| HP 24/24; AC 18 (3 mins) Touch 11, FF 15; | F:+5, R:+2, W+6| Init +4; Perc +9| Darkvision 60ft |Corruption Resistance (Good) 1/1 | Judgement 1/1 |Touch of Good 6/6|Track Teleportation 1/1|Channel Energy, dmg 1d6, 3/4

I'm going to have a very busy day ... and I've hurt my back and neck so I need to go get an adjustment for that, as well. I will post for Elyda when I can, today. Apologies.


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Oof. Hope you heal swiftly, then.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Merixia got the cloak of resistance +1, right? I suggest we get the +1 buckler for Elyda, then. The ring of protection +1 would be good for Elliot or Verene.


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The buckler costs a whopping 1005 gp, and the rest are more expensive. Like, 2000+ gp, with the exception of the arrows, which are... 40 gp each.


F Tiefling (Hellspawn) Cleric of Ragathiel 7 | Hierophant 2 | HP 65/65 | AC: 19 (11 tch, 18 ff) | CMB +10, CMD +21 | F +8, R +4, W +11 | Init +3 | Perc +14, SM +18 | Destructive Smite 8/8 | Touch of Good 8/8 | Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 2/2 | Mythic Power 7/7 | Effects:

Darn. Well, maybe after we raid the cultists.


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

Power went down here, so I may not be making another post tonight. Depends on when power comes back up.

It may be hard to come up with the funds for magic items right this moment, but it would be worth looking for how much the statue is worth.

If we are bartering, we may be able to get more than half price value out of the normal items.


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All true.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

Buckler might be out of reach, but I agree it should be the first priority after smaller costs (mundane items, spell copying) if we do end up having the funds. :) Hope your back feels better soon, Elyda!


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There're also a handful of CLW potions, if you feel you want some. Those should be within reach at 50 gp per.


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Oh, wait, were you waiting on Opoli, Verene & Merixia?


Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 40/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 5/7 | Spells 1st - 3/5 2nd - 0/4 | Current buffs: n/a

I'll be getting up a post here in a bit.

Edit: And let the ball start to roll again.


NG F Human Wizard (Diviner) 7 | Archmageᴹ 2 | HP 48/48 | AC 18 T 14 FF 15 | Prescience 8/8 | Mythic Power 7/7 | CMD 14 | Fort +5 Ref +7 Will +8 (+2 vs. insanity/confusion) | Init +13 (and Forewarned) | Perc +14 (+15 Thamyris) | Conditions: arcane eye 7m, alter self 9m (Small kobold), heightened awareness 60m, tears to wine 60m, mage armor 7h, endure elements 24h | Thamyris: HP 24/24; AC 20 (T 16, FF 18) | Conditions: -

I wasn't sure if going to see her and doing any bargaining would happen that evening or the next morning, and I didn't want to skip past it if we were supposed to meet her as a scene. So, next morning it is. Verene will spend a little time on that. Maybe Elliot could copy a spell he wants from Millorn's spellbook first, then!

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