I'm not sure why the Melnat spoiler isn't opening either. I'll recreate to the best of my knowledge.
"Oh, Melnat. You remember her from the Consortium Day party, she was the gnome illusionist who did the puppet show. She's been setting up traps, she loves traps."
---
Kitoro scans the journal very thoroughly, and detects nothing. But Ansha detects magic radiating from it, strong transmutation magic.
Ansha furrows her brows and leans in for a closer look. As she looks over the journal more closely, she replies to Chauncy without looking up. "Ah, right. You know where those are? I'd hate to accidentally trip them."
Also, Kitoro, I don't know why but it just seems weird to me to have a foxgirl (kitsune) 'purr'. xD
Half of what she does is just an act. If a mark wants to hear a purr, she purs.
At the mention of puppets Kit freezes. Slowly she responds, "Puppets. I love puppets. I wonder if I could learn anything from her... Nah. More likely that she would learn from me. Well, maybe soon I'll get to teach her a lesson."
When she looks back, Ansha is staring at the journal oddly.
"You going to just look at that thing? May I...?"
Kit starts reaching again for the book, unaware of the peril she is putting herself into.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Rakesh picks through the relics. Having already recovered two pieces of the famed Sky Key, he looks for anything similar.
Perception:1d20 + 16 ⇒ (15) + 16 = 31
He throws a side glare at Chauncy.
"Have any relics of major significance been found down there yet?"
At the mention of traps, Rakesh nudges Kyra and nonchalantly glances down to his belt to show her his pack of thieves' tools, then gives her a wink.
Please make a caster level check. For expediency, the DC is 18.
Rakesh Manidhar wrote:
"Have any relics of major significance been found down there yet?"
Chauncy looks at Ansha, who presumably nods before he answers. "I don't know what's valuable or not. Melnat is pretty tight-lipped about value. But they've found a bunch of things."
From what Rakesh can tell, the relics in the cart are valuable, but presenting them as evidence of wrongdoing would be problematic. The journal is the best usable evidence.
Rakesh also spots the trapped latch on the journal. DC 31 (!) Perception to spot, Kitoro actually failed with the nat 19 earlier.
Okay, if anyone is going to attempt disabling the trap prior to Kyra's dispel magic attempt, we can retcon. Gonna move us along.
---
The only entrance to the excavated portion of this ruin is through a hole in the cave floor that leads to the ceiling in the ruin see Slide 5.
A ladder made of solid marble descends into the room.
Everyone climbing down the ladder, please make a Will save.
DC 18 Will save:
The ladder is real but the ladder material is an illusion - it's a simple wooden ladder.
---
The floor of this opulent marble chamber is covered with a hoard fit for a dragon; piles of coins and gems hold priceless works of art aloft. Intricate tapestries, sculptures, and illuminated manuscripts are haphazardly scattered atop the rest of the hoard. A sculpture in the northwest corner of a bull carrying a glowing green orb towers over the rest of the room.
The first person who climbs down make an additional Will save.
DC 18 Will save failure:
You see a shadowy figure in your peripheral vision and hear the whispering of unintelligible Thassilonian. But when you look, it's gone.
DC 18 Will save success:
You see a shadowy figure in your peripheral vision and hear the whispering of unintelligible Thassilonian. But its transience suggests that it's an illusion.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
"Quite an extravagant ladder for an archaeological dig site."
Rakesh remarks as he makes his way down the ladder.
Will:1d20 + 6 ⇒ (5) + 6 = 11
He gets to the bottom of the ladder and shines the light of his wayfinder on the piles of treasure, objets d'art, everywhere the glint of gold.
He is momentarily struck dumb in amazement.
"Can you see anything?"
He hears one of his teammate's call out anxiously.
Rakesh turns to look back up at the top of the ladder, and manages to call back,
"Yes. Wonderful things."
Will:1d20 + 6 ⇒ (6) + 6 = 12 "There's something else down here. A shadowy creature...
male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}
will:1d20 + 6 ⇒ (20) + 6 = 26
If there is room to fly, Roderick unfurls his wings and flies up....
Yes, Indeed as I saw it as well. Or rather thought I saw it in the shadows. Not sure it is real. I speak Thassilonian but even then, I could not discern the meaning of the ramblings.
Kit uses her want to cast heightened awareness on herself and then tops it off with heroism using her rod of extend. Then she descends, slowly, even tentatively, as she readies herself for some kind of trap or assault.
will st 1, herosim:1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 will st 2, herosim:1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
"Nothing but illusions. Probably the work of that Aspice agent. Nothing to worry about."
Suspicious of the statue, though, she keeps her distance and tries a detect magic on it to see if it is a magical threat.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
As the others make their way down, Rakesh is still completely awestruck by all the treasure.
"What the...? Why is all of this treasure here?"
He stares in wonder at the hoard.
"Is this what they're hauling out of here? This isn't an archaeological expedition. Those Aspis thieves are looting a tomb!"
He snarls.
Rakesh starts shifting coins and relics aside with his foot, looking for anything that resembles a component of the Sky Key.
"It is imperative that I find a piece of that Sky Key before they do. Hopefully they haven't already hauled it away."
female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4
will:1d20 + 10 ⇒ (1) + 10 = 11
Hard to say why they left it...perhaps it is warded like that book...Ansha might be able to determine what is affecting it. My magical knowledge is limited to that of a religious nature, unfortunately...
ooc]will cast detect magic and determine school of magic if any...[/ooc]
Did Chauncy go down with us? If so, and if he hears all of the anti-Aspis invective from her companions, she'll try to convince him that they're just disgruntled employees.
Ansha stows the booby-trapped journal in her handy haversack and dutifully follows down the ladder after the others. The enchantress maintains her detect magic cantrip as she descends, looking around the room as soon as she steps away from the ladder. "Hmm..."
It's up to you, but there will be no mechanical benefit or penalty to having him go with you or to stay guard and watch outside.
---
Kyra detects illusion magic all around them; most of the treasure here is illusory. However, in one corner, a few non-illusory items exist: a scrap of decayed fabric attached to an empty concealing pocket, and a dusty rose prism ioun stone, in addition to some loose gold.
There's only one exit, besides the route you entered from: doors to the east. Please place yourselves where you want to be when the doors open.
I assume Ansha also sees the magical auras, since she still has detect magic up from before.
As for Chauncy, Ansha will leave him behind and have him keep watching the entrance while they "inspect" the site interior.
Ignoring most of the 'treasure', Ansha moves to one corner and kneels down to stare at a decaying bit of cloth. After a few moments, she picks up the attached concealing pocket. Again, she says, "Hmm."
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Rakesh is flabbergasted as the others simply ignore the treasure and walk right over it.
"How can you all just ignore all of this treasure that has been looted from within?"
I'm hoping someone points out to Rakesh and Kyra that the piles of treasure is an illusion. Although, he did interact with it a bit. Any chance on a new saving throw? I get a +2 to Will saves vs. illusions.
Ansha glances over at Rakesh as he hyperventilates over the illusory gold. "It's all fake."
She pockets the pocket, then picks up the ioun stone. Recalling that she's read something about ioun stones and wayfinder before, she retrieves hers and inserts the stone into its indentation. "Hmm."
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
"Fake? FAKE!?! No, no, no. It can't be!"
Rakesh kneels down and swishes his hands through the gold coins, still in disbelief that it's all an illusion.
Eventually, he is faced with proof that it is all illusionary.
He stands back up, crosses his arms over his chest, and glances around in an unflappable demeanor.
"Humph. Yeah, I knew it all along. Just testing you all."
They're through the door on the east, but ... I need everyone to put themselves where they want to be on Slide 5 when the doors open. (Nobody finds any traps.)
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
"Step aside. I'll open the door. Just let me know when you're all ready."
Thinking for a moment before grabbing the door handle, Rakesh turns back to the group.
"What's the plan? Parley with them first? We're supposed to pretend to be new Aspis recruits, right?"
This elegant chamber opens to the heavens. Dragon carvings crawl over the columns, moving with each glance away. An altar rests to the east, topped with a pair of marble thrones. The thrones suspend a platinum peacock statue between them, its tail adorned with emeralds and sapphires cut to radiant perfection. The low susurrus of party chatter echoes from tastefully darkened corners.
The scene briefly flickers, revealing a mud-covered hall, stripped and looted, before the glamer returns.
No light illuminates the edges of the room. The area inside the pillars is dimly lit. 20% miss chance to those without low-light vision or darkvision.
DC 30 Knowledge (religion:
The altar is the Altar to the Peacock Spirit (a long-forgotten Thassilonian deity), a work of art worth tens of thousands of gold pieces.
As soon as Rakesh opens the door, he and Roderick spot a trap - the floor has been rigged with shocking runes (yellow square).
Three individuals - two larger humanoids and a shorter humanoid - lurk in the far end of the room. They seem to be unaware of you until the door opened. You will have a surprise round.
Kit (who would have had her rod out) casts an extended good hope spell before anyone can get out of range and starts up a performance. Her finger puppets already in place for the party, she just snatches a couple for the opponents and off she goes, making the enemies get plastered with lots of whiny yelps.
Keep in mind the bonus types. Inspire Courage gives a competence bonus, Good Hope gives a morale bonus, and for those of you with Heroism, that is also a morale bonus. Don't bother with a Bless spell if you got that as it is a morale bonus and does not stack. So you probably get a +4 to hit and damage (+2 competence, +2 morale), and a +2 to saving throws (+2 morale).
Ansha moves to the door as Rakesh opens it. Spotting a few figures inside, she gestures inside and remarks quietly, "Looks like the welcoming committee."
As she speaks, she hides a spell behind her words, and as the hidden incantation completes, a wave of disorientation washes over the three presumable Aspis agents.
Casting confusion (DC23)--should be able to get all three within the 15 foot radius burst. Per Covert Spells, it takes beating both her Bluff and Sleight of Hand rolls to notice she cast the spell. Per Subtle Enchantments, if any of the three targets makes his/her save, they have a 50% chance of not noticing that they made a Will save.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
"Darn it! Large area of floor ahead is covered in shocking rune trap."
He says to his teammates.
"I'm only skilled with locks and mechanical traps."
He shakes his head in disappointment.
He quickly draws his bow and strongly considers setting off the trap so that his friends don't have to worry about it. He lifts a foot to step in, pulls it back, then hesitantly lurches forward again and stops just before the trapped area.
(Took a 5' step forward.) "I can handle a strong jolt of electricity. I hope it doesn't hurt too bad."
Buffs & Stuff:
Adamantine arrows: 17/20
Cold-iron arrows: 13/20
AC: 21, t 14, ff 18
hp: 67/67
In hand: bow
Buffs: Inspire Courage: +2 competence bonus to attacks, +1 morale bonus to saves vs. charm and fear.
Good Hope: +2 morale bonus on saves, attack rolls, ability checks, skill checks, and weapon damage rolls.
Hmm. Something about the setup just struck me as anti-diplo. Though nothing Kit did was offensive so we still could have tried talking, but there is that confusion spell. I'm happy though. I rather enjoy a well placed confusion spell.
The initiative order is more for the trap than for the humans. You're free to try diplomacy in combat, but only during Round 1 - you can't talk to them, and then get a surprise round. If you'd like to speak, please either pass your surprise round or do something that won't attract their attention.
I'll allow Ansha to retcon if she wishes, although I believe the way she's casting might be an exception to "you can't surprise them if you attack them." I'll mull on / research it for a bit.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Rakesh chuckles at the sight of the three confused Aspis agents.
"Alright. I'm rushing in. Going to get behind that pillar to the north of those agents and wait for the confusion to wear off. Wish me luck."
Taking a deep breath, Rakesh rushes across the electrified floor to the pillar.
Reflex & guidance:1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Buffs:
False Life, dur 8 hours
Heightened Awareness, dur 80 min
hp: 95 of 86
Ehm decides to wait and see what the response is to Ansh's intro. Still just peeking around the corner to see if explosions are needed.
stealth:1d20 + 7 ⇒ (5) + 7 = 12
But if they look, they probably see him.
perception to see how they react or if they are trying to hide something:1d20 + 17 ⇒ (20) + 17 = 37
Kit maintains her performance, just in case, though she modifies it a little bit to show them fighting amongst themselves. Other than that she is going to hold her action until one of them tries something offensive on the party at which point she will cast a blindness spell on the aggressor.
Player Name (optional):
Character Name (required):
Character PFS# (required):
Character Level (required):
Character Faction (optional):
Slow/Normal Advancement (Normal default):
Replay? (Y/N):
Day Job (go ahead and make your roll):
Player Name (optional): Ansha
Character Name (required): Ansha Saeralyan PFS
Character PFS# (required): 16188-3
Character Level (required): 9
Character Faction (optional): Dark Archive
Slow/Normal Advancement (Normal default): Slow
Replay? (Y/N): No
Day Job (go ahead and make your roll): Knowledge (local) via Information Brokerage vanity:1d20 + 14 ⇒ (19) + 14 = 33
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Player Name: C. Dragos/Roll4initiative
Character Name: Rakesh Manidhar
Character PFS#: 17148-6
Character Level: 9th
Character Faction: Grand Lodge
Slow/Normal Advancement: Slooow.
Replay? Nope.
Day Job: Hunting Lodge vanity, Greenheart's Blessing, Wayfinder:
Survival (take 10):10 + 15 = 25 = 50gp
If Fuzzfoot does not join us, would you rather play with 5 (pros: space for him to jump in later, faster game start), or recruit 1 more (pros: additional PC, not that many PFS1 games nowadays)?
I bought a belt of physical might +2 con & dex. I'm also going to buy a few more spells for my book and probably a few scrolls. I will update the avatar as soon as I've completed those minor purchases.
I'm going to start leaving 1 slot open/unprepared of each level. That way it can be filled with an emergency/odd spell later.
I'm also willing to wait for a bit. And if he can't make it, it would be nice to give those few curmudgeonly souls still playing PFS1 another chance.
if it's just going to be four of us, i'll bring in Kyra...we're a bit short in the healing department...if we have a healer, i'll bring in merisiel...
Player Name: Paul McCrory/grimdog73
Character Name: Carlin Ember
Character PFS#: 125048-16
Character Level: pregen 7
Character Faction: Grand Lodge
Slow/Normal Advancement: Normal
Replay? Nope.
Day Job: none...i'm a slacker
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Hey grimdog/Kyra. I'd like to suggest blessing of fervor instead of air walk for one of your 4th level spells and summon monster III to summon a lantern archon for a 3rd level spell. My favorite is using the lantern archon's aid at will to continuously refresh temp hp.
RPGBOT guide to summoning Lantern Archons:
Lantern archons have several amazing things going for them.
First, lantern archons are maneuverable. With 60 ft. fly speed, perfect maneuverability, and small size, they can get around easily in tight areas. With just 1 Strength and no hands that’s not always helpful, but you can easily squeeze a bunch of lantern archons into crowded dungeons and other small spaces.
Second, from a purely martial standpoint, lantern archons are a reliable source of damage output. They get two touch attack rays which deal 1d6 typeless damage. At +3 to hit they can hit the average touch AC at any CR about 50% of the time at the absolute worst, so you can reasonably expect that a lantern archon can deal 1d6 damage every turn. This means that lantern archons are a reliable combat option in nearly any encounter, making them an excellent option when you can summon 1d3 or 1d4+1 of them with higher-level summon spells. These attacks are made at range, allowing your summons to attack enemies well beyond the spells range without putting the archon directly in harms way and therefore at risk of being unsummoned.
Third, lantern archons have Truespeech, so they can speak and understand any language. That makes lantern archons a perfect translator, replacing the need for spells like Comprehend Languages and Tongues for the brief duration of Summon Monster. You can also issue commands to the lantern archon in any languages.
Fourth, Aura of Menace. Sure, the DC is only 13 but if you summon a bunch of them, your enemies need to save against each aura separately. Even after the spell’s duration expires, the effect lasts 24 hours.
Finally, the lantern archon’s Spell-like Abilities, all of which are usable at will. Detect Evil is situational, and Summon Monster specifically prohibits both teleportation, and spell-like abilities with expensive material components (like Continual Flame) but that leaves Aid. You can use Aid to buff your party and have a lantern archon run around in combat continuously refreshing everyone’s temporary hit points whenever they take damage.
Just a quick note to grimdog73: I did part of the introduction to 7-03 in the previous scenario (6-21), just to link the scenarios together. The party discovered the Aspis Consortium in the Tapestry, and found a note tying the Aspis to some kind of relic smuggling operation in Magnimar. So we're abruptly starting in Magnimar instead of having a Venture-Captain in Absalom tell you to go to Magnimar. :)
Stealing an item off of someone has a DC 20 Sleight of Hand; Kitoro didn't make that.
Sleight of Hand wrote:
If you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.
Hmm. Something about the setup just struck me as anti-diplo. Though nothing Kit did was offensive so we still could have tried talking, but there is that confusion spell. I'm happy though. I rather enjoy a well placed confusion spell.
The thing I love most about Ansha's Covert Spells ability is that she can cast clearly offensive spells, then turn around and lie through her teeth that she's completely innocent and her opponents are all just crazy, and try to do the Diplomacy thing even after throwing them all into chaos. It's about as close to having your cake and eating it too as an enchanter gets.
I'll allow Ansha to retcon if she wishes, although I believe the way she's casting might be an exception to "you can't surprise them if you attack them." I'll mull on / research it for a bit.
Nah, Ansha will let the confusion play out before she tries anything diplomatic.
So the small opponent (green) is a gnome. Are we able to determine what the others are? What kind of knowledge roll might we make to help figure them out.
(Antagonize) Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
I'm actually curious how that usage of Antagonize interacts with the confusion spell. I suppose if it counts as an 'attack,' the target would automatically target the Antagonist. On the other hand, if it's not an 'attack,' then I would assume that confusion would take precedence (possibly allowing Antagonize to work anyway, if 'act as normal' was rolled, or otherwise preventing the attack/attempt and thus the Antagonize failing, as in the quotation above).
(Antagonize) Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
I'm actually curious how that usage of Antagonize interacts with the confusion spell. I suppose if it counts as an 'attack,' the target would automatically target the Antagonist. On the other hand, if it's not an 'attack,' then I would assume that confusion would take precedence (possibly allowing Antagonize to work anyway, if 'act as normal' was rolled, or otherwise preventing the attack/attempt and thus the Antagonize failing, as in the quotation above).
Kitoro wrote:
Did the antagonize not work? The gnome should have targeted Kit with a spell or something like that if it did.
These two are linked. I'm actually not entirely sure how this should be ruled, however, the decision ends up being kind of made for me, because ...
Metagame:
The gnome is an illusionist (prepared spellcaster) and simply out of offensive spells (they have all these nifty battlefield control spells they were supposed to cast so their hirelings could murder you). Summon monster is the only attack they can muster right now, other than running for you with a dagger (1d4-2 damage), which I've decided would violate the "would harm them" clause of antagonize.
Rakesh attacked the gnome after Kitoro acted, so even if Antagonize counted as an 'attack,' the confusion would've forced the gnome to attack Rakesh (who attacked after Kitoro acted) and triggered the "the effect ends if the creature is prevented from attacking you" (i.e. Kitoro) clause of the Antagonize feat.
There's nothing in the confusion spell about whether it forces someone to attack with spells or weapons, but I personally have always assumed it addled the targets' minds such that they could do nothing but attack with what they have in hand when 'attack nearest target' was rolled or when the confused person was attacked.
The "would harm them" clause of Antagonize wouldn't apply because the confusion spell prevented the gnome from attacking anyone but Rakesh (the last person to attack the gnome), and thus ended the feat's effect, though.
We didn't really discuss it as a group, but if you want me to leave the evidence in place to 'officially find' later with authorities, just tell Ehm to put it all back.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Your PC should do what he wants to do. We're not telling you to "put it all back". Play your PC how you think he should act in this predicament!
This is a nail-biting moment for everyone!
Not sure if any of you heard about the terrible fires roaring through Boulder, Louisville, and Superior areas of Colorado, but, I got off my plane from visiting North Carolina only to discover we're in big trouble out here. As soon as I got off the plane and headed to the train station to get home, I could see the big cloud of smoke in the distance. Security personnel on the train said "If you are heading into the Boulder/Louisville area... Don't Go! It is on fire!"
Long story short... My wife's/mother in law's house is probably going to be engulfed in flames soon.
I hadn't heard of the fires until just now, but we've had similar problems all over California, and all I have to say is take care of yourself and your loved ones.
My mother in law's house did not burn down. She was on pre-evacuation orders but is safe now. The destruction from that fire in Superior & Louisville Colorado is insane. Most destructive fire in Colorado history. 500+ homes burnt to ashes.
Glad to hear family and home are safe. My wife and family had to drive thru storms in midwest yesterday and sister driving today. Tornadoes hitting all around them - but all safe so far.
LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
It appears we're going off track a bit.
"The challenge here is skill-based. There's a Sense Motive check to find out what checks may be useful, but Kitoro auto-makes it. The first challenge is to unsettle Sloan. The Pathfinders may throw him off balance by showing him the Writ of Authority, supplemented by a Perform (oratory) check. They may also try to goad him with Perform (comedy) or to point out deficiencies in his operation with a Perception check. Finally, they may try to get his goons to back off with an Intimidate check."
There's no Diplomacy check being mentioned, so, Kit should try the Perform check. Ansha probably succeeded on the Intimidate check.
Rakesh (and probably others) can auto-succeed to aid another on the Intimidate or perception checks if aiding another is allowed.
Ehm, Kitoro, Roderick: I need your information, or, a confirmation that nothing has changed since 6-21.
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The last scenario in this series is 7-09.
If you haven't been able to tell, non-Pathfinder life has gotten significantly busier for me since early December. I'm still capable of (and looking forward to) running it, but rather than the 1 post/weekday, 1 post/weekend standard, I will need to run it a bit slower - probably 2 posts/3 weekdays, and maybe 0 posts/weekend (I usually manage one, but just want to be up front about expectations).
I can set up a thread for that if there are enough people interested in continuing.
male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}
Player Name (optional): GM Aarvid
Character Name (required): Roderick
Character PFS# (required): 9884-9
Character Level (required): 8
Character Faction (optional):
Slow/Normal Advancement (Normal default): normal
Replay? (Y/N): y
Day Job (go ahead and make your roll):
Alchemist :1d20 + 16 ⇒ (4) + 16 = 20
Would have sworn I already filled this out for this scenario. {shrug}
Player Name (optional): Mark M.
Character Name (required): Ehm Sven Nien
Character PFS# (required): 30504-9
Character Level (required): 9
Character Faction (optional): Grand Lodge
Slow/Normal Advancement (Normal default): Normal
Replay? (Y/N): N
Day Job (go ahead and make your roll): craft alchemy:1d20 + 29 ⇒ (7) + 29 = 36 craft alchemy re-roll:1d20 + 29 + 1 ⇒ (11) + 29 + 1 = 41
And yes, I'd love to proceed to the next scenario.