Council of thieves book 1 sanctioned content PFS(1E) levels 2-4 (Inactive)

Game Master Merisal The Risen

Council of thieves book 1 sanctioned content PFS(1E) levels 2-4



Maps and slides

Any questions ask here


Maps and slides

For sanctioned content on an adventure path Pcs must be of appropriate level as per the chronicle sheet in this case 2-4

The chronicle sheet issued will give 3 xp and 4 prestige with the society faction of your character

I have also opened up a gameplay thread so you can stealth dot and keep track of the recruitment process (I will do some house keeping to remove failed appliacnts/those choosing to adventure elsewhere before we start)

Time for applications will close 24 hours after initial recruitment post

(mehen and grimdog count as having made applications)

The rules as I currently understand them is we can have a party of up to six with no changes to what is written in the adventure (the recruitment by Zarta is padding I'm putting in to explain why pathfinders are involved)

Sovereign Court

Female Kitsune (Nine Tailed Heir) Sorcerer 4 | AC 13/13/10 | HP 22/22 | CMD 14 | F+4,R+5,W+5 | Init+5, Perception+0 | Low light vision 60’ |

Hey GM, just checking in. Thanks for the lucky dice roll! I’ve sorted and deleted the gameplay thread.

Sovereign Court

Female Kitsune (Nine Tailed Heir) Sorcerer 4 | AC 13/13/10 | HP 22/22 | CMD 14 | F+4,R+5,W+5 | Init+5, Perception+0 | Low light vision 60’ |

*Dotted

Scarab Sages

Male Tengu Shaman 4 | HP 39/31 | AC 18 T 11 FF 17 CMD 15/14 | F+2 R+3 W+8 | P+14 | Init +1

Zubb Zubb
Female tengu shaman 5
N Medium humanoid (tengu)
Init 2; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 shield)
hp 38 (5d8+10)
Fort 2, Ref 3, Will 9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee meteor hammer +4 (1d8+1 B) or
. . sansetsukon +4 (1d10+1 B/19+) or
. . bite -1 (1d3 B & P & S)
Ranged rope dart -2 (1d4+1 P)
Shaman Spells Prepared (CL 5th; concentration +10)
. . 3rd—dispel magic, revenant armor; daylight[S] or heroism[S]
. . 2nd—burdened thoughts (DC 17), cure moderate wounds, false life; hypnotic pattern[S] (DC 17) or spiritual weapon[S]
. . 1st—bless, burning hands (2, DC 16), darting duplicate (DC 16), produce flame; color spray[S] (DC 16) or unseen servant[S]
. . 0 (at will)—guidance (at will), light (at will), stabilize (at will), touch of fatigue (at will) (DC 15)
. . S spirit magic spell; Spirit Heavens Wandering Spirit Ancestors
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 12, Int 12, Wis 20, Cha 13
Base Atk +3; CMB 4; CMD 15
Feats Combat Advice, Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Extra Hex[APG], Skill Focus (Perception)
Traits deft dodger, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +5, Fly +2, Handle Animal +5, Heal +9, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +9, Perception +20, Profession (tanner) +9, Ride +2, Sense Motive +6, Stealth +0, Survival +13; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Abyssal, Auran, Azlanti, Celestial, Common, Ignan, Minkaian, Tengu, Thassilonian, Tien, Undercommon
Combat Gear scroll of light (CL 5th), wand of bless (9 charges), wand of cause fear (15 charges), wand of cure light wounds (10 charges), wand of heightened awareness (50 charges); Other Gear breastplate, meteor hammer[UC], rope dart[UC], sansetsukon[UC], cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, handy haversack, headband of inspired wisdom +2, bedroll, candle (89), familiar satchel[UE], flint and steel, masterwork backpack[APG], spell component pouch, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, Galileo, 1,527 gp
--------------------
Special Abilities
--------------------
Ancestor's Council (4/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Gifted Linguist
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (mongoose named Galileo)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Stardust (4/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 2 rds.


Maps and slides

Had a rough couple of days hope to catch up tomorrow

Grand Lodge

Elf Male Slayer 2nd | HP:20/20| AC:19 T:15 FF:14 | CMB:5 CMD:20 | Saves F:+5 R:+9 W:+2 (+2 vs enchantments) | Init:+7 | Per: +8 | 30’

No worries, GM…

Sovereign Court

Lady Alya De-Qill Investigator - Psychic Detective [L4] [LN] HP 23/23|AC17/21,T13/17,FF14/18|F +1*/R+7/W+5|CMB +3, CMD 15|Init+3|Per+10| SM +8/+8* | Ins6/6 day | LLV 120' |

matters not, so long as you are safe and well :)

Grand Lodge

M Samsaran, N, Wiz 3, HP 20/20, AC 10/10/10, CMD 11, Per 2, SM 2, Speed 30, Active conditions: Arcane Mark

Oh crud! I just realized Zubb Zubb is level 5 now. I will have to replace with my Samsaran (boons rock) Enchanter.

His Bluff is flat out busted, but he needs it for his gimmick.

He had Improved Feint, and casts Spectral Hand. This means he can feint, even at range, then deliver a melee touch spell via Spectral Hand, and target flat-footed touch AC.

Pennel
Male samsaran enchanter (manipulator[APG]) 3
N Medium humanoid (samsaran)
Init 1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 20 (3d6+6)
Fort 3, Ref 2, Will 4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 (1d4 P or S/19+)
Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—comprehend languages, deathwatch, stabilize
Enchanter Spells Prepared (CL 3rd; concentration +6)
. . 2nd—spectral hand, spectral hand, touch of idiocy
. . 1st—aphasia[UI] (DC 15), corrosive touch[UM], long arm[ACG], touch of gracelessness[APG] (DC 14)
. . 0 (at will)—acid splash (at will), daze (at will) (DC 14), detect magic (at will), touch of fatigue (at will) (DC 13)
. . Opposition Schools Abjuration, Evocation
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 17, Wis 10, Cha 16
Base Atk +1; CMB 1; CMD 11
Feats Alertness, Combat Expertise, Improved Feint, Spell Focus (enchantment)
Traits fast-talker, magic is life
Skills Bluff +18, Diplomacy +5, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Linguistics +7, Perception +2, Perform (comedy) +4, Sense Motive +2, Spellcraft +14, Use Magic Device +10; Racial Modifiers +2 Bluff, +4 Spellcraft, +5 Use Magic Device
Languages Common, Draconic, Ignan, Infernal, Osiriani, Samsaran
Combat Gear wand of cure light wounds, wand of heightened awareness (45 charges), wand of mage armor (49 charges), alchemist's fire (3), caltrops, cold iron; Other Gear cold iron dagger (3), cloak of resistance +1, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, cracked pink and green sphere ioun stone, cracked scarlet and blue sphere ioun stone, candle (50), chalk (20), helmet candle[UE], inkpen, masterwork backpack[APG], paper (5), waterskin, winter blanket, wizard starting spellbook, Vivienne, 2,909 gp, 9 sp
--------------------
Special Abilities
--------------------
Abjuration
Beguiling Touch (3 HD maximum, 1 round, 6/day, DC 14) (Sp) Touch charms.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Evocation
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manipulator
Shards of the Past (Bluff, Spellcraft) (Ex)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.


Maps and slides

Apologies for the delay. I will be at a con this weekend but hope to pick this up on Monday. At which point you will find the wizard Ezren has been found guilty of wrecking his room at the inn and is to be carted off in the carriage being dispatched to fetch him from Citadel Rivad in the morning and intercepting said carriage is your best means of reeing him and other prisoners. Also Old Chelaxian is spoilerese


Maps and slides

Right lets get this game moving

You can either catch up on the gossip at Vizios or take the hint and head to the fiddlers dram and meet up with the mystery woman who comes with art work

Please also take the opportunity to add the relevant info to the slides linked in my gm line (I find it easier to find there than the campaign info ymmv)

Grand Lodge

M Samsaran, N, Wiz 3, HP 20/20, AC 10/10/10, CMD 11, Per 2, SM 2, Speed 30, Active conditions: Arcane Mark

Penell keeps an Arcane Mark on his body at all times, set up days in advance of any call. This matters due to the Magic is Life trait he has.

Grand Lodge

M Samsaran, N, Wiz 3, HP 20/20, AC 10/10/10, CMD 11, Per 2, SM 2, Speed 30, Active conditions: Arcane Mark

Yulau is way better at Diplomacy than Pennel and should take the lead on future conversations/rolls.

That said, if Bluff is an option, there's my massive bonus.


Maps and slides

My apologies I have appeared to have developed a gm writers block. As this scenario or whatever it is has not got anywhere I will treat it as a non event and your charcters are free to continue their pathfinder careers

I will talk to my friends about this as this is an unwelcome development for me

Community / Forums / Online Campaigns / Play-by-Post Discussion / Council of thieves book 1 sanctioned content PFS(1E) levels 2-4 Discussion All Messageboards

Want to post a reply? Sign in.