NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Earlier
Tiff smiles and nods at Kendra, "Yes. Well I thought it prudent. Hopefully its an unnecessary precaution. The password is correct horse battery staple."
Present
Tiff looks around and asks, "Investigate what?" It takes her a minute, "Oooooh!"
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore stands on the path to the Temple of Pharasma while his company verses off to investigate a side quest....
Grumbling about this not ending well (and particularly delaying their research ), the Cleric stomps off behind them to watch what horror waylays them.
Job security, I suppose.
Sure, Kendra will be with you for now to make an introduction at the Temple; she will go back to the Alarm-protected house when you head off to the Restlands.
You approach the memorial. The splotches resolve into a clear letter "V" at the statue’s base. Beyond that, additional blood is splattered elsewhere on the statue and on the ground nearby.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Muttering under his breath about ambushes, suckers and random splotches of blood is not generally a good sign, the Roaming Exorcist approaches the vandalized statue.
Picking up a rock, the Cleric prays over it, causing it to Light brightly. Holding it over the blood splatter on the statue, he asks Pharasma for Guidance before examining the stains.
Heal (Wis):1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13Not certain+2 from Healer's kit applies?
"Is it real blood, Master Carter? Not just an apparition of blood?"
She tries to recall any connection of the letter "V" to the late, great Warden Hawkran...
Knowledge(Local):1d20 + 8 ⇒ (14) + 8 = 22 Knowledge(History):1d20 + 8 ⇒ (13) + 8 = 21
And then she tries to determine if the blood forms any sort of trail.
Survival to look for trail:1d20 + 4 ⇒ (15) + 4 = 19
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore frowns at the clear symbol reference to the late wife of the warden, Vesorianna.
Somebody got to be starting something.
The Exorcist nods at Ismene's inquiry.
It is in fact real blood. Definitely mammalian. Possibly human.
He stands. He stretches.
Shall we be about visiting a haunted prison. I am certain this blood vandalized statue of a dead warden with his dead wife's initial in blood on it is just a coincidence...
The Pharasman doffs his hat as he prepared to continue.
Theodore sighs
Research first. Then haunted prison.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Tiff speaks the word, "Invenios" while circling one hand in a fist and then releasing the fist palm down. The back of her eyes then glow green like the back of a cat's eyes reflecting light in the night.
She then focuses on the area scanning around the blood.
Father Grimburrow greets you.
"Kendra. With the Professor's friends. What brings you here this morning?"
If you wish to ask for permission to use the archives of the Temple, please make a Diplomacy check. Kendra will be able to automatically Aid Another, but I'll let you all speak first. And up to you what else you tell the priest.
M Init +1 | AC 19 T11 FF18 | HP 28/28 | Fort +6, Ref +3, Will +4 | Perception+2
On the way from the statue to the temple, Quinn makes an observation. "Y'know, the 'V' could be for Councilman Hearthmount, his first name is Vashian, carried the casket with us. If we're dealing with a culprit active in the present rather than a haunting that is strictly stuck in the past. That'd give us a week to figure this out, and I suppose we'll have a good idea tomorrow."
---
Quinn sidles up to the temple and tries to set the priest at ease and butter him up for someone a bit more skilled to capitalize on.
"Good morning, Father. I do appreciate the wise words you had to say about the Professor yesterday, it never hurts to spread a little kindness in doing your duty, so I've found. But as to why we're here, we're following up on some of the Professor's affairs and have an inkling that your archives might be able to fill in some gaps."
Aid Diplomacy:1d20 + 6 ⇒ (10) + 6 = 16
He looks to the rest of the group to send the message home.
Male Varisian Human L3 Dirge Bard - devoted to Desna
Sorry, Paizo seems to have eaten a previous post I made. Or the internet glitched
"Good father, we also will be seeking your permission to make use of some supplies that the Church of Pharasma has in a cache that the professor knew about. I'll let the others explain exactly why we think we need the artifacts but I'd like to assure you that they will be used in ways that the Church of Pharasma would approve of"
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore begins expounding upon the merits of collaboration. The Cleric of Pharasma explains the disturbing things found in the late Professor's journal.
...and that is plainly not acceptable. The Way here!
Diplomacy (Cha) to Aid DC 15:1d20 + 6 ⇒ (2) + 6 = 8
The Exorcist seems to be choking on a spicy slimjim....
It is a DC 27 Diplomacy check to obtain access to the cache, so Marill hits it exactly. The Archives are a separate check, which so far has Aid Anothers from Quinn and Kendra (for +4), though somebody needs to make that. Anybody want to give it a shot?
"Well," says Father Grimburrow, "it’s possible that members of a previous hierarchy in the church hid some such resources in a crypt. I assume this relates to the spirits of Harrowstone? It is rumored to be haunted, and Professor Lorrimor had sought to investigate the place in the past. Yes, if you promise to put any resources you find towards the goal of putting spirits to rest, you may search the Restlands. Do not disturb the rest of those who have gone to the Great Beyond."
"Thank you, Father. Yes, there does seem some disturbance of a spiritual nature. We will continue to investigate but we need more information. We need to know more about the infamous Harrowstone inmates. It goes without saying that those souls who were wicked and malicious in their lifetimes are even more likely to wreak havoc upon the living from beyond the grave. Truly, we need all the guidance we can discover." Ismene made her plea as succinctly as possible.
Linguistic Oration in place of Diplomacy:1d20 + 8 ⇒ (15) + 8 = 23
Father Grimburrow looks doubtful, but upon assurance from Kendra he relents.
"Very well. You may use our archives for our research. Pharasma is a goddess of Knowledge among Her other responsibilities, and we keep detailed records of the matters of this town. Treat the records with respect."
Do you choose to first research in the archives, or first go to the potential cache? Although the research task should take a full day, the cache is a fairly short trip that I will say you can squeeze in before or afterwards. The order might matter.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Tiff ponders their priorities, "We should recover the supplies first. I feel as if the bloody V at the memorial is a concatenation to our current goals. We don't know who would commit such vicissitudes, what they know, or their current objectives."
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore nods in gratitude to his fellow Cleric of Pharasma. It almost seems as if he feels as if his brother in Pharasma doesn't even acknowledge his peer standing ...
Although the Roaming Exorcist does indeed understand that jealousy has an ugly side when it reacts its head....
Theodore points at Tiff as he also points at his nose.
Tell him about the blood on the statue. V for Vendetta.
Theodore nods in gratitude to his fellow Cleric of Pharasma. It almost seems as if he feels as if his brother in Pharasma doesn't even acknowledge his peer standing ...
Sorry about that! Poor rolls notwithstanding, Father Grimburrow should take note of Theodore.
The priest of Pharasma looks over the novice exorcist. The Church has many such individuals, but somewhat fewer with more experience... there is attrition in the profession after all.
"You. Theodore, is it? You serve the Lady of Graves. Make sure that your companions pay proper respect to our archives, our relics, and the Rest Eternal.
A bloody 'V' at the memorial, you say? Twice in the past three decades there have been youths trying to scare people with the specter of the Splatter Man. That may be all there is to it, or not. I will post guards tonight."
Father Grimburrow writes out a note and marks it with a signet ring.
"Permission to search the Restlands for this cache."
---
The false crypt mentioned in the professor’s journal is located in the northeast corner of the Restlands, near the junction of the paths known as the Eversleep and the Black Path.
The crypt itself is a freestanding granite mausoleum, the roof of which is decorated with a pair of leering gargoyle statues. A single stone door with a rusty-looking lock sits in the mausoleum’s south facade.
The lock is broken, its clasp melted by acid and then put back into place so that to casual observation the lock appears intact.
No tracks are evident; it has rained in the nearly 3 weeks since the Professor died, so you would not expect to find any.
"Let us remain vigilant and watchful, it would not do to be caught unawares in such a sepulcher." Ismene keeps an eye out for trouble as well as any carvings that indicate who is entombed within.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore frowns at the impetuous of youth. The Roaming Exorcist mouths a simple prayer, causing Light to appear on a rock he just picked up. Closing the distance to better examine the door, perhaps it's occupant(s) and any other clues that may present themselves, the Cleric begins ...
Perception(Wis):1d20 + 4 ⇒ (6) + 4 = 10
If (or whenever) applicable:
Unseen Revealed (Ex): bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled
...to get distracted by the others proceeding into the unknown.
Don't touch anything. Certain spectral activities are often triggered by relics.
Theodore follows them to the doorway to look inside...
You are unable to follow the tracks; you are all trying to stay out of each others' way and trying to not obscure the tracks, so you are mostly looking from the entry by the Light of Theodore's rock.
You take a few minutes to re-evaluate and try to follow the tracks again, or just press on through the doorways to the north.
You can re-try Survival checks to follow tracks every 10 minutes indoors.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Tiff pokes an index finger in the dirt tracks and then tastes it. "Pft pwt pleh. Why did I think that was a good idea? Well, either they're here and we have them trapped or they've already left. Forward? Sinister path?"
She sticks her hands in each of the niches making sure they're empty before moving to the left.
M Init +1 | AC 19 T11 FF18 | HP 28/28 | Fort +6, Ref +3, Will +4 | Perception+2
Quinn hoists his dusty old shield and holds his longsword at the ready. "If the may have already left, then we must take the sinister path." He shoots Tiff a grin.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore frowns at his sister.
Sinister path? Is that code for something? Either way if someone has already broken into this secret cache then they probably already left.
The Roaming Exorcist then chuckles.
Unless of course the ghosts and such got them. Guess we'll shall see.
Holding his Light out to aid in his sister niche tour, Theodore whispers
If we're lucky, they would have exhausted any traps already.
Ismene smiled and patted Theodore on the shoulder, her voice taking on a mildly lecturing tone, "I suspect your sister enjoys etymology, like myself. The origin of the word sinister bears no malice in it's context, it merely referred to the direction, "left". It was only later, when the direction and left-handedness became associated with "wrongness", as opposed to "rightness", you see, that the word gained the connotation for wickedness." She explained sharing an amused look with Tiff and Quinn.
I would have moved Ismene onto the map, but it's currently set to view only.
I would have moved Ismene onto the map, but it's currently set to view only.
Thank you. Fixed it.
What is the party's procedure for moving and searching? Nobody has Trap Spotter, so you do not get automatic checks for traps. Move action for active check every 10'? Only at doors or chests? Nothing to worry about this time, but let's establish that.
Tiff thinks the dust tastes like Old Man's Footsteps.
Both doors open onto a small chamber beyond. Down the stairs is another chamber, and in that one there is a large sarcophagus.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Tiff looks around curiously, and while holding a piece of cured leather in hand she intones, "Defendarius. Briefly a set of translucent chain mail appears on her body before disappearing.
Casting mage armor.
Seeing no immediate danger Tiff walks up to the sarcophagus and takes a look at it.
The lid of the sarcophagus has been moved, and Tiff can see inside.
Although there are gaps where objects seem to have been removed, other bundles remain.
These include:
A dozen silver-tipped arrows
Four sunrods
Two bundles of five arrows each
Two flasks of liquid
Four scrolls
A thin darkwood case decorated with an image of a scarab with a single eye glaring from its back
A rod decorated with Pharasman spirals
The darkwood case contains a thin wooden board printed with numerous letters and numbers, a small heart-shaped piece of brass on wheeled casters, and four vials. The vials are in velvet-lined indentations next to the board and piece of brass; there are ten indentations, but only four have vials.
Detect Magic reveals that the two bundles of arrows, the two flasks, the scrolls, the rod, the piece of brass, and the four vials are all magical.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore frowns as he peers over Tiff's shoulder.
I expected a bit more...spazazz. Anything magical?
Turning that frown upside down, the Roaming Exorcist begins looking a bit more closely at the sarcophagus.
Perception(Wis):1d20 + 4 ⇒ (6) + 4 = 10
Unseen Revealed (Ex):
bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Tiff speaks a word of power, "Invenios" while gesturing in a precise manner. Her eyes glow green again like at the stature. Without taking her eyes off the items she explains, "I'm deciphering the enchantments now, it takes a great deal of concentration."
Detect magic, taking 10 for 17 on spellcraft to discover the properties of up to 2nd caster level items. This will be standard operating procedure. If I miss an item I will roll on the following day.
"I can perhaps aid in identifying the liquid within the flasks and vials..." Ismene says as she steps closer and lifts one to examine it more closely by the light.
Tiff, Isemene, and Theodore are focused on examining the artifacts. But Quinn hears something moving! He turns his head to see two giant centipedes emerging from cracks in the wall.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore seems a bit put off by the sudden feeding frenzy from the...
Knowledge (dungeons) DC 5:1d20 ⇒ 14
Hell Serpents! Where!? Maybe we can get them to fend off these Giant Centipede!
The Cleric Strides further into the crypt away from the Giant Centipede.
He then Channels Positive energy!
Channel:1d6 ⇒ 5
Theodore looks nervous....
Fort DC 13:1d20 + 3 ⇒ (20) + 3 = 23
Probably not nervous due to the Giant Centipede poison, but mostly likely nervous about whether or not he left the stove on ...
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Dungeoneering:1d20 + 3 ⇒ (6) + 3 = 9So close
Tiff taps her chin thoughtfully and comments, "Infernal serpents are notoriously hard to control, Sammy. You'd think that Abyssal serpents would be harder but you'd surprised. Abyssal serpents..." Tiff glances in her brother's direction to see what the commotion is as he flees for his life and her eyes light up. She begins to count the legs on the giant centipedes harassing them while her head grows a set of antlers that end in sharp points. She charges...
Gore!:1d20 + 4 ⇒ (4) + 4 = 8
...and trips over Marill's foot as he steps in front of her.
Targeting one in front of Tiff, which should be the opposite of Maril's target. Tiff, Quinn and the other critter will take 1 splash damage. Sorry, but it's way better than my bomb's splash. Will be taking Precise Bombs at first opportunity... >.<
Ismene's bomb destroys both creatures, but splashes Tiff and Quinn.
1 damage each.
Ismene is able to identify two of the flasks as being Potions of Lesser Restoration.
The four vials don't seem to be potions at all. They have stylized cold-iron casings etched with strange runes as well as the spiral of Pharasma. Within each vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. Tiff is unable to identify them. Take 10 is not enough. You can roll tomorrow, but also keep in mind that Kenda typically has Identify prepared if you want to bring things back to her.
Tiff identifies the scrolls as Detect Undead, Hide from Undead (2), and Protection from Evil.
There is nothing else of interest in the tomb, and no bodies buried here.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore begins to straighten his hat, while removing himself from behind the sarcophagus. The dignified gentleman brushes dust off his jacket, as he ventures about suspiciously, peering at every nook, cranny, cranny and nook.
Taking 20 Perception 24 to Search for trap doors, secret doors, or and other egress not apparent.
Something seems off about this. Obviously someone beats us here and took important things that probably allow them whatever shananagins at the Prison.
Theodore finds nothing hidden. There are cracks in the walls that the centipedes came through, and perhaps there are more somewhere, but nothing easy to get to.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Earlier
Tiff screams, ”Aaaaaaah!” as her face is slightly burned while she’s leaning over the now dead centipeded fiendish serpent.
Now
Tiff pouts as she’s unable to decipher the enchantments. But she quickly brightens as she figures out the scrolls. She comments, ”This one here will let us see traces of the living impaired, it will only last one minute unfortunately, while these two here will let one of us not be detected at all by them. And finally this is a standard ward against evil.”
She tosses the hide from undead scrolls at Sammy, ”Catch!” She folds the remaining scrolls in half and wedges them into her spellbook.
Knowledge on darkwood case scarab:1d20 + 7 ⇒ (6) + 7 = 13Arcana, planes, religion, geography, history.
She pulls out the wooden board and brass planchette, ”This is a Oui… a spirit board. Since the planchette is enchanted I expect it will help us to contact real apparitions rather than being a fun party game for sleepovers. The vials obviously have something to do with the spirit board, maybe they can be used to contain apparitions contacted?”
She gently hands the board to Quinn, ”Would you kindly carry this until I have more time to thoroughly examine it?”
She nods to Ismere and lets her keep the potions, ”Thanks!”
Holding the rod and arrows she shrugs also handing them to Quinn to carry.
When Sammy complains, ”It was very likely the professor who took them! In any case I’d like to consult with Kendra about these items, she’s a talented wizard and may have some insight into their operation. Do you think it would be too much a strain for her?”
I made a simple loot tracker. It's not meant to keep everything on it, just so that we don't lose items because we don't identify them right away. Once items are identified I will suggest that they be taken by particular PCs, feel free to claim items you want in a post. Non-identified items will remain on the list, as well as items I think should be sold. Once I've suggested items be taken by particular PCs or they are claimed in a post I will take them off the tracker.
Welcome! Feel free to make adjustments to characters now that you see who else is in the game and what you think the party might need.
I know that this recruitment was a bit quirky with its grognard style, but I hope it will be an enjoyable game. I appreciate you giving it a chance and submitting characters.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore Samuel Walden Carter appraisal of his younger sister as the elder gentleman stalks up to her seems to be judgmental....
Hello All!
Thank you for giving Theo's elder brother a chance at infamy!
Theodore isn't Insane, nor does he have The White Rabbit, but he does see, speak, properly handle dead people, places and things.
Theodore is a bit stern, but that is mostly a side affect of his profession.
Feel free to post in Gameplay whenever you like, but I imagine it will be a couple of days before we really get started. Let everyone finalize their characters and so on (retraining will of course be possible down the road).
I did want to ask a question about the Variant Multiclassing. I've not used that system before...
Would it be possible to pick up a singular Investigator (specifically the Empiricist) class feature? It's all I would want from the secondary class.
Ceaseless Observation (Ex):
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
If not, I'll shore up what I can with the feat Additional Traits instead.
I wasn't allowing Additional Traits - basically, I feel like the Traits system is so badly designed that it fails at its intended goal of "fleshing out your character's background." So just the 1 campaign trait to provide a storyline connection to the Professor.
Investigator is not one of the options for Variant Multiclassing. I do understand that Int-to-everything is appealing, but again, this AP was written before Investigator, before Unchained Rogue... it shouldn't be that necessary to optimize skills that much. I don't think you will be at all behind what the AP expects you to be able to handle.
There are also the facts that 1) the rest of the party will be able to cover some gaps (the bard, cleric, and cavalier are decent or good at face skills), and 2) this is a caster-heavy party, so at mid-to-high levels there could quite likely be a lot of bonuses to checks.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Well played, Bluedove! I am still deciding on his personality. He probably won't be as eccentric as a certain Holistic Detective we know...lol.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
As far as reworking my character to fit the party. I'm pretty dead set on being a transmuter with battleshaping. The general plan is to buff people and step into melee if needed. I'm open to suggestions for spell selection or skill assignment. I have 19 gold to spend but I'm not terribly certain what to spend it on.
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore couldn't properly chide her for being late, because, well, Wizard ..
Well played, Bluedove! I am still deciding on his personality. He probably won't be as eccentric as a certain Holistic Detective we know...lol.
It will be hard to top Dirk for quirks... ^_~
I'll be feeling Ismene out personality-wise too. Pretty good bet she'll be studious and reserved, at least until she lets loose her inner know-it-all and starts blowing s#!+ up. XD
Arcane Sight, Clairvoyance/Clairaudience, Dispel Magic, Force Anchor, Gaseous Form, Glimpse the Hidden, Halt Undead, Lightning Bolt, Magic Circle Against Evil, Nondetection, Pierce Disguise, Secret Page, Suggestion, Tiny Hut, Tongues, Wind Wall
Arcane Eye, Detect Scrying, Eyes of the Void, Hypercognition, Remove Curse, Purge Spirit, Resilient Sphere, Scrying, True Form
While this is quite a haul for 1st-level PCs, he logically would have a spellbook (unless I determined that he normally stored it with Secluded Grimoire and it is now unrecoverable). I tried to put in spells that an investigator/explorer wizard would reasonably have, with a smattering of offense but mostly divination, abjuration, and utility. And, much of the value of this spellbook won't be of actual use to you until much later.
Sorry to report but my laptop has crashed. Trying to troubleshoot but my coverage has expired so if I can't fix the problem, it may take some time before I'm up and running again. I will keep you posted.
NG Female Human | Wizard 3 | HP 23/23 | AC 19, Touch 14, FF 15 CMD 14 | Fort +4 Ref +6 Will +2 | Init +4 | Perception -2 | Speed 30ft | Conditions: mage armor, darkvision, see invisibility; Loot
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Reduce Person, Magic Missile, 2nd: Darkvision, See Invisibility, Resist Energy
Level up summary
+7 HP
+1 BAB
+1 Will
+1 Spellcraft
+1 Linguistics (She now speaks Abyssal)
+1 Arcana
+1 Planes
+1 Religion
+1 Geography
+1 History
+1 0th slot
+1 1st slot
Feather Fall
Monkey Fish
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
Theodore Samuel Waldan Carter
Race
Human
Classes/Levels
Cleric (Roaming Exorcist) 2
+1 BaB (lol)
+1 Fort/Will
+7 hp
+6 Skill Ranks
+2 BG
Spells
+1 Orison
+1 1st
Roaming Exorcist Ability
Spirit Sleuth (Ex): At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).
Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 18/24 Fort +4 Ref +3, Will +6 (+2 Fear) Perception +6 (+1 Haunts) Conditions Light
M Init +1 | AC 19 T11 FF18 | HP 28/28 | Fort +6, Ref +3, Will +4 | Perception+2
GM Aldizog wrote:
@Quinn - the Ghost Mount only gets 1 skill rank per level because of the Int penalty, correct?
I was going by this in the Phantom entry, which specifically mentions getting more skill points if Int is high enough but doesn't say anything about getting fewer with a penalty.
Skills: This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.
Can I attune to my battleshaping natural weapons? Also might be important to know how it works for natural weapons when I polymorph.
I'll start with Mark Seifter's rule and adjust for polymorphing. Attuning to 1 weapon means 1 natural weapon at a time but this can change with your form. Attuning to 2 weapons means all natural weapons unless you have "terribly many" as Mark says. Let's say up to 4?
Quinn Harwood wrote:
GM Aldizog wrote:
@Quinn - the Ghost Mount only gets 1 skill rank per level because of the Int penalty, correct?
I was going by this in the Phantom entry, which specifically mentions getting more skill points if Int is high enough but doesn't say anything about getting fewer with a penalty.
Skills: This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.
Int modifiers apply to skill points per level whether positive or negative, so "2+Int modifier" means the default Phantom should be at 1 per HD with its 7 Int. The best explanation I have seen is that Outsider phantoms actually have 6+Int skill ranks per level, and then -2 for a 7 Int and a further -2 for the 2 preassigned focus skills. That's why there was no provision for Int being lower than the base value, because for a normal phantom it can only go up (by assigning points every 4 HD).
Now, Ghost Mount differs from the standard Phantom in a number of ways, such as Animal type and lower Int. A standard animal companion has 1 skill point per HD, a Phantom has 2 skill points per HD, the Ghost Mount is not quite either. The two changes of type and Int make me inclined to give it 1 skill point per HD.
Besides the skill ranks, there are a ton of other puzzling gaps in the rules as relate to the Ghost Mount:
The mount's Str never advancing would mean it would often be encumbered until you put ability points into it (light load for a 16 Str quadruped is 230 lbs) - I would allow you to increase Str and Dex as a typical animal companion instead of Dex and Cha
The lack of bonus tricks would seem to mean that the mount, despite being a phantom, might need to be pushed to attack unnatural creatures until you could put a point into Int to teach it new tricks - I would allow bonus tricks as a typical animal companion, and not require the additional trick to attack unnatural creatures. Or maybe it doesn't need tricks at all despite being an animal with Int 2?
It starts with only 1 (non-maxed) HD instead of 2, though DR 5/slashing should mitigate this a little;
The interaction of its three non-slam attacks with scaling phantom slam damage is unclear;
The BAB is unclear - do you use the Phantom table (which is BAB=HD as typical Phantoms are Outsiders) or apply the normal Animal progression (BAB=3/4 HD)?
It's likely but not certain that Phantom Ally would work for multiclassing;
The shared magic item slots (like a spiritualist has with its phantom) might significantly impact the mount's survivability;
It's unclear whether or not the Ghost Rider gets the "Shared Consciousness" feature for the bonus on mind-affecting saves while the ghost mount is stored.
Welcome to hear thoughts on any of these. I think it's a fantastic archetype but there are some gaps.
M Init +1 | AC 19 T11 FF18 | HP 28/28 | Fort +6, Ref +3, Will +4 | Perception+2
GM Aldizog wrote:
Quinn Harwood wrote:
GM Aldizog wrote:
@Quinn - the Ghost Mount only gets 1 skill rank per level because of the Int penalty, correct?
I was going by this in the Phantom entry, which specifically mentions getting more skill points if Int is high enough but doesn't say anything about getting fewer with a penalty.
Skills: This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.
Int modifiers apply to skill points per level whether positive or negative, so "2+Int modifier" means the default Phantom should be at 1 per HD with its 7 Int. The best explanation I have seen is that Outsider phantoms actually have 6+Int skill ranks per level, and then -2 for a 7 Int and a further -2 for the 2 preassigned focus skills. That's why there was no provision for Int being lower than the base value, because for a normal phantom it can only go up (by assigning points every 4 HD).
Now, Ghost Mount differs from the standard Phantom in a number of ways, such as Animal type and lower Int. A standard animal...
I understand how int penalties interact with skill points in general. I was looking at the emphasized words here and interpreting them as a specific exception establishing a minimum.
Quote:
This lists the phantom’s total skill ranks. [...] Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.
In the end, you're the GM.
Regarding the other cases, I agree that there are gaps, there's also an open question of class skills and available feats from the more typically built animal companions. I built assuming the phantom stat block as written, with the specific changes made from the archetype, and otherwise will have to get back to you on more specifics when I have more time later in the week to deep dive, but I will ask - if the phantom statblock is rebuilt as an animal type, why even make it a phantom to begin with?
... but I will ask - if the phantom statblock is rebuilt as an animal type, why even make it a phantom to begin with?
Good question. And if it is a phantom, why change its type to Animal instead of keeping it as Outsider?
I have no idea why they decided to do it that way.
The archetype gives up a lot, and cavalier isn't OP to begin with, so I'm comfortable erring on the side of leniency here. Even so, saying "this one type of creature only applies positive modifiers to skill points, never negative ones" would be so strange and incongruous with the rest of the rules that I can't imagine that is what was intended. Such an exception would be more clearly spelled out, I think.
So I will say it is Type Outsider (Phantom).
1) Skill points are base 6/HD, with the -4 Int modifier that makes it 2/HD.
2) Does not need tricks
3) BAB are equal to HD
4) Does not get the scaling slam damage, but does get the animal companion boosts to Str/Dex instead of Dex/Cha
5) Does not grant the Shared Consciousness feature
If you want either an Animal Companion feat or a Phantom feat, run it by me. Will probably be fine.
M Init +1 | AC 19 T11 FF18 | HP 28/28 | Fort +6, Ref +3, Will +4 | Perception+2
GM Aldizog wrote:
Quinn Harwood wrote:
... but I will ask - if the phantom statblock is rebuilt as an animal type, why even make it a phantom to begin with?
Good question. And if it is a phantom, why change its type to Animal instead of keeping it as Outsider?
I have no idea why they decided to do it that way.
The archetype gives up a lot, and cavalier isn't OP to begin with, so I'm comfortable erring on the side of leniency here. Even so, saying "this one type of creature only applies positive modifiers to skill points, never negative ones" would be so strange and incongruous with the rest of the rules that I can't imagine that is what was intended. Such an exception would be more clearly spelled out, I think.
So I will say it is Type Outsider (Phantom).
1) Skill points are base 6/HD, with the -4 Int modifier that makes it 2/HD.
2) Does not need tricks
3) BAB are equal to HD
4) Does not get the scaling slam damage, but does get the animal companion boosts to Str/Dex instead of Dex/Cha
5) Does not grant the Shared Consciousness feature
If you want either an Animal Companion feat or a Phantom feat, run it by me. Will probably be fine.
I'm fine with all that, that keeps things pretty simple. Outsider/phantom class skills too?
For feats, I had picked Nimble Frame and Surefooted, if youre good with those, to ease the large size moving around close quarters like dungeons. I can pick others if those are problematic.