Male Aasimar Cleric 2
Adakos will accompany Rees, keeping an eye out for the sort of thugs and rogues that are typically attracted to port taverns. Last thing we need is trouble here. His gaze passes across the room, looking for any obvious threats, before falling upon the woman at the bar. He takes in her details before returning to his watch, his eyes fixed on the front door.
Male Aasimar Cleric 2
Adakos takes note of the wayfinder on her neck, and smiles at the woman, "Excuse me, but we heard you were the best captain in this town, and my friends and I are seeking transport to Escadar. Would you perhaps be willing to negotiate with us on this? I assure you we would be no trouble." Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20
Male Aasimar Cleric 2
For future reference, since it is obvious that everyone is sick, Adakos will treat the party members as needed. Since it wasn't obvious that everyone was diseased I did not roll for this. But not doing so when I am able would be foolish. Adakos' head hurts the next morning and he curses himself for not seeing the warning signs sooner. He makes preparations in the morning for the party to set out on the next leg of their journey.
Male Aasimar Cleric 2
Just realized I failed to respond to the last update, my apologies! Adakos, glad to be out of the accursed swamp, helps the group set up camp for the night. Eager to put this leg of their journey behind him he is restless that evening, longing for the dawn and the promise it brings of putting them closer to their objective. He offers to take his watch as needed and spends most of his time preparing himself for the remainder of the trip.
Male Aasimar Cleric 2
Adakos stands up after examining the various tracks and activity through this part of the swamp. "I don't see that this house is of critical importance to our mission, and we are on a schedule. I for one am for continuing on and letting this person continue their strange culinary pursuits. We have a ship to catch, and I am all for getting out of this swamp as soon as possible."
Male Aasimar Cleric 2
Not the kind of place I'd want to live in. Adakos whispers to the group as they study the dwelling, "I would warrant caution before approaching any dwelling in this foul place, as I can think of few sane beings who would choose to live in such a location as this." And blue smoke? What on Golarion makes blue smoke? He sniffs the air for any indication of what might be burning inside the curious home, then proceeds to look around on the ground for signs of recent activity or passage. Survival Check: 1d20 + 3 ⇒ (8) + 3 = 11 Perception Check: 1d20 + 5 ⇒ (16) + 5 = 21
Male Aasimar Cleric 2
Adakos will take some time to assist Orik with his ailment, providing his assistance with helping the dwarf fight off the disease. Using heal for treatment - Treat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease. Heal Check: 1d20 + 7 ⇒ (6) + 7 = 13
Male Aasimar Cleric 2
Personally, I hate scenarios where the writer, in a fit of laziness, thinks a massive series of skill checks is the best way to challenge a party, knowing that random odds will mean that everyone fails at least once. I'm glad they did away with this one! :) Adakos breathes a sigh of relief as they come to more stable ground, doing his best to wipe the muck and filth from his clothing and armor as they stop to catch their breath. Calling upon Sarenrae he uses his divine gifts to create torrents of water which he applies to himself in an attempt to wash off a majority of the mud and grime, offering to do the same for anyone else who wishes it.
Male Aasimar Cleric 2
Adakos climbs down the rope to have a look, but his religious studies are of no aid to him as he contemplates the meaning of the statue. As it does not appear to be of a dark or evil nature he welcomes the sight of such a shrine along the mountain pass. "I'm unfamiliar with the deity this statue is meant to represent, but obviously the local populous pays some regular form of homage to this site. As we are passing through its area of protection, a following of local customs would not be unwise." With that he reaches into the pouch at his belt and produces a gold coin of Absolom minting, and places it into the offering bowl. Whomever you might be, guide us during our travels and see that we make it through this one in one piece if it be your will. He will then move to the rope and with Orik's assistance will climb back up to the path.
Male Aasimar Cleric 2
Curious as to what the glint of light is coming from, Adakos chimes in, "We are Pathfinders after all my friends, our first directive is to Explore. We should have a look if only to satisfy curiosity. I am sure this short delay will not impact our overall mission." With that he waits for the group's response before head to check on the source of the light.
Male Aasimar Cleric 2
Adakos looks down at the bodies as he prepares them for burial, "The cold weather outfits they have will help protect three of us from the cold that is sure to come in the night. Their souls no longer have need of their worldly goods, so let us remove them before they are interred to the earth." after which he begins removing the clothing and getting it distributed to the party. "Kor'sarro and I will have little need of the outfits, so there should be enough for the rest of you, putting the furs I threw together into the mix as well. I'd suggest we try to clean the wagon up a bit, as even it will provide some level of protection from the winds, unless someone brought a large tent with them for the journey."
Male Aasimar Cleric 2
Adakos studies the corpses, poking at them a few times with the end of his scimitar to assure they do not suddenly spring to life. Fool me once, shame on you... If the bodies do not move, Adakos will examine them briefly for what may have caused their death before calling to the rest of the party to assist him with their removal. Heal Check to determine cause of death: 1d20 + 7 ⇒ (14) + 7 = 21 "These souls deserve a proper burial, if someone would be so kind as to assist me with them. We should dig a shallow grave or at least gather stones enough for a cairn."
Male Aasimar Cleric 2
Adakos glances over the hill and speaks quietly to the party, "Friends, there appears to be a wagon just over the hill a ways. Given that it might be a bit cold out here tonight do we want to chance a quick look to see what type of shape it might be in? Worst case, it might be a source of firewood to help keep us warm through the night."
Male Aasimar Cleric 2
Adakos looks up from the strange corpse at the sudden appearance of the centaur. Were they following us this whole time? What would be the purpose of that? Adakos looks to the group and says, "I see no reason that we would want to keep the corpse, so unless my companions object we would be happy to accept your offer."
Male Aasimar Cleric 2
Adakos returns to his gear pile and places the scimitar and shield in his bundle. "Well fought, well fought indeed. It is good to know that everyone is capable of handling themselves well enough in battle, and an unexpected one at that." He looks at the corpse of the creature for a moment and turns to the diminutive alchemist, "Any idea what this thing might be? Perhaps this is the creature that the centaur spoke of? Strange that it would be so far from where it was last sighted, unless it has been tracking us this whole way." Adakos kneels next to the creature, prodding at it with a stick in various places as he examines the body. Although he knows little about the nature of the beast he seems keenly interested in understanding more about its physiology.
Male Aasimar Cleric 2
Those questions are usually up to the GM to interpret. "Per day" abilities are one of those sloppy rules that never get true clarification. Most GMs will rule every 24 hours, or after every rest period, limit 1 per 24 hour period. Others play by the 15 minute adventuring day rule. The best "legal" answer I can find for you is under Arcane magic. Rest: To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells. So that would be as close to a real ruling as possible. This would apply to any caster really. A cleric prays, a sorcerer needs rest to regain ability, and so on. The alchemist needs to rest his mind and then prepare his bombs and extracts.
Male Aasimar Cleric 2
It takes 1 hour to brew a mutagen. So you can actually use it and then make another if you have the time. So you don't have a limit per day on mutagens. Alchemists spend time each morning preparing their extracts, similar to a wizard. You can leave a slot(s) blank and fill it later, which takes 1 minute (10 full rounds). Uses fully refresh after 8 hours of "rest".
Male Aasimar Cleric 2
Adakos quickly circles around the outskirts of the fight as to not draw a stray claw or bite from the beast and then lashes out with his scimitar in a chopping style strike, attacking the creature from behind. Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Not sure if Rees counts as a flank if so it would be +5 to hit instead
Male Aasimar Cleric 2
Adakos rouses from his slumber seeing the creature attacking Orik. Moving as quickly as possible he grabs his shield and scimitar from his equipment bundle and prepares to assist the dwarf however possible. Assuming a move action to stand, one to grab weapon and shield. If I need another move action for the shield let me know. Also I would not be in armor during this combat. Sleeping in armor is bad!
Male Aasimar Cleric 2
Adakos glances at the gnome as he tries to cheer up the dwarf and cracks a rare smile. Yes, he is like the other. It must be in their nature. "It is a good thing we have been so lucky thus far. Avoiding unnecessary entanglements is always a good thing." the cleric notes as they walk, looking for a serviceable spot to camp for the evening.
Male Aasimar Cleric 2
Adakos thinks for a moment and says, "It would be unwise to camp so close to the remains of a kill to be sure. We should at least put a mile or so between that corpse and our camp." Assuming the party agrees he will try to help find a site that is suitable for the group. Untrained Survival: 1d20 + 3 ⇒ (12) + 3 = 15
Male Aasimar Cleric 2
Adakos moves across the bridge, but lacking the grace and mobility that many have due to his armor and shield. His arms rock and sway to steady himself as best as possible, but it ends up looking like a horrible dance. Acrobatics: 1d20 - 4 ⇒ (15) - 4 = 11 Well, that could have been a lot worse.
Male Aasimar Cleric 2
Just a note for everyone, my posting is about to drop considerably for the next few days. I'm preparing Day of the Demon for a convention this weekend today and am behind already. Tomorrow I'm off and I'm taking the finance on a little day excursion for her birthday, so I'll be without access all day. Saturday I'll be in full convention mode with no posting. Sunday should bring things back to normal.
Male Aasimar Cleric 2
I see the map, but whenever there are map problems its usually a good idea to just blame Dak and his love of dynamic lighting. It always messes things up. :) Adakos would have declined the spear in favor of using the weapon dedicated to his goddess. I assumed Kiya held on to the pack with the goodberries, unless you have weight concerns and need to hand them off.
Male Aasimar Cleric 2
Adakos takes in the details of the strange creatures, the likes of which he has never seen, but may have heard of in tales of his youth. Uncertain of their intentions, his stance is a wary one, hand on the hilt of his blade yet being careful not to provoke hostility with the strange horse-men. Not sure if these men are friends or foe, Adakos follows his teachings and assumes they are no enemy unless they prove otherwise. He bows to the creatures, maintaining eye contact as he stops mid-way through the gensture, and begins speaking as he straightens himself. "As my companion has indicated, we are merely passing through these woods, on our way north through the mountains. Our journey is a long one and will take several days. Perhaps you would be kind enough to share your knowledge of this area and explain to us the dangers that make this path unsafe? We would be in your debt." Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
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