Ramona Avandth

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Hello! Incredibly late to the table here but I was wondering if anyone else is unable to access the bundle from the link Zaister posted? When I click the hyperlink on "If you need to get the Pathfinder Playtest PDF files, you can do so by clicking here!" I just get sent to an XML error page. Has it been taken down now, and does anyone know where else it might be available? I wanted to have a read through it for the adventure content.


GM Cthulhu wrote:
The party rogue detected the trap on the door to J7 but totally fluffed his disable device check, so he's now a hand short.

My condolensces to your rogue, I hope they weren't a two-weapon fighter?

On the note of the Graveknights, I am wondering if I should do something with them to flesh out those fights a bit more. My party has been wrecking shop - Paladin and Swashbuckler do so much damage, Cleric is really well kitted out for undead fights, and between the Wizard's summons and buffs they're a force to be reckoned with whenever they have a spellslot free, so it's all added up to some very quick combats. Which, you know, love that for them, but sometimes you want a fight to have some oomph to it.

So while I probably won't go full "army of undead" I'm considering my options - two at once sounds rough but, who knows, maybe they can handle it. Putting Yhalas into a fight with Tycha or Amaretos maybe? Since she doesn't have any mooks. Or having Gustari swoop back in during another fight after rejuvenating (swooping is bad).

Also, unrelated: my party have met Arazni and the Wizard (who was in a cult against his will) is like "wow actually I can totally get behind his whole 'no mercy for your oppressors' thing" which is nice, I'm glad my players are vibing with her, she's great.

ALSO also unrelated (but don't wanna double-post for it): I'm thinking of doing something at the end of the book at Renchurch. Having the Watcher Lord just sort of leave sounds sad - I get it, they'll all totally die if they try anything, but I'd love to have something more dynamic happen. So I'm thinking of having the PCs convince them to instead intercept a force of the Tyrant's soldiers on route to the bulk of the army. Also, part of our canon is that, after the events of the the Carrion Crown AP, the party (which included a powerful hallowed necromancer) spent a good long while destroying Renchurch and exorcising the trapped souls there. There's also some figures left behind from that, namely Lucimar, that I'd love to do something with. So I dunno what it'll look like yet, but I'm thinking up some cool Renchurch ruins setpiece with Arazni vs Tar-Baphon as a backdrop.


We're finally at the end of the book! Just got one more sessions of wrap-up and they're onto greener and grassier pas- Oh wait it's Virlych.

The fight against The Haunting Dark went pretty well - Wizard summoned a flying Ankylosaurus for the Paladin to ride into battle, they cast Death Ward on it to make it immune to the nightwing's Channel Energy buuuut it didn't do much for the Cone of Cold right to the face. Still, it survived long enough to make a couple attacks, and when it died to a nasty AoO the Paladin dismounted and managed to mount the nightwing instead. Swashbuckler hit with the Needle. it passed its save but still 50-something hp down is a nasty blow. Also the cleric had a big reveal of a sort of awakened-aasimar state (she's been outwardly a half-elf the whole time but an aasimar on paper, I know this isn't reeeeaally how aasimar heritage works but it was fun! Some stuff about Sarenrae's fury burning through her and such.) She had wings of fire and a Flame Blade (to hit that 12 touch AC instead of dealing with the 29 AC) and used Invoke Deity:Glory Domain (via Deific Essence) to get heroism and add a lil 1d6 positive energy damage each turn but mostly to look really cool.

I'm gonna forego the final fight with the zombie sailors and the mutated turtle - it's a cool setpiece but my party are exhausted and running on fumes and I think it's crossing into the territory of just being frustrating rather than impactful apocalyptic narrative. The death of the Haunting Dark is a good note to finish on, so it'll be a mad dash to get all the survivors to the ship (from both the Tower and the Cathedral), and then setting sail for a much needed rest.

Guess I should start prepping book 4 now....


Just looked these up, the gravesludge looks like a grat fit in particular! Looking at its Wall of Ectoplasm spell and imagining a scenario where it's walled off an area to feed or something and the PCs have to break in and kill it before it devours the civilians.

I'm gonna keep the idea in reserve because I think my party are already suffering and I don't want this last part to be too much of a slog - pressure is good here but too much and they're just gonna get into a "gods damn it, another thing to deal with" headspace. Though I might add gravesludges to book 4 maybe, if I find a good space for them. Thanks for the idea ^^.


I ran an encounter with 3 Fallen on the way to the Cathedral and it kind of dragged on - mostly just a lot of exchanging melee attacks, all the 2d6 negative energy damage was absorbed, the Despair effect wasn't really impactful and while the cleric did get hit with a Curse of the Unburied they took a minute to perform burial rites right after the fight so that's fixed. I really like the Escaping Survivors encounter, it feels cool and different, but wave after wave of Fallen is gonna drag I think. Plus, you know, incredibly low resources right now.

So I've reworked it. Instead of fallen, it's waves of Advanced Mutated Festrogs (Deformities: Mutant Spasms, Fractured Mind - Mutations: Armored, Celerity). Note: I don't think this is strictly allowed as the mutant template can only be added to "any living, corporeal creature, but I'm reasoning that the positive energy triggered the mutations as the negative energy undeadified them.

They're really low challenge rating, but I've added more of them. It's not meant to be a challenge really, but more of a setpiece "they just keep coming" kind of fight. They're gonna go down easy, and they probably wont hit much, but that's kind of good because I think it'll empower the party a bit without detracting from the Apocalypse vibes (they'll still need to retreat after 10 rounds to get the survivors out). Plus seeing what's become of the citizens of Vigil, and having to cut them down, isn't gonna feel heroic enough to detract from The Horrors.

(Edit: I realise Fractured Mind gives the confused condition, and undead are immune to mind-affecting effects, but I'm rolling with it. Something about those mortal minds still being in there, driven insane by their sudden and horrible changes).


Cuup wrote:
Just in case anyone else was looking for an answer to this, I did get an answer from the man himself...

Super here for the regional differences! Being almost completely isolated from one another in different portions of the world, having developed under very different circumstances, it makes sense that their cultures are going to be entirely different. In Ruins of Azlant, for example:

Minor spoilers for Ruins of Azlant book 2:
There's a group of Strix on Ancorato that developed entirely separate from the prejudices of humankind and the infernal influences of Cheliax (the only other Strix, I believe, are at the Devil's Perch on the western coast of Cheliax) and they're a vibrant, gorgeous culture of colors and music.

I don't have any orcs/half-orcs in my party (yet - I guess if a PC dies their player might make an orcish character...) but I'd love to see that interaction tbh. I would assume that these orcs maybe more commonly follow the local pantheon more than the usual orc demigods that many of the Avistani orcs follow? An orcish warpriest of Kazutal would be so good... But I suppose it's also possible that knowledge of those orcish gods is more universal, especially if their worship originated in pre-Age of Darkness orc communities. I don't know enough about Pathfinder's orc cultures to give a very informed answer there ^^;


Party have reached the end of the Redoubt! Tomorrow sees them starting the final part of Last Watch. Here's a few things I've changed around the Redoubt, some because of group-specific stuff and some because I thought it worked a bit better:

Redoubt Outside The City:
I moved the Redoubt to be outside of the city. Tbh I wasn't really a fan of it being under the sewers, apparently sunken down after an earthquake but also almost entirely intact? And I wanted my party to see the Radiant Fire happen in the distance, rather just some ominous rumbling. So instead I moved it to a secluded cove down-river, surrounded by high cliffs but with the tower and throne room of the redoubt protruding over the top with a great view of the city. The PCs followed the Seal-Breakers' tracks through the sewers and out of the city by the riverbank and followed them a short ways to the east. Then, just after the final fight, I did a fun little cutscene of Vigil exploding for the final session of 2024 ^^

Torturer Upgrade:
Predominantly a flavour change, but I turned Roscasco(sp?) the Torturer with another member of the infernal cult (tied to the wizard PC) and added a swarm of fiendish venomous snakes (they didn't last long but seeing the look on the Paladin's face when a bunch of snakes Smote Good on him was great (I'm actually not sure if a swarm can have the fiendish template/Smite Good? But it was fun). Also the Iron Maidens left lasting wounds "tainted with infernal magics" that required a spellcaster check to heal with magic.

Killibrandt In The Cage:
The PCs actually captured Dondun Daradun after Brunna's Shields, so I put Killibrandt in the cell instead. I'd also added in some context to the Crows - for one, they were part of this infernal cult that were up to shenanigans in Vigil (tied in with the PC Wizard's and Paladin's backstories) and were working alongside the Way/Sealbreakers. For another, I made the Crows much more loyal to one another - the party first met Killibrandt when she tried to save Dondun from them after Brunna's before retreating. Killibrandt gave up her ties to the cult after they and the Sealbreakers had deemed them desposable, and works alongside the party so she can get free and find the surviving Crows. However, she did get paralyzed, coup-de-graced, and turned into a zombie by one of the Mohrgs... RIP Killibrandt....

Additional Necromancer Boss:
I added another NPC alongside Yosiduin - a necromancer from the Way working with the Sealbreakers (who was also the sister of the party Swashbuckler). She got a Solid Fog off at the start of the fight that massively changed the way things went, and would have used her Lifesight ability to be a real menace had she not gotten caught up in the wizard's Black Tentacles. While the party killed Yosiduin, the necromancer got a classic "Teleports away to return later" (although it was a hell of a close thing). I also expanded that throne room a bit to include the area behind the curtain too, just gave a bit more space to explore.

Gildais' Early Appearance:
I put Gildais in the throne room! He was just curled up off to one side, looked like a frozen corpse, in a sort of morose state of dissociation. When the wizard cast Black Tentacles (and, later, a fireball) he just sorta took the damage (he has like 300+hp, he was totally fine). After the fireball, he sort of came back to himself a bit and mostly just watched things with sullen interest. The wizard rolled a knowledge check on what he was and got to know just 1 thing (which scared them) but he was mostly unsettling. And then, after the fight, as a sort of dramatic prelude to the distant explosion, I had him do a little exposition: implication that the Tyrant discovering the answer to his escape was his fault, remorse that no one's will is truly their own, that they're all puppets, even the PCs, even him. I figured it served to introduce an important and interesting character a little earlier, and also replaces Yosiduin's Big Manuscript of Exposition with something a little more interactive.

Anyways, tomorrow's session starts just after the explosion, then the PCs are gonna hear the bells of the cathedral ringing, letting them know there's survivors, so they'll be heading back in on a rescue mission. (I know this actually leaves opportunity for the party to simply not go back in, whereas as written they come out of the sewers in the thick of it already, but a) I'm confident my party will want to go back in, and b) even if they didn't that's fine, I can get them to Arazni for the book 4 quest-giving without and I guess Vigil has a much tougher time of things.


Oh this is great info, thank you! Very much appreciate you pointing me to the feats - the cleric in question will only be around 5th-6th level, so I don't have to worry about the 8th level feature too much, but it's good to consider in case I use them again in the future. Conceal Spell looks like potentially a good bet if I can just get them really good at that skill, but I guess Bluff/cha in general already aren't super great for clerics (especially since I won't be too focused on channel energy).

I'm thinking their domains would be Arcane and Knowledge, and would replace the Knowledge ability if I went Hidden Priest. Conceal spell feels like it'd be really good for things like day-to-day NPCs but less so for anything with a decent Perception - totally not a dealbreaker but I think that + it taking up 2 feats makes it a worse trade than for the ability to grab some info on a beastie as a melee touch attack. The Samsaran route and Varisian Pilgrim route are also neat, I'm pretty set on my elf from Kyonin/Absalom but I might try these out with other characters! ^^ Thank you for your help!


Omg this does look perfect, thank you! I completely missed this.

Reading over it, it doesn't seem to cover Channel Energy (understandably, and that could leave some interesting tensions around whether to risk channeling in dire situations). But just in case, are there any options for, like, disguising a channel as arcane too? I've not seen a feat covering it but maybe I'm missing it.


Hi friends! I'm looking for advice on 1e build options to fit the narrative of a cleric hiding in Rahadoum. They're part of a party visiting Azir, sent for their knowledge and aptitude with religion but also their ability to hide their association better than others of the clergy. I'm not too attached to a specific deity but I'd like them to be good- or neutral-aligned. My current ideas revolve around an elven cleric of Yuelral that maybe multiclasses a bit as a wizard and can disguise a lot of their divine magic as arcane, but I'm wondering if there are any more appropriate/specific options I'm not aware of. Happy to rework or discard this idea entirely if something better pops up!

Any pointers would be very much appreciated, thank you!


Yeah I definitely wanna keep that sense of danger/immediacy, so after the Redoubt there'll likely be no rest. It's the time before that that I was hoping to maybe squeeze in a chance to get dailies back. But GM Cthulhu is right, the Sump Steward room looks like a good opportunity.

Unfortunately my table have been spoiled on what happens to Vigil (and some other features of the adventure) by accidentally stumbling across details on the wiki/future adventures/memes on Reddit. They don't know the specifics, but I think they know it's coming. So I guess that's gonna put them on edge a little, maybe enough to preserve some resources (though I'm sad I'm not gonna get the raw surprise reaction from them).

If it comes to it, I might engineer some sort of shorter rest to gather back some resources, a moment of refuge in the cathedral or something. It could lead to a momet of good emotional reflection before they have to run off to the next thing, but I don't want it too long to remove that sense of urgency and pressure. Also, though, looking at the encounters in the final section I think they could probably handle most of these with fewer resources, and maybe I can have Aylunna, Evni and Veena supply some consumables. Or maybe a long-duration buff from the altar at the Cathedral or something like that.

Yakman wrote:
As for SKT: they are not written in. There's a part early on when the party meets some Knights of Lastwall, and having just wrapped TG, I added them as cameos.

Also thanks for the info! I'm doing my best to preserve continuity across our adventures and now we're 13 APs, 20 modules and a few homebrews deep its getting hard to keep track of the consequences of player agency.


Linking back to what GM Cthulhu was saying, I too have some concerns about this next part. They're about to enter the Dyeworks, and I suspect they'll go straight from here to the sewers to the old temple and then into the Apocalypse. I need to reread the whole of the temple section to see if there's good rest options there at all, but if not then I'm worried they'll be taking on a lot before their next rest, and at least 3 of them are resource-intensive classes (cleric, wizard, paladin (the swashbuckler can buckle swashes for days, they're fine)).

Does any one have any tips for like "this is a good rest stop" or "here's a good item/option to give them back some resources"? Pearls of Power are already acquired. I do wanna make them feel the heat a little bit, but not that much, and I don't have a very good way of signposting "this is gonna be a long haul".

Also, are Dondun Daradun and Doeswyn Aubry written into the Sky King's Tomb adventure? Or are they cameos you added? Just want to check for future reference in case either character dies in my TG campaign and I need to replace them for SKT in the future.


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;-; Little Tiger Stone....

Thank you so much friends! Your wisdom is greatly appreciated! I'mma keep my eye out for statblocks for this lil guy in the future but until then I might just homebrew one if ever I need it.


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Hi, super duper important question - does anyone know what the lil guy on page 16 is? The tiger rock spirit thingy under Magic in Tian Xia? I love him and it's imperative that I know what he is so I can properly introduce him into a game.


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GM Cthulhu wrote:

LOL, the best laid plans of mice and GMs etc etc.

You could have Kilibrandt as the wise crow who gets kidnapped by the seal breakers and taken to the sewers? Or if you wanted to keep her as the ambusher, simply have the party find the bodies of two wise crows in the storefront, instead of three.

I like the idea of having her be the kidnapped one! At this point I'll see how it all plays out, keep a few plans open just in case. I also have another NPC that could be a good kidnappee - I made a doppleganger worshipper of Yog-Sothoth who acts as a creepy information broker and takes pay in secrets using at-will detect thoughts, whom the Crows had paid to let them know if they ever found out someone in the city was looking for them. The Wizard went to them for information, and in turn they let the Crows know about the PCs (which is how they found out so fast).

I also set Usundra aside from the Crows (for reasons) so there's space for a sixth unlocated Crow if I need one.

Also loving the idea of some gnome warfare, maybe using some of the Mortic Gnome stats if it's right after the blast.


Update: Just ran the Brunna's Quality Shields encounter and....

...they've taken Dondun Daradun into custody for interrogation.

The moment I showed him visible in the alleyway the wizard cast Black Tentacles. He dispelled the first but didn't get far before the second one got him too. Then the rest of the PCs chased him down (except one who stayed behind to help Rolf. I even had Killibrandt pop up and start shooting down the alley. On the fly I figured I'd swap Dondun's scroll for a Teleport instead, meaning if he could just get a moment to use the scroll without a super high Concentration check, he'd be outta there, but no dice.

I had Killibrandt scarper once Dondun was knocked out, so I'm thinking she might come back for a jailbreak attempt instead of an alley ambush - we'll see how the land lies.


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Yakman wrote:
"You know this isn't how it ends..."

;-; I'm gonna cry how dare you make me feel things.


Allen Cohn wrote:
Why the heck did Gildais tell Killibrandt to leave one piece of the Shattered Shield in place?

I think the Reliquary was an optimal place for it - I think the Seal was right under Watcher's Tor, after all, and blowing it up there seemed to do the job! And since no one was looking for missing shards anyway, why risk taking it out only to put it back later, right?

But I'm also adding in that one of the actual shards being there was integral to disguising that the others had been removed. I don't think it goes into a lot of detail exactly what enchantments are placed on the replicas to make them detect as exactly the same item as the missing shards, so perhaps it's sort of copying the aura of the true piece. Even if not, if someone was to cast a Locate Object "Shard of the Shield of Arnisant", it'd show one right where you'd expect it.


Update on the way station situation: I ran the encounter today and piled all three into one fight that all happened outside on the battlements/in the air.

I had the Wights drop barrels of oil down on the party at the portcullis and set them alight in round 1, creating a bunch of fiery terrain and some constant fire damage on the Paladin who decided to tank the fire damage each round and keep fighting rather tha put it out (valid tactic but it did ramp up those d6s of burn). Then they started hurling orcish throwing axes down at them from on high. Paladin got up on the battlements with a spider climb potion and Wizard cast Fly on the Swashbuckler so they got up there too.

Okagu joined the Wight Fight on the battlements in round 3, and I gave Usundra a scroll of Fly to give her some better maneuvrability outside - she flew out and was gonna go for the Wizard or Cleric when the Swashbuckler flew off to intercept her, giving her a prime target for Slay Living. That obol energy resist is doing work.

Paladin slew Okagu in like 1 round because holy hells is he buff, dealt 108 points of damage with 2 crits with a smite evil flaming keen falchion. Usundra took a Wizard Fireball and a couple Bursts of Radiance from the Cleric, then the Swashbuckler finished her off.

Overall, it all felt much more interesting and dynamic without having to stuff it all inside those little rooms imo.


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I've done something similar - one of my players is (unwillingly) a member of a cult working with the Way (the Six Wise Crows are members of the cult too), and was sent to receive this package in Roslar's Coffer. It was only a few sessions ago that she realised what the innocuous shard of wood in a sealed box was. I also swung it that the PCs were all staying in a local tavern, either sharing a room or in adjacent rooms, and their close proximity is why they were all affected by obols rather than just blasted to death like everyone else. Watching my player's cultist wizard making notes and drawing theoretical blast radii centered on her on the tavern map and then going "oh... oh no...." was very satisfying.


Faunus wrote:
Prince's Wolves: Monk/ninjas and snipers (Numeria is close, after all).

I'm sorry, Numerian sniper werewolves?! Incredible, love this. I'm also so here for this montage you've done too! If you end up doing this for the next book too I can't wait for it <3

Also Matt Berry as Duristan? "You really are the most devious b*****d in... Ascanor Lodge!"


In my campaign, my party didn't really feel all that familiar or invested in Count Galdana from book 5-6, and I kind of saw that coming. From the beginning I'd been seeding stuff for the possibility of Kendra taking Galdana's place - in the beginning Adivion wanted Professor Lorrimor for his plans (they had the bloodline instead) but Lorrimor caught on too early and confronted Adivion at Harrowstone; in pride and anger, Adivion went too far and murdered his old rival.

Short of other options, he set his sights on Kendra instead - the original plan was to sort of indoctrinate her into the cult, but with the PCs interfering he had to speed things up. Took until book 4-5 for an opportunity (the PCs left Kendra behind in Lepidstadt to care for a PCs sister (long story)), but he breezes in, there's a fight the Kendra and Sister inevitably lose, and Kendra is kidnapped for the final ritual. A little bit damsel in distress for the last part, but she'd been pretty girlboss up to that point (highlights include fireballing just a whole horde of undead minions to ashes in Feldgrau).

There was also some love-triangle...square? Love polyhedron stuff going on - she and the tiefling Magus both crushed on the lovable farmboy Barbarian, who instead ended up with the PC Wizard. Kendra and the Magus sort of had this bickering thing between them for a few books that suddenly grew into a beautiful gothic romance all of its own (they were much better suited for each other tbh, but the Barbarian had such golden retriever energy that they were blinded by his golden himbo light.)

Perhaps the most important change though is that I swapped her bonded item for a raven familiar called Poe who was very good and a little guy (the Way killed him when they kidnapped her, probably their greatest crime).


There's all sorts of divinity methods from the looks of things! Maybe he's gonna make moves in the upcoming War of Immortals stuff (which I won't talk about too much here in case people don't want spoilers, but worth looking at!) Maybe he'll go the Irori approach and try and become such a perfect undead creature that he transcends.

Theory on the phylactery (a loose one at that but just for funsies) - we know he's popped up on the Isle of Terror; maybe his phylactery is in the Negative Energy Plane and he climbs back out of the Wizard Pit! Cue high level adventure to find his phylactery called "Into the Wizard Pit" but to the tune of The Backyardigans.

As for what he's up to, I don't think there's anything concrete mentioned besides that the Knights of Lastwall are all sort of squinting over at the Isle of Terror like "what're you up to old man". I think there's some KoL-related content in this year's PFS scenarios? But I imagine it'll be all eyes on War of Immortals for a while now.


I really should have prepped more of this sooner but I'm gonna be doing some pretty sizeable reworking to this book - mostly to connect it better to my players and how we like to play. I'll outline some of these later maybe, but at least partly it involved an infernal cult in Vigil and putting the Redoubt outside of the city rather than under it.

But one of the things I'm kinda stumped over is how best to run the waystation stuff in a not-so-clumsy way. It's a very small space, especially inside, and we've got tight corners and staircases blocking line of sight for spellcasters and like minimum 6 people in combat at once (4 PCs, Okagu, Usundra) and that's if the wights dont get involved early. I feel like its pretty cramped in here. I have a very buff Paladin and a Swashbuckler that crits with 9/10 attacks so it's not going to be a very impactful fight if I don't get creative with this.

Does anyone have any suggestions on how to use these pieces more efficiently? I'm also trying to redesign the map to make it just a bit bigger but Dungeon Alchemist is fighting me on this one, so ways to use the existing space would be appreciated!


Yeah I think it'd be good for the party to know what's going on to a degree, like they feel some sort of resistance as they cast the spell, feel it cancelled out by the obol or sucked into the mote of energy at their chest or something. Knowing about the SR will allow them to prepare around it in the future too - I wouldn't want my wizard to keep prepping false life and wondering why it's not working, for example.

My party have taken some negative energy damage in the past and felt it be reduced but they've not seen the SR side of things yet either so that's something I've had in the back of my mind for a while. Let us know how you decide to address it when it comes up? ^^


Thankfully deathwatch only has a 30ft range - my PCs actually don't have the glasses on because they've forgotten about them, but they do have a Paladin that Detects Evil on every square inch of Golarion he comes across. I had Arazni stand (very notably) at least 65ft away at all times. She does, however, reveal she's an undead anyway - a bid to be truthful in order to encourage some level of trust (though she doesn't reveal she's a lich since, you know, kind of a different, even more evil can of rotgrubs).


Perfect, thank you friends! I'm fighting the urge not to divert the party to Trunau (I ran Giantslayer several years back so there's some powerful allies there rn) but I'm doing a lil GS cameo thing on the way up. Thinking of having an inn on the road up with a merchant caravan stopping by after hearing of trouble on the roads (cue side quest!) A week is good though, the party need a break from the constant onslaught of Big Oof Energy.


This is advanced Advanced...

And yeah I can see my party getting kind of annoyed at people being hard to convince, so I'm still thinking on different ways to make that a more interesting social encounter.

Question for people: Does anyone know how long it takes, roughly, to get from Roslar's Coffer to Vigil? I'm not sure if it's in the books but I couldn't find a number. Even if not, what did you estimate the time around? I'm gonna have a couple things happen on the road before the start of this book (including a small settlement) and just wanted to sort of measure out the travel segment in my mind.


This is good to know, actually - fairly sure my party will be fighting him next session. I buffed the zombies a little bit to customize them more to each PC but it's more flavour than practical tbh. Buffing the familiar is a good shout though! If the nekomatas survive I might throw them into the mix (and maybe have them be particularly aloof and unreliable so as not to overbuff. Plus I like the idea of sassy cats being like "mmmmm nah i don't fancy it thanks").

At the moment I'm faced with the fact that my nekomatas have bitten 2 different NPCs and scarpered, and I'm unsure how best to utilise this. A bit of context on the party make-up - I run for 2 of my friends, and I throw in a couple of DMPCs for party balance, plot hooks, and potentially adorable Bioware-style romance options. In this game, my DMPCs are a cleric of Sarenrae and a Swashbuckler who used to be part of the Whispering Way before they defected. Said Swashbuckler also killed Valthazar's boyfriend (their brother) so V has some serious grief with them in a "not killing you right away" sort of way. I kind of want to swing it that the Nekomatas track the party back into the tunnels with their scent ability, stealth-drop the Swashbuckler and then replace them. (I'm not gonna take the cleric (who the kitties also bit) because the poor wizard got blinded by the WW Devotees and he needs his eyes back tomorrow). So when the party awake the next day, they think the Swashbuckler is still with them but betrays them in the VQ fight.

At the very least, they might get a kitty fight in the night before the nekomatas scarper again.


Gonna spoil this just in case there are any players peeking in here, but...

Obituary:
Not a PC but...
Name: Jando Parr (ranger 6)
Adventure: Eulogy for Roslar's Coffer (I know, didn't even survive a whole book)
Catalyst: Crypt Things and Bad Luck
The Details: So yeah, we lost Jando last session. He'd been accompanying the party only a short while - I know he's supposed to lure them north so he can interrogate them because he's suspicious, but he watched the party do 8 hours of gardening just to appease a little old ghostly couple (and also they weren't taking the bait) so I just had him approach them instead and recruit them to help take care of the Yaoguai and maybe find a way out of there. They'd gotten through Roslar's Tomb and had done their first brief foray into the Bastion of Light before retreating. On their second run, they encountered the Crypt Things.

Honestly, it could have gone worse. The Paladin and Cleric saved against the Teleport Burst, but the Swashbuckler, Wizard, and Jando failed (also the other Crypt Thing, which got TPed to the central chamber but was blinded by a Glitterdust, didn't know which way to dimension door, and so hobbled in the vague direction of combat sounds). The Swashbuckler only ended up like 2 empty rooms away, so they just rushed back in. The Wizard ended up in the empty room to the east, stuck between 3 Deathless Researchers and the Bodak, so he elected to sit tight. And Jando... ended up in the bear room.

Everyone's still in initiative, so I continue playing things out round by round. Alone in a room with a very hungry mutant bear, Jando uses the next round to try the door... only to find it barred from the outside. His Strength score isn't great - on a good roll he could have maybe busted it down, but this thing is meant to hold a bear after all. So his best bet for survival is killing the bear before it kills him. He lasted about 3 rounds before the bear downed him. The player's eventually found the barred door with a fresh pool of blood leaking from under it; when they opened it, what was left of Jando collapsed out at their feet, and the bear (quite rudely) had fast-healed all of the damage Jando had worked so hard to deal before his demise.

They built a funeral pyre for him and the Sarenite priest back in the town graveyard.


The Numerator wrote:
Would you be able to list which books from TG that these come up in, and maybe which books from CC they relate to? Since we're running them in different groups, it's possible we could delay that book and pivot to a different AP until the CC group catches up.

Yeah of course! There's some stuff in TG Book 4 that has some overlap with CC Book 6. You won't have to worry about specific people being mentioned at the very least.


Re: Who I think the last two safe will be, I'd put money on Abadar being safe (badum tsh) because if he dies I'm fairly sure the world's economy will just break. And I think Gozreh will be safe because how do you kill the wind? The sea? And why? What sort of motive do they have? (Unless the culprit is Team Magma.) But then they are called the Godsrain Prophecies...


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I'm so happy it's not Desna, for real. But she'll be so sad if she loses Sarenrae or Shelyn ;-; Very conscious we're not in the clear yet. And Desna was my "most likely to survive out of the Three Prismatic Rays". I need all of them to live and be happy please and thank you!


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It's been a moment since I checked in on this thread and there's a lot of updates, so quick vibe check: How do people feel about Sarenrae's odds? Amongst my friend group we're all terrified it will be her (or one of the other Prismatic Baes, but feel like Sarenrae has had the most death flags) and I swg I'm gonna cry if it is. Every time a new Godsrain Prophecy comes out we all talk about the remaining gods' chances trying to find a reason for it not to be Sarenrae. But maybe I'm in a bubble over here and there's very compelling arguments being made for the others' demises.


Oh, I'd disagree! First of all, there's a mention to the plot and ending of Carrion Crown in one of the back matter sections of the first book (not the adventure itself):

Big CC Book 5/6 Spoiler from TG Book 1 back matter, No TG Spoilers:
"...The Whispering Way, still recovering from the blow dealt to the cultists 8 years ago in their attempt to create an inheritor to the Whispering Tyrant’s power..."

Secondly, non-spoiler version, there are certainly some things that come up in Tyrant's Grasp that are related to Carrion Crown that, depending on the person, could either be an "oh cool this thing has come up again!" moment or a "I really wish this came up in Carrion Crown first" moment. I don't really know how best to give an informed warning, but I guess imagine if something in Carrion Crown came up in Tyrant's Grasp, and someone who's not played the former wouldn't necessarily know they're related but could maybe make an educated guess.

The Spoiler Version (CC and TG Spoilers) (probably not for OP's eyes but context for others who might be able to word it better):
The Whispering Way are here and there's lots of info on them in general throughout. Since they're supposedly a secret organisation in both games, this sort of information maybe isn't something a DM wants all their players knowing. My players knew about the Way before CC even and it didn't ruin things necessarily but it certainly breaks the "ohhhh this is a cool secret we're uncovering" feeling.

Also, in Book 4 of Tyrant's Grasp, the party goes to Gallowspire and Renchurch, which are prominent plot points in Book 6 of Carrion Crown.


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I can't believe you've done this to me ;-; I got so excited for lore and conspiracies that I forgot what day it is...


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Yakman wrote:
one thing you might do is RELEASE THE BEAR.

I love the idea of releasing the bear into the tunnels, like "it'll clear out whatever's down there for sure and we won't have to worry any more about it!" And when the bear doesn't come back, it'll certainly put the cult on edge, but it'll buy the party some time to recover. In the meantime, having that giant bear just skulking around the tunnels trying to find the intruders? Terrifying. More so if they don't actually fight it right away, like if they're too badly hurt and need to hide. Being in the tunnels with The Bear is a horrific experience.


Senko wrote:
Hmmm force frying pan?

They don't teach you that one in Jedi school and they should


Agree with Yakman here, a little bit of setup time for the PCs and you could have a really satisfying encounter of luring the Yaoguai into an ambush, completely turn the tables on it! There are very few points in this campaign where the PCs can really feel in control, and a little revenge ambush could certainly lighten some spirits.


KoolKobold wrote:
Is that just within the GM Discussion forums?

I believe the Adventure Paths have specific pinned threads for GM Discussion and that's where most of the DM magic happens, while the rest of those areas are supposedly suitable for player consumption or at least have spoiler tags, but there's still a chance you'll stumble across something spoilery. The standalone adventures part of the forum (here) has a bit less structure, but just searching for "We Be Goblins" within that tab should give you most/all of the relevant threads. I think is also intended for players to read and post stuff as much as DMs, but again you might find an untagged spoiler or two. As the GM obviously that's less of an issue for you right now, mostly a warning for the future if you find yourself as a player in a game and scroll through those threads.

Neriathale wrote:
1. Start with something small. Gallows of Madness is a really good starting module for this as it contains three adventures that can be run in any order and a lot of roleplaying bits that allow the players to flesh out their characters. If the party enjoy that, an obvious next adventure if you can get hold of it is Feast of Ravenmoor.

Feast of Ravenmoor is so gooood! Very "Deep South Horror" vibes.

Neriathale wrote:
5. This may be controversial, but if you're a new GM, I suggest a "no evil characters" requirement for your first game. Most published adventures assume the PCs are basically heroic and willing to help the NPCs who are in trouble, if they aren't then you are going to have to do a load of rewriting to motivate them. Also, reffing PvP is painful.

Second this! Evil characters can be done really well, but in my opinion they're more difficult to play and to run for than Neutral/Good alignment characters. Even if you know and trust your players, its totally fair to ask them to cut you some slack for your first game - you don't wanna battle party cohesion problems alongside everything else right off the bat.


As far as I know she may not have carved out a domain for herself yet. As a Neutral Evil deity and an undead, its possible she's currently chilling in Abbadon, though equally likely that she's steering as far from Urgathoa as possible. I know Aroden's domain hasn't been reclaimed yet, though a number of parties have their eye on it including Milani who, while she's CG and has a domain in Elysium, apparently summers in Axis. Maybe Arazni will make a play for that, or maybe that's the last thing she wants.

I have a feeling we'll find out pretty soon, since...

Spoiler:
She's on the front cover of the 2024 book Divine Mysteries, and apparently becoming one of the Core 20


Player-safe stuff
I ran Carrion Crown before I started Tyrant's Grasp, lots of tasty Ustalav lore, a good background on the Tyrant and the Whispering Way, and without spoilers, there are some great setpieces and maybe characters/places I'll bring back from that. Big big recommend for that, if you have the time to slip another cheeky 6 book AP in there. I also did the PFS Season 10 "Reaver's Roar" for some Roslar's Coffer setup. The first game I ran was Giantslayer, and Trunau is like... right there so maybe there will be some old friends pop up! And Tyari Varvatos, sister to Second Sword Knight Aylunna Varvatos, is there.

I'm not sure which PFS Scenarios have Evni Zongnoss in them but if you want a little more familiarity with her as a character then hunting down some of those could be good!

Also just being around Lastwall/Vigil/Vellumis and getting a vibe for the place. As a crusade nation its got an interesting culture that it could be useful to get a used to before the campaign so you're not juggling settling into the vibe and also the events of the campaign at the same time.

DM stuff (Player Trespassers will be Feebleminded!)

Spoiler:
I ran the Darkmoon Vale stuff way before I even decided to do Tyrant's Grasp and was like "welp that was a handy lore drop to have set up." Note that if you run this and Carrion Crown you're gonna have to figure out what happens to Lucimar because he can and probably will die in Hungry Are The Dead. I think he was removed from the anniversary version, but personally I loved the reaction of my players finding him in CC and being like "OMG ITS THE HANDS WOLF!" He actually survived CC for my group as well so he's gonna pop up in TG (probably book 4).

Without saying too much because DMs for Tyrants Grasp might be players in other campaigns, there's also mention of a Lesser Seal and some funny little guys from a certain cult in Return of the Runelords that it could be good to establish. Also you mentioned you might be trekking around Varisia soooo yeah, some interesting Varisia stuff there.

This is only if you reeeeeally wanna delve into the Tyrant stuff and the aftermath of Tyrant's Grasp, and/or want some Nirmathas screentime, but the Price Of Immortality adventures (Crypt of the Everflame, Mask of the Living God, City of Golden Death) could be good. Mostly the last one, as it takes you to the Isle of Terror, Tar-Baphon's old stomping grounds (Pre-Ustalav). You could probably run the last adventure standalone, but the other two are still pretty good.

A little familiarity with Absalom/the Starstone could be good? There's an adventure/scenario or two in the Cairnlands where book 6 ends, but also just knowing the importance of Absalom. Even if its just the classic wizard-teleported-us-to-Absalom-for-a-shopping-trip.

Lastly, if ever a player by chance summons a nosoi or otherwise needs a psychopomp, please please make it Umble!


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KoolKobold wrote:
I did find out that the We Be Goblins! trilogy has a free PDF so I could use those. But those are some great tips!

What if told you there were actually six modules in that series? You don't have to play all of them if you don't want, but all of them are free I think!

I don't have any experience with PbP so I can't really help you there, though I do know it can take a long time so you may want to go into whatever adventure you're running see if there's any content you wanna cut - encounters or parts of the story you don't think you or your players will be as into and stuff. Tailor it to your table's interests (and remember you're part of the table too!) You might find you don't wanna cut anything and that's totally fine, but it's best to know ahead of time.

Someone mentioned above but the messageboards are so good, there's one for every adventure with people sharing tips and changes they thought were cool and discussing parts that were a bit confusing and the like. I remember reading the Giantslayer forum after I'd run the campaign and thinking "damn I wish I'd read this before". Absolutely take a stroll through the threads for whatever adventure you run, and maybe keep it bookmarked to come back to.

Just regular DM tips I've found useful, don't be afraid to be wrong! I recently finished running Carrion Crown and right at the end realised we'd been doing attacks of opportunity wrong the whole time, but it didn't ruin the experience. It's important to be fair, but if you screw up a rule or cant find where it specifies how to do something niche, don't worry! Luis Loza isn't gonna kick in your door and make you do push-ups while reciting the grappling rules (probably).

If your players are having way too easy a time, the advanced template is your friend. Or it has been for me at least. I have also rapidly removed an advanced template during combat after realising I'd overcompensated. That's fine. You're allowed to do that too. It's not cheating, it's a live update bug fix. If the fight has been going on too long or someone does something really cool and you're like "damn that would be a really cool kill cinematic but this thing has 12hp left", feel free to just let those extra points go if you want to!

If you prefer a more generous ruleset like me, look into stuff like Automatic Bonus Progression and the Elephant In The Room rule tweaks - they get rid of some heavy balance dependencies and feat taxes. Totally optional. Also with any homebrew rules it's important to discuss them with your players before so they know what they're getting into - nasty rule surprises aren't fun.

Nothing I've said is like a golden DM rule or anything, everyone has different playstyles, and you'll find yours in time ^^

Lastly and most importantly, stay hydrated.


Yakman wrote:
nah, at my table, she DED. or as a helpful nosoi explained to the party, *POOF!*

Was that nosoi Umble? "She has "Poof!"ed with decidedly pooficious permanentatiousness!"


Yakman wrote:

yeah... running TG as well, and I killed her off permanently.

I would like for the next PF campaign we run to take place in the same continuity, so might just have to tell my players that there's some differences w/ the new source material.

;-; But Arazni my beloved....

I feel you though. We've played so many of the APs now and usually we don't have continuity problems, but like they happen. For example, Return of the Runelords

Spoiler:
we killed Belimarius and instated a group of the city's rebels as the new government, and I know she survives by default.

Also a friend ran a really good but reeeeeaally canon-breaky homebrew campaign early on in Absalom where we brought back Aroden, and we've come across so many things we've had to rework as a result that we instead retconned it a bit and made them a "new" Aroden made of Aroden-essence called Casroden. He's just buddies with Iomedae right now because he's new and a baby. Now we've gotta work out how Arazni feels about that >.>


Love the idea of a CN caster using Protection From Evil and then decking a passerby in the face like "oof, that was close, I was almost a good person for a moment."

But yeah no I've come across some weirdly tagged spells recently. Also did you know Raelis Azatas can cast the evil tagged Symbol of Pain? Did some poking around on what outsiders of the Upper/Lower Planes could cast what (mostly looking at positive and negative energy channelling spells), and there's a few weird ones.


keftiu wrote:

A few interesting pieces of the puzzle from

today’s stream: Lost Omens: Divine Mysteries is a 2024 book with a psychopomp narrator, aimed at bringing Gods & Magic into the Remaster and expanding on it. The cover shows a suspiciously alive-looking Arazni (stated to be joining the Core 20!) standing in front of stained glass depictions of Asmodeus (right), Pharasma (center), and Sarenrae battling Rovagug (left).

Whoever dies, Arazni’s filling in their slot - and maybe getting to be less corpse-y. Pharasma giving her the Boneyard job? Urgathoa kicking the bucket as a middle finger to necromancers everywhere? Gozreh gifting a big burst of vitality as they beef it? I truly have no idea.

Okay I should have read this first. Scratch that. Also holy wow this is a reveal! I mean I adore Arazni - I'm running a party through Tyrant's Grasp at the moment and I can't wait for them to get into her situation. But... wow. Core 20. I'm happy for her. I hope I'm happy for her...


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My bet is also on Asmodeus. Not because of licensing issues necessarily - I think I heard somewhere that whatever god it will be, it won't be because of that, but I can't attest to the validity of that statement and can't remember exactly where I got it from. But for one, I think Cheliax has kind of had its time in the sun - Council of Thieves, Hell's Rebels/Hell's Vengeance, etc. - and without spoilers, things aren't really going well for the forces of diabolic evil recently. Also, with the removal of slavery from Cheliax in 2e, and since some of the core elements of Asmodean worship involve slavery, giving him the boot wouldn't be out of the question.

And like Atavist said, there are plenty of other archdevils to take over! It happens all the time down there. Maybe we're in for a new era of Eiseth the Girlboss Queen of Hell?

If its Desna, Sarenrae or Shelyn I will cry ugly tears. Don't you dare, Paizo, don't you dare!

Addendum: It's awfully suspicious that Razmir's making moves right now with all this coming up. Replacement for the roll of God of Magic? He's also is famous for his mask, and being generally a sneaky, greedy, deceitful lil... uh, so-and-so. New Norgorber replacement? Or maybe he'll just fall in the pit. Please fall in the pit.


Zepheri wrote:
Now another point is that healing and harm spell any cleric can use them but they are from my point of view different energy (healing is positive and harm is negative)...

This is a really good point and not one I considered. Truthfully I don't have a good answer for it - Clerics and other divine casters get their power from the god or divine spirit of choice, right? So if Positive is good and Negative is evil, why would a god of one alignment allow the use of the opposing energy? Certainly they aren't able to use Channel Energy with their opposing energy, but Harm/Inflict X Wounds both state the use of Negative Energy, while Heal/Cure X Wounds uses Positive. Neither have the [good] not [evil] descriptors either. That does stand pretty solidly against the "Negative Energy has an evil frequency and that's why Undead are evil" theory, you got me there. Though it is sort of odd that Heal is allowed for evil clerics but Channel Positive Energy isn't. They even both say "channel" in the description. I guess it'd be unfair to evil clerics, mechanically speaking, if the only healing they got was Infernal Healing or a good night's rest.

Off the back of this though, I did look into something. And that something was every non-3pp statblock I could find for the creatures of the Upper and Lower Planes, seeing if any could use spells of the opposing energy type. Its actually huge though so I'm gonna put it in a neat little spoiler box so you can ignore it or pop it open like a can of worms.

Spoiler:
First, the Goodies. Angels, Agathions, Archons, Azatas, and the Empyreal Lords. There are a tonne of Upper Planes outsiders who can use Heal and Cure spells, but not a single one with access to Harm or Inflict spells. The Veranallia Azata used to be able to cast Energy Drain in the 2013 Chronicle of the Righteous statblock, but this was removed in the 2017 Bestiary 6 statblock. Vildeis the Cardinal Martyr can use Pain Strike/Mass Pain Strike, both spells with the evil descriptor but it seems her brand of pain is a little different I guess, and the Raelis Azata can use Symbol of Pain, also with the evil descriptor (Raelis? You good? You doing okay?), but neither of these are Negative Energy.

The Baddies get interesting. Demons, Devils, Daemons, Demodands, Divs, and Qlippoths. I didn't do Asuras because they have interesting origins that I think could set them apart. There are a few here and there that can use Inflict spells, Harm, Enervation and the like - less popular that the healing spells among the Goodies, but they're there. And more or less, there's a serious absence of healing spells. Nabasus have regenerate but that's not Positive Energy. Among the D-squad, there is exactly one exception: the Advodaza, or Nemesis Devil, can cast Heal.

So that's it, right? Game over, devils can channel Positive Energy, so it's not inherently good. But wait. Because there's a little twist in the origins of Advodazas (Advodazae?). See, Nemesis Devils weren't always devils, weren't always evil spirits. They arose from spirits worshiped by mortals in ages past, who would call out into the night in prayer that something would save them from the dark and beasts and hunger. They would work miracles in exchange for worship and sacrifice. Miracles, for example, like healing the sick and wounded. As time passed and people turned from these spirits in exchange for actual deities, they corrupted and became devils, but they all wish to return to the Material Plane and be venerated again. Maybe this is why they can still perform those miracles despite their alignment. Or maybe I'm grasping at straws.

Because we're not in the clear yet, and here's our biggest downfall. Qlippoths. Yeah, Qlippoths can channel Positive Energy. Three of them, at least: the Utukku has a couple Cure spells(they act as false prophets and gather mortal cults, so I thought it could be something they've grown to do as part of the ruse, but that doesn't hold up with the other two), and the Iathavos and Qlippoth Lord Oaur-Ooung can both cast quickened Heal. They even have the Quickened Spell-Like Ability for it. First I thought maybe because they're not demons its different, but they're perhaps even more Abyssal than demons are. Then maybe that they're Spell-Like Abilities rather than the spell itself but SLAs work just like the spell except without components so that's out the window too. So yeah, evil creatures can channel Positive Energy. Not many, but they're there. And if they can, it means that energies of opposed alignment aren't off limits even to creatures practically made of alignment-stuff, let alone mortal clerics with such a propensity for either side. Does that mean that Negative Energy isn't evil then? Maybe.

Linking back (finally) to the undead conversation, I wonder if an undead cleric could prepare cure spells... like it wouldn't help them much, but is it possible? What would happen to them when they cast them? Would they take as much damage as they heal their touch target for? Whether creatures of evil can use Positive Energy or not, undead are definitely 100% messed up by it, and healed by Negative. And there's definitely a huge correlation as to which sides of Good vs Evil use which energy. So, uh... results inconclusive. But I spent like 2 hours looking this up so I couldn't not post it


This came up recently for us, as one of my players is a Conjuration (Teleportation) Wizard and wondered about taking Dimensional Agility at 1st level. I think the general rule is that if it doesn't specify otherwise, it follows the usual ruling - in this case, since it says its "as if using dimension door", goes on to specify several differences from normal dimension door (requires line of sight, can only take yourself and familiar) and doesn't specify that you can take further actions, its safe to assume that clause of the dimension door effect is still in play.

Tangentially related, but while I know RAW you'd technically still need the prerequisite of being able to cast dimension door, I let her take Dimensional Agility at 1st level for her Shift ability - it's like casting dimension door, has no other requirements, still uses up a feat slot, and I figure if she wanted the feat then she'd take it later anyway. It's not really game breaking for the 1st level wizard to do a fun little hop now and then and they're having fun with it. Just my ruling though!

Full Name

Hieron Dreimalgroßen

Race

Human

Classes/Levels

Cleric 2/Rogue 1

Gender

male

Size

M

Alignment

CG

Deity

Hermes

Location

Hometown: Hermopolis Current Location: Checking Herms along the boundary of Xaos and the Fairywood.

Languages

Tradespeak (Common), Auran, Celestial, Draconic, Sylvan

Strength 12
Dexterity 17
Constitution 10
Intelligence 15
Wisdom 15
Charisma 12

About Hieron Dreimalgroßen

HISTORY

Hieron father's family come from a region originally belonging to the Fairywood that was colonized by the Akhaians. Thus his last name comes from the old tongue of the woodsmen, but its meaning indicated a priestly lineage dedicated to one of the gods of the colonial religion. When this area was absorbed into the expanding kingdom of Xaos, his family moved to the cultic center of Hermopolis, in one of the remaining fragments of old Akhaia bordering Xaos.

Somewhat light-skinned and tall marking his colonial heritage, Hieron nevertheless has the dark eyes and hair of an Akhaian. Only a discerning eye can tell the difference between nondescript traveller's clothes and those worn by itinerant clerics of Hermes. His eyes are generally shaded by the wide-brimmed, straw pot hat that he wears, which fits perfectly as part of the lining to the gleaming silvery, winged pot helmet. Hieron bears a caduceus staff, but it is more than a walking staff. The stylized wings of the staff are actually double axe blades. The staff is also a holy symbol of Hermes.

Priests of Hermes receive basic training as rogues as well, and after moving from acolyte to the second level of the priesthood, Hieron's desire for travel into the wider world was fulfilled by his being assigned to the peripatetic detail that checks the location and condition of the Herms that once marked all boundaries and crossroads. Traveling into Xaos and along the boundaries of the Fairywood with the dwarven stone mason and master sculptor, Dornn Gonnsson, his enjoyment of the wider world, the open road, and his cataloguing of the Herm network were cut short when Dornn disappeared into the Fairywood and never returned. He is torn between continuing his mission as best without him, searching for Dornn, or returning to report his uncompleted mission--the latter a particularly unwelcome idea.

STATS:

Sex: M Race: Human Class Level: Cleric 2/Rogue 1
Alignment: CG, Medium Humanoid

Initiative +7; Senses Perception +2

DEFENCE
AC 18 (19 with buckler), touch 13, flat-footed 14; (+4 armour, + deflection, +3 Dex, +1 dodge, +1 shield)
CMD 16
hp 24
Fort +3, Ref +5, Will +5
Resistances
DR

OFFENCE
Speed 30ft.
Base Attack +2 CMB +3
Melee: Caduceus staff axe (alchemical silver) +4 (+2 BAB, +1 STR, +1 MW) Weapon 1d8 (min:1) x3 (S)
Melee: Hand axe (cold iron) +4 (+2BAB, +1 STR, +1 MW) Weapon 1d6 x3 (S)
Ranged: Sling +6 (+2 BAB, +3 DEX, +1 MW) Weapon 1d4 x2 (B) [50ft]
Special Attacks

ABILITIES
STR 12, DEX 17, CON 10, INT 15, WIS 15, CHA 12
FAVOURED CLASS: Cleric
SPECIAL ABILITIES

TRAITS
Sacred Touch, Sacred Conduit

FEATS
Combat Casting, Improved Initiative, Dodge

SKILLS
Acrobatics +3
Appraise +6
Bluff +5
Climb +1
Craft (-) +
Diplomacy +7
Disable Device +
Disguise +5
Escape Artist +3
Fly +
Handle Animal +
Heal +7
Intimidate +1
Knowledge (Planes) +7
Knowledge (Religion) +6
Linguistics +7
Perception +2
Perform (-) +1
Perform (-) +
Profession (-) +
Ride +
Sense Motive +7
Sleight of Hand +7
Spellcraft +6 (Combat Casting +10)
Stealth +8
Survival +
Swim +1
Use Magic Device +

SPELLS:

CLERIC DOMAIN: Air
1st Obscuring Mist

CLERIC DOMAIN: Travel
1st Longstrider

DIVINE CLASS SPELLS
Caster Level
Spells per Day
1st Level/4+1 [ ][ ][ ][ ][ ]

Spells Known
Orisons
Bleed: Cause a stabilized creature to resume dying.

Create Water: Creates 2 gallons/level of pure water.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Guidance: +1 on one attack roll, saving throw, or skill check.

Light: Object shines like a torch.

Mending: Makes minor repairs on an object.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Stabilize: Cause a dying creature to stabilize.

Virtue: Subject gains 1 temporary hp.

1st Level
Bane: Enemies take –1 on attack rolls and saves against fear.

Bless: Allies gain +1 on attack rolls and saves against fear.

Bless WaterM: Makes holy water.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Command: One subject obeys selected command for 1 round.

Comprehend Languages: You understand all spoken and written languages.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Curse WaterM: Makes unholy water.

Deathwatch: Reveals how near death subjects within 30 ft. are.

Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.

Detect Undead: Reveals undead within 60 ft.

Divine Favor: You gain +1 per three levels on attack and damage rolls.

Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

Endure Elements: Exist comfortably in hot or cold regions.

Entropic Shield: Ranged attacks against you have 20% miss chance.

Hide from Undead: Undead can't perceive one subject/level.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

Magic Weapon: Weapon gains +1 bonus.

Obscuring Mist: Fog surrounds you.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Sanctuary: Opponents can't attack you, and you can't attack.

Shield of Faith: Aura grants +2 or higher deflection bonus.

Summon Monster I: Summons extraplanar creature to fight for you.

Cleric Domain: Air
Cleric Domain: Travel

POSSESSIONS:

(Starting=gp)
Weapons
Caduceus staff axe (alchemical silver, MW)
Hand axe (cold iron, MW)
Sling (MW)
Bullets (10)

Clothes & Armour
Traveller’s Outfit [Pants, Shirt, Vest, Boots] (Free)
Straw hat, winged pot helmet
Mithril shirt

Magic Items

Potions

Scrolls

Miscellaneous
Backpack
Flint and Steel
Whetstone
Waterskin
Candes (10)
Scroll Case (5 sheets of parchment)
Ink Pot (2) and Quills (3)
Holy Water (2 glass vials)
Canvas (2 squares)
Journey Book and Record of Herms
Fishing line and hooks (2)
Trail rations (5)
Soap (1 lb)
Small Steel Mirror
Healer's Kit (MW: +4 to heal check)
Disguise Kit (MW: +4 to disguise)

Treasure
Belt Pouch
Containing:
8pp, 18gp, 17sp, 4cp

Weight of gear: 85 lbs (medium load)

XP:

0/1,300

GM INFORMATION: