Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Pony attacks are irrelevent, even on a critical success, they will result in lower numbers than those already inflicted by party member. For the sake of argument though. . . ." Pony 1: Hoof: 1d20 - 3 ⇒ (15) - 3 = 12 Damage:: 1d3 ⇒ 3
Pony 2:
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair I will hold actions until you all do your thing, then fill in flanking positions with ponies. I don't have an infinite supply (just 4). Mostly trying to keep the damage on the things that disappear anyway.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor will supply another pony. Holy moly. I am just going to try to keep it in place for our ranged types to deal with. Hope to save allies from the dozen damage per hit. . . Pony 1 lived by 1 hp.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor uses her Occultist ability to summon a pony to attack the pyramid. Hoof 1: 1d20 - 3 ⇒ (9) - 3 = 6 Damage: 1d3 ⇒ 1
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor relays the notes to her companions. Construct Traits:
A construct is an animated object or artificially created creature. A construct has the following features. d10 Hit Die.
No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
While her companions consider what best to do with the thing, Eleanor readies herself to use her Arcane Reservoir to cast 'Summon Monster' in order to provide a flanking companion for anyone who might attack. Meanwhile, she takes a couple steps backwards.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor continues to study the aura for three rounds while the others discuss; trying to discern if the thing is still active. K Arcana: 1d20 + 8 ⇒ (13) + 8 = 21 Is it still 'alive'? Strengths, weaknesses, immunities?
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "Hmm. Mayhaps." Eleanor casts 'Detect Magic' and begins to study the object. To see if I can figure out what it is: K. <Insert one*>: 1d20 + 8 ⇒ (18) + 8 = 26 *Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +10, Knowledge (planes) +8, Knowledge (religion) +8 If any Auras are present . . . Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Knowledge (arcana): 1d20 + 8 ⇒ (20) + 8 = 28 "Um, the winged, falcon-headed creatures are hieracosphinx. . ." Eleanor studies the newly discovered causeway blocking pyramid within a pyramid. Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor finally pipes up, "Does anyone need light?" If yes, Eleanor will use the time while Kishara disarms the trap to study the Light cantrip and cast it upon a piece of rubble for whoever need it. If no one needs light, will memorize the disrupt undead cantrip.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Any issues with proposed purchases on the discussion side? Assuming no, I am good to go, after I buy a hot weather outfit. An oddly introverted gnome pops out of nowhere and curtseys on her way out. "So, tomorrow then?"
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair My understanding was you could only use the "2 PP for an item that costs 750g or less" once, not you could only spend PP once, period. In the purchases above, I can spend PP to get a special Wayfinder when I purchase one for gold per the Chronicle. I am not using the 2PP for an item 750g or less twice. Please see Footnote 3 under Table 5-4:
I am NOT using this twice, as noted above. I am using this once and: The Confirmation - Pathfinder Society Scenario #5-08 Confirmed Field Agent: Having successfully completed and documented your Confirmation one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Presitige Point. Furthermore, if you assign this Chronicle she to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enchantment vanities you purchase to modify your wayfinder by 1 (minimum 1). Two completely different deals. This Chronicle Sheet purchase is not a purchase that is covered by Table 5-4 Footnote 3.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Purchases: Cracked Dusty Rose Prism Ioun Stone: 500 Gold:
Cracked: This stone grants a +1 competence bonus on initiative checks. Price: 500 gp. Scroll of Endure Elements: 25 Gold:
Scribed into spell book by taking 10 = 18 Spellcraft. DC to scribe to spell book = DC 15+Spell Level = 16 Wayfinder: 250 Gold; 2PP:
250 gold 2 PP Inherited (Keeps ability to cast Light in addition to Guidance) The Confirmation First Chronicle bonus allows purchase of Wayfinder Vanities at -1 PP cost, normally Inherited costs 3 PP. Wand of Infernal Healing: 2PP Total Spent: 775 Gold; 4 PP Money Remaining: 1194 Gold, 9 Silver remaining PP Remaining: 3 Fame: 7
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair So, I haven't played my Arcanist since Confirmation. Everything since has been GM or NPC type campaigns. I have 7 Fame/Prestige to spend (again, not played but once, so no chance to spend anything) Great Debate: Rebuild? What to buy? 1969 gp, 7 PP Arcanist . . . Yep, that covers it. I am debating a race change from Gnome, but unsure.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Acel Odair wrote:
Don't forget the un-used scroll of Mage Armor. If I had not run out of time with the Shield wand, I would have used on myself. Not that it would have helped on the blow I took from the Minotaur, but none the less, I would have had I had the opportunity.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "Glad to see you back in the land of the living!" Eleanor helps Janira to her feet. "We have much to show you. It would be easier to trace back to the beginning from here!" As Eleanor begins to lead Janira back into the caves, the gnome pulls out her exploration journal and begins explaining the miniature Absalom and how the trials work. "For each of the aspects, there is a task you can perform in the minitature city, and each of the tasks you complete grants a boon! You really need to see it first hand. Eleanor leads Janira through the tunnels, and finally to the sunken city where she makes introductions to the lovely gillman sage. Eleanor tries her best to introduce herself as last time, walking up politely and tapping the gillman on the shoulder.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair If we earned both PP, I will spend both PP on a wand of CLW. Assuming we earn at least 250g, I will spend 250g on a Wayfinder. Finally, Eleanor will copy the following spells from Acel's spellbook, if you would please note and put on my Chronicle: •Silent Image •Mudball •Vanish Eleanor will likewise scribe the Mage Armor scroll into her spellbook, and share with Acel. Edit: Also, if we are able to lead Janira back (I will post in the RP side as well) to the gillman, I will recruit his aid as above. The link to my Chronicles with the Faction Sheet is here: Chronicle Folder Link If you would be so kind as to update my Faction Sheet to reflect that a sage, scholar, etc. was recruited. Final Edit: I will take 10 on all spellcraft checks. DC is 16. Taking 10 yields a result of 18. Scribing in the halls of the Pathfinder's Lodge should be peaceful and non-stressful enough to allow taking 10. Copying spells: Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Faction Cards have a list of tasks that are deemed to be your faction goals. As you complete those goals for your faction, you receive faction boons (generally minor discounts on specific items, or bonuses to rolls). They are available as a free download here.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair [request]
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16 if we might go back the way we came to introduce Janira to the gillman. [/request]
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "Here goes nothing, and I hope that isn't literal." Eleanor spends her last first level spell of the day, and couples it with her last arcane point to launch a 'Color Spray' at the minotaur. DC 17
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Arcanist (Occultist) Conjurer's Focus: Conjurer's Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor spends a point from her Arcane Reservoir to summon a creature with her Occultist ability. Eagle Bite: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d4 ⇒ 2
"Acel, may I have that wand? The fire one?" Eleanor asks in Sylvan. If Acel agrees, Eleanor uses her Move Action to take the wand from him
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor sprints Run Action south between the two trees near Inira, and attempts to long-jump the stream. Jump!: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor starts using the wand on the remaining party members as they continue on until everyone is successfully shielded. I will shield, in order, Acel, Inira, Waki, then myself. I am not sure how many rounds we have, but the shield will last 60 rounds from now. . .
UMD: 1d20 + 8 ⇒ (5) + 8 = 13 UMD: 1d20 + 8 ⇒ (20) + 8 = 28 UMD: 1d20 + 8 ⇒ (10) + 8 = 18 UMD: 1d20 + 8 ⇒ (2) + 8 = 10 UMD: 1d20 + 8 ⇒ (6) + 8 = 14 UMD: 1d20 + 8 ⇒ (15) + 8 = 23 UMD: 1d20 + 8 ⇒ (5) + 8 = 13 UMD: 1d20 + 8 ⇒ (12) + 8 = 20 Will take 9 rounds. I will leave it to GM's discretion as to how long it takes before we are ambushed again as this will be done on the move.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor uses the wand next on Tsadok, having previously used the wand on Silas. UMD: 1d20 + 8 ⇒ (15) + 8 = 23 DC 18 as I have used the wand in the past? Once she makes a cursory glance at the blobs for anything of value, casting Detect Magic as she does so, Perception: 1d20 + 4 ⇒ (11) + 4 = 15 Eleanor immediately begins following the sounds of Janira's inspiring voice.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Realizing they must be close to Janira, and thankful for the shortcut, Eleanor uses the wand obtained from the gillman at Silas. UMD: 1d20 + 8 ⇒ (12) + 8 = 20 Shield of Faith, CL 6 Shield of Faith: 1 min/level: This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). +3 Deflection Bonus to AC for 6 minutes. I am going to spam this taking 10 (10+8 = 18, the DC having used once successfully) on everyone as we continue up and out.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor nods, and enters the secret passage with haste. I am confused, they say get to Janira, but they follow the tunnels deeper rather than heading back to the exit. I think either way we are following the tenants. I just hope the secret tunnel also leads out.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "D'oh! Mission first. We must explore, cooperate, and report. Janira would be most put out if we failed to secure some essential knowledge. We must explore. She would be doubly cross if she has given her life that we might complete the mission and we fail." Eleanor feels strongly compelled to check the secret room.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor asks as she continues to head for the exit, "Should we really spend time to work on these now? Janira is alone, facing a Minotaur for us. Treasure identification can wait. It takes a while to identify things." If the party wants the items identified, I can take 10 for an 18, 19 if someone has Guidance, 21 will Aid Other from Acel If Acel rolls Aid Other actions, I will assume you want them identified. Otherwise, Eleanor wants to get to Janira.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "Lets keep moving then! We can't leave her to deal with that beast all alone. I don't even know how long her spells can keep her safe. . . " Eleanor begins leading the way!
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor takes an opportunity to check over the freshly re-corpsified creatures and the room in general as well. Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Oops! damn posting from phones anyhow! Eleanor pours one of the healing potions from Janira's pack down Acel's throat. Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor moves back and casts acid splash at the southern most corpse before it can engage in melee. To Hit Touch: 1d20 + 2 ⇒ (6) + 2 = 8
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair I moved the both of us. Assuming Right is East, I moved you East, East, East, East, Northeast. If the red is a non-animated corpse, you could have moved East, East, East, Northeast, North to the corpse Northwest from your position.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor ponders a couple details. . . "Acel, when we get back to town, do you mind swapping spell books for scribing spells we don't have? I am sure I may have some you do not, and vice versa. Don't let me forget!" We can scribe spells from each others spell books into our own.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "Yes, thank you very much! It is an interesting diorama. I wish I had the time and skill to sketch it all out, for now a note indicating that this is a "miniature representation of Absalom" will have to do. I have noted all the rituals we were able to document. Would you like a copy?" Eleanor asks. Once the duties to the gillman are taken care of, Eleanor agrees to head south-east with Inira.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor laughs, clearly enjoying the puzzle. After she returns the cloak to the gillman, she assists Acel in putting all the tiny coins back into the market place.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Feeling confident, Eleanor asks the gillman if she may use the cloak of resistance, "I want to see if this also pleases the dead god. . . " If the gillman allows, Eleanor swirls the cloak about the tiny model city as if it were a moat of fabric. If anything happens, Eleanor shares the trick with the gillman. Having only silver, Eleanor asks, "I think we need coins of different sizes to put in the city as well. I have no clue about the stones though. Perhaps one of you stronger types could break up some small rocks to put in there as well?" Once all the tasks are done, Eleanor shares the method of completing them with the gillman, and any benefit gained thereby.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair Eleanor ponders the mysteries she has translated, and takes a stab at the soldier by casting dancing lights, and guiding the lights to and through the miniature city.
Vital Statistics: AC: 14 /13 touch /12 flat-footed . HP: 14 of 14
Initiative: +4 Perception: +1 Fort: +2 Ref: +2 Will: +3, +2 v. illusions, +2 v. fear and despair "How does one listen? Does it have to do with these things I found on the walls?" Eleanor pulls out her journal and shows the writings to the gillman.
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