The Fifth Archdaemon

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7,676 posts. Alias of Nayr Trebrot.


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It's with a heavy heart that I have to say I'm going to let this one go. Real life now has me by the butters, and priorities have substantially changed. I'm very sorry to waste anyone's time, but hope you enjoyed playing a bit while we could. Thanks to everyone for playing!

Doc, I'm very sorry for your, and your wife's loss.


It's with a heavy heart that I have to say I'm going to let this one go. Real life now has me by the butters, and priorities have substantially changed. I'm very sorry to waste anyone's time, but hope you enjoyed playing a bit while we could. Thanks to everyone for playing!


The woman whispers out a spell as she draws out her greatsword. The massive weapon begins to glow ever so lightly as she steps towards the door, preparing to open it.

initiative:
Stel - 21
Doc - 18
Grey - 16
Hestrig - 16
Mandragora - 15
Nox - 14
Ithariel - 9
Ques - 8
Lief - 3


Feel free to post your actions as well, if you like, though keep in mind they'll be adjusted or voided based upon what happens before you're up. If not, that's cool too! Stelmaria is up!

Edit - Stelmaria ninja'd me! Now I'm up;)


No problem!


Ques moves into the eastern wing of the room and can see through the transluscent doors to the north and south. Unfortunately, the things within those rooms can also see him....

North:
Several tables, covered in flowering plants and decorative figurines both large and small occupy the corners of this brightly lit large room. A large mirror hangs on the northwestern wall, while double doors lead north and south.

A small plant creature herein seems to be chained to the wall. It lets out a shriek that is muffled through the closed doors. It charges, then is yanked back by the chain. It screeches again and pulls mightily on the chain!

South:
Floor-to-ceiling bookshelves line the walls of this sprawling chamber. An ornate wooden table, covered with open texts and lit candles, and six chairs sit in the middle of this room. A massive mirror hangs on the western wall.

A powerfully built woman with a massive greatsword on her back stands here, looking through a book. But as Ques's shadow passes the door, she looks up, then her eyes go wide. Who are you?! She puts the book down and begins to stride towards the door. Then....she sees Grey, stops, and beings to pull the greatsword off of her back!

Initiative Hestrig: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Mandragora: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Grey: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Ques: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Doc: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Lief: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Stel: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Ithariel: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Nox: 1d20 + 3 ⇒ (11) + 3 = 14


Lief opens the southern door out of the dining hall, and reveals a curving corridor that seems to go around the structure. There are doors on the outside, perhaps going to outer "tower" rooms, based upon the layout. The corridor seems quiet.


As BK attempts to grab on the bearings, the strange rolling swarm seems to lock onto you! It streaks towards you in a rolling mass!

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Please roll initiative and post if you beat it!


That's fantastic;) I love it


Just to get this right - is BK really grabbing the steel bearings via telekinetic projectile? You can sure try, you'll just have to wait till its in range of the spell.


You head back out from the tower, listening still to Eliza's musings - generally it is about her lack of understanding. She seems to have memories of the area come back every now and again, but she shakes her head in confusion at them. Rayland moves stiffly and doesn't say a word.

You break out only the shattered fragments of rock and stone jutting from the grasses nearby, and once again see the path this strange tumbleweed of steel bearings that you'd seen on the way in. This time, it's passing to your south, but is about two -hundred feet away. It seems to be slowly veering in your direction.


Exploring anything else within the tower? Remember there were a few rooms on the 1st floor - before Kib dissappeared, he'd have told you that he opened one of those doors and saw some clockwork creatures....he said "nope" and shut the door.


You can, indeed, see outside of the building - it looks like you went up...almost directly up in fact. Outside, you see an idyllic winter forest area...almost peaceful.


Everyone gathers around, and then the trigger words are uttered. After only a second or so, an odd tingling falls over everyone, and a sound like sleet tinkling as it falls on froze ground. Then….poof! You find yourselves in another place.

And a new map

A crescent-shaped dining table occupies this Y-shaped chamber, while two large mirrors on the north and south walls create the illusion of an even larger space. Twenty feet overhead, an immense chandelier of ice crystals hangs from the ceiling. To the east, rounded steps access a short hallway, flanked by twin ice sculptures of dryads holding ice-carved tree limbs, creating an elaborate archway. Translucent, glass like double doors are set in the hall’s north and south walls. To the west, two alcoves stand between three windows providing an amazing view of the wintry landscape outside of the tower.


Unfortunately, none of you are quite sure what this odd effect is on them. The pair of them don’t seem to take notice.

Eliza allows you to take her hand and lead her away. Rayland watches, standing stiffly, before turning to follow. He says nothing. Eliza puts a hand to her head, as if remembering is painful for her.

I feel as if….my memories….they seem to have been tampered with….invaded. I…I remember learning about this tower from a pair of talking statues that I met – they directed me here. I was exploring this place, and then….everything goes fuzzy after that. I’m afraid I don’t remember much beyond that…I – we are colonists. We’re here for…. She trails off, her eyes unfocused as she tries to remember.

Where do you plan on going with her; what’s next?


We aren't...hurt...but, well our memories are.... She puts a hand to her head. ...spotty. I am sorry...if you are here to save us then I thank you! I am Eliza...Eliza Haniver. And this is Rayland Arkley. We were...are...colonists.

The man looks on grimly.


Sure, Arcana or Occultism


The guard looks at Lief, as if expecting that sword to find his back as soon as he turned. In the end, the idea of self-preservation won over, and he darted out of the room, heading to the east and out the main gates.

So, he's leaving the place entirely. If you want to follow him, you'd be heading back out into the wilderness towards the town of Heldren.

The dog, Hatch, appears at Ques's side, looking up at Lief. Both teleporters lead to the same place - they'll both take you to the dining hall. Remember, you have to say the phrase "A gathering within the hall, take one, take us all." Then, everyone gathered there will go to the dining hall.

The teleporters consist of a glassy pattern of striated, crystalline ice covering the tile floor in their alcoves, illuminated by a soft, blue light.


You head up the ramp that rises up to the next level, leaving the odd tank and library behind you. You enter out of the ramp onto another floor, which is almost entirely open. In the center of the room is a vast tank of water with transparent walls and no floor that extends down to the story below. A single transparent door with an opaque handle is built into the eastern face of the tank.

Just east of the tank is a much smaller transparent chamber with a similar door. This one contains no water, however, and a blanket is hung casually over the open door. On the floor nearby are some damp blankets, and pots and bowls that contain picked-over rations and the remains of partially eaten flesh.

There are two people in here, and they both immediately stand from their seats on the floor. One is a woman in a greenish-blue dress with long hair and the other is a tall and strong man in armor with long blond hair and a proud moustache. They both appear to have oddly slick skin, as if covered in a fine sheen of something.

The woman looks surprised. Oh, thank goodness! Are....are you hear to save us? Did...[b] She looks at the ramp, as if expecting someone else to come up. [b]...did you deal with the...beasts downstairs?

New map!


Cool; sounds good guys. We'll continue on; Kib will disappear into thin air though.


Sorry, the shield is steel...

The bolts are screaming bolts. The potions are 2 potions of CLW, one potion of endure elements, and one potion of interrogation.

The mirror, also magical is...odd. Ques moves over to it and looks down, and finds that it shows his face for only a moment. Then, it clouds over, and another face appears. A man with fierce eyes, long brown hair, and a pointed beard covering his chin appears. His eyes widen, then narrow, as he watches Ques.

Ques has the sinking suspicion that this is a 2-way communications device, and you're looking at whomever this captain had been reporting to.

The guard's eyes go wide. He looks at Leif and whispers. That's....how she talked to the boss..


Sorry guys; work has killed my posting rate, but I'm still here. This may continue for a while; let me know if anyone has issues with the pacing.


Likewise Kib; thanks for playing. I hear ya'; I've lost interest in the messageboards as well, and work has been crippling my posting.

I can honestly say that posting frequency isn't likely to get better anytime soon, guys. So, that said, did you want to continue, or cancel this one and move on to greener pastures?


Radosek, he's a...a...a witch. One of the white ones, that brings the winter with him. The man shivers. He's a cold one...and powerful...but I don't begin to understand what he can do.

He points out the open door. The transporters out there...they'll take you up. It's odd magic, I know - took me a while too, but it works.

The captain had on her person:
MW cold iron longsword
Light spiked shield
Dagger
MW Light crossbow
Chain shirt
10 normal bolts
2 magical bolts
4 potions
Cold weather gear
Magical mirror


The guard puts his hands up higher...if possible...and begins quickly rattling off words.

Just the cook! No, the captain's in the library - she's there. Then, the ravenkeeper...but that's it. Well...then there's Radosek, but he runs the place - he isn't really a guard


The stairs to the south go up;)

Kib looks at these potions, and he's almost certain that they are also healing potions...they seem to be of exactly the same composition as the one he currently carries on his person. These are two lesser healing potions...sure did fishman alot of good eh?

Grunyar examines the tube...but aside from an odd clear tube keeping in what looks to be a great amount of water, he sees little else. The opaque handle nearly draws Tess in....


Ithariel misses and then the Doc finishes his spell, summoning a dog nearby. The creature bites, but can't seem to gain purchase on the guard as he is skittering back on the bed. Gah! No, no...stop! He rolls back on the bed, drops his weapon, and throws his hands in the air. I give up, I give up!

Anyone want to finish him, or does this one live?


No slot downstairs, no....and it doesn't seem to fit very well in your hat. Let me know if there's anywhere else you'd like to search around.

Tess opens the doors to reveal an enclosed area with an octagonal walkway illuminated by a soft, pervasive light. The overwhelmingly dominant feature herein is another chamber within here, which has transparent walls and appears to be filled with gently bubbling water. The tank appears to extent up into the next floor, going through the stone ceiling 15 feet above. On the east side of the tank is a transparent door, complete with an opaque handle.


Ithariel is up; will bot the doc if Ithariel posts


On the more powerful fish creature you find that his glaive seems magical, and he has two potions that are as well. He also has 2 keys on his person.

The other fish-fella's have tridents only

On the table is an odd blue gemstone. It seems to be oddly cut to fit into something.


Well....darn

Lief rushes into the room, turns, and takes the head off of the woman. It falls to the ground with a wet thump and blood begins to spray from the severed neck as it falls to the side.


Stel latches onto the man's groin with his jaws and pulls him down, then changes target and uses his jaws to engulf the man's face! He dies...luckily for him.

Grey misses his target, and Nox's bullet flies by overhead, accompanied by a loud BANG! The man, still standing, snarls as he puts his hands to his ears, then Ques's spear takes him in the gut, effectively marking him for the reaper.

The guard in the southern room takes aim, then looses a bolt at Ithariel!
Xbow: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 ⇒ 2
He then reloads.

Initiative:
Doc - 20
Ithariel - 20
Lief - 17
Captain - 16
Stel - 13
Grey - 10
Nox - 6
Ques - 6
Guards S- 6
Guards N- 3 (dead!)


Kibs hits the creature with a terrifyingly accurate strike, cutting open its midsection and spilling out odd, alien organs. The creature lists to the side and, since it is surrounded on both sides by enemies, Tess's strike its true, stabbing it through....and killing it!

The room goes silent.

Room description again...been a while:
Much of this level is a room that wraps around the tower. At this room's northernmost end, a ramp descends to the lower level, and another ramp on the south wall ascends to the floor above. Against a wall to the southwest is a table suitable for quiet study. The western side of this area sports half a dozen bookshelves covered in the dust of deteriorating paper and leather. Opposite the shelves is a small stone plinth holding a clockwork bust of a nondescript woman. A large table surrounded by a few stools occupies the east side of the room.


Ithariel hits the man with an uppercut of his staff, cracking his jaw and sending teeth flying. The man reels back in pain, his hand going to his mouth.

Doc, you seem to have teleported to within the other room...I reset you back to where you were.

Lief cuts at the man sent reeling, but the very nature of his backpedaling saves the man's life as Lief's blade splits the air directly in front of him.

The captain stays back, and raises her sword and shield. Get back in here, you fool! You're playing into their bottleneck!

Initiative:
Doc - 20
Ithariel - 20
Lief - 17
Captain - 16
Stel - 13
Grey - 10
Nox - 6
Ques - 6
Guards S- 6
Guards N- 3


Tess moves in and attacks, landing her first strike solidly. Grunyar sends out a sticky jumble of gummy sap, which hits the fellow solidly, slowing him down.

The creature tries to resist BK's magic.
Will save: 1d20 + 4 ⇒ (3) + 4 = 7

I can't remember the exact square in which Grunyar stood, but I think you'd have gotten the healing as well. BK - Daze is a will save, right, and doesn't do much damage. It also heightens slower than other cantrips, so not great. I guess the only thing is that it's a will save, so would be useful against physical stalwart opponents with a low will save, and it is nonlethal, so could be used if you want to stun and not kill.

The fishman shakes its head and lets out a gurgling curse, and stabs at Tess! It seems to lose some time, as it stands confused under the mental onslaught.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Then tries to bite at her shoulder
Bite: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 2d4 + 4 ⇒ (2, 2) + 4 = 8

initiative:
Fishfella (-10 speed)
Kib
Tess
Marius
Grunyar
Banterknell


Correct, no attack roll!


Tess and BK both had crits that turn. That's 12 damage to Grunyar!


Tess stabs down at the creature, piercing it through with her trident! Marius then heals everyone back up, as Grunyar lashes out with his electrical energy.

That is a crit for Tess, since he's prone.

reflex save prone: 1d20 + 7 ⇒ (5) + 7 = 12
reflex save standing: 1d20 + 7 ⇒ (15) + 7 = 22

I moved you up 5 feet so that you could target the prone fella'.

One of the creatures jumps mostly out of the way, but the other sizzles and pops where it lay on the ground. It tries to struggle and stand, but BK's hurled projectile hits it in the head, mashing it to a puddle of flappy skin and broken bits.

The creature near Grunyar angrily swipes away and the magic-user with his trident.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Attack: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

He then takes a step back, to stand behind the table.

Initiative:
New fishies
Kib
Tess
Marius
Grunyar
Banterknell


1 person marked this as a favorite.

I had only posted the result of Kib's action, since Tess said specifically that she'd like to wait to see the result of said action.

Now, I can recap the rest.


Doc dismisses the spiders, and Stel turns to swipe at the man to his side. He misses, but hits cleanly with his bite, taking a chunk out of the man.

Grey moves in and crushes the poor fellow before him with whipping appendages. The man collapses in a broken heap.

Ques, seeing the man go down, lets out his spell at the other fellow.
Will save: 1d20 ⇒ 14

The man shakes off the attack with a grunt. He even manages to look surprised when Nox's shot dings off of the ice wall behind him. The man then turns and slashes down at Stel, before taking a step back from the dangerous predator.
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

The guards to the south move into place; one strides up to Ithariel and swipes across with his blade, while the other moves to kneel on one of the cots, dropping his sword there to draw and load a crossbow.

sword slash at Ithariel: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Initiative:
Doc - 20
Ithariel - 20
Lief - 17
Captain - 16
Stel - 13
Grey - 10
Nox - 6
Ques - 6
Guards S- 6
Guards N- 3


Understood, that'd be a miss then

Kibs moves in and topples the creature, then stabs into him. The creature lets out a gurgling cry!

Nicely done; he's prone...and stabbed

Initiative:
New fishies
Kib
Tess
Marius
Grunyar
Banterknell


Swarm damage: 1d6 ⇒ 5

Doc stands ready to strike the man before him, but the fellow falls down in a flood of biting spiders. He struggles for a second weakly, screaming, then the spiders flood into his open mouth and begin to devour him from his soft, warm interior.

That dude's dead! Did you want to turn your action towards something else Doc?

Will save vs Ithariels daze: 1d20 + 2 ⇒ (11) + 2 = 13

Sorry, that's fort, so would actually be a 17 - success!

The female captain shakes off Ithariel's spell, but is subsequently cut deeply by Lief's potent strike! She stumbles back slightly from the door, draws a potion, and quaffs it.

Healing: 1d8 + 1 ⇒ (8) + 1 = 9

Stel lashes out, and does indeed disembowel his target. The man drops in a puddle of his blood and intestines.

That's only the first claw; Stel can turn and attack the other one if you like.


Sorry guys, work + moving = no time. Gonna' still be a bit lax in posting for around the next week or week and a half. It'll get better, trust me


Doc - there's still a dude in the swarm, dying a horrible death. Wanna' keep the swarm there till he's dead? I'll have to dig a bit deeper if you want it to attack the lady, as it'd have to move over you, Lief, and Ithariel to get there.

Unfortunately, the swarm kind of bites all creatures in its path, unless I'm mistaken:

You vomit forth a swarm of spiders that attacks all other creatures within its area


Bk's hurled bit of debris slams into one of the creature's, nearly knocking it into the fellow beside it. It turns towards him, and lets out a gurgling roar before charging towards him!

Trident VS BK: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Claw VS BK: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The other steps towards Grunyar and similarly attacks.
Trident VS BK: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Claw VS BK: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Initiative:
New fishies
Kib
Tess
Marius
Grunyar
Banterknell


No, sorry Lief


Yep, think that was it, sorry! Fixed now


Well, the dice sure haven't been helping you!


Marius steps in, and as he does, the fishman swing his glaive about in an attack!
AOO: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 32
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Marius then swings at the creature, but it deftly dodges aside!

The fishman then steps back again and swings his glaive in a wide arc! The weapon whips across at Marius, then the fishman twirls it about to try and sweep the human's leg!

Attack: 1d20 + 16 - 1 ⇒ (8) + 16 - 1 = 23
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Athletics vs Reflex DC: 1d20 + 12 - 5 - 1 ⇒ (12) + 12 - 5 - 1 = 18

Persistent damage: 2d8 ⇒ (7, 7) = 14
DC 15 check to remove: 1d20 ⇒ 1

The creature then succumbs to the ongoing effect of BK's spell, and it falls to the ground...dying.

That's 32 total damage to Marius! 22 from the first, as it's a crit, then another 10...and he's knocked prone

Initiative:
New fishies
Kib
Tess
Marius
Grunyar
Big fishy - dead
Banterknell


The guards take action! The one on the north end of the spiders yells in horror and pain, and stumbles over the bed to arrive nearby Stel. Between a rock and a hard place, he looks back to the spiders, but figures the great hunting cat is less terrifying. Still bleeding from dozens of bites, he swings at Stel. Of course, he had been wielding a crossbow, so now...he attacks with a fist.

Unarmed attack: 1d20 + 3 ⇒ (14) + 3 = 17
Nonlethal Damage: 1d3 + 1 ⇒ (1) + 1 = 2

This provokes from Stel

The other one steps towards the good doctor, his fists raised. He punches at Doc!
Unarmed attack: 1d20 + 3 ⇒ (10) + 3 = 13
Nonlethal Damage: 1d3 + 1 ⇒ (2) + 1 = 3

One of the others in the room moves to the door and opens it, intent upon escape.
Which triggers Nox's readied action.

And the last draws his sword and slashes down at Stel.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

And, before the others can act, the doors right in front of Ithariel opens to show an imposing looking female soldier! The woman grits her teeth, eyes glazed with zeal, as she roars. Get 'em boys!

New initiative captain: 1d20 + 2 ⇒ (14) + 2 = 16
New guards: 1d20 + 1 ⇒ (5) + 1 = 6

Initiative:
Doc - 20
Ithariel - 20
Lief - 17
Captain - 16
Stel - 13
Grey - 10
Nox - 6
Ques - 6
Guards S- 6
Guards N- 3

Full Name

Hamith Caid

Race

Human

Classes/Levels

Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Gender

Male

Size

Medium

Age

33

Deity

Iomedae

Languages

Common

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Hamith

Player Name: DystopianDream
Character Name: Hamith Caid
Fame: 26 / PP: 19
XP: 13
GP: 848 gp
Society ID: 234492-1
Faction: Grand Lodge
Day Job: Profession (Blacksmith) +7
Chronicles Completed: 13

Appearance:

Hamith stands at average height with broad shoulders and short black hair that has only just begun to recede. His features are a mix between his Varisian father's and Ulfen mother's. Always quick to smile, he hides his fatigue and pain behind it, and continues on.

Background:

Born to a Scarzni con man and an Ulfen shieldmaiden, Hamith Caid has always been adrift. The household soon could not stay together, and Hamith went with his father while his little brother went with his mother. When he was a young child traveling with his father, he witnessed many wrongdoings by the man, and eventually turned him in while traveling through the crusader state of Mendev. It was there, fighting his father, that Hamith first called on the power of the Inheritor and smote his father down.

Completed Chronicles::

Link to Chronicles.

1. 8-04 Ungrounded but Unbroken
2. 6-10 The Wounded Wisp
3. 5-01 The Glass River Rescue
4. 6-08 The Segang Expedition
5. 0-01 Silent Tide
6. Slave Pits of Absalom
7. Overflow Archives
8. Tyranny of the Winds, Part I: The Sandstorm Prophecy
9. The House of Harmonious Wisdom
10. Cosmic Captive
11. Solstice Scar A
12. Race for the Runecarved Key
13. Graves of Crystalmaw Pass
14. Sniper in the Deep

Boon Abilities::

Tattoo of the Open Road (Welcome to Pathfinder Boon): As immediate action when struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can expend this boon to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hp damage would kill you.

Ungrounded Veteran: 3 uses. Grant +2 bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained, check box to treat yourself as if you were trained in the skill.

Explore, Report, Cooperate: As a free or immediate action, may consider whether particular action would help realize goals of the society.

Prized Find: 1 use. If failed to earn prestige on a secondary success condition, can instead treat it as a success, gaining full prestige.

Model Pathfinder Agent:

[][][] Model Pathfinder Agent (Grand Lodge Faction): One of the Society's in-world venture-captains sees great potential in you. Write the name of that venture-captain after this boon. This venture-captain greets you by name whenever you meet. When you participate in an adventure in which that venture captain provides the mission briefing, you may check off a box before this boon to gain additional supplies of your choice with a value of at most 50 gp per character level. You must return any unspent supplies at the end of the adventure. If you have at least 20 Fame, the venture-captain invites you to take a direct hand in teaching the next generation of Pathfinders. You may spend 1 Prestige Point to become a part-time instructor at the Grand Lodge. You can use your educational skills to respectfully help your fellow agents thrive when they find themselves in challenging situations. If you are playing an adventure in the higher subtier, you may confer one of the following benefits upon each of the PCs who are 3 or more levels lower than you for the duration of the scenario: a +1 bonus to AC, a +1 bonus on all saving throws, or +1 hit point per level.

Venture Captain: Ambrus Valsin

[spoiler=PP Spent]

2 PP: wand of cure light wounds
2 PP: darkwood composite longbow (+2 str)
2 PP: wand of protection from evil

Hamith Caid
Male human paladin (oath of vengeance) 5 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses Perception +8
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 47 (5d10+13)
Fort +11, Ref +7, Will +9; +1 trait bonus vs. evil outsider's spells and effects, +2 vs. death
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +9 (2d6+11/19-20) or
. . cold iron dagger +6 (1d4+7/19-20) or
. . cold iron spear +8 (1d8+10/×3) or
. . silver longsword +6 (1d8+6/19-20)
Ranged darkwood composite longbow +7 (1d8+2/×3)
Special Attacks smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 2nd; concentration +6)
. . 1st—bless weapon, hero's defiance[APG]
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 18
Base Atk +5; CMB +6; CMD 20
Feats Extra Lay on Hands, Fey Foundling[ISWG], Furious Focus[APG], Power Attack
Traits purity of faith, seeker
Skills Acrobatics -4 (-8 to jump), Craft (blacksmith) +7, Diplomacy +12, Knowledge (religion) +4, Perception +8, Sense Motive +6
Languages Common
SQ channel wrath, divine bond (weapon +1, 1/day), lay on hands 8/day (2d6), mercy (sickened)
Combat Gear potion of touch of the sea, potion of touch of the sea, scroll of lesser (x2) restoration, wand of cure light wounds (44 charges), wand of protection from evil (50 charges), air crystal (2), alchemist's fire (2), holy water (2); Other Gear +1 full plate, light steel shield, +1 greatsword, cold iron dagger, cold iron spear, darkwood composite longbow (+2 Str), silver longsword, belt of giant strength +2, cloak of resistance +1, ring of protection +1, grappling arrow[UE], masterwork backpack[APG], masterwork blacksmithing tools, silk rope (50 ft.), sunrod, wandermeal[UE] (3), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 847 gp, 9 sp, 7 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.

Bot Me:

Start of Combat
Hamith will always try and talk to avoid combat. But whenever combat does come, Hamith is a moderately straightforward combatant. If an enemy is within his movement speed (20ft), he will charge while drawing his weapon. If an enemy is outside this range, he will draw his bow and fire a shot. He does not have Precise Shot, so avoids firing into melee when he can. He normally uses a move action to check if a creature is evil at the start of combat.

Melee, Middle of Combat
For simplicity, Hamith always power attacks unless a foe is particularly hard to hit. As stated before, he will normally use a move action to check if a creature is evil at the start of combat. If it is an evil creature, he will smite evil unless it seems to be extraordinarily weak, or the combat seems well in hand. He has the ability to turn 2 uses of lay on hands into an extra use of smite evil, and so will use that if he is out of his smite evil uses.

Healing
If dropped below 34 hp, Hamith will heal himself whenever available with a swift action with his lay on hands ability. Otherwise, he waits until after combat ends to heal with his wand, which is loaded in his spring-loaded wrist sheath.

End of Combat
Hamith tries to take prisoners whenever he can, and will never execute an enemy that has surrendered.

Dice Rolls
[dice=Greatsword, power attack]1d20+9[/dice]
[dice=DMG, power attack]2d6+5+6[/dice]

[dice=Darkwood Composite Longbow]1d20+7[/dice]
[dice=DMG]1d8+2[/dice]

[dice=Lay on Hands, self]2d6+4[/dice]