Churgri of Vapula

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The GMG says:
"Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on."

But under "Character Advancement" it says:
"A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn’t provide them.)"

Rogue gains a skill feat at each level.
Invigilator get a skill feat at each even level, and a limited set of skill feats at 3rd and every odd level after.

So would a Dual-Class Investigator/Rogue, get two skill feats at 3rd and every odd level after?


It was good as it lasted.

Hours and hours, long into the night, the crew worked pulling apart the wreck. It is clear that Fitch's former crew has been coming back from one of the most blessed acts of plundering you ever heard of.
Even with Fitch take his share, there is more plunder then should be put on the ship, but slowly it is all pulled up.
The ship runs low, and the bilge pumps have to be manned all the times to keep your ship from going under.

Very slowly, you head back to the rock; knowing you have a hoard truly made for a dragon... hopefully no big dragons ever learn of it...

How is that for a ending?


After a few hours Fitch calls out that the wreak should be somewhere below.


Anyone still here?


You, once more, set sail. After a few days, you pass Ollo. Fitch leads you about one day out from ollo.

"We keep going this way and we should find it soon."
He keeps pointing his ring out to sea.


"You can call me Fitch. All I ask is an equal share of the riches from the wreak. Not the magic stuff; I want to retire nice and quick.
To find the wreak, we need head near where it was lost. I can find the ship as long as you can keep our heading strong.
"

He points you in the way of Ollo.


Once you get in private, he pulls out a glass tube containing a human leg bone suspended in preservative solution.

“This tibia previously belonged to Vargus Brack, one of my old shipmates. Vargus was grateful to be rid of it—he’d have died of gangrene if I hadn’t amputated his leg. It’s a good thing I kept it as a specimen, since he was an officer aboard the Brine Banshee when she last sailed. Vargus and I were good friends—he came to visit me the last time the Brine Banshee was in Ollo, as he always did when he was in port. He mentioned in passing the course the Brine Banshee would be taking, and said he wouldn’t be back for some time. The Brine Banshee had an abundance of riches aboard her, and together I believe we can salvage them. Are you interested?"


You know that Hell Harbor is a town on the island of Devil’s Arches. With the map you can make it there with ease.

On the way to your ship, a older male human walks up to you.

"The living body holds many secrets, and as a ship's surgeon I need to protect the secrets or my services would be less valuable. Would you be up for me offering my services?"

rolls:
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (14) + 10 = 24

You get the understanding that he has information that he wants to offer privately for some price.


"I think I overheated that Roweena has been talking to a few crews, but I know nothing else for now. Track Roweena down and see where that leads."


After a short wait in the sitting room, you patron walks in.

"You have something from me?


Sassarra things for a while.
Roweena is a harbor quartermaster in the employ of Arronax Endymion, lord
of Hell Harbor and a former admiral in the Chelish navy.


He nods.

"It looks like order for a 'Haddon' to report on the movement of ships visiting Drenchport, especially those belonging to the Master of the Gales. The orders also identify Haddon’s main contact, a woman named Roweena Kellet in Hell Harbor on Devil’s Arches."


The figure looks like some human-bird mix. Skrelznit can tell it is tengu.
Skrelznit is able to find a guy willing to look over it.

history: 1d20 + 11 ⇒ (4) + 11 = 15
Linguistics: 1d20 + 18 ⇒ (14) + 18 = 32

He Quickly reads over it a few times, before turning to the party.

"I can tell you want this means for... say 50 gold."


You could find someone who that could look at the sheets for you (for a price).
There is also the birdlike humanoid carved into the piece of driftwood, you found in the dead mans hand.


After downing the Piranha-like fish whole, Skrelznit finds it was not as great an idea.
He takes 3d4 - 3 ⇒ (2, 2, 4) - 3 = 5 Damage from the fish biting away at his insides. He also has a ulcers now (1 con damage). After a short while, the fish succumbs to Skrelznit's stomach.

No traps are found on the compartment. Inside is a waterproofed bag containing 40 pp, 259 gp, and a scrimshaw walrus tusk scroll case. Inside the case are several rolled up scrolls of sheet music and lyrics, part of an old Chelish opera written in Infernal.

DC 15 Knowledge History for the opera sheets.


I found the tab... that I forgot to post

Pulling the man's face out, you find it has been chewed to the bone. What fish in there feed on him.

Skrelznit and Sassarra can tell the arrow came from outside.

Skrelznit Sees thru the bloody water and finds a concealed compartment in the fish tank’s heavily carved wooden base.


The inside is a one room layout. Bed, cookware, and a man with his face in a fish tank. The water in the tan is clouded with blood.
In the man's right hand is a carved figure of some humanoid bird.


You find no traps, and open the door.


Yes. DC 20 Disable device or DC 15 break DC


You don't see anyone around.


You see what looks like a dead body inside. Arrows coming out of its back, and its head is dunked into a fish tank.


He is a scrimshaw. So bones, ivory, shells, etc. Or just money for his tab.

Outside of town, you find a little cottage of mismatched wood. The door, little more a driftwood board, looks to be the strongest part. On the back side there is a single small window, to small for a human to fit thru.


"Just outside of town." He gives you directions to the cottage.


"Yea. The Chelish navy has been much more active as of late, and is tracking down ships better then ever." He leans over and speaks more quiet. "I blame Haddon Pike. He runs a small fishing boat, that does smuggling on the side. That thing is; I know the locate black market. On his smuggling trips he has not been buying or selling any contraband.

He takes a swig of beer. "Why would a fisherman, and part time smuggler, hire a boat and not carry fish or goods? I think he has been feeding them information. He has been hold up in his cottage for that last week or so."


Skrelznit can feel that Jaymiss got a little nerves when Skrelznit was talking, but Sassarra (and buying him a drink) put him into a more trusting mood.

"I will have a black kelp beer. Don't see many of your kind in here."


You find Jaymiss sitting by the hall's fire.


Andd paizo.com is back up,..
You hear that his is over in Carvers’ Hall. It is a building used by scrimshanders work together on larger projects.


Sailing in, you find that the city's name fits. It's location means that storms form daily. Drenchport's streets are washed out and the dock is layers of new boards hammered into stacks of waterlogged ones.


"That is what you asked for, right? What Information we have on Spies for cheliax."


She nods. "There is a half-elf scrimshander in Drenchport named Jaymiss Keft. He claimed to have knowledge of a spy."


Welcome back!
Dindreann Smiles lightly seeing the Golden Vespal. "We are happy to have it returned to us. Did you deal with the wreckers?"

The loot was 8 point of plunder made of leathers, spices, timber, and various ships’ equipment.


The statue is the object that the High Priestess asked you to find.


I guess the party wants to head back with the Wasp (and other loot).
So what do you do when you get to the holy temple to Calistria (the brothel)?


Looking around you do find most of the loot left behind, and a golden statue of a wasp wrapped in oilcloth and stuffed in an empty barrel.


You sneak up to the area, but find no one there. The bunk that you were told something was hidden under has a hole under it: as if something was dug up.


The cave is out in the open, but you think you could swing way out to the side and come at it from that way.


"ommm.. She keeps a chest buried under her bed?"


He swallows unnervingly, before telling you where their hidout is.


He looks back and forth between Sassarra and Skrelznit. "I...I don't know where she went. She just has us raid ships."


After waiting a moment, you still don't hear back from their leader.

The least half-orc gives up, and you are able to save the others.


Round 3:
Skrelznit pushes Blue over the side. Blue takes damage from falling: 4d6 ⇒ (1, 5, 5, 6) = 17

Skrelznit, Looseal, and Zaaka finish off yellow. While Sassarra goes after Blue.

Seeing the others go down; blue gets up and tries to get away, but trips in the reef.
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12

Round 4 start:
The party is up. Just blue left you can see.


Round 2:

Sassarra blasts the group on the grownd.
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16

Zaaka's tail finishes off the one he hit with his tail before, but does not land any other blows.

Skrelznit's storm hits the leader hard, and Looseal does the same.
Reflex leader: 1d20 + 7 ⇒ (1) + 7 = 8

The half-orcs swing at Zaaka. The 1st gets Parry'ed and is hit back by Zaaka. The 2nd attacker misses.
falchion attack: 1d20 + 8 ⇒ (14) + 8 = 22
falchion attack: 1d20 + 8 ⇒ (2) + 8 = 10

Looking over the fight, the leader defensive casts a spell. She disappears.
concentration: 1d20 + 13 ⇒ (10) + 13 = 23

Spellcraft 17 to ID spell:

invisibility

Round 3 start:
Party is up.


Round 1:
Zaaka's ball of death, drops his 1st half-orc.

Fort saves:
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (11) + 7 = 18

1d20 + 9 ⇒ (18) + 9 = 27

Skrelznit makes it a fair bit up the rigging. The half-orcs shake off the cloud's effects, and Looseal misses the target.

Their leader flies up and shots balls of magic at Looseal Magic missiles dealing 5d4 + 5 ⇒ (2, 3, 1, 1, 4) + 5 = 16 force damage.

All three half-orcs in the cloud move out. Two move around Zaaka, while the last heads for Sassarra. All 3 provoke from Zaaka.

They swing and miss Zaaka, But the 3rd lands his hit on Sassarra.
attack 1: 1d20 + 8 ⇒ (3) + 8 = 11
attack 2: 1d20 + 8 ⇒ (7) + 8 = 15
attack 3: 1d20 + 8 ⇒ (17) + 8 = 25

Damage on Sassarra: 2d4 + 7 ⇒ (1, 2) + 7 = 10

Make what aoo(s) Zaaka makes, and start round 2. Party is up.


INIT rolls:

1d20 + 5 ⇒ (4) + 5 = 9

1d20 + 4 ⇒ (4) + 4 = 8


INIT order:
Round 1:
Zaaka and Skrelznit
attackers

Round 2:
party
Attackers

Round 1:
On battle map, the ship combat map.
Zaaka and Skrelznit is up.


I think Sassarra would have to quickly take to flying to not become prone. So gets a +2 to the check for being able to fly.


S sailor: 1d20 + 14 ⇒ (11) + 14 = 25
Z sailor: 1d20 + 7 ⇒ (5) + 7 = 12
Skrelznit sailor: 1d20 + 10 ⇒ (16) + 10 = 26
vs 1d20 + 9 ⇒ (17) + 9 = 26

Skrelznit will save: 1d20 + 5 ⇒ (12) + 5 = 17

In one of the moments that Skrelznit's eyes changes back, he sees that the ship ahead is not riding the water right. Looking closer he breaks free of the illusion finding that your ship is about to run aground on a large reef.

Skrelznit can alert the pilot, giving a DC 20 sailor check to half damage to the ship. Normal damage is: 8d8 ⇒ (8, 1, 2, 4, 6, 4, 7, 8) = 40

As the ship runs aground, everyone is thrown about. a few are knocked out as they hit their heads.

Everyone takes 4d4 ⇒ (4, 4, 3, 2) = 13 damage and make a DC 20 Reflex or you fall prone. Skrelznit gets a +2 on the save

Out of the thin air, onto the deck, drops a group of half-orcs with falchions.

And roll your INIT


Skrelznit and Sassarra sees a scout ship a ways off. It is sailing away from you, but does not look to have noted you.


Perception


After a week, you reach at the location you were giving. The sea looks clear.


The seas are c;um and clear. Where do you want to go?

Full Name

Joy Hatori

Race

Half-Elf

Classes/Levels

Monk 1

Gender

female

Deity

Jaidz: The Fearless Claw

About Joy Hatori

Background:
Joy was born to a Tien human woman living in the slums of Absalom and an elven father who was a young adventurer stranded in the city for a time. He left the city without telling Joy's mother who died in childbirth, so that Joy doesn't know anything about her parents except a few facts about her mother and her father's name. She grew up on the streets, returning to the orphanage only for food and a place to sleep. Children at this underfunded orphanage secured modest benefits only if they had a source of income. As Joy had no special source, as she got older, she fell in with a group of artful dodgers, street hustlers, and other urchins who lived by stealing and doing small favors for those with coin.

She might have ended up a criminal if not for a kindly elven shopkeeper named Taivendlaion, nicknamed the Tiger. He was a monk and worshipped Jaidz, an empyreal Agathian lord who took the form of a black tiger with white spots and devoted himself to the fearful and cowardless and defenseless of the world. The Tiger hired Joy to work in his shop of Herbal Remedies and to run errands for him. He was a mentor although she never knew it until years later, giving her tasks that he knew would teach her courage and the resolve to stand up for herself, for she came to him a timid youngster who was often bullied by other kids into doing dangerous things for their own amusement.

She learned the fundamentals of the life of a monk without realizing that was what she was learning. She learned to meditate, exercise, practice fighting moves, all while she thought she was just doing tasks for the Tiger.

She eventually moved out of the orphanage and into the home of an influential city official, who continued her education, exposing her to the arts and a wide circle of important people, teaching her graceful manners and proper speech. This exposed her to a number of the important religions of the Inner Sea. She was drawn to Saranrae and Sheyln but her first devotion was always to Jaidz, who saw potential in her when others did not.

She was beginning to think about what to do next when she ran afoul of a navy press gang. She was part of the Absalom navy but only until they got to the next port, in Andoran, where she jumped ship and discovered the Pathfinders. She joined this group to give herself some direction without having to work a steady job, which pleased her personality plenty.


Appearance:
Joy has the dark hair and eyes of her Tien mother, but the slender physique and pointed ears of her father. She wears loose clothes that allow her plenty of freedom of movement, carries a few weapons while wearing no armor. She keeps her hair wrapped in a bun or ponytail when she needs to be ready for action, but wears it loose otherwise. Her body sometimes has chalk marks from tracing lines of spiritual energy that she observes during her meditation time. She then traces these with a very sharp tiger's tooth, which sometimes cuts her here and there. Joy is 5'5", 115 lb, and 22 years old.

Personality and Temperatment:
Joy, true to her name, enjoys life as much as she can. She likes to make her own decisions and resents others who try to take this freedom away from her. But she lacks a strong drive to achieve some great ideal, preferring to let Fate direct her to her next life lesson while enjoying what pleasures she can.

# 105836-14
Joy Hatori
Female Half-elf Monk 1
LN Medium Humanoid (elf)
Init +4; Senses low-light vision; perception +10

DEFENSE
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 12 (1d8+4)
Fort +2, Ref 4, Will +5
Immune sleep

OFFENSE
Speed 30 ft.
Melee unarmed strike +2 (1d6+1) or flurry of blows +1/+1 (1d6+1)
Ranged TBD

STATISTICS
Str 14 Dex 14 Con 10 Int 10 Wis 16 Cha 14
Base Atk. +0; CMB +2; CMD 14
Feats Improved Grapple, Improved Unarmed Strike, Skill Focus (Acrobatics), Toughness
Traits Reactionary, Sacred Touch
Skills Acrobatics +9, Knowledge (religion) +4, perception +10, Stealth +6
Languages Common, Elven
SQ elf blood
Combat Gear TBD
Other Gear TBD

Half-Elf Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Monk Traits:
Alignment: Any lawful.
Hit Die: d8.
Class Skills
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.
Level BAB Fort Ref Will Flurry of blows Unarmed Damage AC Bonus Fast Movement
1st___+0__+2__+2_+2_-1/-1____________1d6_______________+0_____+0 ft.
Special
1st: Bonus feat, flurry of blows, stunning fist, unarmed strike

Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and f lurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat.
These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated as both a
manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3–10. The unarmed damage values listed on Table 3–10 is for Medium monks.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.


Feats:
1st level: Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

1st level Monk: Improved Unarmed Strike
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

1st level Monk Bonus: Improved Grapple
You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

1st level Half-Elf Bonus: Skill Focus (Acrobatics)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

1st level Monk: Stunning Fist
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.


Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.