Itsgottabeodin's page

Organized Play Member. 206 posts (479 including aliases). No reviews. 1 list. No wishlists. 8 Organized Play characters. 5 aliases.


1 to 50 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Grand Lodge

Bristor is right, no free feats in exchange for a trait.

As a 1st level spell, consider reduce person.
As a Dervish Dancer, you'll get +2 AC, +2 to-hit, and +2 damage in exchange for your weapon dice moving down one step.

Grand Lodge

Which makes this feat a lot less useful than at first glance; Taking Toughness as a feat gives you more options(You could get the standard +1hp/+1skp or take +2hp/level or take 1 alternate and still get your +1 hp - Toughness also loads up those hp at first level when you need them most and is available to all races...).

Grand Lodge

1 person marked this as a favorite.

Pretty pictures... but why did they let her keep the obviously solid gold hat?

Grand Lodge

+1 to what FreelanceEvilGenius said about improved alchemical items. More of these.

OR there needs to be a feat(for alchemists?):

Alchemical Expertise
Prereq: 7 ranks Craft(alchemy), Alchemy class ability.
Benefit: Alchemical items that you craft have their DCs increased by 1/2 of your alchemist level.


Benefit: Alchemical items that you craft have their DCs increased by your intelligence modifier.

Grand Lodge

Interesting build, Galnorag. Inquisitor is great for mixing things up. :)

I've been working on one of these myself (character sheet - 20 point buy), here is what I've got so far.
Straight Lore Warden Fighter > Dex focus.
This can be a human, half-orc, or half-elf. All can get the proficiency at 1st. I went with Human to maximize skill points for the Lore Warden.

1) Exotic Weapon Prof (Whip), Weapon Finesse, Weapon Focus(Whip) | Trait: Heirloom Weapon(Trip)
2) Combat Expertise(LW Bonus), Whip Mastery
3) Serpent Lash (This feat rocks, check it out).
4) Combat Reflexes
5) Improved Whip Mastery

With a 20 point build & standard WBL at level five, she has reach 15', threatens to 10', gets 5+ AoOs, has a +15 to disarm, a +15 trip, and a +13 sunder(just in case).
Disarm is just about as good as Greater Disarm thanks to Serpent Lash, and when Tripping she gets a free attack once per round (Thanks again, Serpent Lash!).
If one is feeling adventurous, they can pull the offending enemy closer, generating AoOs similar to Greater trip. Yep, that is Serpent Lash.

Grand Lodge

Mathwei ap Niall wrote:
Ayup, a 2 level dip into this with the Magical Knack trait so you get the reach

Alas, Magical Knack grants "Caster Level" (as opposed to the plain old "level") which is not referenced at all.

I'm toying around with the White-Haired witch for a gestalt game.
Thinking possibly a WHW//Magus(Kensai), which seems like a lot of fun. :)

My question is, does the WHW use INT for her CMB when tripping... and does she provoke AoOs when doing so?

Grand Lodge

I'm afraid I'm going to have to withdraw my application.
I've gotten accepted into another game since, and I don't think it would be fair to you or the other players to still have my name in the running, and then not be able to give you guys my all if I *was* selected.

Happy gaming!

Grand Lodge

No worries! :)

Concerning Alinza
Thank you! I was thinking that a Varisian fortune-teller type would be perfect for this AP(not just because there is a specific slot for one in the Caravan Rules).
Let me know if you have any questions for her.

Concerning Raegion
lol! Raegion is my attempt at a brooding conflicted character. Not this type of person myself... you get the picture.

A moot point, but I'm afraid I must disagree with you about the mother. True most elves are chaotic... but what does it really cost her to stay with a human for a mere 20-30 years if it suits her whims? True, she felt grief at his passing, and who wouldn't? Perhaps this devout bond would not have lasted for her entire existence if the sickness, a racial penalty CON, and a short sharp period of grief had not killed her before her time.

Grand Lodge

ProfPotts wrote:

Fuse grenades ... 75d6 damage per barrel ... 25 fuse grenades, and one chucked barrel per caster level...

More BOOM! wins! :)

@caster level 15 -> 1125d6, AKA an average damage of 3938. Tarrasque doesn't stand a chance! (for a couple of rounds, anyhow)

(Though it will cost you 37,500 gp for that one massive blow)

Grand Lodge

Hope your husband feels better soon!

Hu5tru: If Alinza Mardzini is not to your liking I've had another concept waiting in the wings... more of a 'conflicted' character.

brief concept:
Name: Raegion Kasarda
Role: Support Caster/Support Melee
Class: Oracle of Life
Race: Half-elf
Trait: Rescued (Koya)

Raegion's parents heralded the birth of their second child as a blessing sent by the gods. As an elf with a human husband, Lýthil was lucky to have just one child and now they had been blessed by two. The child had been touched by lady Pharasma herself - her mark lay upon his arm - a further sign of favor to Lýthil, a fortune-teller by trade. Raegion's early childhood was similarly touched, by the love of his parents and his older sibling, if not by the gods directly. The family had settled in Sandpoint, where Lýthil plied her trade and Henric(Raegion's father) worked as a longshoreman.

The idyll did not last. Henric contracted a wasting sickness on the docks and had unknowingly spread it to his wife and both of his young sons. Of an already advanced age, Henric did not last long despite the ministrations of his wife. Lýthil passed soon after, as if weakened by grief over her beloved husband's death. Carangal lingered for over a year, his hale young body fighting the disease that no magic seemed to touch. Eventually, he succumbed and Raegon was left alone. Raegon too had been touched by the sickness, but it ate away at him slowly, very slowly.

As his family passed into the embrace of the Lady of Graves, it seemed as if the sickness began to eat away at Raegon's very soul. The least touched by the sickness, Raegon had tended his family as best he could manage, and watched as each one died, as if wilting under his touch. Alone in his parent's home, a home filled with memories, Raegion lost the will to live.

Raegion was half-starved when he was found by Koya(who had been looking in on the family from time to time). Nursing him back to relative health took several months, but helping him to recover from his grief is proving to be a more difficult challenge. The passage of years have blunted the edge of Raegion's grief, but the irrational sense of guilt has never diminished.

Development: Raegion is eager to get away from the memories of his family that fill Sandpoint. An oracle of Life(a cruel trick of the gods? ...or an opportunity to grow?) who has experienced Death in the most intimate way, Raegion will have to overcome his family's tragic demise and make his way in the world.

I will be happy to develop this further if you are interested.

Grand Lodge

What a great and in-depth guide! I'm glad to see a guide that has embraced all of the options from the Ultimate Series.

My only beef is with some parts of the Flowing Monk:
If the monk manages to get his hands on a reach (trip) weapon (not a waste of a feat if necessary), a flowing monk can get really NASTY. Unbalancing counter makes the oncoming enemy easier to hit(and allows your rogue to get in a nice Sneak), definitely a green IMHO, especially when combined with Combat Reflexes(a green for the flowing monk).

As for elusive target, I would put that soundly in yellow territory, if not red. Restricted to 1 immediate action per round, the flowing monk must decide between employing redirection and this ability. So I choose between spending 2 precious ki points for the chance to take 1/2 damage, or take a chance on avoiding all of the damage with a successful tripping redirect (-4 to attack when prone, and another -2 attack & -2 damage when sickened) plus having the bonus of my enemy lying prone before me. And don't forget Vicious Stomp Take THAT! MUAHAHA! (Another green for the Flowing Monk!)

Elusive target's only redeeming quality is the excellent hijinks that can be accomplished when the monk is flanked. Not really worth the loss of immunity to poisons and disease, methinks.

Grand Lodge

I've got a halfling barbarian that I'm running through the Kingmaker AP over on Mythweavers: Skapti Kneereaver

I was considering the Invulnerable Rager, but eventually went with the Mounted Barbarian archetype for improved mobility and RP possibilities. (Dog the dog is a character in his own right.)

I have to say, he has been a ton of fun to play.

Grand Lodge

6 people marked this as FAQ candidate.

Musket Master: "Weapon Proficiency: A musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with two-handed firearms and firearm siege engines. Gives the Rapid Reload feat without replacing anything."
I got it, but I still need me a feat!
Also, gives the Rapid Reload feat without replacing anything... not fair!

Mysterious Stranger: Clipping Shot does not specify which deed it replaces.
Stranger's Fortune is worded like it replaces ALL Gun Training(1-4).

Pistolero: Pistol Training does not say that it replaces firearm training (should be gun training) 1-4... thems sum mighty pistols yer got there.

Can I haz for free?

Grand Lodge

5 people marked this as FAQ candidate.

Not an error per say...
Flowing Monk: Redirection & Elusive Target both call for an immediate action, meaning that only one of these can be activated once per round.
So I throw a guy to the ground, but I can't maneuver my body to dodge out of the way of his strike at the same time?

This kind of makes Elusive target a waste, because who is going to blow 2 ki points on something he could do better with a 1st level ability...
(Throw him to the ground(-4 attack or -6 if sickened) and/OR push him out of reach(can't even try + sickened)... all this *before* he even hits you)

Grand Lodge

3 people marked this as FAQ candidate. 1 person marked this as a favorite.

p60 "Weapon and Armor Proficiency: A sohei is proficient with
all simple and martial weapons and with light armor."

Does the armor work with the AC bonus? Or is this an either/or proposition and written as intended?

As written, the Archaeologist Archetype does not give additional uses of the Archaeologist’s Luck as the Archaeologist levels. Intentional?

Grand Lodge

Thanks. Now all I need is yours Olo.

Good idea. I'm not familiar with these boards(other than this game) so I'll leave that to you guys! :)

Grand Lodge

Clever! I was wondering if you would think of that. (Tricking Thovar, that is)
You'd need a bluff check for that big stinking lie, but no matter.

Thovar is too engrossed in tending Miregold to notice, but Tambric recalls the correct rituals to perform and it goes off without a hitch. No doubt your superiors will be pleased to hear this!

I'll need everyone's PFS # and your character #. I have Levistus' from the last roll-call but no-one elses.

Calix, do you still have Thovar's #? I think I need his to make a legal table...

Grand Lodge

Miregold shrugs at Levistus' query, "It is just the darkfolk and the way that they die. It makes little sense to me as well."

Unfortunately, your search does not turn up the locket.

While the others are distracted, you have a conversation with Miregold about "the future." Unfortunately, you insult his business acumen in the process, and he angrily refuses to continue negotiations with you, preferring, instead, to wait for someone higher up in the chain of command and with a bit more tact to contact him.

A quick search of the underground chamber turns up a makeshift stone cairn in a small, dead end passage. Within the cairn are the long-buried remains of seven dead pathfinders. Now it just remains for you to remember the rite that you were to perform. Make a Know(religion) check. I'm going to move this ahead anyways.

As you make your way up, Miregold continues to express his eternal gratitude. As confidants and saviors, he asks you to deliver some reports to the Decemvirate for him, adding that he was supposed to deliver them months ago, but couldn’t find anyone reliable enough to perform the task.

You make your way outside, to meet with the man that Basia Kalistoff had waiting for you.

In time, despite Miregrold’s best efforts, the Decemvirate assumes possession of the Karcau Lodge and transfers him to a more remote lodge elsewhere on Golarion, where he is less of a liability to the organization. The Society’s masked leaders turn control of the Karcau Lodge over to Basia Kalistoff, who makes good on her promise and rewards the you all for your assistance.

Congrats all! Are we planning to continue with another GM? I'll start working on your sheets soon.

Grand Lodge

Miregold, still pale from his ordeal, replies "Of course, but please let us leave here. We can talk up there." He indicates the mansion above.

No problem Olo. My first time as a GM! Do you guys want to recruit some more players & continue? Caelwyn is ready to jump back into the fray.
I think each of you has completed one of your faction missions. In each of your spoilers I'll give you an opportunity to complete those.

I'm pretty sure you've found the incriminating evidence(Marianna found it for you and blithely handed it over), now all you need to work on is securing that contract. Speak with Miregold and make a Diplomacy Check.

You found Mercra and his journals, but you still need to find the pathfinders entombed down here and give them a proper burial. Make a perception check, and then a Know(religion) check.

You found the dead pathfinder's body, but didn't manage to find the locket. Choose 3 places to search(you can only slip away unobtrusively, in small intervals) and give me a perception check for each.

Grand Lodge

Shalla leaps into the man, tearing bloody rents in his already battered form. As the man writhes, dying on the ground, his skin begins to glow red-hot. His body stills, and silence reigns for only a moment, before fire explodes out from his body engulfing the room.

Everyone take 3d6 ⇒ (1, 1, 2) = 4 damage Reflex DC 13 for 1/2 (Marianna and Skeldon are shielded by the contraption)

Ha! You guys are lucky!

Turned as he was, most of the force of the explosion is expended upon the floor. After a brief stunned moment, Thovar stands and channels his god's energy, healing the wounds caused by the fire.

Channel to Heal 1d6 ⇒ 5

It seems that Thovar's ministrations, along with the channeled energy are enough to revive Miregold. He is stunned and weeping, "Thank you, thank you, thank you." Collecting himself he continues. "Please, my home is yours... but let us leave this foul place."

We're close to the end. We can either RP this last bit out, or I can just sum it up.
Also, don't forget your faction missions. With unfettered access to the lodge, you are free to look about/make checks in order to fulfill you mission.

Grand Lodge

Olo is too eager, and despite the man's blindness, Olo's axe swings wide.

Shalla is still next :)

Grand Lodge

Will Save 1d20 + 2 ⇒ (18) + 2 = 20

The man shudders as Levistus' spell washes over him, but he shakes it off with a grunt.

With his vision returned, Olo brings his mighty axe down on the dark stalker's head, making a great rent in his armor. Blood begins to gush but the man still stands... barely.

Thovar leaning up against the machine, notices Shalla's predicament and moves up behind her, casting a spell. CLW 1d8 + 1 ⇒ (1) + 1 = 2

Blinded by the light, the man drops his weapons and attempts to grapple his last attacker, Olo.
Grapple 1d20 + 4 ⇒ (5) + 4 = 9
Miss Chance 1d100 ⇒ 39

He misses, and leaves himself wide open for an attack by Olo. AoO if you want.

Up next: Shalla.

sense motive DC 10:
The man will soon die, but he plans to take you all out with him!

No worries, my fault. I should have skipped you a long time ago, but work was a beast this last week.

Grand Lodge

Levistus Delays

You hear clinking as Marianna tries to work with the device in the dark. Sleight of Hand 1d20 + 3 ⇒ (12) + 3 = 15

Suddenly, light blazes from the center of the room, the device overcoming the deeper darkness spell cast earlier. Marianna gives ou a cry of relief and your sight returns, apparently she did not overload the device this time. The man who had just struck Shalla flinches, as if the light hurts his eyes.

Old Map
The Enemy is @ D8. Thovar, Marianna, and Skeldon are slumped against the right side of the machine.

Tambric is up, and then Olo gets to bring the pain.

Grand Lodge

The man grunts as he is struck twice by talons.

Shalla makes her save, and the poison has no effect. Enemy HP Max-14(for my benefit). Levistus is up.

Grand Lodge

Good to see you back Olo! Despite your sunrods and darkvision, you are as blind as a bat.

Thovar grumbles and curses and he fumbles for the bolt. You hear a *thock* as the bolt is pulled out, and a clatter as the bolt falls into the chamber of the device. Nothing happens.

"Nothin' happened. A right good plan ye had there." *snort*

Attack 1d20 + 6 ⇒ (7) + 6 = 13 Damage 3d6 ⇒ (6, 6, 1) = 13

A blade sinks deep into Shalla's side, who is unable to evade, blind as she is. She feels the sting of poison on the blade, even as she dissipates. Tambric can feel the connection break. Unless you sacrifice hp

Enemy Stealth 1d20 + 8 ⇒ (4) + 8 = 12
Marianna Perception 1d20 + 5 ⇒ (2) + 5 = 7
Thovar Perception 1d20 + 3 ⇒ (19) + 3 = 22
Tambric Perception 1d20 + 1 ⇒ (12) + 1 = 13
Levistus Perception 1d20 + 1 ⇒ (11) + 1 = 12
Olo Perception 1d20 + 1 ⇒ (11) + 1 = 12
Curse you all!

The enemy's boot crunches on a stone, just as Shalla returns to the plane on which she resides.

All but Marianna can tell an approximate position, and will recieve a 50% to hit when they attack that space. Don't forget that you are blind!
Up Next: Levistus:Marianna:Tambric:Olo

Grand Lodge

Good move with Perception Shalla. FYI everyone, you can take a move action to have another chance at Perception. Also, readied actions are dangerous! ;)

Shalla fails to hear the enemy, but hears a loud *thunk* and curses from Thovar as Levistus' bolt hits the device. The darkness is not lifted, but Thovar's voice booms out, "Ye pinned me beard to the contraption, ye daft fool!"

As the light goes out, Marianna fires a bolt off at the man's last known position, and stumbles forwards towards the device. Passing by Shalla, the Eidolon strikes out blindly, not knowing who approaches. Luckily her bite misses and Marianna ends her move by eventually tripping over Thovar and his charge. Attack 1d20 - 2 ⇒ (3) - 2 = 1 Miss Chance 1d100 ⇒ 9 Double miss :p

Up Next: Tambric:Olo:Thovar:Enemy

Grand Lodge

Thovar looks grim, "I will try, at least" and steps forward.

1d20 + 8 ⇒ (3) + 8 = 11 Shalla looks around for the hidden creature, and finds him hidden inexpertly behind some barrels. He looks much like the man dressed in rags above, and his eyes widen as he realize that he has been spotted.


Enemy Initiative 1d20 + 4 ⇒ (8) + 4 = 12
Marianna Initiative 1d20 + 3 ⇒ (4) + 3 = 7
Thovar Initiative 1d20 - 1 ⇒ (15) - 1 = 14
Shalla Initiative 1d20 + 2 ⇒ (8) + 2 = 10
Tambric Initiative 1d20 + 3 ⇒ (2) + 3 = 5
Levistus Initiative 1d20 + 2 ⇒ (6) + 2 = 8
Olo Initiative 1d20 + 2 ⇒ (3) + 2 = 5
  • Thovar
  • Enemy
  • Shalla
  • Levistus
  • Marianna
  • Tambric
  • Olo

Thovar, unexpectedly swift, steps up to the contraption and attempts to release him from acid-filled shunts and straps holding him to the device. Thovar moves to G9 & Heal 1d20 + 3 ⇒ (14) + 3 = 17
He manages to ease the man off the device. The man, is not fit to fight, and collapses limply on the floor. Thovar bends to aid him.

A hissing sibilance comes from the corner where the man had been hidden, and suddenly the room plunges into darkness, obscuring even darkvision. Deeper Darkness, centered on D9

Enemy Stealth 1d20 + 8 ⇒ (17) + 8 = 25
Marianna Perception 1d20 + 5 ⇒ (6) + 5 = 11
Thovar Perception 1d20 + 3 ⇒ (2) + 3 = 5
Shalla Perception 1d20 + 12 ⇒ (1) + 12 = 13
Tambric Perception 1d20 + 1 ⇒ (5) + 1 = 6
Levistus Perception 1d20 + 1 ⇒ (2) + 1 = 3
Olo Perception 1d20 + 1 ⇒ (11) + 1 = 12


Grand Lodge

Standing outside the door, you can determined that the device is entirely similar to the smaller model in the lab, and you immediately recognize the bulk of the structure and parts. It works exactly as does the test device except the crystal housing is more difficult to access, due to the man lying on top. It is currently empty. Attempting to place the aureolyte crystal in the correct position requires a DC 14 Sleight of Hand skill check or a spell like mage hand.

Nobody picked up the aureolyte, but I'll give you the benefit of the doubt, being 2 members down, and say that Marianna picked it up. (A DM makes a poor rogue) Feel free to direct her as you see fit.

You can hear a faint scuffing sound, as if someone is moving around inside the chamber.

Grand Lodge

Thovar grumbles his assent and lends his hands to the task. A short while later, the three gondolas pull up to a rocky shore. Directly next to the pylon to which the rope you have been pulling on is attached, is a large formidable stone door. Lightly hopping out, Marianna steps up to inspect the door.

Perception 1d20 + 6 ⇒ (15) + 6 = 21 Disable Device1d20 + 7 ⇒ (18) + 7 = 25 The door isn't trapped, but it is locked. Tinkering for a moment, Marianna steps back with an odd look on her face. "I got the lock... I could hear through the door while I was working... someone is laughing inside... and someone else is screaming."

When you open the door:
Marianna's observations prove true. When the door swings silently open, the screaming fills the air... while the laughter is abruptly cut short.

Though naturally formed, the walls and floors of this room are secured and reinforced with additional construction. It appears as though these newer structures were recently partially torn down. At the chamber’s heart lies a crude and massive machine-like device. It consists of a large stone and iron tank fitted on a crossbar to a disk plated with reflective metals. Strings and cables, threaded through the device in intricate cat’s cradles, secure delicate and precisely oriented refractive devices.

A man lies atop the device his body riddled with hundreds of sharp, crystal needle-width shunts all filled with acid. He cries out, voice strained with pain, " ... me..."

Grand Lodge

No land in sight, Olo lets out his cry of frustration as he leaps onto the gondola after Levistus. Three bottles arc out into the air behind him. 1d8 ⇒ 5 1d8 ⇒ 8 1d8 ⇒ 2

The size of the swarm is such that all three projectiles hit, though all are off target splashing the occupants of both gondolas. The flame seems to engulf a large portion of the bats, and they swerve off into all directions as the swarm dissipates. Olo, Levistus, Marianna and Thovar take 2 splash damage. Shalla and Tambric each take 1.

As the swarm dissipates, Thovar grumbles and growls, looking at his bleeding wounds. Striding to the center gondola, and stamping out the residual flames he calls upon his diety to heal. 1d6 ⇒ 5 Everyone heal 5 hp

The hand that taketh, giveth. This is an odd position to be in :p

Grand Lodge

As the swarm of bats swirls around to chase its prey, Tambric tosses his flask. Though the flask hits the body of the bats, it doesn't burst until it is past most of the bats, limiting its damage.
The swarm envelops Marianna, Thovar, Olo and Levistus. 1d6 ⇒ 2

All gain Bleed 1

Thovar and Marianna rush to the gondola that they had just evacuated. Thovar grabs the flask of oil from Marianna's hand, and both toss at the swarm.

Readied to attack when Olo & Levistus leave the swarm.
1d20 + 2 ⇒ (10) + 2 = 12 1d6 ⇒ 3
1d20 - 1 ⇒ (11) - 1 = 10 1d6 ⇒ 3

Grand Lodge

Levistus' flask strikes the center of the swarm and shatters, acid hissing and spitting as it splatters over many of the bats. Both Shalla and Olo tug at the rope, managing to bring the gondolas closer together with a loud bump, as Olo overpowers Shalla's attempt.

Tambric is up, and then the Bats!

Grand Lodge

1d3 ⇒ 1 As the swarm hoves into view, it erratically changes direction, back and forth. The swarm envelopes the lead gondola, and Marianna and Thovar disappear from view. 1d6 ⇒ 2

Thovar tugs on the line, attempting to bring the gondolas closer. 1d20 + 2 ⇒ (19) + 2 = 21 Succeeding, he and Marianna cross over, bleeding from a profusion of bite wounds. Marianna digs into her pack and comes up with some probable weapons: A hooded lantern, and a flask of oil.

Treat both as flasks of alchemists fire... also remember that a lit torch deals 1 point of fire damage! Tambric: the swarm didn't come close enough... but that gives you a chance to roll better ;)

Grand Lodge

Yeah, I'd say the bats are obviously a swarm... and one could infer that a sword cutting into 1 or 2 out of 1,000 or so bats isn't going to do much to stop them. I'd consider it common knowledge... or at least common sense. Best of luck! ;)

Grand Lodge

In the deep stillness the sound of the water under the gondolas is loud as you pull yourselves along the guidelines further into the dark. After some time, you lose sight of the platform in the gloom, and the soft splashes that the keels of the gondolas are making is soon lost in a sound like cloth rubbing against cloth. The enormity of the sound comes closer, until on the edge of the light, you spot flutters of black wings: bats!

Enemy Initiative 1d20 + 2 ⇒ (17) + 2 = 19
Marianna Initiative 1d20 + 3 ⇒ (7) + 3 = 10
Thovar Initiative 1d20 - 1 ⇒ (20) - 1 = 19
Shalla Initiative 1d20 + 2 ⇒ (7) + 2 = 9
Tambric Initiative 1d20 + 3 ⇒ (16) + 3 = 19
Levistus Initiative 1d20 + 2 ⇒ (5) + 2 = 7
Olo Initiative 1d20 + 2 ⇒ (5) + 2 = 7

  • Tambric
  • Bats
  • Thovar
  • Marianna
  • Shalla
  • Olo
  • Levistus

Another freeform! Arrange yourselves however you like, but I'll assume that all gondolas are in a line: G1(Marianna & Thovar), G2(Olo & Levistus), G3(Shalla & Tambric).
Gondolas are 10'x10' and 5' apart(you can jump between them(DC 10 Acrobatics), or haul them closer(DC 10 STR, Standard Action), if you fail a jump check, you fall in, the Swim DC is 10 here).

Grand Lodge

The gondola creaks, but it appears like it will hold your weight.

Grand Lodge

Marianna shrugs, and begins to edge down the chain into the darkness below. Climb 1d20 + 4 ⇒ (18) + 4 = 22

She successfully makes it down. From below you hear a clanking and cursing. After a moment, she calls up, "Alright, got it working!" as a platform ascends to the top.


A makeshift platform stands between a series of limestone stalagmites protruding from a seemingly endless subterranean lake. Only a small pool of light illuminates the platform, falling from the hole in the cavern’s ceiling above and holding back the thick darkness stretching in all directions. Three ornate ivory gondolas float nearby, tethered to one of the planks forming the haphazard platform. A rope tied to the tallest stalagmite stretches taught into the darkness to the south.

Grand Lodge

Of course we lose our thief on the rogue-heavy campaign!

Marianna sidles up to the door and checks it over. Finding no traps she pushes the door open.

A narrow passage leads south from this musty storeroom. Beyond, an arching, iron tripod rises from the center of the room, spanning a narrow hole in the packed dirt floor. A wooden-handled winch holds a thick chain that leads down into the darkness below.


Marianna peers downwards, before taking a sunrod and dropping it into the darkness. It falls and after a moment, you hear a faint splash. She turns back, "It looks like the mechanism on this winch has been jammed and I'll have to climb the 20 feet downwards... unless one of you gentlemen would prefer to do it?"

Grand Lodge

Marianna replies, "Maybe it has something to do with that aureolyte stuff Kalistoff was talking about... and it glowed quite brightly at that... just why it offended our little 'friend' here, who must be one of the dark fold these papers are talking about. I don't fancy carrying it about as it is right now though... getting blinded once was enough for me!"

Grand Lodge

Marianna nods, and rifles through the library for a bit. Perception 1d20 + 6 ⇒ (6) + 6 = 12

Disappearing into a closet for a moment, she comes back out looking rather pleased with herself, but makes no comments to the others. Rifling through the dead man's possessions she comes back with a dagger and what seems like three doses of some dark poison.

Levistus finds no sign of Wiltshire family or locket, other than a log stating that the Wiltshire of interest to Levistus was indeed present at the inn a few days ago, and has not yet signed out.

Grand Lodge

Shalla's fury falls upon the man, but her talons and beak seem to only catch on the rags that the man wears. Levistus touches the man lightly, and he begins to burst into laughter, even though his eyes are dark and hateful, full of the pain that Olomorn has inflicted. His gaze is diverted however, when a vial of acid strikes him, burning his skin. Eyes angry, but unable to do more, he steps back a foot towards Tambric, his intent clear through the timbre of his laugh. Which is cut short, as Olomorn's axe cleaves clean through the man's spine. He falls limply to the floor, a pool of blood spreading where he lay.

I notice you guys haven't been searching... don't forget your faction missions! Feel free to have Marianna search...

Marianna rolls her eyes as she spots the dead man. Shaking her head, she returns to the secret room... you can hear her rummaging about. "Hey! Found some of Miregold's journals... some of these seem to contain some pretty damning evidence about some robberies, or 'appropriations' as he calls them, and a little Pathfinder money he's funneled. Looks like he's been funding some sort of research..." After a moment more of rustling, she comes returns holding out a sheet of paper, and comments, "Found some dog eared pages concerning dealings with dark folk... and look at this!"

Marianna found a chest containing a masterwork light crossbow, five
sapphires, 10 pp, and 50 gp

Grand Lodge

Thanks for the update Mike. No hard feelings :) Good luck with your move!

Grand Lodge

1d20 + 1 ⇒ (1) + 1 = 2

The man stares dumbfounded at Levistus, seemingly stunned as his spell takes effect. Immobile, he merely watches as Olo strides forward with that terrible gleam in his eye, and cuts a large chunk out of his side...

1d20 + 2 ⇒ (2) + 2 = 4 1d8 + 2 ⇒ (2) + 2 = 4

Marianna, hearing the clash of battle comes to investigate, while Thovar's attempt to finish Olo's good work fails.

Back to the top!

Grand Lodge

Marianna Perception 1d20 + 6 ⇒ (7) + 6 = 13 Fortitude 1d20 + 1 ⇒ (7) + 1 = 8 1d4 ⇒ 2

"Looks safe to me..." With that she pushes the door open.

Burning, blinding light explodes from a large circular alcove in the northeast corner of the room. Within, an elaborate arrangement of mirrors, prisms, and similarly refractive materials stands carefully positioned by calipers, strings, and wires marking its precise settings. In the opposite corner dangles a three-dimensional mobile of various sized metal spheres. A complex frame surrounds the spheres. The length of the frame is etched with numbers. A broad work desk divides the two alcoves.

As the piercingly bright light stabs forward Marianna stumbles backwards, cursing, groping about for any support. After a moment of disorientation she wryly says, "This bloke wasn't messing around. It is bright." After shaking her head and rubbing her eyes, she seems to regain her sight. A bit more cautious this time she steps into the room, eyes shielded, and disables the contraption.

As the light dies down, the man gives out a cry of delight and immediately attacks! MAP Treat the desks as difficult terrain.

No surprise, you guys were suspicious!
Enemy Initiative 1d20 + 3 ⇒ (6) + 3 = 9
Marianna Initiative 1d20 + 3 ⇒ (2) + 3 = 5
Thovar Initiative 1d20 - 1 ⇒ (3) - 1 = 2
Shalla Initiative 1d20 + 2 ⇒ (20) + 2 = 22
Tambric Initiative 1d20 + 3 ⇒ (13) + 3 = 16
Levistus Initiative 1d20 + 2 ⇒ (19) + 2 = 21
Olo Initiative 1d20 + 2 ⇒ (2) + 2 = 4

  • Shalla
  • Levistus
  • Tambric
  • Enemy
  • Marianna
  • Olo
  • Thovar

Feel free to post out of order in you initiative "group"

Grand Lodge

The man jumps about happily when he understands that the pathfinders are going to help him out. He leads you over to a back wall, covered in bookcases, but one has an an extreme amount of light pouring out from underneath... it seems to be a secret door to the device beyond.

Grand Lodge

Mariana turns to Olo exasperated, "I don't speak his jibber-jabber, but his motions are obvious." Despite her words, she tries to get the point across to the man. He just cocks a quizzical eyebrow at her antics and continues pointing behind him towards the source of his distress.

7 won't cut it either :p

lol! I'm such a potty mouth with my standard English language. Lets try "He raises a quizzical eyebrow..."

Grand Lodge

Levistus' calm words seem to get through, and the man begins a new set of motions, pointing frantically behind him -> thataway.

Sense Motive Checks again! Marianna 1d20 + 5 ⇒ (14) + 5 = 19 Thovar 1d20 + 3 ⇒ (14) + 3 = 17

For a humanoid, you'll need Know(local), and a 9 in dungeoneering just won't do it ;) You can try a DC10 common knowledge check!

Marianna pipes up again, "Looks like he wants us to shut off some device, back there. He is trying to tell us it makes his eyes hurt."

Grand Lodge

The door bursts open with a *CRACK* and Olo lands on the seat of his pants, 5 feet into the room.

Well-stocked bookshelves line the perimeter of the room, surrounding a small, central area with four reading desks. A low partition separates two more desks, which face away from the center of the room, toward the shelves.


A small swarthy man dressed in rags emerges from a pile of books and scrolls, seemingly startled by Olo's entrance. He moves into the room screaming at you unintelligibly while making wild gestures.

Sense Motive Checks! Marianna 1d20 + 5 ⇒ (13) + 5 = 18 Thovar 1d20 + 3 ⇒ (3) + 3 = 6

Marianna pipes up from the back, "It looks like he wants to bargain!"

Grand Lodge

The door won't open, it seems to be stuck... or blocked.

Grand Lodge

As Shalla presses her ear to the door she can faintly hear, through the stout wooden door, what sounds like someone tearing apart the room beyond.

1 to 50 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>