Carousing Champion

Marshal, Wyam's page

428 posts. Alias of Patrick Bailey.


Full Name

(Captain)Wyam Marshal

Race

Human, (Current buffs:.)

Classes/Levels

Paladin7/Cavalier7, HP. 66/66, Ac. 22, Flat Footed Ac. 22, Touch Ac. 11, CMD:21, Fort:+10, Refl:+5, Will+10, Initiative: +2, Perception +10, S. Motive +8, S. Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor bound 5/5/day,

Gender

Male

Size

Medium,

Age

24

Special Abilities

Smite Evil 2/2/day, Challenge 3/3/day, Lay on Hands 8/8/day, Honor Bound 5/5/day,

Alignment

Lawful Good

Deity

Iomedae

Location

South-west of Ravenmoor lies Marshal Manor.

Languages

Varisian,

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

About Marshal, Wyam

Background:
Wyam Marshaal was born into the family of a minor noble in rural Varisia. His early years living on a manorial estate put him in close contact with the peasant tenants, the children of whom were his friends and playmates. When he was big enough, his mother was able to persuade her second cousin in Korvosa to take him on as a squire. A strong boy, Wyam excelled at arms-play and due to his country upbringing, horsemanship as well. In the big city, however, Wyam always felt out of place: his many happy memories of playing with the peasant children were in stark contrast to how the nobles of the big city treated the lower-born. Wyam had long since held to the idea that Nobles with privileged lives should act with responsibility to those they acted for. When he reached his majority living in his uncle's House and had passed beyond further obligation to serve, Wyam requested to join the Church of Iomedae.

Far from being disappointed or upset, Wyam's request appealed to his uncle's eternal hunger for power and prestige: as a Marshal, anything Wyam did would only increase his own standing as well. And so it did, for Wyam's skill in the training saddle and lists within the Church's militant arm quickly rose. Within the Church, however, Wyam remained unhappy. While the elimination of the undead, evil wizards, demons, and devils was all well and good, the Church seemed - to Wyam - to be neglecting the welfare of those they were so busy proclaiming they protected. And so Wyam took up his own banner as a knight-errant, roaming Varisia to protect travelers from bandits, villagers from goblins, and doing what he could to aid the common folk of the land. He eventually found himself in the town of Sandpoint, taking up with a small group of like-minded adventurers and serving with them to shield and serve the townsfolk.

Description:

Wyam is of average height with a distinctly muscular build. His long, black hair hangs loose about his shoulders to frame a rough-hewn face daily shaved of beard. His skin was tanned from weeks of outdoor living. His manner of dress was of good weave and cut, but without ostentatious decoration: as befitted a soldier and member of a holy order.

Personality:
Wyam is cheerful, outgoing, well-mannered, and considerate of others. He extends the benefit of the doubt to all, and cares for the plight of the poor more than many of the "enlightened" born of higher stations. To those that betray his trust or who seek to harm his friends or family, he is a tireless, implacable foe that will unrelentingly harry an enemy into submission.

Regarding selfish characters, Wyam would take the "enlightened self-interest approach" where encouraging the character to help him and/or the [rest of the] party is in that character's best interest as well. If Wyam is able to build enough trust with this character, he would try to get them to change by showing how honestly being out to help others can be more rewarding than merely making it through another day with hopefully a few more gold in the pocket. For characters that have done evil in the past, it's no big deal to him so long as the character regrets what they did and is trying to make things right or has already done so and learned from it and is now doing the right thing.

In general, Wyam is very self-aware in the sense that he's not perfect and that, as a mortal, has committed his own sins and will continue to do so despite his desire to be good. This could especially arise if his family or friends are tortured, kidnapped, etc: Wyam's as easy going as it gets until you piss him off (which will take a lot), but once you do that it's "war to the knife" which will always be a challenge for him to not succumb to and lose himself forever in. Wyam is a character who could lose the war by winning every battle, and it will take all he has - and the rest of the party as well - to prevent that.

Personal Developments:

Although Wyam was well educated compared to the masses, he is forgetful at times of small details and can miss important moments because of this. With the recent murders in Sandpoint and the investigatory nature of the entire affair within the Foxglove Manor, he has taken to writing down details so that he can recall them later. As such he has begun recalling his time within his familial estates and his teachings from then.

Statistics:

Hp: 66/66
Str:18, Dex:10, Con:14, Int:10, Wis:14, Cha:17
Speed. 30 ft./ 20 ft.- Heavy Armor
Initiative: 0Dex+ 2trait= +2
Bab:+7/+2
CMB: +11
CMD: 22

Offense:

Melee: 7+4= +11
CMB: 7 bab + 4 str = +11
Smite bonuses: +3 attack, +7* damage. Bypasses DR/.
*Damage doubled on first attack vs. Undead, Evil outsiders/Dragons.

Challenge bonuses: +2 attack, +7 melee weapon damage.

+1 Adamantine Long-sword: +12/+7 attack, 1d8+5 damage, 19/20 x2 critical, Type: Slashing,

Mw. Lance: +12/+7 attack (+14 Charging), 1d8+6 damage (3d8+18 charging), x3 critical, Type: Piercing,

+1 returning Dagger, +12/+7 attack, 1d4+5 damage, 19/20 x2 critical, Type: Piercing/Slashing

Ranged: 7/2 +0= +7/+2

Mw. +4 strength- Composite Longbow, +8 attack, 1d8+4 damage, Range: 110 ft., x3 critical, Type: Piercing,

+1 returning Dagger, +8 attack, 1d4+5 damage, Range: 10 ft., 19/20 x2 critical, Type: Piercing/Slashing

Defense:

Ac: 10+8+3+1= 22
Touch Ac: 10+0+1= 11
Flat Footed Ac: 10+8+3+1= 22

Fort: 5+2+3+1= +11
Refl: 2+0+3+1= +6
Will: 5+2+3+1= +11

CMD: 10+6+4+1= 21

Energy Resistance(s):
-- Fire- 6
-- Cold- 1

Feats:

Skill Focus (Ride) (1st): You get a +3 bonus on all Ride checks. If you have 10 or more ranks in Ride, 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.

Mounted Combat (Combat) (Human bonus): Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Coordinated Defense (Combat, Teamwork): (Tactician bonus) Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Ride-By Attack (Combat) (3rd level)
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Extra Lay on Hands (5th level)
Benefit: You can use your lay on hands ability two additional times per day.

Power Attack (Cavalier Bonus)
Benefit:Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

Greater Mercy: (7th level)When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Spirited Charge When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Traits:

C-Monster Hunter: +1 trait bonus on attack and damage against aberrations and magical beasts.

Reactionary: +2 trait bonus on Initiative checks.

Caretaker: +1 trait bonus on Heal checks and Heal is a class skill.

Skills:

[4base +0int +1Human +2 Background]x 7= 49 Total
Armor check Penalty: -5 (Does not apply to ride.)
Acrobatics -5 (+0 Dex, -5 ACP)
Appraise +0 (+0 Int)
*Bluff +7 (1 rank +3 Cha +3 class)
*Climb +3 (1 rank, +4 Str, +3 class -5 ACP)
*Craft (Calligraphy) +4 (1 rank, 0 int, +3 class)
*Diplomacy +10 (4 ranks, +3 Cha, +3 class)
Disguise +3 (+3 Cha)
Escape Artist -5 (+0 Dex, -5 ACP)
Fly -5 (+0 Dex, -5 ACP)
*Handle Animal +9 (3 rank, +3 Cha, +3 class) +3 when training horses
*Heal +11 (3 ranks +2 Wis, +1 Trait +3 class, +2 Equipment)
*Intimidate +8 (2 ranks +3 Cha +3class)
Knowledge Geography +1 (1 rank, +0 Int)
Knowledge Local +4 (1 rank, +0 int, +3 class)
*Knowledge (nobility) +7 (4 ranks, +0 Int, +3 class)
*Knowledge (Religion) +6 (3 ranks, +0 Int, +3 class)
*Perception +10 (5 ranks +2 Wis +3 class)
*Profession (Soldier) +7 (2 rank, +2 Wis, +3 class)
*Ride +13 (7 ranks, +0 Dex, +3 class, +3 other) No ACP Cavalier class feature
*Sense Motive +10 (5 ranks, +2 Wis, +3 class)
*Spell craft +5 (2 ranks, +0 Int, +3 class)
Stealth -5 (+0 Dex, -5 ACP)
*Survival +7 (2 Ranks +2 Wis +3 class ) (+3 when gathering food/water for group)
*Swim +3 (1 rank +4 Str, +3 class, -5 ACP)
*Class Skill

Class abilities:

Paladin- Sacred Servant

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): 2/day Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of 4 times per day at 19th level.

Divine Grace (Su): +3 At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su):3d6 6/day Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su):(Fatigued) (Diseased) Caster Level check: 1d20+6 At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Glory/Honor Sub-Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Honor Bound (Su):5/day With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel Positive Energy, Dc. 18/half (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol. As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant's holy symbol to shed light like a torch. At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells. Each bonus can be used to grant one of the following enhancements: +1 caster level to any paladin spell cast, +1 to the DC to halve the damage of channel positive energy when used to harm undead, +1d6 to channel positive energy, +1 use/day of lay on hands. These enhancements stack and can be selected multiple times. The enhancements granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. If the sacred servant increases her number of uses of lay on hands per day in this way, that choice is set for the rest of the day, and once used, these additional uses are not restored (even if the spirit is called again that day). The celestial spirit imparts no enhancements if the holy symbol is held by anyone other than the sacred servant, but resumes giving enhancements if returned to the sacred servant. A sacred servant can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

Cavalier;

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Order of the Shield
Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters.

Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Challenge: Whenever an order of the shield cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. (+2)

Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolute (Ex): At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. (2/day, 6 rounds)

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Racial abilities:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

spells:

Domain: Glory
Caster level. 4th,
Spell Dc.13+level,
Concentration +7
1st: 1+1+1/day
Spells Prepared:
Heroes defiance
Bless Weapon,
(D)Shield of Faith,

2nd: 0+1+1/day
Paladin's Sacrifice
(D) Zone of Truth x

Fearghus:

Animal Companion
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (10 base, +3 armor, +2 Dex, -1 size, +8 natural, +1 dodge)
hp: 57/57 (+24) Hit Dice:(6d8)
Fort +8, Ref +7 (Evasion), Will +3 (Devotion)
--------------------
Offense
--------------------
Speed 85 ft.
Melee: 5 str, + 4 bab, -1 size = +8 total
Bite (Horse) +8 (1d4+5/x2) and
Hooves x2 (Horse) +3/+3 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 23 (27 vs. Trip)
Feats: Toughness +6(1st), Light Armor proficiency (Bonus cavalier), Dodge, Fleet,
Tricks:Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick], [Trick]
Skills Acrobatics +6 (+26 jump), Escape Artist +6, Fly -1, Perception +5, Stealth +2, Survival +5 (+9/scent), Swim +9,
Languages
SQ: Link, Combat Trained, combat riding [trick], stay [trick], Evasion, Devotion,
--------------------
TRACKED RESOURCES
--------------------
. .--
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

Equipment:

Combat Gear
+1 returning Dagger (8,302 gp, 1 lb)
+1 Banded Mail (1,400 gp, 35 lbs)
+1 Heavy Steel Shield (1,170 gp, 15 lbs)
Mw. Lance (310 gp, 10 lbs)
+1 Adamantine Longsword (5,015 gp, 4 lbs)
Mw. +4 str pull. composite Longbow (800 gp, 3 lbs)
+1 Ring of protection (2,000 g.)
+1 cloak of resistance (1,000 g.)
Holy Water x 3, 75 g.
Anti toxin x 1, 50 g.
Alchemists fire x2, 40 g.

Cl. 1st:
Potion of cure light wounds x3, 150 g.
Potion of Protection from evil x2, 100 g.
potion of expeditious retreat x2, 100 g.

Other Gear On Wyam

--Wealth--
Copper: 9
Silver: 16
Gold: 7,826
Platinum: 90

--Gems/Jewels--

--Art/abstract wealth--

Belt of Giants Strength +2
Backpack (2gp, 2 lbs)
Bedroll (1sp, 5 lbs)
Flint and Steel (1 gp, 0 lbs)
Belt Pouch (1gp, 0.5 lbs)
Hemp Rope (50') (1gp, 10 lbs) (Tying up Ogre Kin)
Sack (1sp, 0.5 lbs)
Signet Ring (5gp, 0 lbs)
Torch (x3) (3cp, 3 lbs)
Waterskin (1gp, 4 lbs)
Whetstone (2cp, 1 lbs)
Healers Kit- 10/10 uses (50 gp, 1 lb)
Quill & ink
Parchment x10
Scroll tubes x4

On mount
Horseshoes of Speed, +30 feet.
Bit and Bridle (2gp, 1 lbs)
Mw. Studded Leather Barding (250gp, 40 lbs)
Trail Rations (x6) (3gp, 6 lbs)
Feed (x6) (3sp, 60 lbs)
Military Saddle (20gp, 30 lbs)
Saddlebags (4gp, 3 lbs)
Holy Water x 7, 175 g.
Anti toxin x 4, 200 g.
Alchemists fire x 3, 60 g.

Cl. 1st:
Potion of cure light wounds x1.

potion of expeditious retreat x3,

Cl. 3rd:
Potion of Eagles Splendor x1, 300 g.

Campaign notes:

Troubles in Sand Point:
Goblins attacking: For reasons initially unknown, during the day of a festival in Sandpoint, Goblins began to attack the town in a much more concentrated effort than they had in decades. Though they were killed or driven off, it was decided that this needed to be looked into.

It was later discovered that the Goblin forces were in fact being marshaled at an old ruined fortress known as Thistletop. We decided that the goblin infestation not only had to be stopped but also the reason behind this needed to be further investigated. There was a woman cultist who was a Thasilonian priestess behind everything there. As well as a Barghest.

Tsuto Kaijutsu: Ameiko's younger brother. Worked with the Goblins located at Thistletop who attacked Sandpoint. Hinted at big plans in the future. Defeated and locked away.

The connection between the recent rehabilitation at Thistletop and the murders seems to be focused around Thassilonian runes. Specifically, something called a sihedron rune which could signify the seven virtues of rule: wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest. As well, the seven schools of magic recognized by Thassilon, as they took little interest in divination. According to Brodert Quink, he believes the sihedron rune more likely signifies the seven deadly sins; greed, lust, pride, gluttony, envy, wrath and sloth which arose from the corruption of Thassilons ancient rulers.

We'll need to return later to see if he's found anything more.

The murders and other troubles surrounding Sandpoint:

What we know about Aldern Foxglove:
Seemingly a kindly and even wistfully cheerful young man. Who thanked us profusely at saving him from the Goblin assault on Sandpoint. Known to be a hunting enthusiast, he was disappointed when we declined. Supposedly has a town house in Magnimar.

Was married to Iesha Foxglove.

The Misgivings, also known as Foxglove Manor.

-Rogors Craesby was the caretaker of the manor until we found him turned into a remarkably intellectual ghoul. We then proceeded to destroy him.

The Final fates of the Foxglove Family:
Vorel: Explodes with Fungus and tumor ridden. Researcher, probably arcane in nature. Had a laboratory. Misogonystic rage. Interested in Liching ritual.
Kasanda: Tumor ridden. Argued with Vorel about research in his "damp place" below.
Lory: Tumor ridden.
Traver: Throat slit. Killed by either father, mother, or Aldern.
Cyralie: Burned and dashed on rocks.
Aldern: Flesh darkens and hair falls out. Becoming a Dread Ghast

Sendeli & Zeeva: Both were frozen over in the portrait. Younger daughters. One of them saw their tumor ridden father fighting with their mother from inside the fire place.

Iesha: Killed by Aldern. Rose as a Revenant, only to be slain again by His Lordship. One of Aldern's split personaliities.

Personality 1- His Lordship:

"HE said... he said you would visit me. His Lordship. The one that unmade me said so."
"He said the bodies you are finding are signs and portents; that when he is done, you shall be remembered forever and the misgivings shall be your throne!"
Quote from Sevilla, once a bodyguard now a deranged inmate who is envious of Wyam's position.

Personality 2-The Hurter: Focused on Wyam, delighted by combat.

Personality 3- The Skinsaw Man: Methodical with the way he seemed to dance his way through combat. Calm about killing in a very philosophical way.

New Leads:
Aldern's Town house in Magnimar will lead us to the brotherhood of the Seven and possibly a woman named Xanesha.

Magnimar:
We met two impostors, Ugothol, better known as Faceless Stalkers who were masquerading as Aldenr and Iesha Foxglove. After defeating them in combat we took them prisoner and made them tell us where to go next. "The service-borrower is the man, the charmed, the I, the mill-dweller. The service-lender is the woman, the charmer, the X, the stilled-clock dweller."

The Mill on Kyvar's Isle:
The charmed- Justice Thornbriar, mind controlled- along with 13 cultists.

The abandoned Clocktower:
The charmer X- Xanesha? Sorceress Lamia, planning something big with a sihedron runed, Thassilonian ritual. It required a great many sacrifices of individuals with greed in their souls.

Xanesha knew of Aldern's transformation.

People being marked for the greed in their souls and then killed for something or someone. Possibly having to do with the Sihedron rune again? Talk to Brodert Quink.

New troubles in Magnimar:
Xanesha:The name of a woman who turned Aldern into a powerful ghoul. Her name was the last thing he was able to say, before succumbing to his split personalities. Ties to the Brotherhood of the seven. Possibly the one to teach him of the Sihedron rune. Has a Half sister, named Lucrecia. Served a figure known as Mokmurian. They all seemed to be serving something/one else though.

New notes: Not a women, a powerful Lamia Sorcerer, in fact. Hiding within an abandoned clock tower in Magnimar.

Bartimaeus: A bound outsider, forced to serve Xanesha's will. After we defeated her, he was free and could only give us a few answers before returning to his plane. He was being forced to give up his wish ability. Wyam nearly invited his wrath while begging for Kejal's life to be returned.

The Brotherhood: An enigmatic group mentioned in a note we discovered. Located somewhere in Magnimar. Sihedron Rune and Thassilonian ties? Revealed to be the cult of the Skinsaw Men, a cult of worshipers for the God of Secrets, Norgorber.

-- Located at the Seven's sawmill. A group of fanatic, possibly mind controlled cultists. There were actually 13 of them. Wore orange. Revealed to be members of the Skinsaw men Cult of Norgorber.

-- Justice Thornbriar was one of them, but he was in fact mind controlled to obey Xanesha's will. He asked for release and a promise not to turn him for 12 hours in exchange for answers. We accepted and he righted his wrong by burning the sawmill along with the fanatic cultists inside. Then he exited Magnimar to repent for his actions.

Post troubles in Magnimar:
-Xanesha, as well as the Brotherhood have been dealt with.
-The once mind controlled Justice Ironbriar has fled the city, distraught at his lack of ability to resist Xanesha's charms, he burned the saw mill, it is likely he will never return.
-Upon searching the clock tower, we were able to find notes regarding the day to day activities of Lord Mayor Grobaras, as well as several other high standing officials of the city, to be marked and killed for their sins in the Thassilonian plot.

We were then invited to attend a fancy dinner at DEFIANT'S GARDEN, residence of Lord Mayor Grobaras as well as several other high ranking officials and nobles within the city.
- Sir Edgar Barnarsby the 3rd. City official.
- Duchess Alcheska, controls a number of northern Fiefdoms.
-Wyam has begun a relationship with the Duchess, perhaps it will lead to something more in the future. For now things simply remain open.

- El'lan As'ssani, Osiriani ambassador.
- Canayven: Head Pathfinder representative.

After recounting the events since Sandpoint and their arrival in Magnimar, the group managed to win over the group. For our efforts; A hefty sum of 6,000 gp. As well as a favor of land or Government aid.

Finally a mission: Hook Mountain, Band of the Black Arrow Rangers, construction of Fort Rannick a half century ago. Word has gone silent from there. Sending's fail and Oracle Divination's only foretell of peril and deception from there.

Leaving Magnimar:
Some days were spent preparing and then traveling along the roadways and then the waterways to head to Hook Mountain.

New Allies:
Before boarding a boat one early morning, we met a familiar face. Shelalu, hero and self appointed defender of Sandpoint. As well as someone else new. Reynard, a Tiefling who had once been a slave in Cheliax but who had managed to escape. They have their own reasons for deciding to join us, but we are glad for the company.

Hook Mountain:
Upon arriving in Turtleback Ferry, my initial fears were put at ease as the town seemed in relatively good order. We took most of a day to wander about and gather any information we could about the missing rangers and discern any troubles seen.
We discovered that while the Rangers from Fort Rannick had not been seen in some time, the people themselves had not noted any troubles. Outside of town. There were rumors of a gambling barge, having burned down and sunk. At first we dismissed these rumors as nothing had come from it and planned to move out from Turtleback Ferry to examine the fort.

The mystery of the Sihedron Rune continues:
However, towards the end of the day, Isme spotted something that caught our immediate attention. A man with a Sihedron rune tattoo on the back of his neck. Inquiring about the tattoo and where it had come from, we were to quickly discover that it was due to none other than the owner of a Gambling Barge, as a mark of trust in lieu of payment for entering the private chamber.

The name of the owner was in fact a name we had heard of before. One Lucrecia. Half Sister to the Lamia we'd recently defeated in Magnimar, Xanesha.

Suspicions confirmed, we decided first to investigate what had happened to the Black Arrows. Our travels into the nearby mountainous terrain lead to us finding a stray fire pelt cat. It was being hunted by an Ogre with its hunting dogs, we rescued the creature and slew the Ogre which tried to run away.
(There were some arguments between Spectrum and myself on philosophy of captured but Evil creatures there. I don't believe he truly understands the concepts, despite his vastly more impressive intellect. Good, Evil, Chaos, and Law are true forces in the world, perhaps it takes the faith of a true believer to truly grasp it.)

The Fire Pelt was indeed one of the companions to a Black Arrow Ranger and we followed it back to a Cabin Area where a number of Ogres awaited us. We discovered that the Ogres were of the Kreeg Family, a group that the Black Arrows had been combating for Decades.

We assaulted the Cabin to devastating affect killing all Ogres and an ooze like creature inside. Shelalu was quite impressed with how strong we've all become. We'd found some gear belonging to the Black Arrows.
(Shelalu reacted strongly to a Bow with electricity but we didn't pry into her life.)

The Rescue:
The Barn was the only place left, we pushed into it and the mother Ogre of the Clan, several undead minions and a number of the members awaited us. It was an all out fight, but ultimately it was short lived. We won and soon found the remaining Black Arrow members. A giant spider guarded them but was immediately dispatched.

Though nearly dead due to torture, starvation and thirst, the three remaining men were saved. Jakardos: The oldest and most experienced of the three. Has the Fire-pelt companion. Seems to have some sort of past relationship with Shelalu.
Vale: A dark skinned man, Garundi or Riverlands maybe? I'm not sure. Wields axes and seems to be very intent on the idea of taking revenge.
Kaven: The youngest of the three. A handsome young man, he seems to lack the courage of the other two but he is still willing to stand and fight although hesitantly.

Once they have rested, we plan to try and retake Fort Rannick.

The Assault of Fort Rannick: