Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor moves up. Since he is too slow and too far away from the rest of the party, he invokes Inspiring Word again, targeting Grand. Buff tracking:
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor moves up and activates Inspiring Word on Daedin. - Moment of Greatness (Everyone, those affected by Inspiring Word can active for 1 use). 14 rounds left
Gyrand, did you also add in your Protection from Evil AC bonus? It may or may not apply here.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
By the way, I didn't think we were on position on the map, so I did a best guess starting point for all of us in the stables waiting run out just before the start of the round. Feel free to move yourself if I didn't put you in a good position.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Before the party heads up the ladder to the stables, he casts three spells (Moment of Greatness on the Party, Protection from Evil on Gyrand, and Magic Weapon on Coetus). Minor change in plans follows. At the top of the stairs, Rilmor will activate Inspiring Word on Coetus and whispers to him, "That is almost everything I can do for you. Get the leader by the well." Current buffs and remaining duration (assuming 3 rounds after casting to climb ladder and get into position):
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Yup, I'm totally fine with getting the prisoners out safely. I was mostly throwing it out there in case people weren't thinking about it. If there aren't any other objections, I'll do the buffing as documented above just before we head out. Tactically, I'd suggest ganging up and taking out the leader first.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Putting up my buffing notes just in case I miss a day. Also can help with people who need to track multiple buffs on their character. Buffs that last 2 minutes (will do before any short buffs):
Single target short buffs:
Group short buffs:
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor volunteers. "I might as well do it." He takes the keys and check out each of the rooms while Daedin remains on guard with his bow. Perception (Take 10): 10 + 11 = 21 Rilmor unlocks each cell, walks in, and examines each room casually. If he finds nothing then he will likely try a more careful search. I moved Daedin and Rilmor for now.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
As the "prisoners" are put in their own room and the searches being completed, Rilmor will quietly whisper individually to each party member over time, "I agree that everyone in this inn is suspect. We need to find a way to covertly scout around the premises again."
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor looks down at the knots tying his hands. He looks perfectly serene as he looks to the rest of the party, "Let us go in then. I think our best plan is to pretend to be tired from our travels, go to bed soon, and then explore further after everyone is asleep."
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor casts Guidance on himself, which activates Divine Vessel. He then draws his weapon and moves back a step. Everyone: +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Yeah, trying to come up with a plausible story that doesn't scream "they could be here to rescue the dwarves" screams Bluff to me. Anyhow, I figure we should just go with our highest Bluff and tons of buffing and Aid Another to give it a shot. Or to put it another way, I'm pretty sure slaying everyone at the Inn would be considered an "Evil Act". :D
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
I hate doing do much discussion out of character, but while I have decent Diplomacy, I can't buff myself without being obvious and I only have the default Bluff. Our "disguise" seems to be calling more for Bluff. Anyone else good at it?
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor looks a bit uncomfortable as he speaks, "I don't think I could easily pass as a pilgrim of another deity and the idea is a bit repulsive to me. Instead, could we claim to be traveling to somewhere further inland into the River Kingdoms or Numeria?" "Also, if someone is going to be convincing others of this tale, who would be the best one to keep a straight face while doing so?"
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor continues watching the party. Not sure if I could have done this on my turn or if I have to wait another round. Sense Motive: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 BTW, Coetis you may get to add the +2 from Divine Vessel for the skill check. I'm not 100% certain of the timing.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor looks slightly shocked at the sudden deaths occurring on the pier. He quickly recovers, moves up, and casts Guidance on himself. From there, he concentrates a moment (swift action) and his nearby allies (except Gyrand) find themselves filled with some magical power. Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Two strategic notes: 1) If we hit any kind of important skill check, Rilmor can give a +4 (2 domain powers over 2 rounds) or a +6 (1 spell+2 domain powers over 3 rounds) via appropriate buffing. If you think you're about to make some kind of check, give Rilmor a moment to move aside and "pray" to set this up. 2) Similarly, Rilmor can buff the party with his domain powers in combat. The group buff has a range of 15', so try to leave Rilmor space to cover as many party members as possible.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
A being enters the lounge. He is clearly not human, with golden hair and golden eyes. "Apologies for running late. I just had to finish acquiring some supplies." There is a gentleness in his countenance as he looks around the room. "My name is Rilmor. I've done some missions for the Society in the past and I'm always glad to serve." He sits down and asks for a glass of wine.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
From the "Guide to Pathfinder Society Organized Play": 1st-Level Character Retraining Pathfinder Society is all about player choices and living
I've seen people play 3 different characters at 1st level in 3 different adventures then decide which one they like for 2nd level.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor speaks, "Well, it's most likely they were opportunistic thieves. Let us return to Pathfinder headquarters and report back in to Venture-Captain Ambrus Valsin." He helps up Polami and walks with her until she can see again.
Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1
Rilmor says to Polami, "Take heart. I believe you were hit with a spell which knocked you out. And I believe the blindness is temporary." Rilmor examines Halli as the others examine the other ambushers. Perception (Take 20): 20 + 10 = 30 |
