Sarita Senbi

Selima's page

92 posts. Organized Play character for bluedove.


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The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Fort Save vs Poison 1: 1d20 + 1 ⇒ (19) + 1 = 20
Fort Save vs Poison 2: 1d20 + 1 ⇒ (12) + 1 = 13
The sorceress is startled as the creature drops down upon her, a bit odd considering she was just trying to make it fall a moment ago. Her head scarf comes loose and slips down around her shoulders, revealing her ears which have elongated points a bit like a elf's but are tipped with feline tufts like a wildcat. She quickly draws a dagger and tries to stab at the thing, but she is clearly flustered and makes an inept lunge.

Dagger Attack: 1d20 ⇒ 1

After the thing lashes it's disgusting tongue at her a second time she thinks better of staying near it. She moves through the throng of Pathfinders to get away from the little demon monkey.

Selima is not armed so no AOO for her. First action: Move to draw dagger, Standard to attack, badly. Second action, withdraw.

Thirsty Bite AOO: 1d20 + 3 ⇒ (14) + 3 = 17 Bite Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima sizes up the situation, watching as the creatures easily scale the wall onto the ceiling. "Hmm, I wonder..." She says as she reaches into her component pouch. She incants as she rubs a slippery substance between her fingers.

Casting grease on the ceiling where the Asura(green) is holding on above us. Reflex DC 15 or I think it should fall. Thirsty will hold actions pending the outcome of the spell.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima curses under her breath in Kelish as the scene is lit and revealed to be... too far to cast from where she is. Taking a deep breath she gets ready to make her way down the ladder. She follows Luurg's example and once she is down 15 feet, she drops the rest of the way.

Climb: 1d20 - 1 ⇒ (15) - 1 = 14

I'd like to move her as close as possible with one move action. If she can get within 30 feet, she'll cast grease. If she can't get close enough, she'll cast mage armor on herself.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima watches worriedly from the machan as Thirsty streaks toward the danger like a shining white comet. "Baron, Thirsty is coming to help! He will protect you!" She called out, hoping the time spent near the young tiger would allay his fears. She fumbles with her light crossbow, loading a bolt into the mechanism.

Selima's climb is awful. She probably would have needed to take 10 and have an aid to make it the first time. Getting down in combat should be interesting... >_<

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Just a quick note to say I'm catching up now and will post actions in a few mins!

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Seeing that the big snake has fallen, Selima does what she can to help calm the elephant. She moves to it's side so the beast can see her well and speaks in a gentle, soothing tone. "Easy now, it's alright. Thirsty will take care of those nasty snakes. Calm down now, all is well. All is well."

Handle Animal: 1d20 + 9 ⇒ (11) + 9 = 20

Once she has the elephant's attention, she points out the snakes to Thirsty. "Go get them, my love. Crush them in your mighty jaws."

The tiger moves up beside the elephant and bites at the closest snake.

Thirsty Bite: 1d20 + 3 ⇒ (19) + 3 = 22 Bite Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Pretty sure the Handle animal uses up my standard action, but if not, Selima would have cast Mage Armor on Thirsty. Without MA, his AC is as follows: AC 15, touch 14, flat-footed 11

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Flashback
Selima exchanges limited pleasantries through introductions and dinner. An amused smile graces her lips when the Baron refers to them as "graverobbers", thinking back to their most recent mission. Thirsty seems interested in sniffing him, but she keeps a restraining hand on the nape of his neck to prevent him getting too close.

"Do not be troubled over Thirsty. He has been with me since he was a cub in arms. He is my protector and my right hand. And who could be fearful of this." She said as she batted thick, dark lashes coquettishly and offered him her right hand in greeting.

She refrains from storytelling at dinner, instead enjoying the others tales. Except of course for Raevin's. "No wonder you were so subdued on our last task. You have my condolences." She said softly as she stroked the rougue's back in a gesture of comfort.
Sense Motive: 1d20 ⇒ 9 (Looks like this was the only spoiler uncovered. Thought I'd give it a try, though it was a long shot.)

Selima was tempted to take the offer and ride the elephant, but she needed to be near Thirsty in case of attack. So she decided to walk beside her companion off to one side, keeping herself between the Baron and Thirsty.

Now
Selima's held the natural world in great respect, but that did not mean she was opposed to hunting. Still, it seemed her party had already made quite an impact on the wilderness around them and she felt sure they had more than enough meat for them all. She reserved her talents for dissuading the curious simians. She cast a few cantrips to augment her appearance and set about shooing them away. A whirlwind of bright colors and eerie sounds whips up around her and showers of sparks shoot from her fingertips as she sways and waves toward the monkeys, trying to spook them away.

Handle Animal(Aid?): 1d20 + 9 ⇒ (12) + 9 = 21

Using haunted fey aspect and prestidigitation to try and aid the attempt, though it does nothing mechanically. Let me know if it's a good idea to have Thirsty do some hunting as well. Seems likely he would try, but if we've moved past that part, that's fine too.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima will focus on battlefield control with her grease spell and directing Thirsty to engage the enemy on her behalf. Thirsty has Combat Reflexes for taking advantage of the AOO's grease will provide.

I am fine with a rear position, apparently I'll have to keep Thirsty far from our patron anyway.

I'm working on purchases and making sure her gear is updated.
GM kuey, will there be an opportunity to shop once the boat has reached Jalmeray? I only ask because there is a journal achievement for buying/selling an item worth at least 200 gp in a city other than Absalom.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

A few moments behind the tiger enters a Keleshite beauty with the bearing of a princess. She glides across the entryway, her dark eyes dancing as they take in the room. "Ah Thirsty, you've found friends, haven't you, my love?" The tiger swishes his tail gently at the sound of her voice.

She drifts to his side and greets her fellows, "Hello Raevin, Luurg. Good to see you again. Any word of what is in store for us this time?"
Noticing finally that there is someone else in the room, she turns and extends her hand in greeting. Thirsty moves to her side protectively and inserts himself between his mistress and the newcomers, keeping a watchful eye on the dog.

"Oh Thirsty! Manners! You'll have to excuse him. A few of our early missions left him with a rather bad impression of canines." She smiles, trying to offset the tiger's posturing. "I am Selima and this, as I'm sure you've gathered, is Thirsty." She extends her hand again while keeping the other on the nape of Thirsty's neck to steady him.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Lots of familiar faces at this table it seems! Hello all! ^_^

Sorry for my delay, I did indeed miss the game announcement. Selima does not need to level, but I do still need to shop. If we'll have an opportunity to make purchases after the mission briefing, I'm happy to start anytime.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Just remembered I haven't made a prestige purchase yet, Selima would like to purchase a Wand of Shield before the merchants close up shop on this scenario. I know the chronicles are already out, so I'll note it on there myself.

Great game! This scenario proved very fun, I'm really glad I got to experience it cold before I read through it myself. ^_^

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

"That bottle of wine will be hard pressed to remove from it's shelf. But then... I think you knew that." She says with a mischievous wink. "I'm sure Heryn can recommend a replacement though."

Selima was eager to return to The Wounded Wisp and tell Janira all about their adventure. She expected this was one of the few times she would be able to impress the halfling with a story she had not already heard!

"Let's hurry back. Thirsty is overdue for another steak and he definitely deserves it! The tiger's stomach growls in echo of her sentiment.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Oh, are they having us roll for boons ourselves again? For a while there the GM had to roll for everyone at once.

1d20 ⇒ 19

Aw... so close!

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima calls Thirsty down and taps the still unconscious Ifrit sorcerer with her healing wand. "He should be feeling better in a just a moment." She assures her fellow Pathfinders and moves to Thirsty's side, smoothing down his still raised hackles with long soothing strokes. "Actually, I only implied what might happen to little Shelly if you pressed your assault. I never said what would happen otherwise. You did make the right choice, though. Thirsty really does hate it when anyone casts at him but me." The tiger growls menacingly and she trills a light laugh, feeling very pleased with herself and with Thirsty's performance. "You are becoming quite the Pathfinder, my love." She coos adoringly to the white tiger who still watches the half-orc female with a predatory look in his eyes.

"I see no reason to frog-march them through the city. But I think I would like the name of that Aspis Agent who was patronizing what is quite well known for being a Pathfinder establishment. Who tipped you off, Darna?"

I think she should technically act "friendly" for a minimum of 10 minutes. Surprised that low of a roll worked, I guess she's not a divine caster like I was suspecting?

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Doubtful I can do much with Intimidate. I don't really have the numbers to back it up, but I guess it's worth a try. She'll step out and draw the wand for next round, anyway. Feuerseele is actually still negative since it was Ekanta she fed the potion to.

Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima has been listening to all this exclaiming out for her comrades that the half-orc has been doing. She speaks with the calculating tone of a merchant, calm and measured as if there was no life and death conflict spinning out around her. "Bobbi, Shelly, Teegan, oh no! I don't believe we've caught your name, though. If you care so much for them, why start this fight? Surely these papers aren't worth your lives. Poor little Shelly lying helpless at my feet. But I'd have no reason to harm her, if you would retreat."

Figured it might be worth a shot if Thirsty got her. Bonus points for approximate rhyme? XD
If she's already down, surrenders or retreats, Selima will draw her wand and give Feuerseele a tap of infernal healing. Otherwise, she'll grease green's weapon. Reflex DC 15 or she drops it.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima moves to the opening of the alcove, the unconscious Ekanta and enemy halfling in a pile at her feet. She pulls the potion they found in Fimbrik's home from her pocket and leans down to feed it to the wounded tiefling. "Let's hope this is still good! Seemed like it sat on that window sill quite a while..."

Cure Moderate Wounds: 2d8 + 2 ⇒ (6, 6) + 2 = 14

Then she directs Thirsty to attack the big bruiser. The tiger daintily steps over the fallen Ifrit's prone form and unleashes feline fury on the woman with a roar.

Thirsty Claw 1: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Thirsty Claw 2: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Thirsty Bite: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Thirsty full attacking Blue. I looked back and no one seemed to have claimed the potion for themselves, so I assumed Selima would still have it. Sounded easier than trying to guess where Ekanta keeps his potions... XD

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima could use her wand of infernal healing again, but it's slow-acting. She could try the potion route, but only if your square is not threatened by her turn.
3 rounds is pretty bad... GM kuey, do you think this would be a good time to use my Folio re-roll on Thirsty's save?

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Has it been less than 2 hours since we were at Fimbrik's house? I need to know if I have to lay down more Mage Armor on Thirsty or not.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima and Thirsty both crowd in with Luurg, the former glancing about while the latter sniffs around.

Will Save: 1d20 + 4 ⇒ (18) + 4 = 22

"Aha!" The sorceress exclaims and slides the nameplate aside, revealing a small chalkboard. "Hmm, do you suppose that's for the password?" After taking a moment to scan with detect magic to be sure there are no nasty surprises enchanting the hidden door and letting Thirsty sniff about for threats, she picks up the piece of chalk and writes the word "Wiffle" in her scrawling, feminine script.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

So used on burning hands in this case, would intensified spell double the amount of damage dice used? That would be pretty nice for a level 2 spell slot. But what about the text that says "You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat." I've never really been clear on what that means.

Selima's build is focused on making Burning Arc her blast of choice. ^_^

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Selima looks over the bottles on the windowsill, but cannot find any label to identify them, so she casts detect magic and examines them more carefully.
Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17

"Ah! This one is a potion of cure moderate wounds and the other is a potion of lesser restoration. Do you think we should take these notes, or leave them for the next group of curious Pathfinders, if we should fail our task?"

She takes a moment to commit the name Karina Clamp and word 'Wiffle' to memory, regardless.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima does not know what the creatures are, but she suspects they will not stand against a tiger's might. She reaches down and strokes Thirsty's fur as she imbues him with magical protection. Then she steps into the room and points out the creature and speaks in Kelish, giving him the order to attack.

The white tiger gives a feral snarl as he lopes into the room and around the couch. He closes on the vermin and lunges, chomping down with his strong jaws.

Thirsty Bite: 1d20 + 3 ⇒ (17) + 3 = 20 Bite Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Once everyone has made it into the room, Selima reaches back and closes the doors, to prevent prying eyes from wondering what they are about.

Selima casts Mage Armor on Thirsty, giving him AC 19. Thirsty's bite is piercing, slashing and blunt damage.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima holds up a cautioning hand to Raevin. "Be careful, if he does not wish to be disturbed, there may be traps against anyone trying to enter this way." She casts detect magic and looks over the door carefully.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

"If you would like to pet Thirsty, you should be sure to ask him first. He is a warrior and my protector, after all, not a pet." The white tiger raises his head proudly, sensing his Mistress' approval and respect through their bond.

Selima scoffs a laugh over Luurg worrying over V.C. Dreng. "Trust me, you are having more concern for his well-being than he is having for yours. I say we head on to the Arcanamirium and see what we can find out about this Fimbrik."

Any chance Knowledge(Arcana) will reveal anything useful about Fimbrik or the Arcanamirium?
Knowledge(Arcana): 1d20 + 6 ⇒ (14) + 6 = 20

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima manages to nod graciously upon receiving the apology of the cleric, even though she was giddy with relief. Once they are a good distance away, her light, bell-like laughter fills the air. "I thought we might be in trouble for a moment there! Thank you for the back-up, I think she would have been very displeased had she caught me in the ruse. Now let's get a better look at our prize." She casts detect magic and examines it thoroughly.

Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18

"Oh! That is interesting... Thirsty, my love, Seek!" Once the Tiger has sniffed around and confirmed that no one is in the immediate vicinity, she pulls out her wayfinder and places the coin atop it.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Yes, please some aids! Bluff can be used untrained and Clerics are likely to have a strong sense motive. No one was jumping in and Selima's bluff is better than her diplomacy. Plus I thought that even succeeding the diplo would likely only convince her not to toss us out on our butts and she'd still want the coin put back. I could be wrong as I don't know the scenario, but seemed like it would be a better idea if we could leave with it. =D

"You see? I'm sure he's very sorry to have dropped it into the poor fellow's resting place. It's not like him at all to mishandle it."

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima raises her hands in a placating gesture. "Now, now, please don't be offensive. Ekanta didn't take anything. That's his coin and he dropped it. That's all. You didn't notice? Surely an item that doesn't belong with the remains would be just as distressing to the spirit of the deceased as taking something that does, would it not?"

Bluff: 1d20 + 8 ⇒ (7) + 8 = 15
Ew... that might need some help. Of course, there is always another option... RUN! XD

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Before leaving the Wisp
"Hmm, she disappeared around the masking of the ten, you say? That is interesting... Well, enjoy your night. If we find anything else of interest, I'll be sure to let you know! Thank you, Janira, my dear."

At the Mausoleum
Selima nearly laughs out loud over Feuerseele's declaration and has to cover it with a cough. "Oh yes, Luurg, stale air indeed. Dusty, and dry. *cough* Excuse me."

She begins detecting magic as they move near the crypt they seek. Scanning over the coin when it is pointed out.
Knowledge Arcana?: 1d20 + 6 ⇒ (13) + 6 = 19

Sorry, I think my lappy opened up a tab for the gameplay and wiped the "new" label from my campaign tab. I was thinking there were no weekend updates, which is typical in PbP.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Oh! Is this place fully explored? I was thinking the little tunnels might lead to other rooms.

GM kuey wrote:
Heryn takes a few more curious looks into the room, before stepping back. "Sure, Lady Selima. But this room looks important. You might want to report this."

"Certainly, we'll be up in just a few. Have to make sure nothing else is threatening to come out of the woodwork first."

Selima brings Thirsty fully into the room and has him sniff around before they head back across the plank and back upstairs again, just to be on the safe side. That done, she nods in agreement. "Yes, Janira is quite knowledgeable and trustworthy. She has helped me with research before."

Once they return to the main floor of the bar, she asks Janira aside for a private conversation with her team. "You're quite well versed in all things Pathfinder related. Are you familiar with any of these names?" She shows her the second parchment, penned by Adolphus as it contained more of the relevant names and less of the specific details.

Sense Motive on Reply: 1d20 ⇒ 15

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima saunters up to Ekanta, drawing a red and black wand from her belt. "I think you will not object to this, but just in case..." She taps him with it before telling him what it is.

Dang, just realized I hadn't updated my sheet. Selima bought a wand with PP last scenario. Here's the link for proof, if needed. Tapping Ekanta with a wand of infernal healing. He will be at full health in 8 rounds. Sheet is accurate now, including this use.

"We're fine, Heryn. Probably just tell folks we are shopping for a bottle of wine for our Venture Captain, should anyone ask."

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Not wanting to put herself or Thirsty in the Ifrit sorcerer's way, she draws an acid flask and uses it as a focus to power up her acid splash. She points her finger and a glob of acid flies to impact the scorpion's carapace.

Ranged Touch vs Blue: 1d20 + 3 ⇒ (15) + 3 = 18 Acid Damage: 1d3 + 1 ⇒ (1) + 1 = 2

She holds Thirsty back until Feuerseele has acted and then sends him in after whatever is left standing, if anything.
Thirsty Bite: 1d20 + 3 ⇒ (18) + 3 = 21 Bite Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Thirsty Acrobatics(if needed): 1d20 + 7 ⇒ (13) + 7 = 20

I may be unavailable for a while, so thought I would post this now.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima doesn't like the look of the weathered plank at all. "Thank goodness Thirsty is not yet fully grown else I think he would have to leap it. Here, let me see what I can do." She gently raps on the wooden beam, looking for the spot where the plank is most weakened. Then she takes out a scroll, casts a quick cantrip and reads the magic. The words disappear from the paper and her hands emanate a soft golden glow as she touches the wood. A creak sounds as the broken down fibers begin re-knitting themselves, strengthening the wood at it's core.

Mending(heal object): 1d4 ⇒ 4

"There now, it should hold for a while yet. Come, Thirsty, my love." She crosses first and then beckons the Tiger to follow.

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima's mood improves immediately upon the sight of several familiar faces. She reassures the young man checking items at the door. "Don't fret, Thirsty is very well behaved as long as he stays by my side. But it's no good to try and stable him, he gets up to mischief if he is bored and the horses are apt to die of fright." She says, chuckling indulgently like a mother gushing over a spoiled child.

"Janira!" She cries as she recognizes the story-teller's voice and turns to greet her. She returns the hug with genuine affection and even Thirsty gives her hand a lick after snuffling her hair to be sure it is her. "It's good to see you looking so well! Staying away from Minotaurs lately, I hope."

She orders a Qadiran Cider for herself to warm up with and a bowl of clean water and whatever they have in fresh raw meat for Thirsty. She surreptitiously casts prestidigitation over her chair before she has a seat and chats pleasantly with Janira for a bit.

But soon she rises and drifts to Feuerseele's and Raevin's side as Thirsty finishes his meal. "Why, Master Gill! You do remember me, don't you? I know we did not have long to talk, but I wouldn't expect a man to soon forget being tossed off a cliff into the sea and those who hauled him back up. I'm glad to see that you are much recovered from the ordeal." She smiles and extends her hand in greeting.

Selima knows Gill as well, he was a consultant put in harms way during the The Silent Tide. The second season 0 scenario. It's actually the last one Selima played in, even though I guess it's meant to be 5 of 6 years ago, technically. XD

Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Before they procure the parcel, she looks around and tries to get a feel for the room and whether anyone present seems overly interested in their group or perhaps Heryn Gale, the proprietress. Do you suppose it's possible to take 20 on a sense motive (hunch) check? If so, Selima would like to do that.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Sense Motive: 1d20 ⇒ 18

Catching the suspicious mood of her companions, Selima arches a shapely eyebrow at the V.C. and raises a finger to wag playfully under his nose for his naughty roguish games.

"Now, now, Master Dreng. You wouldn't be playing a little prank on us, would you? A little trial and tribulation, perhaps? Bait a little trap, flush a little prey, something along these lines? It is a rather interesting team to run such a simple fetch and carry errand. You can tell us, we won't be put out. Besides, it could only help us to achieve your goal if we fully understand it's scope. Don't you think?"

Diplomacy: 1d20 + 4 ⇒ (13) + 4 = 17

Even drenched and sinking into ever worsening mood, Selima manages to be ingratiating as she bats her thick dark lashes at the Venture Captain.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

"Tsk... Why does the society never have any assignments for us on nice days?" Selima wraps her cloak tighter around herself huffing irritably and longing for the warm sunshine of her homeland.

Knowledge History(untrained): 1d20 + 1 ⇒ (16) + 1 = 17
"I am afraid I am not much of a Historian, Master Dreng. Is there anything you think we should know before we pick up your item? Should we inspect it's contents to make sure they are safe? Do you suspect anyone will have intentions to intercept this parcel? And if it should take us more time than expected, where should we call upon you?"

An amused smile quirks her lips as Luurg gives health tips to the tall, pale fighter. Well, we should not want for entertainment, at least.

Thirsty stoically endures the rain and Dreng's patting. He yawns wide, showing an impressive mouthful of sharp teeth.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Filled in my info and added tokens! I wasn't sure if you'd want Thirsty to act on his own initiative or Selima's, so I didn't fill in an initiative dice block for him, but the info is in the box.

@Luurg, I began PFS in 2013 and play almost exclusively PbP on the Paizo boards. My first character is level 6 now, but I also have a level 5, 3, two 2's and a 1. So I could have, in theory, focused on one character and reached level 12 in less than 3 years. Personally, I like having them around for a while. But if you're looking for some speedy games, Feral's PbPs have a quick pace. IIRC, he once ran a scenario on the boards in less than 24 hours once. On average, I think his games tend to run 2-3 weeks if everyone is posting regularly. HTH! ^_^

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

A dark Keleshite beauty strides proudly into the room, following behind her is a young white tiger. She stops and observes what she presumes to be her new team for this next chore. She smiles when she spots the Ifriti and extends her hand regally in greeting. Her composure slips a moment as the playful young tiger buts his head against her posterior causing her to stumble a step forward. "Oh! You must excuse dear Thirsty, he is little more than a cub and still learning his manners." She lays a hand upon his head and he sits obediently, but yawns widely to express his boredom.

Being among so many non-human Pathfinders seemed to set her at ease and she lowered the hood of her cloak, revealing ears that come to points with slight lynx-like tufts. "It is good to meet you as well. I am Selima, and this naughty boy is Thirsty. I had heard rumors of an influx of genie-kin to the Society, I am pleased to see it must be true. Let's hope whatever errand they have for this time will keep us out of the sewers." She chuckles lightly, waving a hand before her nose to illustrate how unpleasant she had found the smell. Thirsty sneezes his agreement.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1
kuey wrote:

Yes, you can play this with a level 2 character only once, but you can play it an infinite number of times with level 1 characters. In addition, as a GM, you can apply the chronicle to a different level 2 character only once, and an infinite number of level 1 characters. Of course, no character can have the same chronicle sheet twice.

I have a sylvan sorcerer character as well, with a roc animal companion. Unfortunately, it died in its latest scenario. :(

Aw... my condolences. I've been really enjoying this character so far. Thanks much for the info, being able to apply the GM credits should have me covered for my future needs. Selima it is!

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima cleans away the blood from her robes and scratches Thirsty behind the ears for his show of concern. "All's well that ends well. Good work, team." She pronounces loftily as she strides on her way, leaning into the young tiger for support. "Time for a hot meal and an even hotter bath!"

She sincerely hoped future missions would not have her schlepping through muck like a plebian.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima moves around the last tower and finds the big fight at last. With Thirsty hot on her heels she sizes up this enemy. She decides there is room enough for her last grease and casts at the man's feet hoping to put him down. (Reflex DC 15 or falls)

Selima then gives Thirsty the command to attack and the tiger moves between Jaxal and Regnel, jaws open for a bite.
Thirsty Bite: 1d20 + 3 ⇒ (5) + 3 = 8 Bite Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Grease:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Struck with a bolt and wounded, Selima decides to turn and head back the other way now that Rose was clear. She did not like their chances to dodge fire from the crossbowman the whole way 'round to the distant fight. "Thirsty, come!" She calls and ducks back around the other pyramid tower. The tiger hustles after his mistress as they both work their way toward the fighting to the south.

Double move for us both.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Hearing Rose's scuffle nearby, Selima heads out of the door in that direction and casts daze on the crossbowman, hoping to put him in a stupor like she did the last one. She then commands Thirsty to attack the one engaged with Rose and the tiger lopes up beside the halfling and tries to bite the man on the leg.

Thirsty Bite attack: 1d20 + 3 ⇒ (12) + 3 = 15 Bite damage: 1d6 + 1 ⇒ (4) + 1 = 5

Avendar, I moved you one movement out the door in the other direction. If that's not the way you meant to go, I'll fix it.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

No day job for Selima. Thanks for running the game!

Chronicle info:
Player name: Jamie Turney
Character name: Selima
PFS number: 85152-5
Faction: The Exchange
Day Job? No
Email: jamierae77 @ gmail.com (remove spaces)

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima steps out of the doorway pulls an acid flask and uses it as focus for her cantrip. She launches an acid splash at the man above them.

Ranged Touch Attack: 1d20 + 3 ⇒ (12) + 3 = 15 Acid Damage: 1d3 + 1 ⇒ (1) + 1 = 2

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Selima opens the door, provided it will open and then steps through it, trying to use the door for partial cover from the archer. She casts daze on him, hoping to spare her group from his fire for a few seconds.
Will save DC 14 to negate or he is dazed and takes no actions.

She then calls Thirsty inside as well.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Handle animal: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16

Selima tries to direct Thirsty to bust in the door, but the tiger misunderstands and sharpens his claws on the wood instead.

Well, we tried. The graphic makes the layout much clearer, thank you. I promise I read everything thoroughly, but I do not visualize well by simple description. Flat overhead views give me trouble when there are multiple levels.

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Oh... So I still didn't understand the layout. Are we even protected from crossbow fire in here? Could Thirsty use that roll to CMB the door as part of a charge instead? I'll probably need to head south after all since Thirsty won't be able to climb a ladder. Unless it's a distance he could jump?

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

"Stay close, Thirsty." She murmurs and then casts a ghost sound to mimic the noises of many heavy feet making their way up the tower stairs in the hopes of distracting the archers. Then, she and Thirsty will make a break for it.

Will save DC 14 to disbelieve. Is the door marked A in front of us one we can enter? Or do we need to make it around to the south to B?

The Exchange

Female Human(Keleshite) Sorcerer(Sylvan) 2 HP 13/15 | AC 16, T 12, FF 14 | Fort +1, Ref +2, Will +3(+1 if Thirsty is w/i 30') | Init +2 | Perc +1

Ha! I really thought that post was going to be more comic relief than helpful. What a weird safe!

Selima laughs with a wild glee that brings to mind some type of mischievous fey. She gathers up the contents and delivers them to Grandmaster Torch. "That safe there simply needs to be reminded who is the boss, it seems. Isn't that right, my darling?" She purrs as she strokes Thirsty's gleaming coat. The tiger seems relieved that his mistress is happy again.


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Hey all! Are you running one of the Season 6 scenarios dealing with the wonders of Numeria? There are plenty of new rules you're going to need to familiarize yourself with in order to run them properly. This is a quick rundown with links to pertinent forum discussions!

Learnin' Stuff!

The secrets of technology are difficult for the rest of Golarion to understand, and your average wizard is going to have a tough time identifying items and creatures without investing some resources.

Technology Guide pg5 wrote:

Skills

No new skills are introduced to the Pathfinder RPG to model how characters interact with technology--rather, existing skills** are expanded to allow for such interaction. Additional rules for how skills interact with technology are listed below. Without the Technologist feat, a character is treated as untrained in the skill in question when using it on technology.

**Includes Craft (mechanical), Disable Device, Linguistics (Androffan), or research skills like Heal, K:Engineering, and K: Geography.

Technology Guide pg7 wrote:

Technologist

Benefit: You are considered to be trained in any skill used against a technology based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in the that skill in order to gain the benefit of Technologist.

Normal: You treat all skill checks against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

You may notice that Disable Device and Linguistics are both trained only skills, meaning that they may not be used against a technological subject at all unless you have the Technologist feat. Generally, you can only hit a DC 10 on an untrained Knowledge skill check, which means most PCs will be unable to learn about a technological subject.

For more information, check the Technology Guide. A lot of material has been added to the scenarios, but if you plan to GM Season 6 a lot, the book is completely worth it.

(forum post: Robot Knowledge Check DC)

I'll Take That There Space Gun

Using technology isn't a simple task either. Even if you manage to figure out what a particular item is, the item may not be properly charged and finding ammo isn't always easy. Regular ranged weapons take the Exotic Weapons Proficiency (Firearms) feat, though some will require an additional EWP (Heavy Weapons).

However, many of the items are also timeworn, meaning that they have the potential to glitch. These rules are outlined in full in the Guide to Organized Play, but the general idea is that a glitch occurs when:

  • an item is used for the first time after a month of inactivity (50% chance)
  • an item is used in such a way that drains the last charge (50% chance)
  • an item requires a d20 roll which results in a natural 1

The glitch table is detailed in the Guide, and has some pretty random effects. See the Technology Guide for more specifics about weapons, armor, and items.

Because these items are subtyped as technological and not mundane, they aren't Always Available and must be found on a scenario chronicle sheet for purchase.

Them Gosh Darn Robots

Robots are constructs with the robot subtype, which means they must be identified using Knowledge: Engineering with the caveats listed above.

Further, Robots have hardness rather than DR, which we often see as a rule for objects rather than creatures. Since the rules here are confusing, and the forum post is heated, I'll personally go with James Jacobs here.

James Jacobs wrote:
As it turns out, robots are not objects—they're creatures. And as such, energy damage is not halved when applied to them. That bit about halving energy damage is a quality of an object, not a quality of Hardness. (And in my opinion... it's a kind of silly rule anyway—the idea that fire deals half-damage to paper is ridiculous.)

I plan to use Hardness 10 to mean the same as DR 10/- and Resist All 10 for spell and other effects. Consensus remains mixed. :)

(forum post: Hardness Rules and Energy Damage)

Technological Scenarios

These rules currently apply to the following scenarios. There may be more specific information in their specific threads.

6-01: Trial By Machine (post 1/post 2)
6-02: The Silver Mount Collection (post 1)
6-03: The Technic Siege (post 1)

-----

Sooo... any suggestions or updates or arguments or official statements or requests to delete this thread and move on?

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The Imperial Customs House of Corentyn
==========
When the city of Corentyn was first founded in 1520 AR, the Taldan Empire established a center of trade and commerce couched in the safety of indomitable military strength. Knowing that Corentyn would be the gateway between the Arcadian Ocean and the Inner Sea, stonemasons and architects from across the empire competed to design magnificent structures that would win them eternal renown. Corentyn became known as the City of Nine Forts, and many of the administrative buildings were constructed to stand for centuries.

Built in 3427 AR, the towering Imperial Customs House looked out upon the sprawling harbor and was even visible to those Garundi crossing the Arch of Aroden. The three floors of the building each had vaulted ceilings, fluted columns, and large open rooms designed to inspire travelers from across Golarion to appreciate the countless accomplishments of Taldor.

After centuries of operation, the rise of an independent Cheliax meant very little change for the workers at the Imperial Customs House, except in the specifics of the laws they were meant to enforce. Over the years, Corentyn held strong against military incursions from all sides, and trade continued to flow through this administrative center and across the Inner Sea.

The Chelish civil war shattered the city of Corentyn, and powerful evocations toppled the once great Customs House. The third story crashed down, shearing through the second floor and filling the streets below with rubble and debris. A brief restoration attempt stalled due to the already flooding streets of the West Drenches, and the broken remains of the Customs House were eventually abandoned as a casualty of the war.

In the years since, the ruined Customs House gained a reputation for being haunted, though this hasn’t kept the lower floor from being used as a clandestine meeting place for the criminal organizations of the city. On quiet nights, weeping and moaning can be heard coming from within the ruined structure, and curious citizens who come too close find themselves returning home with minds clouded by a deep and abiding sadness.

The Stolen Child (CR 5)
==========
The streets of Easttown seem ominously quiet as night begins to fall over the city of Corentyn. Before you, Tarak Bel appears to be a man tormented. His cheekbones are gaunt, his eyes red, and the bandage on his arm is caked with dried blood. “When we moved here, our neighbors told us to stay clear of Hellknights and devils, but we never expected...” Tarak keeps his gaze downcast at the cobblestone street. “I looked for any trace of Galan across the city, but a woman in a black cloak and bright red hair attacked me and—well, she said not to involve the watch, or they’d hurt him.” With the faintest glimmer of hope in his teary eyes, he turns his gaze to you. “Could you find my son?”

Galan, Tarak’s only son, has been kidnapped by a woman named Aleosa Tauranor and trapped inside the Imperial Customs House. For the last century, the ruins have been the home of Kacia, a shattered dryad whose tree was harvested to help rebuild the collapsed structure. Doomed to remain trapped within the building for the rest of her existence, Kacia lured a young Aleosa inside, and used the power of her alienation aura over weeks and months of captivity to turn the girl into her own personal slave. In the isolation of the ruins, Kacia has begun preparing Galan to become her hand within the city, just as she once indoctrinated Aleosa. While Tarak still hopes to find a way to meet Aleosa’s demands, Kacia has no intent of ever returning Galan to his father.

Outside the Customs House

Rumors of a mysterious, red-haired woman have led to a ruined structure surrounded by the flooded streets of the West Drenches. This decaying edifice stands as a monument to a lost era. Once an imposing center of imperial administration, the third floor of the forgotten Customs House has collapsed into the rest of the building, leaving the interior open to the sky and rain. Decades of graffiti conceal the myriad of engravings dating back before the Chelish civil war and the rise of House Thrune. Beyond the scattered roofing tiles and rotten planks covering the cobblestone street, the front door sits slightly ajar.

The front door remains the easiest way to enter the Customs House, but the wreckage has left many openings scattered throughout the structure. Athletic PCs may climb the walls of the building with a successful DC 17 Climb check and enter the second floor through the broken walls at the east and southwest.

First Floor

The ruins of the Customs House sway and creak with the evening wind. Scattered wreckage is strewn across the front of this room, while the far side is all but impassible beneath piles of broken floorboards and stone. A light rain falls through a gaping and jagged hole in the ceiling twenty feet above. Where the walls haven’t fallen down, open doorways look into empty meeting rooms and offices. At the end of the room is a stone staircase leading to the shattered floor above.

The fallen wreckage of the floors above have toppled down, cracking the northwest walls and leaving them open to the street. The first floor of the Customs House is littered with broken floorboards and debris, and the far end of the room is considered difficult terrain to all creatures. PCs who succeed at a DC 18 Knowledge (engineering) check realize that some of the splintered debris is freshly broken, as if it were hurled at the ground with unnatural force.

Development: Aware that Tarak is searching for his son, Kacia quietly waits above for any intruders, looking down at the floor below and attacking as soon as an enemy comes within range.

Second Floor

This jagged wooden floor was shattered when the third story came crashing down a century before. The remaining floorboards rest precariously on thick, stone columns, which protrude from the ruin and point up into the night sky. At the southern end of the room, broken furniture provides some shelter from the elements to small bundles of food and supplies.

The broken floorboards on the second story have been endlessly warped by both the rain and Kacia’s rage. Any items dropped near the edge have a 50% chance of falling down to the first floor. If creatures of medium or larger size end their movement in a square next to the edge, they must succeed at a DC 14 Reflex save or fall 20 feet to the wreckage below. Because of her extensive experience within the Customs House, Kacia automatically succeeds at these saves.

Creatures: Kacia stands near the barely-conscious Galan on the edge of the second floor, keeping him within a continual aura of alienation. Following Kacia’s instructions, Aleosa has hidden herself in a specially prepared bookcase in the southeastern end of the room. Aleosa waits silently, and will leap from hiding and attempt to flank the nearest PC when Kacia commands.

Once Kacia attacks the PCs, she cackles and shouts at her foes:

"Foolish mortals! Have you come to save the boy? Soon, he will know what it is to be truly alone! Trapped in this ruin of a building for a lifetime! Leave now, meddlers, before you have no choice but to stay here with us!"

Kacia, Shattered Dryad CR 4
XP 1,200
hp 21 (R2)
Tactics:
Before Combat Kacia stands near the edge of the second floor, using her structural mishap ability as soon as an enemy comes within range.
During Combat Kacia uses structural mishap as often as possible, while keeping her dagger drawn to allow Aleosa to flank their enemies. Kacia uses confusion on the second enemy she sees, and uses command to compel enemies standing at the jagged edge to drop their weapons, hoping they’ll fall to the floor below.
Morale Kacia will protect her home to the death, and will send Aleosa to pursue the PCs if they flee.

Aleosa Tauranor, Indoctrinated Rogue CR 2
XP 600
hp 20 (Inner Sea NPC Codex 49)
Tactics:
During Combat Once Kacia orders her to attack, Aleosa will burst from the bookcase and attempt to flank her opponents whenever possible.
Morale Aleosa is incapable of disobeying Kacia and will fight to the death. If the dryad is killed, Aleosa will surrender if convinced through Diplomacy or Intimidation.

Development: Galan slowly crawls away from combat and remains huddled near a solid-looking wall until Kacia is defeated. Being held in such close proximity to the aura of alienation has left him unable to speak, though he will recover once returned to his father. If the PCs leave Aleosa alive, she may eventually recover and become a potential source of information about criminal activities in Corentyn.

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This disheveled, muttering figure leaps from the shadows with a bloody axe tight in his fist. Beneath the misshapen hood of his filthy cloak, hateful eyes glower at the surrounding cityscape.

Bogle CR 2
XP 600
NE Tiny fey
Init +9; Senses discern dread 90 ft., low-light vision; Perception +10
Aura echoed whispers (90 ft., DC 13)

----- Defense -----
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 14 (3d6+3)
Fort +2, Ref +8, Will +7; +2 vs. illusions
DR 5/cold iron; SR 14

----- Offense -----
Speed 20 ft.
Melee handaxe +8 (1d2–1 plus steal purpose/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 7th; concentration +9)
At will—bleed (DC 12), ghost sound (DC 12), message
1/day—dimension door (self only), dust of twilight (DC 13), obscuring mist, ventriloquism (DC 13)

----- Statistics -----
Str 8, Dex 20, Con 12, Int 11, Wis 15, Cha 14
Base Atk +1; CMB +4; CMD 13
Feats Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +11, Intimidate +8, Escape Artist +11, Perception +10, Sense Motive +8, Stealth +19 (+23 in urban areas); Racial Modifiers +2 Perception, +4 Stealth in urban areas
Languages Common, Sylvan

----- Ecology -----
Environment urban
Organization solitary, pair, or gang (3–6)
Treasure standard

----- Special Abilities -----
Echoed Whispers (Su) The angry murmurings of a bogle fill the city streets with an ineffable tension. Creatures within 90 feet of a bogle must succeed at a DC 13 Will save or become shaken for 1d4+1 rounds. Whether or not the save is successful, that creature cannot be affected again by the same bogle’s aura for 24 hours. This is a fear effect. The DC is Charisma-based.
Discern Dread (Ex) A bogle is able to hear the frightened whispers and shudders of other creatures with remarkable precision. A bogle gains blindsight within 90 feet, but only against creatures suffering from a fear effect.
Steal Purpose (Su) A bogle seeks to take meaning from the life of its enemies. A creature that is damaged by a bogle must succeed at a DC 13 Fortitude save or take 1 point of Charisma damage. Whenever an opponent takes Charisma damage from this ability, the bogle gains a number of temporary hit points equal to its Hit Dice. The save DC is Charisma-based.

Many frontier communities living on the outskirts of the Verduran Forest or Darkmoon Wood have found themselves tragically cursed by the presence of callous and vengeful bogles. These vile fey come out at night to terrify whole neighborhoods and ambush passersby from the shadows.

Bogles have large, deformed ears that they attempt to keep hidden beneath their hoods. When left to their own devices, bogles mutter fearfully to themselves, seemingly oblivious to the world around them, and they guide themselves through the city streets based on the echoes of their own whispers. Other sources of fear become new echoes that a bogle can easily pinpoint. Once a frightened target has been found, bogles will stalk and attack without mercy, using whatever tricks they can to isolate and kill their target.

Standing less than two feet tall, a bogle is often confused with its close cousin, the brownie. But while brownies retain a connection with nature, bogles have been corrupted by the encroaching towns and cities of humankind. Now little more than wandering, malevolent killers, bogles have long since forgotten their origins in the First World.

Sczarni RPG Superstar 2014 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Arkos

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Sun Wukong's Puzzle Box
Aura moderate conjuration and illusion; CL 10th
Slot none; Cost 25,200 gp; Weight 1 lb.
Description
The plainly lacquered exterior of this wooden puzzle box cunningly hides the devious clockwork mechanism beneath. Once per day, the user may unlock a puzzle box as a standard action that creates two simultaneous effects. First, a shower of golden sparks envelops the user, causing her to become invisible and immediately teleporting her 20 feet in a direction of her choice. Second, a swarm of howling monkeys (Bestiary 2 212) bursts from the same square the user left.

Although the swarm is not under the mental control of the user, the monkeys will consciously keep at least 20 feet from the user at all times. The swarm attempts to surround as many opponents as possible, but otherwise acts as mad monkeys with a CMB of +12. The monkeys' antics provide a -10 circumstance penalty to locate the invisible user as long as they remain within 100 feet.

Both the invisibility effect and the monkey swarm last for ten rounds. Dispelling one of the effects does not dispel the other.

The mechanism inside a puzzle box makes use of magic aura to disguise its effects as greater polymorph.
Construction
Requirements Craft Wondrous Item, dimension door, invisibility, mad monkeys, magic aura, creator must be chaotic; Cost 12,600 gp

The Exchange

Dear Guaril,

Look, I know things are busy for you down at the Pickled Imp but I thought I should take some time and let you know how unhappy I've been with some of your missions lately. Now, if you're too busy to give me a mission yourself, I don't really mind being hired out to the other factions, especially when it gets me more shinies. But some of these other faction leaders are ridiculous.

Here's the thing. I'm really good at stealing things. And sneaking around and cutting off the occasional head. You need a message sent? I'm your bird. And if you've noticed the recent payoffs from the Ivy District, you'll see that since I took over that ruined Crowsworn base I've been earning just fine up here.

But when you make me listen to some Taldan chump who wants me to find some jeweled piece of junk so he can put it on his shelf, or some Qadiran who needs me to broker some stupid trade deal? It just makes me sad inside, like you don't actually care about my needs.

Remember the good times at the Green Market? Or with that punk kobold guild down in the Puddles? More of that, please.

Guaril, help me help you help me. More shinies for everyone is going to make us all happy.

May Abadar keep building expensive things for the Sczarni to steal.

Kotyk

PS. Pretty please, don't hire me out to the Paracountess. That lady totally freaks me out.