"Seraphina is right. It was inevitable that our success would attract those who seek to profit from it. Smaller groups we can more easily manage, but to deal with a kingdom such as Pitax will require a stronger kingdom of our own, and more defenses than we currently have. We must look to attract new settlers and form a militia as soon as possible."
Hearing that Seraphina is leaving to spend time with the kobolds, he adds "Too close of a relationship with those creatures is likely to scare away new settlers, but we also do not wish to antagonize them or disregard the benefits our alliance can bring us. While you have been an invaluable adventuring companion, your unique talents will be an undeniable asset in impressing the kobolds and maintaining our relationship with them. We wish you all the best!"
When he has a moment to speak to Andreas alone, he says, ""I understand that we have a forge in the town, and I have the tools needed to forge high-quality weapons and armor. I cannot do this on a large scale, of course, but you especially would benefit from some better armor. I may even be able to add some magic to the process, depending on your needs."
"Thank you, Lord Garess. I will try to help the Sootscales strike a subtle balance, visible but still remote."
She goes on to explain what she knows of the other expeditions. "As I explained when we met, I led a group south from the Trading Post against the Stag Lord's forces. Much like you, we earned the trust of some of his operatives and were able to infiltrate his keep. Things went badly for us and my former compatriots were lucky to escape with their lives. I owe my survival to the Sootscales." Her eyes fall with some shame over this admission, but she masters herself to continue quickly.
"Oleg's was a last stop for many of the groups before journeying deeper into the wilds and I met some of the other parties there. Lord Hannis Drelev headed a party that journeyed into the swamps known as Hooktongue Slough. They were not... amiable company with the exception of Captain Terrion Numesti. He made a lot of apologies for his so-called 'betters' and spoke fondly of his daughter. He would likely be the most favorable contact if we wished to reach out."
"Maegar Varn led a group of mercenaries into the Nomen Heights. They expected to encounter centaurs, if I remember correctly. Rather a disparate company, but Varn himself has some charm. Something of a 'dashing rogue', you might say. His father, Alistair Varn has had friendly dealings with my great-uncle, so he would be a likely ally."
"I can't say much about the last group. A band of adventurers under the name of the 'Iron Wraiths' camped outside of the Post and kept to themselves. They seemed to cultivate a air of mystery and projected an image of intimidating prowess. They were bound for the Glenebon Uplands, where a tribe of barbarians held sway."
Lily exclaims with delight when she sees the statuette. "Oh 'tis a marvel, truly! Would you take my Pa's old travelling cloak in trade? He was something of an adventurer in his heydays to hear him tell it." She laughs lightly.
It is a cloak of resistance +1 with a brooch clasp that turns out to be a Snapleaf.
Seraphina smiles warmly at Saorise. "I'm not going far, you'll see me again. Especially if you wish to." She adds with a wink.
Seraphina will be an NPC resource for the Kingdom, focused on maintaining diplomatic relations with the Sootscales. She will also be an option to fill a council role if necessary.
Saorise:
You know that Pitax is to the west and does, in fact, have a Grand Academy of Arts. It is a particular pet project of Irovetti, the bandit king of Pitax. Mivon is to the South, and is known to be the landing place of those Aldori who fled Choral the Conqueror before he cemented his hold on the region. Those are the major powers nearby, besides Brevoy.
As Saorise speaks of the local powers, Seraphina chimes in. "And don't forget the other chartered expeditions the Swordlords sent out. If they had less luck with their targeted regions, your successes here might inspire jealousy."
Lily Teskerin is not difficult to find. She confirms the rumors overheard. "Aye, that Grigori fellow bought me some drinks and chatted some. Bit full of himself, if ye ask me. Wanted some warm company, I expect. He's a way with pretty words, but not much in his purse if ye know what I mean. Right proud of his fancy Academy, he was. Pretty funny when he gets in his cups. A woman can forgive a man a lot if he can make her laugh." She opines on the subject.
Seraphina greets the newcomers politely, but it's clear her mind is preoccupied. She chews her bottom lip anxiously as she listens to Saorise's report.
"It makes sense... You've completed the most difficult work in establishing a community here. Now someone is trying to scoop up the fruits of your labor for themselves. Look to your borders for your most likely suspects since you must have the ability to hold what you claim in these lands." She offers.
"I must admit, I'm worried over his rumormongering where the Sootscales are concerned. I could speak at length of how the kobolds saved my life and can only be an asset to us if we persist in friendship. But of all of his claims, vilifying the Sootscales seems the most likely to gain momentum among the common folk. Peaceful kobolds will sound more fairy story to some than stories of the actual fairies we've encountered." She breathes a sorrowful sigh.
"I think I should return to them and serve as a sort of liaison between the species. Hopefully, with the Council's blessing I can prevent any escalating of hostilities."
It was a spring-arm spike trap, just treated with the same blue whinnis poison the Quickling used. It's one of the few with unconsciousness as a secondary effect. Pretty nasty if it gets you in combat, more like a night-cap without any more threats to face! XD
You are able to collect your mounts and heal-up and have your evening meal in the ancient keep surrounded by beautiful elven architecture. You feel a strong urge to see good people of elvish blood dwell here again in the near future. The stonework alone is like a treasure unto itself.
Your meal and night pass uneventfully and the new day dawns clear, cool and breezy.
Fireday, Rova 15th, 4711 AR
Description: Clear
Temperature: Moderate
High: 71°F (21°C)
Low: 52°F (11°C)
Relative: Normal
Wind Force: Light
Wind Speed: 9 mph (14 kph) from the NW
But not all is well... Andreas and Seraphina are difficult to waken and rise with flushed, feverish faces and aching bodies.
Andreas takes 1 Dex damage and Seraphina takes 3, they both take 3 Con damage.
Heal DC 12:
They have both come down with Filth Fever, presumably from the rat bites. If you spend some time today tending to them, they will both get a +4 bonus to their next save to overcome the illness.
That's fine, lol! I would have had someone apply an aid to Rillka's check otherwise. Andreas takes -1 Con once more and will be unconscious for 1d3 ⇒ 2 hours.
Seraphina winces as the big man falls in the doorway and then glances up to where he was pointing. She casts mage hand to bring the item down. The urn contains 119 gp, 131 sp, 27 cp, and a dozen different sparkling gemstones worth 1,800 gp.
"Well, looks like that Quickling has been about some banditry himself. I suppose it's time to see about some healing while the Baron... er, rests up." She pronounces diplomatically.
Kesten volunteers to watch over the sleeping Baron while the party finishes exploration of the ancient keep. The last two towers contain no traps or lurking threats. The upper reaches of the next tower have completely collapsed, filling the interior with debris and rubble. Upon searching the wreckage of the southwest tower, the party turns up a long-forgotten elven artifact, a remarkably well-preserved mithral statuette of a beautiful elf woman wearing archaic robes, framed by an archway of mithral branches.
Knowledge(Religion) DC 20:
You recognize the statuette as a representation of Findeladlara, the elven goddess of art and architecture. The statuette is worth 1,200 gp and is exactly the type of prize that Lily Teskerten asked Jacob to procure for her.
The northwest tower is the only one in the keep to have withstood the test of time — its walls still intact, as is most of its roof, though the wooden floors inside collapsed long ago. The door is of original construction and is beautifully carved (though obscured by moss) and barred from the inside.
DC 20 Strength to break it down.
Ser Andreas Fort Save vs DC 12:1d20 + 6 ⇒ (13) + 6 = 19 Ser Andreas Fort Save vs DC 12:1d20 + 6 ⇒ (11) + 6 = 17
Rillka Fort Save vs DC 12:1d20 + 3 ⇒ (16) + 3 = 19 Rillka Fort Save vs DC 12:1d20 + 3 ⇒ (5) + 3 = 8
Albert Fort Save vs DC 12:1d20 + 7 ⇒ (11) + 7 = 18 Albert Fort Save vs DC 12:1d20 + 7 ⇒ (1) + 7 = 8
Seraphina Fort Save vs DC 12:1d20 + 4 ⇒ (14) + 4 = 18 Seraphina Fort Save vs DC 12:1d20 + 4 ⇒ (5) + 4 = 9
Kesten Fort Save vs DC 12:1d20 + 7 ⇒ (20) + 7 = 27 Kesten Fort Save vs DC 12:1d20 + 7 ⇒ (17) + 7 = 24
Blue vs Andreas, Seraphina and Kesten:1d6 ⇒ 2 Red vs Albert and Rillka:1d6 ⇒ 2
Albert and Saorise duck out from the scrabbling mass of vermin as they continue to bite and scratch at the Sorceress, Cavalier and Soldier. One of the groups follows after the Magus and swarm over him and Rillka both.
Albert gets an AoO as they enter his square. Andreas, Seraphina, Kesten, Albert and Rillka all take 2 more damage. Albert, Rillka and Seraphina are all nauseated by the rat swarm.
Seraphina stumbles into the tower after Saorise and retches violently onto the floor, then she retrieves a wax stoppered flask of reddish-orange liquid from her belt pouch and holds it out toward the bard. "Alchemist's... Fire... won't hurt me..." She gasps out before heaving again.
Saorise can take the Alchemist's Fire from her hand as a free action.
Kesten steps out from the ravening mass of rodents and slashes wildly with his longsword. He clearly slices through several of the furry bodies, but it has less effect than he would expect.
The northeast tower is open to the sky, its roof and interior levels having fallen away long ago. It looks as if the fey have been using this tower to pile rubbish, broken pieces of furniture and assorted rubble.
Seraphina points through the doorway, "I can see bones too. Some of them look human." Not that this revelation is particularly surprising.
Do you want to go inside for a more thorough search?
Concealment <20=Miss:1d100 ⇒ 78 Albert Caster Level:1d20 + 5 ⇒ (12) + 5 = 17Phew! Close one.
Emboldened by his resilience, Albert steps back into the fray, bringing the electric force of a lightning bolt to bear down on the fey. For a bare snapshot in time, her very bones seem to glow from within her flesh, lighting up the purple mist in a near blinding glare.
And then she crumples to the floor in a smoking heap, the smell of burnt flesh mingling with the mist.
Ser Andreas Fort Save vs DC 16:1d20 + 6 ⇒ (17) + 6 = 23 Rillka Fort Save vs DC 16:1d20 + 3 ⇒ (4) + 3 = 7 Albert Fort Save vs DC 16:1d20 + 7 ⇒ (10) + 7 = 17 Saorise Fort Save vs DC 16:1d20 + 3 ⇒ (19) + 3 = 22 Seraphina Fort Save vs DC 16:1d20 + 4 ⇒ (10) + 4 = 14 Kesten Fort Save vs DC 16:1d20 + 7 ⇒ (18) + 7 = 25
Seraphina blinks her eyes rapidly, staring at the fallen fey with an expression of awe before she begins to laugh uproariously and then succumbs to her own spell, gazing placidly into the pretty purple mists.
Seraphina's Euphoric Cloud continues to entice people to gaze with fascination into it's glimmering swirls and whirls. She confides to Kesten as she moves past him, "This spell is a lot more fun when our lives aren't on the line." She curses under her breath as she notices Andreas and Saorise are gazing with wonder into the purple haze again. But then she gasps as she closes on the Dancing Lady and sees that she has stopped dancing and is gazing into the mist with facination too.
Ser Andreas Fort Save vs DC 16:1d20 + 6 ⇒ (4) + 6 = 10 Rillka Fort Save vs DC 16:1d20 + 3 ⇒ (3) + 3 = 6 Albert Fort Save vs DC 16:1d20 + 7 ⇒ (20) + 7 = 27 Saorise Fort Save vs DC 16:1d20 + 3 ⇒ (2) + 3 = 5 Seraphina Fort Save vs DC 16:1d20 + 4 ⇒ (13) + 4 = 17 Kesten Fort Save vs DC 16:1d20 + 7 ⇒ (12) + 7 = 19 Dancing Lady Fort Save vs DC 16:1d20 + 9 ⇒ (6) + 9 = 15
She reaches out to gently shake Albert. "Hi, so she's under my spell for the moment, but that will break as soon as anyone threatens her but I think we can safely surround her and prepare to a-t-t-a-c-k as soon as the cloud dissipates, though the cloud will keep working on us too, as long as it's surrounding us. That should be about 24 more seconds." She says, doing her best to explain the situation without making any threatening movements to disturb the fey's condition.
Round 2
-------------------
Rillka - moves, total defense
Albert (Captivated, Fascinated)
Ser Andreas - bluffs, Bull Rush vs TDL, misses
The Dancing Lady - maintains Dance, steps, grapple vs Albert, fails
Kesten - moves, drawing bow, shakes Saorise
Saorise - moves, performs DC set at 22
Seraphina - moves, shakes Albert
➤Albert
Albert is now up! If he shakes to rouse Rillka or Andreas, they could act now as well. XD
If he attacks, TDL will no longer be fascinated and begin her dance again, but since she stopped dancing, I will roll new saves for those next to her who previously failed. Anyone who makes the save is immune to her dance for 24 hours.
The ray misses, badly and the Lady smirks at Rillka as she steps toward Albert, continuing her gyrating dance. As she closes on him, she reaches to embrace the magus. His instincts kick in enough that he tries to dodge away, but she is too quick. She sweeps him into her arms... and Albert's mirror image pops like a soap bubble! She bares her fangs and hisses in frustration.
Seraphina reaches for her emergency option. "Remember her position!" She warns Rillka as she raises her hand to her mouth and whistles a few jaunty notes, blowing across her palm as she does so. A sparkling cloud billows forth to cover the entire room and settles into a purplish haze with glimmering swirls that attract the eye.
Ser Andreas Fort Save vs DC 16:1d20 + 6 ⇒ (15) + 6 = 21 Rillka Fort Save vs DC 16:1d20 + 3 ⇒ (20) + 3 = 23 Albert Fort Save vs DC 16:1d20 + 7 ⇒ (7) + 7 = 14 Saorise Fort Save vs DC 16:1d20 + 3 ⇒ (7) + 3 = 10 Seraphina Fort Save vs DC 16:1d20 + 4 ⇒ (19) + 4 = 23 Kesten Fort Save vs DC 16:1d20 + 7 ⇒ (19) + 7 = 26 Dancing Lady Fort Save vs DC 16:1d20 + 9 ⇒ (14) + 9 = 23
The haze obscures all sight beyond five feet in front of you, even for those with darkvision. Everyone except poor Albert can no longer see the fey's captivating dance and shake off their dazed effect. Unfortunately, the cloud also has an inebriating effect that leaves Saorise and Albert feeling quite peaceful and mellow as they gaze fascinated at the glimmering, swirling motes in the haze around them.
Seeing that Kesten has regained his wits, she prods him. "Quick, shake her out of it!" Seraphina prompts, pointing to Saorise.
Fascinated:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Surprise!
-------------------
Dancing Lady - steps, begins Captivating Dance
Round 1
-------------------
Rillka - casts Scorching Ray
Albert (Captivated)
Ser Andreas (Captivated)
The Dancing Lady - maintains Dance, steps, grapple vs Albert, fails, destroys 1 mirror image, 2 remain
Kesten (Captivated)
Saorise (Captivated)
Seraphina - casts Euphoric Cloud
Round 2
-------------------
➤Rillka
Albert (Captivated, Fascinated)
➤Ser Andreas
The Dancing Lady
Kesten
Saorise
Seraphina
On Clouds and Concealment:
A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
So if you have total concealment from The Dancing Lady, you cannot see her dance and are not Captivated. If you move into melee attack range, you only have partial concealment but you will be able to see her well enough for the dance to effect you. Rillka and Seraphina passed their saves and will remain unaffected by her dance, but everyone else failed and will be captivated again as soon as they see her dance again.
The Euphoric Cloud spell is a bit of a double edged sword since it inflicts a similar debuff but Facinated is less dire since it breaks automatically if you are attacked and an ally can shake you out of it.
Rillka and Ser Andreas are up. I will look favorably on creative solutions since this encounter poses significant challenges!
Fortune favors the bold and the swift! You hope... Albert ascends the stairs quickly, but sees no sign of the Lady of the Keep. Nor do any of the rest of the party as they file up behind him. Until she steps out from her hiding place and begins to dance.
Seraphina gazes around at the party as they go slack-jawed and stare dazedly at The Dancing Lady. Finally, her eye catches Rillka's, seeing the halfling was still of her own mind. "Saorise said she could do... something..." But the noblewoman's voice trails off as she notices the glazed look in the bard's eyes as well. "Oh gods, Rillka, what do we do?" She asks, her tone absent her usual confidence.
Seraphina limps back over to the group, giving the puddle of goo a wide berth. "Yes, healing should be our first priority. Come ladies, I'll see what I can do." She says, motioning to her wounded fellows to gather close.
She links her thumbs, directing her burning hands spell backward to include herself in the cone of flames. It takes two castings to get the others up to full health and herself just shy of it.
"The group has several spells active right now. Should we hurry up the tower to face the Dancing Lady before they expire? Or take our time to explore more carefully? Who is skilled at dealing with traps?" She asks.
Like many fey, Grimstalkers are are weak to cold iron for physical attacks (DR 5/cold iron) but have no other resistances or immunities. They are quite stealthy in forested areas and can climb up walls like a spider.
Rillka's system begins to fight back against the toxin coursing through her blood, though the beads of sweat on her brow indicate that she isn't out of the woods yet.
Rillka Fort Save vs DC 14:1d20 + 3 ⇒ (12) + 3 = 15One save down, one to go!
Recognizing Albert as the greater threat, the Grimstalker slashes at him with it's barbed claws, but his magical protections keep him safe, though he does lose one of his mirror images as a result.
Claw 1 vs Albert:1d20 + 9 ⇒ (7) + 9 = 16Damage:1d4 + 1 ⇒ (4) + 1 = 5 Claw 2 vs Albert:1d20 + 9 ⇒ (5) + 9 = 14Damage:1d4 + 1 ⇒ (1) + 1 = 2
Kesten scoots around the warriors seeking to help bring down the stealthy foe, he lands his strike, but the fey still stands.
Kesten attack vs Grimstalker:1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23Damage:1d8 + 6 ⇒ (8) + 6 = 14
Seraphina decides to keep her distance and lashes out with another leaping arc of flame, which the nimble forest creature avoids, at least partially.
Burning Arc Damage vs Grimstalker:6d6 + 6 ⇒ (6, 4, 3, 3, 2, 2) + 6 = 26 Grimstalker Reflex:1d20 + 11 ⇒ (11) + 11 = 22 Grimstalker saves for 13 fire damage.
Previous Round:
Surprise!
-------------------
???
Vine - Slams for 9 damage and Grabs Seraphina
Seraphina (-9 hp) - tries to break free, fails
Rillka - casts magic missile vs Vine for 10 force damage
Ser Andreas - moves
Round 1
-------------------
??? - delays
Rillka - moves, casts burning arc vs Vine for 8 reduced fire damage
??? - moves, sneak attacks Rillka for 9 damage and poison
Vine - constricts Seraphina for 10 damage and causes plants to entangle
Kesten - moves, attempts to antagonize ???
Ser Andreas - moves, issues challenge, attacks vs Grimstalker
Seraphina (-19 hp) - casts burning arc defensively for 15 reduced fire damage vs Vine, killing it and then falls, flapping wings to negate damage and lands safely
Albert - moves, attack vs Grimstalker for 12 damage
Saorise - casts biting words
Round 2
-------------------
Rillka (-9 hp, poisoned) - casts shield adds shield of faith via 1 point
Grimstalker (-12 hp) - claw attacks vs Albert, misses, destroys 1 mirror image
Kesten - moves, attacks Grimstalker for 9 reduced damage
➤Ser Andreas
Seraphina (-19 hp) - casts burning arc vs Grimstalker for 13 fire damage
➤Albert ➤Saorise
Round 3
-------------------
➤Rillka (-9 hp, poisoned)
Grimstalker (-34 hp)
Kesten
Ser Andreas
Seraphina
Albert
Saorise
Seraphina flies back into view as she makes her way around the central tower, on her way back to the group. The tower to the northwest is the one most heavily "decorated" with sun-bleached skulls and dense foliage. Seraphina lifts her shoulders in a shrug and shakes her head to indicate she has spotted no more foes. And as she banks a turn in the air, beginning her descent and puts her back to the ominous tower, Rillka and Andreas notice a convulsive twitch from the greenery of creepers behind the firey-winged sorceress. Then a thick vine whips out like a striking snake, slamming into Seraphina and quickly coiling around her torso as it seizes hold, arresting her momentum in mid-flight.
The noblewoman struggles against her bonds, but makes no headway in freeing herself from the vine's crushing grip.
Surprise!
-------------------
???
Vine - Slams and Grabs Seraphina
Seraphina (-9 hp) - tries to break free, fails
➤Rillka ➤Ser Andreas
Round 1
-------------------
???
➤Rillka
Vine
Kesten
Ser Andreas
Seraphina
Albert
Saorise
Rillka and Ser Andreas are up for Surprise (one move or standard action from each) and then Rillka may go ahead take her full Round 1 actions at this time as well. Anyone with ranks in Knowledge(Nature) or Bardic Knowledge can attempt the roll for the spoiler below.
Knowledge(Nature) DC 13:
Seraphina has just been seized by an Assassin Vine. This carnivorous plant collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.
Beat the DC by 5 or more and you can request more specific information.
Using tactics to prepare to deal with the wily Quickling, many of the group ready attacks in case he draws near. His shimmering image appears again as he starts to move, but Rillka's magic missiles pelt him mercilessly.
Seraphina nods, her wings of flame growing from her back. Her eyes search out a path for upward trajectory. Once she finds a suitable route, she casts her own vanish so as not to use up Rillka’s resources and launches into the air, judging by the sound of flapping wings.
A mere breath later the leaves rustle from stiff breeze and a small slender blade lances into Saorise’s leg while a green-skinned creature barely taller than Rillka shimmers into view holding onto the hilt of the needle-like blade. He grins maliciously and then rattles off a speech so swiftly spoken and oddly accented you can barely make it out. ”Buncha bloody shitehawks, the lotta ya. Shove off now, a’fore I get peevish!” And he zips away in a blink, easily 45 feet from where he attacked and making crude hand gestures at you from beside the tower.
And no, you don’t get AoOs. =P
Saorise feels a stinging from the wound and looks down at her leg to see a slight bluish residue left on the fabric of her breeches, the wound is also bleeding freely as if the little blighter nicked an artery.
Saorise takes 11 total damage, 2 from bleeding. This bleed damage will continue each round until she receives a DC 15 Heal check or some form of magical healing.
Kesten struggles through the thick underbrush toward the attacker, his momentum hampered by the overgrown vegetation.
The whole courtyard isn’t difficult terrain, you can move normally in areas that aren’t covered in green. But completely green squares will cost x2 movement. Party is up!
Round 1
-------------------
Seraphina - steps, observes, grows wings
???
Albert - casts shield, draws scimitar and steps
Kesten - draws sword and shield
Saorise - draws rapier
Ser Andreas - draws sword and shield
Rillka - expends 1 point for armored mask
Round 2
-------------------
Seraphina - casts vanish and flies up
??? - spring attacks Saorise, then zips away again
➤Albert
Kesten - double move
➤Saorise (-11 hp, bleeding)
➤Ser Andreas ➤Rillka
Knowledge(Nature) DC 13:
You are looking at a Quickling. Evil fey with roguish abilities, natural invisibility and unparalleled speed.
Seraphina considers, "I do know a spell that obscures sight with cloud of haze, however it does have other effects that might be just as troublesome. Still, it might help if we have need of an emergency retreat."
We can assume discussion of the fey's abilities occurred early enough that prepared casters can select spells they think might help in the coming combat.
Seraphina considers, "We could only pass one at a time through that gap, but it does have good cover inside. No trouble for some of us, I'm sure but well," She eyes the exceptionally tall Baron, sizing him up. "You might have to squeeze in... *ahem*, your Grace." She says, trying and failing to suppress a smile.
Squeezing:
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.
This would only apply if you got caught mid entry in combat. It will still be just a move action to pass through.
Oathday, Rova 14th, 4711 AR
Description: Partly Cloudy
Temperature: Moderate
High: 79°F (26°C)
Low: 67°F (19°C)
Relative: Warmer than normal
Wind Force: Light
Wind Speed: 1 mph (1 kph) from the W
The new day dawns almost unseasonably warm and muggy from the recent rain. Fortunately there is little mud, the dry summer soil sipping away the puddles thirstily without reaching saturation. The breeze is almost nonexistant, making the warmth even more noticeable.
Your party catches sight of one of the towers rising out of the tree line and you stop to consider your approach before you draw too close.
Seraphina nods, "I can vanish for a brief period, but am not able to make myself truly invisible." She mentions, acknowledging her limitations regarding stealth.
I know Rillka can cast it, but Sera doesn't.
When she returns from her scouting flight, she shares what she saw. "I don't think I was seen, but I also didn't see anyone lying in wait. There have been some repairs in a few areas of the keep which seem to confirm habitation. The most work has been done on the central tower, but I noticed improvements to the Southeast tower and the one to the Northwest as well. I suspect those are the areas we want to be most wary of. The courtyard is significantly overgrown with creepers, climbing vines and scrub brush. I saw bones too, skulls especially. They are definitely placed too evenly for it to be haphazard... like decoration." She says with a slight shudder.
Wealday, Rova 13th, 4711 AR
Description: Rainy
Temperature: Moderate
High: 69°F (20°C)
54°F (12°C)
Relative: Normal
Wind Force: Moderate
Wind Speed: 12 mph (19 kph) from the W
The night passes uneventfully, save for the morning watches suffering their post through a drizzle. It seems the promise of yesterday's grey blanketing of the sky is to be fulfilled today. The day is warmer, though it doesn't really feel it under the patter of raindrops and the uptick in wind speed.
Andreas shares his supposition during a lull in the precipitation. Seraphina nods along with Rillka's assertion that they will search for such a lair.
Knowledge(Arcana):1d20 + 7 ⇒ (18) + 7 = 25
After considering, she offers an opinion. "It's certainly worth looking into, but I think Saorise had the right of it yesterday. Normal wolves can range for hundreds of miles, if hunting is scarce. Worgs are essentially craftier and crueler wolves. Perhaps these found better luck with hunting humanoid prey and deemed it worthwhile to carry a lure. Or they may have valued the gems as trophies."
Or perhaps the GM thought a CR 8 random encounter warranted some manner of loot as a reward. ^_~
Your day spent exploring is damp and unpleasant, but you find no sign of a worg lair nor anymore trouble beyond your wish for warm, dry feet. Fortunately, the clouds have deposited their payload for the day and as you set up your evening camp, a coral hued harvest moon rises, beaming down upon you.
Next Hex is the Ruined Elven Keep. Time to give some thought to how you want to proceed.
Seraphina blinks at the news of more worgs in the area. "Let us hope that his pack is not so large as this..." She comments as she casts mending on her torn breeches.
Rillka notices a funny blotch on the cloth that she had taken for a stain before resembles the shape of a skull. She opens the cloth fully and after a few minutes spent deciphering the scrawls and faded marks, she recognizes the distinctive shape of the Tuskwater! This is a map that seems to point the way to a hidden burial cairn somewhere in the Kamelands between the Gudrin and Shrike rivers, due east of your capital!
Cartography DC 25:
The map uses pictograms rather than language, the images seem to indicate the presence of a legendary weapon, likely guarded by skeletal undead.
Seraphina returns soon and sets down, wincing as she puts weight on her injured leg again. "I don't think I've ever seen such a large pack of worgs before!" She exclaims as she turns to check on Kesten's wounds.
Rillka zaps a worg with a lance of crackling lightning. Saorise breaks into a tirade that leaves the beasts blistered and shaken as two of them burst into flame. Seraphina blasts with her arc of leaping flame. Daisy pummels the green eyed beast into submission while Andreas slashes at Rillka's electrified target. Albert regains his feet and strikes down Saorise's attacker with his flaming blade. Kesten lashes out from his prone position with his longsword, felling one of the burning beasts.
Finally only one worg still stands, surrounded by the the smoking remains of it's decimated pack, shaken to it's bones and with the scent of of it's own burning flesh and fur in it's nose, the creature breaks and flees for it's life!
Cyan withdraws, Out of Combat!
Seraphina calls down from above. "Should I pursue and finish it off?"
Seraphina launches herself into the air off her summoned mount with a mighty flap of her flaming wings. The Worg pack-leader rips into her leg with a crunch of powerful jaws. She yelps in pain, but powers through ascending at a 45 degree angle and turning back to extend a hand back toward the pack-leader.
A massive font of flame leaps from her hand to immolate the pack-leader and then jumps like a living thing from the smoldering mound of fur to the next worg nearby, burning that one seriously as well.
Her summoned mount, now rider-less, follows Daisey's example and steps to pummel the flaming, purple eyed worg, though with much less success.
Since Seraphina acted before Andreas, he can redirect his 2nd challenge to another target. Still need actions from Saorise and Albert. Andreas attacks do finish off Green so Albert is free to stand up from prone.
Seraphina casts dancing lights and investigates the hole the tree abandoned when it ripped itself loose. She burns a few suspicious looking broken roots and detects magic. "Something down there, looks like a bundle of cloth." She points her finger and lifts the bundle out with mage hand.
"It's definitely magical, but I can't tell what precisely it is. It's a strong aura of abjuration, but that's all I can be sure of." She says, offering it for anyone else who might like to examine it.
The bundle of cloth unfolds to reveal a rather unremarkable looking charcoal grey robe. There is also a small leather pouch containing 3 pieces of amber worth 100 gp each. 42 cp, 55 sp, 6 gp, and simple silver ring worth 65 gp.
Seraphina lands nearby, dismissing her flaming wings with a wave of her gloved hand. "We should burn all trace of it away though. Some trees can reproduce from a cutting. We wouldn't want another prowling the woods again." She says with a slight shudder.
When the fellas were ready, she urges them to stand close and heals them up with a few more castings of burning hands.
5d4 + 5 ⇒ (4, 2, 3, 4, 1) + 5 = 19 5d4 + 5 ⇒ (4, 1, 3, 1, 4) + 5 = 18 18 hp regained, so all healed up.
Seraphina nods her agreement. "It does indeed sound as if attacking from range would be our safest bet. Pity that normal arrows and bolts do little good against it. Fire bolts are a bit expensive, though and clearly not readily at hand. Could we perhaps alter the arrows and bolts we have to be lit before firing?"
"I always have fire spells available but I still must close within about 35 feet. Though I do have the option of attacking from above if needed. Which should keep me out of the fray." She adds.
As the group sets up camp, she notices their new companion dismissing her horse as if some sort of summoned creature, running her mind through the possibilities
Keeping watch in the early hours of the morning, after getting a decent night's sleep, she hums a quiet tune to herself for a bit, as she sits by the fire, looking across at their newest companion. "I have to hand it to you, I've never been healed by a blast 'o fire before"
Saorise's guess that it is a summon seems accurate, but she can't tell any more than that.
Seraphina smiles, keeping her voice low so as not to disturb the others. "It is uncommon, I grant you. Though it never seemed so to me when I was little. My mother had the talent as well, you see. With seven of us to look after, she was always evoking healing flame. It came as a surprise to me to learn that wasn't how all healing worked." She shared with an affable shrug.
"I noticed your instrument and that you hum a tune from time to time. I assume you play as well? I'd be pleased to hear you perform sometime, when the others aren't asleep, of course."
Despite halfing hecking, or indeed, perhaps because of it; Ser Andreas' strike finishes off the final shocker lizard without the need for Daisey to pitch in.
Out of Combat!
"By Elysium!" Seraphina exclaims as she comes forward. "They don't look like much, but they sure put on a show when they band together. Are you all right? Oh, your poor steeds!" Seraphina clucks sympathetically as she observes the electric burns on the horses and riding dog. "Alright, group up so I can heal you all. Probably best to put blinders on the horses if you have them. This won't feel like being engulfed in flame, precisely, but it will still look that way."
It likely takes some cajoling and perhaps a demonstration on herself and/or Kesten. But with just a few castings of Burning Hands, she gets the group back to full health. The sensation is utterly strange, light and warmth, like being blasted by a hot desert wind. The crackling roar in your ears as the caress of flames bathes away your wounds.
You finish your exploration just in time to watch the setting sun as you stop to set up camp once again. Oddly enough, Seraphina's mount disappears with a wave of her hand once she has removed her pack. Kesten brings out some blessedly fresh rations, along with a little cheese and fruit, which makes for a cheerful repast.
The night passes uneventfully. Feel free to RP dinner or watch conversations. Also Duzz has a wand of CLW if anyone isn't keen on being healed with fire... XD
Watch Schedule
Last light ~18:00.
Double staggered, all get 8hrs sleep.
18:00-20:00 Albert, Rillka
20:00-22:00 Rillka, Andreas
22:00-00:00 Andreas, Kesten, Duzz
00:00-02:00 Kesten, Duzz
02:00-04:00 Saoirse, Seraphina
04:00-06:00 Saoirse, Albert, Seraphina
Lord Evan Garess, father to Kesten and Kol, is head of a wealthy and respected branch of the Garess noble house. He is first-cousin to House Garess' Head, Howlan, and known to be a social climber. He has spoken openly against Howlan's official adoption of his Dwarven ward, Toval Golka, and disputes the validity of his being named Howlan's heir.
As such, Lord Evan has an over-developed sense of propriety and high expectations concerning his sons, especially his heir. He was embarrassed when word of Kesen's involvement with a low-born weaver's daughter became public knowledge. He thus, "disowned" him as a punishment and Kesten removed himself from society to serve Restov as a mercenary. It seems likely that he could have won his way back into his father's good graces with distinguished service. But when Tania wrote to Kesten to inform him she was pregnant, he abandoned his hopes of reconciliation and returned to wed the mother of his child.
As a show of good faith toward his younger brother, Kesten signed away all claim to his father's title and wished Kol well.
♔♞♔♞♔♞♔♞♚♘♚♘♚♘♚♔♞♔♞♔♞♔♞♚♘♚♘♚♘♚
Albert dismounts, drawing his sword and casts his shield spell for increased defense.
Unfortunately, the dismount is a move action, so a 5ft step is the most you can move afterward.
Saorise's crossbow shot is especially effective, skewering the scaly beast right through it's spiny back.
Seraphina begins to cast what looks like magic missile but she seems to be concentrating more than strictly necessary as if altering some aspect of it on the fly.
Sacred Geometry pool:5d6 ⇒ (1, 2, 4, 5, 5) = 17
Sacred Geometry equation = (((4+5) x5) +2) x1 = 47✅
Maximized MM Damage:4 + 4 + 4 + 3 = 15
Three missiles of force fly from her outstretched hand, striking and killing the lizard wounded by Ser Andreas' mount.
The last remaining lizard steps toward Albert and launches a smaller arc of electricity at the Magus.
Shock Damage:1d8 ⇒ 2 Albert Reflex:1d20 + 4 ⇒ (2) + 4 = 6
Round 1
-------------------
Shocker Lizards - Combined shock discharge for 19 electrical damage (9 for Save vs DC 13)
Rillka (-9 hp) - Ranged snowball vs Blue for 13 cold damage
Ser Andreas (-9 hp) - Issues Challenge vs Red, Bastard Sword? attack vs Blue for 10 damage, felling it
_Daisey (-9 hp) - Hoof attack vs Red, one miss, one hit for 7 damage
Kesten - dismounts and moves, drawing his sword
Albert (-9 hp) - dismounts, casts shield, takes a step toward Kesten
Saorise [/b] (-4 hp) - dsmounts, critical crossbow attack vs Yellow for 7 damage
Seraphina - casts maximized, quickened magic missile vs Red for 15 damage, felling it
Round 2
-------------------
Shocker Lizard (Yellow) (-7 hp) - steps, Shock vs Albert for 2 electric damage
➤Rillka (-9 hp)
➤Ser Andreas (-9 hp)
Kesten
Seraphina
Albert (-11 hp)
Saorise (-4 hp)
Albert fails his Reflex save and takes 2 more Electric Damage. Rillka and Andreas are up!
Seraphina's eyes widen at Sir Andreas’ news. "A hydra? My, that does sound thri… er, threatening.” She casts her eyes downward, looking somewhat chastened by the Baron’s tone of disapproval. ”I have been accused of being somewhat reckless and foolish in the past but I assure you that I do learn from my mistakes.” She cuts her eyes sideways to Kesten at this as if expecting him to argue, but he merely looks somewhat dubious and amused.
”We knew from the old Beldame that we traveled in your wake and I did make certain of your whereabouts before we traveled too far from her home. Lord Garess did insist I should be prepared to flee if we encountered anything too daunting. I grew up on the verge of the Gronzi and I have explored some of the Greenbelt myself, so I am not unfamiliar with the potential challenges.” She adds with a lift of her chin. She smiles brightly to hear that you wish for them to travel along with the party.
Rillka Cloudhopper wrote:
Tall Folk is correct, Rillka tilts her head towards Andreas, this is an untamed region, and Lord Garess would not have agreed to accompany you in search of us for something as simple as a thank you for doing what needed done. There must be some greater reason for your travels. Something urgent enough that you should not delay the telling for courtly pleasantries in the middle of a field?
Kesten barks a laugh at the word ’agreed’ and Seraphina blinks rapidly, turning her glimmering gaze to the halfling and then looks down at the fine gown she wears. She seems to think better of it now that introductions are made and tugs at a band of gold trim on her sleeve and the gown fades back into a modest explorer’s outfit in more drab tones of green and brown.
”I assure you, my gratitude is no idle fancy. The Stag Lord killed my father and three of my brothers. My surviving family was forced to leave our holdings and retreat to the safety of Stoneclimb. I vowed to avenge my fallen kin and though I came close, I nearly perished in the attempt.” She hangs her head in shame at this admission. ”Were it not for the vigilance of the Sootscales, I would not be here today. I owe a great debt, both to them and to you. I have come to see it repaid.”
”My primary skill is with the arcane arts and while you do not suffer any lack on that front, I do have a rare gift for healing with my magic. It may seem a bit strange but I can kindle life with fire.”
Though she looks the part of a Brevic Noblewoman, there is something exotic in her features. The slight tilt of almond shaped eyes, the rich, sun-kissed tone of her skin. It's clear she has some other ancestry as well.
”I do hope I have caused no trouble, rushing out to meet you like this. I commissioned my new robes from The Old Beldame and when I went to procure them, she told me that you had been by to see her. I did hope then that I might catch you up. You see, I need to thank you. Thank you for finishing what I could not. The Stag Lord had countless victims, of this there can be no doubt. But I believe I can speak for their survivors when I express how grateful I am that you destroyed that monster. It does not bring our loved ones back, but they must rest easier in their graves now that their murderer has finally met his end.”
Her amber eyes fill with unshed tears as she pours forth the gratitude in her heart. Kesten looks down at his clasped hands awkwardly, waiting for the tension of the moment to diffuse.
”Oh, and I also wanted to submit myself to offer what aid I can. We have been weeks on the road and I am simply desperate to be useful again.” She says in earnest with a hopeful expression.
Apologies, but I think Seraphina is the wrong character for a one on one. She's emotional and mercurial and I have strongly fixed ideas about who she is and how I want her story to go. I think I will reserve her for my own personal writing project and try something else here.
If you can give me an idea of where you want the campaign to go, I could either come up with a new character or pick an existing one that is a better fit and who's personality is less well defined.
Blaze is one I've played for you before. She's much less weepy, lol! Plus talking about kineticists on the other campaign got me thinking about her again.
The dock was where Seraphina’s party and the river barge’s crew parted ways. It was the last place the river was wide enough for the barge to reverse course back towards Lake Reykal and New Steven. Past the dock, the East Sellen River split off into the smaller streams and tributaries that fed it from the various lakes and ponds in the foothills, all of which were fed by the snowmelt flowing down out of the Icerime Mountains.
These were the outermost lands of Medvyed territory. Her people followed the Old Ways, making themselves a part of the natural environment rather than bending it to their own will. The forested path they followed now was more game trail than road. It wound through the dense wood of the Gronzi Forest, suitable for travel by foot or hoof, maybe a small cart, but not a wagon by any means.
Gradually, the wood became less dense as they approached the edges of the Gronzi and she began to crane her neck over every rise. Soon the rolling green hills that heralded the proximity of her ancestral home appeared before them and her pulse quickened as did her step to know that her long journey was nearly finished.
Sera topped the last rise and stopped in her tracks, brought up short by the desolate ruin of the warm and cozy ranch house that still stood, untouched, in the vision of her memory. She had known it would not be the same, her mother and brothers had told her as much. But she had been absent on that fateful day, staying with Uncle Gurev’s family in Stoneclimb to attend her cousin’s nameday celebration. But no description of the battle and the fires had succeeded in wiping the idyllic image of Home from her memory. She had not seen it with her own eyes until this very moment and the stark reality of the destruction hit her like a blow to the chest, stealing her breath away.
Kesten stood nearby, as always, and moved closer to offer his support. He placed a steadying hand on her shoulder, his strong arm braced against her back in case her knees buckled from the shock. Her eyes filled with tears, but they did not fall as her gaze swept back and forth, her mouth opening and closing in mute horror.
Only the stones still stood, blackened and skewed from the original structure. Some were missing entirely, likely carried away as raw materials for some other home. The roof and interior were simply gone, long since gutted by the terrible blaze. Finding her voice, she said softly, ”It’s all gone… even the sheep pens.”
Kesten gave her shoulder a gentle squeeze. ”It’s only a building, my Lady, it can be replaced. It’s what we came here to do, yes?”
But then her eyes fell on that which could not be replaced, four small stones in a line, lying flat against the ground. She stumbled forward, out from Kesten’s steadying grasp and began to run down the slope to keep from tripping and tumbling down it. ”My Lady!” Kesten called out in alarm as she outpaced him. ”Dammit Sera, we haven’t secured the area!” He called after her, his formality slipping in his anger. He ran as fast as he could after her, slowed only by his armor.
Fortunately, she did not go far, falling to her knees as she reached the line of stones, brushing away the dust and overgrowth to reveal the simple carved initials upon each. G.M., V.M., N.M., and A.M. That was all. No names, no dates, no words of epitaph to commemorate their lives. Her mother and remaining brothers had fled this place for their lives, her eldest brother Kristof so badly wounded he almost hadn’t survived the trip to Stoneclimb. They had buried their dead, but only just. Troian and Bernard had done the work with the help of the few ranch hands who had not fled the Stag Lord and his band of brigands.
”They are hardly even marked!” Sera cried, her tears falling at last, dappling the stones as she traced the lines of the initials with a jade tipped claw. Her acidic tears hissed and bubbled, clearing away the organic grime that had accumulated on the stones.
Seraphina sighs heavily. "Well, it was worth a try. Abbey, would you see to the wounded, please? Eris, Kesten, fire at will. Don't forget your extra attack from my spell."Cast haste in previous post, making sure to include Bessie for more speed.
She aims her next fireball at the heart of the right raft, where the stubborn bandits were still attacking.
Ok, everything is much BIGGER than I was picturing. Yes, the map definitely helps. Two rafts on one thick rope, and she successfully burned through the rope with her fireball. If that's correct, that was what she was hoping to do.
Seraphina pats Marius reassuringly on the shoulder, "Don't worry, Captain. It is but a formality. A message to be conveyed and it may dissuade them from raiding your barge. If it does, all the better. If not, well, I have done my due diligence toward our diplomatic relations with the locals."
To her people, she says, "Hold fire for now. Resume if they attack again."
"Now let's see if we can move things along a bit faster." She says as she moves to the prow of the barge and casts Haste on the archelon as well as her companions, herself and the captain.
I'm genuinely bad at visualizing combat. I guess I need some estimates of how wide the river is, how many rafts, how many ropes, how many bandits, etc. You didn't roll any reflex saves so I guess Sera targeted an area without any bandits?
"Yes, I suppose that's true. I do wish they would be dissuaded from attacking us. Their leader will likely be less amenable if we kill off too many of his men."
She used prestidigitation to create a funnel shaped megaphone to help convey her words across the distance.
"My name is Seraphina Medvyed and I formally request a parley with your leader. If you continue your assault against us, I will not be held responsible for your losses in our own defense."
Just the masterwork composite longbow with strength bonus. And PC Gen has the price a little higher on the armor, but it may have added something up wrong.
Seraphina gave a regretful sigh. "Ah well, I suppose I'd better announce myself. I do have one spell that will travel the range." She raised her arms and waved her clawed hands in concentric circles as if concentrating her magical force into a sphere before flinging it out toward the ferries ahead. She focused the 40 ft wide fireball where it would encompass and destroy as many of their ferrying ropes as possible, not targeting the bandits directly, but not worrying over sparing them either.
Fireball Damage:6d6 ⇒ (2, 6, 6, 2, 4, 5) = 25Reflex DC 20 for half damage with Eagle's Splendor, 18 without it.
"Master Seeker, would it do Bessie any good to have more speed at her disposal? Could she break through their line, for example?"
To Kesten, she says. "Can we target their ropes? Possibly with fire arrows?"
"Abbey, that might serve Eris or Kesten more at this range. I fear I must be closer before I can do much good with it. Though a boost to my casting would be appreciated."Eagle's Splendor is probably the best buff for Sera.
Sorry for my delay, I don't often draw up 6th level fighters. I might have gone overboard on his equipment. Let me know if I should downgrade anything.
KESTEN GARESS sheet:
KESTEN GARESS
Male Human Fighter 6 (High Guardian)
CN Medium humanoid (human)
Init +2; Senses Perception +0,
DEFENSE
AC 25, touch 13, flat-footed 23 (+10 armor, +2 Dex, +1 misc, +2 shield, )
hp 78 (6d10)+18
Fort +7, Ref +4, Will +2, + Will saves vs. compulsion spells and effects.
Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Antagonize, Bodyguard, Combat Reflexes, Cut from the Air, In Harm's Way, Power Attack, Stand Still, Weapon Focus (Longsword)
Skills Appraise +1, Bluff +2, Climb +6, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Handle Animal +10, Intimidate +10, Knowledge (Local) +5, Knowledge (Nobility) +5, Perform (Untrained) +2, Ride +8, Survival +8, Swim +6,
Languages Common, Dwarven
Archetypes High Guardian,
SQ Armor Training, Bonus Feat, Bonus Feats, Defender's Reflexes, Obligation, Right Hand, Royal Protector, Skilled, Unassailable Allegiance, Weapon Training,
Possessions adamantine/+1 longsword; uniform (soldier's); mithral/+1 full plate (armor spikes); mithral heavy shield; Pouch, Belt ; Masterwork Composite Longbow (+4) ; Backpack [ Bedroll; Flint and Steel; Pot, Iron; Mess Kit; Rope (50 ft.); Soap; Torch (x10); Rations, Trail (x5); Waterskin; ]; Pot, Iron ; Waterskin ;
SPECIAL ABILITIES
No Racial Subtype You have chosen no racial subtype.
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. (Halfling Nanny)
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Defender's Reflexes (Ex) A high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.
Defender of the Society (Pathfinder Society) Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor.You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Halfling (Trait ~ Helpful ~ Halfling)
Helpful You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Obligation (Ex) A high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can�t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Right Hand (Ex) A high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Royal Protector (Ex) A high guardian gains Bodyguard and In Harm's Way as bonus feats, though he can use them only to improve his obligation�s AC or intercept a successful attack against his obligation.
Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Stand Still
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Unassailable Allegiance (Ex) A high guardian gains a +2 bonus on Will saves against compulsion spells and effects.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1
Seraphina gets out her Light Crossbow with a slight sigh and taps herself to cast her own Mage Armor. It was definitely not her preferred way to fight but she understood the necessity when dealing with flying opponents.
Kesten moved to her side, his shield at the ready. He had always been protective but since his appointment as her bodyguard, he was nearly always at hand. Not that she minded, as long as he smoked his cigars downwind.
She loaded the bolt and kept her eyes open for any approach.
Seraphina did what she could to comfort poor Abbey, cleaning the evidence away and cooling her shining copper scaled hand with prestidigitation and laying it soothingly across the halfling's brow. "I am sorry for your distress, dear Abbey. We are nearing the end of our journey. Remember we needed to come this way, not only for the speed, but to determine if the local bandits are accosting merchants traveling this route. The river route will be vital when having perishable foods brought in once we secure my father's lands. You know how you enjoy your delicacies!" She said encouragingly, though realized a moment too late that mentioning food to the nauseated halfling might have been a mistake.
Turning to her other female companion, she asked, "Eris, what do you know of these dire pigeons? Most pigeons I have had the opportunity to meet are quite docile. What makes these so dire?"
She turns her eyes to the treeline, happy to be looking on the southern boundary of the Gronzi Forest. She had played in these woods with her brothers and their friends. After so many long years away, she was coming home at last. If only she would find her family unbroken and living the peaceful lives of her youth. But alas, those who survived were all in Stoneclimb with her Uncle Gurev and his family. Well, she intended to restore the Medvyed name and presence to these lands once more.
I like Abbey and Eris. I will have Kesten Garess along too, he'll be a level 6 Fighter once I finish drawing up his sheet.
That's a party of four with Seraphina (Arcane), Abbey (Divine), Eris (Utility) and Kesten (Muscle). If you think we need one more, I'd go for Saren. It might be good to meet the Draconic Bloodrager later when she starts seeking out her Draconic Kin/Allies, but he's a little OP for the start. XD
Probably we want to leave ourselves with a little gold, just in case, but 500 from me, plus 100 each from Katsumi and Arisha and 50 from Angus, we'll have it. Fully loaded even. ^_^
The young man frowned when you corrected him Tove, you could almost see him counting in his head. You could definitely see the face he made when he realized he was indeed off.
Seraphina waved the mistake away, "Likely you were only giving us a more favorable rate to account for that pleasant company I mentioned. A very fair fare, I would say. Give me a moment to confer with my fellow travelers."
Angus Elphinstone wrote:
Moving near to Seraphina, not wanting to totally interrupt, he leans to her whispering. "The caravan outside, needs someone to drive their water wagon, and they have room for fill in the number that Momma provides here. more."
Sera smiled as she realized her cousin was trying to lend a hand, wherever he could. He reminded her so of Alek at times that it made her heart ache for her late brother. "Oh, is it a merchant caravan? And where are they heading? New Steven, I see. I fear that is a good deal further on than our destination. But I suppose we could go along with them until we arrive."
Going along with Angus, she asked of Elsbeth Fortuna, "Do your travel plans include a stop at Oleg's Trading Post?"
Everyone else is UMDing regardless, even the alchemist, so it comes down to whether you want Seraphina running around Infernal Healing people or Tove running around CLW'ing people
EDIT: One last thing, I forgot that Tove already gets fast healing from a feat as long as she's performing, and afaik fast healing doesn't stack
Really? Even though CLW is on the Alchemist's formulae list? I guess that's because they don't technically "cast spells"...
Ok, CLW it is! 89 gold closer and I will look at my purchases again to be sure of how much I can contribute. We probably don't really need the tent yet...
Anecdotally, people are so averse to playing clerics that now if I really want to get into an open recruitment and I don't have a guaranteed spot, I always submit a cleric. I believe that I'm playing clerics in five games currently (let's see... Reign of Winter, Dammerhall, Crimson Throne, Rise of the Runelords, and Kingmaker. Yep, five clerics, plus a druid as healer in a Skull & Shackles game and an oracle healer in a custom game, AND a cleric that I played thru the entirety of War for the Crown). This is also why I had a dwarf cleric as a possibility for this game, which is potentially still on the table if I get killed due to us having no healing. :)
I shall have to remember this trick as I don't mind playing Clerics and other supporting roles. But I'm also a sucker for skillful combatants like Rogues and Rangers. ^_^
The good news is there is a cleric of Erastil NPC in Kingmaker, so we may be able to recruit him for extra support. Seems like the conversation veered away from my question though, so I'll ask again. Would anyone like to chip in on a wand? I would probably lean toward Infernal Healing, for ease of activation and 10 hp per cast, unless PCs would object? I know Tove's player doesn't favor that spell, but maybe that's not for all characters?