HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"Nicely struck Beromar!" Serolt puts his bow away and help Bruin cut down the other ill folk. "They're not going to turn are they?" he asks ignorantly. When everyone has been tended to - at least as much as they can be for now, Serolt walks the perimeter and checks for tracks. There may be more of these things out there, and there may be another cache of bodies. Tracking: 1d20 + 14 ⇒ (19) + 14 = 33
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 1, Initiative: 13
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = None Weapon Equipped = Bow Cold Iron, Silver Blanch = 20/24 Blunt, Silver Blanch = 8/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4) melee: Attack: BAB +4, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (5/6m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 6, Concentration +8) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 45/45, AC: 29 (t21/f18) (includes Shield Companion +1 & Barkskin +3)
Conditions = Barkskin (1/60m), Shield Companion (1/6h) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch Serolt has his fear under control as he sees more of the scarecrows. They did well in the first fight, surely this one too will be no problem? He steps up (5’ step) and shoots one of the creatures.
Meanwhile, he commands Regin to attack the same one. Regin charges in and takes a bite!
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt, bow still out, immediately sets off to find the missing guard, with Regin's fine nose (scent ability) assisting. Tracking: 1d20 + 14 ⇒ (1) + 14 = 15
If that fails: Serolt uses his ring, and turns into a song bird to fly above the corn and try to get a better look at the drag marks and where the scarecrow may have taken the guard.
- - -
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 1, Initiative: 18
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Animal Focus (tiger, +2 dex) (1/10r) Weapon Equipped = Bow Cold Iron, Silver Blanch = 24/24 Blunt, Silver Blanch = 8/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4) melee: Attack: BAB +4, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (5/6m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 6, Concentration +8) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 45/45, AC: 26 (f21/t15) (includes Shield Other)
Conditions = Barkskin (1/60m), Shield Companion (1/6h) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch On seeing so many scarecrow jump out from the fields, Serolt is initially quite frightened, but he gets a grip on himself and raises his bow to do his job. He first focuses himself (swift) to enhance his archery (Animal Focus). He launches his assault on the green scarecrow on whom he has a clear shot.
Meanwhile, he commands Regin to attack the yellow one on him and Mruf.
crit threat Regin Claw (magic): 1d20 + 12 ⇒ (13) + 12 = 25 damage: 1d2 + 8 ⇒ (1) + 8 = 9
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = None Weapon Equipped = Bow Cold Iron, Silver Blanch = 24/24 Blunt, Silver Blanch = 8/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4) melee: Attack: BAB +4, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (6/6m) Songbird (Sp) (7/7) Rod of Reach, lesser (3/3) Spells (Caster Level 6, Concentration +8) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 45/45, AC: 26 (f21/t15) (includes Shield Other)
Conditions = Barkskin (1/60m), Shield Companion (1/6h) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch Serolt is ready to go. He isn't comfortable by the idea, but he signed on, and he's not backing out now. "I'm ready. Let's cut these scarecrows down to size." When they're within sight of the farmhouse, he'll cast Barkskin and Shield Companion on Regin. He then draws his bow and proceeds carefully.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Wow, this guy is really off his rocker. I wonder what will happen to us when we face the same evil. Will any of us break? he wonders. He pats the man on the back and sits him down. He looks for a glass for water, or something stronger, for the poor soul. When he has comforted him as much as he can, he turns to the others. "Undead scarecrows? Undead Ghouls? Necromancers run amok. Let's see what we can do for these folk. How far is it to the farm? Will we need our horses?"
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = None Weapon Equipped = None Cold Iron, Silver Blanch = 24/24 Blunt, Silver Blanch = 8/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4) melee: Attack: BAB +4, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (6/6m) Songbird (Sp) (7/7) Rod of Reach, lesser (3/3) Spells (Caster Level 6, Concentration +8) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (4/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 45/45, AC: 25 (f20/t14)
Conditions = None Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch Refreshed by his rest, Serolt agrees with Beromar’s enthusiasm, ”Agreed. Moving scarecrows sounds odd and we’re tracking odd so let’s check it out.”
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Oh shoot - my bad, sorry about the wand confusion. I read your post, and forgot it right away. :( I'll be more careful in the future. I'm adding the CLW wand to my sheet now. Thanks.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Oh, I don't have a CLW wand on my sheet, so I don't think it went to me. But if we're covered I'll not worry about it. I'll take one of the potions of CLW and the CMW. Like as not I'll be the one pouring it down someone's throat. :) Assuming we're cool to sell the rest of it, everyone please note, we each get 521gp in gold. I'm not buying anything so I have 800gp to loan out of anyone wants it. NEXT LEVEL: 6: Hunter (divine hunter) (6)
+5 HP (5 class) (total 33) +8 skills (6 class, +1 human, +1 favored) (Fly x2, Handle Animal, Perception, Sense Motive, Spellcraft, Stealth, Survival) +1 Perception (racial, total +2) +1 Survival when tracking (3) +1 Wild Empathy (6) +1 BAB (4) +1 to all saves (5/5/2) Animal Focus lasts 6 minutes Spells (Caster Level 6, Concentration +8) +1 second level spells known (Carry Companion) +1 second level spell per day Regin (6)
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt uses the manacles on the prisoner, and collects them at the end, "Anyone mind if I hang onto these?" He's thankful for the reward, though he knows all it will do is cover his tab a while and the cost of his arrows. Still, he's pleased things are working out, and to the general betterment of all. He looks at the pile of loot, "Does anyone want any of this? I figure we'll sell most of it, and maybe pick up a wand of curing for the group, yes? Something to keep us going when things get tougher." he yawns, "Let's hunt the ghouls by day. I don't like the idea of them sneaking up close on us while we're foundering in the dark." He loks at the pile again, "I'll take that potion of gaseous form if no one wants it." Treasure sheet updated, let me know what you want and I'll note it. Happy to give up the gaseous form potion too if someone's keen on it.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt walks over to the table and examines his notes. He finds the journal and reads a few passages aloud to the group. "Well you may be innocent of these murders, but I'm sure you're guilty of something. I think you need to come with us and speak to the sheriff." he collects the notes and shoves them in his pack, intending to hand them over to the sheriff with the prisoner. "Anyone have any manacles?"
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Sense Motive: 1d20 + 10 ⇒ (11) + 10 = 21 Serolt calls Regin to heel and laughs. “When the wolf shows you his teeth, he’s not smiling.” He knocks another arrow, loosely, in his bow and continues, "Never trust a man who's only friends are the dead. You sir are a liar, and your stories sound hollow in the light of truth." "Now tell us, what were you doing down here? Speak truthfully and your death may be quick. Lie again, and there's no telling how long it'll take you to die." bluff: 1d20 ⇒ 20 Sense Motive DC 20: He's bluffing about killing him slowly. The very thought of torturing a prisoner makes Serolt uneasy. He's not squeamish, he just feels it's wrong.
- - -
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 9, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (17/50r), Animal Focus (tiger, +2 dex) (7/10r), inspire courage (+1) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 19/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), inspire courage (+1) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Finally free of the nausea, Serolt sends Regin into the room, commanding ‘Flank’, then steps up and shoots through the door.
Regin does what he can (movement provokes) to take the necromancer down.
I added a flanking bonus but if Mruf doesn't threaten then -2 on the attack roll.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 8, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (16/50r), Animal Focus (tiger, +2 dex) (6/10r), nausea (5/5r), inspire courage (+1) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), nausea (5/5r), inspire courage (+1) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Finally nearly free of the nausea, Serolt and Regin follow Beromar into the room, looking to get back into the fight.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 7, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (15/50r), Animal Focus (tiger, +2 dex) (5/10r), nausea (4/5r), inspire courage (+1) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), nausea (2/5r), inspire courage (+1) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt continues to dry heave along with Regin. He stays in position. Serolt and Regin stay on the stairs, above the mist, and wait through their nausea.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 6, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (14/50r), Animal Focus (tiger, +2 dex) (4/10r), nausea (3/5r), inspire courage (+1) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), nausea (2/5r), inspire courage (+1) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt continues to heave along with Regin and holds his ground for now. Serolt and Regin stay on the stairs, above the mist, and wait through their nausea.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 5, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (13/50r), Animal Focus (tiger, +2 dex) (3/10r), nausea (2/5r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), nausea (2/5r) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt continues to, by now, dry heave as he tries to clear his system of the foul vapor. He hopes it won’t last long as he wipes his eyes and waits for the cloud to settle. He knows he has spells and powers running down, but there’s no sense in charging through the soup. Serolt and Regin stay on the stairs, above the mist, and wait through their nausea.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 4, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (12/50r), Animal Focus (tiger, +2 dex) (2/10r), nausea (1/5r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m), nausea (1/5r) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt continues to, by now, dry heave as he tries to clear his system of the foul vapor. He hopes it won’t last long as he wipes his eyes and waits for the cloud to settle. He knows he has spells and powers running down, but there’s no sense in charging through the soup. Serolt and Regin stay on the stairs, above the mist, and wait through their nausea.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 3, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (10/50r), Animal Focus (tiger, +2 dex) (1/10r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt suffers greatly in the mist and does his best to find a way back out of it. Serolt will move out of the mist if possible. Back up the stairs if necessary. 30’ move. When he’s cleared the mist, he calls poor Regin to him as well so as to clear his lungs of the foul vapor. 50' move, so he can draw Regin behind him out of the fog as needed.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 2, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (10/50r), Animal Focus (tiger, +2 dex) (1/10r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt sees a non-zombie, and decides that should be his target all things considered. He shoots at the figure in the doorway.
Regin digs in against the red zombie with all he’s got. Regin Bite (magic): 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d4 + 5 ⇒ (2) + 5 = 7 Free Trip: 1d20 + 5 ⇒ (10) + 5 = 15
Nice to see Regin doing well at least...
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 1, Initiative: 19
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (10/50r), Animal Focus (tiger, +2 dex) (1/10r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 21/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt moves just a few feet into the room summoning the skills of a tiger as he does so (Animal Focus, swift), being already at the foot of the stairs. (I think I can 5’ step off the stairs, but if not, only one attack, but at +2 to hit. He shoots at green) Bow (silver, cold iron, magic): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 (point blank, aspect) damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 (point blank)
He then calls Regin and guides him to a far flung zombie (double move). Knowledge Religion: 1d20 + 4 ⇒ (6) + 4 = 10 (Questions: DR, Resistances, Special defenses) ”Anybody know what we need to kill these things? I remember… something, but I always get the specifics wrong.”
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Aspect of the Falcon (1/50r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 22/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (4/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 25 (f22/t15) (+1 shield companion & +2 barkskin included)
Conditions = Shield Companion (1/5h), Barkskin (1/50m) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt nods at Bruin, ”You’re expecting more trouble then?” He casts Shield Companion on Regin using the Rod of Reach. He hesitates, ”How bad could it be?” he asks idly. Nervously he follows it up with a Barkskin also on Regin. When the party is ready to proceed, he follows it up with a quick casting of Aspect of the Falcon on himself and he rushes forward, bow in hand. "Remember, not everyone here may be hostile. This is a sanatorium after all..." he wonders how they'll tell the difference between the insane and the merely hostile.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 1, Initiative: 23
Serolt Status:
HP: 33/33, AC: 20 (f15/t16) (+1 from animal form included)
Conditions = Animal Focus (tiger, +2 dex) (1/10r) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 22/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (4/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (3/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (3/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 22 (f19/t14)
Conditions = None Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch I still don’t see a new map, but I’ll take my shots anyway. Up to 30' move to get a clear lane if I can - or to move toward a clear lane. If there’s cover, please apply the penalty. ”What the hell is that?!” Serolt shouts as the new creature bites the hand that, presumably, feeds him. He focuses his animal nature to improve his aim (swift), draws his bow as he moves (move), and then lines up a quick shot at the newcomer (standard). Bow (silver, cold iron, magic): 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 (point blank) damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (point blank) He hesitates sending Regin in, for fear of blocking better warriors from the fight, and holds him back for now in heel.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt is surprised by the man's crazed demeanor. Does it take a crazy man to heal the insane? he wonders idly. "Look here sir, this man is dying. Would you have him die just to preserve your reputation? You'll come out of this OK in the long run, but we need to save his life and prevent him from becoming an undead." "Surely you understand that is bad, right?"
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14 "A ghoul!" Serolt reacts strongly, making Erastil's symbol in the air by way of defense. "Let us take him to the church that they may heal him, I don't trust the good doctor to manage it as overworked as he is." he adds dryly.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Round: 1, Initiative: 10
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = None Weapon Equipped = Longbow Cold Iron, Silver Blanch = 24/24 Blunt, Silver Blanch = 7/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (5/5m) Songbird (Sp) (7/7) Rod of Reach, lesser (3/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (3/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 22 (f19/t14)
Conditions = None Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Unprepared, Serolt draws his bow and takes a single shot at the madman. Conscious of his ill nature, as opposed to evil (though Serolt is not so sure) he’ll launch a blunt arrow, intending to subdue (nonlethal damage). Bow (silver, magic, blunt): 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 (nonlethal) damage: 1d8 + 4 ⇒ (4) + 4 = 8 He holds Regin in check as his arrow goes very wide of the mark as well.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23 Really? The dice bot is just teasing me now... Serolt pets Regin, giving him a good scratch behind the ears and waits patiently as well.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"Greetings good doctor. We're sorry to intrude, but we have been sent by Sheriff Hemlock to learn what we can of the murders committed by Grayst Sevilla. We need to speak with him." Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18 Serolt speaks their case simply, and hopes the truth of it is enough to carry the day. He speaks in haste, and when he is done, he looks somewhat sheepishly at the others, as if apologizing for speaking out of turn. I should let those who's speech flows more freely do the talking. he thinks, admonishing himself.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt nods uneasily as the scope of the murders is clearly broadened. He wonders how many more will die before they resolve it, and feels sympathy for the sheriff who must already be worrying as well. "Yes, let's question the madman. He may know something that we can use. Probably not, but we can't skip the opportunity." He gathers his kit and makes ready to head to the sanatorium.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Sorry to hear it!! I hope things settle down and you're able to gain some normalcy after a while. We'll wait patiently I'm sure. Paizo has had some connectivity problems while you've been gone so all games have been slow the last few days anyway. Take your time.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"Let's investigate the barn murders and see if there's a connection before we confront anyone. We should have as much information as possible before we stand before anyone who might have done... this." Serolt suggests
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt shudders at the thought of someone hiring anyone to do what was done. It's beyond him to think that simple thievery could result in such gruesome deaths. "We should take the measure of this Scarnettis. Yet I can't imagine being so... so... evil over mere money." he shakes his head.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"I don't think I've seen that symbol before, and from the sounds of it, it's all over here like a rash. We should find out who's behind this attack, or I suspect there will be many more of them." He looks around the bodies for further clues, "This may have been a random attack, but it was purposeful and direct. From the looks of it too, the one who did it was very skilled."
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt suggests, "I think it may have rested over there. I'm going to go check it out." He wades into the marsh and examines the far shore. Perception: 1d20 + 11 ⇒ (6) + 11 = 17
He'll then return to the group with his information. "There's a dry spot over there in the nettles, well hidden from here, but with a clear view of the mill. Looks like our same barefoot human went to and from into the river and may have waited there, watching for someone." "Maybe they were looking for someone specific? Or just the first lucky folks to come around, I can't tell. Oh, and there's a foul stench - rotting flesh. That said, I didn't find any leftover food or anything, so our guy might just be foul. Might help us track him." he thinks a moment, "Or her."
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11
Serolt carefully inspects the pier. "Look. Here. There's a set of muddy footprints. A barefoot human man clambered up from the mud under the pier, crossed over to the mill, and then scaled the wall to an upper-floor window. Quite spry." How hard is that wall to climb? He gets down on his belly at the end of the pier and looks below it to see if the muddy footprints continue or if the water has washed them away. Perception: 1d20 + 11 ⇒ (4) + 11 = 15
"We should check upstairs too."
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
I made a check in this post, but in case you want fresh rolls... Serolt nods respectfully at the guards and stops at the threshold and examines the ground seeing what he can learn. Tracking: 1d20 + 12 ⇒ (10) + 12 = 22 "The sawdust helps, though I suspect some of what we're seeing is also the person who found the bodies and subsequent guard activity."
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt takes his time and tries to piece together the relationships. Yeah, the father might be involved for sure. he thinks simply, having no particular head for this sort of thing and grasping at the obvious. "Thanks for the deputization. I'll try to earn it." he says seriously. He heads over to the Mill with the others, having no further questions - at least not at this time.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"Agreed - Mill first. Then farmhouse. Then Asylum?" his voice raises at the last, and he's clearly not comfortable surrounding himself with sick people. When Beromar describes the petty theft, he suggests, "It is festival time, and that does tend to bring out the thieves. Hopefully it was a one-off event and you won't have further trouble." "If it happens again, I'd be happy to try and track them down if you like. hard in town what with all the other traffic, but we might learn something if we're lucky and Desna smiles upon us."
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
wicked_raygun wrote:
Serolt thoroughly enjoys himself though he tries, and fails, to keep Regin from sampling everything in sight. He himself absent-mindedly slips him a morsel or two from his own plate out of habit. As much as he can, he lets the others tell the stores. He has not much skill with such things, and tends to focus on details no one cares about. But when he does speak, he praises the others thoroughly - and Regin. - - - When Sheriff Belor Hemlock rousts him the next day he feels a bit thick, but not overly hungover. Serolt is not a big drinker, but did have more than usual last night! He quickly packs his gear and follows though in the early sun with Regin at his side. When he speaks of the murders he grows dour. That is never a good thing, kin killing kin in a community this small. He hears Amaya and the Sheriff converse and Mruf put in his input, but he doesn’t hear an offer to help. Just questions. ”I’ll do my part to help. The mill will be well trampled, but perhaps there are still tracks at the abandoned barn. I could perhaps see what I could find there. Sheriff, can you spare a man to guide me there? I suppose I should see the bodies in the mill too. Though I’ll likely glean less, it is fresher.”
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt is very gracious in his acceptance of Ameiko's offer. He tries to be a model guest, knowing he's not paying much, and at least tips well for the services he's given and will occasionally buy a round of drinks at the pub - for which he makes sure to pay well. 30gp in tips and rounds for the week OK? He won't normally be so generous, but he's in a partying mood.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt will excitedly agree to stay for the feast. He will seek accommodations in the inn if there's room. If not, he'll 'slum' it on the outskirts of town, on some greenway. He's comfortable either way. He spends his week trying to get to know the locals a little. He knows he's a stranger here, and while he isn't looking for the kind of recognition that Bruin and Beromar are receiving, he is hoping to settle here and do a small business as a ranger to the people - guide, guard, etc. for trips into the nearby wilderness. He's a little itching to explore the nearby region to see where some good routes might be for guiding folks, but for now he stays in the town and tries to get to know the common folk.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
"Great, thank you Father." The 750gp was not taken out. Everyone please chip in 150gp. I'm fine carrying the wand as I can use it, but if someone else would rather that's totally fine with me! I'll track for now, but let me know.
HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]
Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = Protection from Fire (0/84hp) Weapon Equipped = Longbow Cold Iron, Silver Blanch = 24/24 Blunt, Silver Blanch = 8/8 Cold Iron, Ghost Salt = 8/8 ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2) melee: Attack: BAB +3, Str +2 Damage: Str +2 Animal Focus (Su/Swift) (3/5m) Songbird (Sp) (5/7) Rod of Reach, lesser (2/3) Spells (Caster Level 5, Concentration +7) Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II Regin Status:
Move 50’, HP: 37/37, AC: 23 (f20/t15) (+2 barkskin not included)
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h), Protection from Fire (17/84hp), Barkskin (0/50m) Animal Focus: Bull (+2 Str - applied) melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2) Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch Serolt moves along with the sled making sure they don't lose any bodies on the way home. A couple times, he turns into a Songbird - mostly for the experience, but also to scout up and ahead slightly when they near choke points in their journey. He's quite pleased with the financial gifts from the city, and enjoys the praise just as much. At some point during the proceedings, he takes the priest aside, "I don't suppose you know where we might obtain a wand of Cure Light Wounds do you? Our group is beset with injuries, and I'd like us to have a way to extend our health. You understand." He hopes there's an option open to them for such things. Party Divvy!
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The PCs managed to convince Calmont that they would help him find Alseta's Ring, and then subdued him after he let go of Helba. They're bringing him to justice in Breechhill and should be pretty interested in his fate. Question is: what happens to him now? Breechhill doesn't seem well-equipped to hold a prisoner for extended lengths of time, and they seem fairly lenient (but then again, this dude burned a traditional building down with children and elderly folk still inside). What are the possible outcomes for this situation? The Calmont in my campaign lost most of his family and family home to goblins during the Goblinblood Wars, and is a violent bully that absolutely hates goblins. He set fire to the Town Hall wearing a goblin mask and let himself be seen running to the Citadel hoping people would blame the Bumblebrashers (and refuse Warbal's cry for help). He didn't manage to get any information about the goblins because his blind hatred for them didn't allow him to calm down and just listen.
So my PCs are dead set on trying to recruit Sivron Nal and the people of Cavlinor to their rebellion, as they (rightfully) fear that the Ironfang Legion will take over their area. Has anyone made any developments to this town and its leader, Sivron Nal? Any tips on how the PCs could convince they to leave their lodge?
I'm building my first SF character and wanted to build a Kaylee-like mechanic - a person that doesn't have much combat training and does other stuff in combat. How could I go around doing that without being a burden to my party? The party is comprised of a soldier, an envoy and a technomancer; the campaign is homebrew.
So in my next session the PCs (including a fairly standard bomb alchemist) are entering a pugwampi-infested ruin. The pugwampis have a shatter spell-like ability. Even though it has a pretty low DC (10), some saves will probably fail due to the pugwampi unluck aura. My question is: How should the shatter's area attack affect the alchemist? All of his extracts are stored in glass vials and the bombs are probably ceramic. Should he make a separate save for each extract and all remaining bombs? Only one save for all? Shatter spell wrote: Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
On some campaign settings, members of the halfling race have an unique name that they use to refer to their people as a whole, such as Mystara's "Hin" or Greyhawk's "Hobniz" (yeah, I know). The general idea is that "halfling" is probably a term created and used by other races, and can be perceived as a little insulting (you're being defined as "half of something"). So, do Golarion halflings have a name they use to refer to themselves as a people and/or race, or has that been stripped from them by slavery like almost all else?
Hey there folks, I'll be running a Starfinder game for a first-timer group next week and I need some advice. The core concept of the game is that, Dark-Matter-style, the PCs wake up from a criogenic sleep in a ship with no specific memories about who they are and what they are doing there. They must explore the ship, gathering hints about their previous lives, and then make way in the universe learning about the universe as they go on. That way, I'll be teaching about the rules as they come along, and expanding on the setting on a session-by-session base. The players will choose the main aspects of their characters during the first session. So at first they'll choose a race, then class/theme. So, for this concept, my main issues are: 1) I'll have a limited time to read the rules. Which chapters should I prioritize? I already thought about not including starship rules for a session or two, to let the players feel comfortable with character-mechanics before moving forward. 2) I will be buying first-level gear for them. They will find the gear spread out around the ship. The problem is that I'm unable to know in advance which classes they will pick, so I need to provide a good and varied amount of gear (probably doubling up on some guns, etc). So, which gear are 1st-level must-haves? 3) Aside from the Alien Archive (which I don't have), where can I find some low-level enemies?
Please do forgive this very basic question but this is actually the first time I'm actually buying from the online store (due to international shipping rates I generally get them from Amazon). I really want to buy digital issues of the Ironfang Invasion AP as quick as possible after their launch, since I have a couple of weeks of free time and would like to start DMing soon (also the conversion rates for my currency at a good point right now). So how do I go about doing that? From the product page I added what seems to be the physical copy to my cart, but there was no digital option. Is there a subscription service for the digital issues?
So my players have just finished book 5 and got Briar which has organically changed from a bastard sword to an Aldori dueling sword (the weapon favored by the queen). At the very end of the session they let me know they'll be using the legend lore spell on it as soon as possible. As a last disclaimer, I mean to fast forward 10 years from the defeat of Irovetti to the beginning of the blooms so the rulers will actually be coming out of retirement to face this last threat for their kingdom. Question is: How much information should the spell give them? Any suggestions on how to convey that information as a "legend" instead of "this happened, followed by this"? Maybe frame it into a sort of a children's story or fairy tale (which it incidentally is)?
After DMing a very long Kingmaker campaign, I learned to appreciate excel sheets to handle most of the heavy load involved in Kingdom Building. So when I got to the Rebellion part of Hell's Rebels I thought I would help out my DM and hash out a functioning automated sheet to cut down on his work. A few sleepless nights of banging my head on the keyboard in frustration resulted on this and, seeing as I used a LOT of material produced by awesome people at these forums, I'd love to share it with you: Rune's Automated Rebellion Sheet. If there are any problems/miscalculations/bugs, please let me know (by posting on this thread or direct messaging me). A few notes about the sheet:
Background:
So my character for the Reign of Winter AP is a Thor pastiche (a mix between his Ultimate and movie versions) named Ragnaros Hyjarthson. He believes he's the Lord of Thunder, son of Gozreh (in its incarnation as Hyjarth and Tourithia), minor god of thunderstorms. He admits he used to be kind of a bastard, looking (and smiting) down on any humans and reveling in the wanton destruction his "job" provided.
By focusing only on the destruction aspect of his duties, to the point where he caused unbalance in the system (the Eye of Abendego supposedly appeared because of a fumble on a drunken bet with Cayden Cailean), he shifted from his neutral stance to a chaotic evil one. And so his father/mother admonished him, took away his godlike powers over wind and lightning, and sent him down to Golarion to learn what it's like to be a mortal and fear the storm. He's supposed to learn compassion, nurturing, love and humility living as a human - or die trying. All that, of course, is what he believes in. All everyone knows is that he was found at a riverbed, alive and naked, during a savage thunderstorm. The people of Heldren found him and nurtured him back to good health, even though he spouts "nonsense" and claims to be a deposed demigod. Some (including a few of the players) believe he's a madman, a delusional schizophrenic that suffered a trauma so large his mind created the demigod fantasy to deal with the issue. During the game, he figured the mission he's on: to live like a man, to care for the things they care, to practice kindness and goodness. His father means for him to have the full Lawful Good experience to counterbalance his previous one and eventually fall into a balanced Neutral. And so he came to be a Suli Paladin 1. If his powers come from his deep personal desire to be a good man (like a vanilla godless paladin) or from Gozreh itself is an answer only the gods may know. So he's a Lawful Good Paladin that "worships" a Neutral god (he doesn't pray - that's a mortal's thing after all) of nature. Even though I've been following the paladin code of conduct (even though it's really hard to do so at this campaign) I wanted to create a personal code of conduct dedicated to protecting nature and ensuring its balance. TL;DR: If you had to develop a code of conduct for a hardcore worshiper of Gozreh (maybe even one that happened to be a paladin), what would it contain?
I'm prepping the book 4 for my Kingmaker campaign and as I adjusted the encounters (the group has insane stats) I thought about this. We know the King of Pitax went through a lot of changes during development, including various combinations of fighter, ranger, rogue and barbarian, and now we have a hybrid class that could showcase his diverse background. So I ask you folk: Do you think King Castruccio Irovetti could be built as an Advanced Classes Guide Skald? And how would one go about on doing that (regarding rage powers, feat choices, etc)? Positive points:
Negative points:
Hello guys! As the title indicates, I'm writing down some house rules to be used on my current (Kingmaker) campaign and others down the line. They focus most on the player character end (feats, traits, and class mechanics). The goal: With these house rules I mean to enable certain ineffective builds a little less painful, and provide more options for others that are somewhat pigeonholed into using a specific weapon/mechanic (I'm looking at you, Dervish Dance!). I also aim to make martial characters a little more well-rounded, adding a couple skill points and reducing some of their feat taxes to allow for some non-specialized feats (my players generally like to have options, like a two-weapon fighter having one or two archery feats. Yeah, I know.). That said, here we go (I'll try to italicize small changes in otherwise unchanged text): Classes
I simply hate 2 + Int per level. I feel Wizards and Witches need to stay there or else they'll put the skill monkeys out of their jobs. If a class ability states that the character may use her bonus on a skill in place of her bonus in other skills (such as the Bard's Versatile Performance or the Vivisectionist Alchemist's Cruel Anatomist), she may immediately reassign the skill points previously assigned on the associated skills being substituted. That's just common sense. The retrain rules already allow this somewhat, but are disrupting and expensive on a situation like that. Fighter
This bonus also apply to the DC of any Intimidate check performed against the fighter. It always made very little sense to me that the fighter was as easily demoralized in combat as the wizard. It's also a very small bonus to a very specialized mechanic. Skills Craft Change the following line on the skill's description: Special: You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check. You may add +10 to the DC any number of times. Emphasis mine. Add the following line to the Special section of the skill's description: When you begin the crafting proccess, you may decide to craft hastily, spending more raw material but finishing the project sooner. You pay 1/2 of the item's price for the raw material cost, but your weekly or daily progress is measured in gold pieces instead of silver pieces. Craft as-is is unusable in game. I find that my players take the craft skill in order to have something their characters made themselves, not for squeezing out a few coins. This way we reach a reasonable compromise. Traits Add the following traits: Exotic Weapon Training: You trained for years in a martial tradition based around a particular, difficult to master weapon. Choose one type of Exotic Weapon. You are proficient with that weapon and make attack rolls with the weapon normally. The majority of exotic weapons are not worth the feat. The ones that do are generally banned in our games anyway (like the falcata). Martial Weapon Training: You served at a town's militia or trained with warrior-priests in a church. Choose two types of Martial Weapons. You are proficient with those weapons and make attack rolls with the weapons normally. Please let me know if you think this one is too strong. Monastic Martial Artist: You learned a martial art form focusing on mastery over a specific weapon as a path to perfection. You may have learned it during many years living on a monastery or by a single monastic mentor from far away. Choose a light or one-handed melee weapon you are proficient with. You treat that weapon as a monk special weapon. This tries to add a little variety to the monk and provides a way to represent some character such as Li Mu Bai from Crouching Tiger. I want to be able to have a specific order of monks that uses a spear, longsword or even a spiked chain. Please let me know if there is a way to exploit this. Skill Training: You pursued interests out of your field to better complement your talents. Choose one skill. You gain a +1 bonus on that skill's checks, and that skill is always a class skill for you.
Feats Most of my changes here mean to consolidate some feat trees to reduce feat tax, mostly involving maneuvers and TWF. The feat "Dervish Dance" is removed from the game. Any class ability that would provide it as a bonus feat provides the Nimble Strike feat below. Cleave (Combat)
Combat Expertise (Combat)
Double Slice (Combat)
This here is one of my biggest worries. I don't mean for the TWFer to deal better damage than the Two-hander, but I mean to mitigate some of the penalties inherent to the style. Is this too much? Exotic Weapon Proficiency (Combat)
Martial Weapon Proficiency (Combat)
Spending a feat to get 1 martial weapon is silly. If you know how to use more weapons you get more versatility, but not raw power. Master Craftsman
Nimble Strike (Combat)
Yep, this is Dervish Dance for any kind of finesse-able weapon. I'm torn between letting it apply to any qualifying weapon or only one chosen by you. I also want to make this work for the elven curve blade somehow. Two-Weapon Fighting (Combat)
This reduces a LOT the feat taxes on Two-Weapon Fighting. At the moment, it also removes the need for a higher Dex. Maybe I should still require the Dex score? Two-Weapon Versatility
Lifted and somewhat reworked from the Tempest 3.5 class. It allows characters such as Ulf Gormundr or Valeros to use two different weapons and not get too penalized for that. Vital Strike (Combat)
I know there's some unforeseen consequences to consolidating this tree, but it's almost 5 AM and I need to sleep. Equipment Add the following line to the scimitar description:
Scimitar finesse is a common enough trope. This way you can start using it with Dex at first level and apply it to damage on second or third (instead of sucking one or two levels before getting Dervish Dance).
This Sunday I sat down with my 5 players to run a playtest homebrew game in our shared setting (incidentally, it's the PC's kingdom from Kingmaker). The character rules follow:
Generally, I worked with the players to build their character; since I follow most playtest class threads, I could point out perceived flaws in the classes and suggest ways to fix them with feat or trait choices (such as pointing out that the Swashbuckler needs Combat Reflexes to perform his ripostes). They decided to build the following party (I feel the need to point out that they didn't necessarily built for DPR optimization): -Khashnar, Half-orc Slayer (Power Attack feat)
I will post their impressions on character building and perceived qualities and problems during play in the following posts, but first I'll provide descriptions on the encounters they faced (all encounters used a battlemat, miniatures and some hand-drawn obstacles to make it interesting): - 3 goblins (CR 1/3 each) in a forest environment (lots of trees, rocks and some difficult terrain)
All that ocurred in a single day (even though they could have retreated and rest at any spot; their mission was time-sensitive and they felt they needed to rush). To any that care enough, I'll the story hooks later (I find that having at least a cursory plot made my players become more invested in the game).
I recently got the first two parts of the Jade Regent adventure path from my retailer and just ordered the next parts through Amazon at the behest of two of my players. I DMed the Rise of the Runelords AP to them, but due to players moving out of the city that campaign is on a indefinite hiatus. So to make up for it and keep us still playing, I've decided to DM this. Problem is: we have only two players. Both are really into roleplaying and are not optimizers. Their character ideas so far are: a Weapon Finesse Varisian rogue and an elf druid (focused on melee fighting and shapeshifting in the future) with a roc animal companion. These last few days I started thinking how to make this work. My main goal is to provide a somewhat stable combat experience (not too easy, not too tough) so they could focus more on exploration, developing relationships, etc. Would Mythic Adventures offer this? I believe the themes mesh quite well into the story (the Amatatsu seal is cloaked in mystical power and destiny after all), but I don't know about the mechanics. I know they improve action economy and general resilience, so that's a big plus. Maybe just use a higher point-buy (20 or 25)? Both?
So, has anyone started considering ways to use the new Ultimate Campaign kingdom-building stuff in their Kingmaker campaign? Did you/are you gonna convert your kingdoms to the new building stats? Maybe we could start working on numbers for trade agreements. Has anyone estimated the distance from the Kamelands to the River Kingdoms?
Quick version: How would you guys go about building a knight who rides a griffon? Per the Knights of the Inner Sea, to have a griffon mount you need to be 8th level and get it as a cohort from the Leadership feat. For my purposes that takes way too long. Is there any mechanical way of getting a "griffon companion" earlier? Context: The players IMC have a small kingdom and they found some griffon eggs. They mean to hatch the eggs and nurture the pups. Their end result: a small order of cavaliers mounted on griffons. I'd like to have a lower-level mechanical way of dealing with that. Maybe a cavalier archetype that got an "animal companion"-like griffon (that started at a smaller size with less HD and progressed from there)? Would the griffon's Magical Beast dice prove too powerful compared to a regular animal companion?
My players have asked before, and as I wanted to get some props going (specially the charter they signed to protect the city) I'm wondering: Does Sandpoint have a special symbol, badge or coat-of-arms? Maybe they use Magnimar's, since they are a part of that city bureaucracy? Maybe they have their own symbol, perhaps merging the four founding families'?
I'm about to start DMing this adventure path (the original version, though using Pathfinder rules) later today and wanted to ask the collective intelligence of the forums for pieces of your wisdom. I have already decided to enact a couple of changes on the first adventure, based on wonderful and numerous threads here: - Will run the festival for a time, give the PCs chance at the games (including the awesome Dragon Race!). - The Pyro Goblins encounter will happen at the Rusty Dragon; goblins will be throwing improvised molotov cocktails willy-nilly. - Ameiko will be suffering from a terrible debilitating poison (as part of Tsuto's plan of disabling the people who could prove troublesome to his plan), which will probably take her quite a few days to recover. - Shalelu (who is a mentor figure for a female ranger PC) will be captured and held prisoner at Thistletop. - Ameiko and her (drunk) father will have a confrontation in the Rusty Dragon before the whole Glassworks thing (so to expose more of that particular situation). Do any of you guys have any advice about running this path? Anything you wish you had changed but didn't, or things that you did do to smooth things out?
So, the divine scion's weapon proficiency states that she can get the Weapon Specialization/Greater Focus/Greater Specialization without needing Fighter levels, taking as regular feats. Since those feats' only requisites are the previous feat in the chain, would anyone be able to simply get Weapon Specialization at level 7, Greater Weapon Focus at 9 and Greater Weapon Specialization at 11? Would anyone with a single level dip in the class open up the feat chain? What about a Cleric 1/Fighter 6/Divine Scion 1? Would she be able to make the following feat choices at the appointed levels (getting Greater Spec at level 8, 4 levels before any other fighter)? Clr 1
I've recently joined a Skull and Shackles game on these forums with this character. I had her concept pretty solid and managed to hammer down most of her sheet during selection. But only when the game started I got the time to really do my research and honestly I'm a bit lost. Never played a monk before and specially not this specific complicated archetype, would really like suggestions. Before I proceed, what I'd like for her to do mechanically would be to dish out damage. I'd like her to kick ass in a straight-forward manner, with as little "mystical" abilities as possible. The DM has warned us that the campaign is hard and brutal, and I don't want to be a burden to the group. The problems I'm facing are the following: 1) Monk bonus feats suck. I really don't want to get into the grappling business, so I ended up getting Dodge (simply because there's not a better one). At level 2 I'll probably get the Deflect Arrows (also 'cause there's nothing useful). At 6? No idea. 2) BAB +0 on first level. This precludes me from taking two very important feats: Power Attack and Weapon Focus (to get Weapon Specialization afterwards). I end up having 2 feats at first level that I have no idea what to do with. I'd like to get Weapon Focus + Specialization at around the level it's possible (4) but I'm struggling with it. I could take Dragon Style at 3 (where I would take Weapon focus) and Dragon Ferocity at 5, and the benefit would be similar (+2 to damage that could scale with buffs, items, etc.). Suggestions?
I'm gonna be playing on a friend's Skull and Shackles campaign soon, and an image popped into my head. That's a badass pirate using a melee weapon on one hand (probably some sword) and a firearm on the other. My question is: How do I that without crippling my character completely to the point where I'm useless to the party? My initial thoughts are going for Gunslinger at first level and probably going on until at least 5th. Then maybe proceeding as Fighter for the many feats I'll need. The DM will probably be using a very high point-buy and the Hero Points optional rule. The issues I'm facing follow: a) Which weapons? I think maybe the rapier (for Finesse and later agile enchantment) and a Pepperbox. The point is: How much am I gonna suck until I can get the 11.000 gp to even make this possible? b) Funky TWF rules. I do know I can use a ranged weapon with two-weapon fighting, but how do I know whether a certain ranged weapon is Light or One-Handed? Specifically, the pistol and the pepperbox?
I DM a Kingmaker campaign, and most of the characters have the Leadership feat. As they tend to use their cohorts more as hirelings or second-in-command in their leadership positions, I don't have a problem with the feat. For a story-oriented reason, I'd like for one of the cohorts (explicitly the rogue cohort of the rogue Master Spy) to try to assassinate his 'boss'. Although the character, according to his own background and personality could be persuaded to kill the PC, I feel that that player would feel cheated (after all, Leadership cohorts are supposed to be almost fanatical). So I'm trying to come up with a extremelly strong reason for that to happen. If it doesn't rely on magic it has to be an EXTREMELLY good reason. Dominate Person would definitely not work. I'd like the cohort to have even if a small part of his conscience, or he wouldn't be able to pull it out (the DC 15 Sense Motive check do detect an enchantment would kill the plan in its infancy). The assassination attempt will probably be during a simple chat where the NPC will hold one of the PC's hand and with the other draw a dagger (using the Underhanded talent) and stab him in the gut. So I turn to the good folk at the Paizo forums, asking for suggestions on how to carry that out.
Hello folks, I'm Rune and I live in Brazil. I have a small IRL group to which I DM a couple Pathfinder campaings. I have only the Pathfinder Core Rulebook in print, although I'm fairly experienced in referring to PFsrd while playing and recommending archetypes/feats etc. for my players. I've been thinking about starting a weekly PFS game, but I honestly do not know where to begin. Language isn't a barrier for me, but it may be to some of my players. Somethings I'd like to know is what do I need to start playing (rulebooks, adventures, etc). Sadly I have to walk a bare-bones approach, since international charges make buying even a simple $5 book ends up costing the equivalent of 20 bucks. And lastly, I'd love suggestions on how to hook players up and expand the player and DM base. I mean, going from a homebrew campaign to a society one can feel stifling or restrictive.
I'm running a game in which, although elves aren't a majority, the group aims to build up a typical elven kingdom. By typical I mean mostly on wood areas, trying to live in balance with nature, etc. The kingdom building rules, though, go more for the feel of a typical "human" kingdom - vast farmlands to support enormous cities with an economy largely dependant on magic items. Seeing as I'm using 4th edition (and as I generally don't like the whole magic item economy) I also wanted to avoid that side of the rules. I'd like suggestions on how to deal with these issues, namely the following: Problems: 1 - Consumption
2 - Magic Item Economy
Regardless of the specifics, I'll probably allow much more freely application of the BP cost reduction on buildings because of spells. I feel it will more easily allow the "we don't generate that much profit, but we use our spells and superior knowledge" vibe. Any thoughts/suggestions?
In my campaign we are generally agreed on the casters > non-casters (and to be honest, that's not a question I'd like to debate in here) to the point that's getting to be a problem (the non-caster guys complain about the many save-or-lose effects, etc). One point of discussion is the Casting Defensively check; while much harder at PF than it was in 3.X, it's still possible, and on high levels, easily doable. A caster adjacent at the party's fighter or rogue can cast a number of spells that will effectively 'win' the fight with one failed throw. And so I've been thinking about getting rid of the Casting Defensively option for good. It would be a pretty hard nerf for the casters while still leaving them all the good variety of spells that has always existed and is one of the strenghts of the PF/3.X system. So what I'm asking here is: Is it too much? Are casters gonna be too nerfed? What weird repercussions could this have in-game? I realize it's gonna affect mostly melee-casters like Clerics, Paladins or Magus, but I think it at least gives a martial guy a chance at fighting a caster.
Although I'm only in the beginning of RRR, my PCs are a bit overpowered (high stats, almost all of them have Leadership) and I'm really psyched about tuning up the final encounter of VV. They have already met up with the Varnling host and the PC baroness has a secret fling with Maegar, planning to marry him after some courtship in endured by both sides. Also, the mage has a fling with an elven witch (Varnhold's Spymaster that disguises as Lily Teskerton) on the council, etc. tl;dr: Powerful PCs, want to add the Varnling Host to last encounter for maximum drama. So I expanded upon the idea of the Four Horsemen (following up on an idea I read on the forums) and decided he would surround himself with a mockery of these deities, made upfrom the valiant people of Varnhold and his dark, dark magic (profane rituals, etc). I need some help fleshing out these ideas and maybe stats. Spoilered for lenght and general spoilerage (?). Don't click if you haven't read/played Varnhold Vanishing:
td;dr Vordakai created minions resembling the Four Horsemen from dead/dominated NPCs of the Varnling Host. Help me flesh them out, please. Szuriel (War) - Originally a black-winged woman with bleeding eyes, she'll be represented by Malena Yakova, Varnhold's Sword of Justice (Royal Executor). [IMC's Varnhold, people charged with grievous crimes may ask for a trial by combat, and this Aldori swordlord has the task of assuring victory.] She fights with 2 Aldori blades and had levels of rogue (with a lot of combat talents, etc). She'll probably be dominated and have giant black wings stitched to her back (Vordakai's magic makes them functional, although the stitching is festering), so if she survives the PCs are in for a really tough decision. She'll probably be the easiest to stat, since I already have a partial sheet (the PC queen dueled with her before). Apollyon (Pestilence) - "Hulking ram-headed monstrosity" according to Campaign Guide. Probably Willas' (or a cyclops') corpse with a sewn in chimera's ram head. Is there any cool undead with disease/necromancy-related abilities? Trelmarixian (Famine) - Represented as a Jackal-Headed man, he has the body of Caspar Morgarion with the head of a worg stitched on the human neck. Completely undead (would like some sort of improved bite that deals penalties, etc). No idea on rules, though. Suggestions? Last but not least; Charon (Death) - Maegar himself, mounted on a white stallion and wearing a black cloak. Don't know if he's just dominated and powered-up or dead and raised. This is actually an important campaign decision, because the strong-minded PC queen will probably be carrying his child already, and if he dies (IMC there aren't ressurrections aside wish/miracle) the kingdom will probably never have another ruler (it's terribly difficult finding strong men that the queen will respect but that would defer to her rule). td;dr War is a (winged) half-elf rogue dual-wielding swords, Pestilence is an undead with the head of a ram, Famine is an undead Caspar Morgarion with an worg's head and Death is Maegar Varn on a pale white horse. Need help with stats. Please PEACH. Also, don't mind spelling errors since English is not my main language.
Hello folks, first-poster here. I'm from Brazil and I'm a big fan of the work that the Paizo crew have done, which I could only follow through isolated issues of old Dragon and Dungeon magazines, but even those wese hard to find and expensive to say the least (netting the equivalent of 20 dollars). I really want to get a subscription of the adventure paths and setting material, and to buy older editions. Question is: Is there any possibility of making an international subscription? Also: Where do I start? GameMastery Modules or Pathfinder? Note that I'm not talking about electronic versions; those I can't really enjoy reading and use on my games.
Sorry if my post doesn't adheres to the rules, but I actually had a hard time finding them. So I'll just adress the issue as perceived. The Sorcerer gets Intimidate as a class skill (page 41). Abyssal Bloodline grants Intimidate as a class skill (page 43). Well, just thought I could point the mix up and maybe contribute to such a great project. - Rune, from Brazil. |