Still in the process of finetuning the character sheet. But these are the basics.
Tristan is a non-cleric Priest of Desna. Multiclass Bard prestiging into the Evangelist of Desna.
"The informal clergy of Desna is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path."
He is in the Shudderwood for two purposes, to investigate the werewolves as a threat to travelers throughout the Shudderwood and to judge what actions will be needed to reclaim the Stairs of the Moon. The Desnan church is not resource-rich, nor highly organized and maybe he can find a way of hiring mercenaries or setting one group of wolves against another? At bare minimum, he's on a fact-finding expedition in the Shudderwood, but if any opportunities come his way to accomplish his goals he will take them. Luck and Desna favor the Bold!
The Stairs of the Moon is an abandoned temple of Desna located in Shudderwood.
Tristan is the ultimate traveler. A Varisian and a Desnan. He is widely traveled and has an immense knowledge base from tales he's collected in his travels.
Tristan is a switch-hitting skill monkey Bard Evangelist of Desna. With wide experience in traveling Ustalav Tristan is a Dirge Bard, hardened against harrowing experiences on the open road and the terrors all too common in the area.
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Before she can answer with something technically true yet disingenuous , Tristan adds or maybe not a stranger? Maybe someone from your oasis survived the attack that killed two in the Wastes
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
"Do you seek shelter at this point? I know that I told you back at the Camp to seek this place out should you ever need it."---Alicia
sense motive:1d20 + 19 ⇒ (12) + 19 = 31 Is this offer of shelter an honest one? Just the perimeter guards were almost enough to take us out. If they have any more allies within we could be EASILY overmatched. Honestly if whoever killed those bodies we found came from this place, I'd like to leave them alone and camp outside, far away in the Hideaway.
Not sure if we're seeking shelter? Although it does look nice and quite a beautiful change from the Desolation. We were following the tracks of what appeared to be a survivor of an ambush that left two dead bodies in the Waste. We were hoping to find them and escort them back to the camp before something bad happened to them. But their tracks led them here. Have you had any strangers wander in from the Waste in the past day or so? Tristan is lying. He thinks that our group is hunting a killer. Not an innocent survivor. This could be an incorrect assumption, but it's what he's thinking.
bluff to conceal the lie about looking for a survivor rather than a killer:1d20 + 14 ⇒ (13) + 14 = 27
sense motive to see if Alicia is truthful in her response:1d20 + 19 ⇒ (16) + 19 = 35
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Zorblag wrote:
As the three approach the party and Alicia calls out again "I see you've found your way to the Reclaimer's Garden and met some of it's protectors, the twins. Next time you should make your way directly to the heart of the garden so that the twins won't think you're up to something and attack."
While Auleth and Khoran go about healing everyone, Tristan addresses the Ranger and her companion. That's one hell of a security system you have there pointing to the retreating tiger. We were told these Oasis are sanctuaries. Didn't realize we could die by tiger if we somehow missed the front door. We truly meant no harm and were simply defending ourselves
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Tristan decides that outrunning a tiger isn't going to work unless he's willing to let his companions die. Although he realizes these may be the last throws of his life given the deadly nature of the tiger. also there's a dog barking, likely leading more foes to us so we need to end this asap and get outa here.
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Groff the glib wrote:
Zorblag wrote:
A dorn dergar is a two handed weapon, it cannot be used one handed without a feat which I don't have. Hence I can break the grapple or fight a giant tiger unarmed.
that's why I prefer 2handing a one-handed weapon. I hate getting grappled with the 2hander and not be able to attack. But you're going for the reach build so it can't be helped
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
if either of you have ranks in escape artist Liberating Command (immediate action) would be worth casting. But without ranks its likely not worth wasting a spell vs such tough grapple opposition
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Tristan appreciates Auleths caution, but we're gonna investigate this area regardless, so... Auleth forget about circling around. We need to check this out regardless. If there are tracks leading out, fine. We'll follow them , after seeing what's going on here.
we need to/should investigate all these "set pieces/areas", may as well dive straight in
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
perception:1d20 + 11 ⇒ (10) + 11 = 21
It would be nice to believe the rangers are kind and benevolent...But they are based in a town run by the Usurer. I'm still regarding them as suspect until proven otherwise. That pretty much goes for anyone based in the Camp.
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Well this looks NICE! Especially when contrasted with the rest of the Desolation. Which has gotta mean this area is crazy dangerous. Ready to go in and fight for our lives?
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion, Tristan only has five of these spells and one person will not have it cast one them, to be determined randomly each day
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
I've no desire to chase whoever this is after dark. If we lose track of him....Oh well, no big loss.
After the group sets up camp for the night Tristan will do his nightly devotions as soon as the stars come out and will then retreat to the safety of the the Hideaway
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Well...Either those tracks are from a survivor of an attack that killed these poor guys OR it's something responsible for killing them. Either way I think we should check it out. Sound OK?
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
At the start of the day......
At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion, Tristan only has five of these spells and one person will not have it cast one them, to be determined randomly each day
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
the dashed line modification is fine with me
As night falls and the camp (sylvan hideaway) is set Tristan sets about dancing his nightly devotions with the group hopefully watching over him.. And as soon as his devotions are completed he returns to the safety of the hideaway
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Groff the glib wrote:
"I've been almost killed messing around with someone not related to our mission. "
Groff I'm pretty sure that exploring the Desolation is central to our mission. Without doing that and going straight to Tsar will mean certain death. My metagame understanding of this AP is that we need to/should explore the Desolation before attempting Tsar. This will accomplish 2 goals A) leveling up B)learning the history/backstory of the area that may or may not be useful in preparing for Tsar. Yes this is a FGG app which means probably 25% of encounters will be potential TPKs and everyone will just need to outrun Groff ;) But I'm fairly certain attempting to bypass the Desolation and go straight to Tsar will be certain death. As such lets explore the Desolation and be prepared to back away/run when needed. I propose we explore the entirety of the Ashen Waste and then the Chaos Rift because they are furthest away from Tsar and I feel that stuff will get deadlier the close we are to Tsar.
I tried using arrows on the map but was unable to do so. Lets just do a counter-clockwise search through the interior of the Ashen Waste and see if we manage to survive that. That should take us through all the places that seem interesting on the Ashen Waste section of the map
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Well guys...That could've gone better. But given that we just tangled with a powerful spellcaster in there, it also coulda been WAAYYY worse. I say let's get outta here and leave the spellcaster alone.
it's quite comical that the Slumber Hex is used more on our own party than on villians
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Tristan follows Khorans command and moves to the pink square completely non-threateningly (total defense, standard)
Skills If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
It's Bannogs turn. But just wanted to throw this out there. I have no idea what to do on my turn. Probably just move away from the door and our confused comrades, but within sight of our buds so if the spellcaster enters to attack our them, I can chuck starknives at it...So if you have any suggestions yell'em at Tristan. Cause he's not gonna try to wrestle Groff outta the building....nope!
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
@GM
If Tristan begins a
Fascinate performance, standard action:
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
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and begins to move out of the building will any Fascinated characters follow him out of the building like the pied piper?
If he stays stationary the Fascinated characters will just sit and watch him. But if he begins moving I think the Fascinated characters should follow him
After seeing how well trying to force the confused members of the group out worked, Tristan wants NOTHIN to do with that and wants to resort to Bardic Trickery
edit: Unfortunately at this lvl Tristan can only affect one character. But its better than nothing
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Seeing the situation rapidly turn to s@&~ as half his companions become combat ineffective. Tristan decides to "run away like a bard" but first he'll try closing the doors before dragging Groff away from the fight to outside the building to regroup
RETREAT! Grimm grab Bannog, Khoran grab Auleth
performing actions in this order. May take more than one round
1) move to and close doors
2) grab groff hoping this doesn't get tristan full attacked by the party tank
3)drag groff outside
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Zorblag wrote:
After doing some reading and not getting a clear answer I'm going to ask for some guidance based on what you've seen in the past for Dispel Magic for the future uses.
It didn't matter this time it turns out, but for dispel magic as you've seen it used in the past does the spell just get dispelled for the creature dispel magic was cast on, or does the entire spell get dispelled (on everyone it's affecting?)
I also think (based on greater dispel magic,) that higher level spells of the same caster level would get dispelled first which means that I didn't need to roll for the Bless vs Magic Circle against Evil (it should just have been Magic Circle against Evil that got dispelled, so that matches what happened.) Does that match your experience?
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
In our current situation:
A) The TARGETED Dispel Magic would need to be cast on ONE character (the other character will remain unaffected by the Dispel).
Greater Dispel Magic 6th would allow multiple characters to be affected by the Targeted Dispel
If the spell was identified as Confusion, that spell could specifically be dispelled without risking dispelling the other buffs Groff has in place (Magic Circle, Bless). However, since the spell wasn't identified, the Dispel will be rolled against Confusion, Magic Circle, Bless in that order til one of them is dispelled.
Identifying spells to target with Dispel (avoiding buffs) is a key reason why spellcasters should max Know Arcana
It is not 100% clear to me, however my opinion is that the Targeted Dispel will work on an area effect spell with a fixed area and duration like Storm of Vengeance. But not against spells like Confusion, Slow, Haste as these spell affect their targets for a duration not an area. I believe once these spells affect a character/s it is no longer an area affect spell susceptible to a multitarget dispel. Its an effect that now travels with that individual for its duration and Dispelling on one character would not affect others.
of course I could be mistaken and unaware of some relevant FAQ or just be completely wrong in general
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Seeing the situation rapidly turn to s@%& as half his companions become combat ineffective. Tristan decides to "run away like a bard" but first he'll try closing the doors before dragging Groff away from the fight to outside the building to regroup
RETREAT!
1) move to and close doors
2) grab groff hoping this doesn't get tristan full attacked by the party tank
3)drag groff outside
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
Ok..that all makes sense to me. Too bad Tristan doesn't have Calm Emotions spell yet. It's my favorite antidote to Confusion, prevents that TERRIBLE situation where the parties fighter starts wailing on his comrades
HP 59/59 AC 21/ T 21/ FF 10/ F+8/ R+12 (EVASION)/ W+7 (IRREPRESIBLE)/CMD 22, Init +10, Perc +11,+1vsTraps, +4 in Surprise Rds Performance rds 14/14, Oracle 1rst 5/5, Bard 1: 5/5
edit: my apologies for not bring this up at the time of the will save
It's amazing how complex PF is, so before we get further into this combat I'd like examine Prot from evil
the prot against mind control is broken up into 2 parts:
A) granting an additional save against mind control effects in existence at the time Prot from Evil is cast. And if save successful surpresses the mind control for the Prot Evil duration
B) once Prot Evil is cast those affected by it are Immune to mind control effects.
A)"Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires."
B)"While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
It appears the "(spell, compulsion, mind affecting)" should not affect anyone within the Magic Circles radius.
Summary: Prot evil prevents mind control once its cast which Khoran did prior to this encounter. The second will save did not apply because an existing Prot Evil provides immunity.
The second save would have come into play IF we were affected by a mind control effect and after that, Khoran cast Prot Evil to grant us another save.
disclaimer: truly don't want to come off as an a~+#+%@ rule lawyer. just trying to help get a complex game right.