Wrath of the Righteous, Knights of the Black Blades!

Game Master BloodWolven

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Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Plot hook for Preacherelius (more specicially for Captain Fergus the Furious):

One (or more) summoned demons or devils that Captain Fergus slew with the actual Fiend-ender (his rapier, that is part of his ectoplasmic and incorporeal forms) BEFORE the Age of Lost Omens began, while Captain Fergus the Furious was still alive).

Captain Fergus the Furious' Life and Cause of Death:

Fergus was a tiefling (non-winged half-fiend?), who loved his mother (an Iblydosian woman, who a half-fiend forced its way on her to give her the seed that would become Fergus) and not knowing who his father was, grew up hating all fiends, until he met a tiefling who would eventually become his first mate (after discovering the tiefling was an escaped slave from Cheliax who was a crew member of a pirate ship that boarded slaver ships to free the slaves). Fergus was a tidal hunter ranger with evil outsiders as his primary favored enemy who was the pirate captain of the ship, Fiend's Demise. Fiend's Demise targeted slaver ships, and set the freed slaves ashore on Iblydos. Fergus preferred targeting Chelaxian slaver ships, as it increased the chance that he might get to send another fiend back to Hell or the Abyss. Fiend's Demise's first mate recruited other tieflings to join the crew, who had to pass the 'detect evil' test before Fergus offered them a spot on his crew instead of meeting their end on his rapier, Fiend-Ender.

Cause of Death: Captain Fergus and his crew were in the wrong place at the wrong time the day the thalassic behemoth, Ousmariku, destroyed the city of Liachora. When Ousmariku emerged from the depths close to the city of Liachora, it came across Captain Fergus' ship, Fiend's Demise, and capsized the ship before continuing on to Liachora. Had Ousmariku been the only thing from the depths that crossed their paths that day, Captain Fergus and his crew might have continued living past that day. They were not that fortunate, for an aboleth emerged from the depths and dominated Captain Fergus and compelled him to kill his crew. After his crew was dead, the aboleth struck Fergus with one of its slime-inducing tentacles until Fergus was affected with the slime, then commanded Fergus to stop attacking it and to swim to Liachora and head to high ground, stay there and do nothing but watch the behemoth destroy the city. Fergus died watching Ousmariku destroy Liachora for hours, seething with hatred that he was forced to kill his loyal crew and could not get revenge on the thing that caused him to slay them, as his flesh-turned-slime epidermis dried out, followed by his dermis to slime, then his hypodermis, as he slowly died in agony for hours.

While the actual Fiend-ender was with Captain Fergus when he died (after being helpless to stop his hours-long, agony-filled death) while being compelled to watch the destruction that Ousmariku did to the city of Liachora), the current whereabouts of the real Fiend-ender has never been discovered by Preacherelius and Captain Fergus during the past century. That was until their travels to get to the Worldwound, when Preacherelius started to hear rumours of a someone fighting the demons at the Worldwound with a weapon called Fiend-ender.

Is it Captain Fergus' infamous weapon he used to slay many a demon with (and his crew the day he died due to the aboleth compelling him to slaughter).

Maybe Captain Fergus' first mate was brought back to life and was dominated and/or was twisted towards evil ends.

What happens if Captain Fergus, who hated all fiends (and tieflings) until the day he met his future first mate, who proved to to be a bastion for good, in his own chaotic way, and changed Fergus' life to a Good purpose [freeing slaves in addition to slaying fiends], that the aboleth forced him to slay) is now a pure representation of the evilness of fiends that defined Fergus' life before the day he met the tiefling who became his first mate, his confident, his brother.

I never gave Captain Fergus' first mate a name...but now he needs one. :)

Or maybe his first mate was raised back from the dead at some point, and has not been twisted to evil ends, and is the one using the actual Fiend-ender that belonged to Captain Fergus in life, against the demons against the Worldwound in living memory to his Captain and best mate, who died more than a century ago (and has absolutely no idea that his best mate, Fergus, has been 'living' all this time (though in a phantom state tethered to a gnome aasimar the first mate never met).


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Phantoms for regular spiritualists:

A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.

While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life. A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.

Fully manifested phantoms can't wear armor but can use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation on page 74) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information.

Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.

Phantoms for Priest of the Fallen Spiritualists:

A priest of the fallen can channel many different hero-god phantoms, though only one at a time. These spirits will not suffer being confined in a mortal’s consciousness and must be manifested in ectoplasmic or incorporeal form or they return to the Ethereal Plane. They each have an emotional focus depending on their personality and retain some of their hero-god powers, determined by their mythic archetype. A priest of the fallen can channel a hero-god phantom with a ritual that takes 1 minute to perform. A priest of the fallen can channel only one herogod phantom per 24 hours, but once channeled, a hero-god phantom remains until a new one is channeled.

A standard spiritualist can do the 1 minute ritual as many times a day to manifest his phantom (as long is it was not banished to the ethereal plane within the past 24 hours).

A priest of the fallen spiritualist can only do the 1 minute ritual once per day.

A standardard spiritual's phantom remains manifested until one of the follwing happens: 1) it is returned to the spiritualist's consciousness (by the spiritualist taking a standard action to do that); 2) is banished to the Ethereal Plane; or 3) when the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness.

A priest of the fallen spiritualist's (currently manifested) phantom remains manifested until one of the following happens: 1) the spiritualist manifests another phantom or 2) the currently manifested phantom is banished to the ethereal plane.

Unlike a standard spiritualist's phantom, a phantom of a priest of the fallen spiritualist remains manifested when the priest of the fallen goes unconscious or falls asleep.

@GM Wolf:

That also means that for a Priest of the Fallen spiritualist, the 12th level phantom abilities of the Zeal emotion phantoms have no effect (since it works in conjunction with the shared conscious ability that priests of the fallen do not have and is an ability that all hero-god phantoms of the priest of the fallen have from the get-go) and the main benefit of the Dedication emotion phantom's 12th level ability is to be able to manifest from a sleeping spiritualist's consciousness to protect the spiritualist if they are attacked/helpless.

One of Preacherelius's phantoms (Callistria) is a dedication emotion phantom.

Devoted Servant (Su):
When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist’s consciousness to protect its master. The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist.

Looking at some of the other lv 12 emotion phantom abilities (that none of Preacherelius' other five phantoms have), one that fits with the theme of the dedication phantom (and the normal 12th level dedication phantom ability) is the one from the suffering emotion phantom, by changing it so it is the phantom's decision, not the spiritualist's decision, to use an immediate action to transfer an effect from the spiritualist to the phantom. Does swapping Callistria's 12th level dedication phantom ability to the suffering emotion 12th level phantom ability (with it being Callistria, not Preacherelius, who is the one who decides and have to use an immediate action for the benefit) have your approval?

Suffer in Stead (Su):
When the spiritualist reaches 12th level, as an immediate action when her phantom is fully manifested and within 30 feet of her, she can transfer any of the following conditions to the phantom that would afflict her: blinded, deafened, exhausted, fatigued, nauseated, paralyzed, sickened, staggered, or stunned. The spiritualist must choose to do this before the condition’s duration begins. The spiritualist can’t use this ability if any of the listed conditions are already affecting the phantom. Using this ability does not affect the duration of the transferred condition; it simply makes the condition affect the phantom instead of the spiritualist.

When the spiritualist reaches 18th level, as an immediate action when fully manifested, the phantom can use this ability to transfer any of the listed conditions to itself when the condition would afflict any ally within 30 feet. Using the ability in this way requires no additional action from the spiritualist.

Grand Lodge

HP: 16/16_ AC: 20 _T: 16_FF: 17_ Perception +8_Init: +4_Fort: +4_Ref: +5_Will: +7_CMB: +6_CMD: 21_Speed: 30
Skills:
Acro+7_EscA+6_K(Rel)+7_Ste+6|K(hist)+5_Ling+4_Prof(tailor)+7

Hey Preach, sure we can have met on the way!


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)
Guriok wrote:
Hey Preach, sure we can have met on the way!

Cool.

Do you already have a specific mountain range (and location within the mountain range) chosen for where the mountain monastery he trained at is?

If not, I can make some suggestions that could work for a path that Preacherelius took to travel, that goes by/through the mountain range the monastery is located in.

Grand Lodge

HP: 16/16_ AC: 20 _T: 16_FF: 17_ Perception +8_Init: +4_Fort: +4_Ref: +5_Will: +7_CMB: +6_CMD: 21_Speed: 30
Skills:
Acro+7_EscA+6_K(Rel)+7_Ste+6|K(hist)+5_Ling+4_Prof(tailor)+7

You better make some suggestions, hehe


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Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Guriok: Noted. :) The monastery is in the Kodar Mountains near where storm giants live. See below for the updated background I added to Preacherelius to give him actual specifics about the century he spent studying the Eye of Abendego to see why. :)

GM Wolf: I am changing which ability score rolls to min/max.

ability scores rolling post

ability scores arrangement

The updated min/max adjustments for the rolled scores are:

17
16
16
13 --> 14
11
11 --> 10

Stats placement at 1st level:

Str 11 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 14 (+2)
Wis 10 (+2 racial adjustment) --> 12 (+1)
Cha 17 (+2 racial adjustment) --> 19 (+2)

Timeline of Background (beginning with the year the Age of Lost Omens began, when the thalassic behemoth, Ousmariku, destroyed the city of Liachora in Iblydos.

pre-4606:

Manifests Shimmerella for the first time.

4606:

Aroden dies.

Ousmariku destroys Liachora.

Discovers he can manifest his recently deceased hero-god uncle (Irohmentingham), the hero-god and infamous pirate Captain Fergus the Furious and Callistria, a hero-god defender of the city of Liachora, all who perished the day that Liachora was destroyed.

Tries to see if he can manifest another one of his favorite hero-gods he enjoyed reading about, who was a friend to Shimmerella during her life, the hero-god leprechaun Philup 'Buckets' O'Gold, and succeeds in doing so.

Asks Shimmerella who her favorite mythical hero was she liked hearing tales about when Shimmerella was alive (5 centuries earlier): a medusa known as Maiden Medusa, from the Age of Legends, (a benevolent medusa who was tricked into a tragic death).

Travels to Nirvana and finds parents.

4607:

Travels to the the Guidestar of Desna and meets and befriends the young (19 years old) copper dragon, Maghara. Helps defend Desna's sacred site from the Pure Legion. The Guidestar of Desna becomes home to Preacherelius (and the hero-god phantoms) for the next century.

Travels to Jagged Reach and befriends the storm giant Arrelious Palamara, who set up a permanent residence the year before after the Eye of Abendego first appeared, to host storm giants who make the pilgrimage to witness the wonder and glory of the Eye. Upon learning Preacherelius' intent to try to seal the element rift, she laughs, then welcomes him to join her at Baid Asif on occasion. Arrelious comes to adore the whimsical nature of Shimmerella. Preacher (and the hero-god phantoms) are invited to join forays into the Eye alongside the storm giants on such occasions.

Open the spoilers for more specifics of the century he spent near/in the Eye of Abendego.

4713: Preacherelius starts having dreams about him and the hero-god phantoms fighting demons at the Worldwound. Storm giants who made the pilgrimage from their home in the Kodar Mountains offer to give him and Shimmerella a ride back to their home. He accepts their offer.

While traveling from the storm giant's home in the Kodar Mountains, Preacherelius comes across a lone male half-orc monk heading in the same direction he and Shimmerella are heading, and quickly discover they are heading east for the same purpose.

The locations that Preacherelius and the phantoms frequented and stayed at during the century they spent near/in The Eye of Abendego are (with events that occurred with Preacherelius and his phantoms in the locations contained in the spoilers):

Guidestar of Desna on Phahalen Island, which is at the northern edge of the Eye of Abendego.

Spoiler:

The young male copper dragon, Maghara, that lived there quickly assessed that Preacherelius and Shimmerella were not there to try to steal from his hoard and were there due to Preacherelius being of Desna faith.  After Preacherelius and Shimmerella helped repel the temple from a scouting party of Pure Legion, Maghara extended an open invitation to Preacherelius as a place to rest for as long as it takes him and the hero-god phantoms to seal the elemental rift of the Eye.  

Knowing that the leprechaun, Philup 'Buckets' O'Gold's greed would make it very likely that he would try to steal from the dragon's hoard, Preacherelius and his (gnome bardic/paladin hero-god in life) Uncle Iroh persuaded the dragon to let Philip access the hoard, to pull a prank on the leprechaun.  Philup did not waste time looking for a corporeal item to use as a bucket to gather up gold coins from the dragon's hoard and putting magic rings on his fingers.  When Preacherelius manifested his Uncle Iroh the next day, the corporeal bucket of gold and rings fell to the ground as Philup unmanifested, the leprechaun heard Maghara laughing, with the growing sound of Irohmentingham's laughter joining in, getting louder during the minute that the leprechaun was starting to fade during the minute Preacherelius was fully manifesting his uncle to replace Philup as the current fully manifested phantom.  That was the only day in the century that Preacherelius was close enough to the dragon's hoard for  'Buckets' to access it.  Many a time during that century, Philup caused himself to unmanifest as he attempted to access the gold from the hoard he had, for one glorious day, felt in his hands.

As the official Paizo canon does not state which year the red dragon, Aashaq, killed Magara (while the copper dragon was flying to the Shackles to visit his mate, Rokiere.  Unbeknownst to Maghara (and to Preacherelius and the hero-god phantoms), Rokiere had laid a clutch of (Maghara and) her eggs. I worked with Maghara just having become a young dragon (16 years old) and was 24 years old when he was killed by Aashaq. He had been using the Guidestar of Desna as his lair for three years when Preacher and Shimmerella first reached the sacred site to Desna.

4612: When Meghara flies south to spend time with Rokiere, Preacherelius remains at the Guidestar of Desna. Five years after Preacherelius and Shimmerella arrived at the sacred site, Meghara does not return home for weeks, which is unusual. Preacherelius has a dream Desna tells him to wait by the shrine. He does so and Meghara's ghost appears. Maghara tells Preacherelius that Desna has charged him with keeping her sacred site safe from for her faithful to take refuge in.

Maghara, Preacher and the hero-god phantoms do not know that Maghara will become a father later that year.

4622: Preacherelius his rumours from the storm giants that about some very young copper dragons living in the Shackles. Preacher gets a ride from the cloud giants so he can investigate the rumours before mentioning it to Maghara. Preacherelius and Shimmerella find Rokiere's lair, and tell her about Maghara being a spectral servant of Desna at the Guidestar of Desna. Rokiere, surprised and delighted at the news her love still lives, in a fashion, allows Preacherelius and Shimmerella to ride her as she, along with her offspring, fly to Phahalen Island to surprise Maghara that he's a father.

4622-4662: Rokiere and the the offspring travel from their lair to Phahalen Island each year during summer and winter solstices, which are holidays to the faithful of Desna, to visit Maghara and observe the faithful perform the Ritual of Stardust.

4662-4712: Maghara and Rokiere's offspring leave home to each establish their own lair. Rokiere and the offspring continue to travel to Phahalen Island for the solstices each year.

4713: Preacherelius starts having dreams about him and the hero-god phantoms fighting demons at the Worldwound. Storm giants who made the pilgrimage from their home in the Kodar Mountains offer to give him and Shimmerella a ride back to their home.

Baid Asif on Jagged Reach, also at the northern edge of the Eye of Abendego.

Spoiler:

Travels to Jagged Reach and befriends the storm giant Arrelious Palamara, who set up a permanent residence the year before after the Eye of Abendego first appeared, to host storm giants who make the pilgrimage to witness the wonder and glory of the Eye. Upon learning Preacherelius' intent to try to seal the element rift, she laughs, then welcomes him to join her at Baid Asif on occasion. Arrelious comes to adore the whimsical nature of Shimmerella. Preacher (with his phantoms) is invited to join forays into the Eye alongside the storm giants on such occasions.

Preacherelius (and the phantoms) are taught how to speak Giant by Arrelious.

4713: Preacherelius starts having dreams about him and the hero-god phantoms fighting demons at the Worldwound. Storm giants who made the pilgrimage from their home in the Kodar Mountains offer to give him and Shimmerella a ride back to their home.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Had some unexpected stressful family things today. Do not have Preacherelius fully finished like I hoped to by now.

Working on his gear currently.

Adjusted the skill ranks and modifiers to account for change to skill ranks and ability modifiers.

Once I get Preacherelius completed, plan on getting Shimmerella completed (mostly just skill ranks, combat abilities and combat summary). I might have her completed before 8:30 pm Pacific tonight.

The remaining phantoms will not be completed by that time tonight but will be before next Wednesday...which is Christmas Eve.

Should we shoot for having the first dedicated weekly hour be on Jan. 7, being that the next two Wednesday evenings are Xmas and New Year's Eves?


I am actually crawling into bed now, need sleep, happy crafting! I will catch up tomorrow.


Male
Skills:
Percep +6|Diplo +9 (Charming, +10)|SM +6|Heal +10|Kn. eng +7|Kn. planes +10|Kn. religion +7|Spellcraft +7
Special:
Touch of Good (Sp) 4/4xday|Instinctive Spellcasting I (Ex) 2/2x/day
Vitals:
HP 22/22|AC 18 (11 T, 17 FF)|F: +4, R: +4, W: +4|Resist acid, cold, & electricity 5|Init. +6|BAB +1 CMB +5 CMD 16

WAIT! I thought we are gaming in 4 minutes! I set my alarm to be awake at 11:30pm We're not gaming tonight?

I, too, am going back to bed.


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

I'm confused. Is the idea we will only post on Wednesday evening? Or Wednesday evening but also other times as well?


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)
Endellion Morgethai wrote:
I'm confused. Is the idea we will only post on Wednesday evening? Or Wednesday evening but also other times as well?

Expected posting rate (from first post of the recruitment thread):

Please provide your timezone: I am in Pacific Time Zone. I hope that we can come to a consensus of all being on about the same time to keep the game moving. For example it could be feom 7 pm to 8 pm. I would prefer 8 pm to 9 pm. Yes we will expect you to post at least once per day Monday to Thursday. Also expect to post about 5 to 10 times in our dedicated hour. I post a lot normally but sometimes I hit a slump or draw into my depression, I will do my best to keep you informed so the game can continue.

So, for our group, the expected posting rate (for each player) for each week is:

(weekend) Friday to Sunday: no expected post.
Monday: at least one post
Tuesday: at least one post
Wednesday (before dedicated weekly hour at 8:30 pm Pacific): one least post
Weekly dedicated hour (Wednesday 8:30 p.m. Pacific to 9:30 p.m. Pacific)
Thursday: at least one post

As I mentioned last night, we probably want our first dedicated hour (since we did not use it last night) to be on Wednesday, January 7 due to the next two Wednesday evenings being Christmas Eve and New Year's Eve.


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'
Preacherelius wrote:

As I mentioned last night, we probably want our first dedicated hour (since we did not use it last night) to be on Wednesday, January 7 due to the next two Wednesday evenings being Christmas Eve and New Year's Eve.

Yep yep, makes sense.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Guriok: I plan on taking a look at the various points of interest in the Kodar Mountains to figure out a decent location within the mountain range for the monastery you trained at. If I do not get to that today, I will probably do it tomorrow.


1 person marked this as a favorite.
Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Guriok.

My searching and reading have come up with the following as a potential for which monastery Guriok studied at.

Question: Which races are the NPCs Tinis Vera, Justin and Timber?

Suggestion for an existing monastery is Sech Nevali, which is located in the Mindspin Mountains, northwest of Nirmathas and west of Northern Fangwood.

I suggest reading pathwiki page (I linked for convenience) for Sech Nevali before continue to read (so everything below makes sense).

The monastery would work well for your monk learning the ways of the windstep monk.

From the pathwiki entry for Sech Nevali:

"The orders of secretive, isolationist monks correctly believe that not even orcs would brave the most treacherous mountains in the Hold of Belkzen to disturb their solitude."

"A fourth chain failed centuries ago, making the monastery sway disconcertingly in strong winds."

"In 4670 AR, Nirmathi explorers looking for a safe route to Varisia rediscovered Sech Nevali by accident. In 4673 AR, about 40 adventurous scholars from Almas University and the University of Korvosa established a hidden research station here."

"Only a dozen of these former scholars remain in the monastery, and are divided into two rival groups. Both groups have adopted the dress and name of the monastery's former occupants and worship the Peacock Spirit."

*

From the pathwiki entry for storm giants living in the Kodar Mountains:

"Storm giants can also be found in the Kodar Mountains, where they are among the few creatures hardy enough to withstand the extreme climate and treacherous cliffs."

"Storm giants tend to be loners."

*

Common theme being "treacherous mountains/cliffs' for why both the Kodar Mountains that storm giants like for isolation and the monks like the privacy the treacherous mountains where the monastery is.

*

I googled Do monks train at the Hanging Monastery at Sech Nevali?

*

While the pathwiki says that only of a dozen of the about 40 scholars who originally studied at Sech Nevali are remaining (and the dozen split into 2 sects), there could be a third group, that decided to use the Hanging Garden to train in the ways of the monk instead of studying the arcane (the leaders of the two factions are an arcanist and a wizard).

I have been working that in-game the campaign is begging in 4713 (matching up with the year the AP started being published) and the monastery was rediscovered (by accident) in 4670 (43 years (or more?) before our campaign starts, which gives potential decades that Guriok's mentor could have been training at the monastery, and is not part of one of the two existing splintered sects (who dress in the style of and worship the lawful evil Peacock Spirit deity).

So the bulk of the original scholars might be a the remnants of the original group who did not become faithful to the evil deity.

*

Should you like and make that the monastery he studied at, it gives a two decent routes to make our way to Kenabres, as follows:

Travelling southeast from the mountains to the Tourondel River (that runs between Northern Fangwood and Southern Fangwood) to Lake Encarthan, travel by ship north to the Destach River, and take that river north, than across some plains to the West Sellen River, and traveling by boat/ship the rest of the way to Kenabres.

or

Travelling northwest from the mountains across the plains to the Kestrel River, taking it to Vigil, and traveling overland and by river through Ustalav, to Ardis, then traveling the rest of the way by rivers (Vhatsuntide River, Mountray River, West Sellen River).

*

Would you like to go with the the Hanging Monastery being were he trained as a monk?

Grand Lodge

HP: 16/16_ AC: 20 _T: 16_FF: 17_ Perception +8_Init: +4_Fort: +4_Ref: +5_Will: +7_CMB: +6_CMD: 21_Speed: 30
Skills:
Acro+7_EscA+6_K(Rel)+7_Ste+6|K(hist)+5_Ling+4_Prof(tailor)+7

That sounds reasonable. He'd have taken the northwestern way. It also makes sense that he trained with a group that studies the arcane as well as martial arts, which makes his sorcerer second gestalt class make more sense.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Oops. Northeast (not northwest) to cross the plains to get to Sigil/Ustalav from the monastery.


1 person marked this as a favorite.
Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Guriok:

The bare bones of how Preacher, Shimmer and Guriok met, and the detailed route of how we traveled from the Mindspin Mountains to Kenabres.

Please take a look at the pathwiki entries I linked for the places that we passed through/by on our way to Kenabres, and let me know if you want to add in any background stuff for our characters during our trek.

Spoiler:

Trunau is about 70 miles northeast of Sech Nevali, and about 15 miles south of the Kestrel River.

Looking at the map, will put the storm giants' home near the eastern edge of the Mindspin Mountains about 35 miles north of Sech Nevali.

Putting the seldom-used mountain paths we each used from our respective starting points in the mountains emerging from the mountains considerable closer to each other than 35 miles. So on the day you make your way down from the mountains to the foot hills, you see me within sight a bit north of you, as I make my way to the foothills. When Shimmerella sees you she starts waving at you and beckons you to come towards her and Preacherelius.

Should you want to add any thing of note that happened to us before we get to Vigil (and of course from Sigil to Kenabres), let me know.

After passing through Trunau, then walking on the south bank of the Kestrel River for about 80 miles, we will be passing by Castle Everstand (reminder that the Wrath of the Righteous AP takes place in 4713 (the entry includes events that took place at castle after that year).

Then traveling for about another 35 miles beside the river (on the south bank, which becomes the east back as it curves north, gets us to where it merges with the River Esk from the west, with Castle Firrine, which is west of the Kestrel River and south of River Esk. North of the River Esk here is the Ghostlight Marsh.

About 35 east along the River Esk, until we reach Vigil (it has not been destroyed yet), is on the northern shore of the river, which at Vigil merges with the Path River.

As from Vigil, we take the Path River to skirt around the western chunk of the Hungry Mountains and then travel through the foothills between the western Hungry Mountains and eastern Hungry Mountains, and make our way to Ardis. From there travel north along the river to Chastel.

From there we go overland to Vische, cross the West Sellen River there, than overland to Aaramor.

The next stops along the way are

Nerosyan

Star Keep

and finally arriving in

Kenabres.

I did not read the pathwiki entry for Kenabres (to prevent possible spoilers).

Grand Lodge

HP: 16/16_ AC: 20 _T: 16_FF: 17_ Perception +8_Init: +4_Fort: +4_Ref: +5_Will: +7_CMB: +6_CMD: 21_Speed: 30
Skills:
Acro+7_EscA+6_K(Rel)+7_Ste+6|K(hist)+5_Ling+4_Prof(tailor)+7

Hey I will probably slow down posting now until after new years. I think I'll still be able to post once or twice.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@GM Wolf:

Can we make use of Table 15-29: Estimating Magic Item Gold Piece Values on page 550 of the Core Rulebook?

The magic item I would like, using those rules, are contained in the spoiler (with some more backstory to incorporate it and the free holy symbol of Desna Preacherelius begins with, and one of the three NPCs that are important to him). The other two NPCs (in addition to the hero-god phantoms) that are important to him are the young copper dragon ghost, Maghara (and by extension his living mate, Rokiere and their children, who turned a century old recently) and the hostess/owner of Baid Asif, Arrelious Palamara. Unlike Maghara and Arrelious, the NPC introduced to his background story in the spoiler is my creation and not an established Paizo NPC).

Backpack of Journeying:

Before starting the journey to the Worldwound from The Guidestar of Desna (on Phahalen Island) and Baid Asif (on Jagged Reach), Udara Umie (a female storm giant cleric of Desna from Tian Xia named , who has made the pilgrimage to Baid Asif and the Guidestar of Desna multiple times over the past century) asked the storm giants heading back home to the Mindspin Mountains to delay departing for 2 days, and asked Preacherelius to loan him his masterwork backpack during that time. The storm giants and Preacher both did as requested.

Two mornings later, Udara returned the masterwork backpack to Preacherelius, which she had imbued with magic to make it a lesser backpack of journeying to help him in his travels. It was Udara Umie who had (a few decades earlier) given Preacherelius his silver holy symbol of Desna (which has the same weight as a typical silver symbol crafted for a human to wear), which instead of the silver being in the shape of a single butterfly, it has flutter of silver butterflies in the shape of the Guidestar of Desna.

Whenever Preacherelius and Shimmerella were at Jagged Reach when Udara Umie would dance under the starlight, Preacherelius would join in, and Shimmerella (who is ankle-high to Udara) would laugh and dance around atop one of Udara's feet.

As Preacherelius and Shimmerella were about to leave, Arrelious told the gnomish aasimar, "You made me laugh a century ago when you told me you wanted to seal the wonder that is the Eye of Abendego. May you succeed in closing the rift you are traveling to," before she bends down and scoops Shimmerella into her right hand and raising it to in front of her face to look the brownie in the eyes, "I expect wonderful tales of your adventures when you return, my tiny friend."

*

"Lesser Backpack of Journeying" (Caster level 1st) (360 gold)

1st level spell effect (Ant Haul) x 1st level caster level x command word ("Journey" in Giant for Preacher's backpack)

base cost = 1 x 1 x 1800 gold = 1800 gold

Specials

Magic Item Slot Used: Shoulders (no price adjustment)
Charges per Day: divide price by (5 divided by # of charges/day (1 charge/day) = 1800 gold / (5 / 1 charge per day) = 360 gold

Once per day, the wearer of a Lesser Backpack of Journey can say the command word, while the backpack is strapped to his back, to benefit from the ant haul spell for two hours. He only benefits from the burden-lessening effect whenever the backpack is strapped to him during this time.

*

Backpackpack of Journeying (caster level 2nd) (720 gold)

A backpackpack of journeying functions as a lesser backpack of journeying, except the duration is 4 hours instead of 2 hours.

*

Greater Backpack of Journeying (Caster level 4th) (1,440 gold)

A greater backpackpack of journeying functions as a lesser backpack of journeying, except the duration is 8 hours instead of 2 hours.

*

As muleback cords (permanent continuous ant-haul effect that does require a command word to activate) is worth 1,000 gp (less then the 1,440 gold for only 8 hours a day (that requires command word instead of being continuous) of the greater backpack of journeying.

Adjusting calcuated prices to suggested prices using muleback cords as a reference:

Lesser Backpack of Journeying (225 gp)

Backpack of Journeying (450 gp)

Greater Backpack of Journeying (900 gp)

*

As muleback cords are continuous instead of using a command word (which has a default of 5 charges per day for a non-consumable charged items from the table), that adjusts the prices to better match up with the price of the muleback cords to:

Lesser Backpack of Journeying (45 gp) (1 charge per day, 2 hour duration)

Backpack of Journeying (90 gp) (1 charge per day, 4 hour duration)

Greater Backpack of Journeying (180 gp) (1 charge per day, 8 hour duration)

Do I have your approval for the home-brewed lesser backpack of journeying, and with it having a value of 225 gp?


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Darn, edit window expired...

Please wait until I post regarding the backpack of journeying prices again - the post above failed to take into account that the default x 1800 gold for a command word activated magic item (compared to the x 2,000 for a continuous duration magic item) works with a default of 5 daily charges for the x 1800 gold multipler.

Open the spoiler in my post above for the addition to Preacherelius' background story.


1 person marked this as a favorite.
Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Updated Pricing Calculations for Backpack of Journeying:

design notes: muleback cords are listed as CL 3rd and having bull's strength as spell prerequisite. 3rd level for bull's strength, but the 1st level ant haul spell actually is the spell effect that muleback cords have (and gain it via 1st level spell (ant haul) and with a caster level of 1st).

Magic Item using for comparison is Muleback Cords (value of 1,000 gold).

Using Table 15-29 to calculate what the price for muleback cords would be:

1st level spell x caster level 1st x 2,000 gp for continuous effect = 2,000 gold.

So an extra modifier of x 50% was applied to determine final value of muleback cords.

With that in mind, and that a comparable item that uses command word that has the -10% discount from the value of an item with a continuous duration, has 5 daily charges.

As dividing the price of the currently proposed greater backpack of journeying by 5 gives a result of 180 gold, that is considerable too low for the benefits the magic item has (a duration of 8 hours, which is a third the 'duration' of a continuous duration item in a 24 hour day.

Updated (and now 4 tiers of Backpacks of Journeying)

All backpacks of journeying are masterwork backpacks and have a caster level of 1st.

Each charge has a duration of 2 hours.

Using the muleback cords as the starting reference point

A continous duration magic item has cost factor of x 2,000 gold

A command word duration item with (5 daily charges) has a cost factor of x 1,800 gold.

Therefore, the discount to make a continous duration magic item into a 5 daily charges magic item is 10 %. (2,000 x 90 % = 1,800)

So working with the most powerful version of a backpack of journeying (with 5 daily charges)

That is 5 charges (at 2 hours per charge for being a CL 1st item), which using 10 hours to represent a 'full day' (as 8 hours plus 2 hours of forced march) comparable price using muleback cords: 10 % discount = 900 gold for magical cost added to cost of masterwork backpack.

The above gives us 5 daily charges of for CL 1st of ant haul = 900 gold.

Working backwards, for less number of daily charges.

1st level spell x CL 1st x 1800 gold x (5 divided 5 charges/day) x 50 % (muleback comparison pricing) = 900 gold.

condensed to:

900 gold / (5 divided by 5 charges/day) = 900 gold (+ MW backpack cost = 950 gold)

With the formula figured out, now to apply to with less charges per day:

*

Minor Backpack of Journeying (1 daily charge, 2 hours duration/charge)

900 gold / (5 divided by 1 charge per day) = 900 / 5 = 180 gold (+ MW backpack cost = 230 gold)

*

Lesser Backpack of Journeying (2 daily charges, 2 hours duration/charge)

900 gold / (5 divided by 2 charges per day) = 900 / 2.5 = 360 gold (+ MW backpack cost = 410 gold)

*

Backpack of Journeying (3 daily charges, 2 hours duration/charge)

900 gold / (5 divided by 3 charges per day) = 900 / (5/3) = 900 x 3/5 = 540 gold (+ MW backpack cost = 590 gold)

*

Greater Backpack of Journeying (4 daily charges, 2 hours duration/charge)

900 gold / (5 divided by 4 charges per day) = 900 / (5/4) = 900 x 4/5 = 720 gold (+ MW backpack cost = 770 gold)

*

Easy to read Magic Item Entries for the different tiers of Backpacks of Journeying:

Minor Backpack of Journeying (CL 1st) (230 gold)

Once per day, the wearer of this masterwork backpack can say the command word to be affected by the ant haul spell for 2 hours. The backpack only grants this benefit while the backpack is worn during the duration.

*

Lesser Backpack of Journeying (CL 1st) (410 gold)

This masterwork backpack functions as a minor backpack of journeying but its magic can be activated twice a day instead of only once per day.

*

Backpack of Journeying (CL 1st) (590 gold)

This masterwork backpack functions as a minor backpack of journeying but its magic can be activated three times a day instead of only once per day.

*

Greater Backpack of Journeying (CL 1st) (770 gold)

This masterwork backpack functions as a minor backpack of journeying but its magic can be activated four times a day instead of only once per day.

*

@GM Wolf:

Provided you approve of the homebrewed backpacks of journeying (and their updated and balanced gold piece values in this post), Udara Umie imbued Preacher's masterwor backpack into a minor backpack of journeying or a lesser backpack of journeying. Which version will depend on how I readjust my gear to see which of the two I budget into his starting gear.


1 person marked this as a favorite.
Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@GM Wolf: Seth86 is good to join our group. He needs an invite to our 'table'.

@everyone: Seth86 is more than happy to take on the paladin role.


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Cool cool, I'll go back to Ranger-Inquisitor in that case.


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

@Everyone: One thing. Pending what Seth86 pairs Paladin with, it looks like we don't have trapfinding/disable device covered.

I can dip one level of UnRogue to cover that at 3rd if that works for everyone?

It's not really a sacrifice. I can dip on the Ranger side and the delay doesn't really matter. I also get a couple of skills in class for it and since I'm taking the Sanctified Slayer archetype for Inquisitor, the 1d6 of sneak attack damage from UnRogue will stack with the sneak attack dice I start getting at 4th level.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

I am debating swapping the emotional focus for the archmage phantom, Maiden Medusa (still reading the other emotional focuses, that none of the other five phantoms have) that might fit as her emotional focus.

Endellion Morgethai wrote:

@Everyone: One thing. Pending what Seth86 pairs Paladin with, it looks like we don't have trapfinding/disable device covered.

I can dip one level of UnRogue to cover that at 3rd if that works for everyone?

It's not really a sacrifice. I can dip on the Ranger side and the delay doesn't really matter. I also get a couple of skills in class for it and since I'm taking the Sanctified Slayer archetype for Inquisitor, the 1d6 of sneak attack damage from UnRogue will stack with the sneak attack dice I start getting at 4th level.

We do have disable device covered (to a degree...) but not the trapfinding ability.

Preacherelius (beginning at 2nd level, which we are starting as) has a +7 Disable Device modifier (but prefers not being the one trying to disarm traps - the leprechaun handles that task). He will probably not increase the number of ranks above the initial rank he has in Disable Device until 18th level, when he gets extra skill ranks for an Int increase, so that he meets the prerequisites for the Subtle Hand use of Magic Trick (Mage Hand) at 19th level (when he will gain the Deft Hands feat).

When the (leprechaun) trickster phantom of greed, Philup 'Buckets' O'Gold is manifested, his abilities include the following:

His bonus class skill (that is player choice) is Disable Device (which will be kept at maximum ranks).

Trickster: The phantom gains the sneak attack rogue class feature as a rogue of a level equal to the phantom’s Hit Dice. It can use the sneak attack ability a number of times per day equal to its Dexterity modifier (minimum 1). At 12th level, whenever the phantom is in darkness or dim light, it can move at full speed without taking a penalty on Stealth checks.

As Preacherelius can effectively swap out the current phantom once per day (but not until at least 24 hours have passed since he last manifested a phantom, until 6th level, when he can do so one additional time per day via Phatom Call) he can manifest the the leprechaun to handle traps.

Thanks, Endellion, for thinking of that party role that our party currently does not cover very well.

Preacherelius' skill leveling build will keep the following skills maxed out: Bluff, Diplomacy, Linguistics (via background skill) Perception, Sleight of Hand (via background skill), Sense Motive, Spellcraft and Use Magic Device. He will also have two unassigned skill ranks at each level starting at 3rd level (to account for what happens in-game), so I could potentially add Disable Device as another skill he keeps maxed out (or close to maxed out) for opening locks (he would still manifest the leprechaun to handle traps).


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

I *can* gain trapfinding *if* GM Wolf allows me to take the trapper archetype in addtion to the planar scout archetype for ranger.

Technically, by RAW, they cannot be taken together because they both alter the "Class Skills" class feature:

The planar scout archetype alters the class skill list: gaining Knowledge (planes) as a class skill and losing Knowledge (dungeoneering) as a class skill.

The trapper archetype alters the class skill list: adds Disable Device as as class skill in addition to the normal ranger class skills.

The trapper archetype replaces the ranger's spells class feature. As delay poison is a 1st level ranger spell (and is not on the spiritualist spell list), I did ask the GM if I could take the trapper archetype with the planar scout archetype.

If the GM allows me to take both ranger archetypes, and someone else will gain/have delay poison I am willing to add the trapper ranger archetype to Preacherelius, which would give him the following:

Trapfinding

@5th level: Traps (snare trap & one of choice; gaining another trap of choice every 2 levels above 5th level).

@10th level: Launch Trap

At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack.

Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the ranger had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used.

Preacher could use his daggers to throw magic traps at foes. :)


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Don't worry about it Preacherelius, a Rogue dip works fine for me. Aside from Disable Device and Trapfinding, Endellion also picks up a couple more skills in class, and an extra 1d6 Sneak Attack. Since we're using EitR rules, which makes the UnRogue's dex to damage redundent, she gets the Nimble Moves feat as well. It's a nice feat to have, but I wouldn't have room to take it otherwise. It's a good dip for me.

All it costs is the loss of 1 BAB. That's nothing to Endellion since she'll be using Favored Enemy and Studied Target along with Inquisitor buffing on top of full BAB.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Endellion: cool.

That keeps more 'unallocated skill ranks' for Preacher without needing to keep Disable Device maxed out.

His Disable Device at 2nd level is +4 (not +7) unless our GM allows me to take the Trapper archetype, which will give him the class bonus for the skill. His ranks in the skill will probably not increase until 18th level, which he will probably max out then, as he will be able to disarm traps without much risk to himself, by being able to disarm traps (and open locks, and pick pockets) from 145' away (with a -5 DC penalty) at 19th level (150 feet at 20th).

I do like that the trapfinding class feature would make it easier for Preacherelius to spot traps (he spots them, someone else, be it Endellion or the leprechaun, disarms them).

After reading the various traps of the trapper ranger archetype....I like the visual (and fun factor) of Preach being able to cause some fun (for us, not our foes) when he throws his daggers.

@GM Wolf: Can I take the the trapper ranger archetype in addition to the planar scout archetype?

As I posted earlier, it is only because they both add a class skill (and one removes a class skill) that, by RAW, they should not be compatible.

It will make for some more fun roleplay/combat tactics if you allow it. :)

If Preacherelius also gains the Trapper ranger archetype:

ranger traps

Thematically, Shimmerella's 'brownie magic' and Preacher's link to the plane of Nirvana are the source of most of his traps. The century he spent by and in the Eye of Abendego is linked to one of his traps.

He utilizes supernatural traps, not extraordinary ones. He uses a bit of string he tears off from Shimmerella's spool of string when he prepares the magical trap. Turns out she can still use some brownie magical tricks, even as a phantom, whether she's manifested or not. :)

Although he could use all the traps he knows without needing to throw his daggers, story-wise most he will only use some of the traps via throwing his daggers, with the demon-focused traps being ones he uses both ways.

Traps gained Level Plan

5th: snare trap (automatic) (Ex or Su), selective* (Ex or Su) (can choose 'evil alignment' to only ensare evil creatures)

7th: Wounding Trap (Ex or Su) (When he gains Launch Trap at 10th level, he can thow his trapped daggers that deal 1d6 + half his ranger level (B, P or S) damage in addition to their normal P or S damage.)

9th: Penetrating Trap* (Ex or Su) (When he throws his Wounding Trap daggers, the trap damage becomes 1d8 + half his ranger level, and they are treated as his choice of adamantine, cold iron or silver.)

11th: Sleet Trap (Su) (Thematically, he channels some of the Eye of Abendego when he throws the dagger.)

13th: Anchoring Trap* (Su) (A way to prevent a demon from planeshifting/teleporting/etc. away from the group as we are dealing with it.)

15th: Summoned Ally Trap (Su) (Thematically summoning animals from the plane of Nirvana or from Iblydos.)

17th: Telepathy Trap (Su) (A demon cannot telepathically communicate.)

19th: Spell-Stealing Trap (Su) (Thematically his Uncle Iroh (who was a prankster bard/hospitalier paladin in life) helping his nephew 'pull a prank' on a spell-casting foe.)


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

correction: The DC would be +5 (for an effective -5 penalty to his disable device).


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

In Pathfinder's campaign setting of Golarion, was the empyreal lord Arshea present during the Age of Legends?

Changing Maiden Medusa's emotional focus to lust instead of anger. Captain Fergus the Furious's emotional focus is tied to both how he died and his hatred of demons. The other phantoms' emotional foci are tied to how they lived, not to how they died, so going that route with Maiden Medusa as well. The powers of a lust emotional focus phantom lines up better with a mythic archmage than the anger emotional focus does (Dominate Monster is the high-level ability of a lust emotion phantom).

The game mechanics of the ability she gains at 12th level (Aura of Ecstasy) (that gives creatures that fail their saves the shakened and staggered conditions) can thematically work as her snake hair hissing (shakened condition) and her (in life) petrifying gaze working to a lesser extent (staggered condition).

In addition to protecting maidens traveling through the forest trails from bandits, she also hosted bacchanal parties that fey, magical beasts, monstrous humanoids and humanoids attended (and were usually featured at some point in the various stories that featured Maiden Medusa). With many of the stories featuring Maiden Medusa that Shimmerella listened to while the brownie was alive, making Maiden Medusa Shimmerella's all-time favorite mythical hero from the Age of Legends.

In life, Maiden Medusa was mythic archmage dreamspun bloodline sorcerer.

A recurring theme in the myths that featured her was her implanting memories into her lovers' minds while they slept, that was the impetus of her lovers' adventures that became myth.


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Preacherelius: Yeah, Endellion has Detect Alignment. It's a 2nd level Inquisitor class ability.

Endellion is fully converted over to Inquisitor from Paladin now. I decided to add the Ravener Hunter archetype along with Sanctified Slayer. Ravener Hunter trades the Inquisitor's domain or inquisition for two revelations from on Oracle mystery. Calistria is lacking in decently good domains aside from luck, and I'm tired of that domain. I'm going with the Wind mystery and taking Air Barrier as my 1st level revelation. It will be a few levels before I can fully use it, but by around 6th level or so I'll have enough hours or use to ditch armor altogether. Great for a dex character. At 8th I'll probably take Wings of Air because wings!

I also remembered that Investigator gets trapfinding at 1st level too. An Investigator dip might actually be better than UnRogue since Endellion has a decent intelligence. I'll worry about which later on when I need to decide.


Preacherelius wrote:

@Guriok.

My searching and reading have come up with the following as a potential for which monastery Guriok studied at.

Question: Which races are the NPCs Tinis Vera, Justin and Timber?

Suggestion for an existing monastery is Sech Nevali, which is located in the Mindspin Mountains, northwest of Nirmathas and west of Northern Fangwood.

Common theme being "treacherous mountains/cliffs' for why both the Kodar Mountains that storm giants like for isolation and the monks like the privacy the treacherous mountains where the monastery is.

*

I googled...

I am not sure about the NPCs Tinis Vera, Justin and Timber.


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)
Endellion Morgethai wrote:
I also remembered that Investigator gets trapfinding at 1st level too. An Investigator dip might actually be better than UnRogue since Endellion has a decent intelligence. I'll worry about which later on when I need to decide.

If GM Wolf allows me to take the Trapper ranger archetype in addition to the Planar Scout archetype, Preacher can spot the traps more easily via trapfinding the archetype has. Endellion (without requiring her to take a class dip to gain trapfinding) could handle disarming nonmagical traps, while Preach deals with the magical traps.

In-game it could be a difference in the types of traps they are each familiar with (mechanical/extraordinary ones Endellion is familiar with, and magical ones that Preacher is familiar with).

I am hoping for the the GM's okay for Preach to be a planar scout/trapper ranger (on the ranger side of his gestalt). :)


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Without a dip into Rogue or Investigator, Endellion doesn't have disable device as a class skill. So it's an all or nothing thing for me.

If you want to handle traps so badly, be my guest and I'll not bother with a dip. I don't mind doing it at all, but I don't actively want to handle traps. It's just an extra hazard to contend with. If I don't need to take on the extra risk, I won't.

I will point out that Preach has a 16 dex compared to Endellion's 19, which will be 20 at 4th level. Disable Device DCs tend to be quite high. Unless you're going hard on raising Preach's dex every chance you get or bring magic into it in some way, you might have problems keeping up with the DCs as they scale up.


Greetings and salutations


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Welcome to the group, Seth.

I am currently working on the leprechaun to determine what his Disable Device bonus will be as he levels up (Dex increase, Skill Focus (Disable Device), etc.

@GM Wolf:

Are we allowed to take the Signature Skill feat? The default rules, when using skill unlocks, is that any character can take the feat once.

I have the leprechaun (Philip, aka 'Lip' aka Philip 'Buckets' O'Gold) taking it as part of his feat plan, so that when he reaches 10 ranks in Disable Device so he will be able to disable magic traps.


What level are we?


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

We are starting at 2nd level.


Awesome. Thanks. So nothing has started.

If folks want, we could link stories/backgrounds

I'm planning to use both my drawback and my campaign trait into one instance


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

Links to posts regarding connection pre-campaign start between Guriok, Preach (and phantoms).

monastery where Guriok learned the ways of the windstep master monks

route Guriok and Preach travelled from Mindspin Mountains to Kenabres.

@Seth: Would any of the locations along the path Guriok and Preacher took from the Mindspin Mountains to Kenabres be a location we might have met your paladin/warpriest? If yes, did you join us for the rest of the trek to Kenabres?

Did you get approval for combining the Chaos Knight and Iomedean Enforcer archetypes for the paladin side of your gestalt? :)


I have yet to see a reply on said request

As to the location. Let me have a read


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

The century Preacherelius spent by/in the Eye of Abendego

I have not added the typed up significant addition of Preacher's background to his profile page yet.

Have a read to see if you want Preacher and your character to have already met/know each other before the storm giants gave him a lift to the the Mindspin Mountains.

I think one of your posts in the recruitment thread said your paladin has a special place in her heart for Desnians, so you could potentially have traveled to the sacred site of Desna Preacher was living at for the past century.


That sounds like a plan. I'm thinking she comes from Kyonin and heard the call for the crusade. Joined up and then a few things happened (both campaign and drawback traits)


Arataurë for her lions name

King of the Forest


Aura (10',+1 morale vs fear) HP 20/23_AC 18_T 14_FF 15_DV 60'_Per +6 (+7)_Int +3_Fort +6_Ref +6_Will +4_CMB +4_CMD 14_Spd 30; Planar Empathy +6 (+2); FE +2; PB +0; True Strike 1/day
AbSC,Lang&Skills:
Str 11 Dex 16 Con 16 Int 14 Wis 12 Cha 19; Celestial,Giant,Gnome,Iblydosian,Sylvan,Taldane; Bluff+8 Desna Lore+6 Dip+5 DD+11 Eye-Abendego Lore+6 HA+8 Hero-god Lore+6 K(his)+4 K(rel)+2 Lin+7 Nirvana Lore+6 Per+6 (+7 traps) SM+6 SoH+5 Spc+7 Stealth+7 Storm Giant Lore+6 Sur +1 (Track+2) (+5 avoid being lost) Swim+4 UMD+9
Spell Slots & attacks:
1st(1/3) 2nd(-/-) 3rd(-/-) 4th(-/-) 5th(-/-) 6th(-/-); starknife+8 (1d3+4 P), mw daggers+7 (1d3 P/S), daggers+6 (1d3 P/S), sling +6 (1d2 B), t.p. marble+6 (1d6 B)

@Seth: In case you did not reach Preacher's past century background yet...

The sacred site to Desna he lived at for the past century is at the northern edge of the Eye of Abendego.

@Endellion

Provided GM Wolf approves my request to be able to take both planar scout/trapper ranger archetypes and the leprechaun being able to take Signature Skill (Disable Device), the top Lv 1 to Lv 19 is for the leprechaun's Disable Device bonuses and the underneath Philip's is Preacher's Disable Device bonuses by level (with comparison notes regarding Philip's modifiers during the levels)

Philip's Disable Device bonus by level:

Lv 1 (+6)
Lv 2 (+7)
Lv 3 (skill focus) (+11)
Lv 5* (+13)
Lv 6 (deft hands) (+16)
Lv 7 (+17)
(Lv 8*) (+18)
Lv 9 (+19)
Lv 10* (+21)
Lv 11 (+22) (Signature Skill - Disable Device)
Lv 13 (skill focus) (deft hands) (can disarm magic traps) (+28) (+18 vs magic traps)
Lv 14 (+29) (+19 vs magic traps)
Lv 15* (+31) (+21 vs magic traps)
Lv 17* (+33) (+23 vs magic traps)
Lv 18 (+34) (+24 vs magic traps)
Lv 19 (+35) (+25 vs magic traps)

Preacher's Disable Device (to take care of magic traps) by level (if GM okays taking Trapper archetype with planar scout):

Lv 1 (+7) (+1 better than Philip)
Lv 2 (+8)
Lv 3 (+9) (Philip is +2 better)
Lv 4 (+10)
Lv 5 (+11)
Lv 6 (+12) (Philip is +4 better)
Lv 7 (+13)
Lv 8 (+14)
Lv 9 (+15)
Lv 10 (+16) (Philip is +5 better)
Lv 11 (+17)
Lv 12* (+19) (Philip is +3 better)
Lv 13 (+20) (Philip is +8 better) (Philip can not disarm magic traps) (Preacher +2 better vs magic traps)
Lv 14 (+21)
Lv 15 (+22) (Philip is +9 better) (Preacher is +1 better vs magic traps)
Lv 16* (+24) (Philip is +7 better) (Preacher is +3 better vs magic traps)
Lv 17 (+25) (Philip is +8 better) (Preacher is +2 better vs magic traps)
Lv 18 (+26)
Lv 19 (Deft Hands)(+31) (+26 from distance) (Philip is +4 better) (Preacher is +1 better (from distance) vs. magic traps)
Lv 20* (+33) (+28 from distance) (Philip is +2 better) (Preacher is +3 better (from distance) vs magic traps)


Driving atm. Heading back to hotel. I'll read some more when I get there
And I'll start to expand a bit on her story

Are elves mature at 110 or do they reach maturity as human ?


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'

Preacherelius: Alright, I'll leave traps etc. to you. No dip for Endellion.


So here I have a few points to work from for her background

While still just old enough to start adventuring, she heard about the Crusade that was going on, she set out in the hopes to hopefully learn something to not just fight, but potentially defeat their ancient foe, Treerazor

She joined an Iomedaean company, but she was far less interested in their main goals, and more for her own, often sneaking away to learn or investigate things related to Treerazor

On one of these excursions, she somehow ended up way beyond the safety of the camp or its defenders, trapped behind the enemy forces who planned to assault the camp.

As she tried to make her way past their lines, one of the creatures attacked her, slashing across her face. It felt like she was on fire, slowly losing consciousness as it loomed over her. Fearing that her journey has come to an end

When she woke up, she was laying in the lap of a stranger, a beautiful woman, slowly treating her back to health. The few days she was with her, mesmerized her. Watching closely and seeing this woman as her saviour

Just before she was returned to a group on patrol, the woman vanished. Though she was Iomedian, the Desnan woman really marked her.

Seeing her as a message from both Iomedae and Deana, she started to really commit to her training and teachings. Determined to show that her second chance, the love and support she recieved from the mysterious woman, was not in vain.


So I can work from that and accept input on how to perhaps expand on it

I think I'll be making hem a Squier to one of the knights in the company he joined. Help to name him/her. Maybe a woman. But race is still debatable. And that would influence name


Female Elf Ranger/Inquisitor 2 | HP: 26/26 | AC: 18 (T: 14, F: 14 | CMB: +4, CMD: 18 | F: +5, R: +7, W: +5 (+2 vs Enchantments) | Init: +8| Perc: +8, SM: +7 | Speed 30'
Seth86 wrote:

Driving atm. Heading back to hotel. I'll read some more when I get there

And I'll start to expand a bit on her story

Are elves mature at 110 or do they reach maturity as human ?

Well, it depends. 1st ed. has them reaching maturity at 110. Obviously there are some issues with this just in terms of logistics and populations dynamics.

2e has elves maturing physically at about 20 years (off the top of my head) but not being considered adults until 110. This mirrors the way we tend to think about maturity now, if imperfectly. At least it solves the problems of 1st ed's 20 year-old infants and such.

Either way, elves are adults at 110 so far as elven society is concerned.

I hesitate to say this since I was ribbing you about Iomedaen Enforcer, but if you're going the direction you laid out above with your backstory, have you looked at Chosen One Paladin? It could dovetail very nicely with your backstory. It gives an 'Oh dear! If you're set on doing crazy stuff like this, I'm gonna send you some help!' vibes. It also doesn't give up nearly as much for what it gets as Chaos Knight does.

If you're still going with Warpriest as your gestalt class it takes some of the sting out of Chaos Knight losing lay on hands. It's giving up all your mercies for a short-term and unpredictable buff that only one character at a time can have that seems too much to me. That's a really harsh trade.

There's also the rub that Chosen One doesn't combine with Iomedaen Enforcer though. But if you're set on Iomedaen Enforcer for sure I'd take it by itself instead.

Just my 2 cents and now I'll shut up.

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