
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Ill definitely put in the request to you Mal, then ... taking the armor from +2 to +5 value. (21k value increase, 10.5k cost) Just need to know how long it's gonna take.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Harlan, I'll borrow 2k from you then.
NomadSage, is an unfettered shirt available?

Nomad Sage |

*Nudge*
I know Kiyomi is the 'face', to a certain extent, but I think its unfair to load all the interaction on one player. Plus, if they're slow to post or unable due to RL stuff, it holds things up. Even if it breaks character molds a bit, I'm asking if we can get a bit more from the rest of the crew. This part of the AP is pretty RP-heavy... it would probably make sense for Ameiko to do a lot of the talking, but I can't have a conversation with myself! =)
Thoughts?
EDIT - Heng's post appeared late, after I typed this. Seems you were ahead of me in thinking! =D

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The riddles for reference:
I must discover
what lies inside myself
to enter your place
through dark and shadowed gates, but
the reflection is not me.
The inro is not locked, and by manipulating the segments along the guide strands, Heng easily opens the three compartments. Each contains a single, odd item: an empty silk worm cocoon in the lower compartment; two interlocking stone rings, one of yellow calcite and one of blue lapis lazuli, in the middle compartment; and three camphorwood beads on a cord ring in the upper compartment.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Love Roll 20

Nomad Sage |

Hope everyone had a great weekend! Apologize for the lack of game progress (more on that below). I'll also be on the road the next week, so my posting may be somewhat (more) sporadic.
Regarding the current encounter... it seems to be another one of those ones that seemed better in writing than in actual play. Part of my tardiness in replying is my frustration with how to resolve it. I am going to do a modified DM Hand-waive and try to get things moving again.

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found this handy chart on the d20pfsrd:
Critical Hits
The following creature types (or subtypes) have immunity to critical hits (that is, they do not take any additional damage from critical hits):
Aeon (subtype): "Immunity to cold, poison, and critical hits."
Elemental (subtype): Elementals are "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack."
Incorporeal (subtype): "An incorporeal creature is immune to critical hits (unless the attacks are made using a weapon with the ghost touch special weapon quality.)"
Ooze (Type): <Oozes are...> "not subject to critical hits or flanking. Does not take additional damage from precision-based attacks (such as sneak attack.)"
Protean (subtype): (50% chance to ignore, see below*)
Swarm (Type): "A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits."

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Incorp is the one that's hidden in a different reference. Always forget that.

DM NomadSage |

Hey folks, just a head's up that I have put one of my 3 campaigns on hiatus. I've tried keeping everything going, but a combination of RL stuff and low-stage burn out have made it so that I'm neglecting *all* my campaigns. I'm going to try and focus on my 2 longer-running campaigns and hopefully get things moving at pace again. Thanks for your patience!

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Ah, sorry to hear that. I've taken on a third again, but think two is really the only sane option. It is WORK to GM PbPs. I'm hoping to wrap up one of my campaigns in the next year and I reckon this one has another 1.5 yrs maybe? It will be pretty awesome to make it through a complete AP.
ON THAT NOTE::: Yep, one last hurrah for the summer! I'll be camping Sun- Wed and out of contact. DMPC as needed.

DM NomadSage |

LOOT!
You identify the following:
- potion of cat's grace
- potion of water breathing
- cloak of resistance +4
- dusty rose prism ioun stone (+1 insight bonus to AC)
- ring of protection +2
- ring of swimming
- water elemental gem (the blue-green aquamarine gem)
The spellbook contains the following wizard spells: 8th greater planar binding, greater shadow evocation, trap the soul; 7th greater shadow conjuration, finger of death, waves of exhaustion; 6th chain lightning, create undead, programmed image, shadow walk, summon monster VI; 5th cone of cold, interposing hand, mage's private sanctum, magic jar, permanency, shadow evocation; 4th animate dead, enervation, fear, phantasmal killer, shadow conjuration, shout, stoneskin; 3rd dispel magic, displacement, gentle repose, lightning bolt, ray of exhaustion, water breathing, vampiric touch; 2nd acid arrow, bull's strength, cat's grace, command undead, darkness, false life, see invisibility, mirror image; 1st alarm, color spray, mage armor, magic missile, ray of enfeeblement, shield, ventriloquism.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

LOOT!
You identify the following:
- potion of cat's grace
- potion of water breathing
- cloak of resistance +4
- dusty rose prism ioun stone (+1 insight bonus to AC)
- ring of protection +2
- ring of swimming
- water elemental gem (the blue-green aquamarine gem)
Parity doesn't need any of the items above, except maybe the ring of swimmin but would rather sell that, so will forego any claims

Nomad Sage |

Stalwart campaigners... I am going out of country this week and will be gone for about a week. Not expecting to have much internet access time, so I'm going to put the game on pause until I get back. Will resume with you heading back to Sakakabe with O-Sayumi.
I may be able to chime in with dialog type stuff, so if you want to use the downtime to chat with O-Sayumi or amongst yourselves, please do!

DM NomadSage |

The Karyukai Tea Set
Weight 4 lbs
This tea set includes an array of utensils, painted with pictures of willows and flowers, used in traditional tea ceremonies: a small teapot, three bowls of various sizes and shapes, six cups, bamboo utensils (a ladle, a scoop, and a whisk), and several smaller containers, all stored in a wooden box.
Once per day, a user can spend 1 hour performing a tea ceremony with the tea set. At the end of this time, the user must make a Diplomacy check. The tea used in the ceremony must be green tea of exceptional quality (worth a minimum of 10 gp per dose) or the user takes a -4 penalty on her check. Up to six creatures (including the user) can drink the tea brewed during the ceremony. The tea's aroma arouses a sense of serenity in those who partake, as they receive an impression of the sights, sounds and smells of a blooming willow grove at sunset.
The result of the check determines the effect:
10 or less: no effect
11-15: The drinker gains a +4 morale bonus on saving throws against poison and fear effects for 12 hours
16-20: As above, and the drinker receives the benefit of neutralize poison and remove fear
21-25: As above, and the drinker receives the benefits of heroism
26 or more: As above, but the drinker receives the benefits of greater heroism instead

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Note on Heng's request for better coordination-
It just feels to me that in combat we're all over the place- at least the three light fighters. A strength/weakness wwith the monk is his speed and the fact that he's a pretty soft target- ac, hp -wise. I can stay behind a round or try and stay up with others, but I'm wondering what our thoughts on combat are.
I'd recommend that it's more effective for all of us to target one enemy at a time and bring them down. I suppose with the necromancer, we had 2 very dangerous foes- nue and necro so maybe that required splitting up, but I still think it would have been better to just focus on the nue first and bring it down quick then dogpile Soshami.
What do you all think? he did get the shadows up which were more trouble, but that nue was nasty.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Note on Heng's request for better coordination-
It just feels to me that in combat we're all over the place- at least the three light fighters. A strength/weakness wwith the monk is his speed and the fact that he's a pretty soft target- ac, hp -wise. I can stay behind a round or try and stay up with others, but I'm wondering what our thoughts on combat are.
I'd recommend that it's more effective for all of us to target one enemy at a time and bring them down. I suppose with the necromancer, we had 2 very dangerous foes- nue and necro so maybe that required splitting up, but I still think it would have been better to just focus on the nue first and bring it down quick then dogpile Soshami.
What do you all think? he did get the shadows up which were more trouble, but that nue was nasty.
Probably right, I wanted to pin the necromancer down where he had to defensive cast and then attack the nue, but his dimension door kinda ruined that.
The shadows were a complete surprise and nearly TPK'd us due to strength loss.
While Parity is surly, he's been around you all long enough that he's willing to coordinate a team effort.
Depending on how we enter combat, Parity can armor/defend/illusion up or transition to DPS. I wouldn't call him the tank, but he can potentially counter spells and up some things defensively and he has moderate HPs.