
Stone Dog |

The previous thread chronicles Snows of Summer.
How about some PC stats? These are post session 9 stats, by the way. Session 10 is tomorrow. Don't pay too much attention to the gear. A lot of stuff is written down on the hard copies.
Male Human (Keleshite) Cleric of Sarenrae 6/Hierophant 2
NG Medium humanoid (human)
Init +9; Senses Perception +7
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Defense
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AC 18, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 natural, +1 deflection)
Vig 41 (6d8) Wnd 22 (Threshold 11)
Fort +6, Ref +3, Will +9
Defensive Abilities hard to kill; Resist cold 2
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Offense
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Speed 30 ft.
Melee scimitar +6 (1d6+2/18-20) and
. . spear of manhunting +7 (1d8+4)
Special Attacks channel positive energy 6/day (DC 18, 3d6), mythic power (7/day, surge +1d6)
Domain Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—touch of glory, touch of good
Cleric Spells Prepared (CL 6th; concentration +10):
. . 3rd—communal resist energy, dispel magic, prayer, searing light [D]
. . 2nd—bless weapon [D], bull's strength, communal endure elements, spiritual weapon, summon monster ii
. . 1st—bless, divine favor, obscuring mist, protection from evil [D], sanctuary (DC 15)
. . 0 (at will)—create water, detect magic, light, read magic
[D] Domain spell; Domains Glory, Good
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Statistics
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Str 14, Dex 12, Con 11, Int 12, Wis 19, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Improved Initiative, Improved Initiative [M], Scribe Scroll, Selective Channeling, Turn Undead
Traits illuminator, northern ancestry, rich parents
Skills Bluff +4, Diplomacy +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +11, Intimidate +4, Knowledge (religion) +7, Linguistics +5, Perception +7, Perform (oratory) +6, Sense Motive +11 (+9 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +10, Survival +5
Languages Celestial, Common, Kelish, Skald
SQ amazing initiative, aura, domains (glory, good), pride
Combat Gear wand of cure light wounds; Other Gear +1 chain shirt, spear of manhunting, scimitar, amulet of natural armor +1, ring of protection +1, backpack, masterwork, bedroll, belt pouch, blanket, winter, flint and steel, wooden holy symbol (Sarenrae), holy text, mess kit, pot, spell component pouch, trail rations (5), 31 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) - 0/6
Mythic Domain (1/day) (Su) - 0/1
Mythic Power (7/day, Surge +1d6) - 0/7
Spear of manhunting (1/day) - 0/1
Touch of Glory (7/day) (Sp) - 0/7
Touch of Good (7/day) (Sp) - 0/7
Trail rations - 0/5
Wand of cure light wounds - 0/50
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Selective Channeling Exclude targets from the area of your Channel Energy.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Glory (7/day) (Sp) Grant +10 to a CHA-based skill or ability check.
Touch of Good (7/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1 rd.
Turn Undead (DC 18) Your Channel Energy can make undead in 30 ft flee for 1 min.
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Rich Parents indicates a starting point in a particularly wealthy temple, not a family background.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Female Vanara Monk (Zen Archer) 6/Trickster 2
LG Medium humanoid (vanara)
Init +4; Senses low-light vision; Perception +13
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Defense
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AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +5 untyped)
Vig 41 (6d8) Wnd 26 (Threshold 13)
Fort +6, Ref +7, Will +9
Defensive Abilities hard to kill
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Offense
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Speed 50 ft., climb 30 ft.
Melee kama +6 (1d6+2) and
. . unarmed strike +6 (1d8+2)
Ranged masterwork composite longbow +10 (1d8+4/×3)
Special Attacks flurry of blows, ki strike, magic, mythic power (7/day, surge +1d6), zen archery
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Statistics
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Str 14, Dex 14, Con 13, Int 13, Wis 18, Cha 14
Base Atk +4; CMB +6; CMD 24 (34 vs. trip)
Feats Deadly Aim, Dodge, Improved Precise Shot, Improved Unarmed Strike, Monkey Style, Perfect Strike, Point Blank Master, Point-Blank Shot, Point-Blank Shot [M], Precise Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits martial manuscript, restless wayfarer, wisdom in the flesh
Skills Acrobatics +17 (+25 jump, +23 to jump), Climb +19, Diplomacy +3, Escape Artist +7, Intimidate +6, Knowledge (local) +6, Linguistics +2, Perception +13, Sense Motive +10, Stealth +15, Survival +5, Swim +6; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Aklo, Common, Skald, Sylvan, Vanaran
SQ ac bonus, amazing initiative, fast movement, high jump, ki archery, ki arrows, ki defense, ki pool, mark of slavery, prehensile tail, slow fall, unarmed strike
Other Gear arrows (40), blunt arrows (20), kama, masterwork composite longbow, efficient quiver, monk's kit, 281 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Arrows - 0/40
Blunt arrows - 0/20
Ki Pool (Su) - 0/7
Mythic Power (7/day, Surge +1d6) - 0/7
Perfect Strike (2d20, 6/day) - 0/6
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Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Climbing (30 feet) You have a Climb speed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Impeccable Balance (Ex) No penalty to Acrobatics checks for obstructed, slippery, sloped, or unsteady surfaces, and move at full speed.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons.
Monkey Style Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Unwavering Skill (Ex) If you could normally take 10 or 20, you may still do so if threatened or in hazardous situation.
Wisdom in the Flesh (Stealth) Stealth becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Male Half-Orc Ranger (Beast Master) 6/Guardian 2
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft., scent; Perception +12
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 deflection)
Vig 54 (6d10) Wnd 26 (Threshold 13)
Fort +8, Ref +9, Will +7; +2 resistance bonus vs. Cold effects, +2 bonus vs. mind-affecting effects
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee +1 greatsword +12/+7 (2d6+8/19-20) and
. . cold iron longsword +11/+6 (1d8+5/19-20) and
. . dagger +11/+6 (1d4+5/19-20) and
. . masterwork handaxe +12/+7 (1d6+5/×3) and
. . masterwork spear +12/+7 (1d8+7/×3)
Ranged composite longbow +8/+3 (1d8+5/×3) and
. . throwing axe +8/+3 (1d6+5)
Special Attacks favored enemies (fey +2, humans +4), mythic power (7/day, surge +1d6)
Ranger (Beast Master) Spells Prepared (CL 3rd; concentration +6):
. . 1st—resist energy, returning weapon
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Statistics
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Str 20, Dex 14, Con 13, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +11; CMD 24
Feats Boon Companion, Endurance, Endurance [M], Keen Scent, Precise Shot, Quick Draw
Traits fate's favored, restless wayfarer, surprise weapon
Skills Acrobatics +6, Bluff +1, Climb +11, Handle Animal +9, Heal +8, Intimidate +7, Knowledge (dungeoneering) +1, Knowledge (geography) +3, Knowledge (local) +5, Knowledge (nature) +8, Linguistics +1, Perception +12, Stealth +11, Survival +16; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc, Skald
SQ amazing initiative, combat styles (archery), favored terrain (cold +2), improved empathic link, orc blood, weapon familiarity, paranoid, track +3, wild empathy
Other Gear +1 studded leather, +1 greatsword, arrows (40), cold iron longsword, composite longbow, dagger (2), masterwork handaxe, masterwork spear, throwing axe (4), bag of holding ii, ring of protection +1, ushanka of the northlands, ranger's kit, tent, hanging, whetstone, 13 gp, 14 sp, 8 cp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Arrows - 0/40
Dagger - 0/2
Masterwork spear - 0/1
Mythic Power (7/day, Surge +1d6) - 0/7
Throwing axe - 0/4
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Special Abilities
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Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +2 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Endurance [Mythic] Half damage from force march, temp, or deprivation. Sleep in heavy armor without fatigue.
Fate's Favored Increase luck bonuses by 1.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs Favored Enemy (Fey).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Empathic Link (Su) You have an empathic link with all your companions and can see through their eyes.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paranoid Aid Another DC 15 for attempts to help you.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Supreme Tracker (Su) Spend 1 power to create bond w/target creature.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Male Human (Ulfen) Fighter (Viking) 6/Champion 2
CN Medium humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 21, touch 13, flat-footed 18 (+4 armor, +3 shield, +3 Dex, +1 natural)
Vig 45 (6d10) Wnd 28 (Threshold 14)
Fort +7, Ref +5, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee light shield bash +6 (1d4+7) and
. . adamantine longsword +7/+2 (1d8+10/19-20) and
. . captain's sword +7/+2 (1d8+10/19-20)
Special Attacks fearsome, mythic power (7/day, surge +1d6), rage (10 rounds/day)
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Statistics
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Str 18, Dex 17, Con 14, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8 (+12 bull rush, +9 sunder); CMD 23 (26 vs. bull rush, 24 vs. overrun)
Feats Double Slice, Greater Bull Rush, Improved Bull Rush, Improved Shield Bash, Intimidating Prowess, Iron Will, Power Attack, Power Attack [M], Two-Weapon Fighting
Traits armor expert, blood of giants, glint-tongued
Skills Acrobatics +8, Climb +7, Intimidate +16 (+17 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Knowledge (dungeoneering) +4, Perception +7, Ride +6, Survival +6, Swim +7
Languages Common, Skald
SQ amazing initiative, power-hungry, shield defense
Other Gear chain shirt, +1 arrow catching shield spikes light wooden shield, adamantine longsword, captain's sword, cloak of the yeti, fighter's kit, 16 gp, 5 sp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Endure Elements (cold only, Constant) - 0/0
Mythic Power (7/day, Surge +1d6) - 0/7
Rage (10 rounds/day) (Ex) - 0/10
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Special Abilities
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Aerial Assault (+20 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Expert -1 Armor check penalty.
Fearsome (move action) (Ex) More quickly make Intimidate checks to demoralize foes.
Flash of Rage (2 rnds) (Ex) You are enraged by critical hit on you or ally, +4 Str/Con, +2 Will, -2 AC.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Glint-Tongued +1 to Charisma-based skill checks to impress or persuade Ulfen.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shield Defense +1 Additional shield bonus when wielding shield and not wearing heavy armor.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
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Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Male Elf Sorcerer 6/Archmage 2
N Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +13
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
Vig 32 (6d6) Wnd 26 (Threshold 13)
Fort +3, Ref +4, Will +6; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 20 ft.
Melee dagger +2 (1d4-1/19-20) and
. . quarterstaff +2 (1d6-1)
Special Attacks bloodline arcana: arcane, mythic power (7/day, surge +1d6)
Sorcerer Spells Known (CL 6th; concentration +10):
. . 3rd (4/day)—fireball (DC 19)
. . 2nd (6/day)—invisibility, scorching ray, shatter (DC 18)
. . 1st (7/day)—burning hands (DC 17), enlarge person (DC 15), identify, protection from evil, silent image (DC 15)
. . 0 (at will)—acid splash, detect magic, disrupt undead, ghost sound (DC 14), light, message, prestidigitation
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Statistics
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Str 9, Dex 14, Con 13, Int 16, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Eschew Materials, Scribe Scroll, Spell Focus (evocation), Spell Focus [M], Spell Specialization
Traits seeker, treerazer's bane, warrior of old
Skills Appraise +8 (+6 when furthen than 10 feet from a fallen ally), Bluff +10 (+8 when furthen than 10 feet from a fallen ally), Climb -2 (-4 when furthen than 10 feet from a fallen ally), Intimidate +9 (+7 when furthen than 10 feet from a fallen ally), Knowledge (arcana) +10 (+8 when furthen than 10 feet from a fallen ally), Knowledge (planes) +10 (+8 when furthen than 10 feet from a fallen ally), Perception +13 (+11 when furthen than 10 feet from a fallen ally), Spellcraft +12 (+14 to determine the properties of a magic item, +10 when furthen than 10 feet from a fallen ally), Stealth +0 (-2 when furthen than 10 feet from a fallen ally), Use Magic Device +13 (+11 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ amazing initiative, arcane bonds (arcane bond [familiar]), bloodlines (arcane), elven magic, weapon familiarity, metamagic adept, overprotective
Other Gear dagger, quarterstaff, backpack, masterwork, scroll box, spellbook, wizard's kit, 135 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Dagger - 0/1
Metamagic Adept (1/day) (Ex) - 0/1
Mythic Power (7/day, Surge +1d6) - 0/7
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Intensity (Su) Cast each of your bloodline spells 1/day for free.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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And of course, poor, doomed Tenpenny. Tenpenny who doesn't bear the Mantle. Tenpenny who will surely not survive the defenses of the Hut. I imagine that tomorrow afternoon the party will have another reason to hate the Hag Queen.
Are the players ready? The stage set? Give a seat by the fire and lets begin catching up with the Reign of Winter.

Stone Dog |

Not long into the second day’s journey, two unnatural groupings of ravens spotted and approached the group to attack. Sven and So’Nej engaged the birds with swinging swords and shields, Shamat flurried arrows, McManus cast a sonic burst, and Zevus lit them up with a charge from his color spray wand. When the first group of ravens was killed, the second disengaged and fled. During the melee, So’Nej was wounded by the birds and wasn’t doing too well after the melee ended. It was determined that the Ring of Regeneration he had obtained from the witch’s tower was in fact cursed and was actually preventing him being healed. While McManus and Zevus tried to find a way to remove the ring, So’Nej cursed Nazhena and vowed not to wear a ring again.
During the night, So’Nej caught sight of a small, blue, bat-like fae sneaking into the camp towards their food supplies. He quickly alerted the others as he ran one of the creatures through with his cold iron sword. McManus, Tenpenny, and Zevus awoke and tried to hit the creatures but missed. So’Nej skewered another and Sven backhanded one with his shield. Soon enough, all five of the creatures were killed. So’Nej looked at the bodies and determined they were some sort of gremlin. Nadya said these particular fae would often extort farmers or spoil food. While they talked, Sven arranged the little fae heads on his shield.
The next day (three), was relatively pleasant and not too cold. As they traveled through the woods, they spied a small wooden cabin with a tendril of smoke coming from the chimney. As they approached the cabin, they saw a beautiful red haired woman come out the front door. She greeted them and introduced herself as Sylgja and immediately asked for their help. She said her husband Fingarth was attacked by a troll and taken back to his cave which was not too far away. As the companions paused to consider her predicament, Sylgia could sense they were skeptical of her. She told them she was a Huldra (a fox type fae whose natural enemies were trolls) but was not powerful enough to rescue her husband on her own. They considered her story and her motives and decided to help. Tenpenny, Nadya and her children would stay at the cabin and Sylgia would lead them to where her husband had been ambushed.
So’Nej quickly found a set of tracks leading from the spot, but they appeared human. They followed the tracks a short distance to a nearby cave and approached it cautiously. So’Nej could smell a human inside, and a thick mossy scent, but no troll. Suddenly, So’Nej was hit with a small rock that burst into spores. His vision blurred for a second but he shrugged off the effects of the spores and warned the others to stay back. Sven, rushed into the cave (I’m sensing a theme here) yelling a Nordic battle cry that was followed by dead silence. They waited for a moment but nothing followed. So’Nej moved to a position better to see inside the cave and observed that Sven was now covered in spores and standing next to another human (presumably Fingarth). McManus and So’Nej deduce that the spores have robbed Sven and Fingarth of their sense of self and they are no longer in control of themselves. Sven abruptly charged out and knocks Zevus backwards and they could see that in addition to being covered in spores, Sven had a big green thing on his head. Shamat shot her arrows to distract Sven while Zevus got up. So’Nej wet a piece of cloth to cover his nose and mouth with to hopefully reduce the effectiveness of the spores. Zevus blocked the cave entrance with ice stalagmites from his wand and So’Nej tackled Sven and was able to fling the green thing off of his head and break the creatures’ domination of Sven.
Fingarth managed to get around the ice stalagmites blocking the cave entrance and rushed Sven and So’Nej but he was tripped by McManus. They respond by attacking the spore creature on his head and Sven successfully knocked it off. McManus and Zevus faced off against the other spore creature and managed to keep it at bay. Shamat made good use of her bow and helped keep the spore creatures on the defensive. So’Nej, Sven, and a newly freed Fingarth attacked and drove one of the spore creatures against the hillside. McManus used his spear to fling the other spore creature next to it and Zevus quickly stepped up and applied a liberal dose of Burning Hands to end the threat of the spore creatures.
After returning to the cabin, Sylgia and Fingarth rewarded the companions for helping them. Sylgia blessed Sven with a luck spell and was able to remove the cursed ring from So’Nej. Fingarth presented So’Nej with a magical bear trap. They stayed the night and left early the next day.
About mid-day on the fourth day of travel, the skies cleared and the air warmed. Nadya and her children became excited and ran up to the next hill where they found a three mile stretch of grassland with no snow and a stream of melted snow running through it. She called it a Summer Pocked and explained they are made by rebellious, rogue druids trying to alleviate the perpetual winter. She explained they are rare occurrences and do not last very long so it’s best to travel through them and enjoy them while they can.
As they came to the middle of the summer pocket, they saw a mighty stag fighting two wargs. Sven chargeed forward (big shock there) and Shamat rained arrows on the wargs. So’Nej tried to calm the stag but it ran off as Sven hacked deeply into the wargs and ended their lives quickly. So’Nej skinned the wargs and preserved their hides for future trade while the rest of the party relaxed in the summer pocket and washed in the stream. They decided to camp on the edge of the summer pocket for the night and will leave early the next morning.
The next afternoon, they saw a patrol of seven human falconers dressed in Irriselli military uniforms across a clearing. The falconers spotted the group and fanned out. They launched a volley of arrows and were puzzled when all the arrows sank into Sven’s shield. Again the arrows fly across the clearing only to imbed themselves into the shield. Sven charged (again) across the field towards the patrol as they sent their falcons to attack the group. In response, McManus summoned four astral eagles to help defend them. So’Nej commanded HeghchIS and Dutlth’qa to guard the children and returned fire with his bow to much greater effect. Zevus cast Mage Armor on HeghchIS and then cast invisibility on Tenpenny who immediately took off after Sven as the falcons and hawks clash overhead.
Shamat joined So’Nej and flurried arrows across the meadow at the falconers as Sven closed into melee combat range. Tenpenny was not far behind and soon flanked Sven’s opponent, discarding her invisibility with a swift and deadly dagger strike. McManus summoned a spiritual weapon to aid his eagles as they kept the falcons busy. Suddenly, the main group was attacked from behind by a large winter wolf with one blue eye and one brown eye. HeghchIS, the children, and Nadya were wounded and the children slid off of HeghchIS and joined their mother behind the bear. Nadya killed a falcon with an arrow and Shamat flurried arrows into the new threat behind her. So’Nej dropped his bow, drew his sword, hacking into the winter wolf and wounding it seriously. HeghchIS joined him and landed two claws and a bite attack. Shamat finished off the winter wolf with another flurry of arrows. McManus radiated healing energy to the group to address their wounds.
Zevus moveed to a defensive position where he could protect the children as So’Nej mounted HeghchIS and charged across the field to where Sven and Tenpenny were taking down falconers left and right. Shamat resumed volleying arrows at the Falconers and McManus’s eagles and spiritual weapon finished off the falcons. So’Nej directed HeghchIS towards one of the last falconers standing and quickly remedied that by bowling him over and pinning him to the ground just as Sven killed the last falconer.
They ended up with two prisoners (Tenpenny knocked one of the others unconscious) to interrogate, both of which quickly spill the proverbial beans. They were a patrol from Whitethrone headed for Waldsby and were led by the winter wolf Norgrimm. They were tasked with keeping the order of the White Witches with all they came across and were specifically seeking rebels and adventurers. They were due back in Whitethrone in 15 days’ time.
While McManus and Sven handled the interrogation, So’Nej skinned Norgrimm. Nadya advised him they could turn the pelt into a “Rime Pelt” with special properties that could help them in their quest. They gathered up the patrol’s weapons and supplies and managed to piece together four serviceable uniforms that were not too damaged. So’Nej addressed the two prisoners and informed them he could track them wherever they were and that if he laid eyes upon them again that he would kill them. He suggested they continued on to Waldsby and then beyond. They quickly left.
Towards the end of the sixth day of travel, they approached the ruins of a small village. The chapel appeared to be the only standing building left, but just barely that as it was heavily damaged with some of the exterior walls having fallen away allowing access to the inside. The chapel was marked with the sigil of the Desna, the God of wanderers and travelers. The chapel had a low wall surrounding it and a small adjacent graveyard marked with numerous headstones scattered around. As they approached the wall, they could see three priestly figures standing in the chapel yard. “Just play in the yard children”, one said to thin air. As the group passed through the gate into the chapel yard, they heard the wailing of screaming children and the priests ahead of them now appeared as blasphemous undead priests, condemned to haunt the chapel yard. Now much closer to the chapel, they heard the sounds of a horrific event that occurred long ago. It appeared that the priests had given up the children at the chapel to the White Witches’ trolls and ice giants and they had been cursed ever since. Suddenly, ten skeletons emerged from the snow in the chapel yard at the group’s feet and they attacked. Four more skeletons appeared on the second floor of the exposed chapel and they began firing arrows as they grinned at their prey. The priests shrieked “Why won’t you leave us alone! We gave you all the children already!” as they turned to attack and the melee ensued.
Zevus blasted three skeletons with the ever useful Burning Hands spell as Shamat kicked a skeleton next to her. McManus channeled positive energy from the bosom of his Goddess which sent the nearby skeletons reeling, and Sven smashed two skeletons with sword and shield. Knowing his sword would do less damage to the skeletal undead, So’Nej stepped up and pried up a long board from the chapel’s porch with his bare hands. The undead archers volleyed into the group as the skeletons flailed at them. The undead priests turned toward them and shambled forward. McManus prayed to his Goddess again and consecrated the ground around him to hamper the progress of the undead while Tenpenny slashed at a skeleton with a surprising hit. Shamat continued her melee while Zevus used his wand to summon more ice stalagmites under the advancing skeletons. Sven hacked and smashed one of the undead priests and destroyed it. HengchIS took down another skeleton and as So’Nej smacked a priest on the back with his improvised weapon to get its attention away from McManus; he directed Dutlhe’qa to the skeleton archers. Dutlhe’qa flew fast and true and snagged one of the undead archers bow from its boney grasp.
The skeletons advanced slowly and continued to flail at the living while the three remaining undead archers continued to volley more arrows. Shamat flurried arrows at the priest next to McManus and finished it off and McManus channeled positive energy again destroying the last priest and hampering more skeletons. As HengchIS finished off another skeleton, So’Nej used him to get a boost up to the exposed second story of the chapel, where upon his arrival, he smacked one of the skeleton archers solidly. Zevus continued to use his wand to create more ice stalagmites under skeletons and threw in an occasional Burning Hands for good measure, Shamat kicked and flurried arrows at skeletons, and Sven took a flying acrobatic leap at one of the skeletal archers, knocking it backwards with his shield through a hole in the wall behind it where it shattered into dust. Soon, the melee was over with all the skeletons and priests destroyed.
Everyone (except Nadya and the children who had stayed outside the chapel wall) was wounded and exhausted from the fight so it was decided they would camp at the chapel and recuperate as it was the best defendable position in the area and McManus was already working on purging the evil from the chapel grounds. Shamat climbed up to the top of the chapel to stand first watch and when she stepped into the belfry, she heard the sobs of a child and felt something tugging at her throat. She looked down and saw the small shape of a child outlined on the floor with little bits of junk and a rat skull for the head. The apparition jumped up and attacked her and she deftly kicked it out of the belfry and it fell several stories to the permafrost below. Everyone ran to the back of the building and saw the Attic Whisperer scurry back up the stairs towards the belfry. They all scrambled to corner it and Zevus hit it with a Burning Hands spell and So’Nej pinned it to the wall with an arrow, killing it.
While McManus consecrated the belfry, he found some pages of a journal that gave insight into what had happened at the chapel so long ago. The villagers all brought their children to the chapel for the priests to watch over while they went in search of help. When Baba Yaga’s army arrived at the village, the priest went mad and surrendered the children to the trolls and ice giants in hopes of saving themselves. Their blasphemous actions resulted in their being cursed to haunt the chapel. With the area now secure, they settled in for the night.
On their seventh day of travel, they encountered a bridge that had three trolls guarding it who were demanding “papers” for safe passage across it. McManus took one of the badges they had liberated from the falconer patrol a few days ago and used it to bluff his way across the bridge claiming he was on an urgent mission for the White Witches and demanded to let him and his party pass. The ruse worked and they all crossed quickly and safely, saving them much time on their journey.
The next afternoon, they saw the city of Whitethrone sitting high on a nearby cliff with a fishing village on the glacier lake below it. This was where they would find Nadya’s uncle Ringeirr and the Iron Guard of Whitethrone would be less likely to be patrolling the lake town. As they entered and moved through the village, the smell of both fresh and rotting fish was pungent and almost overpowering. The people here only spoke Skald so it was up to Nadya and Sven to acquire information. Only after much questioning and some intimidation by Sven, they discovered from the reluctant villagers that Ringeirr had recently been arrested by the fish camp guard (which wasn’t more than a lowly gang of thugs that claimed control of the fish camp). Shortly after that, Sven spied a gang of fish camp thugs that had surrounded a fisherman and were harassing him for “protection” money. Sven strode up to them and backhanded one of them with his shield, knocking him instantly unconscious. The rest immediately surrendered and the brief interrogation that followed yielded the location where they gang was holding Ringeirr captive.
Upon reaching the gang’s guardhouse, they saw there were three fish gang members guarding him, two ogres (Whunk and Borger) and a humanoid (Marcian Enorxion). Just before they approached the guard house, Zevus cast Enlarge Person on So’Nej and Sven drank a potion of the same. McManus channeled his Goddess’s blessings upon them. Sven and So’Nej, now giant, stomped up to the door and kicked it in. An ogre (whunk) stepped out and charged them both, but he didn’t get far as Sven and So’Nej took the opportunity to hack him to death as he approached while Shamat landed a flurry of arrows. The other ogre decided to go toe to toe with Sven as So’Nej stooped and moved inside the building, receiving a painful hit from the humanoid. It is his last however as So’Nej cleaved him and he staggered backwards. He was dead before he hit the floor and Sven finished off the other ogre (Borger) who collapsed into a heap of smelly flesh. McManus healed his wounded companions as Tenpenny quickly released Ringeirr from his small cell. Not wanting to attract any further attention, they quickly left the scene, disappearing into the alleyways of the fish town.
When they were safely inside Ringeirr’s home, they rested and told him of their journey and their mission to kill the White Witches. Ringeirr informed them he knew someone that could help them. He was recently approached by the resistance (apparently there are others that do not approve of what the White Witch Razhena is doing) and he was confident he could sneak them inside the walls of Whitethrone and get them to one of the resistance’s underground meeting places.
With their long travel to Whitethrone finally complete, the companions got some well-deserved rest in Ringeirr’s home. Not too much rest though, for they would sneak into the heavily guarded city the next day.

Stone Dog |

I hope that I can get an update in soon, but with Comicon on the horizon and at least one other game to write up, my chronicler has been busy in the last few months.
We did just finish part one of "Maiden, Mother, Crone" and the main quote of the evening has got to be "Baba Yaga... gods, what a piece of work that one is."