
Amavin Zephyra |

Amavin skill ranks
7 ranks in Bluff
7 ranks in Diplomacy
7 ranks Knowledge Nature
7 ranks in Knowledge Arcana (from skilled trait)
7 ranks in Spellcraft
7 ranks (from favored class bonus) in Perception
7 ranks in UMD (from ioun stone)
Sorcerers get 2 skill ranks per level.
14 in intelligence gives me 2 more skill ranks per level
1 more skill rank per level from skilled
1 more skill rank per level story trait (since I have it taken 7 times)
1 more skill rank maxed from ioun stone.
Lastly, 3 background skills, as per character creation requirements.
-There is no Thunderstaff due to it being traded out for Blood Havoc
-If its max HP per level, every level for Amavin and Ishana (as per Corsario's character creation) because they were grandfathered in, thats fine. If not, and its half+1 hp per level except at 1st then she should be on 40hp. Your decision on this one.
DW about the serpentine tattoo - I got it maxed up with hypnotic - same body slot.
Holy Symbol is probably on the forearm if this is ok.
Remember favoured class for Ishana is not HP - is the bonus feat you get from being human (eventually).

Lessah |

Note @Hp:
. . Game Start: Maximum for level.
. . Advancement: Average (round up) + 1 (So 1d8 = 6.)
And I believe it was clarified that "Game Start" is up until right now aka 7th level for main characters and 5th level for cohorts.
---
Also I just noticed the trait requirement which I have not followed for Skie 2.0. I'll look into fixing that!

Amavin Zephyra |

-Made requested updates to backstory - removed the elf tags in Ishana's backstory, a call back to her originally being a Magus in Corsario's game.
-If its max hp per level right up until level 7, and then half+1 after this then I'm happy with this
-Subtracted 100gp from Ishana's wealth for a Holy Symbol tattoo, on the forearm. Unsure if this takes up a magic item slot (as the tattoo itself is not magical) but I think the forearm is a nice visible way for her to express her holy symbol.
-Hypnotic Tattoo is, as mentioned, taking up a body slot.
-In addition, I had a trait update request GM, after going through the sheet.
Can I trade Amavin's "Influence" trait for the Human Racial "World Traveller" and then trade Aspiring Bard for the 'Talented' trait. It still works under trait restrictions and mechanically is much the same, but the reshuffle lets me treat my background skills as class skills, and makes them a bit more usable. Your call though of course.
-Lastly, I don't know if you want to rework or reshuffle Amavin's / Ishana's backstory. Some of the links (like locations etc) were originally worked on by Corsario and therefore no longer function. As written, its fine, but I'm bringing it up for completeness sake in case you wanted to tie it or something else in further, to aid in story elements or your own idea for the Nemesis character. Again though, entirely up to you.
-After going through it again, I still think the Nemesis feat is being handled correctly, at least on my character sheet.

GM TWO |

Hm. I suspect I am not tracking all this stuff correctly.
Amavin, please place your .por (portfolio) file or files for Amavin and Ishana into a secured location, then PM me where I can download them from; Google Drive is fine, at least for me, and I'll tell you when I've retrieved them so you can remove them if you like. I'd far prefer to take a look at this from the point of what you've been doing, rather than just guess and hunt and think I've gotten X or Y, which is what I've been doing -- witness my utter ignorance of 'Blood Havoc'. :P
In much worse condition are William and Winnie Lawsrick.
First: spelling. Check your spelling. You misspelled 'samurai' despite having provided a link using the word with the spelling of the word within the link you provided. You consistently misspell the word 'carpenter'. Check your spelling, please.
Second: Skills. I'm not spotting anything that takes away your racial +1 skill point/level; you've spent 33 out of 42 adventuring skills, and 14 out of 21 background skills.
Third: Background. Please review the background adjustments I posted; you, by your lack of response, seemed to have accepted these, but I now see that such a thing was placed nowhere in sight in regards to your character(s).
Fourth: True Love feat. The rules for the free Story Feat, specifically that it's been activated but not completed, is violated by this: you are already wed to the woman. The 'True Love' feat requires a complication -- that she's wed to another, that you are far away from her, that your love is unrequited, that your relationship is forbidden, something. Instead, you're not only married to the woman, you have two kids with her. Pick some other Story Feat.
Fifth: Gear. Are you aware that you've placed your ring of protection +1 (2000gp) and amulet of natural armor +1 (2000gp) at half their cost, specificall 1,000gp each? Or that you priced your sleeves of many garments (200gp) at ten times the price (2000gp)?? I'm very not sure where you're getting your prices, but the bastard sword is wrong (since we went with 50gp for the base bastard sword, not the standard 35gp -- and your price is high even for that), the shield is wrong, the full plate is wrong. I'm almost scared to check the prices of your 'communal gear'.
While spelling irritates me, the skills and background portions are rather disturbing, as I've spoken to you about thembefore. But let's continue.
Winnie:
Where do I start?!?
First: Feats and traits. With the Feat Tax Refund, she has two feats remaining, plus the Story Feat replacement needed as with William (above). She also has a trait remaining.
Second: Alchemical formulae. As stated in character generation, Winnie gains double the amount of new formulae that she'd have at each level; alchemists get one, so for her it's 5 - 1 = 4 x 2 = 8, plus her 1st level compliment of 2 + (Int Modifier of 3 + 1 for increase) = 6, so 14 formulae. You have six.
Third: Skills and languages. Unless you give her a trait that grants her KS: Nobility as a class skill, that one is too high by 3. Shunting the 2 necessary points from Adventuring to Background skills, you have spent only 17 out of 43 (or 19 out of 45, if that's how you look at it) skill points with Winnie. In addition, she's got 3 languages yet to be taken.
Gear: You are aware that she's not proficient with the short sword, right?? You're also aware that the item value limits for her are 1x 3000gp and 3x 1000gp, whereas you've bought +1 studded leather armor (1175gp), ring of protection +1 (2000gp), and an amulet of natural armor +1 (2000gp)?
------------------------------------
These two are a hot fvcking mess. If they're this bad now, I'm wondering how bad they were before. I hate to do this, but I'm going to suspend you from play until you get them into order. That means all your feats, skills, formulae, background, gear, everything. These two should not be this much of a frickin' mess.

Amavin Zephyra |

No worries GM
Just due to PM's being difficult with notifications GM with the new site.
Is this what you need?
Let me know if there's anything wrong with what I have, and I'll fix, there must be something wrong with what I'v done if we don't add up.

GM TWO |

If my computer was amenable to actually working once in a while, yes, precisely so.
*browses, reviews, compares*
Ah -- I apparently missed 'Spellcraft'. The things you mess up on. :P
Everything else looks fine, including -- especially -- the switch of traits. (Aspiring Bard always looked a little shady to me; glad you switched it out.) Good to go.

Theodric Valtrava |

Dang, reading all of this makes me damn glad I kept the rough build for both my characters on their respective pages for reference purposes.

Acaciano |

I'll assign the extra point for Acaciano, thanks.
As for Tai, I'll correct the naming discrepancy on the boots. As to the other one, it is 'Mark', not 'Mask', good catch. The cost comes from the scaling item rules, and I believe, is correct at 525.

GM TWO |

Darivan:
None of the mental attribute enhancements (fox's cunning, owl's wisdom, eagle's splendor) are on the magus spell list; remove fox's cunning, pick something else. While I don't see any other 1st-3rd level spells that aren't on the magus list, please remove haunted fey aspect; it isn't a Magus spell. Unfortunately, the master list isn't quite up-to-date, because although Disrupt Undead is on it, Detect Fiendish Presence is not. Go fig.
You cannot have a +4 on KS: Religion; spending 1 point gives you +5, and from your point totals, it looks like you spent that 1 point, so kick it up by a point. ;)
Otherwise, looks good.
Sylvia:
Do me a favor -- when you're putting up your technicals, ignore what HeroLab might do (it automatically tweaked 'Wizard', which I had to presume was her base class, into 'Conjurer' when I put in her specialization) and make sure the technicals are there so I can build without too much guesswork. The less I have to guess, the more time I have to write. ;)
Attributes: With the +2 from human, the +2 from Darivan's Eye for Talent, and the +1 from her 4th level increase all going into Int, Sylvia's stat block means she still has 3 points to use for attributes. I recommend either CHA to 13 or DEX to 14; the latter will probably make more sense.
Skills: Only thing I see out is Acrobatics -- +9 if your Dex is a 12 (5 + 1 + 3). Shifting over to Gwaihir, however, remember size bonuses to Acrobatics (+11), Fly (+15), and Stealth (+16) -- or the fact that he's got Climb at +8.
Spellbook: I think (I'm pretty sure) the L0's are wonky; I'm simply downloading the entire current complete spell list and will start working with that, because I know how to work with that. :P Anyhow. Where is Sylvia getting a bonus 0th level spell from? (We'll get to Create Water down below.)
Items: For both characters, please don't mix your magic items in with everything else; these are the things that give you particularly special benefits, so seperate them out -- potions, scrolls, and perhaps wands in one group, the rest of the items in the another. I can even handle potions and scrolls not getting seperated from the rest of your gear, but I'd rather not have to go hunting for a ring of protection or a pearl of power.
A particular note, and I thought I'd made a note about this before, but perhaps I didn't -- but in the same vein, this is something you approach the GM about -- you ask in regards to Unusually-Leveled or -Costed Items, such as Sylvia's 'potion of lesser restoration (paladin-made)'. You don't just go ahead and assume you can acquire a paladin-made potion; paladins don't typically make and sell potions.
You making presumptions and trying to get things past me is an issue I am continuing to have with you, and it's approaching break-point; you assumed Occult Adventures gear despite my banning psychic classes, those being found in Occult Adventures; you tried to stuff pearls and potions and wands and shite into Sylvia's spell component pouches after I spoke about them, you assumed Darivan and Sylvia could share spell component pouches, despite not being of the same class; now I discover you assumed you could get gear at a lower crafter level (e.g. at a discounted cost) via a non-typical caster.
Then I run into the cracked orange prism ioun stone of create water -- which is a whole other can of bafflement and worms, residing primarily around the question of 'can an arcane caster use a divine spell', something that would have been nice to have been asked about Way Back When You Were Considering Whether Or Not To Take The Item, because then you could have made your argument, and I could have considered it without having had to discover it. My ruling is no: you get t
Stop doing this crap. Period. This is your second warning -- possibly third or fourth, but since I allowed the amulet/pendant/whatever as a Cool Thing, we'll call it second. This still puts you on thin ice, so for Christ's sake, straighten the fvck up, will you? I would really not have to patrol my players for trying to sneak stuff past me, and if I find that I have to continue to do it with you, I won't -- you will cease to be a problem, savvy? I'm generally good with Cool Sh!t, but dammit, you gotta ask first.
Remove the potion; you don't get its cost back. You DO get to keep the ioun stone, but do NOT get to switch out the spell in it; congratulations, Sylvia bought it because she thought she might be able to make it work, but she hasn't been able to, because she's not a divine caster. You're going to have to try to trade it across for something else at some future date.
-----
And what, exactly, does 'alchemical reagents (for Full Pouch) (10)' mean?? Is this something I've indicated in the past that characters should do, for crafting feats or something?? Because I have to confess I don't remember it. There are apparently specific alchemical reagents, but I'm not finding any 'general' ones.
I'm pausing here, because it's ...
... too damn late to get the restarter post going; sorry, Darivan and Sylvia are rougher than they look, because of Issues. Will get us restarted when I get home tomorrow evening. (Well, today evening, technically.)

Lessah |

Full Pouch is a really nifty spell that has Material Components 1gp of "alchemical reagents or herbs". Presumably that means Sylvia has 10gp/uses worth of generic ingredients to cast the spell :-)

Darivan Orlovsky |

Okay.... *dusts off stat blocks*
Let's see what me-from-over-a-year-ago got himself into, yes?
Re: spells- okay, I'll update them once I get a spare minute. Not entirely sure how I did that, but okay.
For Sylvia...
Okay, yes, her class is Wizard (conjurer). I'll bump her Dex up to 14. And I don't think she has an extra 0 level spell- she has four and Create Water- Create Water, per the item description, is added as a new spell prepared. Is that what you saw as a bonus spell?
Items: Sorry about that. I suppose I'll have to redo the list. As I mentioned, I haven't touched these stat blocks in something like a year. In that time... I've gotten a bit better at PF (this was my first campaign, after all). Stuff like item convention is something I've learned since then.
About the potions/talismans- yes, yes. We've been down this road before. You got mad at me, I apologized, and then you said:
talismans - like I said, allowed for now because they're one-shot defensive auto-trigger items.
*I can't track down the exact post, but I know you said something along the lines of "potions aren't made by paladins, but I'll allow them this once"* I'm pretty sure it was in recruitment, but I can't track it down for some reason.
If you're changing your ruling, okay. I'll remove them, no problem. I'm not trying to 'sneak things past you'- at least, not anymore. Like I keep saying, when I started this campaign, I had no prior experience. Since then, I've gotten a bit more, and should hopefully be a bit better in that regard. Again, I do apologize, and know that I have no intent of trying to sneak stuff past you. I'm completely fine with working with you and crafting a story. I just needed to get over the player v. GM mindset I had starting off.
Finally, yeah. Lessah has the right of it. Sylvia has 10 of the material component needed to cast Full Pouch.
I'll change as requested, even the reversals, as soon as I get a bit of free time. All told... sorry for what 'new player' me put you through. I'm a bit better now (I think).

Lyda |

So we starting next Sunday?

GM TWO |

... it is 'Mark', not 'Mask', good catch. The cost comes from the scaling item rules, and I believe, is correct at 525.
Unfortunately, scaling items do have base costs, which goes off their base capabilities -- in this case, the demoralize penalty being increased by 2 in regards to the wearer. That capability makes the cost for the Mark 2,000gp.
The explanations for scaling items aren't ... particularly well done, IMO, but from what I understand, that base cost is the base cost, and is considered an item which price increases on its appropriate bauble/prize/wonder scale from whenever that point is reached until until its maximum level (at which point its value is capped).
If you want, you CAN take the Mark at the 525gp cost, but it'll take until Tai hits the appropriate cost/grade (which will be 9th, going by the chart) for that ability to activate, just as its other abilities don't activate until the appropriate price-grade (at 11th (4100gp) / 14th (9250gp) level) is hit. But I expect that won't work for you, which is completely understandable. :P :) Feel free to get something else.
Doing work on your familiar -- please don't forget to put its actual race (dust mephit) in there, not just the 'small outsider (air)' type. ;)
However, I'm not sure where you're getting the Dodge/Mobility feat from; a bunch of the mephit's skills are odd as well. Here's what I have in HeroLab, and maybe you can correct me where I went screwwy ...
Lumnia
Dust mephit
N Small outsider (air)
Init +6; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 21 (+3 armor, +2 Dex, +7 natural, +1 size)
hp 31 (3d10+3); fast healing 2 (only in dusty environments)
Fort +5, Ref +6, Will +5
Defensive Abilities improved evasion; DR 5/magic
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (perfect)
Melee mwk short sword +7 (1d4+1/19-20) or
. . spear +6 (1d6+1/×3) or
. . unarmed strike +6 (1d2+1 nonlethal) or
. . 2 claws +6 (1d3+1)
Special Attacks breath weapon, deliver touch spells
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/hour—blur
. . 1/day—summon (level 2, 1 mephit of the same type 25%), wind wall
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
Base Atk +4.5; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack
Skills Acrobatics +3, Bluff +8, Climb +2, Diplomacy +3 (+5 vs. people from chosen country), Fly +25, Intimidate +3 (+5 vs. people from chosen country for parade armor), Knowledge (arcana) +5, Knowledge (dungeoneering) +0, Knowledge (local) +0, Knowledge (nature) +0, Knowledge (planes) +3, Knowledge (religion) +0, Perception +10, Ride +3, Sense Motive +10, Spellcraft +6, Stealth +12, Swim +2
Background Skills Appraise +0, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (nobility) +1, Linguistics +2, Profession (Squire) +3,
Languages Auran, Common; speak with animal (same kind only), speak with master
SQ empathic link
Other Gear mwk parade armor[UE], mwk short sword, spear, 373 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blur (1/hour) (Sp) As the spell. Caster level 6th.
Breath Weapon (DC 13) (Su) (1/4 rounds, 15-foot cone; 1d4 Slashing + Sickened, Reflex Save for half damage, negate sickened.)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fast Healing (if dusty) 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Summon (level 2, 1 mephit of the same type 25%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Wind Wall (1/day) (Sp) As the spell. DC 14, caster level 6th.
'Skie':
Pei Zin Practitioner is what the 'Divine Herbalist' actually is; it originates in Tian Xia. Of note, however, is the fact that not only do elves exist out there too -- the elven nation of Jinin -- but that the weirder things of the world are just as active thataways as they are 'thisaways'. My question/suggestion would be something to the effect of this: do you want to come from Tian Xia? All things considered, her Forgotten Past may be considerably less than a hundred years ago -- she and Velar It may ... add a bit of interesting spice to her background.
Mostly things look good; my skill point totals say she has another 5 adventuring skill points remaining -- 4/level from both your classes for 20, +3 favored bonus, +2/lvl Int for +10 = 33; you have 28 spent. I suggest you move two or three of those over to background and put them in Handle Animal, and the others into Ride; even with the barbarian's fast movement counterbalancing the Lame speed reduction, your leg will undoubtedly ache if you walk on it too long (and feel free to come up with other non-game-technical-affecting effects for it), and having a horse under you will undoubtedly ... help that out.
I like the concept, though, and I approve of 'revised Skie'. Feel free to come up with a new / different name for her if you like; if you are good with her having originally come from Jinin, you might come up with an 'Eastern' name, and she may well remember only the last few dozen years, since appearing in Avistan ...
Haven't re-looked at William or Winnie; need to post-post.

Lessah |

Race) Hmm I distinctly remember getting this feedback before. Was it this game or another?
Doesn't really matter (only indicates that I should have learned by now :-P). I'll fix that when I get home!
Stat block) I simply Ctrl+c Ctrl+vd it from pfsrdd20 since I wanted to start on Skie. kinky In hindsight that might have been a mistake, seeing as they have this generic mephit templating and all the stuff isn't included ...
Skills) As noted above there's probably a bit wonkyness with the fly skill. All the mephit have different manoverability and I suspect that isn't accounted for.
Profession isn't an outsider class skill as you correctly noticed and I'll be fixing that.
In general I just updated the skills the mephit had and added the three extra points it got from being less dumb (into profession). If there's other skills I'm looking to use converting them over should be easy, I just didn't because I'm lazy less clutter.
Feats) Mephit have Dodge and Improved Initiative as their default skills (if link above is correct, I'll double check when I get home!). Since Dodge and Mobility is one I just added the later. This also corrects the AC.
Weapon Finesse is also one of the new free feats, which should make the attack bonuses correct (+1 to hit over what you had on all light weaponry).
Attack Bonus +AC) See above :-)
Familiar stuff) Improved Familiars don't get the 'Speak with X' features iirc. Not that they'll matter much except for using Familiar archetypes.
(Would love the sidekick valet archetype if you don't mind :-P)
---Skie---
Background/archetype) I should have double checked on archives or something. But that lay on hands was just so shiny when I built her! I'll get back to you on this one, I'll need to do some research :-)
Skills) You are correct. I think I might have calculated them before racial mods. I'll double check if the bonuses are correct too.
Ride + Handle animal are useful to have. Might want to bump some knowledge skills as well!
Move) Woop woop immune to fatigue (soon at least!). Right now Skie (and Velar) are mostly using their communal horses + sleighs to move around. And actual skiis. Figures those might be handy in a harsh and cold winter!
However come summer real mounts might come in handy. Or even as soon as the snow starts to melt. Might be worth it right away just do we don't drag down the PC move speed at inopportune moments?
Forgotten past) I was initially thinking of having this point simply to her year in the forest. But it could also be more then that yeah (perhaps everything but that?).
As mentioned above I'll have to think and poke a bit more on it.
Thanks for the feedback.

GM TWO |

Aaaand we're off again!! I've made a few minimal shifts to the stuff on the map; the plan is, honestly, to get the king to his quarters, which is a pretty good defensive position, and to get the kids into the kitchen, which is also pretty good, defensively. The former will have some ... complications; the latter will get to have your cohorts defending against swarms of AC 16, DR 5/good or cold iron, 13 hp soulbiters. Shouldn't be too tough for them ...
Quick character stuff before I MUST sleep:
Sorry about the semi-rant, though; I was tired and grumpy and hate surprises that make me go 'wait, what?!?' when I'm grumpy and tired.
And fair deal re: the alchemical reagents for the 'Full Pouch' spell. I suggest you take a look at the 1gp reagents, because they might come in useful in other ways as well; specificity can be useful, after all...
Still haven't hit up William/Winnie. Tomorrow, probably. But as you say you've looked into and brought them up to snuff, continue posting with them.

Theodric Valtrava |

Just a reminder TWO, but Google doesn't play well with my current device, so I'll need my tokens piloted by someone else around the map to the directions I write out during my move actions.

Lessah |

Aight!
Double checked Skie's skills and the only issue were the missing ones. I put two in each of Know Nature (makes sense) and Know Religion (needed for Rage Prophet pre-requisites). Last one in Handle Animal. Already had one in Ride. This way she at least utilizes her class bonus and can handle a mount decently well.
Thought about Tian Xia. Hmm. I'm a bit torn.
On one hand it's a cool archetype and a cool place - especially since they do like their fables over there. And I'd get to write "long ago in a land far away" as the intro to her short story!
On the other hand I'm starting to fear that she'll have far too few attachments to Brevoy. I mean we probably aren't going to lurk there much but it still feels kinda nice to have roots close by. And I'm getting a bit of that 'dark mysterious stranger from a dark and mysterious land with a dark and mysterious past' vibe. Hmm - we have an expression over here that's basically "cake on cake" and that's how I'm starting to feel - too much of the sugary good stuff. If that makes sense ... :P
How do you feel about Tian migrants?
That way I could sort of snag the best of both worlds.
Forester can be an assumed name and Skie just being short for something else - that way I get to have more names (let's go with that being a good thing for now!).
She'll have an angle to learn some mystic eastern arts. And that'll surely make her even more attractive as an adventurer!
And she'll have something in Brevoy. Something/one she can build a better nation *for*. "Oh shit Brevoy is going down the drain I better fix 'OUR COUNTRYNAME HERE' and get those I care about over here" seems nicer then "Oh shit Brevoy is going down the drain. Hmm I wonder how my folk are doing - I better send a message since it's going to take half a year to get there at least [if I remember them]!".
Hmhm. I'll have to think about it a bit more. Please to poke me if you have additional thoughts on this topic!
Also! I'm think I'm going to use Skie's old icon on the map just so things are a bit easier.
Edit: Oh also assuming that Skie 1.0s crossbow magically morphed into a quiver of javelins.
Now to see if I have time to actually get a post in!

Theodric Valtrava |

@Lessah: I haven't got my books to hand, but aren't there two major caravan routes over the top of the world between Tian Xia and Avistan? There's the western route through the Lands of the Linnorm Kings and Varisia, and then another a lot further east of that. Without my books, I don't know how near the latter is Brevoy, but that could be useful for a starting point for Skie's presence in the region?

Bartek Yaroslav |

I'll be making my gameplay post tomorrow, sorry for the delay.

Lessah |

However present me only gets +10 when he calcs ... (+5 Dex, +4 Bab and +1 Masterwork)
If you have the Herolab file, would you mind double checking the attack bonus to see if I have missed something?
@Trade Routes - I'll look into that for sure!

Theodric Valtrava |

@Lessah: Buff spell? I know someone was handing out hastes at the king's end of the hall.

Theodric Valtrava |

Yeah, did some digging and Velar cast a haste spell on a number of folks--himself among them--way back in Round 0. So if you've got a persistent, loose +1 that you otherwise can't account for, that may be your source.

GM TWO |

Man, my RL is just not cooperating. Read through everything, but not finished with the post.
I do, however, need rolls for Dargaryen going over tables (as noted here, to wit a DC 13 Acrobatics roll for each table he goes over; alternately, he can shove past one with a DC 12 Strength roll, losing 5' of movement each time he has to shove past one. Ditto for Marlovaur; and since both of them are entering the panic zone, I'll need DC 12 Reflex saves (to avoid being caught up in the mass of people); as said, you can replace your Reflex bonus with half the sum of your Armor bonus and Strength bonus. I'll even allow you to add your Shield bonus to that before halving it, if you are actually carrying a shield.
Remember, this is NOT a pretty scene, and bounding over tables is not a gimmie.

Bartek Yaroslav |

Got an update for us GM TWO?

GM TWO |

Incoming, yes. Sorry -- the network decided to go down this weekend.
As a reminder:
- All leaders (7th level characters) possess all their adventuring gear. They are fully armed and armored, with the only modifier being that flaps and weapons are lightly peace-bonded (knife-cut, even a DC 12 STR check, IIRC). In all other ways, however, they are ready to kick ass and take names.
- All cohorts (5th level characters) are in possession of any non-armor defensive items (cloaks of resistance, rings of protection) they might have worn; no armor. Those who normally use very large weapons (longer than 10', e.g. lances, pikes, that sort of thing) would have been required to send something smaller; these most likely have been the cavaliers of the cohort group (e.g. Kliment and Marlovaur), a sword and your shield bearing your device would have been appropriate. I will permit any sword to be a cold iron one, if you had purchased such.
If you don't remember what your cohorts brought, go back through the threads; most of you posted it (or posted what you wanted to bring, and had them sent back). This amounts to high-class but relatively discrete defensive items, plus your signature weapon/item -- most spellcasters without 'Eschew Materials' would have their spell component pouches as that 'signature item'. For the most part, though, this means that wands (unless it was your bonded item), pearls of power, and other such items would be back at camp.
Also, anyone moving outside of the two main groups needs to review the crowd movement rules -- DC 12 Dex check to avoid getting trampled, or DC 12 (Str Bonus + Armor Bonus + Shield Bonus)/2 check to be the trampler instead. (The STR Bonus is halved as well.)

Theodric Valtrava |

Just a(nother) reminder TWO, but neither of my characters are still where their present positions on the map indicate; I can't modify their placement through Google Docs from the tablet I use for my Internet access. They have moved though, and I noted their exact movement paths using the handy coordinate grid you set the map against.

Acaciano |

Just a(nother) reminder TWO, but neither of my characters are still where their present positions on the map indicate; I can't modify their placement through Google Docs from the tablet I use for my Internet access. They have moved though, and I noted their exact movement paths using the handy coordinate grid you set the map against.
moved you.

Theodric Valtrava |

@Acaciano: If I had a cookie, I would totally give it to you :D. Unless it was oatmeal raisin, that one I'd only split.

GM TWO |

To be honest, I haven't been moving the king, the flying wedge o' paladins, all that sort of thing -- I've realized that for these big fights, I get overwhelmed by tweaking the map detail, and I kind of stutter to a stop. So!
Um. Hm. wehrpig, can you show me how you get a +9 for Dargaryen and a +6 for Marlovaur for pushing through the crowd?

Theodric Valtrava |

TWO, in regards to the kitchen group's Round 4 movement and Round 5 available actions, will we be able to reach the kitchens on best-speed double moves in Round 4 and make a full attack in the following round? Or will we need a further move action to finish the trip, leaving only a standard to attack the oncoming soulbiters with?

Dargaryen Blanc |

Also, anyone moving outside of the two main groups needs to review the crowd movement rules -- DC 12 Dex check to avoid getting trampled, or DC 12 (Str Bonus + Armor Bonus + Shield Bonus)/2 check to be the trampler instead. (The STR Bonus is halved as well.)
The calculations are in the spoiler. The Str bonus should also be divided by two, so decrement by 2 for Darg and 1 for Marlovaur.
Darg = 1/2 * (4+11) = +7
Marlovaur = 1/2 * (2+9) = +5

GM TWO |

Leaders In General, or Keeping Up With The King:
The king, as well as a number of others, received a Haste as well; as they are double-moving whenever they're able, a single move action won't keep up. The escape route has to be opened, however, so there would be one round's standard action available for use.
Cohorts In General
A double-move and a single-move will get you either into the kitchen ahead of the swarm or into the plug as one of the four 'corks'; as with the leaders, you will have a standard action to use, either as an attack on the onrushing horde or for spellcasting or whatever, but in this case if you use the 4th round for the action, you'll be tail-end charlie and more-or-less automatically in the front line during Round 6.
The Cork:
The hallway is only 10' across, but the four-person thing is because the soulbiters can not only jump like demons (har har), but climb, and thus can go over the first rank's heads -- thus the need for an active second rank. Round 5 will be the first chance for melee action engagement against the soulbiters; a spellcaster could use an action in the 4th Round to spellcast if they have a clear view down the hall, but they'd definitely need to use 2 move actions in Round 5 to get into the kitchen where the group can maximize their advantages and minimize their disadvantages. A spellcaster could also be in a 'third rank' at the cork, and cast over the heads of the first two ranks during Round 5. Everyone who takes part in 'the cork' will need to use a Move action if they want to consolidate with the rest of the group; the soulbiter horde pouring into the hall will otherwise inevitably flank and isolate the 4-6 person 'cork'.
To give a perfectly clear answer, however, to the 'how fast to reach the kitchen' question, those furthest from the kitchen need 90' of combat movement to get inside the door; those closest, perhaps 70'. At no time, however, are the soulbiters going to be within range; that's what the cork would be about, keeping the soulbiters bottled up for a moment so that those behind the cork will be able to make it into the kitchen.
AFAIK, Darvan is the only cohort so far who has made himself into a plug-person. Melee combatants will work best, since these ARE Tiny, they can't AoO ranged attackers, so ... be nasty against
Crowd-Movement checks:
William: Str +3 Armor +11 Shield +3 = 17 / 2 = +8, when your DC is 12 -- not quite auto-succeed, but close.
Dargaryen: Calculations are correct.
Marlovaur: Calculations are incorrect. Please read what I'm writing and apply it to your characters. Marlovaur does not have any armor, nor does he have his +1 lance (as being inappropriate/too awkward for the party); instead, he will have one of his masterwork weapons (Cold iron longsword?) plus his heavy steel shield, probably freshly painted with his knightly heraldry. His crowd-movement bonus is Strength +2 Shield +2 = +4/2 = +2.
If you're in a large group (e.g. with either of the royal groups), you are correct, you don't have to roll.
Staying Behind:
Lyda has been moved over to the 'staying behind' group, joining Dargaryen.

Ishana Tamanna |

Kinda struggling to picture the cork that the GM is describing, but Ishana is currently defending the royal children, is melee, and will probably assist in killing Soulbiters. Would probably use her Standard to activate Sacred Weapon though.
With the whip I should *hopefully* have reach regardless.

Theodric Valtrava |

@TWO: Then it's a good thing that I allowed for the possibility that Darvan might have only a standard action to attack with in his post.
Now I just need some brave fellows to step up with him for the impending fight!

Darivan Orlovsky |

Ah, right. For some reason it slipped my mind that they would be double moving as well. I remembered the Haste (current speed is 90 thanks to Fly), but didn’t include itwo moves when figuring out my speed. Once the Haste wears off, though, it should only take me a single Move to keep up.

Bartek Yaroslav |

@Theodric - Kliment has stepped into the front line with you, short a horse and suit of armor he may be underwhelming but we shall see.

Skie Forester |

Question @GM - In my haste to complete Skie's statblock I totally forgot that it would be useful to have throwing spears in different materials. Which seems highly relevant at the moment.
Would you mind if I subtracted the appropriate costs right now and said that some of Skie's javelins are cold forged? (Including the very nice one she just threw!)

GM TWO |

Sorry, had RL smash plans to little bits. I GOTTA get better about updating you guys when it happens, not a day or three later. Post -- well, posts -- is/are half done, will go up tomorrow.
William is with the King; he doesn't have to roll.
Reach is somewhat less important with the soulbiters than it might be, because as Tiny critters, they can fit 4 to a square -- and then they'll start pouring into YOUR square (and, technically, AROUND your square via the walls) to attack you (though both of those provoke AoOs).
For Skie's javelins, yes you may -- but understand that you'd typically have had only one javelin. I'll see my way to allowing you 3, as they ARE usually thrown weapons, but I don't think they would've allowed more than that.

Amavin Zephyra |

GM, is Amavin missing out on the 'King' Group?
Biggest worry right now is that after spending that one turn casting Gust of Wind, that she's now missed the boat even though I'm frantically spending the rest of my rounds having her fly back to immediately rejoin the King when I realized how quickly the 'crunch' is happening. Is this a legitimate concern or is she on track now?

Skie Forester |

Skie does have her javelins in one of those fancy extra roomy magic quivers. Would that impact the number allowed (in a positive way, those might not be allowed after all!)?
Otherwise I guess she'll just have to slap the deamons with then instead.