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About This Game

A Pathfinder Game set in Faerun, detailing the trials and travails of the recently reborn kingdom of Cormanthyr - the Elves have returned to Faerun in force. But the Zhentarim loom over all, while more subtle threats, from Drow to Silver Ravens to worse lurk in the margins and shadows. Looking for 1-2 players to replace some lost players.

Game System

Pathfinder 1e

Detailed Description

Once, the Kingdom of Cormanthyr was one of the greatest Empire of Elvenkind since the Crown Wars. Once, the humans of the Dalelands and the Elves of Cormanthyr signed the Dales Compact and raised the Standing Stone, marking peace and cooperation, even unity between the elves of Cormanthyr and the humans of the surrounding lands. Once, the city of Myth Drannor was a mighty, cosmopolitian city of wonder and wealth, the beating heart of Cormanthyr.

Then it all came to an end - though officially the Kingdom of Cormanthyr didn't die until 1344 DR, with the declaration of the Retreat, the loss of Myth Drannor after the Weeping War in 714 was the death knell for the Kingdom. Slowly, the elves abandoned more and more of the forest, and eventually left entirely. Humans and monsters began to move in, as did Drow of all stripes, but especially the followers of Vhaeraun. Sembia and the Zhentarim could eye the Dales without fear of elven interference.

And then, in 1374 DR, amidst a war against the demon-blooded elves of House House Dlardrageth, elves returned to Myth Drannor en masse, sparking a yet wider war that drew in Lolthites, followers of Vhaeraun, the Zhentarim, Hillsfar and Sembia.

The year is now 1377 DR and an uneasy peace now reigns in Cormanthyr. All sides now spent by bloody war, everyone jockeys for position and influence. Cormanthyr has ruined settlements and sacred spaces to reclaim, loose monsters and demons to clear out, and hostile or suspicious neighbors to watch. Even the Dales, once the closest friends of Cormanthyr, are not all enthused about their old neighbors and benefactors returning. A new Coronal, Ilsevele Miritar, reigns for the first time since before the Weeping War, but the Kingdom is still rebuilding, rather than rebuilt. Tensions within and amongst elvenkind boil under the surface, and no one 'defeated' in the Cormanthyr War - nor others with their eye on the region - is content to do nothing while a potential new threat to their interests and goals grows more powerful in the forest of Cormanthor.

  1. What's new in this game
  2. "Undrek'Thoz. It's far to the east, in the Earthroot," the region of the Underdark underneath the Thayan Plateau. He scoffed at her additional comment, "Clear indeed, yes. Males like me are in high demand with certain females," his once handsome face, his, slight, lithe, wiry build, "but they tend to take personal offense when you can't... perform for them." Given Demaire's previous flirting with Alfren, and the way he said 'perform', with a hint of suggestive crudity, it was quite likely his implication was that he was only attracted to other men. Illegal, in most Drow cities, and Lolth's clergy considered it offensive. The source of his scars was implied by the way he gestured to his face when he mentioned 'personal offense'. "Eventually I murdered my way to freedom and fled to the surface, where I found the Masked Lord." He shrugged, "What about you? Was your tale of turning from the Spider-whore triumphal, or tragic?" The book was not magical. It was a history of Maerimydra, cutting out about a hundred years ago. Despite the city's long period of ruling large swaths of the surface at various points, the history spent most of it's time detailing the interminable conflicts between the Houses of the city, the rise and fall of which was the First House at any given time, and so forth. Betrayals, alliances, assassinations, outright war - it was a sorry, bloodsoaked history.
  3. Yes, I'm sure you are correct. he said in response to Alfren. When we get back and can talk alone, maybe we should take inventory of what we've learned and report. Pym idly watched the flames burn and tossed "Crimes of the Surface Elves" into the fire. Demaire seems a little too happy. the mage observed walking back past the eager man. Upon reaching the loot, he picked up the history text. He cast detect magic once and looked it over to make sure it wasn't magically trapped, and thumbed nonchalantly through the book. He was pretty sure that now that they disrupted at least one leg of their adversary Janessey's plan, they would be dealing with the other leg or the adversary soon enough. He wondered what side of the future conflict Demaire would land on. (Spellcraft)
  4. Alfren Ker "Better this than the bodies of the innocent that they likely would have left behind in time," Alfren said finally, looking uncharacteristically solemn. He stood in silence for a time as the fire did its work and the oily smoke rose from the pyre. The smell didn't bother him, which in turn should have bothered him more... but life on the frontiers was far different than the civilization of Amn or Cormyr. More than a few pyres had been lit for the dead left behind after a raid from Zhents or more common bandits, orcs, or other simple but dangerous beasts. Actions
  5. Shizune found herself amused at Demaire's antics, and put her eyes on Jezzara, watching her for a moment, but choosing not to bother her quiet contemplation. The road to the light was a long walk, after all. From there, she adjusted her armor and packed her shield and staff. She crinkled her nose at the smell of burning flesh, but shook the revulsion away, knowing well the religious & spiritual need for the ritual. She walked over to Demaire, and simply said, "Thank you for agreeing to work with us again, and thank you for the help in the battle. I am curious though: Where are you from? Down below, I mean. You have been though alot, that much is clear." Actions & OOC None, as yet.
  6. As I've said before, and I'll likely say again: I'm not always perfect at giving players enough to work with, so if it feels like that's the case, ever, let me know. ^^
  7. The Pyre is well constructed, and there's not a lot of easy fuel outside of it - especially with the fire elemental corralling it. The bodies won't easily char completely to ash, but they will, given enough time, become mostly ash. It is never tidy, burning dead bodies - it is quite a disgusting act, when certain parts of the body can get too hot, but at least it's over and dealt with. Jezzara watches the fire burn, while her less content former compatriots keep their eyes away. Demaire looks like he's restraining himself from dancing around the flames, humming a cheery little tune to himself before walking away from the fire to check the edges of the clearing.
  8. T'rissae smiles at Shizune and Alfren. "As you suggest, perhaps it was my training amongst the Sword Dancers that sway which aspects of Her Teachings that are foremost on my mind. More about leading the drow out of the darkness and promoting harmony with other surface dwellers. So very much focused on our race, going where we may not be welcome and demonstrating how we may coexist." With the final preparation of the pyre and the bodies of their fallen enemies to be offered to the Dark Maiden, T'rissae nods to Pym and watches as the flames rise after his elemental brought its intense heat to bear. As the flames played across the pyre, she raised her head to the sky and offered a short quiet prayer to the Dark Dancer hoping that, in death, their souls may be given the opportunity at freedom from the foul grasp of the Demon Queen. Actions N/A Combat Stat Block Init: +8; Senses darkvision 120 ft.; Perception +14 Defense AC 2510 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +2 dodge (+1 from Haste +0 from Defensive Stance), touch 1910 +6 dex +1 deflection +2 dodge (1 haste, 0 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +19/+19/+14BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  9. Pharius hesitated for a moment, "I try not to let myself get too fond of any spell, but I find there's little a successful dispellation cannot accomplish." He grimaced, "The keyword being 'successful', I suppose." He was clearly thinking of his failed such attempt during the fight, and not happy about it. "As for your orb, as I said, it was impressive, but my dignity will be spending weeks in recovery after that, at a minimum."
  10. Alfren Ker "Maybe so, just as like that its the same with every faith. The folk on the frontiers listened to the part of the Dark Maiden's faith that spoke to them the most, less afraid of drow raiders than they were of more mundane monsters that dwelt in these forests. Doubt we're all that different than the Zhents or these spider-worshippers in that. They always seem to remember the ultimate power part of their foul gods and ignore the parts about unending torment and pain." The half-elf gave a shrug and dropped a load of wood, the driest he could find, on the pyre. Actions Ready action to swing if one makes an attack
  11. Pym kept talking I'm not going to judge the way your academy did things. We all learn at our respective academies and then adjust as life goes on. I just like talking magic with fellow wizards. Mastering magic arts, preserving learning through the ages for elves to benefit from in the future, connecting the knowledge of all elves for their benefit ; those things are more important to me than these petty political squabbles. Given your implications about your academy I think it speaks highly of you that you both graduated and later came to be relied on for missions. If you don't mind my asking, what is your go-to spell? I spent a decade or so (more than I should have) learning from a bronze dragon who is a very dear friend, so I've picked up more than a little water magic, but I'm sure you observed that much . Once the firewood was gathered and the bodies assembled, Pym summoned the elemental as promised and instructed it to burn the pyre.
  12. I don't think Pharius is ready to be nice yet, though he is cooperating. Think late Season 4/early Season 5 Spike from Buffy the Vampire Slayer, if any of you are familiar with that show. :joy: Also, very interesting side discussion among the Eilistraeeans. Nice roleplaying ^^
  13. After chewing on the information she recalled, she decided that she would relay the information to her party at a different time, when they weren't surrounded by the prisoners they planned to convert, whether to Eilistraee or the Masked Lord. The notion occurred to Shizune and made her grimace; she didn't like working with the Vhaeraunites, and the idea of losing the soul of the wizard was not something she appreciated, but maybe the trade would work out in the future. She stopped wondering, long enough to join back into the conversation. "I'd chock that up to... let's say 'denominational' differences," Shizune chided lightly to Alfren, giving an uncharacteristically wry smile. "Every religious stronghold has its differences, I suppose." "I'll pray a group prayer of healing, and can administer more as needed; just let me know. I know a couple of you took the brunt of the damage, judging by the sounds of battle from the other side of the ice wall." Actions & OOC Channel Positive Energy to catch only our party, Demaire, & Jezzara, & maybe the wizard if he's nice.
  14. Alfren Ker Alfren nodded at T'rissae. "I'll help, it shouldn't take that long if our mage is going to whip up a helper from the Plane of Fire and until we're out of these woods none of us should act alone. Demaire might be on our side at the moment but letting our guard down could be fatal." He chuckled to himself as they collected up the most dry wood they could find. "You're far more devout in your faith than I am. But the Maiden's teachings were also less focused on the redemption aspect where I came from, and far more on on the hunt and protection of those in need. Likely more a family bias than anything else." Actions Ready action to swing if one makes an attack
  15. T'rissae shakes her head at Pym "My apologies. It was merely said in jest. I wasn't intending to burn the library. I expect there would be some academic interest in the perspectives offered in the foulest unholy book, and even the erotica, as long as proper care is taken. As for the history of Maermydra, if you're looking for a perspective from the drow who lived through it, you've pretty much have several, from our temporary captives to even myself!" she finishes with a wide grin. Pym's subsequent offer gives T'rissae pause as she considers. "I'm not sure I'd want to draw from your power for a relatively simple deed such as that. However, beyond faith, there may be the practicality of it. Treating the bodies according to Eilistraeean rites would not only better allow their souls to pass on to their destination, it also prevents their bodies from becoming defiled by animals and vermin of the woods, or worse. I suppose it may also make it far more difficult for someone to bring them back, bolstering their forces should they approach our flanks. I will gather the wood." T'rissae then moves off to gather sufficient wood for a fire-elemental fueled pyre. Actions N/A Combat Stat Block Defense AC 2510 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +2 dodge (+1 from Haste +0 from Defensive Stance), touch 1910 +6 dex +1 deflection +2 dodge (1 haste, 0 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +19/+19/+14BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  16. "I find it best to study all schools and forms of magic, rather than to overspecialize and leave oneself... vulnerable." Pharius said, being vague but honest. He went on, his tone becoming more direct: "I studied at the Academy in Maerimydra, as all nobleborn males with arcane predilections do. And any commoner talented enough to prove useful." He scoffed, giving Pym a look of... not disdain, but almost pity, in a way? "I survived long enough to graduate. I imagine you, like most surface elves, would find the Academy's method of teaching to be cruel, wasteful or some other such term, but I would find the methods to be both instructional beyond merely magic and effective at weeding out the useless and incompetent." "And you're likely right, about 'Crimes of the Surface Elves'," Pharius added with a laugh, "Even among books of that nature, it is particularly terrible. Illiara's fondness for the book was not one of her appealing features." He gestured at one of the dead priestesses.
  17. Burning books - the thought makes me shudder - but I don't think the world would really miss "Crimes of the Surface Elves" or the erotica, however, I think the rest of them could be beneficial to some degree. I would definitely consider reading the history of Maeriydra to possibly my own collection. History from the elves who lived it. It could provide valuable insights for future generations. Some of my colleagues may be interested in this sort of thing . . . . Pym held up the book on spider breeding and tried to think of which of his academic acquaintances would be most interested in spider breeding. He found himself intrigued by the mysteries. While he often read for academic reasons, and enjoyed it, fictional works were more rare. He hoped they would be entertaining. T'rissae, if it will help I will summon a fire elemental to get the fire started, since it is important to your faith. It is a better end than just leaving them here for animals or necromancers. We just need to gather the wood to accompany the kindling you've chosen. Once the plan was settled, Pym walked over to the wizard and took a seat. So, what type of magic did you study? Is there an academy or school you went to in the Underdark?
  18. I would willing to assume Eilistraee, being a decent sort of goddess, understands things like 'we don't have time to burn these bodies right now', fwiw. Totally your call tho.
  19. T'rissae sighed and nodded. "While the clearing is sufficient for a large fire, I agree that it would take some time. I'm not sure I would have gone through with it given the nature of our encounter, but making them think I was going to was still useful for effect," she said with a smile. "At the same time, I was able to help gather some equipment that may be of use, or," she continued with a frown, looking at the unholy Lolthite books and symbols, "useful as tinder in a smaller fire." Actions N/A Combat Stat Block Defense AC 2510 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +2 dodge (+1 from Haste +0 from Defensive Stance), touch 1910 +6 dex +1 deflection +2 dodge (1 haste, 0 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +19/+19/+14BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  20. : Good point! I forgot the soaking that had occurred but their wet things can be removed so shouldn't be a major factor. Still, you also have a point about the amount of time it would take to do this in a mundane fashion. I only have one spell that has some bit of fire to it and it only works on the living, so that's not really an option either. I don't see direct provisos for not following the dictates of Her teachings but maybe since these aren't really the "big" bad that we're after (and also, I suppose, we sort of went after them first), I think we can let it slide.
  21. Sorry I totally forgot. but like said, they’ll know it’s Shizune which may be worse than we want lol I do agree that the ruins are gonna be massive and that guarding prisoners while searching is going to be a nightmare.
  22. That is cold. Maybe better than being a demon though.
  23. I believe the genereal idea is that failed demon worshippers or ones who disappoint their patrons just get tortured harder or have their souls used up to make magic items rather than be reborn as demons. Fwiw, the clearing is big enough that you could easily burn the bodies and not start a fire as long as you watch the pyre.
  24. Good roleplaying. I didn't even realize Elistreaens did that type of thing. With them being apparently kicked out of the drow kingdom, it made me think: do bad demon worshipers have to go to Heaven when they die or is the Abyss like a "safety afterlife"? You're getting in regardless of your credentials. There are a number practical reasons that a bonfire is not the best move. The bodies are soaking wet, (you're welcome) the ground is wet (not my solid fog, not my puddle; but I don't know where the water from the ice wall is going to go). Burning 300+ pounds of wet elf on wet ground and gathering enough wood for such a fire will take a long time. We don't want to leave the fire unattended. If we wait around, it is going to give time for their reinforcements to arrive. In the meantime we will be sending a huge signal into the sky from the smoke to those people from the place their camp was located. They may want to come looking or Jannessey / Vendaya might want to see what is happening to her ally. We are surrounded by trees. Fires are usually a big deal in forested areas. Any druids, dryads, or treants in the area are probably really not going to like it. That could lead to real loss of popularity on our part. Jannessey / Vendaya might be able to use that against us. I think our best move is an expeditious excavation. 5 feet of dirt out of the ground, dump in the boides, and whump, 5 feet of dirt right back on top of them. T'rissae can sit bare butt on the dirt to "mark it with a moon" to come back and burn them later if she really wants to.
  25. Pym walked to T’rissae How important is it that the bodies be burned? That will take hours to make a wood fire big enough and hot enough to burn the bodies. We’ll also be sending up a column of smoke to let the entire forest know that someone is here. I also do not want to just leave a large fire burning in a forest. That seems irresponsible. Every Druid and dryad within a 10 mile radius will just really hate us if we do that. If you have to for religious reasons, I understand, but it is worth taking time to consider if there is another acceptable course of action.
  26. Whoa there. T'rissae is burning the bodies of the dead (our evil enemies) as an offering to Eilistraee. It's part of Her teachings. I'm for taking the prisoners to Jezz's camp as he'll have more info on our ultimate destination. The ruins might be quite big and we want to be focused when searching for the needle in a haystack. As long as we're not diverging from our goal too far or for too long. And we should still be wary.
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