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About This Game

The Blue Scarab adventuring company has recently completed exploring a couple of assigned research sites. They just finished auctioning off their loot when the dead have risen from their graves. Book 2 of the Mummy's Mask AP.

Game System

Pathfinder 1e

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09/11/2023

Detailed Description

The Blue Scarabs are looking for a master of the arcane to join their adventuring company in the city of Wati.

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The party has started Book 2 of the Mummy's Mask AP. Everyone is currently level 4. The party needs a wizard/sorcerer/arcanist that can handle the classic arcane caster duties (examples: blasting, battlefield control, summoning).

 

The Blue Scarabs:

Terran is playing a ranged rogue.

Starhawk is playing a caster cleric.

Dhemon is playing a melee occultist.

Steel Warrior is playing a melee inquisitor

 

  1. What's new in this game
  2. Terran

    Ooc

    Sorry for delay. I was called back into work for an emergency involuntary placement hearing in front of the Night Referee.
  3. Eborne1

    Ooc

    Where are we, currently, on the map? Nm. "Location 1"
  4. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=23, Touch=14, FF=19 / HP=38/38 / Init=4 / Saves: Fort=5, Reflex=11, Will=5 _______________________________________________________________________ After all of the members of the Scarab Company safely make it through the hidden door leading to the lair of the SIlver Chains, Raze will ensure that the portal can be opened from this side before carefully closing the secret door so it can't easily be found. Thereafter, Raze maks the exact spot of the hidden portal on the party's map of the Necropolis and then uses a piece of chalk to make a pair of tiny nearly invisible marks on the wall at floor level, with both marks being exactly forty paces on each side of the secret door. Quickly realizing the broken parts are likely one of the compasses as referenced on the map, Raisin instead searches the basement chamber for any other secrets. However, once the group is ready to move along, the Tiefling whispers, "Best to try and be quiet until we are discovered." "I'll go and check out the pathway from here and then either wave you forward, have you hold or will retreat back to this position," the burglar adds before silently moving forward, staying in the shadows with her bow in hand, watching and listening for the sight or sound of movement or anything unusual in the immediate area with her dark vision and keen Tiefling hearing. Mechanics Standard Action: Swift Action: Move: Move Action: Free Action: Continuing Effects: None
  5. The Story: 7:46am day 1 The compass parts are covered in heavy dust that was accumulated over years being here. It doesn't take much studying to realize that it is beyond repair. Most of the magical enchantment has leaked out of it. That leaves four compasses remaining in the necropolis. A scan of this underground chamber doesn't reveal any additional tunnels. Before the building started collapsing , there was probably a stairs that went from the basement to the ground level of building. Any stairs long ago were destroyed, but there is plenty of rubble and debris that can be climbed up to the ground level. Notes: Where to? The map has markings for the dark folk and the other 4 compasses. How will the party be traveling (e.g. marching down the middle of the street, keeping to the shadows)? Group is at location 1: Party Status Ramad: hero pts: 3; / hp Anhotep: hero pts: 3; 33/33 hp : Raisin: hero pts 3; / hp Dros: Hero pts 3; 33/33 hp Pearl: Hero pts 3; hp
  6. AC 14 (17) HP 33/33 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 5d6 (5d6+7 vs undead) no channel resistance. Worshippers of CE Gods, CE Outsiders, Evil Creatures with Light Sensitivity count as undead. * Copycat (Move Action) 6/6 5rnd duration single mirror image Orisons Stabilize, Detect Magic, Light, Enhanced Diplomacy 1st level spells Weapons against Evil 1, Invisibility to Undead 1, Ray of Exhaustion 1, Sanctuary 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal), Ironskin 3rd level spells (2) Invisibility to Undead (Greater) 2 SLA Daylight Wand of Protection from Evil 38 Wand of Cure Light Wounds 45 Wand of Cure Light Wounds 18 Wand of Lesser Restoration 10 Wand of Shield 5 Now +2 to use Wand of Vanish 8 Now +2 to use Wand of Grease 7 Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' "Yes, please.. if you would.", replies Anhhotep in courtly fashion to the offer of Mage Armor. He then looks around to find an exit, so he can take a peek at the surrounding area. Actions
  7. Ramad Khajeel Inquisitor 4/Warpriest 1, HP: 42/42 Saves: Fort 6, Ref 2, Will 7 AC: 24, 11(touch), 23(flat-footed) Speed: 30 Perception: +11 Initiative: +14 "I am unfamiliar with the machinations of the compass." says Ramad, "Do you believe it should be fairly simple to activate?" Ramad allowed the others to inspect the device and seemed to simply take observation of the surroundings, should there be a hidden enemy or even ambush trap. Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 4, Warpriest 1, [B]Level[/B] 5, [B]Init[/B] 14, [B]HP[/B] 42/42, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 11, [B]Flat-footed[/B] 23, [B]CMD[/b] 17, [B]Fort[/B] 7, [B]Ref[/B] 3, [B]Will[/B] 8, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] +1 Heavy Steel Shield[/B] (+10 Armor, +3 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 5, Nature 4, Planes 4, Religion 4, Perception 11, Sense Motive 9, Spellcraft 4, Stealth +4, Survival 10, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]5th:[/B] Furious Focus [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=Solo Tactics (Ex)]At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.[/ooc], [ooc=Teamwork Feat]At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Healing:[/B] The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • [B]Piercing:[/B] This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Protection:[/B] The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • [B]Purity:[/B] The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • [B]Resiliency:[/B] This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • [B]Resistance:[/B] The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]2nd:[/B] 2 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]2nd:[/B] 2 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath [B]2nd:[/B] Flames of the Faithful, Spiritual Weapon[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Cure Light Wounds, Hedghing Weapons[/spoiler][spoiler=Inventory]+1 Full Plate 2,650 Gp MW Heavy Shield 170 Gp +1 longsword 2,315 Gp Silver Dagger, Masterwork 322 gp Total: 5457 Gp backpack bedroll belt pouch caltrops chalk (10) flint and steel grappling hook iron pot mess kit mirror pitons (10) rope soap torches (10) trail rations (5 days) waterskin. [/spoiler] M Neutral Lavasoul (Magma Ifrit) Inquisitor 4, Warpriest 1, Level 5, Init 14, HP 42/42, Speed 30 AC 24, Touch 11, Flat-footed 23, CMD 17, Fort 7, Ref 3, Will 8, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate, +1 Heavy Steel Shield (+10 Armor, +3 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 5, Nature 4, Planes 4, Religion 4, Perception 11, Sense Motive 9, Spellcraft 4, Stealth +4, Survival 10, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you., Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks., Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul BrandEffect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative 5th: Furious Focus Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance., Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures., Orisons, Stern Gaze (Ex)Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)., Cunning Initiative (Ex)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier., Detect Alignment (Sp)At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: Solo Tactics (Ex)At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus., Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Shielded CasterBenefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities., WarWar Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Inquisitor Spells Known: 0: 6, 1st: 4 2nd: 2 Spells Per day: 1st: 4 2nd: 2 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath 2nd: Flames of the Faithful, Spiritual Weapon Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Cure Light Wounds, Hedghing Weapons Inventory +1 Full Plate 2,650 Gp MW Heavy Shield 170 Gp +1 longsword 2,315 Gp Silver Dagger, Masterwork 322 gp Total: 5457 Gp backpack bedroll belt pouch caltrops chalk (10) flint and steel grappling hook iron pot mess kit mirror pitons (10) rope soap torches (10) trail rations (5 days) waterskin.
  8. HP: 33/33 | AC: 25 - FF: 22 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 5/5 2 : 3/3 | Mental FocusAbjuration : 4/4 Transmutation : 6/6 Uninvested : 0/10 | Active Effects- "Lovely place, this." Seemingly both mildly amused and impressed by the tunnel and its concealment at the end, Dros nevertheless soon turned his attention to what seemed to be the compass. Lacking the ability to directly perceive magical auras, he glanced over at the other casters in the group. "So, is this thing broken?" OOC Raisin got 2 more Node of Blasting arrows last night
  9. Madame Zelda "Pearl" Mordeaux Lv. 5 Goblin Shadowcaster Wizard "Mmm.... Does look like one of those contraptions you mentioned the priest describing. Should someone poke their head up and see what's above us? Or shall we continue in the delicious dark?" Pearl reaches in her new magical pack and is delighted when her hand falls directly on the thing she wants. She draws the wand and bestows on herself a nimbus of invisible protection. "Anyone else like a blast? Anhotep?" Pearl looks over the rubble for the magical or non magical auras of any potentially valuable bits and pieces. OOC Cast Mage Armor from Wand - 1 hour Perception 11 (or 15 if taking 10) Detect Magic Quick Stats Lv. 5 Goblin Shadowcaster Wizard Caster Level: 5 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 32/32 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Mage Armor Combat Actions Free: Swift: Move: Standard: Full:
  10. AC 14 HP 12/27NL Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 5d6 (5d6+7 vs undead) no channel resistance. Worshippers of CE Gods, CE Outsiders, Evil Creatures with Light Sensitivity count as undead. * Copycat (Move Action) 6/6 5rnd duration single mirror image Orisons Stabilize, Detect Magic, Light, Enhanced Diplomacy 1st level spells Weapons against Evil, Invisibility to Undead 1, Blessing of the Watch 1, Sanctuary 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal), Ironskin 3rd level spells (2) Invisibility to Undead (Greater) 2 SLA Daylight Wand of Protection from Evil 38 Wand of Cure Light Wounds 45 Wand of Cure Light Wounds 18 Wand of Lesser Restoration 10 Wand of Shield 5 Now +2 to use Wand of Vanish 8 Now +2 to use Wand of Grease 7 Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Anhotep regards the spring and plates device. "Could that be the compass we're looking for?", he asks, not looking at anyone in particular. At the same time he ponders how far they are from the location of the Xotl, which the High Priestess had given him. It occurred to him that a compass would point in the direction of the artifact and that they might get away with visiting only two sites. "We need to head south to find the Dark Folk, wonder who we'll come across along the way?" Actions
  11. Terran

    Ooc

    I don't know anything about elegiac compasses, so going to let others post first.
  12. The Story: 7:45am day 1 The Scarabs head back to the secret lair of the Silver Chains. They find the complex empty of living or undead. Enter the cramp tunnel, the Scarabs follow. Heavy musty air, and constantly wet walls, floor and ceiling indicate that the group is passing under one of the waterways. Over 100 yards later, the group finds a door with a heavy bar across. Opening the door, the scarabs discover that the other side of the door is made to look like stone to conceal it. On the other side of the door is a collapsed portion of the tunnel's stonework. The sky can be seen above this opening. The now exposed tunnel leads to a subterranean chamber partially filled with debris from floor/ceiling that collapsed from above it. Among the stone debris a jumbles of bronze springs, and copper plates. These metal items still radiate very minor magic from their lingering enchantments. Look at your map, you realize that the party is at location of one of the elegiac compasses. Notes: Group is at location 1: Party Status Ramad: hero pts: 3; / hp Anhotep: hero pts: 3; 33/33 hp : Raisin: hero pts 3; / hp Dros: Hero pts 3; 33/33 hp Pearl: Hero pts 3; hp
  13. Rakle

    Ooc

    You do but it caps at 3.
  14. Ramad Khajeel Inquisitor 4/Warpriest 1, HP: 42/42 Saves: Fort 6, Ref 2, Will 7 AC: 24, 11(touch), 23(flat-footed) Speed: 30 Perception: +11 Initiative: +14 Ramad had joined in the shopping, managing to find an suitable enchanted shield to enhanced his defenses. Upon returning to rest, the ifrit spent the night polishing his armor, trying to refit it properly, adjusting the leather straps beneath the plate. He practiced most of the night trying to lessen his footsteps, as stealth wasn't his strong point, he at least wanted to get better. Through trial and error, he found the best way he could to step lightly in hopes he wouldn't be a detriment to his companions should stealth be required. As he finished up the adjustments, Ramad removed the armor and slept for the night. Upon early morning, he meditated in prayer and prepared to fight the undead and anything else that may bring harm to the group. Meeting the others in the morning, he silently nods that he is prepared to leave. Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 4, Warpriest 1, [B]Level[/B] 5, [B]Init[/B] 14, [B]HP[/B] 42/42, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 11, [B]Flat-footed[/B] 23, [B]CMD[/b] 17, [B]Fort[/B] 7, [B]Ref[/B] 3, [B]Will[/B] 8, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] +1 Heavy Steel Shield[/B] (+10 Armor, +3 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 5, Nature 4, Planes 4, Religion 4, Perception 11, Sense Motive 9, Spellcraft 4, Stealth +4, Survival 10, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]5th:[/B] Furious Focus [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=Solo Tactics (Ex)]At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.[/ooc], [ooc=Teamwork Feat]At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Healing:[/B] The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • [B]Piercing:[/B] This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • [B]Protection:[/B] The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • [B]Purity:[/B] The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • [B]Resiliency:[/B] This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • [B]Resistance:[/B] The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]2nd:[/B] 2 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]2nd:[/B] 2 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath [B]2nd:[/B] Flames of the Faithful, Spiritual Weapon[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Cure Light Wounds, Hedghing Weapons[/spoiler][spoiler=Inventory]+1 Full Plate 2,650 Gp MW Heavy Shield 170 Gp +1 longsword 2,315 Gp Silver Dagger, Masterwork 322 gp Total: 5457 Gp backpack bedroll belt pouch caltrops chalk (10) flint and steel grappling hook iron pot mess kit mirror pitons (10) rope soap torches (10) trail rations (5 days) waterskin. [/spoiler] M Neutral Lavasoul (Magma Ifrit) Inquisitor 4, Warpriest 1, Level 5, Init 14, HP 42/42, Speed 30 AC 24, Touch 11, Flat-footed 23, CMD 17, Fort 7, Ref 3, Will 8, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate, +1 Heavy Steel Shield (+10 Armor, +3 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 5, Nature 4, Planes 4, Religion 4, Perception 11, Sense Motive 9, Spellcraft 4, Stealth +4, Survival 10, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you., Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks., Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul BrandEffect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative 5th: Furious Focus Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance., Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures., Orisons, Stern Gaze (Ex)Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)., Cunning Initiative (Ex)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier., Detect Alignment (Sp)At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: Solo Tactics (Ex)At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus., Teamwork FeatAt 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Shielded CasterBenefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities., WarWar Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. • Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. • Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. • Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. • Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. • Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Inquisitor Spells Known: 0: 6, 1st: 4 2nd: 2 Spells Per day: 1st: 4 2nd: 2 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath 2nd: Flames of the Faithful, Spiritual Weapon Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Cure Light Wounds, Hedghing Weapons Inventory +1 Full Plate 2,650 Gp MW Heavy Shield 170 Gp +1 longsword 2,315 Gp Silver Dagger, Masterwork 322 gp Total: 5457 Gp backpack bedroll belt pouch caltrops chalk (10) flint and steel grappling hook iron pot mess kit mirror pitons (10) rope soap torches (10) trail rations (5 days) waterskin.
  15. Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=23, Touch=14, FF=19 / HP=38/38 / Init=4 / Saves: Fort=5, Reflex=11, Will=5 _______________________________________________________________________ Raze had used the short time off to do a bit of shopping in the town, accompanied by her friends lest there be trouble between the locals and the Tiefling, whom some viewed her as abstractly demonic in nature. Following a purchase of a handful of fancy potions and oils, Raisin and her companions head to the fletcher to pick out a plethora of unique arrows which she can carry now that the rogue has a new extra-dimensional pack. After refilling her fancy potion belt and quiver with some new items, the rogue carefully packs the rest of her equipment, potions, items and weapons into her haversack in preparation for the Necromancer hunt on the morrow and gets a well-deserved good night's sleep. Rising early the next day, Raisin reunites with her colleagues and listens carefully as preliminary plans are discussed in connection with the new mission from the Temple. Throwing her two coppers into the conversation, the Tiefling burglar adds, "Agreed, we should use the secret tunnel to maintain our stealth for as long as possible to postpone the enemy from learning that we are coming for them." Mechanics Standard Action: Swift Action: Move: Move Action: Free Action: Continuing Effects: None
  16. AC 14 HP 12/27NL Init +2 Fort 5 Ref 3 Will 8 Channels 10/11 Copycat 5/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 5d6 (5d6+7 vs undead) no channel resistance. Worshippers of CE Gods, CE Outsiders, Evil Creatures with Light Sensitivity count as undead. * Copycat (Move Action) 6/6 5rnd duration single mirror image Orisons Stabilize, Detect Magic, Light, Enhanced Diplomacy 1st level spells Weapons against Evil, Invisibility to Undead 1, Blessing of the Watch 1, Sanctuary 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal), Ironskin 3rd level spells (2) Invisibility to Undead (Greater) 2 SLA Daylight Wand of Protection from Evil 38 Wand of Cure Light Wounds 45 Wand of Cure Light Wounds 18 Wand of Lesser Restoration 10 Wand of Shield 5 Now +2 to use Wand of Vanish 8 Now +2 to use Wand of Grease 7 Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Anhotep rests for as long as needed to be fresh, then he is up to pray, changing his prayer load out for one. When prayers are concluded he takes to pacing around. He swallows his nervous anticipation and strides with confidence he doesn't feel to the meeting place. Dressed in his usual long flowing robe, the colour of sand with a blue scarab motif, he nods affirmation at Zelda's question. "We then seek out the Xotl and their leader, Unwrapped Harmony." Actions
  17. Terran

    Ooc

    Ok, I will reduce my points back to three. I thought we got a hero point each time we leveled according the Pathfinder SRD. I guess I need to use them more if replacement is the main way to get new points.
  18. Madame Zelda "Pearl" Mordeaux Lv. 5 Goblin Shadowcaster Wizard Madame Mordeaux was up early to utilize the power in the fading shadows of dawn in her spell preparation for the day. Sitting by candlelight, she familiarized herself with the magical aura of the new wand she recently acquired, tracing her fingers over the twisted wood, smelling the trace remnants of its scent. She stowed all her necessities in her new magical haversack, relishing in the lightness of it. Her outfit for the day consists of another long dress, but today it is a rich dark blue with burgundy accents and a cream lace. She wears an assortment of silver and onyx bracelets. Her earrings are silver crescent moons bedazzled in trace amounts of ground cryptstone mixed with jade. She wears a large opal broach high near her collarbone. "So it's back to the dopey ruffian's secret tunnel then is it?" Pearl asks, from her desk, seated atop the stack of books where she looks up from making a few final touches to her last scroll. "Was that what was decided for how we will proceed to destroying this bothersome necromancer?" she asks, with the utmost confidence in her voice as though they might have been heading to pick up eggs. OOC Quick Stats Lv. 5 Goblin Shadowcaster Wizard Caster Level: 5 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 Touch: 15 Flat Footed: 12 HP: 32/32 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: Combat Actions Free: Swift: Move: Standard: Full:
  19. Rakle

    Ooc

    Everyone is at 3 hero pts.
  20. Eborne1

    Ooc

    Yep. Thank you. Forgot to add FCB +1 to HP for LV. 5. I was also quite under allocated on skill points for some reason. Should be good to go now.
  21. Eborne1

    Ooc

    Yep. Thank you. Forgot to add FCB +1 to HP for LV. 5. I was also quite under allocated on skill points for some reason. Should be good to go now.
  22. Terran

    Ooc

    Is the hero point awarded for having less than 3 points is in addition to the normal hero point we get each level up?
  23. Terran

    Ooc

    1. Is Raze spending FCB on HP? I'm getting 33 hp without FCB 8hp (level 1) + 20 hp (level 2 to 5) +5 hp (con) = 33 - YES 2. Was a feat selected for level 5? - NO Selected the Tail Feat you recommended.
  24. Ah thanks for the reminder. Yeah FCB was for Inquisitor and then I forgot to add it. 42hp. 8hp (level 1) + 20 hp (level 2 to 5) +10 hp (con) + (fcb inquisitor) = 42 Apparently I miscounted my skill points and background skills. 38 (+24 inquisitor 6*4, +4 Shaman, +10 Background)
  25. The Story Early the next morning, the Scarabs rise. Quickly they prepare to leave the temple, and enter the necropolis in search of a necromancer. Notes: Anyone that had less than 3 hero pts received another hero point. Is the party heading towards the secret tunnel into the necropolis? Party Status Ramad: hero pts: 3; / hp Anhotep: hero pts: 3; 33/33 hp : Raisin: hero pts 3; / hp Dros: Hero pts 3; 33/33 hp Pearl: Hero pts 3; hp
  26. Rakle

    Ooc

    Double checking on level 5. Did Ramad only take FCB +1 hp for only 1 level? I'm calculating 38 hp before FCB. 8hp (level 1) + 20 hp (level 2 to 5) +10 hp (con) = 38 Is Pearl spending any FCB on hp? I'm getting 27 hp before FCB. 6hp (level 1) + 16 hp (level 2 to 5) +5 hp (con) =27 1. Is Raze spending FCB on HP? I'm getting 33 hp without FCB 8hp (level 1) + 20 hp (level 2 to 5) +5 hp (con) = 33 2. Was a feat selected for level 5?
  27.  
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