Finding the Spark (Pathfinder 1E Quest)

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Adhoc vote count started by DragonParadox on Feb 9, 2024 at 6:03 AM, finished with 34 posts and 6 votes.

  • [X] Kori Level Up
    -[X] Attribute: +1 Charisma
    -[X] Favored Class Bonus: +1 Hit Point
    -[X] Skills (5 points): +1 Bluff, +1 Perception, +1 Sense Motive, +1 Spellcraft, +1 Stealth
    -[X] Background Skills (2 points): +1 Linguistics (Common), +1 Lore (Azlanti)
    -[X] Spells
    --[X] Bonus: Cure Moderate Wounds, Invisibility
    --[X] Retrain: Shadow Trap >>> Dancing Darkness
    --[X] New: Boneshaker, Searching Shadows
    [X] Mina Level Up
    -[X] Attribute: +1 Intelligence
    -[X] Favored Class Bonus: +1 Hit Point
    -[X] Skills (6 points): +1 Heal, +1 Knowledge (Arcana), +1 Spellcraft, +3 Stealth
    -[X] Background Skills (2 points): +2 Knowledge (Geography)
    -[X] Bonus Spell: Invisibility
    -[X] Hex: Cackle
    -[X] Pepper Skills (3 points): +1 Knowledge (The Planes), +1 Perception, +1 Stealth
    [X] Cob Level Up
    -[X] Attribute: +1 Dexterity
    -[X] Favored Class Bonus: +1 Hit Point
    -[X] Skills (10 points): +1 Acrobatics, +1 Climb, +1 Disable Device, +1 Escape Artist, +1 Knowledge (Dungeoneering), +1 Knowledge (Local), +1 Perception, +1 Sleight of Hand, +1 Stealth, +1 Swim
    -[X] Background Skills (2 points): +1 Craft (Alchemy), +1 Linguistics (Common)
    -[X] Rogue Talent: Dampen Presence
    [X] Gorok Level Up
    -[X] Attribute: +1 Dexterity
    -[X] Favored Class Bonus: +1 Hit Point
    -[X] Skills (6 points): +1 Climb, +1 Knowledge (Nature), +1 Perception, +1 Ride, +1 Stealth, +1 Survival
    -[X] Background Skills (2 points): +1 Handle Animal, +1 Linguistics (Common)
    -[X] Hunter's Bond: Animal Companion (Warty the Great Slurk)
 
Arc 4 Post 1: Shadows Through the Ages Falling
Shadows Through the Ages Falling

Elsewhen Elsewhere

When you were young, chasing spider-lizards more from boredom and the desire to be away from the others in the Hall, you came upon a pair of hunters in the wild: one dark haired and sporting ragged cuts on his cheeks and the other grey haired and missing an arm, the limb ending in a ragged petrified stump. They were arguing loudly, their voices bouncing off the walls like boulders from a giant's hands and so you hid and listened, such is the wisdom of the People for secrets have power. Three things you gained that day: an understanding of how swiftly a knife to the neck kills, a pair of boots with the laces still in them you sold for seventeen silver, and a nightmare that stalked your slumber for a season.

Almost you had forgotten. Alas that it had not forgotten you.

There is stone under your feet, jagged and grey, fashioned into fangs rising as though to scrape an unseen vault above. Only this time you know it is not a vault, you recognize the emptiness above, the 'sky' whose name is a curse in the duergar tongue only it is not as you had seen it in your brief visit to the Burnlands. There is no orb of burning gold, no brilliant gems of silver starlight nor the pitted face of the moon, only a veil of grey. The twisted blackened things that you had taken for stalagmites before reveal themselves to be 'trees' burned black and withered. What horror had befallen this land?

The thought drags your eyes back the way you had come to see a group of travelers and at first they recall Iolda and her charges, not ragged and worn as those who follow the Bellflower might be they aren't this bad: faces gaunt with hunger, layers upon layers of clothes, now little more than rags stained grey in the ashen air and yet still shivering. They are not going to make it, old Lukios is already more carried than walking and you have nothing to carry him in...

You should be paying more attention to them...

Why had you not turned your head to look before?

I'll have to scout ahead,
you turn your head away before they can stray in the direction of the children. The broken land gives plenty of opportunities to hide, though a part of you wonders if it might be simply that everything else here is dead. Nothing left to fear but hunger and cold, the last and greatest predators.

As though to mock your hopes a screech echoes from a above the next ridge-line and there you see it, as tall at the shoulder as as a man is tall, its body like that of a line though stretched out and gaunt as though by endless hunger, one head leonine and the other goat-like, both with eyes that glow like witch-light, from its shoulders ragged wings growing. It is waiting, stalking, tail coiling like a serpent above its back... no, a dragon, the scaled head opens in a mocking screech.


Chimeras, you recall from lessons that seem a lifetime ago, are as lazy as they are wicked, perfectly content to wait for their next meal to come to them. Maybe it hadn't seen you yet... Looking down you are amazed to see nothing at all, a glamor hides you from head to toe. Coiling at the room of your mind the whispers grow, almost like words, an offer, an enticement.

***​

4th of Rova 4707 A.R. (Absalom Reckoning)

You wake with a full body shudder, like a mole caught in the gaze of a serpent, or you guess like a man in the gaze of a chimera. Cob is close and so you ask him: "What's a lion?"

"Big cat with big head. Why'd you ask?" your goblin friend asks in turn, putting away what you dearly hope is not another of those noise-makers.

"I dreamed of one, or something like one..." you start to explain, but Cob already has a solution.

"You need ta find one and eat 'em. Some say you have ta eat the brain in particular, but I don't hold with that. Wanna see me do a trick?" He does not wait for you to say yes, but you do so anyway, about halfway through him jumping in place, garbing his feet and twisting in air, only to let go and land on his hands with a hearty slap.

Cob Acrobatics: 1d20+11 = 29 (Success)

"Finely done, masterful!" you cheer. Something about the rhythm of the claps sounds off to your ear, or maybe incomplete. Adding a few syllables between the beats you find a figure of shadow tearing its way from the ground and start clapping, soundlessly, along. You stop dead... That's a hunter's power. Maybe not entirely, the power isn't as deep or all encompassing against the lights of the halflings' fires, but if you could have done this when you were younger you would've earned your knife, you're sure of it.

How does Akorian feel at this revelation?

[] Sad, wondering what that life might have been like

[] Angry, if his tribe had not shunned them maybe he would have stayed until this magic awoke

[] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding

[] Write in


OOC: For reference, this is the last time you had a dream-vision.
 
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I always loved these dream sequences where we get more abilities

I am leaning towards curious, so as to not foster negative emotions in poor Kori
 
You need ta find one and eat 'em. Some say you have ta eat the brain in particular, but I don't hold with that. Wanna see me do a trick?" He does not wait for you to say yes, but you do so anyway, about halfway though him jumping in place, garbing his feet and twisting in air only to let go and land on his hands with a hearty slap.
Truly Cob is delightful.
 
I always enjoys these glimpses of the past. It feels like we're slowly building toward a grand reveal.

No need for Kori to be sad or angry, IMO. He is who he is because of his experiences, after all, and things are looking pretty good from his perspective now. He has friends, is going on adventures, and is growing more powerful.

Curiosity, on the other hand, is a good fit. Not only because of his strange dreams and inherited memories, but because of the nature of his powers. The Dark Secrets Revelation from his Shadow Mystery is different from normal divine spell casting, and let's him learn spells he wouldn't otherwise be able to access, like Dancing Darkness, so that's a good non-angsty thing to focus on.

[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding
 
I am leaning towards curious, so as to not foster negative emotions in poor Kori
Yeah. Or maybe even glad that he didn't have that power when he was younger - it would not have impacted the general hostility to Kori that was a result of his curse activating throughout his childhood, but might have resulted in him being more 'valued' by his clan in a way that would have made him much less likely to have stuck out when he did.

His life is better now that he has met new people and can find and make joy with them, since he was aware from the start that he had to avoid trying to convince them of things via speaking to them on a sincere emotional level, i.e. he knows to not use the Diplomacy skill.

[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding
 
Yeah. Or maybe even glad that he didn't have that power when he was younger - it would not have impacted the general hostility to Kori that was a result of his curse activating throughout his childhood, but might have resulted in him being more 'valued' by his clan in a way that would have made him much less likely to have stuck out when he did.

His life is better now that he has met new people and can find and make joy with them, since he was aware from the start that he had to avoid trying to convince them of things via speaking to them on a sincere emotional level, i.e. he knows to not use the Diplomacy skill.

[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding

A small note here, diplomacy is not inherently insincere, you can use it out of a desire to form genuine emotional connection. The solution for Kori was more a matter of deeds over words, he helped Mina escape the slavers, he aided Gorok's tribe, he agreed with Cob that a slurk would be an awesome addition to the crew etc...
 
A small note here, diplomacy is not inherently insincere, you can use it out of a desire to form genuine emotional connection. The solution for Kori was more a matter of deeds over words, he helped Mina escape the slavers, he aided Gorok's tribe, he agreed with Cob that a slurk would be an awesome addition to the crew etc...
Oh, I mistyped... in my view using the diplomacy skill is to use words sincerely to get someone to do something or change their perspective [without using the 'fear' level, 'cuz that's intimidation].

To do so insincerely is the Bluff skill :p
 
[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding

The answer is that we got a better shadow binding now!
 
[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding

The answer is that we got a better shadow binding now!
I'm looking forward to Cob's reaction the first time we cast Invisibility on him. :)

@DragonParadox, I'll start working on updating everyone's character sheets this evening after work. I should probably have them ready by tomorrow.
 
A small note here, diplomacy is not inherently insincere, you can use it out of a desire to form genuine emotional connection. The solution for Kori was more a matter of deeds over words, he helped Mina escape the slavers, he aided Gorok's tribe, he agreed with Cob that a slurk would be an awesome addition to the crew etc...
Truly "friendless" is an appropriate name for his curse then.

And slurk was and continues to be a downright awesome addition to our gang : )
 
[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding
 
[X] Curious, why had this power appeared in his mind now and why could he no longer make a shadow-binding

Sad fact that when you retrain stuff you lose other cool spells along the way, unless you are a wizard or a priest.
 
@DragonParadox, here's everyone updated character sheets. I made one for Warty as well, within Gorok's sheet, since he's an Animal Companion now.

Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 4 (9501 XP/15000 XP)
Class: Oracle 4 (Shadow Mystery) [Friendless Curse]
Feats: Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)

HP: 34
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 4 (CHA) = 14 + spell level
Base Attack: +3
  • Heavy Crossbow: +3 (BAB) + 2 (DEX) = +5 [1d10/x2]
    • w/Divine Favor: +7 [1d10+2]
  • Masterwork Dagger: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
    • w/Divine Favor: +9 [1d4+1]
  • Gloom Blade:
    • In Bright Illumination: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +6 [1d6-1; 19-20/x2]
    • In Dim Light: +3 (BAB) + 2 (DEX) + 1 (Enhancement) = +6 [1d6; 19-20/x2]
    • In Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +2.
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 (+4) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 4 + 0 (WIS) = +4

Special:
+4 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 7 + 4 (CHA) + 3 (SF) = 14
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 7 + 0 (WIS) + 1 (Seeker) = 8
Sense Motive: 7 + 0 (WIS) + 4 (CHA) = 11
Spellcraft: 6 + 1 (INT) = 7
Stealth: 7 + 2 (DEX) + 3 (SF) + 2 (CoD) = 12/14

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 6 + 1 (INT) = 7

Spells Known (CL 4):
Level 0: Create Water, Detect Magic, Guidance, Mending, Stabilize (At will)
Level 1: Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (4/Day)

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 1 hour per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Friendless: You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
Band of Clarity
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Equipment of Note: Drow Spidersilk Armor, Gloom Blade, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 4
Class: Unchained Rogue 4 (9101 XP/15000 XP)
Feats: Dampen Presence, Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+2d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

HP: 34
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
  • Stonebow: 3 (BAB) + 1 (Size) + 4 (DEX) = +8
    • Damage: 1d6 [x2], +2d6 damage with Sneak Attack
  • Switchblade: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (MW) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +2d6 damage with Sneak Attack
  • Bane Dagger: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (Enhancement) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +2d6 damage with Sneak Attack
    • Special: Unknown Bane effect (Increases Enhancement bonus against designated foes by +2 and inflicts additional +2d6 damage against them)
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
19 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* = +8/*9 (to avoid traps)
WILL: 1 + 2 (WIS) = +3

SKILLS:
Acrobatics: 7 + 4 (DEX) = 11
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 7 + 4 (DEX) + 2 (TF) = 13
Escape Artist: 7 + 4 (DEX) = 11
Knowledge (Dungeoneering): 7 + 2 (INT) = 9
Knowledge (Local): 5 + 2 (INT) = 7
Perception: 7 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 14/*16 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 6 + 4 (DEX) = 10
Stealth: 7 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 24
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 7 + 2 (INT) = 9
Knowledge (Engineering): 6 + 2 (INT) + 1 (Trait) = 9
Linguistics: 4 + 2 (INT) = 6

Special Abilities:
  • Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
  • Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
  • Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    • Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
    • Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.

Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane (???)

Equipment of Note: Bane Dagger (Unknown Type), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 4 (9101 XP/15000 XP)
Class: Ranger 4 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)

HP: 43
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +4; Additional +2 attack & damage bonus vs Magical Beasts
  • Natural Attacks: 2 Claws: +7 (1d4+2) & 1 Bite: +7 (1d3+2)
  • Masterwork Greataxe +4 + 1 (MW) + 2 (STR) = +7
    • Damage: 1d12 + 3 (1-1/2 STR) [x3]
  • Masterwork Rapier: +4 + 3 (DEX) + 1 (Masterwork) = +8
    • Damage: 1d6 + 2 (STR) [18-20/x2]
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

STATS:
14 (+2) Strength
17 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:

FORTITUDE: 4 + 3 (CON) + 4 (PS)* = +7/11* (vs poison)
REFLEX: 4 + 3 (DEX) = +7
WILL: 1 + 2 (WIS) = +3

SKILLS:
Climb: 7 + 2 (STR) = 9
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 7 + 0 (INT) = 7
Perception: 7 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 10/12* (underground or in dungeons)
Ride: 5 + 3 (DEX) = 8
Stealth: 7 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 11/13* (underground or in dungeons)
Survival: 7 + 2 (WIS) + 2 (Track)* + 2 (FT)** + 5 (Spectacles)* = 9/16* (to follow tracks) or 13/18** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 7 - 1 (CHA) = 6
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 4 + 2 (WIS) = 6

Spells Prepared (CL 1):
Level 1: Keep Watch

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
  • Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • 1st Favored Enemy (Magical Beasts): Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 16, Touch 10, Flat-Footed 15 (+1 Dex, +6 Natural, -1 Size)
HP 24 (2d10+12)
Fort +8, Ref +5, Will +0

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +5 (2d8+5)
Ranged Slime Squirt +3 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime

STATISTICS
Str 19, Dex 12, Con 22, Int 2, Wis 10, Cha 10
Base Atk +2; CMB +7; CMD 18 (22 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B)
Skills Acrobatics +15, Climb +16, Escape Artist +5; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker

SPECIAL ABILITIES
  • Animal Companion:
    • Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
    • Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
  • Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
  • Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

Equipment of Note: Bone Earthbreaker, Masterwork Greataxe, Masterwork Rapier, Scale Mail

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (9201 XP/15000 XP)
Class: Witch 4 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 28
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX)
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 1 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +2
  • Dagger: 2 + 2 (DEX) = +4 [1d4-1]
  • Stonebow: 2 + 2 (DEX) = +4 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 4 + 1 (WIS) = 5

SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 7 + 4 (INT) = 11
Knowledge (Religion): 6 + 4 (INT) + 1 (CoT) = 11
Knowledge (The Planes): 6 + 4 (INT) = 10
Spellcraft: 6 + 4 (INT) = 10
Stealth: 7 + 1 (DEX) + 3 (Familiar) = 11
Use Magic Device: 4 + 1 (CHA) = 5

BACKGROUND SKILLS:
Knowledge (History): 7 + 4 (INT) = 11
Knowledge (Nobility): 7 + 4 (INT) + 1 (CoT) = 12

Spell-Like Abilities (CL 4):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 4):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness
Level 2: Glitterdust, Invisibility, Web

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Ear Piercing Scream, Mage Armor, Recharge Innate Magic, Sleep
Level 2: Glitterdust, Invisibility, Web

Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 7 (28/4)
Fort +2, Ref +4, Will +5

OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2-4), bite +6 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +6, Stealth +15; Knowledge (Arcana) +5, Knowledge (Dungeoneering) +12, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Religion) +5, Knowledge (The Planes) +6
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
  • Current Evolution:
    • Skilled (Knowledge: Dungeoneering): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Dagger, Stonebow, Healer's Kit, Illusionist's Staff
 
Arc 4 Post 2: By Hidden Talons
By Hidden Talons

5th of Rova 4707 A.R. (Absalom Reckoning)

"I wonder why my magic changed?" you ask aloud at the next stopover, slowly chewing on the piece of hardtack and coming to the realization that you can get bored of eating anything. "Bindings to trickery, bindings to shape of self? It doesn't make any sense. It doesn't fit..." me, you think but do not say aloud. The power that whispers within has always answered readily, when you speak the words is jumps to your command, yet now the words of binding are hollow and new ones come to mind. Why? Is there some outer force, some veiled patron behind your arts or had you nudged something in that dream, like a sleepwalker might trip and scatter their bedding?

Mina just shakes her head looking into the fire while Cob looks up from his travel stew bowl more at the sound of a distant bat far above. The relatively straight tunnel you had been following here had branched out into a tangle of limestone passages dominated by the slow drip of water and a kind of mold you had never seen before that stained the hands, clothes, and especially feet of anyone who so much as brushed against it a dark blue. Cob had some fun with it and Iolda had wondered at its value as dye.

Speaking of the halfling magician: "Tis as the gods wish, even when we do not know their names."

"That seems a bit of a unfair trade. I didn't seal any bargains, in my blood or foe's blood," you point out mildly, earning a sniff from her and what you are pretty sure are warning gestures from some of the other halflings. Familiar territory then.

Mina Knowledge (Arcana): 1d20 +10 = 17 (Failure)
Iolda Knowledge (Arcana): 1d20+8 = 9 (Critical Failure)
Cob Rolls Knowledge (Dungeoneering): 1d20+9 = 16 (Failure)


"Blood sacrifice, even if it is willing is... unusual in many places. I'd assume including Andoran," Mina whispers. "Frowned upon."

"It was an expression, I didn't mean it literally." After a moment's pause you do ask. "How is one meant to make a bond on the soul without a blood offering?"

"Spoken vows and all the deeds of your life," she answers like she is quoting something, probably something she cares about so you don't point out the obvious, people can lie with word and deed both, the point of blood it opening the supplicant up to retribution.

Still, the lack of easy answers does not deter you, if anything it's exhilarating. Maybe you'll be the first one to figure it out and in understanding gain control over the magic flowing through flesh, bone, and shadow as no one else ever had.

***​

As you continue to move more carefully through the caves the bats grow, if anything, louder. A good sign, Gorok assures you, since they are probably hunting in the world above. It is not that flying creatures are unknown in Nar Vorth, but the tunnels here are generally narrow enough that most winged things generally come from above or below, terraced caves and black seas of Sekamina. Strange and perilous as you had found the lands above, you are glad to be nowhere near any steps that lead below.

Cob Perception: 1d20+15 = 17 (Failure)
Akorian Perception: 1d20+8 = 9 (Critical Failure)
Gorok rolls Perception: 1d20+12 = 28 (Success)

The peace of your musings shatters in a instant as Gorok hisses a wordless warning just as half a dozen winged shapes come streaming down out of the shadows, claws outstretched to grab the halflings behind you. They had covered themselves in limestone dust and water to cover up the heat of their bodies you notice, but under the plaster are forms caught between bat, bird, and humanoid. You might not know what kindred they spring from, but you know too well what they are, raiders trying to snatch up easy catches.


Out of all of you only Gorok is quick enough on his feet to act before the creature's talons close. He throws himself in front of one of the raiders and deals her a shallow cut with his axe as he pulls out of the dive. All around there is pandemonium as the enemy grabs four of the defenseless halflings, screeching and whooping.

Gorok Initiative: 1d20+11 = 12
Harpies roll Initiative: 1d20+2 = 12
Iolda Initiative: 1d20+3 =
11
Mina Initiative: 1d20+2 = 10
Akorian Initiative: 1d20+2 = 9
Cob Initiative 1d20+4 =
8

Raider One Takes 7 Damage -> Now at 31/38

Blood turning to ice in your veins you see one of them almost grab on to Click's basket, only seeming to decide on the ginger halfling beside it at the last moment.

Click Gets Snatched on a One: 1d20: 2

Four Halflings Grabbed

What do you do?

[] Write in Battle Plan

OOC: Damn, those initiative rolls were brutal. At least they didn't get a surprise round.
 
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I say Mina should go for a full intimidating screech so that they get scared and fly away.

Alternatively, a web so that they can't move away would be nice
 
Try to Web them, I think. And any other things that can stop the harpies getting away.

Bonus points if the Web/other methods can block an exit.

Having them flee now could loose us up two four halfings.
 
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Are all four with halfings within the casting aoe of a Web spell, and can it be placed so only harpies are targeted?
 
Hmmm, if we get two, then Kori can entangle another with the shadow and it would be up to Cob to block the other.

Also, we need to unleash Warty
 
The random encounter tables sure do love us. Or maybe they just have a taste for Halflings? :p

I think this is the best we can manage right now. If Mina is able to target two Harpies with Web, that should guarantee the safety for the two Halflings they took. Even if the Harpies make their Reflex save against the spell, the Halflings don't have any reason to even try to resist the spell, and if they did they would be much more likely to fail.

Hopefully Kori's spell succeeds against the Harpy, but if not he should still have time to try to snag the Halfling instead. A Medium-sized Harpy trying to carry off a struggling Small-sized Harpy shouldn't be able to outrun Cob, so he can probably catch up with that one quickly.

@DragonParadox, is Iolda still 3rd level? Or has she reached 4th level, too? Can you give us her spell list again?

[X] Halflings Aren't On the Menu!
-[X] Mina casts a Web spell, aimed to snare as many of the Harpies carrying Halflings as she can manage.
-[X] Kori casts Searching Shadows, using it to capture the furthest Harpy which was not caught by Mina's spell. If he fails to capture the Harpy, he instead tries to snag the Halfling.
-[X] Cob moves to engage the final Harpy and Iolda targets it with a Magic Missile spell.
-[X] Warty assists Gorok with dealing with the Harpy he is fighting.
-[X] The other Iruxi move to deal with the remaining Harpy if it does anything but attempt to flee. If it does flee, they will instead help against the other Harpies, depending on the results of the party's attempts to stop them.
 
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