Finding the Spark (Pathfinder 1E Quest)

[X] Goldfish

@Goldfish , what about lie down to the ground? We'll receive Prone condition:
A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.


Standing up is a move-equivalent action that provokes an attack of opportunity.
It'll be bad if someone manage to come to us and standing is a move action, but we'll be able to cast and fire from crossbow.
 
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[X] Goldfish

@Goldfish , what about lie down to the ground? We'll receive Prone condition:

It'll be bad if someone manage to come to us and standing is a move action, but we'll be able to cast and fire from crossbow.
Good call, dude. We can voluntarily go prone as a Free Action, and since we're in the cage it'll be difficult for anyone to close to melee range with us in the next round.

[X] Drop to the ground as a Free Action then Heal yourself
-[X] Mina targets the enemies with her Glitterdust spell as soon as she is able.
 
Although I do not know if Kori even has crossbow. He is a "prisoner", after all, and do not have "inventary".
Maybe crossbow lies nearby, covered by some rags?
But yeah, he still can casting.
 
Vote closed
Adhoc vote count started by DragonParadox on Nov 15, 2023 at 1:59 PM, finished with 16 posts and 7 votes.

  • [X] Drop to the ground as a Free Action then Heal yourself
    -[X] Mina targets the enemies with her Glitterdust spell as soon as she is able.
    [X] Cast Blurred Movement on yourself and keep moving
    [X] Heal yourself
    -[X] Get close enough to threaten Attack of Opportunity on the crossbowmen
 
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Arc 3 Post 24: Lure of Flames
Lure of Flames

24 of Arodus 4707 A.R. (Absalom Reckoning)

As you drop to the ground, pulling shadows into being, knitting flesh and blood together the Iruxi warriors charge, their chief at their head into the disorganized ranks of the men at arms, jumping over the fallen knight and keeping out of the reach of the one still on his feet to meet the lesser scions of Longacre. One man falls, his face and throat splits open as another screams and clutches at his leg.

Healed 7 Damage -> Now at 19/26
Men at Arms take 3 Hits for a total of 15 Damage -> 1 Dead and 1 Wounded 9/12


Alas that the Iruxi do not have it all their own way, with clang and cry the maces fall, while some swing wild, misjudging the center of balance of their lithe foes, a pair of them find their mark, crushing the shoulder and neck of the very warrior who had impaled their fellow's leg into the mud.

"Rak-thra-Grash!" A three part roar echoes echoes over the water, under the trees as the old chief claims another skill from among the foemen hurling the body back three peaces with a contemptuous slash of his tail .

Iruxi warriors take 2 hits for a total of 14 Damage -> 1 Dead
Men at Arms take 1 Hit from Chief Sirkkan for a total of 17 Damage -> 1 Killed


"Blind the archers!" you call to Mina among the clamor, but she shakes her head frantically.

This time Mina does not sing, she claps her hands and calls a single sharp silable a sharp upon the ear as the blazing golden light, too bright to look upon, is for the eye. As unpleasant as it is for you at least the sound of their screams makes it clear they had the worst of it.

4 Crossbowmen in the Area of the spell
Will Save:
2 Successes & 2 Failures

Against the after image of the dreadful light you see a small figure roll away from the fallen priest. Fast as a greased slurk Cob is on the sleeping knight, he rams his dagger into the visor and the armored warrior somehow gets up, blood gushing from the slit as he shakes off the startled goblin.

Cob Coup de Grace on Knight One: Automatic Critical Hit: 21 Damage
Knight One DC 31 Fortitude Save against Death: 1d20+6 = 26 (Natural Critical Success)
Knight One is at 8/29


Bewildered and and befuddled the crossbowmen rush to the dubious protection of the old crooked willows to their left, shooting on the run. How they manage to miss him not once but four times illuminated as he is for all on earth and in the Emptiness above to see you could not say. Maybe their heart's not in it.

Chief Sirkan Takes 0 Hits

Light, still? The thought flashes though your mind, not making any sense. That is when you realize what's going on. Even as the knights wounded and not round on Cob even as Gorok rises out of the stagnant water behind the unfortunate crossbowmen who might as well all be bind to him... the elemental is consuming the body of the inquisitor, a living pyre that is soon to consume whatever treasures he might now possess.

Inquisitor Vicio is killed by fire elemental; 1 Turn until all his single use magic items are consumed 2 Turns until his permanent magic items are consumed

What do you do?

[] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Excape Artist DC 18; will take an AoO)

[] Leave be, it's not worth the risk

[] Rush out there yourself to try to ave the loot

[] Write in


OOC: Next up in the order of the round is Gorok then the knights then Iolda after which we are back at Akorian, shouting at Cob will not cost your action, but going over there obviously will.
 
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This is going too well

So, as I know DP, the elemental burning something evil on that corpse is going to cause something bad to happen. So we need to prevent that from happening.
 
Fast as a greased slurk Cob
Cob: "Warty wishes he fast as Cob!" :p

This isn't simple greed on my part, though I admit there is some of that involved, too. We need to examine the Inquisitor's remains to try to find clues to why he's hunting Click, who else he might be beholden to, if he has other agents in the area, etc., before we depart. I have a bad feeling this isn't a plot thread we can afford to ignore.

Cob has a +10 Escape Artist bonus, so he's got a good chance to pull this off, plus he's got decent AC and full HP.

[X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
-[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
 
[X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
-[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
 
[X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
-[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
 
[X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
-[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
 
Been super busy lately, but I've finally got more than a minute to rest and this kind of stuff is relaxing for me, so...

When Kori reaches 4th level, he will automatically learn Cure Moderate Wounds and Invisibility. He'll also learn a 2nd level spell of our choice, plus a Darkness-related or Shadow Illusion spell from the Sor/Wiz spell list thanks to his Dark Secrets Revelation.

Right now he knows Shadow Trap because of Dark Secrets, and that's the closest thing he has to an offensive spell. At 4th level, he can choose to lose that spell, however, in order to learn a new one along with the spell he would normally get from the Revelation.

Searching Shadows is a very versatile 2nd level spell that can do a lot of things, both in and out of combat. I think it would make a good replacement for Shadow Trap in part because it seems kinda like a direct upgrade of the spell. It's got longer range and more functionality, but on top of that it can completely immobilize a target that fails their save, so long as Kori concentrates. Shadow Trap Entangles a target and keeps them from moving far, but they can still fight and cast spells. Better yet, the spell lasts until Kori stops concentrating, so he can switch to another target if the first is dealt without recasting the spell. With its longer range, he can hide out of sight using stealth and ruin people's day.


His other new Dark Secrets spell should definitely be Darkness. There's too much synergy with our party to overlook the spell. Everyone but Gorok has Darkvision and he still has Low-light Vision, so Darkness will get us a lot of mileage.

Darkness – d20PFSRD


That leaves his new Divine spell to select, and that's where I think it's time for him to learn an actual offensive spell that can inflict damage. There aren't many good 2nd level options on his spell list, but there are a couple of nice standouts, IMO.

Boneshaker is a single target spell with decent damage (5d6 at 4th level) and good range. I'm addition to the damage, however, it also comes with some other neat options. Against a living target, you can make them move five feet. That doesn't sound like much, but positioning is super important for melee combat and it can set up good combos for Gorok or Cob to exploit. Against Undead, the options are even better, forcing them to move up to their full speed or attack another creature within reach.

Boneshaker – d20PFSRD


The other standout is, ironically enough, Burst of Radiance. For a Shadow-themed caster with a weakness to bright light, this one comes a bit out of left field. The damage isn't anything special (and it only hurts Evil creatures), but it's a solid AoE with long range and it can blind everything in the area. Even making the save Dazzles a target, which lowers their attack bonus, and the damage is unavoidable for Evil targets. An AoE blinding effect is really powerful, especially for our group.

 
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[X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
-[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
 
Been super busy lately, but I've finally got more than a minute to rest and this kind of stuff is relaxing for me, so...

When Kori reaches 4th level, he will automatically learn Cure Moderate Wounds and Invisibility. He'll also learn a 2nd level spell of our choice, plus a Darkness-related or Shadow Illusion spell from the Sor/Wiz spell list thanks to his Dark Secrets Revelation.

Right now he knows Shadow Trap because of Dark Secrets, and that's the closest thing he has to an offensive spell. At 4th level, he can choose to lose that spell, however, in order to learn a new one along with the spell he would normally get from the Revelation.

Searching Shadows is a very versatile 2nd level spell that can do a lot of things, both in and out of combat. I think it would make a good replacement for Shadow Trap in part because it seems kinda like a direct upgrade of the spell. It's got longer range and more functionality, but on top of that it can completely immobilize a target that fails their save, so long as Kori concentrates. Shadow Trap Entangles a target and keeps them from moving far, but they can still fight and cast spells. Better yet, the spell lasts until Kori stops concentrating, so he can switch to another target if the first is dealt without recasting the spell. With its longer range, he can hide out of sight using stealth and ruin people's day.


His other new Dark Secrets spell should definitely be Darkness. There's too much synergy with our party to overlook the spell. Everyone but Gorok has Darkvision and he still has Low-light Vision, so Darkness will get us a lot of mileage.

Darkness – d20PFSRD


That leaves his new Divine spell to select, and that's where I think it's time for him to learn an actual offensive spell that can inflict damage. There aren't many good 2nd level options on his spell list, but there are a couple of nice standouts, IMO.

Boneshaker is a single target spell with decent damage (5d6 at 4th level) and good range. I'm addition to the damage, however, it also comes with some other neat options. Against a living target, you can make them move five feet. That doesn't sound like much, but positioning is super important for melee combat and it can set up good combos for Gorok or Cob to exploit. Against Undead, the options are even better, forcing them to move up to their full speed or attack another creature within reach.

Boneshaker – d20PFSRD


The other standout is, ironically enough, Burst of Radiance. For a Shadow-themed caster with a weakness to bright light, this one comes a bit out of left field. The damage isn't anything special (and it only hurts Evil creatures), but it's a solid AoE with long range and it can blind everything in the area. Even making the save Dazzles a target, which lowers their attack bonus, and the damage is unavoidable for Evil targets. An AoE blinding effect is really powerful, especially for our group.


There is also Dancing Darkness, which allows for movable spheres of darkness. It might be way more flexible than just an area of darkness? It is also a level 1 spell, which saves us level 2 spell slots.
 
There is also Dancing Darkness, which allows for movable spheres of darkness. It might be way more flexible than just an area of darkness? It is also a level 1 spell, which saves us level 2 spell slots.
That is a good one, too. It gives some flexibility but loses it in other ways. Depends on how we plan to use it.

Darkness is a touch range spell, but you can do all kinds of interesting things with it, like casting it on a party member who has Darkvision then allowing them to move about well beyond normal spell range. In low light or dark conditions, they basically become invisible to most creatures.

Or you can cast it on an item, like a pebble, then put that pebble in a container so that the Darkness effect is hidden until you want to bring it out and plunge the area into impenetrable darkness. That pebble could be fired from a stonebow for ranged delivery of even carried in Pepper's mouth (assuming a cat could be convinced to do that), or it could be cast in an arrow or bolt, etc.

Something to think about.
 
That is a good one, too. It gives some flexibility but loses it in other ways. Depends on how we plan to use it.

Darkness is a touch range spell, but you can do all kinds of interesting things with it, like casting it on a party member who has Darkvision then allowing them to move about well beyond normal spell range. In low light or dark conditions, they basically become invisible to most creatures.

Or you can cast it on an item, like a pebble, then put that pebble in a container so that the Darkness effect is hidden until you want to bring it out and plunge the area into impenetrable darkness. That pebble could be fired from a stonebow for ranged delivery of even carried in Pepper's mouth (assuming a cat could be convinced to do that), or it could be cast in an arrow or bolt, etc.

Something to think about.

Yet, for all the good it is, it still only lowers light level by one level per cast, right?

I feel it kinda lackluster. A level 2 spell for one light level would leave us barren to provoke darkness in daylight. Dancing darkness comes with 4 ranks when concentrated in a single point, and it can be moved too, albeit with less flexibility maybe
 
Yet, for all the good it is, it still only lowers light level by one level per cast, right?

I feel it kinda lackluster. A level 2 spell for one light level would leave us barren to provoke darkness in daylight. Dancing darkness comes with 4 ranks when concentrated in a single point, and it can be moved too, albeit with less flexibility maybe
They don't stack like that, unfortunately. The spell would be crazy powerful if it did.

One light level might not seem like much, but it's still pretty good. That brings Normal levels of light, which is basically anything outside of bright daylight or the effects of something like a Daylight spell, down to Dim light, which grants Concealment (20% miss chance to anything without Low-light or Darkvision). And it brings Dim light down to total darkness. The light outside is dim more often than it is normal or bright, and it will almost always be dim in caves, dungeons, many structures, etc.

I'm not opposed to Dancing Darkness, and it's not like we can't retrain it later for something better. If nothing else, it's more efficient with our spell slots, like you said.
 
They don't stack like that, unfortunately. The spell would be crazy powerful if it did.

One light level might not seem like much, but it's still pretty good. That brings Normal levels of light, which is basically anything outside of bright daylight or the effects of something like a Daylight spell, down to Dim light, which grants Concealment (20% miss chance to anything without Low-light or Darkvision). And it brings Dim light down to total darkness. The light outside is dim more often than it is normal or bright, and it will almost always be dim in caves, dungeons, many structures, etc.

I'm not opposed to Dancing Darkness, and it's not like we can't retrain it later for something better. If nothing else, it's more efficient with our spell slots, like you said.

Right. It changes things then. Darkness is more flexible then, but Dancing Darkness has more coverage and uses lower level spell slots then
 
but on top of that it can completely immobilize a target that fails their save, so long as Kori concentrates.
But "concentration" means that Kori can not do anything else.

Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
...
You can't cast a spell while concentrating on another one.

If I understand well, "Searching Shadows" are more usefull during surprise attacks. Thus spell does not require line of sight/line of effect, right?
 
But "concentration" means that Kori can not do anything else.



If I understand well, "Searching Shadows" are more usefull during surprise attacks. Thus spell does not require line of sight/line of effect, right?
Yeah, that's true. It's a trade-off. He won't always be able to afford that kind of concentration in combat, but many times he will. The range is good enough that he can use it from quite far away, after all.

And being able to use it without line of sight is ideal for stealthy ambushes and surprise attacks. Or just hiding out of sight while the group engages in combat.

For regular combat purposes, it would likely be most useful against singular, powerful opponents he can lock down for the others to deal with.
 
Vote closed.
Adhoc vote count started by DragonParadox on Nov 21, 2023 at 10:28 AM, finished with 18 posts and 6 votes.

  • [X] Shout at Cob to see if he can maneuver the two knights into fighting the elemental (Escape Artist DC 18; will take an AoO)
    -[X] If Cob fails to lead the knights into fighting the Elemental, Kori will target it with Shadow Trap as soon as he is able
    [X] Leave be, it's not worth the risk
 
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