Finding the Spark (Pathfinder 1E Quest)

Okay, one more fight with this dude to finish it's story good. At least this time we'll have two Clerics available to help.

I don't think we should bring Sirim. A Neutral Evil Nidalese wizard in the form of a Smoke Shade is not going to go over well with these folks, I think, and he doesn't bring a lot to the table as far as combat goes, not in comparison to the discord his presence might cause. Informing including him if y'all prefer?

Here is our enemy, minus any adjustments DP has made to his abilities: Lich Thyrlien

@DragonParadox, I'll try to get Kori and Cob's sheets updated tonight after work.

[X] Bring the trio of iruxi warriors, Sirim, and Warty

[X] Mina and Sirim Spell Loadout
-[X] Sirim
--[X] Cantrip: Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand (At Will)
--[X] 1st Level: Color Spray, Mage Armor (uses 2 slots), Silent Image, Sleep
--[X] 2nd Level: Darkness, Hypnotic Pattern, Invisibility, Mirror Image
-[X] Mina
--[X] Cantrip: Daze, Detect Magic, Guidance, Resistance [At-Will]
--[X] 1st Level: Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
--[X] 2nd Level: Glitterdust, Invisibility, Web

[X] Ask the Clerics of Desna and Pharasma what sorts of anti-Undead weapons they may have available for use against the monster, such as Holy Water, scrolls of Hide from Undead, etc. What spells do they have ready which might be of use against it? Do they both Channel Positive Energy?
-[X] If one is not already prepared, ask that a Consecrated area be designated to contain the ring and to provide a battlefield disadvantageous to the Undead.

[X] Cob Level Up
-[X] Class: +1 Unchained Rogue
-[X] Favored Class Bonus: +1 Hit Point
-[X] Feat: Deft Maneuvers
-[X] Skills (10 points): +1 Acrobatics, +1 Disable Device, +1 Escape Artist, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sleight of Hand, +1 Stealth, +3 Knowledge (Local)
-[X] Background Skills (2 points): +1 Craft (Alchemy), +1 Knowledge (Engineering)
-[X] Rogue's Edge:
Stealth
 
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Sirim's spells are not particularly useful against the foe we are facing.

Then again, so are Iruxi warriors. I'd like to have some anti-undead or plain damaging spells in our arsenal.

I'd send Gorok to look for Iolda, check out shops again with our spellcasters. Maybe advertise a quick job at the inn we are staying at if there are people of the right sort staying there?
Sirim might be useful for his contacts here.
 
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Remember that this thing likes to mind control other people. We are going to need different kinds of abilities here, I do not know which kind of support the thing will have
 
I say bring Sirim and do not get the NPCs
I'm not sure how useful he could be, though I guess his Disrupt Undead cantrip would be better than nothing.
Sirim's spells are not particularly useful against the foe we are facing.

Then again, so are Iruxi warriors. I'd like to have some anti-undead or plain damaging spells in our arsenal.
Kori will have his Burst of Radiance spell, which will do 5d4 damage and Blind it, Mina has Ear-Piercing Scream, which will do 2d6 damage and Daze it, plus whatever the Clerics have prepared and their Channel Positive Energy ability. Tag teaming it with Burst of Radiance and Glitterdust will make it much less likely to resist being Blinded.

If we can get Holy Water from them, earnings Iruxi warriors could throw vials of the stuff at it, too. Each of those will do 2d4 damage to it.
One cleric and one holy water dispenser alas, the high priest is all out of spells besides his Orisons and domain spells.
That's fine, he can still use Channel Energy to deal damage or do AoE healing. What are his Domains? Any useful 1st level spells? At worst, he can convert them to CLW spells to help with recovery after the fight.
 
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Remember that this thing likes to mind control other people. We are going to need different kinds of abilities here, I do not know which kind of support the thing will have

You are in the middle of a city, it's not like it lacks potential targets even more so than in the Darklands.

That's fine, he can still use Channel Energy to deal damage or do AoE healing. What are his Domains? Any useful 1st level spells? At worst, he can convert them to CLW spells to help with recovery after the fight.

His First level spells are things like bless, shield of faith, some cure spells, the usual thing for a 5th level cleric not in a combat zone (and yes he spent all his non-domain 3rd level spells too)

Restoration and Knowledge
 
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Adhoc vote count started by Goldfish on Apr 9, 2024 at 5:17 PM, finished with 29 posts and 1 votes.

  • [X] Bring the trio of iruxi warriors, Sirim, and Warty
    [X] Ask the Clerics of Desna and Pharasma what sorts of anti-Undead weapons they may have available for use against the monster, such as Holy Water, scrolls of Hide from Undead, etc. What spells do they have ready which might be of use against it? Do they both Channel Positive Energy?
    -[X] If one is not already prepared, ask that a Consecrated area be designated to contain the ring and to provide a battlefield disadvantageous to the Undead.
    [X] Cob Level Up
    -[X] Class: +1 Unchained Rogue
    -[X] Favored Class Bonus: +1 Hit Point
    -[X] Feat: Deft Maneuvers
    -[X] Skills (10 points): +1 Acrobatics, +1 Disable Device, +1 Escape Artist, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sleight of Hand, +1 Stealth, +3 Knowledge (Local)
    -[X] Background Skills (2 points): +1 Craft (Alchemy), +1 Knowledge (Engineering)
    -[X] Rogue's Edge: Stealth
 
Here's the updated character sheets for Kori and Cob, @DragonParadox. All of the sheets are here, but I only updated those two.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 5 (15641 XP/23000 XP)
Class: Oracle 5 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, 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: 42
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: 8 + 4 (CHA) + 3 (SF) = 15
Disguise: 4 + 4 + 3 (Morale) = 11
Intimidate: 8 + 4 (CHA) + 3 (Morale) = 15
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 8 + 0 (WIS) + 1 (Seeker) = 9
Sense Motive: 8 + 0 (WIS) + 4 (CHA) = 12
Spellcraft: 6 + 1 (INT) = 7
Stealth: 8 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 16/18*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 8 + 1 (INT) = 9

Spells Known (CL 4):
Level 0: Create Water, Detect Magic, Enhanced Diplomacy,Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (5/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 5 hours 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.
  • 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).
  • 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.
    • 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
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

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description:This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.

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: 5
Class: Unchained Rogue 5 (15081 XP/23000 XP)
Feats: Dampen Presence, Deft Maneuvers, 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 (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

HP: 42
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], +3d6 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], +3d6 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], +3d6 damage with Sneak Attack
    • Special vs Devils:
      • Attack: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 3 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+7 [19-20/x2], +3d6 damage with Sneak Attack
  • Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
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)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3

SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
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.
  • Rogue's Edge:
    • Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
  • 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 Devil

Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape

Abilities:
  • +2 Enhancement Bonus to Reflex Saves
  • The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
  • The wearer may cast Wrath 1/Day
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Equipment of Note: Bane Dagger (Devil), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 4 (14881 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, Scale Mail

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (14981 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 + 2 (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, Greater Detect Magic

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Mage Armor x2, Sleepx2
Level 2: Glitterdust, Invisibility x2,

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

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 4 (14890 XP/15000 XP)
Class: Wizard 4 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

HP: 21
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration/Evocation)+ spell level
Spell Resistance: 13
Base Attack: +2
  • Tendril +8 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
7 (-2) Charisma

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

SKILLS:
Bluff: 7 + 4 (INT) = 11
Diplomacy: 7 + 4 (INT) = 11
Knowledge (Arcana): 7 + 4 (INT) = 11
Knowledge (Religion): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 7 + 4 (DEX) +8 (Racial) +1 (Trait) = 20

BACKGROUND SKILLS:
Knowledge (History): 6 + 4 (INT) = 10
Knowledge (The Planes): 7 + 4 (INT) = 11
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 4 +1 Shadow Conjuration/Evocation):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm
Level 2: Darkness, With the Wind, Detect Magic, Greater, Hypnotic Pattern, Mirror Image, Twisted Space, Invisibility

Spells Prepared:
Level 0: (5+I) Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand (At Will)
Level 1: (4+I) Color Spray, Silent Image, Sleep x3
Level 2: (3+I) Invisibility x4

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
 
Here's the updated character sheets for Kori and Cob, @DragonParadox. All of the sheets are here, but I only updated those two.

Thanks

Also Vote closed
Adhoc vote count started by DragonParadox on Apr 10, 2024 at 12:59 AM, finished with 34 posts and 4 votes.
 
Arc 5 Post 31: Light's Giving, Thunder's Voice
Light's Giving, Thunder's Voice

Elsewhere Elsewhen

You are young and blind, but the stone under your feet familiar, echo of a thousand generations. The smell of blood is in the air, growing ever stronger. There's so much that it pools though the cracks in the stone, a spiderweb of crimson that that laid out, you know some symbol in the killer's tongue. The heads of warriors stared vacant-eyed besides those of their elders. Adamans, Eulania...

No you could not think of that now... Numbers, not names, how many had been taken? The answer when it comes is thirty five, the young, the hale and especially the children, taken to the flesh-smiths to be tortured mutilated and remade. Some perhaps has fled though the western gallery tunnels hurling themselves into Worm's Crevice. Death would have been a mercy. Then you see him, Hilarion, his usually smiling lips flayed back from the bone. At least to judge from the amount of blood pooling underneath the head he must at least have been dead when they killed him. The last of your grandfather's generation, the last of those who remembered the sun

You are Charis, daughter of Kleitos son of Diokles and you weep in silence, least it draw the ear of something hungry that had not scented the masacre. You do not throw yourself on the bloody cavern floor. If you did you might never muster the strength to get back up. We don't have kindling for a pyre, we need all we have to cook. It was such a hatefully mundane thought that you could not believe it had crossed your mind, yet it was true, as much as the others stripping the bodies of everything the drow had left, every scrap of cloth and bit of mental might help keep someone alive just a little while longer.

"Why? Why! Why!" Who the words are meant for you do not know. Aesocar, God of Succor dead and rotting, the demon elves already dozens of miles down lightless shafts? To the goddess of art and beauty in a place where there was none left. "Put, put the bodies together in the middle there." the words come out choked, in defiance of reality.

Numb themselves, hardly speaking the others did as they were bid. Maybe they too had the same dark thought that snapped at the edges of your mind: Death comes for all, at least let their death have some dignity to it.

The pyre was made, the fallen arranged upon it with as much dignity as their murderers had allowed so at last it falls to you to raise the torch. The shadows twist the flames grow brighter, the oily reds and oranges of fungus wood giving way to rippling gold that you had never seen with living eyes before.

Hilarion of Calignos, once priest of Sheylin, his faith lost to the shadow of Earthfall though his knack for bringing joy to kith and kin did not passed into the River in the song-light of her realm, not a single precious piece of kindling singed. The light passed though you and called to you, it beckoned and became you. A wordless question, kindles too from far off, Blossomheart, but in all your years you had never seen a blossom nor heard good things of Her and so you turn away, a spark of gold still held in hand. It would be folly to throw it away.

***​

You wake, your hand still warm from the spark. A wave shows no light, but your shadow moves as though there were one there. It moves. Colder and darker it seems now, ragged tears roughly eyes should be, its mouth a curved saw-toothed thing, but when you bid it near or bid it far it comes and goes, obediant as spider lizard on a string. It will not be still, it will not be just a shadow on the stone, but it's better. As you turn to the door you see something move out of the corner of your eye, another shadow. Snapping too you realize there's no foe, just a dowdy feathered bird, black of wing, that sits on the ledge outside the narrow window of the sleeping cell assigned to you for the day. It peers at you curious, but unafraid then chirps sleepily, settling in for the night.

"Come, they will be closing the doors after evening service soon," Sirim's voice comes in your mind like a specter out of the walls. The High Priest had only accepted his aid from a combined effort of Mina's assurances, your own willingness to 'keep an eye on him', and just a touch of new found grace to soften the the faint amusement you can still hear in his voice out of hearing of your host at least.

[Sirim Diplomacy (DC 25): 1d20+13 = 25 (Success)]

"The shadow you cast upon the world grows deeper," he offers after a moment without either judgement or encouragement.

Oil-flame flickers in the corridor's head, trapped in fragile glass. At least the doors are stout and on the other side holy ground, the very one upon which the ring had almost been broken. While High Loreseeker Jaes had been guarding from intrusion from the dreamlands by her own odd magics Tuvius sits in a spindly chair, pulled from his office a heavy tome in his lap. A pair of Gorok's iruxi kin guard the main doors while one is posted to keep watch on the side doors such as the ones you are using, leading into the living quarters. Warty lounges in the back, head balanced upon his tusks, a look of lazy approval thrown your way as you enter.

"Half an hour to sunset," Mina says. "The dead like to come with the passing of the sun or at midnight."

"So this one will come at neither," Gorok speaks up. "This is a place for killing dead things, yes? They do not like this stone, this air? They will bring the living."

Gorok as it turns out was right, though even he could not have guessed they would bring fire.

Two tense hours later until there is a commotion outside the barred doors of the cathedral. Gorok's cry of: "Hunt!" is interrupted by the great doors exploding in a shower of broken wood and throwing one of the other iruxi to the round, stunned and bloody, a shard of wood as long as his hand driven into his chest.

Iruxi warrior takes 11 Damage -> Now at 0/11 (Staggered)

In the chaos what does Gorok do?

[] Try to block the door with his body

[] Wait for the enemy to enter

[] Write in


OOC: The reason I am asking about Gorok is that he is the only one with the initiative to act before the enemy moves in.
 
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Can Gorok throw one of the bombs we have?

[X] Gorok throws a dung grenade through open door, if he has one, and calls for Warty to assist him. Together they'll try to block the doorway long enough for the others to gather themselves. Gorok will fight using Shield of Swings and Total Defense to raise his AC to 27.

Should leave living people sickened and easier to fight, and hard to get past lots of meaty toad.
 
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Whew...heavy dreams for Kori this time. Or memories, I guess. Those first few generations in the Darklands would have been the worst, almost Hell on Earth in some ways, or more like Hell beneath Golarion.
Can Gorok throw one of the bombs we have?

[X] Gorok throws a dung grenade through open door before ordering Warty to block it with his body

Should leave living people sickened and easier to fight, and hard to get past lots of meaty toad.
Good call on the dung bomb. That should soften up the opposition a bit.

I thought about having Warty block the door as well, but despite his size and strength, he's not actually all that tough yet. He needs more HD before his Hit Points become more impressive.

[X] Gorok throws a dung grenade through open door, if he has one, and calls for Warty to assist him. Together they'll try to block the doorway long enough for the others to gather themselves. Gorok will fight using Shield of Swings and Total Defense to raise his AC to 27.
 
Good call on the dung bomb. That should soften up the opposition a bit.
If only we had bombs that caused nauseous, that would be really good. Sickened is good too though since -2 on everything is very annoying to deal with.
I thought about having Warty block the door as well, but despite his size and strength, he's not actually all that tough yet. He needs more HD before his Hit Points become more impressive.
Fair enough, and maybe some armor too. Could we get that once we go out to get a proper saddle made for him?

Nothing too crazy, but some basic stuff would likely be useful.
 
[X] Gorok throws a dung grenade through open door, if he has one, and calls for Warty to assist him. Together they'll try to block the doorway long enough for the others to gather themselves. Gorok will fight using Shield of Swings and Total Defense to raise his AC to 27.
 
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