Finding the Spark (Pathfinder 1E Quest)

Arc 8 Post 35: Of Ether's Exiles
Of Ether's Exiles

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

"Cob, get the body and the sword off the ground!" you shout suddenly, only now realizing the sound of the flames is getting louder. The damn elemental is about to burn the body!

"You want us stomp fire, lord?" another of the giants asks hopefully.

There's a gargle and a screech as the abductor takes shape and picks up the spoils, gruesome and now out of reach of the rampaging flames. Alas, the other quandary isn't going to be so easily solved. The last thing you want to do is fight the giants, but the second to last is inheriting any grudges they may have acquired with the keth or the local fey. The Court of Resplendent Morn... there's an idea.

Catching Sirim's eye you wait for the spark of arcane insight to settle in your mind and then speak bluntly, to suit the audience it's meant for. "We come at the behest of other fey-kin who thought your lord had dealings with demons. Prove yourself under my eye and I will seek to find you a place there."

The first giant growls a question to the others in a tongue like someone trying to play the harp by throwing rocks at it.

Mina does not look too encouraged. "They ehm... don't want to serve a gnome since they are small and taste good. Though the one over there, that's Urru, says better 'gnomeses than deadses'. And there's something about them being locked out, not sure I'm understanding that properly."

"If fey are at all alike to men I have more than an inkling as to what they mean," Sirim interjects. "We need to get away from the hill, now."

Akorian Bluff (Max Opposed Sense Motive 22): 1d20+17+2 (Heroism) +2 (Aid another) +4 (Bestow Insight) = Automatic Success
Sairim Knowledge (History) (DC 19): 1d20 +12 = 29 (Success)

None of you need to be told twice but that leaves you with another problem, the elemental is minded to follow and elemental fire is quick to catch in the dry briars.

Time to see if your new 'underlings' are actually minded to take orders. "Stomp out the flames along the path, not the big one."

After a brief confusion about which one of them you mean, Urru takes on the job while the other two guard your flanks, which is to say tear through the briars with the lack of concern one might expect of beings whose skin seems tougher than boiled leather. By the time the frustrated elemental burns itself out Sirim explains his insight into the Court of Veils and your new... traveling companions.

"They were enforcers I suspect, keeping the others in line in the name of the one we killed. Now that he's dead they are not welcomed back beyond the veil, and they are at least clever enough to know that."

Alas, he proves to be quite correct. Any treasures of the dead fey prince other than his war-gear is inside the fey mound and he had no meaningful contacts in the area, though Joruk, the giant with the green belt, claims that their former master had no dealings with demons and indeed that he killed the 'demon-horsey'. His grasp of Taldan isn't the best, but Mina's gift sees you through.

"He means host, the demon host. The Alderman was a demon host, possessed, that is why he did not remember being killed, he died while the demon was puppeting him."

"So who made out as new Alder-whatsits?" Cob asks the question to which all of you would like to know the answer to.

When it comes to the reason why the Lord of Veils and those with him were exiled from the Court of Ether, it's not that the ohancanu don't have any answer, just that it leaves something to be desired: "Queen mad, really bad-mad, said go away, old lord said go away through man-lands."

As you make camp a few miles away from the fey mound at least Mina and Pepper's studies of the sword, robe, cloak, and the contents of his pockets prove of some interest. There are two more healing potions, which he really should have used, a potion that allows one to take on a different guise, just as your cloak allows and Mina can do of her own power, and a pair of oddly cut garrets that spark blue-green when they strike each other. If spells are as flame than this is kindling allowing them to burn for longer.

Mina Spellcraft 1d20+12 +1 (Guidance)
Potions (DC 20) = 30 (Success)
Gems (DC 26) = 28 (Success)
Cloak (DC 20) = 31 (Success)
Sword (DC 22) = 23 (Success)
Robe (DC 25) = 29 (Success)

The sword Gorok claims for his own, for it suits him even more than his current blade, forged to be used with a deft hand rather than a heavy one as well as including clever little slots for poisoning it thrice, as you'd discovered rather painfully. It also does not miss due to veils or darkness, which ironically makes it so the fey lord would have been easier to kill with his own sword than almost any other given his choice of wards. His cloak too was magical, though only barely, the same kind of commonplace enchantment most of your companions are sporting, but as for the robe...

"I think this thing drinks blood to make the wearer more able to channel the power bound within it," Mina says, a little perturbed.

Curious, you take it up, but only feel a distant sort of tingle as one might after a day's sleep on an awkwardly resting arm. Not for you then, though you are glad its power wasn't used on you either. Urru recounts that his lord's enemies would often be struck dumb under the power of his magic, allowing him to heal and change tactics, if they did not perish outright.

Potions:
Potion of Disguise Self
Potion of Shield
Potion of Cure Moderate Wounds x2

Metamagic Gems
Extending Garnet x2

Equipment:
Wasp's Kiss
Description: Forged of brass and the bone of some titanic poisonous thing, this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison.
Abilities: This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a swift action that requires a free hand.
Any creature struck by Wasp's Kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.

Robes of the Veiled Lord
Description: This silk robe, fine as anything one would find in the markets of Almas or Augustana, seems to have been woven with an underweave of crimson thread eternally wet with blood. So long as a sorcerer feeds it some of their own blood the robe will aid them in battle.
Ability: Enables a sorcerer to add the effects of her 1st-level bloodline power to spells they casts. As a swift action before casting a spell, the wearer expends one use of their 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

Cloak of Resistance +1

Thus the last hour has left you richer, yes, and even with new allies, but no closer to answers. The dragon is still out there with a prize far larger, and still out there the false Alderman, whoever he might truly be. Another demon plot once possession had failed. Certainly there are fiends who can take the shape of men, but to be able to live a life as one, deceiving kith and kin alike, can't be easy.

Mina argues for a swift return and warning the townsmen while Sirim says it's more important to find the dragon and see what it knows. It, after all, had come from the heavens, just like the capsules and presumably the demons you had heard of in the recording. Gorok sees the wisdom in either, Cob is fine with either as well, so it's up to you to tip the scales.

[] Return to the village

[] Keep looking for the dragon

[] Write in


OOC: Akorian gained 1,800 XP from the duel. I'll edit that in the last part, but I thought I'd put that here so you guys see it.
 
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Sorry that was badly worded and I should have just checked the char sheet. We can loot the items from corpses.
But the thing about grabbing a whole corpse by tying it to a Fire Giant (or presumably another large creature) is pretty cool, never thought of that.
What about tying a small corpse to a medium creature?

As long as the weight would not make the larger creature heavily encumbered it would work. The Satchel checks is the stuff is 'possessions' or an object someone tied to a corpse so it does not accidentally try to steal a crane someone tied to a corpse or the like since that would break it.
 
Elven Curved Blade!!?!
Heckin' hell yeah baybe!

Edit: We've expended resources prepping and fighting this Fey Lord, and buffing for conversations after.
I think that if we're fresh when we find the dragon we'll be in a better position, and it's unlikely that Gavhaul's gonna find the dragon without us.

Also having killed the Lord of Veils, reporting back might get us boons/info from the CoRM representatives before meeting the dragon.
Also also, it'll give Gorok time to prepare his speak with birds spells to help find the dragon (or other relevant tracking magics) if the CoRM representatives

Also, if we deal with the fake Alderman, that'll make the townsfolk happier with us.

Looking at the update, Sirim seems to want to negotiate with the dragon to learn about the demons and get more context before going back to town. Which is reasonable... but I want that item of read-books-fast.
Do we have reason to believe that finding/meeting the dragon might be time sensitive?

Edit edit: Suggestion for a lie to Gavhaul about why we did not find a Dragon: The birds gave bad directions. Twice. Out of spellslots.
If Gavhaul somehow knows about us killing the Fey Lord: The birds sent us to the "powerful dangerous flying thing that is new to the area" and it turned out to be a Fey Lord.
 
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Alas he proves to be quite correct, any treasures of the dead fey prince other than his war-gear is inside the fey mound
What happens to fey mound after a fey's death?

[x] Return to the village

SInce I am worried about the other side making a move while we least suspect it, it seems prudent to clear loose ends first before tacking the main challenge.
 
What happens to fey mound after a fey's death?

[x] Return to the village

SInce I am worried about the other side making a move while we least suspect it, it seems prudent to clear loose ends first before tacking the main challenge.

It seems to be entirely fine, whoever is on the other side seems to have shut the doors so they can hash out new leadership. At least Kori and company hope so because the alternative is that they will be coming out soon to avenge the old leadership and/or avenge themselves on our new one-eyed friends.
 
[] Return to the village

Edit: Changing vote. Maybe the dragon will help against the demons.
[X] Keep looking for the dragon
 
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Holy shit, that is a very good sword. On top of the sword itself being perfect for Gorok, and the Heartseeker ability is quite nice, the ability to to contain and significantly buff poisons is extremely potent. We just need to find some poison for him to use and we'll be golden. Congratulations, Gorok!

The other loot is great, too.

As for what we should do next, I'm leaning toward moving on to the Dragon. We aren't going to learn anything new by going to the village, IMO, and on top of it delaying us by a lot, it also gives the Demon(s) or whatever is there impersonating the Alderman a chance to act against us.

[X] Keep looking for the dragon
 
@DragonParadox, I've updated the character sheets with new loot, including what we took from the thieves earlier. I gave Kori the Cloak of Resistance from the Fey, since everyone else already had one. I figure he can wear it as needed when he's not swapping between his other Cloaks.

Also updated the XP totals everyone needs to reach 7th level. They were still showing the number needed to reach 6th level. 7th level is still a long way off.

Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 6 (25875 XP/35000 XP)
Class: Oracle 6 (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: 49
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 + 5 (CHA) = 15 + spell level

Combat Maneuver Bonus: 4 (BAB) + 2 (DEX) = +6 (Plus weapon Enhancement bonus on Trip, Disarm, Dirty Trick, and Sunder maneuvers)
Combat Maneuver Defense: 10 + 4 (BAB) - 1 (STR) + 2 (DEX) = 15
Base Attack: +4
  • Heavy Crossbow: +4 (BAB) + 2 (DEX) = +6 [1d10/x2]
    • w/Divine Favor: +9 [1d10+3]
  • Masterwork Dagger: +4 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
    • w/Divine Favor: +10 [1d4+2]
  • Gloom Blade:
    • In Bright Illumination: +4 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d6-1; 19-20/x2]
    • In Dim Light: +4 (BAB) + 2 (DEX) + 1 (Enhancement) = +7 [1d6; 19-20/x2]
    • In Darkness: +4 (BAB) + 2 (DEX) + 2 (Enhancement) = +8 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +4 (BAB) + 2 (DEX) + 2 (Enhancement) = +8 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +3.
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 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) + 1* (Resistance) = +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn)
REFLEX: 2 + 2 (DEX) + 1* (Resistance)= +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn)
WILL: 5 + 0 (WIS) + 1* (Resistance)= +5/+6* (In a Forest or Swamp, or when Cloak of Resistance is worn)

Special:
+5 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 9 + 5 (CHA) + 3 (SF) = 17
Disguise: 4 + 5 (CHA) + 3 (Morale) = 12
Intimidate: 9 + 5 (CHA) + 3 (Morale) = 17
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 9 + 0 (WIS) + 1 (Seeker) = 10
Sense Motive: 9 + 0 (WIS) + 5 (CHA) = 14
Spellcraft: 7 + 1 (INT) = 8
Stealth: 9 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 17/19*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 5 + 1 (INT) = 6
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 9 + 1 (INT) = 10

Spells Known (CL 6):
Level 0: Create Water, Detect Magic, Detect Poison, 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 (8/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (6/Day)
Level 3: Channel Vigor, Cure Serious Wounds (B), Deeper Darkness (B), Shadow Enchantment (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 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 (Slotless)
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

Cloak of the Hedge Wizard
Description: Patched together from dozens of different materials and inscribed with snippets of spells in almost as many tongues. Drawing the cloak over one's head allows simple mage-sight, which can be briefly sharpened to look for more particular treasures.
Ability: Cloak of the Hedge Wizard (Divination)

Cloak of Human Guise
Aura
faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.

Druidcraft Talisman:
Description: This simple wooden bangle carved in the shape of a spiral looks to have been carved with simple stone tools, or perhaps even claws.
Ability: Only functions within Forest or Swamp areas. While in those areas, the wearer gains a +1 Resistance bonus on all saves and animals, even trained ones, have to make a DC 11 Will save to attack user, unless they attack the animal first.

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.

Spindle Solution Pendant
Ability: The wearer of this pendant can use the Automatic Writing ability. Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination spell with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Equipment of Note: Band of Clarity (Slotless), Cloak of Human Guise, Cloak of Resistance (+1), Cloak of the Hedge Wizard (Divination), Drow Spidersilk Armor, Druidcraft Talisman, Gloom Blade, Headband of Alluring Charisma (+2), Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Spindle Solution Pendant, Wand of Dispel Magic (25 Charges).

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 6
Class: Unchained Rogue 6 (23248 XP/35000 XP)
Feats: Dampen Presence, Deft Maneuvers, Dirty Fighting (B), Roll With It, Skill Focus (Stealth), Weapon Focus (Light Blades) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Combat Trick [Dirty Fighting], Weapon Training [Light Blades]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

HP: 49
AC: 10 + 5 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 2* (Dodge; Danger Sense) = 19/21* (to avoid traps) (Touch AC 16/18*)
Initiative: +5 (DEX)

Combat Maneuver Bonus:
  • Without Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 5 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) = +10
  • With Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 5 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) + 2 (Deft Maneuvers) = +12
  • Dirty Fighting: Increase CMB by +4 against targets you have Flanked.
Combat Maneuver Defense: 10 + 4 (BAB) - 1 (Small Size) - 1 (STR) + 5 (DEX) = 17
Base Attack: +4
  • Stonebow: 4 (BAB) + 1 (Size) + 5 (DEX) = +10
    • Damage: 1d6 [x2], +3d6 damage with Sneak Attack
  • Switchblade: 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 1 (MW) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
  • Alchemical Silver Dagger (+1): 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 1 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
  • Bane Dagger: 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 1 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+6 [19-20/x2], +3d6 damage with Sneak Attack
    • Special vs Devils:
      • Attack: 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 3 (Enhancement) = +14, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+8 [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 + 2 = 21 (+5) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) + 1 (Resistance) = +5
REFLEX: 5 + 5 (DEX) + 2 (DS)* + 2 (Ring) + 1 (Resistance) = +12/*14 (to avoid traps)
WILL: 2 + 2 (WIS) + 1 (Resistance) = +5

SKILLS:
Acrobatics: 9 + 4 (DEX) = 13
Appraise: 6 + 2 (INT) = 8
Climb: 9 - 2 (STR) = 7
Disable Device: 9 + 5 (DEX) + 3 (TF) = 17
Escape Artist: 9 + 5 (DEX) = 14
Knowledge (Dungeoneering): 9 + 2 (INT) = 11
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 9 + 2 (WIS) + 3 (TF)* + 1 (DS)* + 5 (Spectacles) = 16/*19 (to find traps or avoid being surprised)
Ride: 4 + 5 (DEX) +4 (Racial) = 13
Sleight of Hand: 8 + 5 (DEX) = 13
Stealth: 9 + 5 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) + 5* (Competence) = 27/32* (when Scoundrel's Cloak is worn)
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 9 + 2 (INT) = 11
Knowledge (Engineering): 8 + 2 (INT) + 1 (Trait) = 11
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.

Devil Bane Dagger (+1)
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

Launcher:
Description:Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube.
Abilities:
  • This device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Scoundrel's Cloak
Description: This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings
Abilities:
  • Grants the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden.
  • The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if they were looking for a secret door.
  • If a swashbuckler is wearing the cloak, they can spend 1 panache point to vanish, just like the spell.
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: Alchemical Silver Dagger (+1), Bane Dagger (+1; Devil), Belt of Incredible Dexterity (+2), Cloak of Resistance (+1), Common Thieves Tools, Dagger x4, Launcher, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool, Slippers of Spider Climbing

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: Eagle Friend
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 6 (23604 XP/35000 XP)
Class: Ranger 6 (Lantern Bearer)
Feats: Furious Focus (B), Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Heavy Blades)
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), 2nd Favored Enemy (Evil Outsiders), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)

HP: 62
AC: 10 + 4 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) + 1 (Shield; Buckler) = 21 (Touch AC: 14)
Initiative: +4 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +10/12* (underground or in dungeons)

Combat Maneuver Bonus: 6 (BAB) + 4 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) = +12
Combat Maneuver Defense: 10 + 6 (BAB) + 2 (STR) + 4 (DEX) = 22
Base Attack: +6/+1; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
  • Natural Attacks (w/Pendant): 2 Claws: +6 + 1 (Enhancement) + 4 (DEX) = +11 (1d4+5) & 1 Bite: +6 + 1 (Enhancement) + 4 (DEX) = +11 (1d3+5)
  • Lantern's Eye Bow (+1 Shortbow): +6 + 1 (Enhancement) + 4 (DEX) = +11/+6 [Damage: 1d6 + 1 (Enhancement) + 1 (STR; Composite); x3]
    • Special: Each time an arrow from this bow strikes a creature, its magic designates the target. Allies gain a +2 Morale bonus on melee attack and melee damage rolls against the designated target for 1 round.
  • Wasp's Kiss (+1 Elven Curve Blade): +6 + 1 (Enhancement) + 4 (DEX) + 1 (WF) = +12/+7 [Damage: 1d10 + 1 (Enhancement) + 3 (1-1/2 STR); 18-20/x2]
    • w/Power Attack: +12/+5 [Damage: 1d10 + 1 (Enhancement) + 9 (1-1/2 STR); 18-20/x2]
    • Special: Ignores the miss chance for Concealment against most living targets. This does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.
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 + 2 = 19 (+4) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 5 + 3 (CON) + 4 (PS)* + 1 (Resistance) = +9/13* (vs poison)
REFLEX: 5 + 4 (DEX) + 1 (Resistance) = +10
WILL: 2 + 2 (WIS) + 1 (Resistance) = +5

SKILLS:
Climb: 9 + 2 (STR) = 11
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 9 + 0 (INT) = 9
Perception: 9 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Ride: 7 + 4 (DEX) = 11
Stealth: 9 + 4 (DEX) + 1 (Trait) + 2 (FT)* = 14/16* (underground or in dungeons)
Survival: 9 + 2 (WIS) + 3 (Track)* + 2 (FT)** + 5 (Spectacles)* = 11/19* (to follow tracks) or 15/21** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Diplomacy: 0 -1 (CHA) +2/-2 (Buckler of Eagle's Honor) = -3/-1/+1
Handle Animal: 9 - 1 (CHA) = 8
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 6 + 2 (WIS) = 8

Spells Prepared (CL 3):
Level 1: Lead Blades, Magic Fang

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.
  • Favored Enemies:
    • 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.
    • Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Evil Outsiders. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Evil Outsiders.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 22, Touch 10, Flat-Footed 21 (+1 Dex, +8 Natural, -1 Size, +4 Armor)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +7 (2d8+6)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime

STATISTICS
Str 20, Dex 13, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 20 (24 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +17, Escape Artist +5, Swim +9; 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, Work
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Evasion (Ex): Warty 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.
  • 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.

Lantern's Eye Bow
Description: Grown from sun-wood which, according to legend, was planted and then promptly forgotten about by the Lantern King himself. This bow draws ever the eye of the archer to targets they have struck before.
Ability: +1 Designating Composite Longbow (Small)

Pendant of the Third Scroll
Description: Forged of humble tin this amulet bears the mark of Iori, usually found in the possession of those who take up the path of the wandering sage in his image. According to Triss it's hollow, containing prayer scrolls written in an imposibily fine hand, though she has never tried to take them out.
Ability: Agile Amulet of Mighty Fists +1


Buckler of Eagle's Honor
Description: A small round buckler, finely made of steel bearing the symbol of the Eagle Knights, this workmanship is likely to be recognized throughout Andoran and beyond for good and for ill.

Abilities:
  • Masterwork Buckler
  • +2 Circumstantial Bonus to Diplomacy with those well disposed to the Eagle Knights/-2 to Diplomacy with those ill disposed to the order

Wasp's Kiss
Description: Forged of brass and the the bone of some titanic poisonous thing this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison.
Abilities: This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a swift action that requires a free hand.
Any creature struck by a wasp's kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.

Equipment of Note: Belt of Incredible Dexterity (+2), Bone Earthbreaker, Buckler of Eagle's Honor, Cloak of Resistance (+1), Lantern's Eye Bow, Masterwork Chainmail Barding (Warty), Pendant of the Third Scroll, Scale Mail, Wasp's Kiss

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 6 (23481 XP/35000 XP)
Class: Witch 6 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, 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: 39
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) = 14 + spell level; 15 + spell level for Charm or Compulsion spells which do not exercise ongoing control
Hex DC: 10 + 3 (CL/2) + 4 (INT) + 1 (Potent Hex) = 18; 19 with Slumber

Combat Maneuver Bonus: 3 (BAB) + 2 (DEX) = +5
Combat Maneuver Defense: 10 + 3 (BAB) - 1 (STR) + 2 (DEX) = 14
Base Attack: +3
  • Dagger: 3 + 2 (DEX) = +5 [1d4-1]
  • Stonebow: 3 + 2 (DEX) = +5 [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: 2 + 1 (CON) + 1 (Resistance) = 4
REFLEX: 2 + 2 (DEX) + 1 (Resistance) = 5
WILL: 5 + 1 (WIS) + 1 (Resistance) = 7

SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 9 + 4 (INT) = 13
Knowledge (Religion): 8 + 4 (INT) + 1 (CoT) = 13
Knowledge (The Planes): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 9 + 1 (DEX) + 3 (Familiar) = 13
Use Magic Device: 6 + 1 (CHA) = 7

BACKGROUND SKILLS:
Knowledge (History): 9 + 4 (INT) = 13
Knowledge (Nobility): 9 + 4 (INT) + 1 (CoT) = 14

Spell-Like Abilities (CL 6):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 6):
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, Positive Pulse
Level 2: Glitterdust, Greater Detect Magic, Invisibility, See Invisibility, Web
Level 3: Dispel Magic, Heroism, Lightning Bolt, Speak with Dead (B)

Spells Prepared:
Level 0 (4): Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1 (4): Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2 (4): Glitterdust, Invisibility, See Invisibility, Web
Level 3 (3): Dispel Magic, Heroism, Lightning Bolt

Staff of Radiance (Charges: 10/10): This silver-tipped willow staff constantly emits light, as if from a Light spell—the radiance is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a Swift Action. In addition, a Staff of Radiance allows use of the following spells:
Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, Fortune, 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
Spellguard Bracers
Aura faint abjuration; CL 4th
Description: Made of some manner of blue scaled leather dyed blue and decorated with star-shaped studs, these bracers are two light to be armor yet still meant for those who wade into battle
Abilities
  • +2 bonus on concentration checks made to cast defensively.
  • The wearer can choose to roll a concentration check to cast defensively twice and take the better result (3/Day)
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 10 (39/4)
Fort +1, Ref +4, Will +6

OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d2-4), bite +7 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 11 (15 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +8, Stealth +17; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +16
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: The Planes): 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, Cloak of Resistance (+1), Dagger, Stonebow, Healer's Kit, Spellguard Bracers, Staff of Radiance

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 6 (23030 XP/35000 XP)
Class: Wizard 6 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
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: 33
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, Shadow Evocation, Shadow Enchantment) + spell level
Spell Resistance: 15
Base Attack: +3
  • Tendril +9 (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
8 (-3) Charisma

SAVES:
FORTITUDE: 2 + 1 (CON) = 3
REFLEX: 2 + 4 (DEX) = 6
WILL: 5 + 1 (WIS) = 6

SKILLS:
Bluff: 9 + 4 (INT) = 13
Diplomacy: 9 + 4 (INT) = 13
Knowledge (Arcana): 9 + 4 (INT) = 13
Knowledge (Religion): 9 + 4 (INT) = 13
Spellcraft: 9 + 4 (INT) = 13
Stealth: 9 + 4 (DEX) +8 (Size) +1 (Trait) = 22

BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (The Planes): 9 + 4 (INT) = 13
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 6; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
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, Positive Pulse, Magic Weapon, Shield
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind, Lesser Angelic Aspect
Level 3: Dispel Magic, Haste, Magic Circle Against Evil, Marionette Possession, Shadow Enchantment

Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Shield, Silent Image
Level 2 (4+I): Darkness, Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Mirror Image
Level 3 (3+I): Dispel Magic, Haste, Magic Circle Against Evil, Shadow Enchantment

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.
 
Last edited:
@DragonParadox, updated the treasure page with overflow loot. Also moved Gorok's extra weapons to the list to clean up his sheet a bit.

Goods and Provisions

Potions
5x Potion of Cure Light Wounds
1x Potion of Disguise Self
1x Potion of Resistance
1x Potion of Shield

Scrolls
1x Scroll of Bless
2x Scroll of Detect Evil
1x Scroll of Light
1x Scroll of Remove Sickness
1x Scroll of Shocking Grasp
1x Scroll of Frostbite
1x Scroll of Good Hope

Metamagic Gems
Extending Garnet x2

Magic
Gem of Foe's Pyre: Pried from the work of ancient dwarf artisanship this gem once had the power to summon a large fire elemental to protect the hold in which it had been forged. Through crude enchantments best left unmentioned the gemstone can still summon this protector, but filled with loss and rage. The elemental may only attack one target against which it is directed on conjuring which it must be allowed to consume utterly or else it will turn on the summoner with its full ferocity until destroyed. If it is instead destroyed it returns to the stone quiescent (1/day)

Looter's Satchel
Description: A large leather bag marked with smoldering runes and a few fades spotches of what might have once been blood before an alchemical cleaning
Ability: The satchel functions as a bag of holding (type I). Additionally, as long as the satchel is not overloaded, the bearer can hold it over an adjacent creature that is dead or unconscious and speak a command word. When the command word is spoken, the satchel removes any magic items from the creature's person (such as magic weapons and armor, potions, scrolls, and wondrous items) and deposits them into the bag. This process takes 1 uninterrupted round. If the bearer moves into a different space while the satchel is gathering items in this way, no items are moved into the satchel and the bearer must start the process over. If the satchel would become overloaded from the creature's magic items, it transports as many magic items as it can, from smallest to largest, until it would become overloaded, at which point it stops gathering items.
CL 9th Weight 15 lbs.; Aura moderate conjuration

Abductor Beast Figurine
Description: This strange statuette is unlike any beast seen on the surface of Golarion, breeding a nagging fear in those who walk under the light soon to avert their gazes. They have never experienced those tendrils first hand.
Ability: Same as Serpentine Eagle Figurine (Greater Power Usable 8 hour/Month in one hour increments)

Robes of the Veiled Lord
Description: This silk robe, fine as anything one would find in the markets of Almas or Augustana seems to have been woven with an underweave of crimson thread eternally wet with blood. So long as a sorcerer feeds it some of their blood the robe will aid them in battle
Ability: Enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

8x Symbiote Mask
Appearance: Appearing as the unusual admixture of cephalopod and jellyfish, these odd living breathing apparatus recall the works of Drow Flesh-smiths, though the slow blinks of their many eyes and the playful waves they exhibit when sated certainly do not match the temperament of those warped and tormented beasts.
Ability: Grant the user the Amphibious Universal Monster Rule. It cannot be dispelled and is not affected by the anti-magic fields

Supplies
18 days worth of provisions in Duergar Trail rations
3 Bedrolls
3 Backpacks
3 Waterskins
3 Belt Pouch
3 Sacks
8 Traveler's Outfits (4 worn at any one time)
5 Full changes of clothes meant to fit various personas
4 Ponchos
7 Explorer's Outfits
3 Medium Tents
7 Pathfinder's Kits
7 Blankets

Miscellaneous Tools
2x 50ft Rope
200 Feet of Hemp Rope
12x Pitons
1 Hammer
1 Compass
1 Loadstone
7 Mess Kits
Cooking Kit
Gear Maintenance Kit

Documents
Map of Longacre and its Surroundings
Nemiziah Sparn's Exploration Journal
Map of Augustana
Map of Almas

Alchemical Products
4x Acid Flask
3x Alchemist's Fire
2x Antiplague
4x Antitoxin
4x Bone Burn
1x Dung Grenade
3x Fungal Stun Vial
2x Insight Leaves
3x Liquid Ice
4x Love in Idleness
1x Mage's Assistant
3x Meditation Tea
1x Ooze Grease
5x Shard Gel
2x Sorcerer's Spirits

Spare Weapons
9x Dagger
25x Crossbow bolts [Alchemical Silver]
10x Crossbow Bolts [Masterwork Mithral]
1x Miner's Pick
3x Morningstar
2x Stonebows
1x Masterwork Greataxe
1x Falchion (+1)

Trade Goods
N/A

Valuables
3 lbs of Throneglass
The Thousand Faces of Arad Lili (Book of Occult Rituals)

Coin
742 gp 7 sp 21 cp
 
@DragonParadox, I've updated the character sheets with new loot, including what we took from the thieves earlier. I gave Kori the Cloak of Resistance from the Fey, since everyone else already had one. I figure he can wear it as needed when he's not swapping between his other Cloaks.

Also updated the XP totals everyone needs to reach 7th level. They were still showing the number needed to reach 6th level. 7th level is still a long way off.

@DragonParadox, updated the treasure page with overflow loot. Also moved Gorok's extra weapons to the list to clean up his sheet a bit.

Many many thanks for these.:)
 
Ok, so I've been (carefully) reading up on prepared spellcasting from d20PFSRD, and while a prepared spellcaster can't switch out a prepared spell for another without a long rest, they can choose to leave their slots open and prepare them later. As per my understanding, it can take up to an hour max any amount of open slots to be prepped, but if it's 25% or fewer slots, then it's 15 minutes.
Spell Selection and Preparation

A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of his spells.
So for Gorok, maybe it'd be better to leave out Magic Fang, and just leave the slot open? At a glance, I'd say that 30 minutes to prep a spell would be fair, since he has two slots atm?
Edit:
Also updated the XP totals everyone needs to reach 7th level. They were still showing the number needed to reach 6th level. 7th level is still a long way off.
I was so excited. I thought Kori had a level up coming lol.

Edit: @Goldfish unless it's mentioned on an individual character sheet, shouldn't there be the demon summoner's spellbook that we need to decode to see what spells it contains?
 
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So for Gorok, maybe it'd be better to leave out Magic Fang, and just leave the slot open? At a glance, I'd say that 30 minutes to prep a spell would be fair, since he has two slots atm?
I wouldn't have a problem with that, but @DragonParadox would have to rule on it. I'm not sure how well that option works with Rangers, since they're barely casters at all and have such a limited number of spells. Feels more like this option was intended for full and half casters.
Edit: @Goldfish unless it's mentioned on an individual character sheet, shouldn't there be the demon summoner's spellbook that we need to decode to see what spells it contains?
Good catch. I had forgotten about it. That needs to be added to the Goods and Provisions page, DP.
 
I wouldn't have a problem with that, but @DragonParadox would have to rule on it. I'm not sure how well that option works with Rangers, since they're barely casters at all and have such a limited number of spells. Feels more like this option was intended for full and half casters.

Good catch. I had forgotten about it. That needs to be added to the Goods and Provisions page, DP.
  1. As long as they have 5 spell slots they can leave 1 open, that being 20%
  2. Will add
 
Looking through the commonly available poisons in Pathfinder, I think we should try to find a supply of Blue Whinnis.


DP has been generous enough to reduce poison prices to 1/8th their regular listed value (they're stupidly expensive otherwise), but they can still be quite costly.

Blue Whinnis would only cost 15 gold per dose. Still not exactly chump change for low level adventurers, but worth it for tough opponents. The cheap price is reflected in its low-ish save DC and short duration, but Gorok's new sword increases the save DC by 4 and the duration by 2 rounds. The damage isn't amazing, but the secondary effect of unconsciousness is.

Blue Whinnis poison also goes into effect immediately, rather than requiring rounds or even minutes to become effective, making it much more useful in combat.
 
Just started reading on poisons, and this is amazing:

At 50/8=6.25 -> 7 gold a dose, it's a DC 12 (which becomes a respectable DC 16) Fort save. A bit of acid damage but the main thing is that is applies Nauseated (can only take moveactions) as part of its intial effect, so it kicks in a round sooner than Blue Whinnis.


On phone, so that the table on the poisons page is a bit unwieldy.
 
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Just started reading on poisons, and this is amazing:

At 50/8=6.25 -> 7 gold a dose, it's a DC 12 (which becomes a respectable DC 16) Fort save. A bit of acid damage but the main thing is that is applies Nauseated (can only take moveactions) as part of its intial effect, so it kicks in a round sooner than Blue Whinnis.


On phone, so that the table on the poisons page is a bit unwieldy.
Yeah, that's a good one, too. I didn't mention it earlier because it seemed pretty esoteric. If we can find a source, it would get a lot of use.
 
[X] Keep looking for the dragon

I'd maybe prefer to look for Gavhaul, but I suspect that will come out to the same.
Also hey, one usable piece of loot, one non-usable, and some nice small stuff.
 
Applying poison to a weapon or single piece of ammunition is a standard swift action when using Gorok's Curved Blade of Amazingness. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class), you do not risk accidentally poisoning yourself when applying poison.
For avoiding the chance of Gorok getting poisioned:
Source Rival Guide pg. 53
Price 50 gp; Weight
Category Alchemical Tools

Description

Developed by followers of Norgorber, this inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user's fingers lasts for days. A single dose of this alchemical item costs 50 gp.
Much better (except it costs a spell slot), Delay Poison – d20PFSRD
Last one hour per level as a Ranger 1/Witch 2 spell, and being immune to poison is very useful for when one is harvesting/milking poisons.
---
Except, Level 1 Ranger Scrolls cost 25gp each.

At some point I think we should try to make a shopping list, and a bunch of these scrolls should be on it for Gorok to use on the party if we ever know we're going up against a lot of poison.
Honestly, there's probably a bunch of level 1 Ranger spells that we want as scrolls, like that bird-talking spell. Waiting for Gorok to rest and swap spells out is gonna let someone get away some day.

I'd be unsurprised if ranger scrolls are a lot less common than 'wizard scrolls', but hopefully that won't inflate the price and instead just make them harder to find.

And where can we buy ranger scrolls?
Well, hopefully the CoRM is big enough to have a bunch we can buy and/or put in a very good word with the local druid community.

(Circling back to the risk of poisoning yourself when applying it to a weapon, I wonder if the local fey/druids have magic gloves or such that give the poison use ability, nature-folk tend to be practical when it comes to using poisons).
 
For avoiding the chance of Gorok getting poisioned:

Much better (except it costs a spell slot), Delay Poison – d20PFSRD
Last one hour per level as a Ranger 1/Witch 2 spell, and being immune to poison is very useful for when one is harvesting/milking poisons.
---
Except, Level 1 Ranger Scrolls cost 25gp each.

At some point I think we should try to make a shopping list, and a bunch of these scrolls should be on it for Gorok to use on the party if we ever know we're going up against a lot of poison.
Honestly, there's probably a bunch of level 1 Ranger spells that we want as scrolls, like that bird-talking spell. Waiting for Gorok to rest and swap spells out is gonna let someone get away some day.

I'd be unsurprised if ranger scrolls are a lot less common than 'wizard scrolls', but hopefully that won't inflate the price and instead just make them harder to find.

And where can we buy ranger scrolls?
Well, hopefully the CoRM is big enough to have a bunch we can buy and/or put in a very good word with the local druid community.

(Circling back to the risk of poisoning yourself when applying it to a weapon, I wonder if the local fey/druids have magic gloves or such that give the poison use ability, nature-folk tend to be practical when it comes to using poisons).
Correct me if I'm wrong, @DragonParadox, but Gorok's new sword doesn't come with the the normal risk for poisoning one's self when applying poison, right? That's my read on it, anyway. The poison is loaded into the handle and magically applied rather than Gorok doing so manually.

And yeah, I wouldn't expect to ever find Ranger spell scrolls. Those should be about as rare as Good-aligned Demons.
 
Correct me if I'm wrong, @DragonParadox, but Gorok's new sword doesn't come with the the normal risk for poisoning one's self when applying poison, right? That's my read on it, anyway. The poison is loaded into the handle and magically applied rather than Gorok doing so manually.

And yeah, I wouldn't expect to ever find Ranger spell scrolls. Those should be about as rare as Good-aligned Demons.

Yeah, the poison gets magically applied.
 
Yeah, the poison gets magically applied.
ah, that's heckin' dope
---
But I still want those Good-aligned Demons Level 1 Ranger Scrolls :p.
Is Goldfish correct that ranger-scrolls are incredibly rare?
(Even if they are rare, as long as they exist and don't have a massive markup (i.e. no point getting a Ranger 1 Delay Poison if it's not significantly cheaper than a Witch/Druid 2 Delay Poison), would it be possible for us to ask if there are any to buy in bigger nature-communities?)
----
On that note, Commune With Birds is also on the Druid list as a level 1 spell. Assuming that Druid scrolls are more common than Ranger scrolls, there anything stopping Gorok from using Druid scrolls for spells that are on the Ranger spell list?
 
ah, that's heckin' dope
---
But I still want those Good-aligned Demons Level 1 Ranger Scrolls :p.
Is Goldfish correct that ranger-scrolls are incredibly rare?
(Even if they are rare, as long as they exist and don't have a massive markup (i.e. no point getting a Ranger 1 Delay Poison if it's not significantly cheaper than a Witch/Druid 2 Delay Poison), would it be possible for us to ask if there are any to buy in bigger nature-communities?)
----
On that note, Commune With Birds is also on the Druid list as a level 1 spell. Assuming that Druid scrolls are more common than Ranger scrolls, there anything stopping Gorok from using Druid scrolls for spells that are on the Ranger spell list?
Gorok could use a Commune with Birds scroll even if a Druid created it. As long as the spell is of the same type, Arcane or Divine, and on a caster's spell list, they can use them freely.
 
Fire Jackal Saliva, aka Dhabba Spittle, apparently comes from the Dhabba. Shocking.

Dhabba - PathfinderWiki


They're basically dogs? From the deserts and savannah of Katapesh, a major trading nation. I have zero idea of how far it is to our current stomping grounds, but next time we're at a major trading port maybe we could see if we can buy one? (probably very expensive. Animals tend to cost a fair bit to transport).

Depending on how things work out, it might be nice to get the party a pet dog, hit it with a bunch of Handle Animal checks and maybe some Charm Animals (ranger 1) and then collect its spittle and preserve it every so often.

----
Alternatively, I dunno how the Pathfinders operate as an "adventure's guild" in terms of support but I feel it's entirely possible that in the larger port cities the local Pathfinders might have a few Dhabba, and make the poison available for a fee?

A(n admittedly slim) chance at nauseated for a round if you have time to prep your weapons before an ambush is pretty worthwhile at lower levels, so that might be useful to offer your adventures. For a price.
----
Edit:

Map of Golarion

Ok, I got a 220kb png file that's a slice of Golarion, highlighting Fusil, Almas and Katapesh and a 200 km/100 mile scale. Anyone know how I can best get it from my computer to being inserted into this post?
 
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