Finding the Spark (Pathfinder 1E Quest)

Hell yeah, those were some great rolls. We got almost everything on the list. That Metamagic Rod of Tenebrous Spell would have been helpful, but it's no big loss. We're pretty much set for a nice long while now, we just need to get the new adamantine armor and weapons enchanted back in Andoran.

Now that the group has those amulets, rings, and hats, they aren't just sneaky stealth specialists. Now they're extremely difficult to find with Divination, immune to mind reading, magical lie detection, their alignments are hidden, and they can look however they want to in order to avoid suspicion or infiltrate a location. Gorok's Ghosts, indeed. :ninja:

It was a lot of money to spend, and using the ring and amulet slots for this gear is suboptimal for combat purposes, but it just fits our party really well. Also, we need the stuff to stay alive.

Cob takes the chance to proove his strength by lifting Warty.... attempting to at least. The slurk gives gives a helpful bounce when he figures out what he's trying.
Haha, Cob may be mighty Goblin, but Warty is a chunky Slurk. Nice of Warty to play along, though. 🐸

@DragonParadox, I'll try to get everyone's sheets updated tonight.
 
I'm all for dealing with the Ghoul in a more permanent fashion, but like Sirim said, once we kick in the door we can't unkick it.

@DragonParadox, can a Ring of Spell Storing hold a Mythic spell? Like if Kori cast a Mythic Invisibility spell or Mina a Mythic Heroism spell into them?

[X] Sirim's plan, pretend to be a customer...for now.
-[X] The group will use their new Hats of Disguise to change their identities and apparent races before approaching the shop, and Warty will be returned to statuette form by Mina using Wild Arcana to cast Carry Companion.
 
I did not expect to find half of what we requested, rolls or not. Even for a big coastal city it's still implausible to have everything in one place and accessible in a couple days.

I wonder what kind of encounters are ahead of us. Would be nice to have some allies if we are heading down below.
 
[X] Sirim's plan, pretend to be a customer...for now.
-[X] The group will use their new Hats of Disguise to change their identities and apparent races before approaching the shop, and Warty will be returned to statuette form by Mina using Wild Arcana to cast Carry Companion.
 
I did not expect to find half of what we requested, rolls or not. Even for a big coastal city it's still implausible to have everything in one place and accessible in a couple days.
I'm surprised we got all of it, too, but I wouldn't say it is implausible. Like you said, Cassomir is a large trading city. It's also part of a large (if declining) nation with a rich tradition of magic and a significant population of rich nobles and wealthy adventurers. My shopping list was mostly standard, bread-and-butter type gear one could expect to find in high end enchanter shops in a place like this.

I tried to avoid purchasing much in the way of weird or esoteric stuff. The most unlikely purchases, IMO, were the headband for Gorok, the Glibness bracers for Kori, and maybe the Verdant Vine Bracers for Mina and Sirim, though considering the proximity to a large group of Druids, that last one is pretty fitting for the area.
I wonder what kind of encounters are ahead of us. Would be nice to have some allies if we are heading down below.
Pisca is coming for sure.

If we want more local talent, the Pathfinders might be willing to send some people, too. We still haven't given them our answer about joining up or not, but they may be willing to take a job for cash. Alternatively, it would be a good opportunity for them to earn some favors from the governor of Cassomir, if we present it to them properly.
 
If Pisca wrangles coming with us, he'll need a casting of Nondetection for the duration.

Edit: So after we get this info, do we kill the guy like Mina wants?
 
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If Pisca wrangles coming with us, he'll need a casting of Nondetection for the duration.
We could lend him the amulet we bought for Sirim or just have Sirim cast it on him using Wild Arcana. I would prefer the latter option, because those amulets are extremely expensive and we don't need Paica getting ideas about keeping it.
 
We could lend him the amulet we bought for Sirim or just have Sirim cast it on him using Wild Arcana. I would prefer the latter option, because those amulets are extremely expensive and we don't need Paica getting ideas about keeping it.
We still need to split the pirate's loot value with him, so he has incentive to not be a dick.

I think we should keep the Wild Arcana available and lend him the amulet, just make it clear that it's a loan. Your convern is valid, but we can just nip that idea in the bud. He's an indebted noble, not a dragon

What I envision:

Pisca: "take me with you, you'll need my reputation to make your report go over better"
Party: "that would be useful, be we are worried about being scried. For us to be able to take you with us, you must use this amulet of nondetection. It'll only be a loan for the duration of our joint mission though. We bought it for a friend, and we want then to be able to use this amulet ASAP"
Pisca: "sure"
 
@DragonParadox, if I've got the timing correct, it's still evening/night time, right? If we approach the shop as customers, I guess the earliest to do that would be the following morning?

What spells do y'all think we should put in the two Rings of Minor Spell Storing we bought for Cob and Gorok? Three spell levels isn't much, but we have a lot of options for mixing and matching, and it lets us tailor their loadouts for specific missions along with keeping a standard load for general use.

Some of the best options are spells that normally can't be cast on other people because they have a range of Personal. For general use, Mirror Image is always a good choice, and Divine Favor or Shield would pair well with it, one for great offensive power and the other for defense.

Other good ones that come to mind but would be more mission dependent are Raiment of Command (for Kori), See Invisibility, and Blink.

It's also the best way I could come up with for Cob to get a Sense Vitals spell cast on him for great Sneak Attack damage. If Sirim cast one of those into the ring, Could b could use it to increase his Sneak Attack damage by +2d6 at our current level.

 
It's the Dog's Teeth, a lot of the potential customers work at night, don't worry about it.
Ah, okay. So when Steelbite said this, he didn't mean we would only be able to find Skal during the day?
"Leatherworker down by where they make fishooks on north isle, as for patchleather and when the fellow says you look a might prosperous for that say 'I just like the look of it'. That'll get you to one of his ghoulrunners as a customer. I'm guessing you can make your own way up from there. Skal should be upstairs most days, he doesn't like to show his ugly mug where the sun can see him. Try not to burn the place down though, they do actually turn out decent leather, only place in the Teeth than can boast it."
I was assuming that meant he would probably be out and about at night.
 
I'm eager to get Sirim a new meatsuit now, even if it does mean we lose the advantages of having an Incorporeal, flying telepathic shadow snake as a party member. He's got so much gear waiting for him to wear now.

Once we get back to Andoran, we should see about getting one or two pieces upgraded for use in his Smokeshade form, if it looks like it will take a long time for him to create a new body.

On the plus side, the expense of creating that body shouldn't be an issue now.
 
[X] Sirim's plan, pretend to be a customer...for now.
-[X] The group will use their new Hats of Disguise to change their identities and apparent races before approaching the shop, and Warty will be returned to statuette form by Mina using Wild Arcana to cast Carry Companion.
 
I hope Urgor has enough sense to have purchased some gear upgrades now that he's filthy rich, especially a PfE items. Considering how many times he got possessed or mind whammed recently, that should be first on his shopping list, even before beard maintenance products and booze.
 
@Goldfish should we have backup kidnap plan in place if things turn sour? A mix of Sirim and Cob's plan? Or is that something to do if something comes up in later update?

I assume Iruxi auxiliaries are hanging out in lodgings while we are doing sneaky time.

[X] Goldfish
 
@Goldfish should we have backup kidnap plan in place if things turn sour? A mix of Sirim and Cob's plan? Or is that something to do if something comes up in later update?

I assume Iruxi auxiliaries are hanging out in lodgings while we are doing sneaky time.

[X] Goldfish
I don't think we can really plan that yet without knowing the particulars of the situation when we get there, since we're not trying to sneak in. If it needs to happen, we will make it work.

Yeah, the Iruxi are definitely back at the inn. They don't have any business on this sort of mission. Hopefully they're hanging out with Leontas' men, learning Human customs and furthering their fluency in speaking Common. The more they learn, the more help they'll be for their tribe when they return.
 
@DragonParadox, I've updated everyone's character sheets as well as the Goods and Provisions post.

I moved several magic items that aren't being used over to the Goods and Provisions section. I also removed the full descriptions of a few different magic items from the individual character sheets in favor of linking the item in their equipment list, such as Cob's Anytool. I figured it would make the sheets a bit more legible and less massive compared to what we ended up with in ASWAH.

As I was updating the sheets, I realized I forgot to specify what sort of Knowledge skills the INT boosting items we bought for Cob, Mina, and Sirim would grant. Considering how we're close to a Druid heavy region and Fey are all over the place, I've got Knowledge (Nature) slotted in for Cob and Mina, and figured Knowledge (Dungeoneering) would be a good fit for Mina's second granted skill. Those can just be placeholders for now if ya'll want to vote on different ones. Sirim can't use his INT booster yet, so I haven't assigned the Knowledge skills for him yet.

I haven't included the pirate loot on the character sheets or in the Goods and Provisions section, except for that Circlet of Persuasion. I know we'll be keeping that for Kori. I also haven't adjusted the final tally for our remaining funds after the spending spree.

Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 6 (29989 XP/35000 XP)
Class: Oracle 6 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Mythic Feat: Spell Lore: Mythic (Invisibility)
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: Common, Dark Folk, Duergar, Goblin, Learning (Draconic)

Mythic Tier: 1 (Hierophant)

HP:
65
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 6 (Cloak of Darkness)* + 2 (Deflection vs Evil) = 16/19*, 18/21* (Touch AC 12/14)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 6 (CHA) = 16 + 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 + 4 = 18 (+4) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 + 4 = 22 (+6) Charisma

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = +10
REFLEX: 2 + 2 (DEX) + 4 (Resistance) = +8
WILL: 5 + 0 (WIS) + 4 (Resistance) = +9

Special:
+6 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 9 + 6 (CHA) + 3 (SF) + 3 (Competence) = 21
Disguise: 4 + 6 (CHA) + 3 (Morale) + 3 (Competence) = 16
Intimidate: 9 + 6 (CHA) + 3 (Morale) + 3 (Competence) = 21
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 9 + 0 (WIS) + 1 (Seeker) = 10
Sense Motive: 9 + 0 (WIS) + 6 (CHA) + 3 (Competence) = 18
Spellcraft: 7 + 1 (INT) = 8
Stealth: 9 + 2 (DEX) + 3 (SF) + 3 (Morale) + 4 (CoD)* = 17/21*

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), Dark Whispers (DS), Invisibility (B)(M), Searching Shadows (DS) (7/Day)
Level 3: Channel Vigor, Cure Serious Wounds (B), Deeper Darkness (B), Shadow Enchantment (DS) (4/Day)

(M) Denotes a Mythic Spell
(DS) Denotes a spell learned using the Dark Secrets Revelation

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 10 hours per day that grants you a +6 Armor bonus to AC and a +4 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.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Inspired Spell (Su): You can expend one Mythic Power to duplicate any Divine spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
    • Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 10 currently) for the purpose of determining the effects of your Revelations. 1/Day as a Standard Action, you can expend one use of Mythic Power to regain all uses of your Revelations as if you had rested for 8 hours.
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. However, you gain your Charisma bonus to Sense Motive checks and saving throws versus spells and spell-like abilities of the enchantment school, in addition to your Wisdom.
    • 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

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: Amulet of Proof Against Detection and Location, Band of Clarity (Slotless), Bead of Newt Prevention, Belt of Mighty Constitution (+4 CON), Bracers of the Glib Entertainer, Circlet of Persuasion, Cloak of Resistance (+4), Drow Spidersilk Armor, Gloves of Arrow Snaring, Gloom Blade, Handy Haversack, Hat of Disguise (Slotless), Headband of Alluring Charisma (+4 CHA), Heavy Crossbow, Jaunt Boots, Masterwork Dagger, Masterwork Light Steel Shield, Pathfinder Pouch, Ring of Mind Shielding, Ring of Protection from Evil, Ring of Sustenance (Slotless), Spindle Solution Pendant, Unfettered Shirt, Wand of Cure Light Wounds (50 Charges), Wand of Dispel Magic (24 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 (28862 XP/35000 XP)
Feats: Dampen Presence, Deft Maneuvers, Dirty Fighting (B), Roll With It, Skill Focus (Stealth), Weapon Focus (Light Blades) (B), Wild Talent (B), Mental Leap
Mythic Feat: Weapon Focus: Mythic (Light Blades)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz, Spell Vulnerability (Enchantment)
Class Features: Finesse Training (Daggers), Rogue Talent (Combat Trick [Dirty Fighting], Weapon Training [Light Blades]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Common, Goblin, Duergar

Mythic Tier: 1 (Trickster)

HP:
65
AC: 10 + 6 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 2* (Dodge; Danger Sense) + 1 (Deflection) OR + 2 (Deflection vs Evil) = 22/24* (*to avoid traps), 23/25* (Touch AC 18/20*, 19/21*)
Initiative: +6 (DEX)

Combat Maneuver Bonus:
  • Without Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 6 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) = +12
  • With Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 6 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) + 2 (Deft Maneuvers) = +14
  • Dirty Fighting: Increase CMB by +4 against targets you have Flanked.
Combat Maneuver Defense: 10 + 4 (BAB) - 1 (Small Size) - 1 (STR) + 6 (DEX) = 18
Base Attack: +4
  • Stonebow: 4 (BAB) + 1 (Size) + 6 (DEX) = +11
    • Damage: 1d6 [x2], +3d6 damage with Sneak Attack
  • Switchblade: 4 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (MW) = +14, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+6 [19-20/x2], +3d6 damage with Sneak Attack
  • Alchemical Silver Dagger (+1): 4 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (Enhancement) = +14, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+6 [19-20/x2], +3d6 damage with Sneak Attack
  • Bane Dagger: 4 (BAB) + 1 (Size) + 6 (DEX) + 2 (WF) + 1 (Enhancement) = +14, 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) + 6 (DEX) + 2 (WF) + 3 (Enhancement) = +16, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+9 [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 = 23 (+6) Dexterity
14 + 4 = 18 (+4) Constitution
14 + 2 = 16 (+3) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = +10
REFLEX: 5 + 6 (DEX) + 2 (DS)* + 4 (Resistance) = +15/*17 (to avoid traps)
WILL: 2 + 2 (WIS) + 4 (Resistance) = +8

Special:
-2 vs Enchantment Effects

SKILLS:
Acrobatics: 9 + 6 (DEX) = 15
Appraise: 6 + 3 (INT) = 9
Climb: 9 - 2 (STR) = 7
Disable Device: 9 + 6 (DEX) + 3 (TF) = 18
Escape Artist: 9 + 6 (DEX) = 15
Knowledge (Dungeoneering): 9 + 3 (INT) = 12
Knowledge (Local): 8 + 3 (INT) = 11
*Knowledge (Nature; via Headband*): 9 + 3 (INT) = 12
Perception: 9 + 2 (WIS) + 3 (TF)* + 1 (DS)* + 5 (Spectacles) = 16/*19 (to find traps or avoid being surprised)
Ride: 4 + 6 (DEX) +4 (Racial) = 14
Sleight of Hand: 8 + 6 (DEX) = 14
Stealth: 9 + 6 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) + 5* (Competence) = 28/33* (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 + 3 (INT) = 12
Knowledge (Engineering): 8 + 3 (INT) + 1 (Trait) = 12
Linguistics: 4 + 3 (INT) = 7

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.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Surprise Strike (Ex): As a Swift Action, you can expend one use of Mythic Power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a Surprise Strike, the target is considered Flat-Footed regardless of any class features or abilities it might have, and you add your Mythic tier to the attack roll. Damage from this attack bypasses Damage Reduction.
  • Mythic Path Abilities:
    • Mythic Weapon Focus (Light Blades): As a Swift Action, you can expend one use of Mythic Power to gain a +1 bonus (Mythic tier, rounded up) on attack rolls with light blades until the end of your turn.
    • Shadow Stealth (Ex): Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a Move Action, you can expend one use of Mythic Power to teleport from one area of darkness to another within 100 feet as if using greater Greater Teleport. You must have line of effect to the destination.
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.
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.

Equipment of Note: Alchemical Silver Dagger (+1), Amulet of Proof Against Detection and Location, Bane Dagger (+1; Devil), Bead of Newt Prevention, Belt of Physical Might (+4 DEX & CON), Boots of Speed, Cloak of Resistance (+4), Common Thieves Tools, Dagger x4, Gloves of Arrow Snaring, Handy Haversack, Hat of Disguise (Slotless), Headband of Ponderous Recollection, Launcher, Ring of Mind Shielding, Ring of Minor Spell Storing, Ring of Protection from Evil, Ring of Sustenance (Slotless), Stonebow, Switchblade, Tracker's Friend, Trapspringer's Gloves, Traveler's Any Tool, Unfettered Shirt, Vambraces of Defense

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: Eagle Friend
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 6 (28818 XP/35000 XP)
Class: Ranger 6 (Lantern Bearer)
Feats: Furious Focus (B), Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Heavy Blades)
Mythic Feat: Dual Path (Guardian)
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: Common, Draconic, Duergar

Mythic Tier: 1 (Champion)

HP:
79
AC: 10 + 5 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) + 1 (Shield; Buckler) + 1 (Deflection) OR + 2 (Deflection vs Evil) = 23/24 (Touch AC: 16/17)
Initiative: +5 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +11/13* (underground or in dungeons)

Combat Maneuver Bonus: 6 (BAB) + 5 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) = +13
Combat Maneuver Defense: 10 + 6 (BAB) + 2 (STR) + 5 (DEX) = 23
Base Attack: +6/+1; Additional +3 attack & +2 damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
  • Natural Attacks: 2 Claws: +6 + 2 (STR) = +8 (1d4+2) & 1 Bite: +6 + 2 (STR) = +8 (1d3+2)
  • Lantern's Eye Bow (+1 Shortbow): +6 + 1 (Enhancement) + 5 (DEX) = +12/+7 [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) + 5 (DEX) + 1 (WF) = +13/+8 [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 + 4 = 21 (+5) Dexterity
16 + 4 = 20 (+5) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 5 + 5 (CON) + 4 (PS)* + 4 (Resistance) = +14/18* (vs poison)
REFLEX: 5 + 5 (DEX) + 4 (Resistance) = +14
WILL: 2 + 2 (WIS) + 4 (Resistance) = +8

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 + 5 (DEX) = 12
Stealth: 9 + 5 (DEX) + 1 (Trait) + 2 (FT)* = 15/17* (underground or in dungeons)
Survival: 9 + 2 (WIS) + 3 (Track)* + 2 (FT)** + 5 (Headband) = 16/19* (to follow tracks) or 18/21** (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.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +1 (Mythic tier) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
    • Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add +1 (Mythic tier) to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
  • Mythic Path Abilities:
    • Endless Hatred (Ex): You can expend one use of Mythic Power as a Free Action to increase all of your Favored Enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a Favored Enemy bypass all Damage Reduction.
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 48 (3d10+18)
Fort +10, 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(24), 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.

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
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)

Wasp's Kiss
Description: Forged of brass and the the bone of some titanic poisonous predator of the First World 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:
  1. 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.
  2. 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: Amulet of Proof Against Detection and Location, Bead of Newt Prevention, Belt of Mighty Constitution (+4 CON; Warty), Belt of Physical Might (+4 DEX & CON), Bone Earthbreaker, Boots of Speed, Buckler of Eagle's Honor, Cloak of Resistance (+4), Gloves of Arrow Snaring, Handy Haversack, Hat of Disguise (Slotless), Hunter's Band, Lantern's Eye Bow, Masterwork Chainmail Barding (Warty), Pearl of Power (1st level), Ring of Mind Shielding, Ring of Minor Spell Storing, Ring of Protection from Evil, Ring of Sustenance (Slotless), Scabbard of Keen Edges, Scale Mail, Vambraces of Defense, Wasp's Kiss (w/3 doses of Fire Jackal Saliva loaded)

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 6 (28595 XP/35000 XP)
Class: Witch 6 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Mythic Feat: Spell Lore: Mythic (Heroism)
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)

Mythic Tier: 1 (Archmage)

HP:
54
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 3 (Djezet Skin) OR +4 (w/Mage Armor*) + 2 (Deflection vs Evil) = 16/17*, 18/19* (Touch 12/14)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 6 (INT) = 16 + spell level; 17 + spell level for Charm or Compulsion spells which do not exercise ongoing control
Hex DC: 10 + 3 (CL/2) + 6 (INT) + 1 (Potent Hex) = 20; 21 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 + 4 = 16 (+3) Constitution
19 + 4 = 23 (+6) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 2 + 4 (CON) + 4 (Resistance) = 10
REFLEX: 2 + 2 (DEX) + 4 (Resistance) = 8
WILL: 5 + 1 (WIS) + 4 (Resistance) = 10

SKILLS:
Diplomacy: 0 + 1 (CHA) + 5* (Circumstance) = 1/+6*(to influence Helpful or Friendly targets)
Heal: 5 + 6 (INT) +1 (Precise Treatment) = 12
Knowledge (Arcana): 9 + 6 (INT) = 15
*Knowledge (Dungeoneering, via Headband*): 9 + 6 (INT) = 15
*Knowledge (Nature, via Headband*): 9 + 6 (INT) = 15
Knowledge (Religion): 8 + 6 (INT) + 1 (CoT) = 15
Knowledge (The Planes): 8 + 6 (INT) = 14
Spellcraft: 8 + 6 (INT) = 14
Stealth: 9 + 1 (DEX) + 3 (Familiar) = 13
Use Magic Device: 6 + 1 (CHA) = 7

BACKGROUND SKILLS:
Knowledge (History): 9 + 6 (INT) = 15
Knowledge (Nobility): 9 + 6 (INT) + 1 (CoT) = 16

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(M), Lightning Bolt, Speak with Dead (B)

Spells Prepared:
Level 0 (4): Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1 (5): Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Sleep
Level 2 (5): Glitterdust, Invisibility(x2), See Invisibility, Web
Level 3 (3): Heroism(x2), Lightning Bolt

(M) Denotes a Mythic Spell

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.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.
    • Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
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 13 (54/4)
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: Amulet of Proof Against Detection and Location, Armored Kilt, Bead of Newt Prevention, Belt of Mighty Constitution (+4 CON), Cloak of Resistance (+4), Dagger, Djezet Skin Armor, Gloves of Arrow Snaring, Handy Haversack, Hat of Disguise (Slotless), Headband of Vast Intelligence (+4 INT), Jaunt Boots, Pearl of Power (1st level), Pearl of Power (2nd level), Pearl of Power (3rd level), Ring of Mind Shielding, Ring of Protection from Evil, Ring of Sustenance (Slotless), Stonebow, Healer's Kit, Staff of Radiance, Unfettered Shirt, Verdant Vine Bracer, Wand of Cure Light Wounds (50 Charges)

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 6 (29844 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)
Mythic Feat: Spell Focus: Mythic (Illusion)
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

Mythic Tier: 1 (Archmage)

HP:
36
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) = 14 + spell level; + 2 (Illusions) or +3 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment)
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(M), 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

(M) Denotes a Mythic Spell

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.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spell Focus (Illusion): You can expend one use of Mythic Power as part of casting an Illusion spell to force any of the spell's targets to roll their saving throws twice, taking the lower result.
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
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.
Equipment (Cannot Currently Be Used): Amulet of Proof Against Detection and Location, Bead of Newt Prevention, Belt of Mighty Constitution (+4 CON), Cloak of Resistance (+4), Gloves of Arrow Snaring, Handy Haversack, Hat of Disguise (Slotless), Headband of Vast Intelligence (+4 INT), Jaunt Boots, Ring of Mind Shielding, Ring of Protection from Evil, Ring of Sustenance (Slotless), Unfettered Shirt, Verdant Vine Bracer

Goods and Provisions

Potions
4x Potion of Cure Serious Wounds
6x Potion of Cure Light Wounds
1x Potion of Disguise Self
1x Potion of Resistance
1x Potion of Shield
2x Potions of Bear's Endurance
1x Potion of Cure Serious Wounds
1x Potion of Fly

Scrolls
1x Scroll of Bless
3x Scroll of Commune with Birds
2x Scroll of Contingent Action
2x Scroll of Detect Evil
1x Scroll of Light
4x Scroll of Mistsight
1x Scroll of Remove Sickness
1x Scroll of Shocking Grasp
1x Scroll of Frostbite
1x Scroll of Good Hope
1x Scroll of Raise Dead
2x Scroll of Teleport
1x Scroll of Greater Teleport

Scrolls to be Learned
1x Scroll of Blur
1x Scroll of Clay Skin
1x Scroll of Commune with Birds
1x Scroll of Contingent Action
1x Scroll of Deathwine
1x Scroll of Delay Poison (Communal)

Metamagic Gems
Extending Garnet x2

Metamagic Rods
Lesser Metamagic Rod of Encouraging Spell
Lesser Metamagic Rod of Enlarge Spell
Lesser Metamagic Rod of Extend Spell
Lesser Metamagic Rod of Silent Spell
Lesser Metamagic Rod of Still Spell

High Realm Treasures
3x Restorative Ointments
1x Vial of Efficacious Medicine
1x Shining Wayfinder
1x Spectacles of Constant Discern Shapechanger
1x Spectacles of Constant Detect Fiendish Presence

Miscellaneous Magic
2x Belt of Incredible Dexterity (+2)
4x Cloak of Resistance (+1)
Folding Boat
Headband of Alluring Charisma (+2)
Iron Spike of Safe Passage
2x Ring of Protection (+1)
Slippers of Spider Climbing
Traveler's Any Tool: x10 (for Gorok's Tribe)

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)

Altar of Mind Flame
Description: A collection of brass and crystalline knobs that can produce hot focused flame excellent for cooking and alchemical work, though it has far too many knobs and canisters of gas, all marked with obscure occult symbols to serve only that purpose. Under witch sight it glows in colors other than the primary auras of magic
Ability: ???

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.

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)

Crystal Staff:
Description: Seemingly carved and polished from a single piece of blue-green crystal, the same color as the ghost's vessel, this staff answers to neither your hand nor Mina's
Ability: ???

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.

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

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 impossibly fine hand, though she has never tried to take them out.
Ability: Agile Amulet of Mighty Fists +1

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.

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
Sleeping Cocon:
Description: Appearing less like something that has been sown of silk and more like the cocoon of a man-sized insect this sleeping bag seems 'perfect' from the inside, allowing in neither hot, nor cold, noise nor distraction

Ability: While in this heavy sleeping bag, the owner suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Any of the creature's equipment in the sleeping bag is likewise protected. The user can also choose to use the bag to nullify sound while they rest.

The bag doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

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)
Symbiote Mask (x8)
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
Map of Augustana
Map of Almas
Nemiziah Sparn's Exploration Journal
The Thousand Faces of Arad Lili (Book of Occult Rituals)
Demon Summoner's Spellbook

Alchemical Products
4x Acid Flask
5x Alchemist's Fire
2x Antiplague
3x Antitoxin
4x Bone Burn
1x Dung Grenade
7x Fire Jackal Saliva
2x 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
2x Tanglefoot

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)
1x Masterwork Heavy Flail

Arcane Curiosities
1,000 gp worth of Demon Hide, Bones, and Horns
1x Inner Circle Greatsword of the Knights of Ozem (Currently serves as a +2 Greatsword)
3 lbs of Throneglass

Trade Goods
N/A

Valuables
N/A

Coin
1.764.286 gp
 
Last edited:
Thanks for doing that, Goldfish.

There's definitely some vendor-trash in our equipment, even from before the pirates.
Not that selling it makes such a big difference to our total values at this point, but it should still be done.
We are not Viserys to let a collection of dozens of items rest in our hoard armories until some baby-adventurer with the right skillset to make use of them shows up.
 
Can you put the Writ of Free Trade under documents as well?

I don't know if travel supplies need to be counted at our level and wealth. The only one item we really need to be on that list are outfits. Speaking of which, a bunch of noble's outfits or whatever its equivalent is that we aquired for Kori, Mina and Cob to meet the governor are not on the list.
 
@DragonParadox, I've updated everyone's character sheets as well as the Goods and Provisions post.

I moved several magic items that aren't being used over to the Goods and Provisions section. I also removed the full descriptions of a few different magic items from the individual character sheets in favor of linking the item in their equipment list, such as Cob's Anytool. I figured it would make the sheets a bit more legible and less massive compared to what we ended up with in ASWAH.

As I was updating the sheets, I realized I forgot to specify what sort of Knowledge skills the INT boosting items we bought for Cob, Mina, and Sirim would grant. Considering how we're close to a Druid heavy region and Fey are all over the place, I've got Knowledge (Nature) slotted in for Cob and Mina, and figured Knowledge (Dungeoneering) would be a good fit for Mina's second granted skill. Those can just be placeholders for now if ya'll want to vote on different ones. Sirim can't use his INT booster yet, so I haven't assigned the Knowledge skills for him yet.

I haven't included the pirate loot on the character sheets or in the Goods and Provisions section, except for that Circlet of Persuasion. I know we'll be keeping that for Kori. I also haven't adjusted the final tally for our remaining funds after the spending spree.

Many, many thanks for this. :)

The changes re fine. I did not realize you did not choose those skills

Can you put the Writ of Free Trade under documents as well?

I don't know if travel supplies need to be counted at our level and wealth. The only one item we really need to be on that list are outfits. Speaking of which, a bunch of noble's outfits or whatever its equivalent is that we aquired for Kori, Mina and Cob to meet the governor are not on the list.

Added

I'll just replace it with a gouge that says if you are supplied in general or not, after all you can technically run out of food even if you have money, but most of it will be abstracted.
 
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