[X] Send the Xorn home, offer them some of our cheap basic supplies/goods for use or as a trade good, if we have anything useful to them and in return ask them to share their full knowledge of the denizens and hazards of this place before they leave forever (Mina offers Fortune if they make knowledge/intelligence checks). [The intention here this isn't to get detailed on-screen information next update, but for us players to have "according to the Xorn..." context for stuff in later updates, and to be able to provide that information to Eshe/Sylestrix in the future].
Edit: sorry for the long write in, just checking, does it parse clearly to you/is valid @DragonParadox?
Looking back at the chapter, although it wasn't clearly spelled out, I think it would be fair if it was assumed we dealt with the various problematic Summons before departing for Refuge. It would have been sloppy to just leave them on the ship when we were expecting to be gone for a while, and we definitely wouldn't have voted to do that.
If we didn't outright destroy them ourselves, we could have easily dropped them off at a friendly temple for disposal.
Well, we were rich before, but now we have a money printing machine. Every day, we can feed it 562.5 gold in reagents and get a scroll worth 1125 gold out of it. That's beautiful.
I expect it to fail eventually, of course, either through a lack of maintenance after thousands of years of neglect or the magic wearing out, but in the meantime, that doesn't mean we can't exploit it for our own gain. Rather than making money off of it, though, I would prefer to just pad our own scroll collection.
We should get a good amount of scrolls off of it, and consider renting it to the Pathfinder Society. In return for their keeping and using the "Scroll Scriber of the Redoute of Nex," we get a reasionable, small share of the profits of the sales of the scrolls it produces.
That's constant income, deposited in the Bank of Abadar to the Ghosts, and presumably their heirs, for as long as the mechanism functions. And, of course the Pathfinder Society can reverse engineer it, and should they recreate it while maintaining its functions, we're only owed for the scrolls it produces, on the condition that they keep it in production. If they break it, but make a functional reproduction, that counts as the original Scriber for the deal, maintaining our income. And if they break it without sucessfully reverse engineering it, the "you break it, you buy it" rule applies, and they owe us the full value of it as a magic item capable of producing high level scrolls, and what magical lore they discovered from it.
In return they can both equip Pathfinder teams with scrolls cheaply, and sell them for (slightly reduced) profit. It's a great deal for everyone, including the Church/Bank of Abadar/AbadarCorps, because they're the ones moving all this money around, and profiting off of it several times.
In short, the Ghosts and their heirs are owed a share of the profits of a single Scroll Scriber, which the Pathfinder Society can reverse engineer, and make more units of, as long as they keep one designated Auto Scribe in production, from which our percentage comes.
All the others have have their full profits go to the Society, giving them an additional stable income stream, besides the "Pathfinder Chronicles."
Selling books and magazines isn't the most profitable enterprise ever, and selling off treasures is an unstable buisness, nevermind the other costs incurred. Like discovering that the builders of the pyramid that a Pathfinder team just looted are undead, angry, and have declared war on Absolom, and now the Society is being charged for the finicial costs of that war. Or an elder dragon shows up, pissed as all hell because you killed her favorite grandlizard, looted his hoard, and are wearing his skin.
In the interest of moving the story forward we could probably decide what we want to do next.
We want a comprehensive map of this facility, who is where and occupies what part of it. The xorn told us some things, but they didn't know everything.
We want information on Nex as part of our deal with the xorn.
We want information on how to operate the bubbles in the foyer.
We want information on any comings and goings throughout the years, if there was anyone to keep it. First things first, is the demon still here? It's been like 10 to 30 minutes. Second, there have been rumors about people entering the Refuge, but never leaving. Why? What happened to them?
We want the egg. For that matter, we want information on the dragon. How does one take care of the egg? Why did Nex keep them?
We want to, potentially, clear the facility of hostile elements like metal slime, or undead ooze, or whatever is there that hasn't collapsed into dust after the lich died. We can do it ourselves, but why turn down free constructs?
We want those witchcrows out and their automatic scroll scriber for ourselves. Though I have plans to send our Cob&Sirim stealth ops to check on them.
We want the demon dead, obviously, though this isn't a priority.
We want to reward the piraticons for their service.
We want to know how the constructs replenish themselves, other than by scrapping everything that makes the Refuge, and stop further deterioration if at all possible.
And sure, we want to loot the place for everything it is worth.
We haven't figured out what happened to Nex, but have we even tried asking? It was an option before. Hopefully we do this as a part of the xorn option.
The mosters will likely remain; we've cleared most hostiles we know of, but the plane became home to a vast number of entities. Still, I'd like to talk to Mighty Mythic Mimic, at least.
I want to know how to operate the bubbles. Where can the Refuge deposit us? Can we use it as a trravel hub? How do we reenter the place?
Then, I guess, we are off to find an exorcist, the Hallow scroll (possibly both) and Sylestrix. If we are keeping the Refuge we might consider allying with the dwarves for the rare metals the Refuge needs to rebuild its army of servitors.
We should get a good amount of scrolls off of it, and consider renting it to the Pathfinder Society. In return for their keeping and using the "Scroll Scriber of the Redoute of Nex," we get a reasionable, small share of the profits of the sales of the scrolls it produces.
The Pathfinders would murder us and Eshe, and take guardianship of Anippe in a heartbeat to gain control of Refuge.
I would prefer not getting them involved at all. No reason to rent out the scroll scriber when we can just use it ourselves and sell the scrolls we don't decide to keep. Adding a middleman just introduces complications.
We don't need an exorcist. We just need Mina and Sirim to cast enough Purge Spirit spells on Eshe to destroy Bad Grandpa. @DragonParadox already confirmed it.
We don't need an exorcist. We just need Mina and Sirim to cast enough Purge Spirit spells on Eshe to destroy Bad Grandpa. @DragonParadox already confirmed it.
It's been an unusually slow day at work, so I was able to update everyone's character sheets sooner than I was expecting, @DragonParadox.
I think I've got everything included here, but doing this on my phone might have caused me to leave something out. I still need to update the resource and consumables pages as well.
Also, I overlooked that Warty gained a new feat this level. I slotted in Devotion Against the Unnatural for now. It seemed like a good choice to me, but we can go with something else if y'all want.
I didn't know everyone's XP totals, so I left those as ???. Kori's also needs to be updated from the Daemon fight.
(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.
Umbral Evolution: You possess control over the shadow you cast. By manipulating it precisely, you can increase the DC and caster level of two (Oracle level / 3) Illusion (Shadow) spells; Currently Shadow Conjuration & Shadow Enchantment.
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 12 hours per day that grants you a +8 Armor bonus to AC and a +6 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 + 2) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Shadow Projection (Su): You can possess and control your own shadow, as if using the Shadow Projection spell. Rather than become an Undead Shadow, however, your Shadow is considered a Native Outsider, does not register as Evil, and cannot create spawn. Your Shadow's Hit Points are not replenished between uses, but it can be healed in the same manner as any other living creature. When not in use, any healing done to you also heals your Shadow for an equal amount. You can use Shadow Projection for up to 12 hours per day. These hours don't need to be consecutive, but they must be spent in 1-hour increments.
STATISTICS Str --, Dex 14, Con 18, Int 12, Wis 10, Cha 25 Base Atk +6; CMB +8; CMD 18 Skills:Stealth +25 (29 in dim light, 21 in bright light) Racial Modifiers: +4 Stealth in dim light (–4 in bright light)
SPECIAL ABILITIES Strength Damage (Su): Your touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Mythic Abilities: Mythic Power (7/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.
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
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.
Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 12 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.
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.
Weapons:
Dagger (Adamantine)
Dagger (Masterwork) Gloom Blade
Heavy Crossbow
Damage: 1d4+2d6+11 [19-20/x2], +4d6 damage with Sneak Attack
Special: Additional +1 attack bonus when facing a larger foe with no allies nearby)
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.
CrypticPsionic Powers (ML 8):
0 Level: Use any Talent at will
1st Level: 4/Day use any 1st level power
Power Points: 14
Special Abilities:
Major Psionics (Sp): Cob can use the Mindlink power 4/day (Rogue level /2) at 8th level.
Spontaneous Psionics: Cob can use psionic Talents from the Cryptic power list at will, and 1st level powers 4/Day (Rogue level / 2).
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.
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 +2 bonus on Reflex saving throws to avoid traps and a +2 Dodge bonus to AC against attacks made by traps. He also gain a +2 Perception bonus on checks to avoid being surprised by a foe.
Improved 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, and he cannot be Flanked except by a Rogue at least 4 levels higher than him. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Dampening Strike: The target takes a -2 penalty on saving throws against psionics, spells, and spell-like abilities for 1 round. Against Cob's psionic powers, the penalty is instead -4.
Mythic Abilities: Mythic Power (7/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.
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
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 +2 (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 / 2, 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.
Titan's Bane (Ex): You can move through the space of any creature two or more size categories larger than you without provoking Attacks of Opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
DEFENSE AC 20, 16 touch, 18 flat-footed (+2 Dex*, +4 Natural, +4 Size) HP 44 Fort *, Ref *, Will * – * as Cob's saves, Hardness 8
OFFENSE Speed 30 ft., climb 20 ft.* Melee – Space 1 ft.; Reach 0 ft.
STATISTICS Str 1*, Dex 15*, Con -, Int 10, Wis 10, Cha 10 BAB +0; CMB -9; CMD +3 Feats – Skills: As Cob, but uses the Psicrystal's attribute modifiers.
SPECIAL ABILITIES
Personality (Ex): The psicrystal has a Resolved personality, granting it's master a +2 bonus on Will saving throws.
Alertness (Ex): The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Telepathic Speech (Ex): The psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Self-Propulsion (Su): As a Standard Action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Deliver Touch Powers (Su): The owner's psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher." The psicrystal can then deliver the touch power just as the owner could.
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does.
Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Armor of the Kyonin Marchguard Description: Wrapped in living vines seemingly designed to pierce foes who come to close with its spikes this armor has one more secret to it, each bud hides an eye of bright gold within.
Abilities: +1 SensingRosewood Armor
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.
Weapons:
x4 Dagger
x2 Dagger (Adamantine)
Dagger (+1; Alchemical Silver)
Dagger (+1; Devil Bane)
x6 Darts coated in Giant Wasppoison Final Word (+1 War Razor)
Launcher
Stonebow Switchblade
Armor:
Chain Shirt (Mithral)
Armor of the Kyonin Marchguard
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.
Mythic Power Attack: Bonus Power Attack damage (+13) is doubled on a Critical before the Critical multiplier is applied.
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).
Enhanced Vision (Ex): Gorok gains Low-Light Vision and Darkvision 60ft.
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
Cavern Stride (Ex): Gorok's movement is unimpeded by non-magical Difficult Terrain underground and non-magical webs.
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.
Swift Tracker (Ex): Gorok can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Favored Terrain [Underground & Dungeons] (Ex): Gorok benefits from a +4 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 (7/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.
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
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 +2 (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 +2 (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:
Mythic Power Attack: You can expend one use of Mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
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.
DEFENSE AC 27, Touch 11, Flat-Footed 25 (+2 Dex, +10 Natural, -1 Size, +6 Armor) HP 104 (7d10+64) Fort +13, Ref +7, Will +2 (additional +4 vs Enchantment), additional +2 Morale bonus on all saves against the spells, spell-like abilities, and supernatural powers of Aberrations, Outsiders, and Undead Damage Reduction: 2/--
OFFENSE Speed 30 ft., Climb 30ft. Melee Bite +12 (3d8+8; Adamantine Tusk Caps), 2 Claws +12 (1d6+7); attacks benefit from +1 Enhancement bonus via Pendant of the Third Scroll Ranged Slime Squirt +7 ranged touch Space 10 ft.; Reach 10 ft. Special Attacks Belly Grease, Slime
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.
Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
Devotion: Warty gains a +4 Morale bonus on Will saves against Enchantment spells and effects.
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.
+2 Circumstantial Bonus to Diplomacy with those well disposed to the Eagle Knights/-2 to Diplomacy with those ill disposed to the order
Greater Horn of Fog Description: A thrice twisted horn not of any land-bound beast, the rim of this instrument is carved with scenes of battle between faceless gangling giants and many armed monstrosities whose forms are more guessed at that fleshed out, as though the maker had disdained to show them in full, or feared to do it. Ability: This functions like a Horn of Fog, but the user may also choose to call a Fog Cloud that lasts for 30 minutes and either stays around the user as long as he moves less than 20 ft per round, or remains stationary.
Lantern's EyeBow 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 ofthe 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:AgileAmulet of Mighty Fists +1
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:
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.
Weapons:
Dagger (Adamantine) Bone Earthbreaker
Elven Curve Blade (Adamantine)
Lantern's Eye Bow
Pendant of the Third Scroll (Warty)
Tusk Caps (Warty; Adamantine)
Wasp's Kiss (w/3 doses of Fire Jackal Saliva loaded)
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:
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 (7/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.
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Mythic Path Abilities:
Coupled Arcana (Ex): Whenever you use a Hex, you can also activate an ability that uses Mythic power as a Free Action, such as Wild Arcana. The Mythic ability you activate must require the same action type as the other ability you activated or faster.
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. At the start of your next turn 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.
Figment's Fluidity (Su): 2/Day as a full-round action, Pepper can manually reshape himself, reassigning 1 Evolution point of Eidolon Evolutions.
Recurring Dream (Su): Pepper has a total number of Hit Points equal to 1/4 of Mina's total Hit Points. If he dies, he vanishes, appearing again with 1 Hit Point after Mina awakens from a full sleep.
Dazzling Intellect (Ex): Pepper's Intelligence score is 16 or 5 + Mina's Witch level (whichever is higher), but he gains Natural Armor increases as if its master's class level were half what of the actual class level.
Breath Weapon (Su): 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. Pepper can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Sage's Knowledge (Ex): Pepper stores information on every topic and is happy to lecture on the finer points of a subject. He can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half Mina's Witch level. Additionally, he gains 2 skill ranks each time Mina gains a Witch level.
Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to Pepper 2 Evolution point's worth of Eidolon Evolutions that don't have a base form requirement.
Current Evolution:
Extra Feat (2-Point Evolution): Pepper learns the Shapeless Familiar feat to gain the Change Shape ability. His alternate form matches his previous appearance, before he had wings.
Name: Pepper
N Tiny "Cat" (Guardian Spirit) - Empowered by Mina casting a Summon Monster IV spell on Pepper; transformation lasts for 7 minutes Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE AC 22/26*, touch 16, flat-footed 18/22* (+4 Dex, +6 Natural, +2 Size, +4 Mage Armor*) HP 48 (5d12+10) Fort +6, Ref +8, Will +9 Immune paralysis, sleep; SR 15
OFFENSE Speed 30 ft., fly 60 ft. (perfect), swim 30 ft. Melee 2 Claws +10 (1d2), Bite +10 (1d3) Space 2-1/2 ft.; Reach 0 ft. Special AttacksBreath Weapon (5-ft. cone, euphoria, Fort DC 13 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 5th; concentration +10)
STATISTICS Str 11, Dex 19, Con 15, Int 18, Wis 16, Cha 20 Base Atk +5; CMB +7; CMD 18 (24 vs. trip) Feats: Figment's Fluidity, Spell Focus (Conjuration), Spell Specialization (Stone Discus) Skills: Climb +8, Fly +21, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +17, Knowledge (Local) +13, Knowledge (Nature) +17, Knowledge (Religion) +20, Knowledge (The Planes) +20, Perception +16, Sense Motive +9, Spellcraft +13, Stealth +25, Survival +7, Swim +8, Use Magic Device +13 Languages Common, Dark Folk, Draconic, Goblin; Telepathy 100 ft.
SPECIAL ABILITIES
Fated Guardian (Su): 1/Day as a Standard Action, for 1 round Pepper can allow a target within 30 feet to roll twice on attacks and saving throw, then use the better results.
Smite Threat (Su): 1/Day as a Swift Action, Pepper can add his Charisma bonus on attack rolls and his HD on damage rolls against a foe that threatens Mina or who has attacked her within the past 24 hours. This Smite persists until the target is dead or Pepper's empowerment ends.
Level
0th
1st
2nd
3rd
4th
5th
5 HD/CL (w/SM IV spell)
5
3
2
—
—
—
7 HD/CL (w/SM V spell)
5
4
3
1
—
—
9 HD/CL (w/SM VI spell)
5
4
3
3
—
—
11 HD/CL (w/SM VII spell)
5
5
4
3
2
—
13 HD/CL (w/SM VIII spell)
5
5
4
4
3
1
15 HD/CL (w/SM IX spell)
5
5
5
4
3
3
Visage of the Bound
Description: Crafted from gold and lacquer, these elaborate masks resemble the agonized faces of whichever unfortunate spirit has been summoned within.
Ability: Once per day, when the wearer casts a summon monster spell, he may choose to house the summoned outsider within the Visage of the Bound rather than conjuring it onto the Material Plane. For the spell's duration, the wearer can use of any of the bound outsider's spell-like abilities as if they were his own. A Visage of the Bound has no effect on outsiders already summoned or on summoning spells cast by other creatures. Removing the mask immediately releases a bound outsider.
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.
Shadow Step (Sp): You can use this ability to walk through the Shadow Plane and reappear as a Standard Action. You can travel up to 240 feet (30 feet per Wzard level per day) in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke an Attack of Opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target. If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain Concealment as the Blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target and are cloaked in shadow for 1 round.
Mythic Abilities: Mythic Power (7/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.
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
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.
Harmonious Mage (Ex): Your wizardly studies have moved beyond the concept of opposition schools. You can prepare Evocation and Conjuration spells using one spell slots instead of two, and no longer suffer Spellcraft penalties when using them for crafting purposes.
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.
DEFENSE AC 22, touch 14, flat-footed 20 (+2 Dex, +2 Natural, +6 Natural via Customized, +2 size) HP 4 [(2d12+4) / 5] Fort +5, Ref +5, Will +4; additional +4 Resistance bonus vs Evil spells & effects Immune paralysis, sleep; SR 12
OFFENSE Speed 15 ft., fly 60 ft. (good) Melee sting +6 (1d3 plus poison), bite +6 (1d3), 2 claws +6 (1d2), 2 wing attacks +1 (1d2) Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS Str 11, Dex 15, Con 15, Int 10, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 12 (16 vs. trip) FeatsWeapon Finesse SkillsDiplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests) Languages Draconic; telepathy (60 ft.)
SPECIAL ABILITIES Poison (Ex): Sting—injury; save Fort DC 15; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. Breath Weapon (Ex): 1/Day, 6d8 damage, DC 13 Reflex save for half damage. Damage type and breath weapon range (line or cone) vary depending on which spell effect was chosen when the Draconic Ally was Summoned. Customized: When Summoned, the Draconic Ally is given the special abilities from one of the following spells: Form of the Alien Dragon I, Form of the Dragon I, or Form of the Exotic Dragon I.
Current Dragon Type (Occult): Breath Weapon (30-foot cone of cold or fire), +4 Resistance bonus on saving throws against evil spells and effects, Natural Armor bonus to AC increases from +4 to +6.
Sounds like we should setup inside a Resilient Sphere cast by Sirim targeting Eshe. A 10 foot diameter spherical Wall of Force would keep the spirit from fleeing and he cannot interact with the world unless he's in control of a possessed host, so he would just have to float there and eat Purge Spirit spells.
Sounds like we should setup inside a Resilient Sphere cast by Sirim targeting Eshe. A 10 foot diameter spherical Wall of Force would keep the spirit from fleeing and he cannot interact with the world unless he's in control of a possessed host, so he would just have to float there and eat Purge Spirit spells.
Mina isn't sure, he might skip to the next descendant on the list ignoring impediments between, the stories she knows just say 'passes to the next one'.
Mina isn't sure, he might skip to the next descendant on the list ignoring impediments between, the stories she knows just say 'passes to the next one'.
Mina isn't sure, he might skip to the next descendant on the list ignoring impediments between, the stories she knows just say 'passes to the next one'.
In that case, I think that we should take a Comatose'd Eshe to the local temple of Pharsma and ask them to help us set up something to trap him until he runs out of time once he's ejected/flees, rather than hope he'll just be stuck and powerless in the Refuge.
For the sake of things going smoothly, I'm happy to spend the Surge Points to cast the spell Goldfish had in mind.
Also, if we do this right I can imagine that we'll look more trustworthy and be able to get Hallow scrolls.
(One to use here (and two backups to be returned if we don't nmend up using then (Kori needs to make a CL check to use them))).
In that case, I think that we should take a Comatose'd Eshe to the local temple of Pharsma and ask them to help us set up something to trap him until he runs out of time once he's ejected/flees, rather than hope he'll just be stuck and powerless in the Refuge.
For the sake of things going smoothly, I'm happy to spend the Surge Points to cast the spell Goldfish had in mind.
Also, if we do this right I can imagine that we'll look more trustworthy and be able to get Hallow scrolls.
(One to use here (and two backups to be returned if we don't nmend up using then (Kori needs to make a CL check to use them))).
The Temple of Pharasma would make the most sense to visit in hopes of getting help exorcising Bad Grandpa, along with getting Hallow scrolls specifically intended for putting down powerful Undead who would otherwise be practically invincible.
Although I'm happy to purchase the scrolls from them and even pay for the exorcism, it's essentially part of the church's dogma to destroy the Undead, so there shouldn't be any real difficulty in getting them to cooperate with us.
Adhoc vote count started by DragonParadox on May 8, 2025 at 11:32 AM, finished with 27 posts and 7 votes.
[X] Send the Xorn home, offer them some of our cheap basic supplies/goods for use or as a trade good, if we have anything useful to them and in return ask them to share their full knowledge of the denizens and hazards of this place before they leave forever (Mina offers Fortune if they make knowledge/intelligence checks). [The intention here this isn't to get detailed on-screen information next update, but for us players to have "according to the Xorn..." context for stuff in later updates, and to be able to provide that information to Eshe/Sylestrix in the future].
The xorn are happy to be sent on their way. The Refuge was no such thing to them, though in the time they had spent here at least Little Boulder and her kin formed a small tribe of their own. They had not, as you had half feared they would, resolved to follow Nex on whatever dark paths he had taken on his own, but wished to gather up an expedition of like-minded beings on the Plane of Earth. In parting they explain that the great walls of Nex's capital, the spires of his many towers, even the dams that spanned the river Elemion to water the fields which feed his people, were all built with the aid of earth elementals bound to serve, or as beings born of flesh and blood would call it, enslaved. They alone had been bound near the heart of Nex's power and so they had vowed to find the Arch-mage and extract from him a price beyond the magic woven in their binding.
They are not grim, the children of the earth, for all that they had to bear across their long vigil, and you are welcomed to their settlements in the Endless Delve if you should ever pass by there, warned only that air is not so common in the realm that is its opposite and it might be wise to have some manner of breathing apparatus when you do visit.
Of trade goods there's little enough you can spare, but from what you have you'll give them some.
What do you give the Xorn?
[] Write in
***
Of course they are not the only allies that helped you take the Refuge, and Crick and his crew had been gathered around Cob listening to stories of the Inner Sea and all the journeys you had taken across its face, from Cheliax to Andoran to Taldor and back, though only the captain can speak still. Being informed by an amused Avarice that they are themselves made of materials more precious than most ships that ply those waters carry only seems to encourage them to seek richer plunder. When Cob starts describing the Dancing Slurk to them... well. it's something of a foregone conclusion that they are going to want to change the design of their ship. Probably best someone stop them before they also decide they'd like their ship to be fueled by anima like the mad alchemist's design.
The less fortunate side of all this excitement is that they want to return to the material plane at once with you rather than wait until you had brought Eshe to an exorcist or otherwise assured you of her good health. Dare you impose another odd visitation upon Cassomir, or should you perhaps choose another city?
Where do you travel to next?
[] Cassomir
[] Augustana
[] Almas
[] Write in
OOC: I wasn't sure what supplies or trade goods you wanted to share with the xorn, but that would not make an update on its own. Hope this is not too choppy.
@DragonParadox, does Refuge possess some mechanism or enchantment to help us return to the place from which we entered the demiplane? If not, we can Janni's Jaunt/Plane Shift back to the Golarion, but we're going to arrive 5d100 miles from our target destination.
We'll need to use a Teleport scroll to get to whatever city we're aiming for after that if we want to make it in any reasonable amount of time.
Also, what might the Xorn want? We really aren't carrying much with us that seems like it would be interesting to them and that we're going to be willing to part with.
Maybe some CLW potions and a container of Restorative Ointment?