HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
GMG, I propose you delay and give a double turn or directly bot the ones not acting after 1 day, specially if there is only 1 or 2 people missing, as otherwise with 7 players we will be delaying a lot the game.
For example
Pandora
Quinray
Merida (x2)
Falinar (x2)
Roderick
Ryskovich
Cirri
- - -
Iron Guard
It is less realistic, but helps keeping the thing moving and not letting die the game.
Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set
Question: Are nonlethal Coup de Grace's possible? Can I knock out the sleeping dogs?
Cirri would normally crush their skulls in this case, but Merida's call to the puppies has piqued Cirri's interest (and 8 Wis messes with Cirri's priorities.)
Cirri: I do not know if it is officially possible and do not want to search for an answer / read the rules: I will allow it in this case. You still have to follow the normal rules for coup de grace.
Disclaimer: It can be that further on in this scenario or part III you want to do the same and I will disallow it.
Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set
Thanks for the ruling GMG, and letting me indulge on this. The rules aren't clear. I guess RAW I can commit a nonlethal crit but the dog could fail the fort save and die anyway. >_>
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
The goblins in the map are in reality up within holes in the ceil, isn't it? Is it possible to score spells against them? 35 feet range is enough?
Plus, firing at them, do they have cover or improved cover?
Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**
Quinray earns a boon of his choice! Please choose one of the three boons and PM me your email adress, so the online VO's can send you the boon. Note that this boon does not have to be attached to Quinray, you can select a boon that is beneficiary for another of your characters and give him/her the boon.
Adopted Weapon Training:
You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.
Ancestral Ally:
Golarion’s many cultures have traditions of animal husbandry and cooperation that date back millennia, and you have embraced one of your people’s favored companion creatures. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the corresponding race. If the animal companion statistics for your race’s mount are found in a source beyond the Core Assumption, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list.
If an asterisk follows an animal companion option listed below, the animal already appears on the list provided by your class description, and you are at least 4th-level, you may spend 5 Prestige Points to strengthen your bond with that type of animal. This increases your effective druid level as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.
Dwarf: badger*, boar
Elf: bird*, elk (Pathfinder RPG Bestiary 3)
Gnome: badger*, giant weasel (Pathfinder RPG Bestiary 4)
Halfling: dog*, ram (Pathfinder RPG Bestiary 2)
Half-Elf: A half-elf may choose from the elf and human lists.
Half-Orc: camel*, bear; a half-orc may also choose from the human list.
Human: bird*, horse*
Custom Order:
You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7
PFS ID: 112554-9
The Exchange
Day Job (Perform: percussion):1d20 + 13 ⇒ (11) + 13 = 24
Game reported, Quinray please let me know when you receive the boon. Allow a few weeks for that, but you should receive it before we have completed part 3.
Everyone: we are not done yet, thank me when it's over ;-)
Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set
Merida: Note that if you don't use the withdraw action, the Glorfan will get an AoO as you leave its threatened space.
I'm planning to stall the Glorfam anyway. If it's humanoid I can use Daze to stun it. Then I can try to trip it (I don't think Dazed foes can take AoOs.) That would buy us 2 rounds to clean up the other Goblins.
If it's a monstrous humanoid I can at least identify it. Hopefully CIrri can develop a gameplan at that point.
I could also cast Obscuring Mist to hide you, but I'm not sure how super useful that would be.
Chronicles give you: 503 gp for lvl 1/2's and 1187 gp for Pandora/Ryskovich, who are lvl 3+. You also earn 2 Prestige Points. I will try to post them tomorrow, but don't be surprised if it is Wednesday. Will start on part III then as well.
Everyone still the same lvl?
Cirri: 1
Merida: 1
Quinray: 2
Rodericl: 1
Ryskovich: 3
Pandora: 4
Total 12, APL 2 = Tier 1/2
Please make a Knowledge (history) and / or Knowledge (Local) check before you leave Whitetrone. Can be made untrained to attempt the DC10 information level, but let me know if you make it untrained.
Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7
I have to update Quinray. He is now level 3, but gaining a level in Sorcerer.
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
K. local:1d20 + 6 ⇒ (2) + 6 = 8 K. history:1d20 + 6 ⇒ (6) + 6 = 12
I have played magus before, they are quite cool :)
If there is anything I can clarify about those touch spells and spell strikes combinations, I will try to do, just let me know!
Ryskovich, I will update your chronicle on Thursday
Everyone, please doublecheck if your PFS ID appears on this list. I checked for my GM'ed games and I did not find your numbers, but it never hurts to doublecheck.
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12