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GM Kate's Ruins of Azlant (closed)

Game Master Kate Baker


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Ruins of Azlant

I added a new slide to the deck labeled "Loot to Sell." There won't be easy access to magic item marts in this adventure, but you will have a few opportunities to send items off to be sold (mostly when a ship departs), or potentially some trade opportunities. So that we don't forget, please add items that you'd like to sell for cash to that slide.

Otherwise, please note who is taking what items so that people mark them down appropriately. So far, you've just got some food and water, a potion of cure light wounds each, and now the charter (which Cedar took), the watch/compass, and the spellbook.

It sounds like I should add to your standard procedure that you will all take 20 on Perception to search buildings and Cedar will detect magic, assuming you don't have a critter or something to deal with.

Edit: also, can anyone actually use a spellbook or otherwise cares what spells are in it?

Edit 2 (sorry, it's morning): I am also crossing off locations on the map once you've checked them, so that it's easier to keep track of where you've been.


M Human Commoner 1 Expert 2

I'm usually the note-taker in campaigns, and doing so in this one could also be a fun way to reflect Purpose Creche's rank in Profession (quartermaster). I'm happy to keep track of stuff if that doesn't step on others' toes!

Also, I think Purpose is curious about spellbooks flavor-wise, but mechanics-wise doesn't do anything with 'em. Don't sweat populating them with spells for my sake (o'-')b

Grand Lodge

Similarly, Cedar is interested in spell books for what they might reveal about their owner, but he doesn't need one to learn spells.

Grand Lodge

Is someone willing to focus on disable device too? (Normally, I’d be playing a rogue and wouldn’t have to ask that question... lolz)

I guess we can always take the spy back to the colony and ask for help. That might be a fun scene to RP.


Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

I can put a point in it next level, though I don't know if it's a class skill. I have decent dex, but don't get a ton of points, so I probably won't be able to keep it maxed.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

I can probably handle that, it's an occultist class skill and I think it fits the character pretty well.

Grand Lodge

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Great, thanks guys. I may be able to put a point in it eventually. But it does seem like it’s right up Purpose’s alley.

I kind of like the idea too of using our NPC resources, as that’s not something we normally have access to in PFS. I’m looking forward to getting to know the NPCs better and forming relationships with them. And then getting them to do stuff for us lol.

Grand Lodge

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Male Human

FYI I copied the location descriptions into the maps slides to make it easier to match with the numbers on the map. Hope that's ok, Kate.

Grand Lodge

Oh, also, I just want to maybe start a background discussion here on what we may think is going on with the missing colony, because Cedar's theories and ideas may not always be the same as my own. And I'd like to be able to role play him in a way that is independent of what I might think is or has happened. If that makes sense...

I guess I don't want you to think that everything he says is necessarily what I'm also thinking. And I want your characters to have the freedom to argue or disagree with him without you feeling like you're disagreeing with me as a person.

This is a weird, awkward discussion about the game meta, but I hope I make sense!


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Makes sense to me! I had plenty of character vs player theory/action discussions when I was running the investigation-heavy House on Hook Street.

Grand Lodge

Oh, we should talk about that sometime Andrew because I love occult and horror themes and I've been wanting to run Hook Street since it came out!

So, I really don't have enough info yet to have a clear theory about what might be happening in RoA, but Cedar is the child of a hag and he has pretty much lived his whole life keeping that secret, amongst other things. So his mind instantly goes to the idea that someone in the colony was not who they claimed to be and was keeping things hidden from the rest, for whatever reason. I just think that's how his mind would work.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Looks like Cedar's suspicions may not be far off the mark!

And Doug, if you wanna look at Hook Street I did a biiiiiiig 'ol GM thread about it here that might be helpful. I'm also happy to chat about stuff whenever! I thought it was a really, really cool module with a ton of creative freedom built into it, though there were definitely some things I wish I'd realized before going in.


Ruins of Azlant

Thanks for doing that, Dennis! Folks should feel free to add anything else to the slide deck if it would make your lives easier. Also, Doug, weird awkward discussions about game meta usually make for better games, so have at it!


Ruins of Azlant

Also, if you saw it before I changed it, your eyes aren't deceiving you; I did make a small edit in my last gameplay post.


1 person marked this as a favorite.
N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Ok, went through and added NPC info and clues/notes/etc to the shared Google Drive folder. I'll try to keep it updated and linked to posts!

Also, turning in for the night. Portent Credits suggests checking out Levin's cabin, but'll head wherever others want!


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

I'm looking forward to post-recon RP opportunities. Got some questions to ask the other PCs!

Grand Lodge

Cool cool, I’m looking forward to it too!


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

This thing is no joke, 4 attacks in a round vs 1st level PCs
EDIT: Err, not 4 attacks, but two attacks with what look like a grab that does damage if it succeeds?

Sovereign Court

Human Commoner 1

Yeah, maybe constrict? We have those Cure Light potions at least!


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Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

I <3 Mitzi


Ruins of Azlant

Yes, two attacks, but if an attack hits, it can grab and constrict.

Grand Lodge

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Everyone knows small dogs are the most aggressive!


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

She's so mad!

Also whoops, I used legacy weapon on Silt's spear, but woulda done his club if I'd remembered he had it out.

Sovereign Court

Human Commoner 1

Yeah I counted it on the club. Shillelagh gives an enhancement bonus as well anyway, though. They won't stack.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Good to know, though - once my power gets fancier, I can do stuff like add bane!


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Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

I think you can do that right away, the weapon just needs to already have a +1 from another source. So, maybe if you did Legacy Weapon after he casts Shillelagh?


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Ah, right you are! Think I'm conflating "need to be slightly higher level" with "usually don't get static enhancement bonuses until slightly higher level"


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Out ‘n about ‘til later tonight. RE: phrenology, I think we could get the race but not many other identifiers, unless Kate’s good tweaking things


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Ruins of Azlant

God bless whatever artist had to illustrate “drunken choker.”


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Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3
Purpose Creche wrote:
Ah, right you are! Think I'm conflating "need to be slightly higher level" with "usually don't get static enhancement bonuses until slightly higher level"

*Immediately finds magic sword*

Also, I think Purpose is the only one of us that is actually proficient with a longsword.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

I have also just realized I’m a Small character in a game that defaults to Medium items


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Ruins of Azlant

I missed that you were small! I think we can go with items suddenly having always been the correct size for the person who wants them. Exception: loot taken off an enemy is the size appropriate for that enemy.

As for identifying items, yes, you are supposed to have detect magic or identify to be able to use Spellcraft to identify properties of an item. Since you'll have your cool Occultist thing next level, I won't worry too much about house-ruling it.

As for the item in question, you're all pretty smart characters. Transmutation generally means an enhancement bonus, and since the sword is glowing, you can probably figure out the evocation effect.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

This is the bit about object reading I'm most interested in:

Quote:
If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

Look at that RP potential!

Sovereign Court

Human Commoner 1

Hey all,

Looks like we might have some gaps in the party here. Specifically, trap-disabling and healing.

I'm most concerned about healing; Druids can prep some healing spells but doen't get crucial divine spells like Breath of life and Restoration. A UMD specialist could possibly take this role, especially if we were able to pool resources and get access to scrolls and wands (gaining access to this stuff might be difficult, considering the AP and location, however).

What's the party role everyone here envisions? For Silt, he's planning on being more of a melee frontliner, with versatility via druid spells.

Just want to review this now that we had a couple combats — hope it's not too meta-gamey!

Grand Lodge

Hey Doug, I share your concerns. This may be a good time to check in and see how people are feeling about their characters in general now that we've had some encounters. I'm out and about but I'll post more as soon as I have a chance!


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Definitely good questions to ask!

I see Purpose Creche as kind of the thing-knower/Knowledge monkey, magical utility provider, and secondary blaster. Part of that magical utility would be divination to further improve his role as thing-knower (including augury style powers and the like). Possibly some tricksy stuff with illusion - I plan on getting either an illusion or divination implement at 2nd level, depending primarily on story influences. I do feel like illusion's gonna be necessary for defensive buffs that offset his "I am a construct and explode into an unresurrectable mess when brought to 0 hp."
@Kate: just realized I have a useless trait! Resilient construction gives you 1 round to be healed before you perma-die, but all of the construct healing spells have a greater than 1 round cast time. Is it OK if I swap it out? Maybe even for the Mummy's Mask trapfinding trait?

Occultists get +1/2 their level to UMD checks and I'll put a rank in UMD every level, so he could handle using wands and things. As you noted, though, will we find enough magic devices to fill our gaps?

I could potentially take a conjuration implement to provide some hit point healing, but occultists don't have access to status removal or breath of life and similar "you ain't dead no more" magic. It would also impinge on his other roles.

While he can get a decent-ish Disable Device (and has the most slush skill points in the party, it seems), Purpose Creche doesn't have access to trapfinding.

He'll also have Craft Wondrous Item at level 3, though that doesn't quite help us with consistent means of filling our party role gaps. His spells known are extremely limited, which means his taking Craft Wand later wouldn't really help the party—doubt anyone's jazzed about a wand of floating disk or wand of expeditious retreat.

I'm liking the character, and I'm looking forward to watching him develop and confront ruins and what have you. I do think he brings a good amount of options to the table, though his role seems a little less defined.
That being said, I'm willing to make changes to things to make sure the party functions better. If that means switching out characters at some point, that's OK! I've seen games fall apart 'cause of party makeup or entrenched player interests/attitudes, and I 100% do not want to be the cause of that.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Oh, and though Purpose Creche seems like he'll be versatile, I guess there's also risk in him being the primary gap filler. One basket, buncha eggs.
Don't know if that's a big concern, but figured it was worth mentioning!

Sovereign Court

Human Commoner 1

So thorough and thoughtful, Andrew, thanks!

I think a UMD user could certainly fill in many gaps… we just need to make sure we can access the necessary materials.

Also, it's a legit concern if you're the only person filling in those gaps. My PFS buff bard can do most of the healing and status removal via UMD, but it's pretty much outside combat or emergency time in combat (so much "fun" rolling that d20 to see if he can fake the wisdom needed to use that scroll of breath of life… :D).

At least the heal spells are on the druid list; Silt could also reincarnate fallen companions into new, random bodies!!


Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

I may be able to help with the trap-disabling. Toby was very interested in that mechanical spy, and that could naturally lead to some tinkering (i.e. Disable Device). I have decent dex, but I don't think it's a class skill. Perhaps I could swap out a trait to make it one? I have a campaign trait (Follow in the Footsteps) that I'm not married to.


Ruins of Azlant

These are all good conversations! I don't want to see anyone play a character that they aren't interested in out of obligation to a particular party role, but I do understand the desire to make sure that there aren't major gaps.

If there is particular equipment that helps make the party work, I can definitely make sure that you get it. There will be opportunities for trade and ordering items to come in on supply ships. This adventure actually does keep you at WBL, but a lot of the wealth comes all at once.

If someone does want to switch characters, it would be better to do that once the party reunites with the colonists. If you want to keep your character, but tweak your build a little, that's fine to do now.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Here's the Mummy's Mask trait I was talking about, by the way - maybe it's one Toby could take?
Probably just switch my wyrwood racial trait for one that makes Swim a class skill.


Ruins of Azlant

Yes, those are both fine.


Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

If that's approved, I'm going to switch to that Trap Finding trait. That (and switching a skill point into it) gives me a +5 disable device, which will become a +7 if Toby finds some thieves tools somewhere.

Grand Lodge

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Cool, a few tweaks might be all we need until we start leveling and more of our abilities start coming online. I'll put a point in Spellcraft next level lol. That was kind of a misstep on my part.

The NPCs might be a good resource too. I think we may just have to conclude that we can't do everything ourselves all the time. Or some clever problem solving will save us. I did I have to remind myself that this isn't PFS, and we have options in a home game we don’t normally have in PFS.

I'm enjoying playing Cedar. My hope is that his summons can fill some gaps too. He'll eventually be able to summon creatures with more utility.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Actually, since I don't have to breathe, I think I'll do pragmatic activator over a Swim trait. Get Int to UMD, which should let me succeed at anything but the most ridiculous DCs


Male Rougarou Aquakineticist 2 | hp 20/20 | NL 0 (from burn 0), Burn 0/6 | AC 17, T 13, FF 14 | | F +6, R +6, W +1 | Water blast +4/1d6+4 B | Per +5 (low-light), SM +1 | Change shape 0/1 | Speed 30ft (+10 on flat ground, +20 downhill), Swim 20ft | Current conditions: none | Init +3

I love Pragmatic Activator

Sovereign Court

Human Commoner 1

Still a bit concerned about healing in combat.

I was looking at the restorer archetype; would it be very imbalanced to change Silt's spontaneous summons to spontaneous healing per the Natural Medic feature of that archetype? I wasn't really planning on using summons anyway, with Cedar in the party. The goliath archetype doesn't alter any spontaneous casting features of the druid class (however, it does change and add to the list of summons you can draw from).

I don't know; Sunday, tired. Just throwing more ideas out there.


N wyrwood occultist 2 | HP: 25/25 | AC: 18 (14 Tch, 15 Fl) | CMB: +1, CMD: 14 |F: +3, R: +3, W: +4 | Init: +3 | Speed 20ft | P: +7 SM +5 | Mental Focus: D 2/2, E3/3, T3/3; Spells: 1st 3/3 | dagger +3 (1d3+1 19-20x2), +1 Azlanti longsword +4 (1d6+2 19-20x2), shortbow +5 (1d4 x3, 60ft.) | Active Conditions: None |

Poor Silt and his throwing arm :(

I like the idea of swapping spontaneous summons for spontaneous healing, and don't think it'd be unbalanced given our non-powergamey party comp!


NG Aquatic Humanoid HP 19/19 | AC 17 T 11 FF 16 | CMB +5, CMD 16(15fl) | F: +5, R: +1, W: +5 | Init: +1 | Perc: +6, SM: +2 | Melee: Club +4, (1d6+4) Goliath Druid 2 | Speed 20ft, Swim 40ft | Active conditions: None

Yep, I'd be down but it's Kate's call. Ultimately, being the frontliner as well would make healing a bit more difficult as well.

Also, it's fun when you have hit nothing for the last 2 combats and then realize you can cast True Strike. Bad throwing arm, and forgetful to boot!

Grand Lodge

Lolz forgetful true strike
I wouldn’t trade my summons out for anything!
On the one hand, it’s kind of fun to be a scrappy team of level ones, but on the other hand it is frustrating too, because we all know how powerful we will be eventually. And to go from characters that are higher level, back to characters that are level one is a humbling experience to say the least.

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