GM PDK's PFS RPG 'The Godsmouth Heresy' (Inactive)

Game Master Purple Dragon Knight

COMBAT MAPS!!!
Area Map
Godsmouth Cathedral 1 of 2
Godsmouth Cathedral 2 of 2
NPCs

Init Rolls:

[dice=The Balrog]1d20+4[/dice]
[dice=Hskrota]1d20+3[/dice]
[dice=Nithrandyl Eikrekkr]1d20+5[/dice]
[dice=Orin Arkhein]1d20+1[/dice]
[dice=The Wasp]1d20+3[/dice]
[dice=###]1d20+00[/dice]
[dice=???]1d20+00[/dice]


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Knowledge Checks

Hello there! I intend to run this in module mode starting next week. So this is for legal 1st or 2nd level Pathfinder Society Roleplaying Characters only.

Player selection will be by invitation only. Gameplay will be kept at a swift pace, so those who don't post twice a day at least will be botted often.

I reserve the right to refuse disruptive players from play, so be respectful to everyone in your communications (that includes me, and that includes picking fights on rules, so be respectful of my time and my decisions; if you don't like it, please leave your spot to someone else).

Liberty's Edge

HP 36/36; AC 20, t 14, ff 17; f 5, r 4, w 2; bab 4, melee +5, ranged +7; cmb 5, cmd 18; init +3; wand clw 38 | ratfolk cavalier/4 | -20 *
skills:
acro 9, bluff 2, diplo 7, handle animal 9+2+2 (+4 with rodents), intim 9, know local 8, know nature 6, perc 2, perform: oratory 8, ride 10+1, survival 5

okay to play a 2nd lvl character? if not, I need to create a new one, which is fine, I can do that. Just let me know


GoM//Glass WotW Maps//WOGH Map //

I can play a multitude of different lvl 1s or 2s. Let me know what is needed and I will play that one. I am here and ready to start once the others dot in with what they will play. Many thanks for the opportunity.


Knowledge Checks

Imojin: 1st or 2nd characters are ok so Imojin is fine yes! :)

GM Qwerty: play what is fun for you! all I'll say is that the Godsmouth Ossuary is a crypt owned by the clergy of Pharasma and you are adventurers hired by the church to deal with a 'pesky undead problem.' :)

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

I have a few options, but I think I will try this one. He was originally a vigilante (hence the name) during playtest, but re-worked him as a magus by level 2.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Here is my new PC (Aldizog aka Anthys).

I might take advantage of the level 1 retraining after this module, so if there is a particular need I can rebuild him. Was thinking Crypt Breaker Alchemist if we need someone to deal with magical traps and swarms.

But otherwise, Arcane Duelist Bard. As long as charging his whip with Arcane Strike can take the appearance of flames. I figured Inspire Courage is often welcome.


Knowledge Checks

As long as you retrain before I hand out chronicle sheets, you'll be fine; otherwise you're stuck with your choice because this chronicle will be 3xp...

Also, whips do nonlethal damage yes? undead are immune to nonlethal damage.... "THOU HAST BEEN WARNED!!!"

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Well whips can also trip or disarm from far enough away that you don't need to worry about AOOs. And he has a sword and a club.

But will change up if needed depending on the other PCs. In my local lodge, the way it is run is you can rebuild up until you actually play the character at level 2.


ack... IMojin's already in a game.... will have to play a different character... sigh... lemme see what I've got...

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

"A bard, a spell-blade, and a cavalier... my new companions." says an elf in woodland colors carrying a bow and one of those odd tipped elven spears. "I was told to join you all."

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

ok.. here is my new character... have to build a profile... but he's a wayang investigator lvl 1


Knowledge Checks
The Balrog wrote:
In my local lodge, the way it is run is you can rebuild up until you actually play the character at level 2.

I have no problem with that.


Knowledge Checks

Hi everyone!

We you are ready to go please post with your final decision character alias with the words "locked in" and I will begin soon after that.

Regards,
GM PDK


GoM//Glass WotW Maps//WOGH Map //

is it just the four of us?


Knowledge Checks

So far yes so if you guys want to invite two additional good players that would be ok by me. Criteria: someone who plays nice with others and don't drag the party with slow posts... ;)

Sovereign Court

1 person marked this as a favorite.
Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

Locked in. However, I am travelling the next couple weeks. Not completely offline, but won't be checking in as often as usual.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

I would really rather have two additional players, as from my experience modules are quite tough. We have no divine caster, no heavy hitter, no high-AC tank, no good way of dealing with swarms (Paizo has an unreasonable love of swarms), and no ranged specialist. Covering at least two of those bases would be good.

So before I say "locked in" let's see if we can get anybody else. Otherwise, could switch to a Fire domain cleric.

Any players from your Everflame game you'd want to bring in?


GoM//Glass WotW Maps//WOGH Map //

if there is just four of us then i suggest we decide on who will be arcane, who will be divine, who will be the tank and who will be either ranged or melee 2.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

I can make Balrog a bit more tanky and a better ranged combatant by dropping Cha and Int to boost Dex if we don't get anybody else. It would be less of a fit for the image I have of the character, which is why I haven't done it yet. But more likely to lead to survival in this instance.


my 1st lvl cleric just finished a game of first steps, we all got along fine... want me to put the word out there and see if anyone is interested?


Knowledge Checks

I don't want 'word out there' but if you personally know a player who has been playing for a long time online please invite them to this thread directly. I don't really want to poach from my Everflame game at this point: I directly invited the four of you as I see you as cooperative and experienced players.

I will be using a GM replay for this as I've already run it about two years ago. I don't recall this one as overly challenging. My recollection was the opposite, actually.

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

I am ok with 4, but agree we should better cover our bases.

I have a few other options besides my level 2 Magus.

Tengu Bolt Ace 2
Undine Bolt Ace 1
Ifrit Inquisitor of Brigh 1

I would also be happy to put together just about anything, even just a basic cleric (which sounds pretty useful here).


GoM//Glass WotW Maps//WOGH Map //

If we go with wizard, investigator, magus, duelist bard we will be a very smart team but will have to be a very cautious team. healing will be primarily potions found and a heal stick. combats will boil down to the magus, bard, investigator flanking and the wizard being ranged. I am ok with this.

Dark Archive

1 person marked this as a favorite.
M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Locked in.

I might suggest that the PCs who can afford it pick up a few scrolls. False Life for the wizard, maybe, 7 HP is rough and with only 4 PCs we can't guarantee the wizard won't be attacked.

Liberty's Edge

1 person marked this as a favorite.
HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

locked in.

Since we already have a skill monkey... I guess the investigator would be handy but redundant... so I'll go with my cleric ... hope the last minute switch is okay. He JUST finished a game yesterday, and I didn't know he'd be available til then.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Balrog is not really a skill monkey. Doesn't get Bardic Knowledge (though we have a wizard for Knowledge) and can't do traps. But Clr2 is a fine addition.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

hmmm... didn't consider that without the investigator we have no disable device in the party... ah well... I guess there will be a lot of door smashing, lol ...

Scarab Sages

1 person marked this as a favorite.
Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

Locked in. I thought about switching to a bolt ace with DD or my Bard Dervish with DD but took the ifrits suggestion and bought 2 scrolls of False Life.


Knowledge Checks

I have marked the 'locked in' posts by clicking 'add this post as a favorite' - please scroll up and verify these are your final characters. Please also check the 'characters' tab and confirm that it is accurate.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

all looks fine on my end.

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Since we're not started yet... I do know one player - Tundran - who I've gamed with several times... can I invite him to at least talk to you and see if you like him/his style? Does anyone else know him who would have objections to him?


Knowledge Checks

Go ahead JAF0 - invite him. You guys need some meat on the menu...

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

done

Sovereign Court

1 person marked this as a favorite.
male nagaji bloodrager 2 | HP 17/24 (21/28), bloodrage 2/9, destined strike 2/3 | AC 18, T 11, FF 17 | F +6, R +1, W +1 (+2 vs mind-affecting or poison, uncanny dodge) | CMB +6, CMD 17 | Spd 30' | Perc +6 | Init +3

This is Tundran. Thanks JAF0 for the invite! Reading through it looks like a frontliner would be useful. I can bring this guy.

If there are no objections I will say I'm locked in.


Knowledge Checks

Awesome. We will not start before Monday or Tuesday, so if one of you knows one more player who wish to join, there is still time to join... the more the merrier! :)

Sovereign Court

male nagaji bloodrager 2 | HP 17/24 (21/28), bloodrage 2/9, destined strike 2/3 | AC 18, T 11, FF 17 | F +6, R +1, W +1 (+2 vs mind-affecting or poison, uncanny dodge) | CMB +6, CMD 17 | Spd 30' | Perc +6 | Init +3

I extended an invite to otha. He's a newer player but very solid (I GM'ed his first table so I can vouch for him). I hope that's ok :D

Any update on when we might get started?


Knowledge Checks

If I get people's PFS info in discussion thread, Sunday night perhaps. Otherwise I'm inclined to cancel this event at this point.


Knowledge Checks

Ok let's get this started. I'm only missing the Wasp's info but I sent him/her a PM.

///////////////////////////////////////////////////////////////////

You are all in Kaer Maga chilling in a pub of your choice when someone approaches your table and hands out a note:

"The church of Pharasma is looking to hire adventurers for a secret mission; if interested, you are all invited to the Godsmouth Cathedral in Kaer Maga’s Bottoms district (see the Godsmouth Cathedral links above) for a midnight meeting with Cryptsmistress Valanthe Nerissia."

In a side chapel dedicated to a martyred saint, Valanthe explains the problem—bodies are missing from the Godsmouth Ossuary. Valanthe offers the group a reward of 500 gp for successfully stopping whatever is behind the disappearing bodies, and an additional reward of 250 gp for clearing the level of all other monsters or threats, though she does not say why the church wants the dungeon cleared. In addition, any valuables the PCs find in the sealed crypts are theirs to keep, barring any obviously Pharasmin relics or treasure.

If the PCs accept the offer, they do not have to enter the ossuary immediately—they may leave to buy supplies or get their affairs in order before undertaking the mission. Valanthe impresses upon the PCs the need for absolute secrecy, and hints that the church can make life in Kaer Maga very difficult for them should they wag their tongues too much. In any case, the PCs should start their mission by the following day at the latest. Otherwise, the church will find other adventurers willing to brave the depths.

The PCs have approximately 12 hours for shopping and other downtime activities; beyond that you get the sense she will reach out to another competing party that has interviewed with her earlier today (you see a list outside her chambers with most other teams crossed out, but not all...) Please also take this time to introduce yourselves in-character. Assume your lodgings have all been paid for by the Society...

Liberty's Edge

1 person marked this as a favorite.
HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

You see an odd figure before you... He bears the stony exterior of an oread, but is stocky and bearded like a dwarf. It's truly hard to tell which one he is. He introduces himself. "I'm Orin, Orin Arkein. While I am a healer of sorts, I am not THAT kind of healer... I can't channel but I can fix broken things and enchant weapons. Blessings of Yuelral on you all. What? You haven't heard of Yuelral? Let me enlighten you! Yuelral is the goddess of magic of all kinds.. arcane and divine. Oh I know, I know... mostly elves worship her, but I assure you, she has power to aid all who revere her, not just the pointy-eared folk. Anyway - nice to meet you all."

Orin carries a sickle as his melee weapon, as well as a dagger, with a crossbow slung across his back. A few quivers hang from his belt, each one carrying a different type of bolts. Several semi-precious stones hang from the piercings in his ears, but he wears no other visible jewelry.

When it's time to head out and go shopping, Orin goes to a few different shops and picks up some supplies he thinks he might need.

Dark Archive

1 person marked this as a favorite.
M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

An imposing figure walks through the door. He carries a whip at one side and a sword at the other. His skin is a fiery red, with black horns coming from his forehead. His armor is a black and red leather with spiked studs.
"They call me the Balrog. Those who fight beside me know they have the power of flame and shadow on their side... it makes them fight harder. I command powerful magic, and can rally my allies against fear by showing them just what they should really be afraid of.
As it happens, I'm an explorer of sorts. I'm here as a favor to Paracountess Zarta Dralneen. On occasion we do.. favors... for each other."

Bluff: 1d20 + 2 ⇒ (2) + 2 = 4
It is evident that the Paracountess has not done any "favors" for him in the way he wishes you to think.

He sits down, glances around the bar like he owns the place, and orders a strong drink.

"Secret mission for the church of Pharasma? Sure, why not? Money's good."

He winks at a few of the girls in the tavern.

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

An elf comes walking into the room dressed in woodland earth toned colors carrying one of them strange elf spears and a longbow. He has an aura of magic about him.
"Greetings all. I am Nithrandyl and I cast spells of the arcane sort. Nice of them to pay for our room and board. I was told by my venture representative to come here to help out in any way i can. Does anyone know what this job entails. I know about some things in the arcane, natural and religious areas."

Sovereign Court

Male Wayang Magus (Bladebound Kensai) 2 | HP: 17/17 | AC: 15 (15Tch, 11Fl) | CMD: 14| F: +4, R: +3, W: +3 | Init: +3 | Perc: +2, SM: +0 | Active conditions: none

A small, shadowy, dark figure sits on the edge of his seat, one hand on the hilt of his rhoka sword, and the other adjusting the mask he wears most of the time. His wide brimmed hat is pulled low, helping to hide the mask he wears.

"Seems like a straight-forward job to me. Go clear a crypt, find the grave robbers, make some money."

I am actually travelling now, but will be back to normal on Thursday.

Sovereign Court

male nagaji bloodrager 2 | HP 17/24 (21/28), bloodrage 2/9, destined strike 2/3 | AC 18, T 11, FF 17 | F +6, R +1, W +1 (+2 vs mind-affecting or poison, uncanny dodge) | CMB +6, CMD 17 | Spd 30' | Perc +6 | Init +3

"It never seems to work out that easily though," chimes in a nagaji in an unusual assortment of jungle- and cold weather gear. He takes a seat with the others. "And missing corpses? I don't like that sound of that. I fear they may be the walking undead now."

He hisses and shakes himself. "But we can handle them!" On the way to ossuary, he finds a weapon shop.

I'm buying a cold iron heavy flail for 30 gp.


Knowledge Checks

Into the Godsmouth
When the PCs are ready to begin, Valanthe meets them
and leads them down the narrow, twisting cliffside path
to the Godsmouth Ossuary. Once they pass through the
mouth of the Unnamed King, they are in the ossuary
proper, where robed and hooded Pharasmin priests
silently tend to the deceased. Valanthe leads the PCs
through luxuriously appointed catacombs packed with
bodies and down several stairways before coming to an
area that obviously sees little use—most of the burial
niches are empty and dusty, the air is musty and close,
and silence reigns supreme.
In this disused portion of the crypts, Valanthe stops
before a locked door. She explains that this is the only
known entrance to the sealed lower portions of the
ossuary, and once the PCs enter, the door will be locked
behind them. Because of this restriction, the PCs will
be unable to leave the ossuary to rest and resupply
between encounters. To help them accomplish their
task, Valanthe gives each PC a potion of cure light wounds
and a vial of holy water. The PCs may divide these up
however they wish, but they should use these supplies
wisely, as they will be unable to replace them.
Valanthe then hands the PCs a hollow mithral tube about
1 foot long—a chime of opening with 5 charges remaining.
The PCs may use the chime to get through the Pharasmin
seals below, but they should make sure they save at least 1
charge to get through this door again on their way out—
the priests will not open the door for them if they don’t
have the chime, as they have no way of seeing through the
locked door to recognize the PCs or determine whether
something has turned them into mindless undead. If the
PCs lose the chime or use up its magic, they must find
their own way out of the ossuary. With this warning given,
Valanthe draws a large iron key from beneath her robes
and unlocks the door. The Godsmouth Ossuary awaits.

Features of the Ossuary
The upper levels of the Godsmouth Ossuary used by the
church of Pharasma are richly decorated burial chambers,
well lit with everburning torches and regularly cleaned and
maintained by the clergy. The bodies interred here are
wrapped in the finest linens and reverently placed in
countless stone niches lining the walls.
The sealed levels below are not so well maintained. While
the runelords of Thassilon used powerful preservative
magic to protect their work from the ravages of time, those
catacombs have been abandoned for thousands of years.
Dust lies in thick layers everywhere, and ancient cobwebs
hang from the ceilings in gossamer curtains. Nevertheless,
the lingering magic has preserved everything within
extraordinarily well, even wooden objects that would
normally have succumbed to age thousands of years ago.
Within the ossuary, walls and floors are of smooth, hewn
stone, and ceilings average 10 feet tall. Unless otherwise
noted, all rooms are unlit, and doors in the ossuary are
made of strong wood bound in iron (hardness 5, hp 20).


Knowledge Checks

The door grinds open despite long years of disuse. Within, a stone spiral staircase descends into the earth.

What do you do?

List order of march

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

"Well, what do you think? We've got doors in three directions... shall we start by going left first? or forge straight ahead?" Orin goes to the left door and listens at it, while waiting for an answer.

perc: 1d20 + 8 ⇒ (4) + 8 = 12

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

What is Orin's speed? 20 or 15?


Knowledge Checks

As Orin steps off the stairs something drops on his head.

Surprise Round:
Thing slam vs. Orin flat-footed AC 15: 1d20 + 3 ⇒ (6) + 3 = 9 [MISS!!]

Round 1:
The Balrog: 1d20 + 4 ⇒ (6) + 4 = 10
Hskrota: 1d20 + 3 ⇒ (13) + 3 = 16
Nithrandyl Eikrekkr: 1d20 + 5 ⇒ (9) + 5 = 14
Orin Arkhein: 1d20 + 1 ⇒ (8) + 1 = 9
The Wasp: 1d20 + 3 ⇒ (15) + 3 = 18
Thing...: 1d20 + 6 ⇒ (9) + 6 = 15

bold may go
The Wasp
Hskrota

Thing...
Nithrandyl
The Balrog
Orin

Liberty's Edge

HP 23/23; AC 17/15ff/11t; f 5, r 4, w 7; bab 2, melee +3, ranged +3; cmb 3, cmd 14; init +1; rune 5/5; dmg constructs/objects 1d6+1 6/6; wand clw 43 | oread cleric forgemaster / 3 | -18
skills:
acro 1/3, craft weapons 6, diplo 6, heal 7, know religion 6, know arcane 6, intim 1, perc 11, profession: jeweller 8, sm 5, spellcraft 6 surv 3

Orin's speed is actually 15, I think... not entirely sure actually...the feat says "...For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on." I don't think that includes land speed though.

Scarab Sages

Male
Skills:
Diplomacy +12, Knowledge (arcana) +10, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Spellcraft +10 (+12 to identify magic item properties), Survival +9, SM +11
Elf Druid 9 (HP:52/52)(AC:18 (w/MA) FF:14 T:17//AC:22 with DW shield)(F:+8 R:+7 W:+12)(Init:+5)(Perception:+16)(CMD:20)

"By the stars! Are you OK? What is that thing?" Nithrandyl yells out when they get attacked...

is it arcana or nature knowledge?

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