GM Sior's PFS Module (Inactive)

Game Master Sior

Carnival map
The Locked Box
Braeton Manor
Thieves' Guild


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Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

Wheeeee!!!!

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

So is this happening in another thread/forum? Not seeing much activity here and modules tend to be long.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

As mentioned in the message sent to all, I'm looking to start this just after Gen Con. Yes, it would be good for everyone to check in early so we can fill empty spots sooner, but that's the way of it.

-Posted with Wayfinder

Liberty's Edge

Male Dwarf Monk (Zen Archer) [3] | HP 27 | AC 17 {21} T 17 FF 14 | CMB +4 CMD 21 {25} | F +5 R +6 W +7 | Init +4 | Perc +10 | SM +4 | Climb/EA/Swim +6

I'm here now!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

dotting this one too.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

So do we need to transition to the new factions? Not sure Teric fits as well with the Exchange. I might have to move him to Dark Archive.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

That is correct. Not that it'll matter much for this but I can put new faction assignments on chronicle sheets if you've not switched already. When we get to that.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;
Teric Cain wrote:
So do we need to transition to the new factions? Not sure Teric fits as well with the Exchange. I might have to move him to Dark Archive.

I feel the same way about Borax. He's much more suited to the Dark Archive. I just needed to confirm that we keep any faction boons, which I think we do.

@Sior

Looks like John Compton said he thinks Investigator will get to craft. Don't know if you saw the post in the Additional Resources thread.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Sorry, I have been stalling, hoping that PFS would make the official declaration on Investigator crafting after GenCon.

John Compton wrote:

Investigator Crafting
Typically Mike and I discuss these decisions before ruling, so having not had an opportunity to confirm my inclination, I can't give a 100% certified answer; it's just something we didn't cover while going through all of the book's other options during our Additional Resources meeting. That said, I strongly suspect investigators will be able to craft in the same way that alchemists craft.

@GM Sior,

if at some point PFS actually updates this, would you be willing to let me retroactively craft items?

Thanks.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

It was my understanding that they were able to craft as an alchemist. Unless they are saying that they cannot until it is settled, then it should be fine to do so.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

There was never an "official" ruling prohibiting it. At one point it was explicitly allowed and then the text allowing it was removed.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Hopefully I'll be able to get a coherent post together this weekend.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

I'll be moving back to the States on Friday and over the course of next week be catching up with family. Expect me to be gone completely over the weekend and intermittent at best until the 8th.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Sorry for the absence, all. Was at a local con and very busy. I usually post beforehand about such absences, and failed to do so this time.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

@Castiel

Animals cannot be directed to use Nonlethal attacks as a free action. It's not an option in the their listed Tricks and speaking with them doesn't allow you to make them do custom tricks. At best, the GM might allow you to Push (DC 25 and a move action) the animal to do it, since it's physically capable of doing it.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

I will let the Gm judge on the matter.

@Sior let me know what I should try to roll to have my companion help. I would guess that being able to speak to it helps somewhat. But I do knot know the limitations of it mechanicwise.

-Posted with Wayfinder

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Let me clarify something that I misstated. Speaking doesn't absolve you from having to use a Handle Animal check, but it certainly is a basis for a wider range of interaction.

You might find these FAQ's helpful

FAQ wrote:

How can I create new tricks to train to my animal companion?

New tricks require mechanics. Because it requires a GM to basically create the rules for something that doesn’t already exist, you can’t create it in PFS. If the trick is listed somewhere (for example: the air walk spell), then you may take it.

FAQ wrote:

Can I improve my companion’s Intelligence to 3 or higher and give it weapon feats?

No. An Intelligence of 3 does not grant animals sentience, the ability to use weapons or tools, speak a language (though they may understand one with a rank in Linguistics; this does not grant literacy), or activate magic devices. Also note that raising an animal companion’s Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.

It's also been clarified in the Ultimate Campaign that, Animal Companions are under the control of the GM. The player gives the animal commands as you would an NPC and the GM is allowed to modify' the animal's actions in a way that is consistent with an animal. This is done to help distinguish them from Eidolons and Familiars which are under PC control. It's also part of keeping classes, particularly druids, from being too powerful. An animal controlled like a PC is a lot better than an animal that acts like an animal and is limited in its actions. Directing an animal to use non-lethal attacks is an example of something you could easily do with an Eidolon/familiar, but not with an animal trained in a limited range of tricks.

I run two rangers with animals so I am intimately familiar with the rules.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Do you have any experience with how the ability to talk to them interacts with this?

-Posted with Wayfinder

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

Animal companions, so far as I've experienced, do not have a trick to attack non-lethally. They do not pull their punches. Even a dog playing with their master will bite too hard.

When an animal attacks, it does so without tactics. It does not seek a flank, it does not delay, it moves right in and attacks.

You can direct it to menace, which means it will attack if the creature is hostile, or even to aid you so that you get a bonus in attacking non-lethally (Animal Archive, pgs 8 and 9). But to date there is no trick for it to pull its punches or attack a single time with the attack trick.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Ok will have it aiding me then.

Please ignore her attacks in the gameplay thread.

And for the record, my dogs never bit me too hard, even when we play rough :P.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;
Castiel Graveclaw wrote:

Do you have any experience with how the ability to talk to them interacts with this?

-Posted with Wayfinder

One of my ranger's actually bought a wand of Speak with Animals so i can do more creative problem solving/tasking with the animal. The GM I play with is very open minded with it, especially since it's mostly out-of-combat stuff that I'm doing. But in combat, I haven't tried it and really can't even put the animal in a specific square unless the trick requires it.

The reality is that Your Mileage May Vary when it comes to what you can do with your Animal Companion. Some GMs may let you do things that others may not. You'll also find that people have very different ideas on what is normal behavior for an animal. Some people think you should treat each animal as one typical of it's kinds e.g. wolves will naturally flank, centipedes won't. Others think you should treat them all the same.

If there are specific things you want to do e.g. non-lethal attacks, try and work it out with your GM before hand. Same is true for basic things like the Down command. Most GMs agree that when you issue this command, the animal will disengage and take a 5' step back. Some may not.

I also generally rule that an animal not in combat, or in combat but not attacking, will put themselves Total Defense mode by default.

One bit of advice I'll suggests is that if you want to establish a personality with your animal, i.e. it always attacks, it always defends, it always aids another, then you can point this out to the GM that you are trying to give the animal habits. Execute the command as much as possible and then ask the GM to make a notation on your Chronicle sheet. If you get enough chronicle sheets indicating your animals consistent behavior, there's a good chance the next GM will award you that behavior as default, without you having to issue the command first. As before, YMMV.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

1) The investigator only needs to ID the poison. If you know it's source i.e. the animal it came from, then you've ID'd the poison.

2) It would appear that Poison Lore is allowing one to create an antidote which works against a specific poison. I would submit that this is different than anti-toxin, which works against any poison and does not neutralize the poison.

Let me throw this out there. If the ability is limited to poison in a vial, how would it ever be useful? As a GM or a player, I've never come across poison in a vial, let alone poison in a vial that needed to be neutralized.

Have you as a player or GM ever seen a scenario where neutralizing poison in a vial is needed? While I can kind of see how one might interpret the ability that way, doings so would mean the ability is essentially pointless. It would never be of use in a game and I'm left wondering why would the designers create the ability to only neutralize poison in a vial?

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

The coming three weeks I will be traveling as part of a vacation (will tell where afterwards). Suffice to say my posting rate might slow down a little as I will only have my mobile with me and I thus can't do level up stuff very well. I will stay in motels which often have free wifi so to the best of my ability I will try not to hold people back, but please do not be afraid to gmpc me. Apologies for the inconvenience.
Cheers.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Well, the unofficial official response I got on Poison Lore is that a per the original author and input from a designers (Mark Seifert) is that it's a dose until someone makes or fails a saving throw against it.

So that means at most, a person could neutralize poisoned food/water (or use a zero level Purify Food and Water spell). If poison were on a trap or weapon, you can just wipe it off per the poison rules.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

10-4 Castiel. I can't promise that I won't crit you with another lizard dragon like the dice did to Teric...

Well, Borax, if there's one thing we can agree on it's that Poison Lore is a pretty silly ability to have. In PFS, anyway. It might have a use or two in specially tailored homebrews. Maybe...?

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Yeah, I just can't imagine what the original author expects someone to do with this. It's not like curing a poison after a minute of work is game breaking.

The only exploit I see is that one could potentially stock up antidotes. Go buy (or craft) all the poisons...then make antidotes.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18
GM Sior wrote:
Torg is unable to grab the door before it shuts, leaving Zinkyudo alone in the dark... Or is he?

There are a few points I feel I have to make:

Zinkyudo has darkvision, as I've mentioned, so he can see even if the vault is dark.

He also has see invisibility active for the next minute, having used his racial spell-like ability - so if he's alone in the dark vault with an invisible creature, he can see it.

I just took 20 to search the vault, which would have taken at least 2 minutes and likely a good deal longer. It seems unlikely that the entire party would have just stood outside and waited. I realize they didn't post any other actions, but I imagine that's because they were awaiting the result of my Perception and Survival checks.

You've played with me a bunch, and I'd like to think I don't whine about stuff much, but I wanted to be sure you were taking the first two points into account (because it wasn't clear to me that you were) and ask you to consider the last point.

And if I'm stuck alone in a dark vault with an invisible creature, well, that's the life of a Pathfinder...

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

I understand your frustration, but i have not forgotten dark vision nor see invisibility. And I'm pretty sure you're not going to like what's really happening. What I did forget was who had the key. So the door closing is little more than an annoyance than a hindrance.

-Posted with Wayfinder

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18
GM Sior wrote:
And I'm pretty sure you're not going to like what's really happening.

Uh-oh...but thanks for the thoughtful response on the other points.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;
Castiel Graveclaw wrote:

I left the dinosaur at the top of the stairs. He should be blocking the room and smell the invisible one. "Betsy something is here! Detect and guard!" [dice=perception smell Betsy]1d20+12

-Posted with Wayfinder

Castiel, in the interest of helping you out, I wanted to point out some thing that I just now noticed regarding your AC and how you've been using Tricks. The notes below are based on the assumption that your HA skill with your ACom is only +6. Don't know if you have some unique feat or ability that changes this.

1. Any trick your animal doesn't know requires you to make a DC 25 Handle Animal check. Your HA skills +2. You get +4 with your AC, so your combined total is +6. That means you'll need to roll a 19 on these types of tricks to get your AC to perform. If your animal is damages, you'll need a 27, which means your character will be unable to push your animal if wounded.

"Pushing" the animal is a move action, so technically you can Take 20 out of combat and one minute later the animal will respond if it's not wounded.

2. With a HA of only +6, you'll need to roll to get your animal to do the tricks it knows in combat. If you roll a 3 or less, the animal will not obey you. If it's wounded, the DC goes up +2.

Since commanding the animal is a Free Action, there's no RAW on how many times you can roll in combat, but I wouldn't expect a GM let you roll more than a couple of times a round.

3. The good news is there is an animal harness you can get for like 10gp or something that gives you +2 on HA checks. I forget which book it's in.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Thanks for the info. It's my first AC character.

-Posted with Wayfinder

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

No problem.

You're going to get a LOT of table variation when it comes to AC's. Some GMs may enforce strict rules, and some may not enforce any. One of the problems that arises with PFS and AC's is that outside of PFS, AC's are basically treated as a second PC for Druids, even though the rules say otherwise. Traditionally, GMs just let Druids do whatever they wanted with their AC's, often not even paying attention to Tricks known or DC's or skills or feats, etc.

Most of that is because most GMs don't want to micromanage someone's AC, and who can blame them? It's easier to just to let the player run the animal. But because of that, Druids with ACs have been a lot more powerful than they technically should be. So you'll probably experience a lot more leniency out of combat. In my experience, most GMs will still let you control the animal reserving the right to step in if they feel you are abusing the spirit of how it is suppose to work, and that's probably a happy compromise.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Sorry I have been a little inactive. Wifi was hard to come by. By next week posting should be back to normal :).

-Posted with Wayfinder

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Everything okay, Sior? Anyone heard from him?

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

Okay, just busy on this end. I have been exceedingly lax in posting, for which I apologize. We're actually entering Act 3 of 6 and a little pick up in action. Will be doing my best to get back on the horse to get this going at a good clip.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

No problem, just glad you haven't vanished. I know you've recently become a parent, and that certainly threw my schedule for a loop when it happened to me.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Act 3 already? Wow. Moving fast.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Hey Soir, how close are we to done? I"d like to play Borax in the PbP Gameday which stats in November.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

About half-way. I do apologize for being lax in posting. Real life interferences.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;
GM Sior wrote:
As the current surroundings are loud, rambunctious, and not overly pleasant, I'll call for a roll on that as opposed to taking 10 or 20. I forget I have to specify these things with this group. ;-)

Does the module say that players can't take 10?

What do you mean when you say you have to specify with this group?

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

This is one of those groups where taking 10 is very prevalent. That's all. Happens frequently, even locally. Played at one table where one guy tried taking 10 on everything. Skills, saves, init, attacks, even the average for the CLW wands. It was like he was allergic to his dice, hahaha. Or he had some beef with the GM or one of the other players. Not sure. I just played the game.

The module says "a full-blown confrontation", which to my mind is rather distracting.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

@GM Sior

Hey, I just realized that they ACG has an archetype that I can retrain Borax into. But I need more PP. I didn't buy the ACG until after we had started the module. Would you consent to my not purchasing the wand of Unseen Servant? I only bought it for fluff and have gotten zero mechanical benefit from it.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Sior - what would you say the odds are that we'll be done with this in time for PbP Gameday? Games start Nov 1. I'm guessing it's unlikely, but you have a better sense where we are in the arc of the story.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18
Zinkyudo wrote:
Sior - what would you say the odds are that we'll be done with this in time for PbP Gameday? Games start Nov 1. I'm guessing it's unlikely, but you have a better sense where we are in the arc of the story.

Any thoughts on this question, Sior?

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

At this point I'd say extremely unlikely. We have this combat and a bit more after. I'd say it'd probably take another three weeks at this rate. Unless I magically get the next few days off and everyone can post several times a day, hahaha.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

FYI - I'll be at a local con starting tonight through the weekend, so my posting will be minimal to nonexistent for that time.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

Slightly jealous. I don't have a con to go to for another 98 days (I keep a countdown on my phone). After that? Not till September, I think.

Enjoy!

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

@GM

FYI, If you convinced it's 2 minutes, I'll be happy to just roll it out in the future.

Sovereign Court

Male Human GM 4, PbP Sign Up Sheet

Rules state looking for something is a move action (which I do confess is new to me).
Rules also state that taking 20 with "a skill that takes round or less to perform" usually takes 2 minutes.

Are we going off RAW or syntax of GM?

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

One of the changes that always catches people who played 3.5 is the change of a Perception check to a Move action. The Paizo forums are full of people pointing out to GMs that T20 on a Perception is only 1 minute.

PFS is a suppose to be RAW. If you are convinced your interpretation is correct, then just confirm for me that I can make 2 checks per round and 'll be happy to roll it out. IME, I usually get a 20 after about 13 rolls, so technically T20 is a bit of a tax.

Again, no bid deal for me either way, just want to make sure I can roll twice per round.

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