Tomb of the Iron Medusa (Wasatch Front PFS push for 20)~ (Inactive)

Game Master into the aether

maps, handouts, etc.



Game Master | CotE

Hey guys, input your character info into their profile and then please sign in here:

Character:
PFS #:
Faction:
Day Job (roll now):
Shenanigans I should be aware of:

Liberty's Edge

Male CG Gnome Sorcerer 14 | HP 24/86 | AC 18 T 16 FF 14 | CMB +5, CMD 20 | F: +12, R: +14, W: +14 | Init: +15 | low-light, Perc: +12, SM: +1 | Speed 30ft | Spells: 1st 8/8, 2nd 6/8, 3rd 6/8, 4th 8/8, 5th 5/7, 6th 3/6, 7th 1/4 | Active conditions: Mage Armor

Character: Venture-captain, Seeker, Lance Corporal, Gilliby Ban
PFS #: 90271-1
Faction: Liberty’s Edge
Day Job (roll now): Diplomacy: 1d20 + 34 ⇒ (13) + 34 = 47
Shenanigans I should be aware of:

Sovereign Court

Male LN Half-Elf (Taldan) Investigator (Empiricist)/15 | HP 112/123 | AC 32 T 16 FF 28 | CMB +16, CMD 28 | F: +17, R: +20, W: +17 (+4 to disbelieve illusions)| Init: +6 | Perc: +44+Inspiration (Trap Spotter), SM: +30+Inspiration | Speed 40ft | | Inspiration: 8/15 (Bonus: 1d8+3, roll twice (1d10+3 for Perc./Dipl.)) | Extracts Created: 1st 6/7 2nd 7/7 3rd 7/7 4th 6/6 5th 3/4 | Active: Barkskin Overland Flight Heroism Mutagen +2 Wis

Character: Lord Xavier Kahlvet
PFS #: 229573-1
Faction: Sovereign Court
Day Job (roll now): Diplomacy: 1d20 + 29 ⇒ (15) + 29 = 441d10 ⇒ 51d10 ⇒ 9 Total: 53
Shenanigans I should be aware of: Perception (but you already knew that), free inspiration on: Diplomacy, Linguistics, All trained Knowledges, Perception, Sense Motive.

Prior to the scenario starting I'll be "wasting" 5,000 gp to make up for the fact that I didn't know Stoneskin had an expensive material component and that I'm unsure of how many times I've used it (I doubt Xavier has used it 20 times, but just to be safe) and purchase the following scrolls: X2 Breath of Life, X3 Remove Blindness/Deafness, X2 Break Enchantment, X2 Restoration, X3 Heal, and X1 Greater Restoration.

Greater False Life: 2d10 + 15 ⇒ (10, 8) + 15 = 33

Grand Lodge

Male CN Elf Ranger 17 | HP173/173 (34/34 temp.)| AC 32 T 22 FF 24 | CMB +21, CMD 43| F: +21, R: +24, W: +17 | Init: +10 | Perc: +25, SM: +5 | Speed 30ft | . | Spells: 1st 5/5; 2nd 4/4; 3rd 3/3; 4th 1/1 | Active conditions: none. |

Guys, what is your plan, which modules and APs will we play to get up to 20 level?

Grand Lodge

Male CN Elf Ranger 17 | HP173/173 (34/34 temp.)| AC 32 T 22 FF 24 | CMB +21, CMD 43| F: +21, R: +24, W: +17 | Init: +10 | Perc: +25, SM: +5 | Speed 30ft | . | Spells: 1st 5/5; 2nd 4/4; 3rd 3/3; 4th 1/1 | Active conditions: none. |

Character: Delduwath
PFS #: 137484-1
Faction: GL
Day Job (roll now): prof. trapper: 1d20 + 7 ⇒ (16) + 7 = 23
Shenanigans I should be aware of:

Sovereign Court

Male LN Half-Elf (Taldan) Investigator (Empiricist)/15 | HP 112/123 | AC 32 T 16 FF 28 | CMB +16, CMD 28 | F: +17, R: +20, W: +17 (+4 to disbelieve illusions)| Init: +6 | Perc: +44+Inspiration (Trap Spotter), SM: +30+Inspiration | Speed 40ft | | Inspiration: 8/15 (Bonus: 1d8+3, roll twice (1d10+3 for Perc./Dipl.)) | Extracts Created: 1st 6/7 2nd 7/7 3rd 7/7 4th 6/6 5th 3/4 | Active: Barkskin Overland Flight Heroism Mutagen +2 Wis

This is what the progression is for Xavier: he’s currently at 44 XP. After this module he’ll hit 47, then he’ll get the chronicle for book 6 of Mummy’s Mask (Picatrix, Gilliby, and I are finishing that AP soon, hence the deadline) bringing him to 50, then he’ll play The Moonscar (a 15-17) to bring him to 53, then play The Witchwar Legacy (a 16-18) to bring him to 56, then finally Race for the Runecarved Key for an even 57, which is 20th level.

This is a quote from a Facebook message I sent to some IRL friends of mine who were interested (context: assumes the characters are at 41 XP):

KingTreyIII wrote:

This is what’s required for 20 and their tiers:

[Academy of Secrets (12-14),] Tomb of the Iron Medusa (13-15), The Moonscar (15-17), Witchwar Legacy (16-18), and finally the chronicle sheet of book 6 of one of the following Adventure Paths (all are 16-18): Rise of the Runelords, Curse of the Crimson Throne, Serpent’s Skull, Shattered Star, Hell’s Rebels, Strange Aeons, Ironfang Invasion, or Ruins of Azlant. Alternatively, you could apply the Adventure Path chronicle before Witchwar [or Moonscar] and also have it be from one of the above APs or from one of the following (All 15-17): Reign If Winter, Mummy’s Mask, Iron Gods, or Giantslayer
OFF-TOPIC: Something that I forgot to put in the “Shenanigans I should know about” section:
  • My inspiration rolls are 1d8+3 The +3 comes from the half-elf FCB for Investigators (1d10+3 for Perception or Diplomacy) and I roll twice and take the higher for simplicity’s sake I’ll add the +3 static bonus into the bonus of the check that I’ll be making and then roll two separate d8 (or d10) dice to represent rolling twice and taking the higher, and I’ll put a “Total:” right after the check to signify my actual result on the check. TLDR; any time I use inspiration, the actual result of my check will be after all of the dice and stuff in a “Total:”, basically ignore the other stuff.
  • Any time I use inspiration to augment my Attack rolls with my sword cane then I add double my inspiration result to Damage (and because I do 1d8+3 for inspiration on Attack rolls, then I always add at least 8 to damage)
  • Trap Spotter


Game Master | CotE

Just so we all know, I intend to get gameplay started later this afternoon. Looks like everyone has signed in here except Obsidean so I'll send him a message.


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

Here!

Character: Obsidian
PFS #: 78886-14
Faction: Concordance
Day Job (roll now): Craft(Stonestuff): 1d20 + 15 ⇒ (20) + 15 = 35
Shenanigans I should be aware of: whew..well...

Flesh of Stone:
Element earth; Type defense (Su); Level —; Burn 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

Earth Walk:
Element earth; Type utility (Su); Level 1; Burn —
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.

Everything that Burn is..
Earth Child:
Element earth; Type utility (Su); Level 3; Burn —
Blending your form with crystal, you have transmuted yourself into something akin to an oread. You keep your original racial abilities (including your ability score adjustments, but not your movement speed) and also gain all oread racial abilities (including an oread’s movement speed and the outsider [native] type) except for ability score adjustments. You have the crystalline form alternate racial trait (Pathfinder RPG Advanced Race Guide 144) instead of earth affinity, but cannot otherwise choose alternate racial traits.

Magnetism:
Element air, earth; Type utility (Sp); Level 3; Burn 0
Prerequisite magnetic infusion
Saving Throw none; SR yes
You can push and pull metal objects using magnetism. This functions as telekinetic maneuvers but you can make only bull rush and dragAPG combat maneuvers, and can do so only against metal objects or creatures. If you use this ability on an attended metal object, you must exceed the creature’s CMD as normal, and if it’s holding the object, it must drop it or this ability pushes or pulls the creature.

Tremorsense:
Element earth; Type utility (Su); Level 3; Burn 0
You can take a move action to gain tremorsense 30 feet for 1 round on any earth or stone surface that you touch. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess. While benefiting from this tremorsense, your earth blasts and composite blasts that include earth components don’t suffer a miss chance from concealment or total concealment against creatures you detect with your tremor sense.

Earth Glide:
Element earth; Type utility (Su); Level 5; Burn 0
Prerequisite earth climb
You can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to your base land speed.

Stone Sculptor:
Element earth; Type utility (Sp); Level 5; Burn 0
You can sculpt earth into any shape, as the spell stone shape.

Blade Whirlwind:
Element universal; Type form infusion; Level 5; Burn 3
Prerequisite kinetic blade
Associated Blasts any
Saving Throw none
You create a kinetic blade and swing it in an arc around you, making a single attack against all foes within reach as if with kinetic blade. If the result is a critical threat, roll to confirm the critical hit against only the first target you hit. The blade vanishes instantly after the whirlwind.

Kinetic Form:
Element universal; Type utility (Sp); Level 5; Burn 1
You are able to suspend your body in a large mass of elemental matter. Until the next time your burn is removed, you can change your size to Large or shift back to your original size as a standard action. This doesn’t change your ability scores in any way. At 16th level, you can accept 1 additional point of burn to instead change your size to Huge. You cannot use kinetic form to decrease your size.

Ride the Blast:
Element universal; Type utility (Sp); Level 6; Burn 0
You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

Side note: If you have any questions about how Kineticists work, I'll try my best to answer them. They are...not simple.


| Strange Aeons | Hell's Rebels | ◆◇↻

I've had to deal with a very gimmicky telekineticist throughout all of Mummy's Mask (I was GMing), so I'm pretty aware of their stupidity.


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

Each level beyond 14 will likely add more shenanigans. I haven't completely plotted out what the advancement choices will be, but I can only imagine I'll find more silliness. Though, you can be assured that I will stick to my theme of tanky earth dude, so I will very unlikely pick up something like suffocate.


| Strange Aeons | Hell's Rebels | ◆◇↻

"I will now cause you to suffocate by shoving seven tons of rocks down your throat!"
"Why don't you just hurl them at me?"
"Because this is more fun!!!"


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

I do plan to focus on the magnetism flavor more though. Probably gonna pick up Aether at 15.


Game Master | CotE

I've been trying to post in the Gameplay thread for the last 20 minutes and something's wrong. I post and just ... nothing happens. If I try to edit the campaign I get an error page. Anyway, just wanted to give y'all a heads-up...

UPDATE: still no luck. Something seems to be broken. Can someone else post in Gameplay? I may need to start a new campaign thread if this one won't work.

Sovereign Court

Male LN Half-Elf (Taldan) Investigator (Empiricist)/15 | HP 112/123 | AC 32 T 16 FF 28 | CMB +16, CMD 28 | F: +17, R: +20, W: +17 (+4 to disbelieve illusions)| Init: +6 | Perc: +44+Inspiration (Trap Spotter), SM: +30+Inspiration | Speed 40ft | | Inspiration: 8/15 (Bonus: 1d8+3, roll twice (1d10+3 for Perc./Dipl.)) | Extracts Created: 1st 6/7 2nd 7/7 3rd 7/7 4th 6/6 5th 3/4 | Active: Barkskin Overland Flight Heroism Mutagen +2 Wis

Same here.


Game Master | CotE

I was just informed by a VL in the Flaxseed forum that there's a problem if you delete the first post in Gameplay. Which I know I did...

Apparently, Customer Service needs to fix it. I'm looking into how to make that happen.

Liberty's Edge

Male CG Gnome Sorcerer 14 | HP 24/86 | AC 18 T 16 FF 14 | CMB +5, CMD 20 | F: +12, R: +14, W: +14 | Init: +15 | low-light, Perc: +12, SM: +1 | Speed 30ft | Spells: 1st 8/8, 2nd 6/8, 3rd 6/8, 4th 8/8, 5th 5/7, 6th 3/6, 7th 1/4 | Active conditions: Mage Armor

Thanks for keeping us updated.

Sovereign Court

Male LN Half-Elf (Taldan) Investigator (Empiricist)/15 | HP 112/123 | AC 32 T 16 FF 28 | CMB +16, CMD 28 | F: +17, R: +20, W: +17 (+4 to disbelieve illusions)| Init: +6 | Perc: +44+Inspiration (Trap Spotter), SM: +30+Inspiration | Speed 40ft | | Inspiration: 8/15 (Bonus: 1d8+3, roll twice (1d10+3 for Perc./Dipl.)) | Extracts Created: 1st 6/7 2nd 7/7 3rd 7/7 4th 6/6 5th 3/4 | Active: Barkskin Overland Flight Heroism Mutagen +2 Wis

Moral of the story: if you dot a thread then don’t delete it.


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

A quick fix would be to shift to a new thread altogether.


N Tiefling Kinetecist 5 | HP: 42/55 | Non-Lethal: 25 | DR 5/Adamantine | Resist 7 cold, fire, elec | AC 19 (FF 15)(T 14) | F +9, R +8, W +2 | Init +6 | Percep +9 | Burn: 5 (max 8)

sorry all, I didn't know that it had been fixed. A thanks to Xavier for messaging me

Sovereign Court

Male LN Half-Elf (Taldan) Investigator (Empiricist)/15 | HP 112/123 | AC 32 T 16 FF 28 | CMB +16, CMD 28 | F: +17, R: +20, W: +17 (+4 to disbelieve illusions)| Init: +6 | Perc: +44+Inspiration (Trap Spotter), SM: +30+Inspiration | Speed 40ft | | Inspiration: 8/15 (Bonus: 1d8+3, roll twice (1d10+3 for Perc./Dipl.)) | Extracts Created: 1st 6/7 2nd 7/7 3rd 7/7 4th 6/6 5th 3/4 | Active: Barkskin Overland Flight Heroism Mutagen +2 Wis

Also, while Xavier does drink an extract of Greater False Life every morning, I’m not going to keep rolling it unless I need to; basically, the amount I got in my first post (total of 33) is the amount that I rolled for the day that it’s actually needed (when the first combat breaks out).


Game Master | CotE

Hey all, I'd rather not wait for Customer Service. Let's migrate here, if you please.

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