NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril concentrates briefly, spouts some arcane scripture & with a gesture sends a ball of lightning flying past the devil to explode in the air above it. Cast Fireball and aim high enough above it that only the devil is hit by it. Use Versatile Evocation to change it to Lightning / Electricity. Use Arcane Reservoir to boost CL by 2 up to 9. CL vs SR: 1d20 + 9 ⇒ (11) + 9 = 20
NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield
Aryxis brings his sword whistling towards his unsuspecting enemy and whispers a loud “Boo” just before contact. Swing!: 1d20 + 11 - 2 + 2 + 2 ⇒ (17) + 11 - 2 + 2 + 2 = 30
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Elaril expends his final Scorching Ray in a streak of electricity... Same as last time, AR to boost CL + switch element RTA: 1d20 + 4 ⇒ (10) + 4 = 14, CL vs SR: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20, Damage: 4d6 + 3 ⇒ (4, 4, 6, 1) + 3 = 18 RTA: 1d20 + 4 ⇒ (14) + 4 = 18, CL vs SR: 1d20 + 6 + 1 + 2 ⇒ (17) + 6 + 1 + 2 = 26, Damage: 4d6 + 3 ⇒ (4, 6, 1, 6) + 3 = 20
LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil
Deciding the magic users (and others) are in the best position to sort out the demon at the console and he would be best suited letting them get on with it, Alrik interposes himself between the team and the nearest demon and lets loose with a large swing... Swift Action: Smite Evil vs Blue Swing!: 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield
Wow look at us! We're all blind but have amazing reflexes!
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Hi everyone, I’m out of town on holiday with no wifi and now no data. Will be back online on the weekend... feel free to Bot me as necessary until then if required. Thanks.
Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.
Back in the previous phase.... Fixit re-redistributes the shields so that they have a maximum amount facing their very Computers (Rebalance Shields): 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.
Fixit redistributes the shields so that they have a maximum amount facing their rather annoying enemy. Computers (Rebalance Shields): 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Seeing another golden opportunity, Elaril offers a shrug before moving forward for a better view and then throwing a fiery orb forwards to explode amongst the orcs and their allies. Cast Fireball. Reflex save vs DC20 for half. Spend 1 AR to boost CL by 2.
Male CG Halfling Corporate Agent Operative (Spy) 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 19 KAC 19 | Fort +2; Ref +10(Ev); Will +5, +2 vs Fear | Init: +7 | Perc: +11, SM: +9 | Speed 40ft | Active conditions: None.
Yes it is a Mk I. It’s also his only one to answer your earlier question. But feel free to drink it anyway. Twik will spend an RP to rest and restore his SP.
LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil
If we want to get all gamey about this, the best people for the smaller siege weapons are obviously those with the highest Dex + BAB. Alrik +4
Alrik is probably best guarding the line.
Hey everyone, There is less than a month to go before RetroCon gets underway and when said month includes Christmas and New Years holidays, it’s best to be organised. In that vein, there are still 2 spots available for the sub tier 3-4 table of Year of the Shadow Lodge hosted on RPGG. So if you are looking for a 2nd bite of the RetroCon cherry, this is just the place to get your non-Paizo forum game allocation! Greenclaw is a great GM so don’t be afraid. Don’t be scared of different forums - it might look different and scary but it’s really just only different. And not even that much. Myself and/or Greenclaw are more than happy to give any new to RPGG players a tutorial to get you on your feet. Thanks,
Male Half Elf Bard 1 | HP 18/18 Res: 5/5 | AC:14 TAC:12 | F: +3 R: +3 W: +2 | Perc: +2; LLV | Speed 30 ft | Spell Points 6/6 | Spells: 1st: 2/2 | Active conditions: Nil
Arykir steps forward beside Mal "What my colleague here is trying to say is: Now that's a shame. We've got some questions about the neighborhood, and we figured a fine woman like yourself would know all kinds of useful information." Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
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Google Slideshow with maps/portraits/handouts for anyone who needs it HERE. I may need to alter permissions for people to download. Let me know. @BR Dinketry - *Waves* - Im from New Zealand too!
Male CG Ysoki Roboticist Mechanic 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 16; KAC 17 | Fort +4; Ref +7; Will +2 | Init: +3 | Perc: +9, SM: +0 | Speed 30ft | Memory Module 1/1 | Active conditions: None.
Hi GM, It looks like you are using the old version of the 1-01 Chronicle which lists the incorrect credit value. The proper full value is, from memory, 753. Presumably we should get another 200-250 credits? You can see the correction noted by Thurston HERE. I believe the chronicle has been fixed so you can download the scenario again to get the corrected version.
Male CG Halfling Corporate Agent Operative (Spy) 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 19 KAC 19 | Fort +2; Ref +10(Ev); Will +5, +2 vs Fear | Init: +7 | Perc: +11, SM: +9 | Speed 40ft | Active conditions: None.
Twik, happy that the group is shuffling Mustachio out, waits for a response to his question before following. "Perhaps if you change your name to Muztazio, the film will gain even more traction! All those Z's!" Bluff: 10 + 11 = 21
Want: SFS Legacy Race Have: PFS 2017 GM Boon #2 - Simian Heritage (Vanara)
Lucas VerBeek wrote:
I don’t think it would be just about the Vesk. I think it would be about “threats to the Pact Worlds” or something like that. It would probably contain the Vesk, the Swarm, the Azlanti, probably others. Enough to make a book out of anyway.
Brew Bird wrote:
Spoiler:
Astrazoans: + Dex, Cha, - Con
Bantrids: + Dex, Con, - Int Borais: + Con, Cha, - Wis Khizars: + Con, Wis, - Dex SROS: + Str or + Dex Strix: + Dex, Int, - Cha
NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2 Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor
Ok Im caught up. Im happy to contribute 150gp towards a Wand of EE if that's the plan. Updated my spells known to include Burning Hands & Endure Elements. Don't have much in the way of slots so Im pretty sparing with them.
Phformian wrote: Would anyone mind giving a sentence or two about the Arcanamirium Sage archetype or the Dragonblood or Roboticist themes (and which ability scores they add to)? Spoiler:
The Sage is all about magic and hybrid items.
Dragonblood (Cha) - the abilities are around draconian traits (because you actually have draconian blood). Although I don’t think I can really do it justice without spelling it out. Roboticist (Int) - you are interested in machines and how they work. Good way to get some Mechanic like flavour / abilities without actually being one.
RenegadeDuck wrote: Maybe someone asked that I missed but has anyone seen any info on the Divine champion archetype? I'd love any tidbit I can get while the wait continues :-P Spoiler: Turns your SF character into a PF Paladin ...complete with SF analogues of Smite Evil , Divine Grace and spells. I’ve named PF Paladin abilities here but they are not the same. Maybe distant relatives perhaps.
Paladinosaur wrote:
Spoiler:
Skyfire Centurion: You pick a buddy and both of you get a variety of bonuses to various things when you work together.
Starknight: Is the name of the Archetype for the Knights of Golarion and 6 orders of Hellknights. You get 4 generic abilities and then can choose from alternatives for the last two depending on which of the above you are from. Steward Officer: Interplanetary Peacekeepers. Get things based around Diplomacy, Culture and Combat.
Lindley Court wrote: Is there any new equipment? What about feats? Inquiring minds want to know, and if there is a "yes" involved, a general list! Feats:
Close Combat
Divine Blessing Extended Telepathy Focused Spellcaster Kasathan Battle Dance Major Stage Magic Stage Magic Minor Stage Magic Equipment: Honestly there's more than I was expecting. Not that I can define how much I was expecting. Multiple varieties of:
Luke Spencer wrote: If anyone wouldn't mind, could you give me a rough description of the new races? On top of this, are there any monster stats in the book or is it purely sentient NPCs that get statblocks? Spoiler:
Astrazoans (Medium Aberration) - 7 limbed human sized starfish with an eye on each limb.
Bantrids (Small Aberration) - Kinda look like an organic upside down microphone but with eyes and sprouting hands. Borais (Medium Undead) - Mostly dead creatures which retain part of their soul (varies based on the base CRB race) Khizar (Medium Humanoid - Plantlike) - Vine people with a flower head (but cooler looking than that sounds). Sros (S or M Construct) - Sentient Robotic Organism - pretty much says it all. Strix (Medium Humanoid) - Winged humanoids ala PF. Sweet artwork. Similar mechanically to PF. No monster stat blocks that I recall. Havent had an indepth read yet.
Just in case anyone is interested and missed it... It's finally been clarified that for PFS, Dervish Dance & Spell Combat have been ruled to be compatible ie work together. See it here!
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Angela Isafira wrote: I was looking at the Solstice Scar B part 1 sign up sheets and realized there is an opening on the 1-2 table on RPG geek and there are people on the waitlist. If the next person doesn't want to play there, I could move Angela here form the Paizo forums table to that table and open the space to someone else, (I discovered that I made an account there ages ago and it's still useable). However, I doubt what that table needs is another int and skills heavy character. I’m currently in the process of talking to the people on the wait list with a character of appropriate tier to see if they want this spot.
SF CRB Pg26 wrote:
So, No, it doesn't work like that :)
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Michael Hallet wrote:
Hi everyone, Much like Mike quoted above, VC Hmm has also asked me to introduce myself as well. I’m the new Venture Agent for the PFS PbP community on RPGGeek.com. Again, similarly to MW we are winding down from Gameday but things should pick up again in the new year. If you are looking for something different or to meet new people, head on over and check it out. I don’t have RPGG guide to share but there will be one in the future so keep a look out! Thanks,
Upon first reading, I agreed with your first reading. Upon second and subsequent readings I agree with your 2nd reading. Only 1 implement at level 1 and it has to be Necromancy but can take other implement schools later (except you don't get one at 14th - you have pseudo picked necromancy I guess but since you already have access to tonnes of spells it gives them buffs instead of new spells) It doesn't really say if the additional spells learnt from Necromantic Bond are tied to your Necromantic implement. It seems like something which should have been clarified. |