#6-17: Fires of Karamoss [Tier 5-6] - GM Rutseg (Inactive)

Game Master Balacertar

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Shackled City: Player's Guide - Expectations | Shackled City map

Welcome everybody!

And welcome to the Redoubt! I hope we all enjoy here a nice time of RP and strategy.

Please add here some basic information needed for me reporting at the end of the scenario (you can copy paste this template).
[b]Player name[/b]:
[b]Character PFS #ID[/b]:
[b]Day job roll[/b]:
[b]Advancement[/b]: Normal / Slow ?
[b]Brief character description[/b]:
I assume your faction is properly set in your character alias (the icon next to your name), so please double check it.

Please, do not hesitate to let me know if there is any other extra information you would like me to add in your chronicle.

And now some notes to set some expectations, specially for those of you new to PbP gaming:

In order to keep the pace during combat, I might jump one player if he is the only one still to act, and give him the right to use his action in the next turn. I have found this is usually the best balance between maintaining the game pace and keeping the players opportunity to participate even if they cannot post very often.

Also, in order to improve everybody's experience, every time you have a doubt, in addition to ask about it (please do so!), add contingency actions so I can resolve the events without having to go back and forth into a two people discussion.

And one rule when you post, if you are unsure if something works in a certain way, try it out, if not, I will just ignore the action or tell you what other thing to do. It just saves a lot of time in PbP. Even more if you add contingency actions in spoilers.

For example:

If no one says against this direction, I check the left door for traps.
[dice=Perception]1d20 + 6[/dice] -> Perception: 1d20 + 6 ⇒ (7) + 6 = 13

[spoiler=If nothing found]
I open the door and go into the room if there is no immediate danger.
[/spoiler]

[spoiler=If the door is locked]
I call the party rogue to open the door. If we don't have rogue, I try to force it open with my axe Strength: 1d20 + 4 ⇒ (15) + 4 = 19.
[/spoiler]

GM answer:

Great contingencies post! Thanks for helping the action to keep moving!

The door seems to have no traps at all. When you try to open it, you discover it is locked. You call the rogue and he take 20 for total 26 unlocks it.

Your torch light goes inside the room, and you see a big birthday cake. All of a sudden your Pathfinder friends come out around and greet you all "Happy birthday!"

That saves us from expending 3 days checking questions and answers back and forth to decide where to go and what happens with it.

The gameplay thread is open so we can start playing.

And have fun!

Liberty's Edge

1 person marked this as a favorite.
LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

Player name: Simon Charming
Character PFS #ID: 64198-16
Day job roll: N/A
Advancement: Normal
Brief character description: Simon Charming is a handsome 20 year old human male of Mendevian origin. He is tall and imposing at 6 foot 6 inches tall, and has snow white hair and sapphire blue eyes. His equipment and clothing are impeccably clean. His armor consists of sparkling mithral chain shirt and a magical buckler shield marked with the holy symbol of Iomedae. His visible weapons include an ornate cane*, a cestus, and a light crossbow strapped to his back. He wears a bandolier across his chest filled with six green vials.

*DC 20 Perception to recognize it as a sword cane. Definitely possible at this level! The vials are simple acid flasks. If you need an idea of how he looks, think of Dante from Devil May Cry.

My apologies if my description is really weird. I am super new to writing stuff and it is a little embarrassing. I'm used to just saying in person what my character is like. Thank you. :)

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Player: B Viggers
PFS character: 100387-7
Faction: Sovereign Court
Next Chronicle: #16
Current XP: 15
Current Fame/Prestige: 30/25 (5 feat retrain)
Full chronicles: here
Day job: none.
Advancement: normal
Description:
Vrald dresses as he believes a young knight should. In the heaviest armour he can afford, although respectable clothes are never too far away.

If this is related to 06-01 then I may have to purchase an adamant weapon of some description. Hardness is horrible.

Do we have anyone who can heal in the team? Vrald is a reasonably hard target, and heals fast (+2 hp per dice) but still needs someone who can actually do that.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

Oh, I'm so sorry! I completely overlooked Player Name and put Character Name. My real name is Simon C. Real first name is actually Simon, and real last initial is C. It's not "Charming" though!

Vrald, it is nice to meet you. I have a Cure Light Wand and can UMD Heal on a roll of 5 or above (as long as it never rolls a 1). If Skorn is still playing, their character should be able to use Wands without UMD, whether Skald or Shaman. Not to assume anything or impose, of course. :)

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Player name: Arrowhawk on Mythweavers
Character PFS #ID: 43870-2
Day job roll: none
Advancement: Normal / Slow ? Normal
Brief character description: Kujo is a hulk of a man with a bald head. No longer wearing the peasants clothes he started with, Kujo's chest bears fine Mithral breastplate. But his only "jewelry" is a headband of broken teeth which seem to make him all the more intimidating. Across the barbarian's chest is a bandolier containing various concoctions and on his back are criss-crossed greatswords. Kujo's only descriptive marks are his large forearms and dark skin. Kujo smells like warrior.

FYI - I may buy a +1 adamantine greatsword


Shackled City: Player's Guide - Expectations | Shackled City map

It is good Simon, do not worry. It is pleasant to see new PbP players do their homework and get well informed :)

I think the most horrible part of Trial by Machine is it is a lower tier scenario, which means the damage output is still too low for the characters to bypass the hardness. Also hardness in creatures work differently than in objects and becomes often misunderstood by both GM's and players. That combination made that scenario an ill meat grinder :/

I would not advise about buying an adamantine weapon unless it was already in your future plans (they are horribly expensive). I am sure you can easily do it without it. Yet, I do not advise against it either.

I would wait at the least for the full briefing discussion to be completed before taking the decision at the least.

The Technologist feat, yes, that is well rewarded on this particular scenario. It is not needed too, I just say because if you have a character with it, you probably will enjoy playing it here.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Player name: Mike Tuholski aka EndlessForms
Character PFS #ID: 55162-17
Day job roll: Craft (alchemy): 1d20 + 8 ⇒ (12) + 8 = 20
Advancement: Normal
Brief character description: Khamul was once a Blood Lord in the undead haven of Nex. Although he was trained as a necromancer, Khamul grew uneasy with the implications of undeath and spoke out against the practices. This led to his exile from Nex and hurried asylum in Osirion, where he joined the local Pathfinder Lodge with the hopes of using his unfortunate talents for good.

Note: Khamul's profile needs to be updated from the last game he played. I will work on that tonight.

Dark Archive

Hey. I am here. Was off work today and will be off again tomorrow. Will be back to regular posting Minday but will try to post again tomorrow night.

Silver Crusade

F Human Female Human 134571-2| Swashbuckler 6 | HP: 52/52 | AC:20(R22) T:15(R12) FF:17 | CMD:23 CMB:+8 | F:+3 R:+9 W:+3 | Init:+8 | Panache: 4 | Charmed: 4/4 | Perception: +9

I'm here, I'm here! Sorry real life swallowed me a bit there and I forgot to post since this wasn't on my games lists (oops).

Player name: Cory Cubbage aka GM ShadowLord aka me!
Character PFS #ID: 134571-
Day job roll: Profession: Sailor: 1d20 + 4 ⇒ (13) + 4 = 17
Advancement: Normal
Brief character description: Contessa is tall for a human female, standing nearly 5'10" in height. She has long auburn hair that she always keeps braided or tied back and out of her way. Almost always she has a black tricorn with an old ragged red ribbon tied around it that sits on her head. Brown eyes highlight her round head which sits on a lean but muscular body. She tends to dress in bright, flamboyant colors and rarely does anything that would fall in line with the norm.

Tessa's Background:
Theodric and Jenet Steele had both lived their entire lives in the booming capital of Taldor, the city Oppara. The Gilded City was home to well over 100,000 souls, a booming metropolis - only it wasn't. The nation of Taldor continued to be in steady decline after its continued loss of territory to Cheliax. And so always looking to expand their fortune and glory it was no surprised when Grand Prince Stavian III had struck a trade deal that included sending several trained Taldane instructors to Sasserine to help teach the Taldane fighting style in the local military academy. House Steele was a minor noble house in the land and so Theodric was obvious choice to represent his land and to be of those selected to travel abroad.

Theodric Steele was an up and coming duelist of masterful skill. Though still only 25, he had quickly mastered the art of all one handed weapons, specializing in the sword. His maneuvers and unique style had earned him a coveted position teaching in Lionsgate. Lionsgate was the foremost military training academy in all of Taldor, responsible for training all military leaders, noblemen and others who could pay their way for the best training your gold could purchase. Stavian had handpicked Theodric to lead the training effort abroad, having heard of this young man’s skill with a blade. Theodric was ecstatic for the opportunity but his wife Jenet was less enthusiastic. Jenet was an actress in the theater and was sure that the crowds of the Sasserine were less sophisticated than those in Taldor. In addition, Jenet was seven months pregnant with their third child and felt extremely uncomfortable with the thought of traveling at sea while pregnant.

Despite her feelings, the couple set off with their two sons, Adnalen and Radick along with another hundred and fifty soul, on a nearly three month long journey west that began in the Inner Sea. Late one night a few months into the journey a tremendous storm set down upon the fleet. The sailors of the fleet raved on that Besmara had been angered with something they had done and she was exacting her vengeance on the fleet. Whatever the truth may have been, the storms were enough that it sent Jenet into labor. As the storms cleared, Teslyn Steele was born into this world. Her family always told her the tale that despite with the sailors of the fleet told, the Steele family had Besmara’s blessing and she sheltered them from the worst of the storm to see Teslyn into this world. Her parents had sworn that Besmara had marked her birth for a great destiny.

The arrival of the ship in port was met with mixed feelings from the general population. It was only the Champion district that truly welcomed the group of foreigners, eager to see what their masters could bring. Theodric and his associates were accepted into the academy and quickly made a name for themselves as their styles became respected and known throughout the area. The next fifteen years flew by more or less as any of the Taldan’s could have hoped for. Theodric Steele eventually garnered enough clout and academic prowess to become a respectable name in the Sasserine military academy.

Jenet joined the equivalent of the local theater in the Opera House and helped teach the ways of Taldor while at the same time learning the ways of the locals.

When Tessa was three years old her father placed a stick in her hand and began to teach her the basics of swordsmanship. Over the next 12 years she graduated to larger and more realistic weapons. When she was fifteen years old, her father pulled some strings and brought her into the academy to learn the official Taldan swordsmanship. By this time in her life she had some fashion of weapon in her hand nearly every day and so when the instructors first saw her they dubbed her a natural. Her combat reflexes were nearly perfect and hardly anyone could land a solid hit on her.

Teslynn was raised by her parents in traditional Taldan ways inside of their home, but outside the family she learned the culture of Arcadia. She came to know their foods, language and arts as she explored the wild lands outside of town. While the jungles and wilds and unknown intrigued Tessa, it was the sea she loved the most. She would often sneak down to the docks and watch the ships, and listen to the sailors, pirates and fisherman in the hopes of overhearing exciting tales of the sea. She felt a calling to the sea, as if it were in her blood. Something told her that one day she would have her own ship, that she would be a captain of a vessel that sailed the seas for high adventure.

Her parents would often tell her stories of how Besmara blessed her and the strange storms that were present during the day she was born. The stories intrigued her enough that she began to grown interested in learning more of the deity known as Besmara. One day when she was twelve she talked to one of the fisherman down at the docks about her story. The man, Ricor, had told him that he knew someone that might be able to help her with her questions. A young boy named Marcus had just arrived in town and had joined the local Besmarians. Ricor introduced the two and they became fast friends. Marcus helped her tighten up her Polyglot while she helped explain the basics of combat to him. Over the next several years the two spent a considerable amount of time together, often going off on ill-advised adventures for which they later were punished. She made sure to visit the shrine to Besmara down in Shadowshore at least only a month or so, though she never particularly cared for visiting that part of town.

Neither of her older brothers had shown proficiency with the sword like she had and so they had both taken work where they could find it, at sea. One brother took to a fisherman’s vessel and the other on the galley of a large longship. Occasionally Tessa would be allowed to take a brief trip out to sea for the day if she stayed out of the way, though occasionally she got herself into more trouble than it was worth. After a stunt aboard The Haven nearly cost the crew their entire catch for the day her parents forbid her from going out to sea without them ever again.

While her father was proud of her commitment to practice and work with the sword, he frowned upon her ability to mock, tease and generally taunt her opponents. Tessa had a tendency to get carried away with these theatrical tendencies that her mother had instilled upon her. These antics often enraged her opponents as they continually tried to lash out at Tessa only to have her parry and riposte their attacks. Not only was gifted with the light sword, but she was athletic as well. Tumbling, climbing, swimming or any other form of acrobatic maneuver came easy to her. Wherever there was a chance to add a touch of flare, Tessa made sure to contribute it.

Banned from the sea, Tessa delved into her studies at the academy and excelled to first in her class. The next three years were life were full of hard work but probably can be considered the best years of her life. Her parents were well respected around town and their status in society was passed down to her. Everywhere she went about town she was treated well and though they were not rich, she wanted for nothing. When she was eighteen she graduated from the academy with honors and discussion was underway of trying to find a position of instruction for her in the academy.

But Tessa was not interested in instruction, she was interested in exhibition. After several weeks of failed attempts she was finally able to convince (bribe) a friend to get her into a Dragon Challenge. While not allowed to be the main event for the night, she was quite content with being the opening act for the audience. Once in the arena she was taken aback when the cage was opened and she came face to face with a full grown cheetah. Tessa was known for her lightning quick reflexes and speed, but the speed of a Cheetah was not something she had ever encountered before. Armed with her rapier, she put on a glorious display of swordsmanship coupled with a few flourishes that allowed her to use some of her showmanship. The battle went on for nearly two minutes as Tessa managed a victory to which she attributed her superior speed and abilities, but in truth was a stroke of lucky as one her first blows caused the cheetah to land awkwardly and fracture its leg.

With her success that night was invited back for multiple performances, each a little more challenging than the last. Always she came out victorious, but not as unscathed as the first night. In her most recent attack a yellow toothed wolverine nearly eviscerated her with its razor sharp claws. After a half dozen victories, the swift-footed brunette head became to make a name for herself. Not the brawny brute that most men in the arena were, she used agility and acrobatics balanced with swordsmanship to win the day.

She took some time off and decided to get a tattoo with Marcus. Well actually, Tessa decided to get a tattoo and drug Marcus along with her for company. Feeling her pulling to the sea, she had already decided what she would have inked. On her left she got a jolly roger tattooed, the symbol of Besmara. She figured if her birth had been overseen by the pirate queen, she should always be by her side.

That night a ceremony was being held to honor Theodric for all of his accomplishments over the last 18 years here in Sasserine. Word was that Stavian had received word himself of the status that the academy had come to be recognized for and that he ordered the Taldan sword master to be wined and dined for the evening at sea. Word of the ceremony spread and it was considered a privilege to be on board for the feast. It was a wondrous night of singing, dancing and feasting that lasted well into the night.

The entire Steele family was in attendance that night along with the majority of the masters from the academy, local friends, family and other well to do members of the town. In retrospect, putting all of the well to do in a single location offshore near pirate territory may not have been the most brilliant decision made.

That night Jenet had taken off the jade earrings she always wore and held them out in her hand to Tesa. She explained that these earrings were a gift to Jenet from Theodric the night they left on their voyage from Taldor. She has worn them everyday and they have brought her nothing but good luck. She wanted Tessa to wear them tonight. Tessa put on the earrings feeling a sense of pride and attended the ceremony with the rest of the family.

Tessa had more of her share of some delicious spiced rum and had retired to bed early that night. As she slept the ship was overtaken by a pirate vessel that stormed the ship. The pirates began to slaughter as many drunken and unprepared men as they could and capture and enslave the women.

Tessa gathered herself and stormed to the fight. What she saw was horrific, nearly all the men and women up above were dying and there was only one man left standing fighting off the pirates. She saw her father engaged with another man in a tremendous duel. The man he was fighting was young, nearly her age she would guess. He was bald with a large tattoo of a Kraken on the back of his head. The two were going back and forth for several minutes as Tessa slowly worked her way toward the fight in the shadows.

She saw a man stealthily sneaking up behind her father and when she called out to warn him, her father grew distracted by his daughters scream. When he turned to look at her the man plunged the cutlass deep into her father’s chest, exploding out the other side with a burst of blood and gore.. Theodric Steele, master of the blade, had finally been bested.

Theodric put a hand to his chest he feel to his knees, a look of horror on his face as his murderer kicked his rapier from his hand and moved on to his wife. Since there were no more men to trouble him, the pirate decided he would have his way with the dying man’s wife in front of him as he died. Theodric watched in horror was the Kraken began to defile Jenet.

Enraged, Tessa began to move towards the man when she stumbled across a weapon amidships. Looking down she saw an elegant rapier with a black hilt. The steel of the blade shimmers with a subtle translucent pattern that seems to extend to impossible depths. A white arrow engraved on its hilt pointing down the blade. As she looked down at her father’s rapier, a blade he had dubbed Wayfinder, she remembered what he once told her as time slowed down and memories of times past flashed before her eyes.

“He who holds Wayfinder finds good roads. If a master’s step is brisk, the Sword of Wisdom lightens loads, but adds unto their risk.”

When she asked what in the world that meant her father laughed and told her that the sword had been imbued with magical power to guide its bearer to whatever it is they seek. Not only will it lead one to their ultimate goal, it will also intelligently guide them to things that are required to successfully accomplish its mission. Wayfinder seems to do better and be more kind to its user when the request is broad and general, and less so the more specific the user is. Its main drawback is that while it picks routes that will eventually lead its master to success, it never picks the safest route, if one exists.

Tessa recalled her father telling her tales that Wayfinder would answer questions for the beholder. He often would ask, “Which of these plates of food is poisoned?” or “Which of these students is lying to me?” He spoke that while Wayfinder would never vocalize its answers, it would make the answer known to the beholder if their purpose was true.

Tessa snapped out of her daze and scooped up the blade and began running towards the man who was on top of her mother. When the made saw Tessa coming he slipped a dagger from his wrist and planted it firmly in the side of her mother. Tessa engaged the man that had just killed both of her parents before her eyes. The lighting was dark and the man kept his face hidden in the shadows, out of her sight. The only distinguishing mark she could make out was that tattoo that craned over his head. That damnamble Kraken. She has since dubbed this murderer The Bald Kraken.

The Bald Kraken picked up his cutlass and engaged Tessa. Wayfinder was like bottled lightning in her hands as it swept back and forth with fury. It turns out that the Bald Kraken was quite gifted with a sword as well, though not as good as she. She nearly ended the fight when she landed a blow across the man’s left cheek that surely would scar, but she let her emotions control her moves and grew to greedy and left herself exposed. The Bald Kraken spun and delivered a blow to the side of her head that cut the top of her left ear off and sent her stumbling overboard. As she began to windmill off the ship she looked up and only saw one thing, the Bald Kraken. Laughing. The last image of the Kraken was him picking up her ear from the deck, the jade earring glistening off the moonlight.

She hit the water, desperate to hold onto Wayfinder. The shock of the cold instantly brought all of her senses into overdrive. She was an excellent swimmer, but the water was quite cold and her head was still spinning from all the rum she had consumed earlier. She began to make her way towards shore, focused only on the effort of swimming. It wasn’t close and chances are she wasn’t going to make it, but she was going to try. As she swam all she could see was the Kraken. Striking down her father. Ravaging her mother. The Bald Kraken. Laughing at her. The Kraken. Laughing. The Kraken. Pure fury kept her from realizing the exhaustion and fatigue her body felt. Looking back now, she’s certain if she didn’t have that to drive her, she would have realized how remote the chances of reaching shore actually were.

Exhausted, Tessa somehow managed to reach shore alive. She praised Besmara for once again giving her the strength to see her to land as she collapsed, spitting out water. She blacked out for a bit and came too just before dawn on a sandy beach. Every muscle hurt and tremendous pain was coming from her left ear. Reaching up she found the top inch of her ear was missing, along with her mothers jade earring. Painful memories came flooding back and she bolted up and began to march up the beach.

She looked back to sea, but the long ship was long gone. The pirates had captured the vessel and had sailed away with it. The only thing she saw was the approaching dawn and several fishing boats setting out for the days work. With her entire family now gone there was only one place for her to turn, Marcus.

Tessa set out to find Marcus and explain the situation. They decided that going to the authorities was a waste of time since they had no proof of anything. Tessa decided she was going to hunt down the Bald Kraken if it was the last thing she ever did. He would pay for his deeds. She would make him pay dearly.

After gathering what possession they could, the pair set out on a fool’s quest to track down a man with only the description of a tattoo go by. They moved from port to port, doing odd jobs as they could to earn money. Often they found themselves aboard various sea vessels working to earn a few copper or to pay for their meals. Tessa used the time aboard the ships to learn as much as she could about sailing. She found that she was a natural at sea and often seemed to be able to predict bad weather, direction and other things with ease. While onboard the vessels she would always been asking everyone she met about The Bald Kraken. Rarely had anyone ever replied with useful information, but they took whatever scraps they were fed and moved on to the next location.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

That is a very long backstory.

@ Party - well it sounds like might need adamantine weapons.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

I actually really like it! I like everyone's character. I think our characters could be a good team, Kujo! :) Tessa's is very scary and sad though. I had to skip around what happened to Tessa's mother. I also felt really bad for the poor cheetah.

Oh, I was wondering if you could post your statistics, at least for GM Rutseg, Contessa. The Gameplay thread is up, too.

Edit:

Kujo, the Slayer wrote:
@ Party - well it sounds like might need adamantine weapons.

I unfortunately can't afford one, and I rarely enter melee by choice. I will do my best to aid everyone though. In particular, I plan to give you Mirror Images, Kujo.

Silver Crusade

F Human Female Human 134571-2| Swashbuckler 6 | HP: 52/52 | AC:20(R22) T:15(R12) FF:17 | CMD:23 CMB:+8 | F:+3 R:+9 W:+3 | Init:+8 | Panache: 4 | Charmed: 4/4 | Perception: +9
Simon wrote:
The Gameplay thread is up, too.

Indeed it has. I will get a post in today sometime, thanks!

Kujo, the Slayer wrote:

That is a very long backstory.

@ Party - well it sounds like might need adamantine weapons.

Sorry, I think I was carried away when I wrote that awhile back. I have an adamantine weapon.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
Simon Charming wrote:
In particular, I plan to give you Mirror Images, Kujo.

Unfortunately, I think mirror images is a personal spell so you can only use it on yourself.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life
Khamûl Unqualë wrote:
Unfortunately, I think mirror images is a personal spell so you can only use it on yourself.

Oh, I will not be using the spell for that. You are right, it is Personal only. What I meant was Mesmeric Mirror on Kujo. You can use it on other people. The downside is that there are much fewer images. A flat 2 right now, rather than 1d4+X.

Grand Lodge

1 person marked this as a favorite.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Kujo is going to buy:

Adamantine Greatsword - 3050 go

And Feather step combat boots (slippers) 2000 gp

Kujo will attach is phylactery to the adamantine great sword.


Shackled City: Player's Guide - Expectations | Shackled City map

What is this phylactery Kujo?

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Sorry, it's not a phylactery...

Blood Reservior:
Description
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer’s blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer’s next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highestcharged reservoir intact. A reservoir has no effect if not charged with the wearer’s blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Where did you get research specialist from Khamul?
Vrald is happy to tell you of his tales in the trap filled vault of a Chelish noble beneath Absalom.

01-55 The Infernal Vault

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

Hello everyone. Is there a way to get more room to show Active Effects? I've been adding all my stats to the Classes/Levels bar, but I'm not sure if that's right. I ran out of space.


Shackled City: Player's Guide - Expectations | Shackled City map

Interesting item for a melee Kujo. Ok, note taken ;)

In addition to Classes/Levels, you can also use the Race and Gender fields Simon. That is the way you get to fill all the data in your status.

As about Mesmeric Mirror. I understand you need only telepathic contact and a distance of less than 170' to trigger it. But don't you have 8 tricks (level/2+CHA) instead of only 2?

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
Vrald Sehir wrote:
Where did you get research specialist from Khamul?

It was a GenCon boon from... 2014? Sure, let's go with that. I only play Khamul once in a while so he's been slow to leveling up. I can only write down one "tale" per scenario he plays but for every three I write down, Khamul gets a permanent +1 to a knowledge skill. After a certain number (basically when he's level 12 I think), he gets a permanent +1 to his intelligence. It's pretty neat, especially for wizards.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life
GM Rutseg wrote:


In addition to Classes/Levels, you can also use the Race and Gender fields Simon. That is the way you get to fill all the data in your status.

As about Mesmeric Mirror. I understand you need only telepathic contact and a distance of less than 170' to trigger it. But don't you have 8 tricks (level/2+CHA) instead of only 2?

Thank you! I will add the rest of my status to those fields.

I have 8 Tricks per day total, yes. Their use has some limitations though. At this level I can only have 2 active via Manifold Tricks. Herolab actually interprets the rules as 3 active, but IIRC that is incorrect. I err on most admissible in rules variation. :)


Shackled City: Player's Guide - Expectations | Shackled City map

Oh! I see. You mean you cannot implant different tricks in different people. If you use one trick you have to implant the same trick on everybody, but in your case this ability allows to have 2 different tricks active around.

I was reading it as if you could have only 1 kind of trick on one creature, but you were not limited at the number of different tricks you could use party wise.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life
GM Rutseg wrote:

Oh! I see. You mean you cannot implant different tricks in different people. If you use one trick you have to implant the same trick on everybody, but in your case this ability allows to have 2 different tricks active around.

I was reading it as if you could have only 1 kind of trick on one creature, but you were not limited at the number of different tricks you could use party wise.

Oh, sorry for the confusion GM Rutseg. I believe I can have separate tricks for example, Will Save trick on Vrald at the same time as Mirror Trick on Kujo. It is correct that I can only have 2 "up" at a time though. There is yet another limit that no one person can have two tricks IE. Kujo cannot have both Gift of Will and Mesmeric Mirror. Meaning I unfortunately cannot cover the whole party at once, thus I try to triage and prioritize :)

My initial choice was Mesmeric Mirror on Kujo and Contessa, as they are Frontline and my character can reasonably assume Vrald has the highest armor defense. If anyone is not comfortable with hypnosis, he would then Gift of Will on Vrald to boost Vrald's Will Save. If Vrald is not comfortable, then Mirror on Khamul. If no one is comfortable, then Mirror on Simon himself. I hope that makes sense. Very sorry!

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Vrald is pretty confident.

Played or GMed Trial by Machine:
If it looks like there is going to be hypnosis type attacks, it may be helpful to give him iron will though.

Good call on the mirror image, Vrald's AC should help keep him safe unless there are lots of touch attacks going on. I don't think the red reboubt is likely full of incorporeal undead - well I hope not! So fingers crossed we should be okay. We have a pretty melee heavy group, I have a small concern about healing - as I don't think we have any native to the group so far as I can make out.

In terms of spell lists does anyway have the ability to use either CLW or infernal healing? I may have to spring for a wand :-(

party
Simon - Mesmerist 7
Vrald - Fighter 6
Kujo - Barbarian 5
Khamul - Fighter/Necromancer 1/5
Contessa - Swashbucker 6
Skorn - ??? Hopefully a Shamen or Skald. Either of which can hopefully heal.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

I think Skorne is our only party member who can use CLW without UMD. My UMD is relatively high, but shuts down the Wand (for me) on a 1. If we rotate Wands, I can use those other ones. As long as I don't roll a 1 on all of them. :P

(On my phone now, which is why I haven't posted in Gameplay yet. Very difficult for all the tags and involved actions. Will post at home).

Dark Archive

So my shaman is busy in another game. I can offer you my Skald level 6 that can indeed use said wand, and cast a little healing himself. He is pretty good in melee as well. Or if the group needs better heals I'll play Shine, my level 7 gnome cleric of Sarenrae. I'd rather roll with the Skald but if the party feels we need the channels I'll do that.

Silver Crusade

F Human Female Human 134571-2| Swashbuckler 6 | HP: 52/52 | AC:20(R22) T:15(R12) FF:17 | CMD:23 CMB:+8 | F:+3 R:+9 W:+3 | Init:+8 | Panache: 4 | Charmed: 4/4 | Perception: +9

I have a wand I can throw into the rotation but I can't help using it.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life
Skorn wrote:
So my shaman is busy in another game. I can offer you my Skald level 6 that can indeed use said wand, and cast a little healing himself. He is pretty good in melee as well. Or if the group needs better heals I'll play Shine, my level 7 gnome cleric of Sarenrae. I'd rather roll with the Skald but if the party feels we need the channels I'll do that.

Whichever one you would like to play is fine by me. They both sound really cool.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Vrald is wandless, but heals fast and is somewhat resistant to being hurt. If we were without any in party healing I was going to spring for a wand, but they get to be less helpful at this level.

Dark Archive

Its fair and reasonable for everyone to have a wand of cure light to share the burden/cost of getting people healed up after combat. Wands are great for that. I do agree that they are not so good at keeping people up during combat. We will have to use our wit and good tactics for that. I am going with the Skald. I will prep him and update his alias now.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Skorn wrote:
Its fair and reasonable for everyone to have a wand of cure light to share the burden/cost of getting people healed up after combat. Wands are great for that. I do agree that they are not so good at keeping people up during combat. We will have to use our wit and good tactics for that. I am going with the Skald. I will prep him and update his alias now.

I somewhat disagree. I believe it's better for people to use their resources for stuff they can leverage. A Fighter can't use a wand of healing. She can benefit from retraining bad feats or purchasing better armor and weapons. When I play squishes, I always heal the front liners with my wands and not theirs. I'd rather they spend their money on stuff that ends the battle more quickly or prevents them from getting hurt in the first place. Plus, when I play my investigators, it's a lot cheaper for me to keep the fighters standing then not to heal them and then have to face whatever killed them myself. Of course my archery ranger carries both IH and CLW wands and uses them on front liners as well. My Sword & Board ranger carries a wand because he can use it. However, I don't expect any class that can't use a CLW wand to carry one.

I also feel that people in the front take more risk so its unfair to expect them to incur the risk and the cost of being in the front.

Dark Archive

Its 2 PA. We have no real healer. Get a wand.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
Skorn wrote:
Its 2 PA. We have no real healer. Get a wand.

@Kujo: I understand your reasoning, but at the same time a wand of cure light wounds only costs 2 prestige points and I'm not sure what else a fighter is going to need those for. For better or worse, in PFS it is pretty much expected that every character should provide their own out-of-combat healing. Most players will be happy to use their spells or even their own purchased wands on you but I am warning you that eventually you are going to run into a player who does not feel that you are entitled to use their wand just because they can cast healing spells and you can not. I don't generally agree with that sort of selfishness, but I'm warning you that it could happen and you wouldn't want Kujo to end up in a scenario with no wand and the healer unwilling to use his own wand on you.

I'm also going to point out the flip-side to your argument that fighters, etc have better things to spend their resources on than wands they can't use: think about the issue from the point of view of a character who can cast healing spells. If they are the only one at the table with a wand and over the course of a scenario use up the entire wand (which is not unheard of at higher levels), is it fair for them to spend all of their resources on healing items for other players? A bard would never be able to upgrade his headband, belt, cloak, or weapon because he would quickly go bankrupt trying to buy enough healing to cover the rest of the table.

I know it's not a perfect system, but in PFS you have to remember that you will be playing with many different players with varied playstyles. It's generally considered common courtesy to provide your own healing wand(s) so as not to burden the healing classes with buying enough wands for everyone. And really, as Scorn pointed out, 2 PP is not a huge investment. Even buying a few potions as backup during combat is not a huge investment but is generally considered a wise move. But that's just my advice, take it or leave it.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Well, that started a bun fight!

I'll pick up a wand anyway. Infernal healing can't be used by a skald can it?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

This is my skald - I did not mean to start a fight. But in organized play it seems right and proper and easy to pay your own way. My character is not greedy so IC no issues but OOC I do recommend everyone get a wand. And no, Skalds cannot use Infernal Healing.

So Turk is 7 and not 6. His last chronicle was worth 3 exp. I had forgotten that.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1
Vrald Sehir wrote:

Well, that started a bun fight!

I'll pick up a wand anyway. Infernal healing can't be used by a skald can it?

Infernal healing can be used by a wizard though and Khamul will cast it on you as needed.

---

And I hope that didn't come off as aggressive or in a fighting tone. I've just been around PFS for several years now and just wanted to give my advice and offer my veteran insight on how things like that are usually dealt with and perceived at tables. Unless you're a new player, if you show up without your own healing wand many players will sort of sigh and offer to share theirs with you reluctantly because it's such an expectation in the community at this point. I'm not sure of Kujo's experience with PFS but I've seen several players over the years start out with a similar philosophy to his and I don't think I've ever seen anyone stick with it for very long.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

A lot comes down to personal preference I think.

I enjoy playing healers a lot of the time, so find the prevalence of cheap healing wands a bit annoying. As such I don't typically equip characters with them. However when we have a group with no major healing with it, I have absolutely no problem with pulling a favour to get one.

2PP for a wand of internal healing. Done.

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue
Khamûl Unqualë wrote:
I'm not sure of Kujo's experience with PFS but I've seen several players over the years start out with a similar philosophy to his and I don't think I've ever seen anyone stick with it for very long.

I've been playing PFS for several years as well. I have 5 active characters. Three back liners and two frontliners. Despite not having time to GM (like one or two a year) and not enjoying it all that much, I have earned one star. I went to Piazocon back in 2014. I've talked to Mike Brock on several occasions, and am actually the one who came up with the entire concept for the Faction Journal Cards. I've also played at thee of the four local shops in my city and even GM'd and played a VTT scenario.

In my years of playing, I've never had a problem on either side of the screen or regardless of where my characters stood with players not bringing wands. Some do, some don't. I've never seen anyone not heal someone who didn't bring a wand, nor have I ever seen someone accuse someone else of free loading or not sharing the burden.

This topic has come up in the Paizo forums and there are definitely people who talk about going from 1-12 without buying CLW wands or potions and not having a problem. Kujo has never had a problem through 5+ levels of not having his own healing. Nor has he ever been accused of not holding his end up. But I suppose there is a first time for everything.

As to the question of what to spend your 2 PP on, there are tons of things to spend them on besides a wand that your character cannot directly use. My +1 greatsword was purchased with 2 PP. Both my Investigators have had to retrain as has Kujo. Since Paizo won't stop producing new source books, there are always new feats that may fit a build better, to say nothing of finding out current feats just aren't as useful or as fun as one might think. And finally, since Kujo must melee, you have to expect you're going to get unlucky at some point.

I will say this again: Characters who stand in front and face melee expose themselves to much greater risk than those who don't. I know this from both being in the front and from being in the back. As someone who stands in the back, I personally feel it is asinine to expect someone to incur all the risk of frontline combat and then have to heal themselves to boot. From both an IC and OOC perspective, I would never not heal a front line fighter, unless that fighter were actively trying to disrupt the game. Why? Because it's a helluva lot cheaper to blow my wand on healing a willing meatshield than spend my money on a resurrection. But that's just how I look at the situation.

In my experience, the fighters who focus on armor and weapons need less healing than those who don't. But YMMV. Kujo is built for damage dealing, ending the fight quickly so everyone takes less damage. So far, that's worked pretty well. When it doesn't, then Kujo will just lick his wounds and try and stay alive as best he can.

HoweverI want to be clear, I don't feel that Kujo is entitled to healing. In fact, Kujo has never asked anyone to heal him. Kujo's aggressiveness is based on his health.

Vraid Sehir wrote:
A lot comes down to personal preference I think.

All my other characters carry wands. However, I'll admit, that from an RP perspective, it never made sense for me to buy wands with this character, so I haven't. So far it's never been a problem or an issue. This is the most I've ever discussed it in a scenario.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

It's ok, everyone. Use my wand as much as you need (21 Charges left after other games; will update on sheet). I'm not very good at confrontation. I don't want us to be upset at each other. We haven't even entered our first combat. :(


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Shackled City: Player's Guide - Expectations | Shackled City map

Kujo and Turk*, you are breaking my storyteller heart by placing more time and interest on this Society wands discussion than in the story we are trying to enjoy together.

Kujo, I am happy to see you are able to take your time to verbosely present your points and defend the ideas of your character. I was a bit concerned by your only 4 single line entries that you were not much compelled by the game while the rest of the party was trying to move through it.

Turk*, it is not only rude but offensive to tell a seasoned companion what he should do or think, specially when you are the last one to arrive to the table. We have already been 4 days playing and finished the briefing and the first encounter. If you do not present yourself in gameplay in 10 hours I will request you to leave the table immediately.

This is a warning for you two. We are here to enjoy a roleplaying session, not to discuss about game optimization or game style philosophies. That has its own place in the Society forums. If you want to ask someone for a wand or want to answer no about it, convince his character with in-game in-character arguments. If you have differences with other player understanding of the game, please keep them private and solve them through PM.

If you cannot keep up with this minimum etiquette, I will have to request you to leave the table.

I should not need to say this is a team game, where cooperation is rewarded. If someone does not want to cooperate (either by not wanting to heal or not wanting to share resources), then, it is to the characters of the party to find a solution on it or fail together.

Grand Lodge

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M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I already said I did not mean to start a fight, and certainly did not mean to be rude. I expressed my opinion. I have been at a lot of tables where giving characters gave a lot while others took a lot. I am sorry for any offense.

Grand Lodge

1 person marked this as a favorite.
Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

While I appreciate the GM making sure things don't get out of hand, I took no offense. I do think that in many cases, carrying a wand is prudent.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I was reading here and totally missed that the game went live. I am here. Sorry for my tardiness. I am reading and catching up as best I can. I have a meeting before lunch but will post in the game thread during my lunch break.

Liberty's Edge

LG Male Human Mesmerist 7 (HP 62/66; AC:22; T:14; F:19; Fort:+9; Ref:+10; Will:+11 (+1 Fear, +1 Confusion); Init:+10; Perc+14; Tricks 6/8; L1 Spells 3/6, L2 Spells 0/4, L3 Spells 0/2; CLW Wand: 30/50 Charges)
Active Effects:
False Life

It's ok, Turk. I look forward to meeting your character in-game.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Ok, I am caught up and will keep up. I was 61 posts behind. Wow.

I do have one question for the group. I'll try to research it tonight but one of you might know. For my last feat I wanted to take Lingering Performance for my raging song. BUT I seem to recall that that feat does not work for skalds - its just in the back of my mind that it does not. Does anyone know? It it does not work I'll change it to Furious Focus.


Shackled City: Player's Guide - Expectations | Shackled City map

I have found some time to perform a quick review of your character statblocks. Here is the feedback:

    Turk*
  • I am curious on how you get the 3rd trait
  • Defender of the Society: Requires being a fighter. http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Defender%20of%20 the%20Society (AC and CMD affected)
  • Extra Performance (feat instead of Scribe Scroll for PFS), I think that gives you an extra 6 rounds for a total 28 performance rounds/day
    Kujo
  • Expert duelist: Requires Sovereign Court faction. http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Expert%20Duelist
    Vrald
  • Your armor AC is +10 but in your inventory your recorded armor is only mwk full plate which should be +9 AC.
    Khamûl
  • Your weapons have an extra +1 that do not seem to come from Str/Dex, BAB or weapon enhancement and I do not succeed to find its source.
  • Spells. I am missing to see where do you get some slots: With base (3/2/1), bonus (1/1/1) and specialist (1/1/1) spell slots I cannot figure out your current (6/5/4)

Grand Lodge

Male Human 43870-2 | Barbarian 6| HP 57 / 65 | Rage Used: 2/15 | AC 21 (R19) T 14(R12) FF 18 | CMD 23 CMB +11 | F +5 R +4 (+6 vs Traps) W +5 | Init +3 | Per +9; Int +10; Acro +11; Climb +10
Active Effects:
Fatigue

Kujo was initially Sovereign Court. He used the Free Faction change to switch to Grand Lodge and it was my understanding that we got to keep our original faction traits.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |
GM Rutseg wrote:

I have found some time to perform a quick review of your character statblocks. Here is the feedback:

    Turk*
  • I am curious on how you get the 3rd trait
  • Defender of the Society: Requires being a fighter. http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Defender%20of%20 the%20Society (AC and CMD affected)
  • Extra Performance (feat instead of Scribe Scroll for PFS), I think that gives you an extra 6 rounds for a total 28 performance rounds/day

1) Turk's first chronicle is boon # 5, entitled Tian Ancestry from running at Mobican XV. It gives an extra Trait

2) Hmm. I suspect that is a failing of Herolab that does not check for such. I shall investigate how to replace it. Any recommendations?

3) I will update the number of rounds/day.

Also as best I can tell Lingering Performance is fine for Skalds.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

@GM - Vrald has the Defender of the Society Trait which increases his AC by one in that armour.

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