Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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If anyone is like me, and has fun planning out their character's advancement ahead of time, I'm putting a list of all the scenarios/modules we're going to play and what level you'll play them at on the campaign info tab. The game won't necessarily end after that, we'll have to see. It's just all I have planned for now.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

IRL game tonight, work tomorrow. Will get a post up either after work tomorrow or on Tuesday.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Wow... busy weekend and I apparently missed a lot. Sorry, everyone.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

As far as what I plan on doing with the four weeks of downtime: I'd like to go ahead and swap out Reactionary trait for Student of Philosophy.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

I may look at finding a swap out for Bullied somewhere. I haven't even been adding the bonus to anything so far, hah.


Okay, so lets learn the retraining rules together... (I've never used them before)

Retraining wrote:

Retraining takes all your attention for 8 hours per day for a number of days based on what you're retraining. You can't perform any other strenuous activities while retraining, such as marching, adventuring, or crafting magic items. You can retrain only one thing at a time; you must complete or abandon a particular training goal before starting another one. Abandoning unfinished training means you lose all progress toward that training's goal and all costs associated with that training.

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain. This is normally paid in full at the start of the retraining period, but the GM might allow you to divide these payments over multiple days. At the GM's discretion, this training cost could be up to 50% higher or lower, depending on situational factors within the settlement—availability of trainers, local economy, cost of materials, and so on.

We'll say a trait is equivalent to half a feat.

Feat Retraining wrote:
You may change one feat to another through retraining. Retraining a feat trait takes 5 3 days with a character who has the feat you want....Retraining a feat requires you to spend gp, takes time, requires a trainer, and can happen as often as you want.

So you need to pay 60 GP to someone who has the new trait you want to retrain you. Luckily for you Argor, Ms. LeGrand is quite diplomatic and intelligent and happens to have the Student of Philosophy trait.

Grommuk, let me know what trait you're after and I'll come up with a suitable trainer NPC that you find.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Quick post from vacation:

All, sorry I'm not around for more relationship-establishing RP. I'll look forward to more next week.

Argor, Nyugusk can learn extracts from wizard spell books. If you're amenable, he would be interested in learning Shield from you. (it's all you know htat he can learn).

Jelani, I'm pretty sure he *cant'* learn from a witch (unless he tries chymically extracting the spells from Cole, which might have some unintended consequences) but if he *can* learn from a witch, I'll be happy to be corrected.

Purchases: thanks for the extension. I'll probably brew some potions, and maybe purchase a spell or two to learn, but I'll let you know for sure later.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

A revelation that you are more learned than you first appear would be a most exciting prospect for Argor, and he would "teach" you some tricks. As far as the between-scenario RP, yeah, sucks you are going to miss out on that, maybe we can spoiler-in something.

Edit: Jelani, could I also have this trait retrained into my character? Seems fitting given the new vision I am taking Argor.


No, Argor. Technically you're not even supposed to be able to retrain traits. I just let you because the philosophy is something it makes sense you could learn, and the party needs someone with a good diplomacy.

No one could teach you to have traveled all over the world. That sentence doesn't even make sense.


McNyuggets - No, you can't chymically extract spells from Cole. Though I could see Cladissa catching you in the act of trying as being a funny scene.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

That would be funny. A bit disturbing, but funny.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Going to pick up armbands of the brawler. Couldn't find a trait I wanted that didn't involve juggling others to accommodate, so I'll leave it as is for now. Hopefully will be able to get an update in this evening.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

That's fine. I was actually hoping for a rescinded version of something to get Diplomacy as a class skill, but no biggie. Ready to rock. I'm saving up for either more house upgrades, the purchase of a business, or a wand/headband. Probably the latter.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

In response to Grommuk's OOC question in the Gameplay thread, the breakdown was as follows:

For our current staffing and food situation, it came to roughly 220 gp to cover 5 months of food and staffing based on the original math we had performed further up in this thread. Didn't recopy it all here, as it is still there for any referencing needs, that just was the total.

We had divided that by 4 to determine each of our own contributions to the staffing and food supplies for the manor, which resulted in 55 gp per person to handle that 5 months. Since that time, 5 weeks have passed, and as I believe Golarion months are very similar in length to Earth months, that means we've only passed roughly one month of that time.

By that standard, it is 11 gp a month per person to cover the staffing and food supplies for our party. Should Nyugusk wish to eat at the manor, I don't see just adding another divisor into the equation as being adequate, as that doesn't represent the fact that we go through the same food stores at the same rate. To simplify things, I would propose that we just keep the per person contribution at 11 gp/ month. That way, if Nyug does want to stay at the manor, it changes nothing for us and he picks up the same tab we all pay, but if he doesn't, he can go about his own thing and nothing changes for us still.

On a TOTALLY separate note, regarding Argor's purchase of the Manor, he has made 2 payments of 100 gp towards the estate. It was agreed that the total price would be 6,500 gp. So Argor is at 200/6,500. If you want to keep track of that in the Campaign Info tab, Jelani, that's fine, or I can keep tabs of it in my Alias. Whichever works best for you. But so far, this is how it officially all breaks down:

Cost to each PC per month (Nyug not necessarily included in this) for food and service staff: 11 gp, currently paid up for 4 more months.

Cost to Argor for private purchase of the estate: 200 gp per month minimum, currently at 200/6,500.


You can track it, that's fine.


Need another vote. Tier 1-2 or Tier 4-5?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Go big or go home at this point. I think we will be okay from here on in, thanks to a 5th member again as well as (hopefully) sound tactics.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

At the beginning of your last post, did you mean "four weeks after..." instead of "one week after..."? I assume so, just wanted to make sure.


Yes.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Objectives:
Find Manager
Destroy objects emanating curse
__________
1)
Argor suggests the following: go in, and either Hrim stealth ahead or my Unseen Servant go forward and close/bar the doors into rooms 4 and 7. Essentially, if successful, we could bar those up and control the battle front as we desire until ready to enter those chambers.
__________
2)
Hrim wants to scout out the locks/doors/etc first.
__________
3)
Cladissa wants to enter through a side window to minimize initial opposition.
__________

Argor's personal vote is for a combo of 1+2.


Yes, scout first. Look in all the windows, and review the roof. Evaluate all points of entrance. If the walls are stone, I could always open a hole using Stone Shape. I just prefer not using the front door. And we might want to save the Stone Shape trick in case we need to escape.


So are you all going there to look? Is anyone going to get a mask like Argor suggested?


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

I'm getting one. Not sure what I'm going to do with Cole at this point, though. Hopefully the mists won't affect a magical beast.

And I'll do what I can to convince Grommuk to wear one.


Hrim will take a mask, too

Maybe Argor gathers info while Hrim scouts?


So spend 1 SP for a simple mask then.


DM Jelani wrote:
So spend 1 SP for a simple mask then.

ok done


It sounds like everyone's going to get a mask (why wouldn't they?) There's not really any more info to be gathered, and that takes 1d4 hours anyway. This is a somewhat time sensitive thing, as Hestram indicated.

So why don't you guys go to the museum, and actually take a look at the building before trying to plan more. You don't know how high off the ground those windows are, if they can even open, etc. Once you take a look you'll have a better idea of how to proceed I think.


I only suggested the gather info, because I thought you posted something about it here. But then I reread it and found the OR.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2
DM Jelani wrote:


So why don't you guys go to the museum, and actually take a look at the building before trying to plan more. You don't know how high off the ground those windows are, if they can even open, etc. Once you take a look you'll have a better idea of how to proceed I think.

That works for me.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Ditto. I went ahead and added the stats for my buffs, but won't be actually casting them until we are going in.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Yeah, other than mist that makes people frenzied or something similar, we don't know much about what's in there. Let Hrimnagel take a look and then we can figger somethin' out.


let's go


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Looks like it's official, go to the museum and let Hrim snoop around while we wait for his report.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Sounds like a good plan to me, says a Nyugusk through the hankerchief covering his mouth.


Do you want Hrim to go first?


Hrim - I don't normally like telling my players how to play their characters, but I'd like to make some tactical observations. You have the highest AC in the party. You also have constant 20% miss chance, and the third highest HP. Going stealth slows you down, and barely provides any benefit in combat since you don't have sneak attack and most enemies are not dex based. It has the extreme negative effect of you leaving Caldissa and Argor more exposed by removing yourself as a target.

I know it's counter-intuitive, but you stealthing in combat is a bad move. You should be tanking. The Qadiran has a 5%*80%=4% chance to hit you. That's pitifully low. The proto-kellid has a 30%*80%=24% chance to hit you (as opposed to a 50% to hit Grommuk), assuming you don't take total defense, in which case he only has a 4% chance as well. Since your maximum damage on these creatures is 1 (barring critical hits), it makes no sense for you to keep stealthing and shooting. You need to stand there in their faces taking the total defense action and being invincible, soaking up their attacks and letting Nyug and Grommuk handle the damage.

Not trying to make you feel dumb or anything, I'm just pointing out you are the lowest damage and best tank in the party. Part of the reason Argor is constantly getting ganged up on is you disappearing and removing yourself as a target, then leaving him standing there holding his scrolls.

I'm not saying never stealth, Hrim. It's an amazing ability if Hrimnagel goes ahead by himself because essentially nothing without scent can detect him. It's better than invisibility. If he'd gone all the way to the office doors before the fight, the undead would have animated, not seen him and then he could have come back and fetched the rest of you and you could have taken them one by one at the 5' doorway.

Hrimnagel is a nearly invincible, invisible scout. He should completely scout out any place (including all the accessible rooms) before you even go in. Even if he does encounter enemies or someone sees him open a door, he can just disappear again. Even if they somehow still see him, he can just total defense and tumble/move out of there. There are very very very few enemies who can hit a 28+20% miss at this level. The only issue might be him stumbling into a trap and getting hurt, but he's got a decent perception so that won't be a regular occurrence if he takes 10 on perception while scouting.

After you know exactly what's inside a place, If Grommuk and Nyugusk go in as a flanking team ahead of the three of you, and Hrimnagel acts as Argor and Cladissa's body guard (alternating total defense and shooting as appropriate) while they hang back and crowd control, this party will much more effective. I know tactics are hard to discuss in PBP, but I think that something like what I just said will work in 99% of PFS situations. You guys have got to start thinking as one organism or you're going to get slaughtered every time. Like three of you saying you were moving into the same square tells me you're not even reading each other's posts (or at least not carefully).

I want you guys to succeed, that's why I'm saying this stuff. I'm not trying to scold you. I just figure it's no fun for anyone if the party is constantly getting its butt kicked. Hopefully some of my advice can be useful. Go get 'em! (^_^)


Thanks for the slap. It's fine. Will adjust.

I've just got to find a RP reason to protect Argor ;D

cheers


Hrim will spend the hero point for Grommuk.

Team, should Hrim hit Gromm with a CLW? If he does, it must be from square L18 to avoid an AOO or casting defensively.

OR should move to L17 and throw and alchemist fire at one of the two left side bad guys, in order to tank/get flanked by them?

Let me know


These guys are mindless, so they're basically just attacking the closest thing to them, or the biggest thing if there are two equally close things.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

If our 2 HP's remove the "dead" condition, we need to unload lots of,heals to get him back up.

In regards to tactics, I would love to be able to get more summons out, but so far I've been having to react as opposed to act. Next level, when I get Superior Summoning and Summon 2, I can start filling the battlefield with flank partners and attack soaks, which will be more beneficial to us than what I currently do with summons.

If I can get these things off me and our front line survive long enough, I will throw out a Celestial something or other to help.

As for protecting Argor, think of it as protecting a resource, if protecting your leader, master, and eventual ruler of the world isn't doing it for you. Lol!


Hehehehe. Just read this conversation after posting about my flanking woes.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Argor, good to have that scroll in hand in case things go South, but at this point (with two foes standing, both with Clarissa's Misfortune on them) and Nyug and Hrim at high HP, I bet we're past the point in this combat where we need to burn scrolls.

My vote is to save it for the next bigger mess.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Ya, I'm doing Acid Dart here on in, just keeping it handy.


HP: 14/14;
Stats:
AC 18, T 12, FF 16; Fort +1, Ref +2, Will +4; Init +4; Percept +9, low-light vision
Human Witch 2

Yeah, I'm just going to keep cackling right now, since Evil Eye won't work on undead and Fortune would be a waste on my allies since it's once per day. So, go get 'em!


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Can one take 10 on knowledge? This Bard ability implies to me that normally one can't.

Lore Master (Ex) wrote:
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in.

As far as the knife, I'd vote Hrimnagel carry it.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Totally didn't know about that.

Knowledge Check: 1d20 + 10 ⇒ (3) + 10 = 13

If I can't take 10, then I guess I don't recognize it and we can disregard my noticing it.

Edit: Although my brief scan of the rules didn't spot anything saying it isn't allowed. I leave it to Jelani.


As far as I know you can.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

I see nussing! Nussing!

/Sgt. Schultz


This is the perfect time to disappear and let the baddies walk into the orc grinder :)


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Actually, Sickened says "The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks."

For my move, whoops, thanks. I just looked at the map again and realized I totally missed a wall. Rawr! :0)

BTW, I'm in Yosemite tomorrow through Friday. Hopefully I'll get a quick post in after packing tonight or early tomorrow. Either way, feel free to dmpc me.

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