By Way of Bloodcove (Inactive)

Game Master Wilmannator

Final confrontation map | Warehouse 22 | Bloodcove | Big Golarion Map


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Here we are! Get into the gameplay thread and start things up. You'll have time to level up (if needed) before any action starts. Have some fun.


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For this, I will be keeping quite a bit of information (including mission objectives and probably Ibid's journal *hint hint*) under the Campaign Info tab.

If you have any suggestions for what you would like to see there, including suggestions for formatting, please do let me know. I'll get started on it soon (I hope).

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Dot


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So, for cover stories, you will have a variety of options. I'll try to get the mechanics described (since it's important) without providing you with too much railroad regarding what to pick or what kind of color to put into your story. Do let me know if you want more detail. We can discuss what these all mean and then head over to the gameplay thread to talk about covers in character.

At various times during the adventure, your cover story will come in handy (or need to be exercised). At this time, you need to make a skill check to maintain it. Every time you fail a roll, you gain Awareness points that represent the Aspis Consortium's awareness of your presence in Bloodcove. When this Awareness score gets to a certain level, you may get some form of penalty in Bloodcove. Eventually your presence will no longer be tolerated and you'll have to leave town or face the full force of the Aspis Consortium enforcers. Sometimes, you will gain Awareness points for doing certain things (like the sabotage Aya has requested of you). This will be separate to your cover story, but how you go about things will affect your Awareness level.

Unlike in the Segang Expedition with favor points, I will not be telling you what your Awareness score is (nor what the DC of your rolls are). I will make the rolls for you in a spoiler, though. Your characters will have some idea of how well (or badly) they are doing. I will also try to include bits of color about how much scrutiny is currently being placed upon your group.

So, back to the cover stories! Each cover story comes with two prime skills that you can use to maintain your cover (each individual PC only needs to roll one or the other). The more covers your have, though, the higher the DC of your Awareness checks will be (+1 on everyone's check DC per additional cover story).

Bounty Hunters/Mercenaries: This is what Aya recommeds as a good general cover. The bounty poster helps with this and mercenaries go hand in hand with bounty hunters. Prime skills: Disguise or Intimidate.

Lying Low: Essentially, you'd be trying to go without being noticed, and not bother with a more complex cover story than that. Prime skills: Stealth or Knowledge (local).

Merchants: As a trading post, merchants are a prime cover for those who know the trade. You will need to be careful about showing your weapons and armor with this cover. Prime skills: Appraise or Diplomacy.

Traitors: Posing as Pathfinders who wish to join the Aspis Consortium. But that's a lie... right? Biggest advantage here is that you can be yourselves, so to speak. Prime skills: Bluff or Diplomacy.

Tribespeople: Posing as local tribespeople looking for work. Mostly an option if you are of Mwangi origin, I'm including it here for completeness and if you have a good idea similar to this. Prime skills: Knowledge (nature) or Survival.

Other: If you have a great idea of your own, please feel free to suggest something. Prime skills: Make suggestions, but I'll pick!

-----

So... from your character's skills, the choices may become obvious. You have the mechanics at your disposal, so your choice! Let me know if you have any questions.

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Miro would be cool with just about anything, with his personable demeanor and ability to lie his way out of situations...it comes down to what everyone else would prefer.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

I just played Bloodcove disguise. Sounds quite familiar.

I think Amaranti would best pass as Mercenary. Could even be a good excuse to keep Kaisharga around. I guess some of us could pose as merchants and others as hired guards? I think it's perfectly logical to keep heavily armed guard around you when carrying valuables.


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I love the idea of posing as guards for the merchants. However, mechanically by default you would still get the +1 DC penalty for a mixed group. After all, it's not typical for merchants to sit down and chat or otherwise socialize with their guards. Mostly they just give them orders. If you roleplay it well, though, I may give you a +1 circumstance bonus to cancel out that penalty. Maybe. ;-)

@Amaranti: I haven't played that one, but I think this is a spiritual sequel to the Before the Dawn series. If Amaranti himself had that chronicle, it would actually come into play during one particular encounter in this adventure!

Scarab Sages

Male CG Human (Kelishite) Ninja 8.2 | HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3 | Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly

My personal choice would be the bounty hunter/mercenary - my intimidate check is pretty decent at +8.

A second choice for me would be Lying Low, my stealth is a tick better at +10, but the extra +2 isn't worth it if it makes everyone else's DC harder by 1. (assuming everyone can pull off the mercenary easily enough)

I could see us doing a combination of mercenary and lying low, keeping it to just two types, so at most everyone only gets a +1 to the DCs. Those 4 skills (disguise, intimidate, stealth, know: Local) might have decent coverage between all 6 of us...

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

For me, with the Lay Low options I am at +4/+4;, with the Merchant Option I am +3/+2; for Bounty Hunter I am 0(+2 w/ a kit)/0. So I vote #1 Lay Low, #2 Merchant, #3 Bounty Hunter.

Actually, they are all pretty terrible skills for me. Are there spells or items that can help us here?


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Don't forget you can also come up with your own creative options! ;-)

Sovereign Court

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Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Well in that case I propose to be the
Mercenary (spellcaster archetype) : Kn (Arcana) and Spellcraft
Merchant (that specializes in rare and exotic magics archetype) Appraise, Kn Arcana, Spellcraft again.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

@Amaranti - I was thinking the same thing! I also remember not particularly liking that mechanic... was so... artificial.

Of the skills listed... Gunari is far better at:

Diplomacy: +5
Intimidate: +4

However, given the opportunity, he can add +2 to the diplomacy.

His best skills, unfortunately, are Sense Motive at +10, Spellcraft +8, Heal +7, Kn: Engineering and Religion +6

(not a particularly skilled monkey... and Gilligan is even worse!)

One thing to remember (if you have Ultimate Equipment) is that for 50gp you can pick up a Masterwork Tool to improve these skills. I'd be fully willing to pick up a MW Diplomacy tool (have to figure out what it'll be, but -- maybe a trail-worn duster, or something?) Could do the same for Intimidate (pick up a Lort Mask :P)

On the other hand, for 500gp, we could each buy a Mask of Stony Demeanor, and get +10 to lie!

Scarab Sages

Male CG Human (Kelishite) Ninja 8.2 | HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3 | Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly

500gp each? Seems a bit pricey... I love the idea of the masterwork tool set... Don't know how I missed that as an item option...

-Posted with Wayfinder

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

for a +10 to a skill, and +5 to feint -5 to pass messages, it is actually insanely cheap.

Not saying we should buy it, though. :D


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I'm not sure about how to go about using Masterwork Skill kits in PFS, but in regular games (like the kingmaker one we're currently playing) we play it that not all skill tools have relevance in all situations. The costs can vary, too.

So... masterwork binoculars could help by granting +2 perception to see things that are at a distance of 20+ft away, but not to noticing aspects of objects that are closer (we actually used these for scouting). Looks like Diplomacy is even used as an example for where a masterwork tool isn't necessarily going to be widely applicable.

As the most experienced player and GM, I'll take Jack's advice as to any guidelines on the applicability and usefulness of any such tools while playing PFS.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

It is a bit cheesy, but has pretty much been hand-waved for PFS, as I recall. I would agree that it wouldn't be, necessarily, widely applicable (my rogue has a set of documents stolen from a Chelish embassy that he uses). But, it has become sort of standard practice.

Also, if you have Seeker of Secrets, you can get cracked Ioun stones that will give +1 bonuses to different skills.


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Yeah, I can see why they hand-waved it. Where items like that are left up to GM ruling, you either have to ban it or say "the most generous ruling is the official ruling".

Cracked, broken and otherwise imperfect ioun stones confuse the sh•t out of me.

Anyway... back to the matter at hand. Merchants and Laying Low seems to give the best numerical bonus, with guardsmen giving the best "thematic" bonus.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

Cheaper option for diplomacy bonus: Cologne

We go in, charming everyone with our "Old Spice" :)


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Classic. Cologne.

I've been reading our next scenario and have found out that there is a nice tie in between this adventure and Scions of the Sky Key! I will definitely be running these back to back for you guys immediately after this one.

Okay, I think you guys are good on the mechanics. Please head back to the roleplaying thread.


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I have updated the Campaign Info tab with all the relevant objectives and the cast of NPCs you've been introduced to (either met in person, or told about). Please let me know if you'd like any further information in there. I decided not to clutter it up with the results of your knowledge rolls, but I can easily put that summary in there if you like. I may do it later anyway...


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Finally got my act together (too long out of the GM chair!) and remembered to extract and upload some key portraits. Here is your acting venture captain: Aya Allehe

I've also started up my tagline again with group CLW charges and a map of Bloodcove. Just ignore it until I push you along to get you there. I'll wait couple more hours for folk to wake up and then we'll get started.

I have also added your knowledge roll results (verbatim from the adventure) to the campaign info tab. Have a read, they're written differently to the way I wrote them, and I had forgotten one (about the mangroves)! Sorry.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Quick point... on cantrip/orison choices. Let's try to get as much coverage as possible.

Does anyone plan to have message memorized? I would, but it isn't on my list. It is on both the Bard and Summoner list, however.

Gunari is going to continue to have the following spells memorized (Note: most will be usable with Fervor)
0: Detect Magic, Guidance, Create Water, Enhanced Diplomacy
1: Divine Favor X2, Murderous Command, Shield of Faith
2: Bull's Strength, Resist Energy

Still have to spend a few minuted deciding on purchases. I have what looks to be 1922.92gp to spend. probably just increasing my shield to +1, buying the MW tool, and perhaps a couple of other things, like some Ioun stones.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

I had a thought about after we decode this message and set up a 'base of operations'. When Cyrus and I both have the ability to vanish - Cyrus with a Ki point, and I have it on my spell list. Is that a viable strategy to use to enter/exit the pathfinder house which I am sure that we will visit?

My Spells are mainly offensive:
1st — Frostbite, Shocking Grasp, Snowball Fort save: DC 14, Vanish
0 - (at will)—acid splash, arcane mark, daze (DC 13), detect magic, read magic

If there is a spell that I should prepare, or add to my spellbook I am up for it.


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You certainly get a bonus to your stealth roll from using vanish. Should you need to make a stealth check that is required for a period of time shorter than the duration of the spell, it will certainly have an effect.

Is that straightforward, rules-driven and unhelpful enough for you? ;-)

Oh, and please do let me know if I'm rushing too much. I am deliberately rushing to finish before Con of the North... but if you're not enjoying it or you feel you're missing out on key decisions because of how fast I'm pushing, please please please do let me know. It doesn't have to be finished by then.

Grand Lodge

Male NG Human Investigator 3/Ranger (guide) 2/Fighter (archer) 2 - PFS# 141231-2 | HP: 30/55 | AC: 20 (15 Tch, 15 Fl) | CMB: +9, CMD: 26 | F: +7 [+9 for hot/cold conditions], R: +12, W: +4 | Init: +6 | Perc: +9 [+10 find traps], SM: -1 | Speed 30ft | Inspiration: 3/3, Ranger’s Focus: 1/1, Inspired: 1/1, Boots of Speed: 10/10, Folio Re-roll: 1/1 | Spells: endure elements, shield | Active conditions:

I love the visuals and mood so far. I'm really digging the set-up to this adventure.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

What do you think about these:
Blend

Spoiler:
For 30 minutes You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).

Illusion of calm
Spoiler:
For 3 minutes - people get Will save to disbelieve When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.


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Thanks Ibid, glad you like the setup! I totally forgot to include the massive mangrove trees in the descriptions, so expect more as you enter the town proper (where they are).

Love the illusion of calm spell!

Methinks my first judgements about Ultimate Combat may have been a bit too hasty. Maybe I'll have another read over the spells and so on now that I'm a more experienced Pathfinder player. That spell looks amazingly good for its level. Now... to cast it in the first place without provoking... ;-)

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images
GM Damo wrote:
Now... to cast it in the first place without provoking... ;-)

Blend I would precast before venturing out, so that is not an issue. Illusion of Calm has V, S components so I have to talk and move my arms. How would that work mechanically if I wanted to conceal that?

Also I have never added a spell to my spell book other than the free ones at each level. So to add a new spell I have to buy a scroll, decipher it at a DC 15+level with a +8 Spellcraft check, then spend 10 gp to add it to my spell book. Is that correct?

If it is I am going to Rectcon since we don't have Chronicles yet - no worries Jyri.

Decipher spell DC 16 Blend: 1d20 + 8 ⇒ (6) + 8 = 14
Decipher spell DC 16 Illusion of Calm: 1d20 + 8 ⇒ (5) + 8 = 13

and again
Decipher spell DC 16 Blend: 1d20 + 8 ⇒ (5) + 8 = 13
Decipher spell DC 16 Illusion of Calm: 1d20 + 8 ⇒ (8) + 8 = 16

and again
Decipher spell DC 16 Blend: 1d20 + 8 ⇒ (5) + 8 = 13

and again
Decipher spell Blend: 1d20 + 8 ⇒ (9) + 8 = 17

So 1 PP for 6 scrolls and 20gp for the 2 spells to my spell book - unless I am incorrect in something I have read.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Whew - got the suck out of the dice for everyone and my apologies for blowing up the discussion thread!

Grand Lodge

Male NG Human Investigator 3/Ranger (guide) 2/Fighter (archer) 2 - PFS# 141231-2 | HP: 30/55 | AC: 20 (15 Tch, 15 Fl) | CMB: +9, CMD: 26 | F: +7 [+9 for hot/cold conditions], R: +12, W: +4 | Init: +6 | Perc: +9 [+10 find traps], SM: -1 | Speed 30ft | Inspiration: 3/3, Ranger’s Focus: 1/1, Inspired: 1/1, Boots of Speed: 10/10, Folio Re-roll: 1/1 | Spells: endure elements, shield | Active conditions:

No worries, my friend. Do your thing! Plus it will make you kick even more arse than you already do, so I'm all for it :)


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Would that it were that easy to get the 'suck' out of electronic dice rollers! Given how unimpressed I am overall with the level of technical competence shown by Paizo's chosen web developers, I wouldn't be surprised if they were using random number tables for that sh•t.

You are correct in the method for gaining spells. FYI, you can gain spells from other characters' spellbooks in PFS, too. The main thing is to get it noted on your chronicle sheet. Please remind me and I'll sign off on it for you.

You had plenty of time on the boats to learn those spells.

Scarab Sages

Male CG Human (Kelishite) Ninja 8.2 | HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3 | Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly

Just a thought Finarin, I have a theory that the reason why only new pathfinders disappear in the local lodge is that the pathfinder(s) in residence there are double agents for the Aspis Consortium. So it might not matter how long you are invisible... That is just a theory though.

The other thing I imagine is kind of like a law enforcement permanent stake-out... Probably stick the crappy aspis agents who screw up assignments to watch the pathfinder lodge, and they just watch it 24/7. Just another theory...

I'll just keep tossing stuff out there and see what sticks... :)

And FYI - I am totally digging the flavor of this mission so far. It is -8 degrees outside right now, and I can totally imagine being in a oppressivly hot, muggy jungle bar with dilapidated shanties all around me.

The Exchange

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Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

@Finarin

PRD wrote:
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

to add a spell in PFS you spend 1.5 times the cost to scribe...

in other words (SL^2) * 10 * 1.5
----- Copy | Buy
level 1: 10 | 15gp
level 2: 40 | 60gp
level 3: 90 | 135gp
etc...

Plus, you should always pay attention to casters we face... and ask if they have spellbooks. :D I don't think it has mattered, yet, but...

Finally, you should ALWAYS take-10 on that check. I assume you'll have a Spellcraft skill bonus 5 + spell level! At first, with a 14 INT, you'd have a +6... and if you keep buying 1 rank per level, you'll never have to actually roll.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Other ideas that can help us out:

Guide (2 PP): You employ the services of a local guide
to lead your expedition into foreign territory. This guide
serves you for a single Pathfinder mission, and grants
a constant +2 circumstance bonus on all Knowledge
(geography or local) checks as well as on Survival checks
to avoid becoming lost or to find hidden trails.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

@Finarin - in case you didn't see all my edits:
The Post

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

So I could take 10 on both spells (spellcraft +8 take 10 > DC 16) and it only costs 30 gp? If that is right I do that. :)


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Sounds right (and yeah, totally take 10).

Gunari, do you have a reference for those costs for just buying the copy of the spell? Just GOP or PHB or ?? is all I'm looking for here.

Scarab Sages

Male CG Human (Kelishite) Ninja 8.2 | HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3 | Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly

Ok - Character sheet updated from Paths.

Purchased: +1 wakizashi, mithril chain shirt, bought 2 alchemist's fire to replace the ones I used in the paths scenario.

sold: +1 chain shirt OUCH!!

Used changing circumstances boon to drop armor expert trait for tomb raider trait.

Tomb Raider trait = +1 to Perception and Know: Dungeoneering, allows one of them to become a class skill (know dungeon)

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF
Finarin Moonstep wrote:
So I could take 10 on both spells (spellcraft +8 take 10 > DC 16) and it only costs 30 gp? If that is right I do that. :)

If both are 1st level spells, then yes!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF
GM Damo wrote:

Sounds right (and yeah, totally take 10).

Gunari, do you have a reference for those costs for just buying the copy of the spell? Just GOP or PHB or ?? is all I'm looking for here.

Both are in the CRB, p219

CRB p219 wrote:

In most cases, wizards charge a fee for the privilege of

copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Scarab Sages

Male CG Human (Kelishite) Ninja 8.2 | HP: 43/43 | AC: 26 (19 Tch, 19 FF) | CMB: +9, CMD: 28 | F: +4, R: +14, W: +3 | Init: +6 | Perc: +11, SM: +3 | Speed 30ft, Climb 20ft | Ki Pool: 5/6 | Active conditions: fatigued, haste, spirit sense, invis, fly

Just another note because I forgot to mention it specifically Damo - My perception check bumped up to +6 due to the trait I traded out. Next level I will put some knowledge points in, not that we need them with *Ibidopedia

*Coined by Jyri (and genius... actually reminds me of Encylopedia Brown, if this were a child's detective story... I still think Ibid's character reminds me most of a holmsian rust cole... totally botched that spelling, off the random rabbit trail now...)

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

I am confused... are we bounty hunters, or laying low, or what?

Pretty sure we're not playing traitors, right?

I am thinking my best shot would be bounty hunter (or traitor or merchant).

I'd prefer a SINGLE one... too many of us have weakish skills in these areas. Miro, you'd make a fine mercenary... they don't have to be brutish... in fact, I would think having a bard would be helpful to a merc outfit.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

FYI - my purchases are:
1000gp Shield to +1
50gp MW Diplo tool
400gp Cracked Blue Mulberry ioun stone (+1 to Bluff and Diplomacy)
200gp Cracked Pink and Green Stone (+1 to intimidate)
50gp MW Intimidate tool

Total is 1700gp (leaving me 222.92)

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Shrug...mercenary works for me. Just thought I'd go hide with Cyrus, at the time. :p


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

The decision, as I read it, was for 2: laying low and bounty hunter/mercs.

Mathematically, you're better off with 2. Not everyone has either intimidate or disguise. The two chosen (that I thought were chosen) give coverage for all PCs and very good rolls from some.

I haven't made a roll yet, so do feel free to update your choice in character or in the discussion thread.

Don't forget to tell me about any skill kit purchases!

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

Sure, it is fine with me.

Gunari has Diplomacy +8, Intimidate +7 currently.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Still lying low +4/+4

Purchase a MW Stealth kit - assuming it is a dusty cloak/local fashion/eye black/fragrance of sweaty men and stale beer/

Any ideas on Kn Local - might use some PP for roll modifiers.

So MW Stealth Kit - 50 gp
Add 2 spells to Spell book - 30 gp

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF
PRD: Ultimate Equipment wrote:

Blue Book Price 5 gp; Weight 1 lb.

This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus.

Ok, I'm buying one of these for Bloodcove... only 5gp. Sounds perfect for what we're doing!

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

+1

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

Note: That does not stack with a masterwork tool on the same skill, as both are circumstance bonuses.

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