DM Jelly's Price of Immortality Trilogy (Inactive)

Game Master Jellyroll

Crypt
Acquired Equipment

Init:

Emil:[dice]1d20+2[/dice]
Fool:[dice]1d20+1[/dice]
Jormel:[dice]1d20+3[/dice]
Eve:[dice]1d20+2[/dice]
Xull:[dice]1d20+2[/dice]


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Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I'm using Daz Studio for making the renders.
The program and base content are free, but any content above the base content requires payment.

Eve is using Genesis 2 Female base with Gia, Dark Elves and a few other morphs and materials.

Viorec Gry was made with the Genesis base, and a number of morphs.
And Jormel Vallin was made with a Genesis 2 Male base, Michael 6 morph along with a few other morph.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Made a render of Devlin based on what I though would fit him.

Devlin_Sorrow_Rough

I'll likely need to update the materials to a darker skin tone.

Emil_Soulbinder


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Heights:
Devlin Sorrow: 5'11"
Eve: 6'6" (Half-elf, Ulfen)
Fool: 3'0"
Jormel: 6'0"
Viorec: 5'11"

Emil Soulbinder : ??


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

Not to be a stick in the mud... but doesn't an inquisitor need to have an alignment within one step of his deity?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2
Viorec Gry wrote:
Not to be a stick in the mud... but doesn't an inquisitor need to have an alignment within one step of his deity?

Yep, he can only be one step away from his god's alignment.

Gorum(CG), valid alignments: TN, and any Chaotic

inquisitor wrote:
Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

When it comes to PFS stuff I'm officially braindead. I've never done anything with it, so I have no idea what I need to do.

Do we need to change something now, or later, or never, or what?


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7
Jormel Vallin wrote:

When it comes to PFS stuff I'm officially braindead. I've never done anything with it, so I have no idea what I need to do.

Do we need to change something now, or later, or never, or what?

Some feats, spells, and what not are not legal in PFS. Most everything in the core rulebook is in (except some things like crafting and leadership). This lists what's legal and what's not. There's also a link there to the Guide to Pathfinder Society Organized Play (free pdf) for all the details.

There are differences about how we gain XP and levels. Played in the flesh, each PFS game lasts 4 hours during which you play one module (or whatever those short PFS-specific modules are called). At the end, you get 1XP. You level every 3XP. Rather than rolling hp when you level up, you gain half your hit die plus 1 plus con mod (plus favoured class bonus plus toughness etc).

Loot works differently as well. During the session, it's as per usual. At the end, however, everyone gets the same amount of gold (as dictated by the chronicle sheet for that module) and has the option to purchase items from a list. The items are things that you found during the module. If you found a +2 longsword, and you used it to slay the BBEG in that session, it doesn't mean that you get to keep it. You have to buy it at the end. And your buddy can also buy a +2 longsword.

(Getting certain items on your chronicle sheets matters because there are restrictions on what you can purchase. Certain items are always available. Lots of things aren't.)

No crafting is allowed in PFS. You can't take feats like Craft Wonderous Item. What you can have is a day job. It's a check that you make after each session to earn extra gold. Usually, you need a craft or profession skill for that.

Eventually, we'll have to choose a PFS faction. Usually, we'd do that when we create our characters. In this game, if we're waiting for a connection to the Pathfinder Society to appear, I'd rather delay picking my faction until then.

At some point, we'll have to register our characters on the PFS website.

And there's more. In the guide.

Oh ya. And unless I'm mistaken, every character--regardless of class--starts with 150gp.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Thanks a bunch! I didn't realize there was already a PDF that explained everything. Now I feel sort of dumb.

I did some shuffling of my gear and now I'm down to the 150g starting allotment, so I think I'm good to go.

I think I get it all, but I do have a few more questions. Since the loot is use-for-now and buy-it-later, what happens with all the random mundane or cheap stuff you find? Like the free tent, backpack, and whatever we were given at the start of this - do we have to declare a purchase of that, or is it just ours now?

What happens to consumables? We were given a CLW potion, so we're free to use it as we want. But if we hang onto it for a rainy day, we'd need to buy it at the end of this adventure? And if we really wanted to, we could all buy it, right?


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1
Eve Valeria Abia wrote:

Made a render of Devlin based on what I though would fit him.

Devlin_Sorrow_Rough

I'll likely need to update the materials to a darker skin tone.

I like it. Will update asap


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

That's the last time I try posting from my phone. You pick the right alias and end up posting with the wrong one sometimes.

Sorry my bad.


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

Is there a map or are we winging it?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I think we are winging it for now.


Devlin Sorrow wrote:
Is there a map or are we winging it?

just posted.

patience please........or I'll drop flying Tarrasque on you.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Can we ride the flying Tarrasque? That might be okay.


35 Fly check please


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

I Believe I Can Fly: 1d20 + 35 ⇒ (6) + 35 = 41

Well, what do you know!


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

I love the llwynog banter.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3
Viorec Gry wrote:
I love the llwynog banter.

I bet he's got a lot to say...


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

2 questions:

1. Are we respecing for a 150g buy?

2. And this one is important, Am I the only front liner we have?


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I'm at or close to the front.


Respec for 150.
No. Well, the inquisitor could help tank but he's a prissy one.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

I can tank. As long as they don't hit me.


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7
"Fool" - Corvid Rhonabwy wrote:
I can tank. As long as they don't hit me.

I could enlarge you. Then you'd be, you know, more in the way. (Well, not from a game-mechanics perspective, really.) But easier to hit.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

My melee's not amazing, but I can stand in front of the really squishy guys for a while, at least. The further the game gets, the less useful I'll probably be in a real melee.


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

I was more curious then anything. Once I get combat reflexes, me being the tank isn't so much a problem at least at the low levels when one or two hits can kill a goon


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

sorry i missed a good chance for banter but i was in a test, then my phone died.... bad day all around


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7
Jormel Vallin wrote:
Since the loot is use-for-now and buy-it-later, what happens with all the random mundane or cheap stuff you find? Like the free tent, backpack, and whatever we were given at the start of this - do we have to declare a purchase of that, or is it just ours now?

It's yours for now. If you want it after this adventure, you'll have to buy it.

Jormel Vallin wrote:
What happens to consumables? We were given a CLW potion, so we're free to use it as we want. But if we hang onto it for a rainy day, we'd need to buy it at the end of this adventure?

If we wanted to keep it then yes.

Jormel Vallin wrote:
And if we really wanted to, we could all buy it, right?

Yes, although a potion of CLW is on the list of items considered always available. You wouldn't need to find or be given one in an adventure in order to purchase one.

So we might as well use the potion if the need arises.

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

Good point Viorec, I'll fiddle around with the alignment and make things work.
As I understand it- this is a campaign so whatever rules the GM wants. We are just applying the exp to our PFS characters (if we like). Is this correct GM JellyBelly?


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7
Emil Soulbinder wrote:
As I understand it- this is a campaign so whatever rules the GM wants. We are just applying the exp to our PFS characters (if we like). Is this correct GM JellyBelly?

You may be right. I remember something about that, although I've never played in such a situation before.


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

DM Jelly, if I have out-of-character questions about the situation our characters are in over on the gameplay board, or rules questions relevant to that situation, where do you want that discussed? Here or ooc in gameplay?

Over on the gameplay board, was that pair of eyes more than 60' away? Darkvision and all...


@Emil, Yes and always remember that the Jelly rules!

@Viorec, Yes, 'ooc' is more like "I'm here doing this to Fools fox". Discussion forum is where you question something and I tell you no, you tell us you're taking a Holiday in Cambodia, etc...

@Viorec, Yes, the eyes were about 20ft away, you have initiative. It is not an Eye of the Beholder.
Your night vision is good yet you do not see everything. Three sides of your camp are essentially blind due to the shrubbery...know what I'm sayin?
Oh, also, I'm not going to map every encounter...ya, I'm lazy.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Actually I can understand not mapping every encounter, since I also GM.
It's a lot of work.


Actually 'cause I'm so cool I've posted one.

Deadly wolf fight!

Please think of the hole as your campfire.

Thank you,


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

@Jelly
I should have known. Such a predator isn't going to approach in the open when there's cover to be had.


Viorec Gry wrote:

@Jelly

I should have known. Such a predator isn't going to approach in the open when there's cover to be had.

It's all good, I expect you to question me. Lord knows Emil and Fool will.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Given the wolves colors, I'm assume the one who made the fire accidentally used dried weed leaves to help get it started.

Sovereign Court

Ini +2; AC 18, Touch 12; HP 10/10

The map makes my retina burn.

Mr. Kind benevolent GM, master of the multi-colored maps filled with strange and horrible monsters, judicator of all rules justly, and receiver of free horseback riding trips for your offspring... is my alignment ok or should it be changed? :)

Sczarni

Emil Soulbinder wrote:

The map makes my retina burn.

Mr. Kind benevolent GM, master of the multi-colored maps filled with strange and horrible monsters, judicator of all rules justly, and receiver of free horseback riding trips for your offspring... is my alignment ok or should it be changed? :)

According to this: Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis., you should be chaotic vs lawful.


Male Human Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Jormel Vallin, Mighty Slayer of Tiny and Defenseless Wildlife. They shall call him The Desquirreler.


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

Seriously fool, Pew, Pew, Pew huh, ill never make the check to notice but I had to comment on it anyways.

Seriously I almost got kicked out of class cause I was laughing too hard.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I almost laughed out loud as well, but I knew to contain it due to being in class.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

=》


Male Half-Orc (Varisian) Sorcerer 1 | HP 8/8 | AC 11 (10FF/11T) | F+3, R+2, W+3 | CMD 11 | Init +7 | Perc +7

I'm new to play-by-post. If there are things that I could be doing better, please tell me. For example, in combat, do we need to wait for our initiative to come around before we post? As long as there are only PC's going before me, it seems nice to get it up there so that nobody has to wait on me. Just assume that it doesn't happen until my initiative rolls around. Is that common practice, or is it too confusing?


Post when you can. You're logic is correct.
Now and then I'll add the caveat "upon her turn...".


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

Height_Ref
Group Render

Since I did not have Emil's height he's not in the renders


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

my don't we make a good looking group


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

With Eve Enlarged, almost everyone else's head is around the middle of her thigh.

Images are at 3000 by 2000.
Hit the zoom in the bottom right to see the real size.


Warpriest 1 HP:9/9 AC:16:12:14 Saves:3:2:5 Init: +2 Skills: Dip +5, Per +7, Sense +5, Stealth +2

I hope everyone enjoys the renders.

The height ref does put each character into perspective to one another.

Grand Lodge

Male Halfling | Neutral Good Witch 5 | HP 32 | AC 13 | T 12 | FF 12 | Fort +3 | Ref +5 (+7) | Will +5 | CMB 0 CMD 11 | Init +5 | Perc +9(+11) | Move 30' | Current Conditions and Modifiers: Familiar close
skills:
Diplo +9 (+10 to gather info), Fly +11, (arcana) +13, (history) +10, (local) +7, (nature) +9, (planes) +12, Linguistics +6, fortune-teller +4, Sense Motive +2, Spellcraft +13, Survival +2, Swim +3

Nice! But I am way too skinny!


Male Human Swashbuckler 1 | AC 18, T 14, FF 14 | Hp 6/11 | Fort +1, Reflex +5, Will +0 | Panache 2/2 | AoO 1/1

I did, I think you nail me perfectly. Btw are you going to do a rend of your enlarged self?

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