Feral's Giantslayer: #5 Anvil of Fire - Sanctioned Seeker Adventure (Inactive)

Game Master Feral

[dice=Exiel]1d20+12[/dice]
[dice=Pursnikkitty]1d20[/dice]
[dice=Ralph]1d20+3[/dice]
[dice=Rhon]1d20+1[/dice]
[dice=???]1d20[/dice]

Map


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Howdy folks.

Please get your profile as up to date as possible.

In addition to the standard stuff (PFS#, character#, day job roll, etc), please link me whatever item tracking sheet(s) you're using for tracking your character's purchases/gear.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Looking to buy some more stuff for 42. Any suggestions?

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Player Name: Big Joe
Character Name: Rhon Delver
PFS#: 20941-3
Faction: Silver Crusade
Day Job: Heal: 1d20 + 17 ⇒ (7) + 17 = 24

Rhon has bought the following before starting this next session.
Add Impact to +1 Ghost Touch Dwarven Waraxe = 24,000 gp
First Aid Gloves = 4,500 gp
Oil of Daylight = 750 gp
Spellcasting Service - Restoration 1,280 gp


Thanks Rhon for starting things off.

In addition to that info and item tracking sheets, please sound off on any questionable or table-variationy content you're using. I'd rather hash that stuff out now rather than mid game.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

P.Name: Zack R
Character Name: Subject 42
Faction The Exchange
PFS #: 12395-4
Day Job: Alchemy: 1d20 + 15 ⇒ (11) + 15 = 26

Accounting is at the bottom of my character's page.


I'm afraid I don't see it 42.

All I see is the section labeled Accounting but it seems very incomplete.

The Exchange

Class [Paladin2/Oracle1/Sorcerer12] | HP:102/102 | AC: 40/ FF26 (Defensive Strategist)/ T 27 |CMB: +20 CMD: 39| Fort: +32 Ref: +28 Will: +34 | Perception: +8(darkvision)| Init: +13 [|] Lauriel: HP 51/51

Will get my paperwork in order this weekend. When are we expected to start?

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

It's looking like a busy weekend for me. I have a guest coming on Monday for a week and I need to get my house clean... Doesn't help much that my girlfriend wants to hang out this week...

I might take off tomorrow from work, depending on the weather. If I do, I'll be cleaning them and trying to locate my sheets again... They are somewhere in my apartment... I hope.


Let's aim to start middle of next week. I'd like to have some time to go over everyones' paper work and I'll need a little more time to review the module.

I'm a little alarmed that nobody has declared questionable content with their characters. Everyone's got something by this level.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

I have 2 questions.

1. I will cast lesser create demiplane, just because I can.

Create Demiplane, Lesser wrote:
Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered "very familiar" with your entire demiplane. As a standard action, you may eject a creature from your demiplane.
plane shift wrote:
Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

I can cast it at CL18, so the entire demiplane is only <54 x 10ft cubes>. When I cast plane shift to get to the plane, and when I eject creatures as the demiplane's creater, where do we end up exactly?

2. Dazing fireball. Does it require a lesser metamagic rod or a regular metamagic rod to empower? (I have only had one GM ever rule that it needs a regular metamagic rod. But it is free to ask.)

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

My main weapon and armor are glammared to look like normal clothes. Had been requested to disarm way too many times before. So I took precautions.


Thanks Ralph for being the first to step forward for judgement. =P

Ralph Cauthorn wrote:
I can cast it at CL18, so the entire demiplane is only <54 x 10ft cubes>. When I cast plane shift to get to the plane, and when I eject creatures as the demiplane's creater, where do we end up exactly?

I would rule that you arrive at whatever extreme edge the arrival scatter puts you when you enter the plane.

I would assume creatures ejected return to wherever they entered from.

Quote:
2. Dazing fireball. Does it require a lesser metamagic rod or a regular metamagic rod to empower? (I have only had one GM ever rule that it needs a regular metamagic rod. But it is free to ask.)

This is one that a lot of GMs get wrong. The rule of thumb for metamagic is that they count as whatever spell level is worst for the spellcaster. That means an empowered fireball is not eligible for use with a lesser maximize rod but it also doesn't overcome a lesser globe of invulnerability.

In the case of your example, dazing fireball, it counts as a 5th level spell for purposes of metamagic rod usage.


Subject - 42 wrote:
My main weapon and armor are glammared to look like normal clothes. Had been requested to disarm way too many times before. So I took precautions.

What is your weapon glamoured to look like?

Also, I noticed you have dervish dance. What are you expectations on how it works with spell combat?

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility
DM Feral wrote:

Thanks Ralph for being the first to step forward for judgement. =P

Ralph Cauthorn wrote:
I can cast it at CL18, so the entire demiplane is only <54 x 10ft cubes>. When I cast plane shift to get to the plane, and when I eject creatures as the demiplane's creater, where do we end up exactly?

I would rule that you arrive at whatever extreme edge the arrival scatter puts you when you enter the plane.

I would assume creatures ejected return to wherever they entered from.

Quote:
2. Dazing fireball. Does it require a lesser metamagic rod or a regular metamagic rod to empower? (I have only had one GM ever rule that it needs a regular metamagic rod. But it is free to ask.)

This is one that a lot of GMs get wrong. The rule of thumb for metamagic is that they count as whatever spell level is worst for the spellcaster. That means an empowered fireball is not eligible for use with a lesser maximize rod but it also doesn't overcome a lesser globe of invulnerability.

In the case of your example, dazing fireball, it counts as a 5th level spell for purposes of metamagic rod usage.

But an intensified fireball with "wayang spellhunter - fireball" will still use a lesser metamagic rod, correct?


Hrm. That's a good question. Let me ponder.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

A fight is like a dance, one hand is used to perform the actions needed to cast spells while the other hand attacks with the weapon.

Accounting has been updated. Found a boon that I still haven't used from a special that I haven't used.

Blood Under Absalom, Magic Boon. Twice I can recall a spell that I had ready that day.

Outfit looks like a Courtiers's Outfit and the blade is invisible, if i remember the blade stealth sheet correctly.


A couple things:

1) I tend to err on the side of caution on the dervish dance / spell combat debate. Any round that you use spell combat you’ve ‘wielded a weapon’ in your offhand and you’re not eligible for dervish dance that round.

2) I’m not familiar with blade stealth. Is that a feat or magic item? Glamored weapons are still required to resemble the shape of the weapon. They can’t be invisible.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

The Sheath of Bladestealth is the item that makes one of my scimitars invisible while it is sheathed inside of it. (Currently the Nullification Scimitar)

About the Dervis Dance/Spell Combat debate. I will have to disagree.

Dervis Dance:

When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

I believe it's the last sentence that you're referring to. Which is saying that you can't use a weapon or a shield in that hand.

The Components in spells are broken down into several sections, V, S, M, F and DF. I believe it’s the M or Material parts of spells that have brought up that debate. While Material spell components are not classified as weapons or shields, they are an object. So you would be holding something in those hands. That being said, it should only effect those spells that use Material Components and not all spells.

If you look at the S or Somatic component of the spells, it is a measured and precise movement of the hand. Nowhere to my knowledge does it indicate what these movements have to be. Dances are different between dancers, cultures, time and intent. The hands can move as part of the dance to match the movements of a spell.

Of the spells I can cast using my Spellstrike, here are a list of those that use Material Components and thus would be effected by the “Holding of an object.”
Ghoul Touch
Ray of Exhaustion It could be argued here that a drop of sweat is almost always in the hand of someone in a battle. And would bypass the “Holding of an object.”
Lightning Bolt

Side note. This is the first time I heard anything of a problem with Dervish Dance and Spell Combat. When Pathfinder first introduced Magus, I almost TPKed an entire party of adventurers with one. So i have been using them since their introduction to pathfinder.


Magus is a very powerful class, I've been aware of that since its inception. That said, part of why they seem so powerful is that GMs let players run away with edge cases. For example, flamboyant arcana.

I understand the arguments for and against allowing dervish dance to work with spell combat. I'm opting for the latter.

If that's a problem, feel free to swap it out while you're at my table. I won't require you to retrain it or anything.

Scarab Sages

Temp Claw as Dragon:
[dice=claw]1d20+27[/dice][dice=Claw2]1d20+22[/dice][dice=Dmg]1d8+15[/dice][dice=Dmg]1d8+15[/dice][dice=Gore]2d6+15[/dice]
Elf Druid lvl 17| AC:30 T:23 FF:25|HP: 92/207|BaB: +12 /+7/+2|F/R/W19/16/22|Init:+8|CMB: +19|CMD: 36|SR (Fire) 20
Temp Bite as Dragon:
[dice=Bite]1d20+27[/dice][dice=damage]2d6+15[/dice]

Swapping it out would basically cut off 42's balls. He is a dexterity built magus with the Dervish Dance feat (as intended) in mind and design.

We could go to the rules to get an official ruling on this, but that could take time.

I'm posting with this character so you can look at him. If you can't accept 42 as he is, then I'll have to bring Amsheagar out of retirement and give him his last level earned from his last event. He would be level 16. On the edge of the acceptable levels for this scenario.


You're welcome to play a different character. I'll take a look at him after work.

In the meantime, can you get his Item Tracking Sheet(s) together?

The Exchange

Class [Paladin2/Oracle1/Sorcerer12] | HP:102/102 | AC: 40/ FF26 (Defensive Strategist)/ T 27 |CMB: +20 CMD: 39| Fort: +32 Ref: +28 Will: +34 | Perception: +8(darkvision)| Init: +13 [|] Lauriel: HP 51/51

IIRC Dervish Dance is the only one of the three dex-to-damage feats that works because it uses less restrictive wording than the other 2. Fencing grace and slashing grace don't work due to them having the "any time another hand is otherwise occupied" clause, but dervish dance only states that you cannot use this feat if you are carrying a "a weapon or shield" (so even spell components, a fancy flower or a paperback book would be fine).

I'll have Exiel's ITS sorted out this weekend.


@Rhon:

I'm having a hard time making sense of your character sheet. Do you have a bunch of buffs active on your herolab export? For example, what's giving you a permanent fly speed?

Can you post a clean herolab export?

@Exiel:

What are the encouraging and lingering feats you've got in your feat summary?

@Ralph:

Your HP seems a bit high for a level 14 wizard with 15 con. Can you break yours down for me?

@Amsheagar:

Can you break down your HP for me as well? You've got a few different HP totals listed and I'm not sure which one is accurate.

I don't understand the animal stat blocks you have prepared. It looks like you gain +10 strength and +2 dexterity from wildshaping into a huge animal? Wildshape 3 doesn't normally give those stat adjustments.

Your AC seems like it's off by 1 point as well. You've got it listed as 31 but I'm seeing Dragonhide wild Breast Plate (+7), Amulet of Natural Armor (+5), Ring of Protection (+4), Dusty Rose Ioun Stone (+1), 14 dexterity (+2), and dodge (+1). That should put you at AC 30. Also, your wildshape AC is listed as 35. It should be 32 with the numbers listed here.

The Exchange

Class [Paladin2/Oracle1/Sorcerer12] | HP:102/102 | AC: 40/ FF26 (Defensive Strategist)/ T 27 |CMB: +20 CMD: 39| Fort: +32 Ref: +28 Will: +34 | Perception: +8(darkvision)| Init: +13 [|] Lauriel: HP 51/51

I'd point out that if 42 doesn't join us in this game, he won't be able to join us in freeing Baba Yaga afterwards. Though I suppose Amsheagar would be able to join us in his stead.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

@Exiel, I'm currently leveling Amsheagar to 16, which is on the edge of the level for this one. What are the levels for the Baba Yaga one?

@Gm I'll look over Amsheagar's profile and fix it. The HP should be the one in my status. Since it is up to date while the Level 14 area on my profile isn't.

The Exchange

Class [Paladin2/Oracle1/Sorcerer12] | HP:102/102 | AC: 40/ FF26 (Defensive Strategist)/ T 27 |CMB: +20 CMD: 39| Fort: +32 Ref: +28 Will: +34 | Perception: +8(darkvision)| Init: +13 [|] Lauriel: HP 51/51

@GM: Ah, I don't have those yet. Those are metamagic feats that I will take at level 15, 16 (bloodline) and then quicken at 17 (hence the numbers preceding them).

@42: I believe 15-17.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

@GM: Clean character sheet posted. I accidentally left the Fly spell active when updating things after the last session.


Thanks.

What is your resistance to positive and negative energy from? What about the resistance bonus to AC and saves vs evil?

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

@GM: I have the Deathless enhancement on my armor. This allows the armor to absorb the first 10 points of harmful positive or negative energy per attack, including channeled energy.

Just ignore the Deflection bonus to AC and Resistance bonus to Saves vs. Evil. For some reason it keeps adding Protection from Evil onto the sheet despite the box not being checked as active. I will fix it on the sheet.


2 people marked this as a favorite.
"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Hey Gang—

I have been asked to come in with a rules interpretation for Dervish Dance. I will state foremost that the following is my interpretation ONLY. Because this is a grey area, Feral is welcome to stick with his slightly more strict intepretation of the rules.

★ --- ★ --- ★ --- ★

I am not aware of any "official" clarification specifically for Dervish Dance, only the slashing grace errata/FAQ with similar, but not the same, wording.

It's "You cannot use this feat if you are carrying a weapon or shield in your off hand" [DD] VS "You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied" [SG].

Spell combat says "This functions like two-weapon fighting, but the off-hand weapon is a spell that is being cast."

Some GMs have decided that means the other hand is considered a weapon and therefore the strict interpretation must be that it does not work for DD either.

That's a too strict interpretation in my opinion, and I would say Dervish Dance works as most of us think it does, until further clarification from Paizo is offered to the contrary.

That said - it's probably grey area enough, although a very light shade of grey, that GMs might be more restrictive if they so choose to be.

I hope this helps. Feral, I am leaving it up to you how you want to rule this going forward.

Hmm


Thanks for making the House Call Hmm.

I did notify the player in question that I was aware of the arguments on both sides. I’ll be sticking to my guns on this one.

***

@Subject - 42:

That said, you should be aware that Venture-Agents are not ‘rules people’ and have no more weight on issues like this than any other GM. I’ve had Venture-Captains insist that you can use Vital Strike on a charge or that spellcraft is required for aiming a Fireball. The fact that your response to my ruling was to seek an outside ruling from another source after I made my decision clear, does not bode well for this game as a whole. In light of this, I no longer feel comfortable running this module for your group.

The game is canceled. Best of luck in your future gaming.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Yeah, I dislike being asked to second guess rules decisions of GMs. It always feels like I am intruding in someone else’s house and being asked to rearrange the furniture. If the GM is unaware of a PFS clarification, that’s one thing. If the matter lies in a grey area of the rules, it is always the GM’s call to interpret (or Overseer’s in the case of multi-table specials.)

Still, I feel terrible that the end result of my house call was the cancellation of a game.

:(

Yours,
Hmm


Totally not your fault Hmm. You’re just doing your job and trying to be helpful.

Ultimately, it’s for the best that this type of lack of trust comes to light now rather than mid-game when there’s no clean method to part ways.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Feral, when there is a dispute on the rules in a society game. The players have the right to seek a ruling from The Venture Captains. That is what I was doing.


You are welcome to seek a ruling from a Venture Captain. Just like you could seek a ruling from the forums, from a friend, or from your local congressman.

What all of these have in common is that nobody has authority in your game other than your GM. A Venture-Agent can help by providing official errata, official FAQ responses, or PFS-specific rulings. They can also weigh in with their opinion on rulings for grey areas such as the one we’re discussing now. So, while you’re welcome to seek out a Venture-Agent for a ruling, you should be aware that 1) They’re unlikely to make a difference if your GM is well-informed and has already made up his mind and 2) You will likely sour the relationship with the GM that was brought on to run a game for you and your friends.


1. VC are set up to assist in conflict resolution. The ruling that DD can’t be used with spell combat that you made was too strict in my mind. I tried to meet you in a neutral place and let you rule that if I was holding the material component of the spell m, then I couldn’t use DD. VC Responsibilities

2. From your ruling on the DD and offering me to switch it out would have required a complete overhaul on my character. Souring the gameplay with that.

3. As a Society GM, you are suppose to go by the socity ruling and not try to be a bully of a GM. As a GM myself, I have had a VC come into my game when there was a dispute of the rules. He corrected me where I was wrong. I didn’t cancel the game because I was wrong, I played it through with the players and even a few games after that. That is what a good GM with the PF Society does.

It was your call to cancel the game. We will find a new GM to run us through this module.


I'm not going to waste anymore time explaining why you're wrong Amsheagar. Please don't post in this game anymore.

In case that was unclear: You are no longer needed at this table. Best of luck in your future gaming.

***

In the interest of not punishing everyone else for the actions of one, we're going to move along as originally planned minus Amsheagar. Please get your profiles up to date and either link your Item Tracking Sheets or PM them to me if they're not in an easily linkable place. The plan is still to start middle of next week. That might shift a day or two depending on how much longer the Jade Regent game I'm running takes to wrap up.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

I was not able to pay attention to fixing up my ITS during the weekend. Partially because I was trying to work out what was happening to this game. I will get it done in the next 48 hours latest.

Feral: There is a player on Flaxseed with a level 14 cleric who is interested in joining. Currently we only have 4 characters in the party. Shall I invite him here?

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

Does anyone have access to a form-fillable ITS or know where I can find one?

As for adding another player, I'm fine with it.

The Exchange

Class [Paladin2/Oracle1/Sorcerer12] | HP:102/102 | AC: 40/ FF26 (Defensive Strategist)/ T 27 |CMB: +20 CMD: 39| Fort: +32 Ref: +28 Will: +34 | Perception: +8(darkvision)| Init: +13 [|] Lauriel: HP 51/51

Ok, that was a heck of a chore to do, but I've done a partial overhaul of my character sheet. It now has a tracking sheet (for everything) on a new tab, and I've moved my working numbers to a new tab as well.

Hopefully this makes my sheet easier to navigate.

Also, checked all my character sheets for forgotten purchases. Turns out I've had a camel in the grand lodge stables for years! Fortunately they don't charge for stabling. XD

Player Name: Fiddlersgreen
Play mode: Slow Track
Character Name: Exiel
PFS#: 40919-4
Faction: The Exchange
Chronicle number: 42
Start XP: 41
Start Fame: 72
Start Prestige: 17
Start Gold: still deciding on purchases

Turns out I'm at a level now where I can't expect to make all my purchases using the Master of Trade discount, so I need to plan my purchases... #14thlevelproblems

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

I am now ready.

Player Name: Sean Ting
Play mode: Normal
Character Name: Ralph Cauthorn
PFS#: 96464-1
Faction: The Exchange
Chronicle number: 25
Start XP: 41
Start Fame: 64
Start Prestige: 26
Start Gold: 23334
ITS

Kaldane: Feel free to copy mine. I think it is clearer than Exiel's. >:)

GM: Just as my Master of Trade vanity is in orange font, so all my purchases with that boon are also in orange font.
There is also the matter of the 14th level cleric who wants to join us. Shall I invite him to the thread since we are currently only at 4 players?

Exiel: You should have bought your cheaper items earlier instead of splurging on your Khepresh of Refuge. It is not like you need the rerolls or crit-negation anyway.
And it is not as if you are poor for your level.


I leave the matter of the cleric up to you guys. Four players will make for a faster game but it might be nice to have another spellcaster.

It's worth mentioning that this module is a meatgrinder but largely easy. Looking over the major encounters I don't expect much to challenge you guys until the last wing.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility
DM Feral wrote:

I leave the matter of the cleric up to you guys. Four players will make for a faster game but it might be nice to have another spellcaster.

It's worth mentioning that this module is a meatgrinder but largely easy. Looking over the major encounters I don't expect much to challenge you guys until the last wing.

This leads me to believe there will be few if any spellbooks to copy? How disappointing...

Your Jade Regent group looks like they are finding the last battle quite a challenge.

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)

Player Name: Steven Johnson
Play mode: Normal
Character Name: Kaldane Starlight
PFS#: 26225-4
Faction: Grand Lodge (Former Shadow Lodge)
Chronicle number: 41
Start XP: 37
Start Fame: 75
Start Prestige: 50
Start Gold: 5134
ITS Here!

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility
Kaldane Starlight wrote:

Player Name: Steven Johnson

Play mode: Normal
Character Name: Kaldane Starlight
PFS#: 26225-4
Faction: Grand Lodge (Former Shadow Lodge)
Chronicle number: 41
Start XP: 37
Start Fame: 75
Start Prestige: 50
Start Gold: 5134
ITS Here!

Have you applied all your chronicles? 37 xp only gets you to level 13.

Grand Lodge

male Cleric 16 HP 120 | AC 34; Touch 14; FF 32 | F +15; R +8; W +20 | CMB +12; CMD 25 | Speed 20 ft | Init +0 | Perc +9 | Stealth: -2 cleric 16

(Qstor here) thanks for having me!

I've been itching to get PFS credit for giantslayer.

PFS #786-2
Sov. Court
Day job handle animal: 1d20 + 9 ⇒ (5) + 9 = 14


Ralph Cauthorn wrote:

This leads me to believe there will be few if any spellbooks to copy? How disappointing...

Your Jade Regent group looks like they are finding the last battle quite a challenge.

There might be one spellbook but it’s for a level 6 spellcaster.

That’s the problem with basing an AP on something with a really high CR like giants - there’s no room in the CR adjustments to include appropriately powerful spellcasters. Most of the casters in the AP are giants with a few caster levels tacked on which, while good for supplementing their melee prowess, are useless in making them credible spellcasting threats.

***

In any case, welcome to the party Qstor. After you post the basic PFS info, please get your profile updated and provide a link to your Item Tracking Sheet.

Grand Lodge

male Cleric 16 HP 120 | AC 34; Touch 14; FF 32 | F +15; R +8; W +20 | CMB +12; CMD 25 | Speed 20 ft | Init +0 | Perc +9 | Stealth: -2 cleric 16

ok

Grand Lodge

Male Max HP: 183 | AC: 33; T: 24; FF: 25 |CMB: +15; CMD: 32| Init: 0 | Fort: +14; Ref: +7; Will: +12 | Immune to Curse Effects Current Damage: 0 |
Spell Slots:
9 (9) |2 (8) | 8 (8) | 6 (8) |7 (8) | 6 (7) | 5 (5)
Ralph Cauthorn wrote:
Have you applied all your chronicles? 37 xp only gets you to level 13.

You are correct, and I realized that I failed maths on my last chronicle sheet. He is at 40 xp, not 37.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

@GM: Here is my ITS. For your information I had to recreate the sheets after the originals where lost. That said, I only have the items that are currently on my character sheet.

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