GM Beckett's "the Frozen Fingers of Midnight" Game Day Event PbP (Inactive)

Game Master Beckett

MAP
The Sanctuary
Asked to check up a friend of the Society "Skelg the Ripper", the party is sent to his town home to help remove an unknown curse. Arriving only to find his men all slaughtered, and Skelg lying in bed dying of what he can only describe as "the Frozen Fingers of Midnight clutching at his heart". Skelg informs you of a painting that holds a portal for a time once the Beacon of the North has shinned upon it. However, Bengeirr has made off with the lantern, claiming it and most of Skelg's other treasures are rightfully his from a dark secret buried in the past.

INIT:

[dice=Angruf]1d20[/dice
[dice=Borax]1d20[/dice
[dice=Kargen]1d20+5[/dice
[dice=Moll]1d20+3[/dice
[dice=Yanbrel]1d20+8[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Perception:

[dice=Angruf]1d20+2[/dice
[dice=Borax]1d20+4[/dice
[dice=Kargen]1d20+7[/dice
[dice=Moll]1d20[/dice
[dice=Yanbrel]1d20+6[/dice
[dice=Goody the Owl]1d20+10[/dice


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Basically she turned evil because she thought the Skelg was coming back for her, and then he didn't. Her ex rose as a ghoul due to the mask, and then anyone that came on board he would kill, and the mask would raise them as zombies. There where not enough people to actually row the boat, so it mostly would just drift and the longer it did, the ice just kept getting thicker. She was kind of trapped there, in that she could leave the ship, but couldn't really direct it to anywhere, and was not sure exactly where it was. So she became evil and bitter over it.

That's one of the reasons I hate the lack of Faction Missions, as they added a bit more flavor to things. That Andoran one for instance, was to try to convince Skelg to rejoin the Pathfinders and adventure again, (which also hints that there are reason he didn't), while the Qadira faction mission is to steal some maps which leads to another clue about the ship and painting.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Huh. I wonder how many groups just say 'Evil!' and attack her.

Silver Crusade

male (HP 15/15 | AC 14 | T 10 | FF 14 | CMD 13 | F +1 | R +3 | W +5 | Init +0 | Per +2, darkvision 60') dwarf bard 2

Well.. that and Irissen witch. Being Baba Yaga's grandaughter, and raised in a tribe of howling psychopathic b!%#-kittens can't be good for your good/evil ratio.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Beckett,

I just realized that I need to learn spells like an alchemist/wizard. I don't know how this works so I need to research it, but I will probably want to get a few more spells.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No problem. In PFS, a Wizard (or Alchemist/Investigator) can always utilize the Borrowed Spellbook option from the local Pathfinder Lodge. You do not need to roll to see if you understand the spell. You just pay the GP (on page 219 CRB). Using this option costs half the price it does to scribe the spells from it.

Additionally, you can also do so from any Spell or Alchemist books or Scrolls you find in a Scenario, or you can buy Scrolls and copy those.

You can pick, (as far as I know) any legal spells. So to write a 1st level spell costs you 10 GP.

If you are using a borrowed spellbook, it would instead be 15 GP.

You can also wait a little bit and see if you play with any other Alchemists or Wizard, and you can freeling use their books, just paying the price for scribing the spells.

My suggestion would be to do that, maybe picking a few specific spells you really want, and wait a bit to see if you can come across others you want but don't need immediately, but it's up to you. :)

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Thanks for the info. I'll take a look at see which spells I wan to "borrow." Btw, is there a link for that as I'm sure I'll need that with other GMs.

I also realized that as a pseudo alchemist, I can use the Craft Alchemy to create any Alchemical items with a DC at 1/3 the cost. Apparently there is no time limit so I just need to make the DCs if I can't beat them with a Take 10. Using Crafters fortune, I get a total of +14 so that means I can freely create any item with a DC 24 or less. If this is correct, then I'll add the following to my list of purchases. Including total item cost and will divide by 3 at the end.:

All DC 20 or lower
2 x Acid - 10 gp
2x Meditation Tea - 40
2x Smokestick - 40
3x Weapon Blanch (Silver) 15gp (will coat 10 bolts with one dose)
2x Vermin Repllant 10
3x Alchemical Solvent 60

Needing DC 25
Antitoxin = 50gp
Craft Antitoxin: 1d20 + 14 ⇒ (7) + 14 = 21 <--Fail by 4 or less and the materials aren't wasted
Craft Antitoxin: 1d20 + 14 ⇒ (9) + 14 = 23
Craft Antitoxin: 1d20 + 14 ⇒ (8) + 14 = 22
Craft Antitoxin: 1d20 + 14 ⇒ (15) + 14 = 29

Antiplague 50gp
Craft AntiPlague: 1d20 + 14 ⇒ (12) + 14 = 26

Total = 275 / 3 = 91.67 gp

Also adding a Wand of Infernal Healing for 2 pp

I'll check spells today.

Sovereign Court

Female Human Fighter (Cad) 3 HP 27/27, F +5, R +5, W +2, Init +3, Per +0

Just to clarify on the scribing situation, you pay the scribing cost to scribe it into your book, and then half again the cost as a fee to the NPC owner of the spellbook. You don't need to consult a list of available spells. Just pick whatever spells you want.

For example; for a Level 1 Spell you pay 10gp to scribe it into your spellbook, plus 5gp as a borrower's fee for a total of 15gp.

A Level 2 spell is 40 to scribe, plus a 20gp fee for 60gp total.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm not too familiar with Alchemists, but not seeing anything that allows you to use Craft in PFS. Can you point to what you mean?

Not saying your wrong, I just don't know.

HERE is on adding Spells to a Spellbook (or page 219 of the Core book).

HERE (last paragraph on Alchemy) is where it indicates that Alchemists use the same methods as Wizards, but do not need to roll to decipher a spell.

It's also repeated more specifically for the Investigator on pages 22-23 of the newer ACG Playtest for Investigator's specifically.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Hold the phone....

I just realized that per the rules, an Alchemist/Investigator can't create extracts for any spell that has a non-Divine focus. That would mean that Crafter's Fortune is actually not a spell that A/I can use, nor is True Strike.

PFS got rid of Brew Potions, for Alchy's so that really screws them on TS and CF. Investigator's don't get Brew so technically, they should not have any workaround for spells on the list with a Focus.

I've got a post up on the Paizo forums so maybe an authority will comment. But for now, that means I'm only guaranteed a DC 20 on Take 10. This would change my whole approach. I would not be attempting any DC 25 checks for crafting with only +10, but I would attempt my DC 20's. I'll have to go back through the list of items and see which are DC 20's.

This also means my Day Job is 5 less than what I rolled.

Regarding crafting, here's the PFS FAQ

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

Well, it seems that there is FAQ which, though perhaps an oversight, is a definitive statement that True Strike can be used in an infusion (extract). So by extension, any spell on the Formulae list must be viable as extracts, despite the contradiction in the class description.

Here's the FAQ that True Strike can be an extract.

So given that, Crafter's Fortune is viable and I'll stick with my earlier choices on alch. items. I just need to figure out the list of spells to add and I'll be done.

Dark Archive

Active:
Mage Armor 1hr, False Life = 4hr+13hp
Human - #43870-6 Investigator (Empiricist) 4| Male | AC: 14* T:10 FF:12| HP 50/37 | Init: +0| F: +4 R: +5 W+5 | CMD: 13 CMB 3| Percep +12*; Bluff +10*; Diplomacy +10;

@Beckett

Okay, let me wrap this up;

I'm adding the following alchemical items These are all DC 20 or lower:

Impact Foam 25 gp
Foaming Powder 20 gp

Scribing the following spells:
Keen Senses, Cure Light wounds, Endure elements - 45gp

Since all of these things, including the previous items, required a "roll" and must be witnessed by a GM, I assume they are permanent and are not viable for the 1st level retrain swap. As such,
I think I'll need you to make note of these changes.

So the entire list of items crafted permanently will be 106.67

Spell scribed = 45 gp

and 20 bolts =2

Grand total of = 153.67

And 2 PP for Wof Inf Heal.

I imagine you'll need to note that I scribed those three spells and crafted 106.67 gp worth of alchemical items. I'll put the permanent items on an inventory tracking sheet.

Thanks.

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