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Har! Once again I'm lucky to be picked!
Player: Caro Cogitatus
Character: Smiley Stonegirdle
PFS#: 106336-12
Faction: The Exchange
Day Job: Profession Odd Jobs: 1d20 + 6 ⇒ (19) + 6 = 25

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Nithrandyl Eikrekkr
PFS#: 114768-28
Faction: Scarab Sages
Day Job: NA
I can switch to something else if there is a glaring gap in team build...

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When it rains, it just pours, don't it? Looks like you fellows need an "expert treasure hunter!"
How ya' doin', Smiley?!
Player: I'm Hiding In Your Closet
Character: Khāṇa Tsogtsos
PFS#: #40025-19
Faction: The Exchange
Profession (Gambler): 1d20 + 7 ⇒ (20) + 7 = 27

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Feelin' lucky, as always, Khāṇa. Good to see you again.

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Nota Bene: I have Scent!

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I just want to be clear to all that I'm not out of the game - the world just seems to be falling apart right now, so expect impeded performance for the time being.

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I'm here, as I said I'd be in the recruitment spreadsheet (was totally off-computer the past weekend).
Player: Mighty Glacier
Character: Rizzlefunk
PFS#: 150675-8
Faction: The Exchange
Dayjob: Perform (act): 1d20 + 8 ⇒ (7) + 8 = 15
I'm 3rd level, but if I calculated correctly the average level is still in the 1-2 range.

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Howdy Rizzlefunk! Kaye Ginzel joined you during the Glass River Rescue.
Our APL is 2 + 1 + 2 + 1 + 1 + 3 = 10 / 6 = 1.666, so it lies comfortably within the 1-2 subtier.
Oh hey, I didn't even realize it's you whose game I signed for! :D
Unfortunately I must be offline Wed - Sun. I left Rizzlefunk's "tactics" in the alias profile, if you need to GMPC me.

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Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

GM chadius |

If you have time, can you fill out a survey here? I'm trying to improve as a GM, and feedback will be a great help!

GM chadius |

Click here to access your chronicles. Please check your for any errors and inaccuracies.
Thanks for playing! If you have time, please fill out the survey. The link is in the above post.

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Many thanks GM Chadius.

GM chadius |

Yeah, these familiar boons are pretty cool. Assuming you hang around until level 7, of course.
For those wondering about the mysteries of Mercy:
Amenira came here to observe the great tree, and also grew suspicious when she kept noticing shredded plant fragments around town. She created dolls for the children and used the enter image spell to spy on them. She concluded there was a powerful seed buried somewhere near town that protected the land and began to search for it. The cloaker was an unlikely defender of the seed who ambushed and killed Amenira when she got too close to the truth. In her last moments of life, Amenira transferred her soul to a locket carried by one of her dolls. It's a pretty traumatic event, and Nira's memories were damaged as a result.