GMG's PbP: PFS #7-07: Trouble in Tamran (Tier 4-5, 4-player adjustment) (Inactive)

Game Master Magabeus

Maps


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Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleanders saves were so bad it wouldn't make much of a difference. The lowest they could be is 13, and she only just made that. Spell focus, or Int 14, or elemental focus all boosts that.

19 does seem a bit high though.

Bahh; I keep forgetting I can handle the wolf as a free action not a move one.


Fiend series | Shackles

I don't mind spilling the beans now:

Start at 12 (10 + lvl 2)
INT 18 = +4
Spell Focus (Evocation)= +1
Arcanist Exploit (Potent Magic) = +2

Now you can guess what the GM counter is about....

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

I am going to be scarce for the next 3 days. I might check in from mobile, but my posts will be few and far between until Monday. Thank you for your patience!

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Is that badger close to dead?

With just 13hp left, if it goes ape, Oleader will be spread over the room like a bad paint job.

I'm tempted to pull back and leave wolf in melee and draw a bow with which to do a few more arrows, but not sure we have enough fire power to actually bring the beast down.


Fiend series | Shackles

Oleander: no, not close to death

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

I was going to start lobbing alchemist fires at it, but didn't want to catch everyone else in the flames...

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

While Oleander would be upset if Wolf was burned... she wouldn't be half as upset as having her innards become outards.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Normally as part of movement, if you have a BAB of +1 or better you can draw a weapon.

Does that not apply to movement during a withdraw action?

PRD link

I guess it does say "regular move", but to counter that, she is not moving as far as she could normally do with a withdraw.

Thinking about it, she would still have to put away her sword, she's not about to drop that with the badger from hell in the room.


Fiend series | Shackles

"Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action..... If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move."

In my opinion a withdraw is not a regular move. It does not matter how far you move, your attention is at disengaging from the enemy. Now if you take a move action you can move, draw your bow in that move and use your standard as a move action to put away your sword. All at the minor cost of one attack of opportunity from a badger....

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

arrghh.. focus is on getting out from under the badger. I guess another option would have been to five foot step back and swap the weapons over.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9 (+1 vs fear)*|Init 0, Perc +4|CMB +6* CMD 15|Sulunai 1/1, Radiance 2/2, Fire Bolt 4/7, Channel 7/7, Bone* 40, #7

Better think hard about your choices:

Badger? Badger? Badger? Badger?

Much room? Much room? Much room?

Bear in mind that here comes a SNAKE! It's a SNAKE!

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9 (+1 vs fear)*|Init 0, Perc +4|CMB +6* CMD 15|Sulunai 1/1, Radiance 2/2, Fire Bolt 4/7, Channel 7/7, Bone* 40, #7

*reads letters*

Hey, one of the guys from "Serpent's Rise," neat.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Many thanks for the game. That is a tough one. I thought we were a gonna a couple of times in there.


Fiend series | Shackles

It is a tough one indeed. The fact that you played up also did not help... I am glad you had fun!

Chronicles As always, please let me know if something is amiss.

As for the slippers: only if you have the Zurnzal boon you get them.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9 (+1 vs fear)*|Init 0, Perc +4|CMB +6* CMD 15|Sulunai 1/1, Radiance 2/2, Fire Bolt 4/7, Channel 7/7, Bone* 40, #7

Hmm, neat Boon (and we chose the one that complements me better)!

It's just as well, I think - I didn't wind up contributing to the discussion, but Nemesis's mercenary bent would have caused her to trust/sympathize with Guaril.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

Thanks GM!

And with this, Sritaro is now level 4. The rage is finally out there :D

Now to get to level 7 so I can have a large Rageasaurus Rex.


Fiend series | Shackles

I have been thinking about running the sanctioned content of Skulls and Shackles 1 (2-4) followed by Plunder and Peril (3-5, 4-6 and 5-7) ....

Any interest?

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

How does that work? We don't actually play pathfinders do we?

I don't suppose that priest was level 4 for FJC purposes?


Fiend series | Shackles

My idea was to play through them with pathfinders.

For Skulls and Shackles 1 (S&S) you can either run the entire book using whatever rules the GM allows and earn credit as if you played the sanctioned part (one chapter) with a pre-gen. This is called campaign mode OR run only the sanctioned chapter with a PFS character. I do not want to run the entire book, but think the sanctioned chapter can be a nice bridge to Plunder and Peril (P&P).

For P&P it is the same, only here the sanctioned part is the entire module, split in three parts.

Off course there are alternatives:

1) Level new PFS characters to level 3 first and then do the sanctioned content of S&S. I don't mind running a Confirmation, Wounded Wisp, Thornkeep 1 and a tier 1-5 to get you to level 3.

2) Forget S&S 1 and do P&P in campaign mode, starting at level 4, using whatever rules we agree on

3) There is bound to be a nr 3 that I did not think of (yet)


Fiend series | Shackles

Oleander: no, he was level 5 (sorry, could not resist) and he was also not a divine spellcaster (bloodrager).... because of Razmir, who is not really a god.

You can tick of the "accept surrender" for the pickpockets or "spend 100 gold per level on spellcasting" on the Silver Crusade card (Season 7)

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

I'd be in for some pirating. I may change the PC I use; I have a dearth of PCs in 3-5 range and need to see what would be better.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9 (+1 vs fear)*|Init 0, Perc +4|CMB +6* CMD 15|Sulunai 1/1, Radiance 2/2, Fire Bolt 4/7, Channel 7/7, Bone* 40, #7

I love how you keep going and going; I feel like playing another character now, though (besides, Nemesis onboard a ship? AAAAAAAAHH!!!); I've got 3 level 2 characters who've been underserved.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

I do have a drunken master buff monk who is level 4 and carries his own keg on his back for his drunken ki :P He could be the voice of reason for the party...

Also on the table is a brawler/warpriest who may or may not be themed after a certain namesake villain of an 80's cartoon show involving four reptiles. Working on making him a tekko-kagi holy tank.

Have a tengu barbarian fighter going through invulnerable rager. Just need to give him elven chain and swimming won't be a problem.

And of course, Sritaro, who at least front lines well :)

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9 (+1 vs fear)*|Init 0, Perc +4|CMB +6* CMD 15|Sulunai 1/1, Radiance 2/2, Fire Bolt 4/7, Channel 7/7, Bone* 40, #7

I'm looking at a Druid, a Bard, and an Occultist - all level 2.

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Thanks for the game, GM!

Sure, I would be in, but also probably would change up characters. I have an ex-pirate that might be fun (level 2, I believe).

Dark Archive

M Half-Orc Occultist (Battle Host) 2 – HP 22/22 – AC: 17/T: 11/FF: 16 – Perception: +5, Darkvision 60' - Fort: +6*, Ref: +1*, Will: +3* – CMB: +6*, CMD: 17* – Speed: 20' – Init: +1

I have a level 4, some 2's, and some brand new characters available, depending on what the final decision on the game will be. I have no issues with whatever is decided, but in the interest of full disclosure I have run and am currently playing in a Skulls & Shackles campaign.


Fiend series | Shackles

Silas, thanks for the disclosure. I trust that you can keep player knowledge away from character knowledge

Important question is whether you have received credit for Skulls and Shackles book 1 and (if you have) whether you want to burn a GM star replay for it.

It seems we are looking at a 5 person party of level 2's and a 5 person party. For skulls and shackles that will work well as the part is written for 4 lvl 3's with a 15 point buy.

For Plunder and Peril I might throw in book 2 of S&S to get you up an extra level after parts 1 and 2 (part 3 can be brutal). We will see when we get there how effective you are at level 5.

Discussion to be continued at: discussion thread for the new game(s)

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