GM thunderspirit's Siege of Serpents (Inactive)

Game Master thunderspirit

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Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

No worries thunderspirit, the important is the overall and I have the feeling we have been running fine :)

There are always those kind of weeks from time to time...

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

Yup, no problem!


Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map | A Fistful of Flowers slides

Well done, all!

w00t! The Aspis Consortium can suck it! The Pathfinder Society has won the day...though at great cost*.

*:
Though I, for one, will lose little sleep at the loss of Aram Zey; addition by subtraction, as far as I'm concerned. :-)

Two items of business here.

PFS #s and faction information please, along with Day Job rolls if your PC has a Day Job.

Also, everyone please roll a separate d20 to see if there's a player boon to issue at the table. (Sorry, no shirt/folio rerolls allowed on the boon roll.)

Silver Crusade

Male Elven (13.0A) Pal (Divine Hunter)11 / Ftr 2 HP 95/95 | AC 20/T15/FF16 | F +19/ R +15/ W +16 | CMB +17; CMD 32 | INIT +6
Consumables:
SMITE EVIL 2/4 (+5 hit; +11 dam; +5 AC); Lay on Hands 8/12; CPE 1/6; | Wands: CLW 42/50 | Arrows: CI Durable 40/40; 55/60; Blunt 40/40; CI 64/64; Silver 50/50

95737-4
Silver Crusade
Craft Bows: 1d20 + 7 ⇒ (8) + 7 = 15
Gameday Boon Roll: 1d20 ⇒ 13

Scarab Sages

Female Elf / HP 56 / AC 23/T 17/FF 17/ F +11/R +10/ CMB +7/ CMD 24/ Init +11 7 rogue /Sneak Attack +4d6/ Evasion/Uncanny Dodge/Per +13/DisDevice +17

29749-7 slow progression
no day job

Dark Archive
boon roll: 1d20 ⇒ 17

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

134452-2
Perform: 1d20 + 15 ⇒ (10) + 15 = 25
Grand lodge

Boon: 1d20 ⇒ 5

Thanks for running!

Silver Crusade

Spells Cleric 17 (HP: 190/190), Init: +1, AC: 28 T: 15, FF: 28, Perception +12, F: +12, R: +6, W: +16, CMB: +9, CMD: 21, Concentration +19, Defensively +25
Per Diem:
  • Channel: (5d6 DC 20) 2/8
  • Touch of Glory (+11 to CHA skills) 9/10
  • Divine Presence (30' Sanctuary DC 20) 11/11
  • Rebuke Death (1d4+5) 10/10 Extend Rod 2/3, 5* re-roll 1/1
  • 1824-5
    Silver crusade
    Day job, Temple healer: Heal: 1d20 + 13 ⇒ (2) + 13 = 15

    boon I never win: 1d20 ⇒ 16

    -Posted with Wayfinder

    Sovereign Court

    Usable/Active:
    Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
    HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
    Situational Buffs:
    +9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

    45225-1
    Sovereign Court

    Day Job Survial via Hunting Lodge 1d20 + 17 ⇒ (6) + 17 = 23

    Boon: 1d20 ⇒ 8

    Grand Lodge

    Male Aasimar angel blooded Oracle (Battle) 10 | HP 79/79 AC 25(28 with magic) T 13 FF 24(27) | F +8 R +7 W +11 | Init +3(roll 2 dice and pick the best, always act in surprise round but last if failed perception) Perc +13| Darkvision | +1 to Saves from venom and diseases

    91931-2
    Grand Lodge

    Forgo a Day Job check to finalize a report to the Pathfinder Society 1d20 + 0 ⇒ (14) + 0 = 14

    Boon: 1d20 ⇒ 20 Hurrah!!!!


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map | A Fistful of Flowers slides

    Congrats, Artian! :-)
    Keep an eye on your PMs, I'll let you know what options you have in a bit.

    Thanks, all!


    Even though we didnt win one can the rest of us see what the boon options were?


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map | A Fistful of Flowers slides

    Once I get the okay from Venture-Captain Davis, sure.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map | A Fistful of Flowers slides

    Chronicles can be found here.

    Liberty's Edge

    Regional Venture Coordinator - Online

    You can share the basic boon info if you like - I have no issue with that.

    GM thunderspirit wrote:
    Once I get the okay from Venture-Captain Davis, sure.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map | A Fistful of Flowers slides

    Thanks, Ironhelixx!

    Player boon options, for those interested:

    Player Option 1:
    Psychic Dilettante: Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat.

    Player Option 2:
    Prophetic Dream: Powerful dreams have visited you every night, sometimes terrible and other times exhilarating. You’ve come to understand that these nocturnal visions sometimes portend the events of the coming day, manifesting as supernatural phenomena when trouble strikes. When you begin an adventure or wake up from a full night’s sleep, you can check one of the boxes above this boon and roll 1d4 to determine what kind of dream you experienced. You can activate the dream’s benefit once. If you do not use the ability by the end of the adventure, its benefit is lost. When you check the third box, cross the entire boon off your Chronicle sheet.

    1—Dream of Etheric Flight: Your dream was liberating, allowing you to soar over the clouds. As a free action, you gain the benefits of air walk for 1 round. During this time, you grant all of the weapons you wield the ghost touch weapon special ability.

    2—Nightmare of Fearful Retreat: In your dream, you were fleeing some ferocious bogeyman that you dare only face in the waking world. You gain a +10 enhancement bonus to your base speed for 3 rounds. If you are frightened or panicked when you use this ability, you may attempt a new saving throw at the same DC as the fear effect; if you succeed, you are instead shaken for the duration of this ability. If the effect did not allow a saving throw, you must instead succeed at a Will save with a DC of 11 plus your character level.

    3—Nightmare of Terrible Trauma: Your dream was painful, whether you dreamed of torment, watching as your teeth fell out, or being eaten by beasts, or something worse. When you would take bludgeoning, piercing, or slashing damage, you take 5 less damage (minimum 1) and gain a +2 bonus on any saving throw against additional effects associated with the attack, such as poison or disease. If your character level is 7 or higher, you instead take 10 less damage (minimum 1).

    4—Vision of Utter Lucidity: This time you were able to control your dreams, traveling wherever you wished before waking refreshed. If you would fall asleep or become confused as a result of a spell, special ability, or similar effect, you instead gain the dazzled condition for 1d4+2 rounds. The original effect resumes immediately afterward, though any time spent dazzled counts against that effect’s duration.

    Player Option 3:
    Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide.

    Player Option 4:
    Aspis Slayer: Your desire for vengeance against the Aspis Consortium goes beyond the typical enmity that Pathfinders feel for that merchant organization. Choose one of the following boons and cross the other off your Chronicle sheet.

    Favored Enemy: If you have the favored enemy class feature, you may swap one of your favored enemies for favored enemy (Aspis). This ability functions against agents of the Aspis Consortium and creatures directly employed by the Consortium.

    Smite Aspis: As a swift action, you may smite an agent of the Aspis Consortium or a creature directly employed by the Consortium. You must be able to see the Aspis associate to use this ability, and you must know about that individual’s connection to the Consortium. For one minute, add your character level to the damage roll of your first successful attack each round against the target of your smite. After using this ability, cross this boon off your Chronicle sheet.

    Player Option 5:
    Against the Consortium: Once per scenario, when you defeat a named Aspis agent in battle or thwart the agent’s plans, record the agent’s name below.

    Once you have defeated four agents, you have distinguished yourself as one of the Society’s experienced operatives in countering the Aspis Consortium’s machinations. Select one of the following boons, crossing the other boons off of your Chronicle Sheet.

    • Your very presence makes members of the Aspis Consortium uneasy. You gain a +2 bonus on Intimidate checks against members of the Aspis Consortium and their direct associates, and they take a –1 penalty on saving throws against all of your spells and abilities with the fear descriptor.

    • You are skilled at detecting weaknesses in agents of the Aspis Consortium. You gain a +2 competence bonus on attack rolls to confirm critical hits against members of the Aspis Consortium and their direct associates.

    • You gain DR 1/— against attacks made by members of the Aspis Consortium and their direct associates.

    Player Option 6:
    Niche Specialist: You are exceptionally talented at overcoming an uncommon type of challenge. Choose one of the following benefits, and cross the other two off your Chronicle sheet.

    Chase Specialist: You gain a +2 bonus on all checks made to overcome obstacles during a chase (Pathfinder RPG Gamemastery Guide 232) as if your speed were 10 feet faster. You may cross this boon off the Chronicle sheet to reroll a failed check to overcome an obstacle with an additional +2 bonus.

    Darkness Specialist: You gain a +2 bonus on Acrobatics checks made to move at your full speed while blind. You also reduce the miss chance due to concealment imposed by dim light to 15%, and you reduce the miss chance due to total concealment imposed by darkness to 40%. You may cross this boon off the Chronicle sheet to gain darkvision 10 feet for 1 round; if you already have darkvision, you instead gain the see in darkness ability (Pathfinder RPG Bestiary 2 301) for 1 round, though you can only use it to see 5 feet.

    Haunt Specialist: You gain a +2 bonus on all saving throws to resist effects created by a haunt. You also gain a +2 bonus on skill checks made to notice a haunt and on initiative checks made to act in the surprise round when a haunt manifests. You may cross this boon off your Chronicle sheet to reroll such a initiative check, saving throw, or skill check with an additional +2 bonus.

    Player Option 7:
    Psychic Awakening: You can infuse one of your items with psychic energy, granting it more power and significance over time. Choose one weapon or armor of at least masterwork quality, one wand, or one wondrous item that can be upgraded, such as a cloak of resistance +1. To infuse the item with psychic energy, perform one of the following tasks, as appropriate for the item type. Once per adventure after performing this task, you may check off one of the 10 boxes on this Chronicle sheet.

    Armor: Wear the armor during at least one combat encounter.

    Wand: Activate the wand, using at least one charge.

    Weapon: Make at least one successful attack roll against an opponent during an encounter.

    Other Item: Proclaim the item’s greatness or significance before attempting a skill check or attack roll. Alternatively, use the item as an additional focus when casting a spell. You must be wearing the item prominently or holding it in your hand in order to infuse it with psychic energy.

    Once you check off the 10th box on this Chronicle sheet, you have fully infused your item with psychic energy. If the item is not a wand, you may expend this psychic energy to reduce the cost of one future upgrade to the item by 20%. This discount does not stack with other discounts, and it can provide a maximum price reduction of 200 gp per character level. The discount reduces the price you pay for the item, but it does not reduce the market price of the item for the purpose of having enough Fame to qualify for the purchase.

    If the psychically infused item is a wand, you may expend the psychic energy between scenarios to recharge the wand. You may restore up 5 charges of to a wand of a 4th-level spell, up to 10 charges to a wand of a 3rd-level spell, up to 25 charges to wand of a 2nd-level spell, and up to 50 charges to a wand of a 1st-level spell. A wand cannot hold more than 50 charges, and the number of charges you restore to the wand cannot increase its effective market price by more that 200 gp per character level. Once you recharge the wand once, the remaining psychic energy dissipates.

    A character can only benefit from this boon once, even if multiple copies are applied to the same PC.


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    Chronicle is applied, good to go. Feel free to close the thread TS.

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