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Discuss the sage jewels here.
Also post whether you have played any of these scenarios and this character has those chronicles.
- Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch:
- Pathfinder Society Scenario #2–07: Heresy of Man, Part 2: Where Dark Things Sleep:
- Pathfinder Society Scenario #5–12: Destiny of the Sands, Part 1: A Bitter Bargain:
- Pathfinder Society Scenario #6–04: Beacon Below:
- Pathfinder Society Scenario #9–04: The Unseen Inclusion:

noral |

Hello! I read that you still have a spot. I would love to join!
I have no character in tier but I have played beacon below and AA with Enora, the iconic Arcanist and would love to join your game with her again. But only if you find only one single further player and with the Arcanist 7 would still be high tier of course. ;-)
You can see my play style in my posts. :-)
Player: noral
Character: Enora, Arcanist 7
PFS: 314670-1
Das job: none
Thanks!

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Player: Bold Strider
Character: Steelmask of the Isles, Admiral of the Mordant Navy
PFS #: 73433-11
Day Job: Sailor - Take 10: 10 + 17 = 27
Steelmask has not played in any of those scenarios.

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I have this character.
Player:DM Snider
Character: Xiaobo
PFS#:22306-7
Day Job: None
Xiaobo has not played any of those scenarios. I personaly have played them all just not this character. I also have 2 other options for characters depending on party make up. They are level 9 though

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K, waiting on ZeroDakfire to check in. Looks good to me DM Snider :). Go ahead and check on in.
@Noral- I am fine with it as long as the rest of the table is as either way we will be high tier. Just keep in mind that this scenario can be quite dangerous with a good possibility of death.
So far we have:
Kaab (Level 11?)
Steelmask (Level 10)
Al'Aokara (Level 10) - awaiting check in
Xiaobo (Level 10)
Enora (Level 7)
APL 9.6 which will go into Subtier 10-11

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Yes, Kaâb is 11.
Player: Florent
Character: Kaâb Al-Burda
PFS #: 754-16
Day Job: Day Job Perform (Dance): 1d20 + 13 ⇒ (20) + 13 = 33
Kaâb has played #14: The Many Fortunes of Grandmaster Torch.

noral |

@Noral- I am fine with it as long as the rest of the table is as either way we will be high tier. Just keep in mind that this scenario can be quite dangerous with a good possibility of death.
Thank you GM Tyranius! Maybe you are right that this is not the right level for the high-tier game.
Have fun guys!

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If you are interested in staying for the challenge noral, I don't mind personally. If that was your worry.

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As I was saying before Paizo's maintenance so rudely interrupted me lol:
I will instantly back down to another Scarab Sages player, I am mainly here to provide some meatshield/front-line support for those SS players.
Forum name: zer0darkfire
Character name: Al'Aokara
PFS #: 193338-4
Faction: Grand Lodge
Dayjob: None

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As a quick note from the GM, how do you rule jumping across multiple rounds? What I mean by this is that this character can literally jump further than his "maximum move speed" (his base move speed in this case. What the move speed that acrobatics refers to is unclear, does it mean a single move action, double move, or run action?).
In this case, especially when jumping straight up, would you rule that my jump can go through multiple rounds with my move speed simply being the max distance I can cover in a single round, which is the most common ruling I've seen (and the most logical one), or would you rule that my jump distance is literally capped at my move speed of some degree, which I have had ruled on me, which does limit my "non-magical flight"?

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Do you have room for a dhampir 10/cleric? Debuffer/Necromancer with a touch of support if needed. I am BRAND NEW to PbP (haven't played any yet), but am a ***** GM, very much interested in getting into PbP. I'd be using a GM star replay; I played it at a local con last month and we failed pretty hard. I'd like to redeem myself. I can reliably post several times a day. I would need a bit of coaching initially for PbP protocol, but I'm a very experienced player.

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Yes, welcome aboard Jezebel.
@Al'Aokara- You are quite alright we have a little room to spare.
[ooc]@Al'Aokara- Let me make sure I have this right first. Your base speed is 50 feet. Not sure what you mean across rounds but if you mean long jump and high jump using acrobatics, then that is all based off of your move action and can indeed exceed your base speed. The thing is though that you do not jump based off of what you roll. You decide how far or high you are going to attempt to jump and then roll to try and hit the DC as their is a failure.
Just curious how your acrobatics hit +58. Could you break that down for me please. Not questioning it. Just curious.
*****
Looks like everyone is here so I will kick this off this evening.

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Everyone gains a +4 to acro when jumping for each 10 ft of movement speed beyond 30. Then he has a skill chip which I am assuming is like a 5 or 10 and if he spends ki point that's another 20. Idk how he gets the times 2 times 4 or times 7 versions but that is how the base numbers work. I can max mine and 81ish for jumping so i see where he is going with it

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"No jump can allow you to exceed your maximum movement for the round." is the main line that concerns this character. It might not even come up, but that is what I am referring to when I say "multiple round jumps" because I can easily exceed 50ft, 100ft, and even 150ft with a jump.
I have 10 ranks in Acrobatics as a class skill with a +8 dex mod for 21, +8 from fast movement, +6 from a Mark III skill chip (boon item), +10 from a rod of balance, +8 from monk levels with high jump, and +2 from Kineticist levels with air's leap. I can't seem to find the other +3, so I guess I'm at +55. Air's leap allows me to always double this result and I can accept a point of burn to quadruple the check, rod of balance doubles the result as well (for a total of x3 or x5), and Akitonian Blade triples this result (for x5 or x7).
Max jump distance, 1 point of burn, 1 ki point: 95 + 95 + 95 + 95 + 95 + 95 + 95 = 665ft long jump or 166.25 (165)ft high jump.

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Ah. okay I got you. I have done a small bit of research on the matter. The consensus and what makes the most sense to me would be to take it round to round.
So at the beginning of the round, say you want to attempt to jump the 600 feet. You declare before hand and make the roll. You succeed, now you are stuck continuing the jump for the next few rounds (Base speed) as your move action until you stick the landing.
At least that is the way I read it. As long as we are all on the same page.

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Yep, sounds good to me. Even if it doesn't come up, it's better to have asked now

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I updated my profile to include all notable shenanigans with links to relevant sources. This character has not played any of the scenarios mentioned above.

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Unique Aspects about Steelmask that everyone should be aware of, including the GM:
Flagbearer Feat + Banner of Ancient Kings: +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects - irrelevant if Inspiring Courage.
Inspire Courage + Banner of Ancient Kings + Three Reasons to Live: +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls. Activates as a Standard Action.
A'Tuin Menacing AoMF: If A'Tuin is threatening someone that you are flanking, then you get +4 instead of +2 for the flank.
A'Tuin: A'Tuin has the feat Bodyguard and shares my Teamwork feats, which are Lookout (A'Tuin can act in the Surprise round, thus both of us can AND A'Tuin's Initiative is +0 for rolling purposes), Outflank (+6 to flank with Menacing) and Precise Strike (+1d6 damage per strike).
Additionally, if we are dungeon-crawling, unless otherwise stated, Steelmask holds the Banner in both hands and Three Lives hangs from his shoulders. He will spend a standard action+free action to pull a hand off and pick up the horn to start Inspire Courage usually on the first round before using another free action to regrip his spear.
TL;DR: Don't forget your buffs! I'll update the bottom of my posts with them. Also, try to flank with A'Tuin by letting the enemies come to us! He's slow so charging in is not his thing!

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Kaâb usually fight inside a Wall of Fire as she's able to see through and protect herself with protection from fire.
She could be a decent fighter once buffed and throws fireball at her ennemies as well as protecting her teammate from harm with her healing spells.
She also can disable magical traps (if someone tell her where to look!).

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I already said mine. I detect as evil.. which has come up and I wasn't allowed to go somewhere. Also I have found a few things on my account that didn't transfer on here correctly/ change when he leveled. I will make sure he is correct tonight.

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steel mask you will be surprised what you can trip with a 24 bonus lol. I have tripped just about everything i have fought, to include flying creatures.. just a little stunning fist and they fall prone lol

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so gm my guy gets crazy with amount of rolls in a full round action with multiple targets. i can trip 3 characters in one round and each adjacent character i trip provokes 2 AoOs and i can move them into any adjacent square.also i can make 7 AoOs in a round. any creature that falls prone next to me provokes 1 AoO.

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Happy mothers day to any moms that are playing with us

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Hey, just a heads-up: I'm leaving Thursday (tomorrow) evening after work for a weekend music festival with my family. I'll try to make time to check in once on Friday and Saturday, but I can't guarantee I will. I'll be back home Sunday.

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Hey guys,
Sorry for disappearing. My two good friends kidnapped me for a roadtrip to Maine. I completely spaced on all things Play-by-Post. My bad guys! Many apologies.

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Just a heads-up to everyone: I'm leaving Sunday (July 8) on an Alaskan cruise for a week. I'm hoping there'll be wifi or at least phone service so I can check in. I'll do my best to find time once a day. Before I leave though I'll type up suggestions for botting.

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Her stat block on her page is current. The "notable shenanigans" spoiler on her page has excellent options besides spells. She'll cast any prepared spell that seems appropriate to the combat situation. She'll use the lesser persistent metamagic rod on any spell with a saving throw (3rd level or lower). She's an excellent diplomat and liar if a social situation calls for those skills.
I'm going to try to check in every day though.

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Sounds good. Thanks Jezebel. Enjoy your trip!

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I finally have service for the first time since being on the ship but we're leaving civilization shortly. I got the gameplay thread up to date and I'm working on updating. If I don't get my update posted before I lose contact I'll have it typed up and ready to post when we reach the next stop tomorrow.

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Hey guys! Sorry for the unexplained absence. I've been traveling and Pathfinder completely skipped my brain. Major faux pas on my behalf and I know it is dragging the game. Feel free to DMPC me immediately without warning if it happens again, though I am going to sincerely try not to let that happen.

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Hey all, I made it back home. Sorry I wasn't able to check back in after that first day. Service in all the ports was super spotty and it was nonexistent at sea (unless I wanted to pay a ridiculous fee for satellite wifi). I need to go to bed but I'll get caught back up tomorrow at work after I get settled in.

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These website outages have been brutal. Someone mind botting Xiaobo.

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If I botted Xiaobo I would probably have him spend 2 ki points to heal 9hp again, he is looking pretty beat up. Idk what to do with his move action.
On offense, I'd probably have him go grapple the Div to keep it busy, but I'm not a fan of sending him into melee with his current hp.

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Unfortunately that ability is part of the Unchained monk and he still had to roll his con damage from moving into the cloudkill last time.

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Unfortunately that ability is part of the Unchained monk
Umm, he is a monk? He already used it once earlier?

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He may be unchained then. It isn't marked on his sheet as being Unchained. Edited the post to include the Ki heal.

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Wholeness of body is a normal monk ability as well, its not unchained monk only.

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Thanks! That is exactly what he was using then. K he will move and do wholeness of body. Not enough actions to draw the wand then.

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Sorry for delay. I have tried to post over last week and a half but when I got my free time the site was down. I am back now no more funerals and checking daily. Last action looks good to me

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This is the end so if I do not already have you PFS info for chronicles or Day Jobs now is a good time to roll them.

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With the defeat of Aryana Tahari, her ghost disintegrates and her pendant falls to the ground. Any sages still under her influence slowly awaken.
Though as all Sages were not freed from their internal Mindscapes Tahari is still anchored her spirit to this chamber to later rejuvenate.
As all of the Sages have survived along with all Sage Jewels the sages gather for a moment of celebration. Even Torch takes a moment to clasp hands and exchange a quiet word with Amenopheus before vanishing when no one is looking. The survivors who still hold their gems reaffirm their commitments to the preservation of history and the discovery and purification of the remaining sage jewels. The sages are elated,
and Tahonikepsu commissions a sculpture for the sages’ sanctum to commemorate for all time the Pathfinders’ role in the salvation of the order.
That is the end. i will have your chronicles ready tomorrow as it is late.

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I didn't realize that defeating Tahari would prevent the sages from destroying her essence, whoops.

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Here are the chronicles! Hope you all enjoyed the game. It was a very difficult scenario.
The game has been reported as well, though Jezebel I still need your information for chronicles and reporting please.

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Thanks, Tyr! It's been a long road, but we made it to the end. Gratz guys.

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Doesn't look like I made us lose any boons thankfully. What a tough scenario!

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Haha yup, that is why i warned Noral about bringing a level 7. It would have been almost guaranteed death at this tier.

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player: Matt Hill
Jezebel Vesania
PFS#103843-22
Sovereign Court
Normal advancement
Day Job Caravan: Diplomacy (take 10): 10 + 19 = 29