GM Yogadragon's Solstice Scar C (Inactive)

Game Master yogadragon


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Reaver's Roar

Discussion Thread!

Dark Archive

Male Wayang Unchained Rogue 3/ Investigator 6 | ~HP: 54/54 | AC: 21 (16 Tch, 16 Flat), CMD:22, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+21 (+22 for traps) / Trap Spotter 10'

Looking forward to some 'Scar'-ing!

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Same here. Ninja dotted a second ago.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

I'll have to update my character to 8 but otherwise am ready.

Dortlin and his animal companion/mount are melee focused with Broken Wing gambit shenanigans. We'll have to figure out a good way to deal with all of the aoos on pbp.


Reaver's Roar
Dortlin Golani wrote:

I'll have to update my character to 8 but otherwise am ready.

Dortlin and his animal companion/mount are melee focused with Broken Wing gambit shenanigans. We'll have to figure out a good way to deal with all of the aoos on pbp.

Cool! My main character is similar, though I went the Sacred Huntsmaster route. It is a very mean build.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

I can go into a lot more detail if you want but here is how Dortlin works in combat. Should also help if botting is needed.

Long Term buffs: Shield Companion on Rambi, Greater Magic Fang on Rambi's horn for +2, Longstrider on Rambi.

At the start of combat Dortlin might cast Stone Call if there are multiple melee enemies to slow down or Good Hope (Dortlin is a devout worshiper of Milani) if it looks like it will be a tough fight.
He will then try to identify the enemy.

Swift action animal Focus boosting his Strength up to 22 and gaining +4 on attacks of opportunity.

Move Rambi up to an enemy and Rambi attacks using Broken Wing Gambit.
Including: Greater Magic Fang +2, Power Attack
(Dice=Horn)d20 +17(/dice)
(dice=piercing/magic)2d6 +18(/dice) 4d6 +22 on a charge

Rambi knows the Chameleon Stride trick so can move twice his speed as a move action if needed.

If Dortlin didn't cast then he will attack using Broken Wing Gambit.
Including: Animal Focus Bull, Power Attack, (Height advantage vs medium creature? +1)
(dice=nodachi)d20 +15(/dice)
(dice=slashing/piercing/magic/cold iron)1d10 +16(/dice) crit 18 - 20

If Dortlin or Rambi crit it provokes an aoo from the other. Rambi gets +4 to hit with aoos. Dortlin will be getting +8 to hit with aoo.
Rambi has a Fortuitous aomf so once per round if he hits with an aoo he may take another aoo at -5 to hit.

Broken Wing Gambit makes our attacks look reckless like we left some sort of opening in our defenses.
If the target of our attacks lived then they have a few choices.
1. Take a 5ft step away from us. Rambi has Step Up.

2. Attack Dortlin. If Dortlin cast instead of attacking then he didn't use Broken Wing Gambit. So nothing special happens. If Dortlin attacks then this provokes an aoo from Rambi at +4, A second aoo from Rambi if he hits and hasn't used Fortuitous yet, and an aoo from Dortlin at +8.
If any of these attacks crit it grants the other an aoo.

3. Attack Rambi. Assuming Rambi attacked them then it provokes an aoo from Dortlin (He shifts his weapon back to 2 handed after casting.) If the enemy looks tough Dortlin will often use his aoo to use improved trip. Including the +8 to aoo bonus it is at +28. Then Rambi gets his 1 or 2 aoos at +4.

If the enemy survives all of that then Broken Wing Gambit grants that enemy +2 to hit and dmg on it's first attack that round against whomever used it on them.

Dortlin and Rambi of course have combat reflexes. Dortlin can take a total of 3 aoos and Rambi can take a total of 5.

Oh and Rambi can use Skirmisher tricks up to 4 times a day. One of them is the Chameleon Stride but the other is Vengeance Strike. As an immediate action Rambi can attack anyone who hits Dortlin using his full BAB. The attack is not an aoo though so doesn't get those bonuses.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Teric is checking in.

He's a Cold-specialized mage, who can drop serious debuff if enemies fail their saves on his spells.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

"Hahah!!! Reunited with my bestest of best friends Dortlin and Anduris!!!"

That might be a bit over the top, but Daniel has played with y'all before so he's happy for the reunions. Either way he'll probably make a big deal of it in game... he'll be sad about no Clyde though. :(

Daniel has pew pew arrows and a little raptor companion. Not much else crazy about his build.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

Decided to give Rambi Iron Will instead of Step Up.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Checking in as well. Anduris and Kivuli and I have done the previous versions together, so it will be nice to be introduced to Anduris' other friends for this one.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

Played a bit since I first signed up for this. I'm still level 8 but my Nodachi is now Keen. And I got a lesser rod of extend metamagic.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios will occasionally offer buffs like Bane to other party member's weapons thanks to some tutelage from Anduris over several adventures. He doesn't do it often as he can only use it a few times per day, but when it is really helpful he will use it.

He is very mobile with his flight hex so he drops into flank or just gets to the hard to reach places with little effort and he is not adverse to bringing others along for a ride when they would like it.

He is a simple staff/hex magus that prefers cold magic over other elements, but he has a mask that lets him change his cold spells to fire or his electricity spells to acid 3 times a day. He has a small ranged attack(2 magic missiles) from his staff that he will use only on occasion though he can do it an unlimited amount should that ever(it never has) come up.

Long term buffs= defending bone for DR5/blunt

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Teric is mostly a blaster, but with a twist. He can change any type of damaging spell into a cold spell via his Marid bloodline. Then, any damaging spell in which a target fails a save also slows the target. He can add Rime Spell to that for a serious set of debuffs.

Teric can also see through mist and fog, so he'll tend to throw up an Obscuring Mist around himself and blast away.

Slowed: Take only a single action; -1 to attack, AC, and Reflex saves; Move at half speed
Entangled: Move at half speed; Cannot run or charge; -2 to attack; -4 to Dex (-2 AC and Reflex saves); Spell casting forces a concerntration check (DC 15+spell level)

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

I love Rime. I add to my frigid touch spell all the time.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Hello there all. Good to see you Daniel and Crios. Playing my ever helpful Occultist. I seem to do my best when I buff people so I tend to look for opportunities to do that. Anyway, I will be seeing you soon.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

Dortlin and/or Rambi like buffs. Though they are both under enhancement bonuses to stats already. And Rambi will pretty much always have a +1 resistance bonus and deflection bonus.

Most of us are good to great in melee.

Kivuli has Trapspotter and can disable traps. He also is decent at all knowledges.
Dortlin has Ride/Handle Animal, and Survival.
Anduris can aid with traps.
Crios is decent at many knowledges.
Teric seems to be the party face. And an evoker.
Daniel shares many skills with Dortlin unsurprisingly.

Face/Knowledges/Traps We have the big 3 covered. And since we are traveling then survival may come in handy.

I feel good about this.


Reaver's Roar

Hey all,

We're going to get started tomorrow morning. Please update th slides in my signature with your initiative modifier on the 2nd slide. Makes my life easier for the rolling of initiative. Looking forward to getting going!

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Where on the map is the starting position for the party? I added my icon to slide 1 if that helps.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

There was a small but sometimes handy bonus you get at the start of part A. Do we still get that bonus?

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

I think we start in the red box.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

"Anduris moves to help ensure a victory by enhancing his friends attacks with the bane ability."

So what exactly does this do? Give all of our weapon attacks the undead bane property? Did it include Rambi? And how long does it last?

Dark Archive

Male Wayang Unchained Rogue 3/ Investigator 6 | ~HP: 54/54 | AC: 21 (16 Tch, 16 Flat), CMD:22, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+21 (+22 for traps) / Trap Spotter 10'

If prior experience is any indication, I believe he meant friend's attacks and placed the +2 to hit and +2d6 damage to Crios' staff.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Token Boosted with Timely Inspiration

Drops it and runs off.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Anyone have a list of the token benefits? I'd say go ahead and use it up right away and get it moving along. I don't think we have a bard and we don't need healing so using the timely inspiration now would be my vote as well.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining
Aid Token wrote:

In this event, an aid token can provide any one of the effects below. At the end of an encounter after using the token, pass it to another table. Before passing the token, you can perform a particular action to boost the effect. You can only attempt an action to boost an aid token once before passing it. Some effects reference the table below for their benefits.

Allied Offensive: Other Pathfinders aid your attack, increasing the damage you deal by 2d8. After the attack, anyone attacking the target is considered to be flanking until the beginning of your next turn.
To Boost: Succeed at an attack roll (Average difficulty).
Boosted Effect: Increase the damage dealt by 1d8, and cross out the boost.
Burst of Healing: A fellow Pathfinder heals all of the PCs for 3d6 damage.
To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor whose spell level is at least half your level (rounded down).
Boosted Effect: Increase the healing by 2d6, and cross out the boost.
Timely Inspiration: A fellow Pathfinder grants the benefits of a bard’s inspire courage performance for 3 rounds, granting a +3 bonus.
To Boost: Expend 3 rounds of bardic performance or a similar ability.
Boosted Effect: Increase the competence bonus by 1, and cross out the boost.
Provide Knowledge (Boosted Only): Gain the benefits of an Easy, Average, or Hard Knowledge check or an Easy, Average, or Hard Spellcraft check to identify a magic item. Then cross out the boost.
To Boost: Attempt a Knowledge or Spellcraft check. Record whether your check met the DC for an Easy, Average, or Hard skill check based on your subtier.
Provide Spellcasting (Boosted Only): Gain the benefits of a spell cast by a fellow Pathfinder.
To Boost: Cast lesser restoration, neutralize poison, remove curse, or remove disease. Note the spell, your caster level, and your PC’s name on the aid token. Then cross out the boost.

Here's the info we had from our last special.

So that means this token can be used to get a +4 to hit/damage for 4 rounds. Pretty darn good. Or we can use the other effects, or boost it ourselves and pass it on.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Sorry you are correct Kivuli. That would be the bane ability +2 attack and damage and +2d6.


Reaver's Roar

Apologies for no update today - paizo site seemed to be down whenever I had a chance today. I'm traveling tomorrow, but should get things moving again tomorrow evening. We're doing ok on time still since you smoked the first encounter so quickly.

Grand Lodge

The Disappeared | Curious Claim || Spell Templates

GM Yogadragon:
GM_Yogadragon wrote:
Apologies for no update today - paizo site seemed to be down whenever I had a chance today. I'm traveling tomorrow, but should get things moving again tomorrow evening. We're doing ok on time still since you smoked the first encounter so quickly.

Please don't forget to report your successes using the link at the top of the GM thread. Sounds like your group finished the first battle, but I don't see a success reported for it yet.


Reaver's Roar

You guys still have a token - might want to boost it and pass it along or go ahead and use it.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Is that the Inspire Courage boosted one? I say use it as that and get it moving along.

Dark Archive

Male Wayang Unchained Rogue 3/ Investigator 6 | ~HP: 54/54 | AC: 21 (16 Tch, 16 Flat), CMD:22, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+21 (+22 for traps) / Trap Spotter 10'

I'm good with an inspire Courage

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

I love inspire courage, so I agree with the others, lets use it. Thanks for the reminder we had it GM!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Yep, lets use it. Does it take an action from someone to activate?

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Damn finally working for me guys. The page has been down for almost 2 weeks.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Going to be away for a couple of days. Please bot me as appropriate.

Sovereign Court

Chronicle Sheets GM Busy At Work........

***Token #1***

Passing Aid Token to: Yogadragon
Current Boosts: None

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Whoo! I say let's use this now for another Inspire Courage effect.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

How long does it last? Because all of the enemies are far away, concealed, or both.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

I think 3 rounds. We don't have to activate it yet, but no reason not to use it on this fight.

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

Oh I agree with that. Maybe activate it after all the flys are set up.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Sorry RL stuff had me very busy all weekend but I am back.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 7 [HP 66/52 | AC 11(15)/11/10(14) | F+6 R+5 W+9 | Init +1 Perc +3 SM +10]
Spell tracker:
Oracle 1: 5/5 remaining, Sorc 1: 6/8 remaining, Sorc 2: 6/8 remaining, Sorc 3: 5/5 remaining

Away for the weekend. If we don't learn that the plants are resistant to cold, Teric will try to open with a CL8 cold fireball. DC 20 that will slow too.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

I remembered I have a spell resistance of 12 racial trait. It's not much but it may work. Let me know if I avoid the fireball damage Ok.


Reaver's Roar

Posting this now for transparency - going to roll for boons later today. I will roll GM first, followed by alphabetical order for players.


Reaver's Roar

Boons!

GM Boon!: 1d20 ⇒ 7

Andurius Boon!: 1d20 ⇒ 15
Crios Boon!: 1d20 ⇒ 10
Daniel Boon!: 1d20 ⇒ 18
Dortlin Boon!: 1d20 ⇒ 9
Kivuli Boon!: 1d20 ⇒ 13
Teric Boon!: 1d20 ⇒ 10

Or maybe not.


Reaver's Roar

I'm working on chronicles now. Need the following info from each of you:

Player Name:
Character Name:
PFS number:
Faction:
Slow or normal xp track:
Day Job:

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Player Name: Pete H.
Character Name: Daniel Thrace
PFS number: 123584-1
Faction: Grand Lodge
Slow or normal xp track: Normal
Day Job: Dey jobs fer chumps!

Thanks for a great run! You did a good job working around all the issues, well done!

Grand Lodge

Rambi:
Animal Rhino 8 | AC 28 (29)| T 13 (14)| FF 24 (25)| HP: 49/59 | CMD 30 (31)| Fort +9 (10)| Ref +9 (10)| Will +5 (6)| Perception +5 scent | combat reflexes
Male Human Hunter 8 | AC 17 (20) | T 12 | FF 15 (18)| HP: 38/67 | CMD 22 | Fort +11 | Ref +11 | Will +8 | Init +5 | Perception +14 | combat reflexes

Thanks for GMing. Was brutal yet fun.

Player Name: Edward McGee
Character Name: Dortlin Golani
PFS number: 145373-8
Faction: Grand Lodge
Slow or normal xp track: normal
Day Job: profession sailor: 1d20 + 11 ⇒ (20) + 11 = 31


Reaver's Roar

First two chronicles are here. I'll drop the rest in the same folder as I get the info and fill them out. Let me know if there are issues. I had fun running it - you guys were a good group. Dortlin, you are an incredibly effective murder machine, if a bit squishy.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Best dragon fight I've had in PFS to date! The whole thing was really fun, and thanks for all work.

Player: Greymore
Character: Crios Greymantle
PFS number: 133512-13
Faction: Dark Archive
Slow or normal xp track: normal
Day Job: Craft(alchemy)Take 10: 10 + 17 = 27

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