[OutPost 1] PFS 2-18 GM supervillan's Forbidden Furnace of Forgotten Koor (Inactive)

Game Master supervillan

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The Waking Rune

Usual details here please.

Player name:
Character name:
Character PFS #:
Character faction:
Day job:

And let me know if there are any weird rulings, corner cases, or the like that might come up in play.

Game is due to start March 5.


So far we have

Summoner 7
Hellknight Signifier 10 (Caster in full plate.)
Rogue/Gunslinger 8
Bard 8

So probably low tier.
My 2 low options are.

Rocky the unchained monk. lvl 8
Strength based using Dragon Style and a Holy AoMF to beat down enemies or employing Greater Grapple vs casters.
Skills of note: Disable Device and Use Magic Device.

Barid Sidorka the Duel-Cursed Lunar Oracle and his pet tiger. lvl 8
Noble Scion/Scion of War cheese.
He will usually either buff the party or try to force through a Burst of Radiance.
Skills of note: Diplomacy and Use Magic Device.

Dark Archive

PFS #76925-12 Male Half Orc Signifier 10 HP: 85/85| AC: 22/13/21 | Fort: +10| Ref: +4| Will: +9| Init: +2| Perc: +3| CMB: +11| CMD: 22|Halberd +3: +15;1d10+8|L.Bow:+8;1d8|Hand:+11;1d10+6 6/day|
Skills:
Acro: -3| App: +1| Bluff:+2| Climb:-3| Dip: +7| Heal: +6| Inti: +11| K.(Arc/Dun/Eng/His/Reli):+6|K.(Planes):+9|Linguis:+9|Ride:-6| SM: +9| Spell:+9| Stealth: -6| Sur: +6|
Channel 5d6 6/day DC 17

nightdeath here.

I'll have this one up soon.
And I'm not exactly in Full plate.....

I'm a strange Hellknight Signifier. lol


Rebels Map

If we were to go higher tier, I can bring a different character.

Wembly is my summoner


With 2 8s and a 7 we may as well play low tier.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Player name: Chaosorbit (David)
Character name: The Magnificent Paicho of Quain
Character PFS #: 90071-3
Character faction: Sov Court
Day job: Perform (oratory): 1d20 + 18 ⇒ (1) + 18 = 19 Now there is a reroll candidate.

If you guys want to switch to high I can bring a Slayer 10.


The Waking Rune

Looks like everyone's here (or has already ninja dotted the gameplay thread).

I don't mind which tier I run, it's up to you guys.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Been meaning to check in here once I'm at a keyboard instead of a phone. I promise you'll get my info soon!

As a note, I'm a debuff type and I make heavy use of intimidate in combat. Will post relevant rules soon.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Player name: GM Aarvid
Character name: Wembly Templeton
Character PFS #: 9884-7
Character faction: Liberty Edge
Day job: Profession (architect) 1d20 + 6 ⇒ (15) + 6 = 21

Eidolon is a flying green planar cat named "Whiskers"

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

The Magnificant Paicho of Quain has a decent Diplomacy and we don't need both medium and large pouncing cats so I'll bring Rocky.

Player name: Edward McGee
Character name: Rocky
Character PFS #: 145373-16
Character faction: Grand Lodge
Day job: profession scribe: 1d20 + 13 ⇒ (18) + 13 = 31

Rocky is an unchained monk built around Dragon Style and Flying Kick.
The Style mostly just grants him extra unarmed damage. The Flying Kick lets him full attack if the target is within 20 feet of him.

And the more prep time you give him the tankier he gets. He can cast Barkskin on himself for 1 ki, Loves Mage Armor. And can even activate his own wand of shield.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Player name: Aaron Poehls
Character name: Korai Shardwing
Character PFS #: 4249-1
Character faction: Exchange
Day job: Caravan Vanity Intimidate+Entrepreneur: 1d20 + 17 + 5 ⇒ (10) + 17 + 5 = 32

Korai has the Equipment Trick (Cloak) feat and the Frightening class abilities which in total add 1d4 + 1 to the duration of the shakened condition when he demoralizes foes, and he may choose to frighten his opponent for 1 round if they would be shakened for 4 rounds.

He also has brutal beating which allows him to reduce his sneak attack damage by 1d6 when attacking a shakened foe in order to also sicken said foe.

Between dishing out shakened, sickened, and the unchained rogue's debilitating injury, Korai usually likes to incapacitate or set up foes for an ally to take down.

Lastly, he has the Deft Palm and Underhanded rogue traits, which allow him to conceal a one-handed weapon in plain sight as he wields it, and if he manages to get a surprise round, he can max his sneak attack damage if he attacks with said concealed weapon. Assuming it was successfully concealed. This has never happened.... but one of these days.

Korai generally prefers to take prisoners and spare lives despite being a rather rough sounding individual.

Dark Archive

PFS #76925-12 Male Half Orc Signifier 10 HP: 85/85| AC: 22/13/21 | Fort: +10| Ref: +4| Will: +9| Init: +2| Perc: +3| CMB: +11| CMD: 22|Halberd +3: +15;1d10+8|L.Bow:+8;1d8|Hand:+11;1d10+6 6/day|
Skills:
Acro: -3| App: +1| Bluff:+2| Climb:-3| Dip: +7| Heal: +6| Inti: +11| K.(Arc/Dun/Eng/His/Reli):+6|K.(Planes):+9|Linguis:+9|Ride:-6| SM: +9| Spell:+9| Stealth: -6| Sur: +6|
Channel 5d6 6/day DC 17

Player name: nightdeath
Character name: Gratus Leogil
Character PFS #: 76925-12
Character faction: Dark Archives
Day job: Intimidate (Caravan Vanity) 1d20 + 11 ⇒ (15) + 11 = 26

Gratus is a negative energy channeller. Doesn't prepare Cure Spells.
Has a whole lot of abilities and items that hasn't being fully explored (by his player namely me).

Can trip opponents or take a charge.
Somehow picked up a variety of skills of which somehow hasn't being used at all.
Playing Low is fine with me.

List of magic items:

Barbed Pentacle of Asmodeus
"This iron disk hangs from an iron chain, and is inscribed with an inverted pentagram and decorated around its outer edge with tiny metal barbs. When worn, it provides a +1 deflection bonus to AC.

If Asmodeus is the wearer’s patron, the pentacle counts as an unholy symbol. By holding it and speaking a command word, the wearer can use charm person once per day. If the wearer squeezes the pentacle so its barbs draw her blood (dealing 1 point of damage), the wearer can use that blood as ink, writing with a quill or even a finger for up to 1 hour. The blood-ink dries instantly on writing surfaces so it never smudges, and if it’s used as part of a magical spell the wearer casts that requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by 1.
If Asmodeus is the wearer’s patron, the pentacle counts as an unholy symbol."

Half-Plate of the Dark Prince
This regal-looking +1 half-plate is a status symbol in the church of Asmodeus, and is decorated with red infernal symbols and an inverted pentagram. The wearer can use charm person and infernal healingISWG each once per day.

Signifier Mask
Upon initiation, a Hellknight signifer receives a mask, often devoid of eyeholes or other personal features. This mask doesn’t obscure the signifer’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.

Cloak of Fiery Vanishing
This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer’s invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.

Deathwatch Eyes
These blood red crystal lenses fit snugly over the wearer’s eyes. The wearer gains the constant effects of the deathwatch spell.

Clear Spindle (Normal) Ioun Stone
Description

Sustains creature without food or water.

Resonance

Protection from possession and mental control (as protection from evil).

Wayfinder
A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.

Slippers of Cloudwalking
The wearer of these slippers may walk on air (as the spell air walk) for up to 10 minutes per day, which may be used in 1-minute increments and requires no action to activate. However, she may only walk on air within or on top of natural or magical mist or fog, including fog-like gases such as those created by acid fog, cloudkill, incendiary cloud, or stinking cloud. Walking on top of such clouds carries no danger for the wearer, but walking through the cloud has its normal effect.

Explorer's Pith Helmet
This colonial-style helmet protects the wearer from jungle nuisances. The wearer is affected by a constant endure elements effect (as the spell, hot weather only) and gains a +4 competence bonus on saving throws against the distraction ability of swarms. In addition, once per day the wearer can conjure an invisible porter that acts as either a floating disk or an unseen servant (wearer’s choice).

Serpent Belt (Greater)
This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic (Bestiary 2), fiendish, or resolute (Bestiary 2) simple template. Adding a planar template changes the snake’s alignment to that of the corresponding planes.

Bag of Holding III
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount.

This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

Bag Bag Weight Contents Limit Contents Volume Limit Price
Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.

Magic items placed inside the bag do not offer any benefit to the character carrying the bag.If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Wand of Infernal Healing (50/50)
Wand of Cure Light Wounds (50/50)
Wand of Infernal Healing (38/50)
Wand of Cure Light Wounds (35/50)

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

While it wasn't my first choice I wound up playing Rocky for table balance reasons tonight and he is now level 9.

I'll get him updated tomorrow but the major upgrades are Improved Critical feat, Elbow Smash style strike, Enhanced speed is now 30ft improving Flying Kick,. And Improved Evasion.


The Waking Rune

OK, that'll bring APL to 8.4, so we're still low tier.


The Waking Rune

Just one week to go folks :)

Could you please set up Bot Me spoilers in your profiles? Hopefully they won't be needed, but if I need to move a combat along I'd like to know your preferences.

Also, this scenario features doors. Doors can cause paralysis, as you might know (in pbp anyway), so to avert this it may help for you to come up with a party Standard Operating Procedure when facing this dire threat :)

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

First Rocky will activate Dragon Style as a swift action.
If there is a caster or archer Rocky will move up and try to grab it at +18. Then next turn Pin them then use greater grapple to tie them up.

If there are multiple enemies or Rocky is told the enemy is vulnerable to Holy he will hopefully Flying Kick. No roll needed for a jump of 30ft.

[ dice=att#1 flying kick 30ft, activate Stunning Fist, Trigger attack for Elbow Smash]d20 +16[/dice] Stunning fist DC 19, crit on 19 - 20
[ dice=probably non-lethal unless immune or heals]1d10 +12[/dice]
[ dice=plus holy?]2d6[/dice]

[ dice=if kick lands then elbow smash]d20 +11[/dice] crit on 19 - 20
[ dice=non-lethal]1d10 +9[/dice]
[ dice=plus holy?]2d6[/dice]

[ dice=att#2]]d20 +16[/dice]crit on 19 - 20
[ dice=probably non-lethal unless immune or heals]1d10 +9[/dice]
[ dice=plus holy?]2d6[/dice]

[ dice=att#3]]d20 +11[/dice]crit on 19 - 20
[ dice=probably non-lethal unless immune or heals]1d10 +9[/dice]
[ dice=plus holy?]2d6[/dice]

If enemy is still up and Rocky hasn't used a swift action then spend a ki for an extra attack.

[ dice=ki strike]d20 +16[/dice]crit on 19 - 20
[ dice=probably non-lethal unless immune or heals]1d10 +9[/dice]
[ dice=plus holy?]2d6[/dice]

Haste maybe?
[ dice=Haste attack]d20 +16[/dice]crit on 19 - 20
[ dice=probably non-lethal unless immune or heals]1d10 +9[/dice]
[ dice=plus holy?]2d6[/dice]

*Despite the name the only requirement for Stunning Fist is the attack be unared.

I note that our Rogue isn't trap focused so Rocky can look for and disable traps. No trapspotter though.

I'm fine with Rocky being the one to open doors but he is mobile so I'm also fine if someone else wants that honor.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Actually I forgot, I can only use one style strike a turn so I can't use Elbow Smash on the same turn that I use Flying Kick.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Paicho will likely have Inspire Courage (+2/+2) and Flagbearer (+1/+1) up the vast majority of the time and will cast Haste in some fights..he'll would start with those.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Despite not having trapfinding, Korai is invested in Perception and Disable Device. He also carries a couple scrolls of Aram Zey's focus to handle magical traps if necessary, UMD rolls permitting.

Korai always attempts to pick out flat-footed targets so he can get a free intimidate check on them using his Frightening Ambush feat, and attack them, forgoing 1d6 of sneak attack to hopefully sicken them using Brutal Beating, and then apply his Debilitating Injury to further cripple them. Usually he'll reduce their AC or Attack bonuses. He generally opens combat with his pepperbox until it's out of ammo, then drops it and quickdraws his blunderbuss for another shot, then quickdraws and throws daggers for the remainder of the fight, keeping his +1 Ghost touch dagger for melee. He also threatens with his bite attack, so if needs to throw everything he will, and then advance to provide a flanking partner for allies.

He tries to avoid killing and prefers to set up foes for his allies to take down rather than go full blender on a single target until they are down.

If surrounded he will quite happily use Dazzling Display to demoralize and possibly frighten everyone.


The Waking Rune

Outpost games are getting underway. The official start to the convention is Monday, but you can go ahead and post in Gameplay now.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

For botting purposes, Wembly rides Whiskers and will generally risk getting into melee range if one of the party is in danger.

Otherwise, he will buff with haste or debuff with grease etc.

Whiskers will attack/pounce from the air as needed.

Dark Archive

PFS #76925-12 Male Half Orc Signifier 10 HP: 85/85| AC: 22/13/21 | Fort: +10| Ref: +4| Will: +9| Init: +2| Perc: +3| CMB: +11| CMD: 22|Halberd +3: +15;1d10+8|L.Bow:+8;1d8|Hand:+11;1d10+6 6/day|
Skills:
Acro: -3| App: +1| Bluff:+2| Climb:-3| Dip: +7| Heal: +6| Inti: +11| K.(Arc/Dun/Eng/His/Reli):+6|K.(Planes):+9|Linguis:+9|Ride:-6| SM: +9| Spell:+9| Stealth: -6| Sur: +6|
Channel 5d6 6/day DC 17

I have problems saving my spells.
The system simply refuses to save my profile.

I've being at it for about 30 mins already.

Edit: Done Spells prepared

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Since this seems like it will be a several day trek, mind if I add some basic trail rations to my purchases? For that matter, mind if I just mark 10 gp on my tracking sheet as 'adventuring costs' and not worry about the minutia of eating/drinking/fording the river?


The Waking Rune

Your venture captain has provided food and drink, stored for you on the sandship. There's enough for a few days for each of you, in addition to supplies to last the voyage, so you don't need to purchase additional rations. Unless you're planning on going really off-piste ;)

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

No one seemed to mind Rocky going first so marching order seems to be

Rocky
Korai
Whiskers/Wembly
Gratus
The Magnificant Paicho of Quain

Everyone fine with that as the default?

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Sounds good.

Dark Archive

PFS #76925-12 Male Half Orc Signifier 10 HP: 85/85| AC: 22/13/21 | Fort: +10| Ref: +4| Will: +9| Init: +2| Perc: +3| CMB: +11| CMD: 22|Halberd +3: +15;1d10+8|L.Bow:+8;1d8|Hand:+11;1d10+6 6/day|
Skills:
Acro: -3| App: +1| Bluff:+2| Climb:-3| Dip: +7| Heal: +6| Inti: +11| K.(Arc/Dun/Eng/His/Reli):+6|K.(Planes):+9|Linguis:+9|Ride:-6| SM: +9| Spell:+9| Stealth: -6| Sur: +6|
Channel 5d6 6/day DC 17

I'm good with that.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Sounds good!


The Waking Rune

There is very little detail about this magma trap in the scenario. Word count issues I expect. Given that this is a high-tier scenario damage from the magma is pretty light. I know a level 4-6 module that features magma flow that is way more deadly than this.

Dark Archive

PFS #76925-12 Male Half Orc Signifier 10 HP: 85/85| AC: 22/13/21 | Fort: +10| Ref: +4| Will: +9| Init: +2| Perc: +3| CMB: +11| CMD: 22|Halberd +3: +15;1d10+8|L.Bow:+8;1d8|Hand:+11;1d10+6 6/day|
Skills:
Acro: -3| App: +1| Bluff:+2| Climb:-3| Dip: +7| Heal: +6| Inti: +11| K.(Arc/Dun/Eng/His/Reli):+6|K.(Planes):+9|Linguis:+9|Ride:-6| SM: +9| Spell:+9| Stealth: -6| Sur: +6|
Channel 5d6 6/day DC 17

Good for me....
The last magma trap I hit I took 12d6 at minimum.


The Waking Rune

Are you all able to move your tokens on the map OK?

Some of you have posted actions describing movement but haven't moved your tokens, so I just want to make sure I've set up the slides correctly.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Yep I can move them, sorry I was in a hurry and since we weren't in initiative, I just post what I intended. Sorry if I cause confusion.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Apologies, got caught up in the RP and started ignoring the map.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

So Rocky's attempt to grab her triggers combat. But he doesn't actually get to grab her because she stopped talking and started combat because she sensed Rocky would try to grab her?

Or is something else triggering combat? Calling her a liar didn't.

After chatting about it this seems ligit albeit weird. I guess Rocky could have tried a bluff check but he had already called her a liar without her attacking.

If it matters Rocky is grabbing to detain and subdue to protect the eggs, He doesn't plan to kill her.


The Waking Rune

It was a bit tricky to decide when to call for initiative. Alfashti (the naga) doesn't want to initiate, but she is expecting potential combat.

With Paicho inspiring courage, Korai making a non-combat intimidate and effectively maintaining conversation, and Gratus 'preparing' to cast a spell but not actually casting it, I had to refer to the surprise round rules to check if there might be one.

I think Rocky's made it plain that he wants to save the eggs. His 'movement' triggers the initiative check - whoever then wins initiative can act first, but doesn't necessarily have to 'go hostile', and that goes for Alfashti too.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

That'd be my rough interpretation as well given the situation as presented.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Fair enough. Tbh Rocky should have acted sooner but you don't react well to someone eating their own kids. Birds eat their own eggs sometimes and some animals eat other creature's eggs but the naga is clearly sentient.

Whoever wrote this encounter is weird.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Yeah well handled Supervillan, we were dancing on the edge there, always tricky when neither side really wants to start the fight.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Those 2 sentences are confusing. You don't have to make 2 checks. You only need to succeed at one check.
Does that mean I can try again if I fail the first?


The Waking Rune

Yes, the feat increases your options so you can "try again." You can spend a move action to make the grapple check to maintain (and move, harm or pin), and if that fails you can also spend your standard action to make a second grapple check. If your first check succeeds, you can make a second grapple check to do something else permitted by a successful grapple check.

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

Then why does it say you are not required to make 2 checks?


The Waking Rune

Because you are never forced to. The feat allows you to make two grapple checks per round, where the norm is only one per round (a standard action). But being allowed to make two checks doesn't mean that you have to make two checks. Having Greater Grapple means that you can use your move and/or your standard actions to make grapple checks in any given round once you have already grappled a creature. But there's no text in the feat saying that you can apply multiple grapple consequences with a single check. For clarity: maintaining a grapple always allows you to apply a consequence (move, damage, pin or simply restrain).

There's a helpful flowchart in the Flaxseed "new GMs kit": See pdf 07

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

The chart doesn't mention greater grapple.

This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks.

I think you would agree that that is a confusing sentence. If it is really just saying that I could choose to not use my other action to grapple then it is being purposely obtuse.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

My interpretation has always been that you only need to pass 1 of the 2 in order to successfully maintain the grapple. So if you choose to make a second check to apply another condition and fail the check, you don't release the grapple as long as 1 of the 2 passed.

Admittedly I've never dealt with this in PFS, but that's how I had handled it in the adventure path I ran that had a grapple brawler.


The Waking Rune

The chart is handy for seeing what you can do with a grapple check, and the impact of the grappled condition.

I think the reason for the text "you are not required to make two checks" possibly stems from the basic language of the grapple rules stating that you "must continue to make a check each round, as a standard action, to maintain the hold." Without the qualification that you're not required to make two checks, one might think that if you don't choose to make the second check allowed by Greater Grapple then you are choosing to release the grapple.

PRD grapple rule.


The Waking Rune

This scenario is utilising the insanity rules from the Gamemastery Guide, in case you might be curious.

Sovereign Court

Tengu Bard 9| HP 57/57 | Effects Active: See Invisibility l AC 20 (FF 19 Touch 13) CMD 19 | Init +5 | Saves F +7 R +10 W +9 | Spd 30' |
Skills:
Per +14, SenMot +19, Diplo +19, Perform (Oratory) +19, Acro +13, Esc Artist +12
Tracked Resources:
Bardic Performance 18/25 | Spells - 3rd Lvl 1/4 | 2nd Lvl 1/5 | 1st Lvl 4/7 | 0 Lvl (at will) (see profile for spells)

Well since Gratus and I didn't identify the magic carpets, we can use to fly above the lava tunnels, we may need to try the Restoration on the naga, so she can tell us what the carpets are. :) Wembly looks like a long shot, but do you want to roll spellcraft. Anyone have a scroll of identify or can cast identify?

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

In theory we could UMD to get a carpet to start. Would that get us the command word so everyone can use them?

Sounds like Korai is willing to use the scroll if that won't work.


The Waking Rune

Each individual would need to attempt a UMD check to "activate blindly" (DC25). UMD does not reveal command words, it effectively bypasses them. Spellcraft gives command words.

There are 5 carpets, each with their own command words, assuming that they are wondrous items normally activated in that manner of course ;)

This means that anyone trained in UMD has up to 5 chances to get one of the carpets to activate. There is a chance of mishap though, if you fail by 10 or more.

Looks like only Gratus isn't UMD trained.

UMD skill

Grand Lodge

Male Oread Unchained Monk 10 | AC 24 (33)| T 23 (24)| FF 21 (29)| HP: 84/84 (104)| CMD 39+ | Fort +12 (14)| Ref +13 (14)| Will +13 | Init +2 | Perception +24 | Ki 7/11 SF 6/10

You could try Inspire Competence on Wembly's Spellcraft. 17+ on the die does happen.

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