[PFS_CORE_Aerondor] 00-20 King Xeros of Old Azlant (high tier) (Inactive)

Game Master Aerondor

Map
Buffs

Init:

[dice=Ragnar]1d20+8[/dice]
[dice=Giovanni]1d20+6[/dice]
[dice=Logan]1d20+7[/dice]
[dice=Alvin]1d20+7[/dice]
[dice=Sir Godfrey]1d20+2[/dice]
[dice=Gwynnis]1d20+9[/dice]
[dice=Baddies]1d20+0[/dice]

Chronicles


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Lantern Lodge

Silent tide map

The summons was sudden and unexpected. One moment news was traveling around Absalom of the strange crystalline ship that appeared in Absalom’s harbor, defying the Harbor Guard’s defenses and attempts at interdiction, and the next instant a young Pathfinder, acting as courier, brought Venture-Captain Adril Hestram. The meeting occurred in the streets outside the Grand Lodge even as Hestram was coming. The facts of the matter were that a strange, seemingly derelict ship had
indeed appeared in the harbor, it appeared to be of ancient Azlanti make, and the Pathfinders wanted the first crack at it. A clandestine meeting was set up at Harbormaster’s Grange with Hestram and the First Harbormaster.

Upon arrival, Goodman Hugen of House Candren, a Grand Councilman and First Harbormaster, looks up from his cluttered. He quickly shoos away his secretary and walks around his desk to point out his window towards an ominously shaped vessel floating far out in the harbor.

Thank you for bringing them Adril. The vessel first appeared at second watch. No one saw it enter the harbor and there was no warning of its approach through the Flotsam Graveyard. One instant the harbor was clear and the next instant it was there. According to the few eye witnesses we could find, it seemingly just faded into existence there in the water. Our gillmen and Wave Rider scouts reconnoitered it initially and reported there to be no signs of life on its decks and that it was seemingly constructed of a single piece of seamless, opaque white crystal. The Harbor Guard and Wave Riders immediately set up a cordone around the vessel to contain any threat it represented and the First Guard and Starwatch were placed on alert."

When no threat appeared imminent we sent a Harbor Guard boarding party. They reported the top decks to be completely deserted and all access to the ship’s interior to be blocked off by a single sealed portal. Indecipherable glyphs are incised all throughout the ship’s hull but there is actual writing on the bow. We took copies from the bow to the city’s sages, and the script was identified as Azlanti. It translates as King Xeros, which we believe to be the ship’s name. Old travelers’ tales tell of a ghost ship that wanders the Great Beyond; it is sometimes referred to as the King Xeros of Old Azlant, a magical vessel launched by the Azlanti shortly before Earthfall. We think this may be the very same vessel here in our own harbor."

This is where you Pathfinders come in. We believe the ship to be the self-same King Xeros and an artifact of the ancient Azlanti. We need to get inside the ship and find out what secrets it holds and if any danger exists. Since it’s old Azlanti, we figure it’s all kinds of magic and mysteries six ways to Oathday. The sages want a crack at it, but we think it’ll take more than just brains to get into it as it might be trapped or guarded. You Pathfinders are known for your ability to deal with this kind of prehistoric stuff and handle yourselves in a tight spot, so that’s why I’m turning to you. The last thing I need is a dozen dead scholars and some monstrosity from beyond time unleashed on the city. I need you to get on board that ship, find a way inside, do a bit of poking around, and figure out if this is something I should be worried about or if it just happens to be the discovery of the millennium. Your lodge has graciously extended the offer of your services if you’re agreeable, and you will of course have the opportunity to investigate and report on this phenomenon in your chronicles. I haven’t got a lot of time here, so I need your answer relatively quickly before this mystery turns into a fullblown crisis.

Sovereign Court

[retired]

.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan lounges in the most comfortable chair in the office idly flipping through an old volume of the chronicles. He doesn't seem to be paying too much attention and he gazes out of the window at the mysterious ship. An expensive silver platter floats in the air next to him, on it sits a very exclusive bottle of Kyonin wine and a delicate crystal glass. The bottle raises itself and pouts a glass which then floats to his hand.

Turning to the harbour master he says, I suppose we could look into this little problem of yours, have your scholars been able to learn anything more useful about the vessel?

Knowledge Arcana if relevant: 1d20 + 8 ⇒ (13) + 8 = 21

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

dot

Sovereign Court

[retired]

A dashing young Taldan with unkempt brown hair and the thinnest of goatees saunters into the briefing room with a slight spring in his step. He is dressed in well-tailored finery and wears a polished Mithral Buckler on his left forearm. An equally shiny Mithral Rapier hangs loosely at his side, and judging by its nicks and scratches it has seen combat more than once. He surveys the group and brightens up as he eyes... Wine!

With a flourish he takes an impromptu swig of the floating bottle and just as quickly sets it back down delicately, every movement that of a trained performer.

He straightens his mustache (which really doesn't need straightening) and grins at the gathering. "Greetings, mi amors! I... am Giovanni! And I... am here!" He tilts his head to the side, bows and flashes a smile before continuing the motion into a twirl, landing in the nearest chair.

"It seems we have a mystery? Oui? Well you have called the perfect team! It seems there is no short of seafaring missions these days! When do we set out?"

Lantern Lodge

Silent tide map

History or Planes checks might reveal a bit of knowledge, but arcana is not specific enough for this.

Sovereign Court

[retired]

I'll use my 1/day Lore Master to Take 20.

Knowledge (history or planes): 20 + 14 = 34

Giovanni springs out of his chair, but doesn't travel far from it.

"Mmm, ah, yes! I think I can remember a lyric or two about this very ghost ship! Maybe an old salty dirge... Let us see... How did it go?..."

He then promptly flops back into the chair, chin in hand as he stares into space visualizing the words.

Lantern Lodge

Silent tide map

Giovanni knows a lot.

In the final days of ancient Azlant, a few powerful mystics and seers may have gained some inkling of the coming Earthfall, though if so they failed to grasp the true magnitude of the imminent disaster. Nevertheless, in those days many strange and mysterious endeavors were undertaken in the dweomer-shrouded halls and planes-spanning observatories empowered by occult and little-understood energies. Planar travel was a wellknown if not overly common practice then, yet nothing of the advancements and experiments done in this field could match the christening of the King Xeros.

The King Xeros was an ether ship, a strange vessel grown from mystical crystal designed to pierce the enigmatic veil of the Ethereal Plane and plumb its inscrutable gray depths. Its mission was shrouded in mystery, and its passengers and cargo a closely guarded secret. When the ship was launched and slowly faded from its home waters into the ether, its mystery became legend and soon sank into distant myth, for upon leaving on its maiden voyage the King Xeros was never seen by the Azlanti again. Shortly thereafter Earthfall erased Azlant from the face of Golarion and the King Xeros of Old Azlant became just an obscure bards’ tale carried on by those steeped in ancient Azlanti lore.

Despite its disappearance from known Golarion history, the King Xeros was not erased entirely from the annals of time, for it continued to roam the Ethereal Plane on its endless mission. Reports began to trickle into planar cities and Material backwaters of a crystal ghost ship that plied the gray mists, appearing unexpectedly and disappearing just as suddenly. Boarding parties never found any trace of the original crew and many vanished altogether as the ether ship made a sudden disappearance. Many an Ethereal treasure hunter sought the King Xeros and the fabled riches or eldritch secrets it was said to carry, but only the occasional report from some itinerant traveler told of sightings of the lost ship as it slipped
through the Deep Ethereal.

No need for any other checks. Just any last preparations before you head out

Sovereign Court

[retired]

Giovanni regales the assembled Pathfinders with what he's heard, and uses the opportunity to steal another swig of Logan's wine... For dramatic effect, of course.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Before you stands a medium height human who looks a bit tired and a lot ugly. He watches the floating tray for a moment then dismisses it when he realizes it is not a device.

"Always something to do in Absalom. It does sound like the body count will be lower this trip. I am Ragnar. The big snake with the fancy green hat is Hugsy."

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan makes a nonchalant wave as Giovani takes a drink, help yourself my friend, wine is always better drank in company and there is always more where that came from...

Standing and stretching he looks out over the bay at the floating ship as he listens to Giovanni's tales of ancient Azlant. Who know what secrets such a vessel contains, and what riches or dangers. We had best be prepared...

Before they set out Logan regards Hugsy with open curiosity. My, my, what an amazing animal you have here Ragnar. Perhaps I can help out a little to make sure he comes to no harm. Logan mutters a quick spell and carefully and slowly places his hand on the huge snakes flank. Tingling blue light flows from him and sheathes the snake in a protective field of magic.

Buffs:

Logan will cast Mage Armour on Hugsy. I assume you have a wand but this will last much longer and level 1 spell slots are plentiful. Logan already has Mage Armour on himself (1 hour, from a wand which he will continue to use as needed), Unseen Servant (11 hours), Overland Flight (11 hours), Darkvision (11 hours) and Sihedron Brand. If anyone else wants a mage armour let me know.

As we head towards the ship (I assume we will be rowed out although Logan is obviously flying) he will cast a bunch of preparatory spells. He casts Tongues so he can talk to any of the strange inhabitants who might be aboard (110min) as well as activating his wands of Heroism and Barkskin (50min each). As they approach the boat he casts Shield, Mirror Image and Elemental Body 1 turning into a small water elemental (11 min each). He puts down his haversack and talisman before casting elemental body and then reequips them so he can use them while transformed. His wands, scrolls, potions, mundane gear and metamagic rod are all in the pack. Everything else is stuff which works continuously.

Lastly he drinks an antiplague and antitoxin and uses a scroll of see invisibility.

Mirror Images: 1d4 + 3 ⇒ (3) + 3 = 6

He will travel with his lesser versatile rod in hand.

Resources
Spell slots: 1st 5/8, 2nd 6/8, 3rd 7/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Thanks. He is worth keeping safe."

Before we get on the ship Ragnar will cast Barkskin on Hugsy and the strangely silent Sir Godfrey. +3 natural Armor for 80 minutes. And Longstrider on Hugsy. +10 speed for 8 hours. And lastly use his wand of Longstrider on himself.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Do you like stereotypical paladins? Well, let's hope so, because that's what this man represents. From his perfect blonde locks of hair that waft gently in a breeze even when there isn't one, to teeth that shine when he smiles, to an annoying smile that appears somehow smug even when he is ever sincere, and down to the perfectly polished and shining armor of Sarenrae's knights.

This is Sir Godfrey, and he stands during the briefing with his chest out and hands resting absently akimbo on his hips. He takes a deep breath after everyone has finished recounting what they know of the ship. "Worry not, dear man. We shall explore this vessel and if we find evil we shall wipe it clear of the decks. The ship will shine with knowledge for us." He glances around at the others in the room and sniffs slightly at the consumption of liquor just before a mission, though he says nothing of it.

Eventually he looks back at the Harbormaster. "Are your men still on the deck, or should we be prepared for altercations when we arrive?"

Grand Lodge

Gwynnis sits quietly in lotus position, watching everyone without making eye contact with anyone. As the others are starting to stand, she asks, "If this ship is known to visit the ethereal plane unexpectedly, perhaps we should secure a means of returning safely."

Sovereign Court

[retired]

Giovanni straightens his mustache and grins at Gwynnis.

"The lovely madame is absolutely correct! I believe... how-do-you-say?... a "shift plane" is recommended? I of course have no such clerical abilities. Perhaps we could secure a scroll?"

...did he just wink at her?

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Listening to Godfrey Logan's eyes start to roll so much he is in danger of getting dizzy and falling over. Paladins, he mutters, why does it always have to be Paladins...

Turning back to the room Logan notices Gwynnis, yes, you make a good point, we don't want to get stuck on the ethereal plane. A Plane Shift scroll is probably a good idea although I don't think any of us can activate it without at least some risk. I can normally make most magic items do what I want but sadly I currently lack the funds... he says with a shrug.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin is a red-haired, older looking gnome. Though quite old About 90, he still is jubilant and fresh as he has ever been. He has a cloak, and headband. You also see a spell pouch by his side.

I'm Alvin, and I deal with the power of illusion. He waves his hands around making a display of casting motions, but doesn't actually cast anything. Ooooo. I also like fireballs and lightning bolts too, just cause they're fun.

"I lack the funds as well." Alvin points to his headband, recently infused with new magic, as if he believes Logan understands the notion. "However, the Ethereal plane is serious stuff. We should definitely have a way out. I have a Teleport prepared, which should help us get out of any danger we may experience on the plane, but wouldn't get us out of the plane itself. Plus, I can't get all of us with it."

"But perhaps we are overthinking the situation too! I have this tendency to do that. Back in my day, we just went after things without regard for safety! I turned out alright." Alvin begins to ramble to himself about older times.

After done rambling, he casts a few spells.

He casts False Life on himself. False Life: 1d10 + 10 ⇒ (5) + 10 = 15
He casts False Life on Riddywipple. False Life: 1d10 + 10 ⇒ (3) + 10 = 13
He casts Overland Flight on himself.

Will also cast Mage Armor from his Wands (1 is now out!) on Alvin and Riddywipple when close to the ship.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

You see a faerie dragon flying around Alvin, creating a flourish of fleeting movements as he floats around. He carries on him a Handy Haversack.

In a high pitched, squeaky voice he says, I'm Riddywipple, and it's nice ta meet cha all! Isn't adventuring just so much fun?

"Wow, they really like putting us together. Hey Ragnar and Uncle Godfrey." Riddywipple, like usual, floats over to Godfrey, becoming almost more his pet than Alvin's.

"Wow Gio..vee knee? You know a lot!"

Upon hearing Logan's little rant about paladin. "Hey! What do you have against Uncle Godfrey? He's sooooooo cool!"

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Godfrey gives Riddywipple both a thumbs up and a wink combined with a giant smile. "That's right little friend. Being good is the coolest! And evil is for losers, that receive my boot to their backside!" Godfrey then moves the thumb up to rub against his perfectly shaved cleft chin in thought.

"I think such a scroll would be a dubious proposition, since we don't have a reliable cleric of the Dawnflower to utilize it. Perhaps we may find a way to control the ship when we get on board to prevent it from leaving?"

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Aaah, Riddywhipple, I have nothing against your Uncle or indeed every Paladin, it's only all of the ones I have actually met who have been a pain in the posterior he says with a wink and a smile.

As for a scroll purchase, I have complete confidence that I can fool some piece of paper into believing I am a cleric of your dishy sun goddess...

Sovereign Court

[retired]

As the banter continues Giovanni makes his way within whispering distance of Gwynnis.

Smiling warmly, he asks, "Ma belle dame, parlez-vous Céleste? Il est la langue des dieux, je suppose qu'il est votre langue maternelle."

If you speak Celestial:
"My beautiful lady, do you speak Celestial? It is the language of the gods, so I assume it is your native tongue."

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin ignores the Celestial banter and continues with the mission conversation.

"Speaking of foreign languages, since it's an Azlanti ship do we have an expert on the language in case we run into anything written? If not, I've got my Comprehend Languages scroll but rather not throw away gold if we have someone who understands the language."

"Ethereal threats... hrm... Riddy, make sure you have that Scroll of See Invisibility handy."

"Think I'm ready to head out once we decide the fate of the Plane Shift scroll."

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

"The only paladin I've known is Uncle Godfrey, and he's never a pain." From the naive eyes of a faerie dragon...

"I can use magical items too! And I can puff dust from my lungs!" The faerie dragon is looking to impress others and breathes out a plume of vibrantly colored smoke in the air. He then coughs a little and lets out a big smile as is he has accomplished something.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar waves to his old friends.

"Sounds like we will be well prepared."

Grand Lodge

Gwynnis gives Giovanni one of those smiles that dimple the cheeks and sparkle in the eyes, but only for a moment. "Good sir, duty--and our companions lives--depend on our responsible behavior."

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Chuckling at the antics of the little dragon Logan turns to Alvin, I speak Azlanti but I am no expert, I'm afraid that I was a rather poor student, parties, theatre and drinking were always more interesting than musty old books. Happy to translate though if we come across any scribblings.

Lantern Lodge

Silent tide map

Your Harbor Guard sloop makes its way slowly and cautiously out toward the mysterious visitor. As the sloop draws nearer, details of the vessel become clear. It only superficially resembles a ship, with a symbol-covered hull of quartz glowing with a rosy tint in the wan light of evening. A tall aft castle of strangely faceted crystal rises from its stern sprouting from its sides giant, winglike sails of the same crystal that hang parallel to the water. It bears a split bow, between which rises a gigantic black spike towering over 60 feet into the air. It is the only portion of the ship that does not seem to made of the same opaque crystal. The main deck is uneven, broken into several subdecks. From a distance, one can make out the faint lines of decks and compartments through the crystal hull, but these these fade quickly upon closer inspection.

Arrayed around the vessel at a distance of perhaps a quarter mile is a ring of other Harbor Guard vessels, from sloops to cutters to dinghies; they seem to have turned out everything that could float in order to contain this potential menace. Within this cordone of vessels can be seen the forms of hippocampus-mounted Wave Riders patrolling closer in and even under the derelict hulk. A single accomodation ladder hangs over the port side just abaft of the fore deck, a shallowdraft barge moored at its foot, a sign that at least one patrol of the Harbor Guard still remains on board keeping watch over the upper decks of the mystery ship.

The lapping of water against the ship’s hull is drowned out by the sounds of sudden screams from the ship’s main deck, and flaring bursts from fiery explosions suddenly illuminate its superstructure. The Harbor Guards already aboard appear to have come under attack and cries of pain echo over the waters of the harbor.

I've put up a map of the top. You are currently on a barge alongside.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"It sounds like someone did something foolish. We should investigate quickly."
Ragnar will pull out his bow. With this many casters he doubts the party will do something as mundane as climbing the side of a boat but we will see.

The map shows a ladder hanging from the mid deck. An error between the map and box text?

Lantern Lodge

Silent tide map

The mid deck is the one aft of the fore deck. The habour barge is tied up below that ladder. If you want to you can start on that side instead. I'll shuffle the map around.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Well, looks like the party has started without us, I cannot get you lot up there but I can speed you on your way!

With that Logan casts Haste on the party and flies upwards to get a clearer look at what is happening on board the ship, from a safe distance of course.

Resources:

Spell slots: 1st 4/8, 2nd 6/8, 3rd 6/8, 4th 7/8, 5th 4/5
Fleeting Glance: 11/11
Laughing Touch: 11/11

Lantern Lodge

Silent tide map

Logan spies a group of guardsmen hudded in various spots on the deck.

Two large crystalie figures roam about, slamming the guards. Two other turrets, one near the top of each of the stairs, send gouts of fire at anything exposed...

Four of the guards appear to be dead already, and the others don't look like they have much time left...

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Better get up here fast people, these guards are taking a pounding. Also, watch for some weird fire spitters!

Arcana if relevant: 1d20 + 8 ⇒ (14) + 8 = 22

Shouting over to the guards he says, Gentlemen, I recommend an immediate withdrawal, the professionals have arrived to handle this situation. If any of you cannot swim please let me know and I can drag you over to our boat.

Lantern Lodge

Silent tide map

The fire shooters appear to be some type of animated object. The crystal things... Logan has no idea about.

Guess I should stick up an initiative block to keep track of things.

Status, bold may post: haste active.
Ragnar
Giovanni
Alvin
Sir Godfrey
Gwynnis

The things on the ship
Dead guards: 4
Logan.

Sovereign Court

[retired]

While everyone's close together, let's do Shofar, Good Hope, Bardic Performance (24 rds remaining).

"New friends, I wish you to be old friends years from now! Find hope and inspiration through my words! Go forth and do good!"

+3 Competence Bonus on Attack/Damage
+2 Morale Bonus on Attack/Damage/Saves/Skills

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Move Action
Alvin flies up into the air 35 ft. up.

Free Action
Alvin tries to identify the threat.
Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, or Religion) (Good Hope): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 - 3 lower if Engineering, Geography, History, or Nobility.

Standard Action
Alvin tries out his new trick and creates a quasi-real pit beneath the Green crystalline figure. Shadow Conjuration, assuming they are walking, to mimic a Spiked Pit beneath the Green figure.

DC 25 Will save to check if it's real or not (If it's made, still 20% chance it is real for them and have to make the next save), then DC 25 Reflex save to not fall in the pit. Pit is 50 ft. deep. If it falls in, it takes the damage below and is Prone. DC 20 climb check to start climbing out and takes 1d6 piercing damage each round it is in contact with spikes.

Fall Damage: 5d6 ⇒ (1, 3, 3, 1, 6) = 14
Piercing Damage from Spikes: 2d6 ⇒ (2, 6) = 8

If it makes the Will save and passes the 20% chance, I guess it's just standing on top of a pit. If it makes the Reflex save, it gets to shunt to the side. At least this is how I've always seen it run...

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

"A SHIP! OH BOY!!!!"

Double Move Action
Riddywipple zips around, not doing much of use, but looking for anything interesting. Ending 25 ft. up.

Perception (Good Hope): 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar will have Hugsy attack blue.

Hugsy now has a climb speed of 40 and regular speed of 40 so easily goes up the side of the boat.

Even if the upper deck is 10 feet above the mid deck Hugsy should still be able to attack.

Including Haste, Inspire, and Good hope.

Bite: 1d20 + 11 + 1 + 3 + 2 ⇒ (8) + 11 + 1 + 3 + 2 = 25 for dmg b/s/p non magic: 1d4 + 10 + 3 + 2 ⇒ (1) + 10 + 3 + 2 = 16
Grab: 1d20 + 16 + 1 + 3 + 2 ⇒ (19) + 16 + 1 + 3 + 2 = 41 then constrict b non magic: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18

if Ragnar has a shot at blue or second choice green:
Full attack including deadly aim, manyshot, Haste, Inspire, Good Hope, Improved Precise Shot. Manyshot: 1d20 + 14 + 1 + 3 + 2 ⇒ (2) + 14 + 1 + 3 + 2 = 22 for cold iron, magic, piercing dmg: 2d8 + 20 + 6 + 4 ⇒ (2, 5) + 20 + 6 + 4 = 37 Haste shot: 1d20 + 14 + 1 + 3 + 2 ⇒ (18) + 14 + 1 + 3 + 2 = 38 for cold iron, magic, piecing: 1d8 + 10 + 3 + 2 ⇒ (6) + 10 + 3 + 2 = 21 Regular shot#1: 1d20 + 14 + 1 + 3 + 2 ⇒ (13) + 14 + 1 + 3 + 2 = 33 for cold iron, magic, piecing: 1d8 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17 Regular shot#2: 1d20 + 9 + 1 + 3 + 2 ⇒ (12) + 9 + 1 + 3 + 2 = 27 for cold iron, magic, piecing: 1d8 + 10 + 3 + 2 ⇒ (1) + 10 + 3 + 2 = 16

If Ragnar does not have a shot at either one:
Cast Resist Energy (Fire) on Hugsy before Hugsy moves in then Ragnar will fast climb the ladder onto the boat making the climb check on a 1.

Lantern Lodge

Silent tide map

Alvin doesn't recognise these crystalline forms either.

The pit seems to materialise until the green hued crystal creature but either the nature of the ship, or that of the creature seems to repel it. The creature does not fall.
Alvin recognises this as a form of spell resistance

Hurgy closes on the creature, but can't land his patented move. Even his lucky party hat doesn't help. The creature does however swot him for having the audacity to attack him.

AOO: 1d20 + 22 ⇒ (5) + 22 = 27
But all the magical protections that have been layered on the snake manage to repel the blow.

Ragnar lets fly with a barrage of arrows at the green tinted creature. At least a couple of them seem to hit, although they do nothing like the damage he was expecting them to do.

Riddywipple sees no new threats not already mentioned. Those fire jets look hot though...

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Sir Godfrey
Gwynnis

The things on the ship
Green 18
Dead guards: 4
Logan.
Ragnar
Giovanni
Alvin

Grand Lodge

"Godfrey! Logan! Are you going to climb on deck? I need room to run!"

If both say yes, then I will delay until after Logan.

Lantern Lodge

Silent tide map

Logan is flying and thus not in your way. You can't really run up the ladder though. Given you had time to prepare a bit, I'm happy for Gwynnis to swap spots for Sir Godfrey in the starting location.

Grand Lodge

Totally forgot--I always count as having a running start!

Gwynnis abruptly jumps up on deck, then steps behind the giant creature, opposite Hugsy.

Actions:
Standard Activate wand of shillelagh
Swift Spend 1 ki for +20 bonus on Acrobatics to jump
Move Movement
Free Sheath the wand while moving

Rolls:
Acrobatics (Jump): 1d20 + 54 ⇒ (6) + 54 = 60
Acrobatics (Avoid AoO): 1d20 + 14 ⇒ (4) + 14 = 18 AC 36 w/ mobility

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"Worry not Madam, when there is danger and folks scream for aid I do not hesitate to move to their rescue! I shall be out of your way post-haste!" And with haste, thanks to the myriad of buffs floating around. Sir Godfrey will scale the ladder with alacrity despite his arm, moving quickly to engage the blue crystal creature after taking just a brief moment to pose for dramatic effect that is ruined as the monk simply jumps past him. "Ladies first, I suppose. I am a gentleman after all."

"Face me fiend!" Seeing it take a swing at the snake he will spring forth under it's reach and rear back into a practice stance, swinging his blade around with enough force to smash a hole in the wall of a keep... full of evil.

Quick climb the ladder and step up next to the blue crystal with spring attack to avoid any risk of combat reflexes. Standard action to hit it."

+3 Adamantine Great Sword(Power Attack, Party Buffs): 1d20 + 18 - 3 + 6 ⇒ (19) + 18 - 3 + 6 = 40
Damage(Power Attack, Party Buffs: 2d6 + 21 + 5 ⇒ (3, 3) + 21 + 5 = 32

Crit Confirm(Power Attack, Party Buffs): 1d20 + 18 - 3 + 6 ⇒ (18) + 18 - 3 + 6 = 39
Crit Damage(Power Attack, Party Buffs: 2d6 + 21 + 5 ⇒ (3, 4) + 21 + 5 = 33

Sovereign Court

[retired]

You can run through allies, you just have to do it in a straight line.

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

Sir Godfrey's shadow flies into the air after him, taking note that none of the things on the deck seem to actually be alive. With that in mind it opts to seperate from where any good shadow would be, following the person who casts it.

Instead it ends up hovering silently between Logan and Alvin in case anything moves in their directs it can try and hinder.

Lantern Lodge

Silent tide map

Sir Godfrey launches a massive blow at the blue crystal creature. It, remarkably, stays standing.

The guardsmen, being good at following orders, jump. One is a bit late and is squashed by a massive fist swinging at him.

Those close to the creature feel their limbs start to slow down...
Hugsy, Sir Godfrey and Gwynnis Will DC 17 or lose your haste

Faced with a choice of targets, the crystal creature spits the difference, belting out at both Hugsy and Sir Godfrey.
attack Hugsy: 1d20 + 22 ⇒ (17) + 22 = 39
attack Sir Godfrey: 1d20 + 22 ⇒ (18) + 22 = 40
damage, Hugsy: 2d10 + 9 ⇒ (4, 6) + 9 = 19
damage, Sir Godfrey: 2d10 + 9 ⇒ (1, 5) + 9 = 15

The flame turrets also turn their energy on the pathfinders.
touch vs Hugsy: 1d20 + 6 ⇒ (15) + 6 = 21
touch vs Sir Godfrey: 1d20 + 6 ⇒ (8) + 6 = 14
Fire damage, Hugsy: 6d6 + 1 ⇒ (5, 2, 6, 2, 1, 4) + 1 = 21

The creature at the back, with no guardsmen to contain it, strides forward and slams into Gwynnis.
attack, flank: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
damage: 2d10 + 9 ⇒ (9, 5) + 9 = 23

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan.
Ragnar
Hugsy - 40 damage
Giovanni
Alvin
Sir Godfrey - 15 damage
Gwynnis - 23 damage

Green 83
Dead guards: 5

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Hugsy DC17 Will save: 1d20 + 5 ⇒ (18) + 5 = 23

Hugsy writhes in pain but sticks to hiss target.

Includes Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg, Haste +1 to hit and extra attack.
Bite: 1d20 + 11 + 3 + 2 + 1 ⇒ (2) + 11 + 3 + 2 + 1 = 19 for dmg p/b/s: 1d4 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17
Haste bite if the first misses: 1d20 + 11 + 3 + 2 + 1 ⇒ (8) + 11 + 3 + 2 + 1 = 25 for dmg p/b/s: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18
Grab: 1d20 + 16 + 3 + 2 + 1 ⇒ (11) + 16 + 3 + 2 + 1 = 33 if successful constrict b: 1d4 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18

Ragnar eyes the metal thing spitting fire but decides to finish focus fire He'll switch to green if blue goes down.

Including: Rapid Shot -2 to hit extra attack at full BAB, Deadly Aim -3 to hit/+6 to dmg, Haste +1 to hit 1 extra attack, Inspire Courage +3 to hit and dmg, Good Hope +2 to hit and dmg, Precise and Improved Precice Shot no penalties for firing, and Manyshot extra arrow on first shot.

Manyshot: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (10) + 18 - 2 - 3 + 1 + 3 + 2 = 29 for dmg cold iron, piercing, magic: 2d8 + 20 + 6 + 4 ⇒ (3, 2) + 20 + 6 + 4 = 35
Haste: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (9) + 18 - 2 - 3 + 1 + 3 + 2 = 28 for dmg cold iron, piercing, magic: 1d8 + 11 + 4 + 2 ⇒ (7) + 11 + 4 + 2 = 24
Shot #1: 1d20 + 18 - 2 - 3 + 1 + 3 + 2 ⇒ (17) + 18 - 2 - 3 + 1 + 3 + 2 = 36 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 ⇒ (2) + 10 + 3 + 2 = 17
Shot #2: 1d20 + 13 - 2 - 3 + 1 + 3 + 2 ⇒ (10) + 13 - 2 - 3 + 1 + 3 + 2 = 24 for dmg cold iron, piercing, magic: 1d8 + 10 + 3 + 2 ⇒ (3) + 10 + 3 + 2 = 18

Lantern Lodge

Silent tide map

Sorry, got that damage round the wrong way. Green was on 18 and blue on 65. Green was the one that Ragnar could easily target from the boat.

Hugsy tries to bite the metal creature, but without luck.

Ragnar, having found his range, drops several more arrows into the Green crystal creature.

Status, bold may post: haste, good hope, inspire courage all active (+6 to hit, +5 to damage)
Logan.
Giovanni
Alvin
Sir Godfrey - 15 damage ; Will DC 17 vs slow
Gwynnis - 23 damage ; Will DC 17 vs slow

Green 54
blue 65
Dead guards: 5
Ragnar
Hugsy - 40 damage

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Move Action
Alvin remains airborne and flies near Hugsy. 15 ft. off ground.

Standard Action
He scoffs. "Ugh, just as I feared. This isn't my battle."

He casts Displacement on Hugsy. 50% miss chance on Hugsy now.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Move Action
Riddywipple moves near Alvin.

Standard Action
"Oh, I'll do that thing Alvin taught me. When there's distance fire, tunnels work great!"
Riddywipple casts Silent Image to form an image of a tunnel, 5 ft. high, that goes on the North end of the ship and attempts to block the vision of the northern firing turret. It's a 5 foot wide arched tunnel complete with sconces inside that mimic a false Continual Flame spell.

Placed on map.

Grand Lodge

Gwynnis maintains her position as long as possible, setting the flank for her allies, then strikes with a rapid fire succession of blows from her darkwood staff.

Actions:
Full Round Flurry of blows
Swift Spend 1 ki for extra attack
Free 5-ft. step

Rolls:
Will: 1d20 + 17 ⇒ (13) + 17 = 30
Shillelagh 1: 1d20 + 19 ⇒ (12) + 19 = 31 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Shillelagh 2: 1d20 + 19 ⇒ (8) + 19 = 27 Bludgeoning/Magic: 2d6 + 9 ⇒ (2, 1) + 9 = 12
Shillelagh 3: 1d20 + 14 ⇒ (3) + 14 = 17 Bludgeoning/Magic: 2d6 + 9 ⇒ (3, 2) + 9 = 14
Shillelagh 4: 1d20 + 14 ⇒ (18) + 14 = 32 Bludgeoning/Magic: 2d6 + 9 ⇒ (5, 4) + 9 = 18
Shillelagh (haste): 1d20 + 19 ⇒ (5) + 19 = 24 Bludgeoning/Magic: 2d6 + 9 ⇒ (5, 5) + 9 = 19
Shillelagh (ki): 1d20 + 19 ⇒ (17) + 19 = 36 Bludgeoning/Magic: 2d6 + 9 ⇒ (1, 4) + 9 = 14

Conditions: I'll wait until everybody else is done attacking, so that they have an opportunity to full attack blue. Assuming blue drops at some point, I will redirect the remaining attacks at green (-2 attack w/o flanking) and 5-ft. step according to the red arrow. If blue is still standing after my haste attack, I will instead step onto the "1", and spend ki for the AC bonus instead of an extra attack.

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Lantern Lodge

Silent tide map

This is a CORE table. Please check, and then DOUBLE CHECK that the character you put down is registered as a CORE character with Paizo.

To make my life easier when it comes to filling in chronicles, if you could each put in a single post with:

If you are currently in a game or expect to apply a GM chronicle before play, hold off putting in the information.

Chronicle: What chronicle number this is for the character
History: What scenarios has the character completed? (or been credited with); any other chronicles (special boons etc)
Name:(the player) real name (as you have it appear on your chronicle sheets)
AKA: Character name
Faction: Your faction
PFS: # for the character
XP: starting XP,
Prestige: Starting prestige
Fame: Starting Fame
Gold: Starting wealth you bring into the adventure. This should be the total on your previous chronicle. If you want to buy any new stuff... see further on.
Day job: include the roll or that you don't have one. If you want to use a reroll at the end just note here you may want to use a reroll. If you don't include a roll I'll be assuming you take ten.
Spend: If you want to buy anything before the scenario starts (apart from your initial 150gp if you are a new character) include it here. This will appear in the "items bought" and/or "items sold" part of the chronicle.
XP TRACK: Slow or Standard

Try to hold off actual discussion here until we have one post per character with those details (makes life easy for me to make the chronicles for you all at the end).

Please add an Icon for your character to the map. If you don't know how, let me know and I'll help.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Chronicle: 25

History::
The Confirmation, The Wounded Wisp, #1 Silent Tide, #2 The Hydra's Fang Incident, #3 Murder on the Silken Caravan, #4 The Frozen Fingers of Midnight, #5 Mists of Mwangi, #6 Black Waters, #7 Among the Living, #8 Slave Pits of Absalom, #13 The Prince of Augustana, #14 The Many Fortunes of Grandmaster Torch, #35 Voice in the Void, #43 The Pallid Plague, #16 To Scale The Dragon, #24 Decline of Glory, #50 Fortune's Blight, #56 The Jester's Fraud, #27 Our Lady of Silver, #26 Lost at Bitter End, Year of the Shadow Lodge, #4-06 The Green Market, #7-25 Orders From the Gate, Blood Under Absalom

Name: Edward McGee
AKA: Ragnar Sorvino
Faction: The Exchange
PFS: # 145373-9
XP: 24
Prestige: 22
Fame: 46
Gold: 9.135.4
Day Job: Profession Merchant: 1d20 + 28 ⇒ (4) + 28 = 32 if reroll is available Profession Merchant: 1d20 + 28 ⇒ (2) + 28 = 30
Spend: Upgrade bow from +2 to +3 10,000gp
XP Track: Standard

Ragnar grants all allies a +3 circumstance bonus to Day Job checks. A total of 45 or higher gains you 200 gold.

Lantern Lodge

Silent tide map

Where does Ragnar get the extra +12 to Profession(merchant) from? And I assume you mean "38" not "48" for the day job :-)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Fixed. And hopefully I roll better during the game. The +10 is from filling 7 goals on the season 6 faction card for The Exchange. And +2 is from Green Market.

Edit: Just noticed a typo from 4 chronicles ago. Fame should be 48.

Lantern Lodge

Silent tide map

Dang, I missed that bump in the day job check. I've been doing myself out of an extra +5 for a while.

Sovereign Court

[retired]

Just dotting for now. It's 1:15am and I need to sleep, Lol

Thank you for the invite!!

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Chronicle: 30
Name: Andrew Watson
AKA: Logan Gallonica
Faction: Grand Lodge
PFS: 44523-11
XP: 30,
Prestige: 21
Fame: 57
Gold: 10992gp
Day job: Perform Oratory: 1d20 + 12 ⇒ (8) + 12 = 20, +3 from Ragnar, if my reroll is available I will be using it, taking 10 with it gets 30
Spend: I will be buying a lesser versatile metamagic rod (6000gp) and a level 2 page of spell knowledge (darkvision) (4000gp) at the start
XP TRACK: Standard

History::

Silverhex
Horn of Aroden
Slave Ships
Emerald Spire 1
Scions 1
Scions 2
Judge a Soul 1
Cyphermage Dilemma
Scions 3
Between the Lines
Stardust Boon
Tide of Twilight
Trial by Machine
Deepmarket Deception
Thornkeep Enigma Vaults
Serpents Rise
Cultists Kiss
Feast of Sigils
Refuge of Time
Silvermount Collection
Dog Pharoah
Snakes in the Fold
Valley of Veiled Flame
Bonekeep 3
Fate of the Fiend
Rebels Ransom
Portal of Sacred Rune
Ancients Anguish
Returned to Sky

Boons are noted in his linked stat block

Sovereign Court

[retired]
GM Aerondor wrote:
Please check, and then DOUBLE CHECK that the character you put down is registered as a CORE character

Nobody's messed him up, yet!

History:

#1: Wounded Wisp (GM credit)
#2: Master of the Fallen Fortress (GM credit)
#3: First Steps, Part 1
#4: (Boon) Emerald Spire Land Rush
#5: Emerald Spire, The Tower Ruins
#6: Library of the Lion
#7: Murder on the Silken Caravan (PbP; You were my GM!)
#8: The God's Market Gamble (PbP)
#9: Perils of the Pirate Pact
10: Plunder and Peril, Rum Punch
11: Plunder and Peril, Dangerous Waters
12: Plunder and Peril, Black Coral Cove
13: Plunder and Peril, Bonus Chronicle
14: Thornkeep, Sanctum of a Lost Age (GM credit)
15: The Blakros Connection

Chronicle: This will be #16 for him.
Name: Eric Bennett
AKA: Giovanni
Faction: Sovereign Court
PFS#: 66548-25
Current XP: 23
Current Prestige: 23
Current Fame: 35
Current Gold: 43
Day Job w/ Ragnar's +3: Perform(oratory): 1d20 + 16 + 3 ⇒ (20) + 16 + 3 = 39
Spend: We're going to a ship, right? I'll spend 2pp for a scroll with two castings of Water Breathing (3rd level Wizard).
XP TRACK: Standard

Lantern Lodge

Silent tide map

It looks like we are 8,9,9,10 and 11 = 57/6 = 9.5
So you can average to either 9 or 10. However with six characters even with APL 9 you would still be playing high tier.

Now is probably a good time for you all to discuss your tactics and strengths and weaknesses. High level play can get deadly pretty fast - even in Season 0.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar is the Core version of an Urban Ranger. Though he takes trips in the outdoors to keep his training up. He is perceptive and can follow tracks. Mostly he is effective at shooting a bow.
With his Boots of Speed or a Haste spell he can fire up to 5 arrows a round. And with Improved Precise Shot he is effective without being in the front line.

His animal companion Hugsy typically hangs out in the front line. With a little buffing (Wand of Mage Armor, Barkskin CL 7) he has an AC of 27 and being fairly strong he is good at locking down a single enemy with Grab + Constrict. Worth noting I don't do release regrab cheese with him.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan is a sorcerer with a specialisation in control and manipulation magic. With the fey bloodline and greater spell focus enchantment (and conjuration) he can put out some difficult to resist spell effects. While I have confusion I prefer to avoid using it as it can bog down things fast. He is highly social, with good diplomacy and bluff and can activate any wand and most scrolls when needed. He has a decent list of utility spells available, his list is in the linked stat block.

His saves are decent but he cannot stand toe to toe with enemies unless he has had time to buff himself significantly (shield, mirror image, elemental body, barkskin wand). He will mostly try and stay out of the way with overland flight. He does have haste but generally prefers to try and lock down enemies first if possible. Looking at the party we have multiple potential sources of Haste.

I am not sure if anyone has any breath of life scrolls. I don't have one (and lack the cash to buy one) but can probably UMD one (I need a 5, 3 with heroism). However, he tends to carry his versatile rod in one hand making them rather impractical unless you fall over next to me.

It is worth noting that Logan has a heightened continual flame cast on a badge he wears on his lapel in case of deeper darkness (spell level 4, CL7).

If there is a particular spell people think we definitely need then I can rejig my purchases to pick up different pages of spell knowledge. I am limited to level 1 and 2 spells only though.

I also have one rules question before we start as it may mean I change one of my spells (I have only just hit 11 so things are a little fluid). What is your view on whether or not elementals can cast spells? They can clearly speak as they have a language but there is some variation on whether or not they can provide somatic components. I have always held that they can but I know there is some disagreement on the point and no explicit clarification from Paizo (although a recent scenario does have an air elemental arcanist casting spells).

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Also one note, if we do miss the secondary success then Logan will write a very stern letter to Valsin reminding him just how important he is and, by association, so are all of his friends and that he really should give us another point of prestige.

He has two uses remaining of the season 6 Grand Lodge boon.

Lantern Lodge

Silent tide map

Short answer is I think Yes.

A nice explanation of why can be found here

I know that doesn't discuss somatic components specifically but if dragon claws can handle somatic components, I don't see why elemental bits-and-pieces shouldn't as well.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Thanks for that, In which case I shall be keeping elemental body 1 and my stat block should now be fully up to date.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

What terrain is a ship in Absalom's Harbor?

Lantern Lodge

Silent tide map

Probably none, although if someone had water for a favored terrain I could probably be persuaded that was the closest fit.

Sovereign Court

[retired]

As the baby of the group I guess I'll hang back and defend Logan (even though he has almost twice my HP!).

Giovanni has three reasons to live (Ladies, Music and Adventure). Roleplay wise he's heteronormative to a fault, so if I play up his "Ladies Man" persona too much just let me know and I'll tone it down.

His typical 1st round of combat is to (move action) draw his shofar, (swift action) start Bardic Performance, and (standard action) cast Good Hope, increasing everyone's attack/damage by +5. He only has two 3rd level spells per day so if anyone else can cast Haste that'd be ideal. His Charisma is an abysmal 14, so I don't often throw out debuffs (except for Dirge of Doom occasionally, since there's no save).

His typical 2nd round of combat is to (move action) stow his shofar and (standard action) cast Mirror Image. After that he helps clean up mooks using his +1 Keen Rapier.

Out-of-combat Giovanni is a skills monster, which makes him popular at most Core tables I've played at. Bluff/Diplomacy/Intimidate/SenseMotive at +16 and all Knowledges at +14 (except Nature/Religion at +7). His Inspire Competence is at +4 so group skill checks get much easier.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Need to do some updating before giving info.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Recently a buddy hooked me up with a Custom Order boon. I think I'll use it to pick up 10 ghost touch arrows.

So that would make this Chronicle #25, As I mentioned above my starting fame is actually 48, and my starting gold will be 7,535.4

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Dotting for now, will post all the goods when I get home from my trip this afternoon.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Chronicle: #18
History:

Spoiler:
#1: Crypt of the Everflame
#2: Masks of the Living God
#3: The Midnight Mirror
#4: 13 - The Prince of Augustana
#5: 14 - The Many Fortunes of Grandmaster Torch
#6: 43 - The Pallid Plague
#7: Fangwood Keep
#8: 3-06 - Song of the Sea Witch
#9: 16 - To Scale the Dragon
#10: 24 - Decline of Glory
#11: 50 - Fortune's Blight
#12: 56 - The Jester's Fraud
#13: 27 - Our Lady of Silver
#14: 26 - Lost at Bitter End
#15: Special - Year of the Shadow Lodge
#16: 4-06 - The Green Market
#17: Special - Blood Under Absalom

Name: Daniel H
AKA: Sir Godfrey!
Faction: Scarab Sages
PFS: #104845-14
XP: 25
Prestige: 29
Fame: 40
Gold: 8380
Day job: Sir Godfrey shall DANCE for Sarenrae
Perform(Dance): 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26 and Reroll if it exists Reroll: 1d20 + 14 + 3 + 2 ⇒ (8) + 14 + 3 + 2 = 27
Spend: No purchases at this time.
XP TRACK: Standard

Lantern Lodge

Silent tide map

Right, well, I've just finished up one table, so can probably kick this off early if everyone is ready.

Sing out here if you need a delay because you are still in another game or something similar.

Sovereign Court

[retired]

Perform (sing): 1d20 + 5 ⇒ (12) + 5 = 17

I will be flying out of town on business this upcoming Thursday-Friday, though, and may not be able to post.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

We seem to be missing Granta the monk.

Lantern Lodge

Silent tide map

I've dropped him a mail.

Grand Lodge

1 person marked this as a favorite.

Sorry, I totally missed the announcement. Had no idea I even made the selection. I just woke up, so only dotting for now. Will post my info after I've had some caffeine and food.

Lantern Lodge

Silent tide map

No hurry, it's the weekend after all.

I was going to hold off until April, but with a spot on my dance card coming free I figured I'd give you all the option of starting early.

Sovereign Court

[retired]

GM Granta needs to kill the PCs in his Azlant Ridge PbP so he can free up time to post here.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight
Giovanni, the Lucky wrote:
GM Granta needs to kill the PCs in his Azlant Ridge PbP so he can free up time to post here.

Well, that shouldn't take long...

Grand Lodge

Chronicle 25
History See Profile
Name Scott
AKA Gwynnis
Faction Grand Lodge
PFS# 143586-12
XP 24
Prestige 2
Fame 47
Gold 2,466
Day job Roll: 1d20 ⇒ 6 Reroll @+4 (If not used): 1d20 + 4 ⇒ (6) + 4 = 10 Profession (woodcarver) modifier is +14, but will forego for a FJC goal if I haven't already completed a goal.
Spend TBD (nothing to start)
XP TRACK Standard

Grand Lodge

@Logan: Which chronicle sheet has the page of spell knowledge on it? I may have to GM that for one of my core casters.

@Giovanni: I already have a scroll of water breathing with 2 charges, if you want to pick up something else instead.

Gwynnis' tactics are pretty straight forward. Unless etiquette prevents it, she always carries her quarterstaff (VERY nicely carved piece of artwork) and wand of shillelagh in hand. Round 1 is activating the wand, then she full attacks, using her stunning fist and ki liberally. She isn't great at anything, but doesn't have any weaknesses either.

Out of combat, she is very quiet and perceptive, and unlikely to be at the front of any decisions or discussions.

She has the following magic items, but can only use the wands consistently. If somebody else can reliably cast one of the scrolls, then that person can carry it.

Wands:
shillelagh (26)
cure light wounds (11)
faerie fire (47)
cure light wounds (50)

Scrolls:
air walk
breath of life
cure critical wounds
daylight (2)
death ward
delay poison (2)
flame strike
freedom of movement
gust of wind (5)
protection from energy
lesser restoration (5)
rusting grasp
spider climb
warp wood (5)
water breathing (2)

Lantern Lodge

Silent tide map
Logan wrote:


Giovanni, the Lucky wrote:
GM Granta needs to kill the PCs in his Azlant Ridge PbP so he can free up time to post here.
Well, that shouldn't take long...

Don't say that I'm one of them.

Grand Lodge

@Logan: If you're offering a long duration mage armor, I'll happily accept. And what chronicle has the high-CL wand of barkskin on it?

Sovereign Court

[retired]

I'll take suggestions as to another scroll. I could do Haste, Heroism, Shout, Invisibility Sphere...

Grand Lodge

@Giovanni: Here is my list of recommended 2 PP purchases for core campaign:

  • wand of comprehend languages
  • wand of endure elements
  • wand of protection from evil
  • wand of remove fear
  • scroll of align weapon (5)
  • scroll of delay poison (5)
  • scroll of remove paralysis (5)
  • scroll of resist energy (5)
  • scroll of lesser restoration (5)
  • scroll of silence (5)
  • scroll of daylight (2)
  • scroll of invisibility purge (2)
  • scroll of protection from energy (2)
  • scroll of remove blindness/deafness (2)
  • potion of remove blindness
  • scroll of control water
  • scroll of water breathing (2)
  • scroll of death ward
  • scroll of freedom of movement
  • scroll of tongues
  • wand of identify
  • scroll of glitterdust (5)
  • scroll of locate object (5)
  • scroll of see invisibility (5)
  • scroll of gust of wind (5)
  • scroll of darkvision (5)
  • scroll of spider climb (5)
  • scroll of clairaudience/clairvoyance (2)
  • scroll of invisibility sphere (2)
  • scroll of fly (2)
  • potion of fly
  • scroll of dimension door
  • scroll of locate creature

    If you don't have a scroll of lesser restoration (5) yet, then I strongly recommend that.

  • Lantern Lodge

    Silent tide map

    @Logan what is Sihedron Brand?

    All, please make sure your status bar has your accurate AC and other relevant buffs (mirror image for example, or blur/displacement type effects).

    Normally I list buffs next to character names in the status line, but I'll probably hold off on this table, as you are all (or at least Logan!) going to have too many to make that a helpful experience.

    Grand Lodge

    @GM: I've only played one other high tier scenario on PbP, and that GM used a spreadsheet (linked with the maps) to track all of the buffs. It worked fairly well.

    Lantern Lodge

    Silent tide map

    LEts try that. I've put a spreadsheet up with the buffs I can see.

    So a couple of questions for folk.

    Logan... your hp? Can you work me through them?
    Also is you wand of barkskin at level 3 (standard) or level 5

    ---
    Several of you have pets of various descriptions. I'd prefer they went on your own initiative to try and avoid combat getting terribly bogged down. If you want them to go separately, please let me know and I'll get them put on their own init.

    Can you all add your icons to the map, along with your pets.

    I see Hugsy still has his party hat from the Shadow multi table special.

    Grand Lodge

    There has actually been an official ruling that pets can delay until after their masters at the start of the combat.

    Grand Lodge

    LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
    Buffs:
    Mage Armour, Overland Flight
    Quote:
    @Logan: Which chronicle sheet has the page of spell knowledge on it? I may have to GM that for one of my core casters.

    Between the Lines.

    Quote:

    @Logan: If you're offering a long duration mage armor, I'll happily accept. And what chronicle has the high-CL wand of barkskin on it?

    Also is you wand of barkskin at level 3 (standard) or level 5

    Then I shall pop one on you as well. My barkskin wand is a regular one with 12 charges (now 4 sadly) from Scion of the Skykey 2. Logan gets another +4 natural armour from Elemental Body 1. For some reason I thought it was the same duration as Heroism but obviously not. I have corrected it.

    Quote:
    I'll take suggestions as to another scroll. I could do Haste, Heroism, Shout, Invisibility Sphere...

    Both of us have Haste so that probably isn't needed. Invisibility Sphere could be a good choice but so could Good Hope, Freedom of Movement or Dimension Door (assuming you are spending PP?).

    Quote:
    @Logan what is Sihedron Brand?

    It is the item from Cultist's Kiss. It gives a +2 profane bonus to fortitude saves and once per day gives twice your level in temp HP. Logan did have the dodgy soul wafer as well but sadly it expired in January. Logan has quite a lot of the season 4 Lissalan arc on him as I ran the whole thing in core online a while back.

    Quote:
    but I'll probably hold off on this table, as you are all (or at least Logan!) going to have too many to make that a helpful experience.

    Hey, you highlighted the lethality of 7-11's in core and I am a squishy sorcerer unless I buff myself to death! I am going in loaded for bear. I am half tempted to drop four resist energy's as well but that seems a little extreme. :)

    Quote:
    Logan... your hp? Can you work me through them?

    Base Con 14 +2 belt +2 elemental body for Con 18. At level 11 that is 44HP. Sorcerer 11 brings 46HP. 11HP from favoured class bonus brings me to 101. The brand gives 22 temp HP for 123/101.

    I think that covers everything. I will update the buff sheet.

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    Working on getting this guy ready. Didn't think the game would start so soon so thought I had time to update. Working on it now.

    Spells:
    Spiked pit came from copying from another Pathfinder wizard's spellbook that Alvin happened to meet. Bestow insight comes from the GM Boon (5 star reward) for being Aram Zey's pupil. The other spells are in the spoiler below.

    #4-03: Golemworks Incident Spoiler:
    Lesser simulacrum and Unnatural lust came from this scenario.

    All other boons Alvin has are pretty clearly labeled on his character sheet.

    Also worthy of note is that both Alvin and Riddywipple have Necklaces of Adaptation. I really, really hate Cloudkill.

    Anything with the H in his inventory means it is in his Handy Haversack. Riddywipple holds the Handy Haversack. (Should be all scrolls and wands (except the CL 1 Magic Missile wands) and some Simulacrum equipment I've used or items not usually used in combat, like rations and rope)

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    Chronicle: 29
    History: See Profile
    Name: Scott
    AKA: Alvin
    Faction: Dark Archives
    PFS#: 43439-50
    XP: 28
    Prestige: 41
    Fame: 56
    Gold: 20,883
    Day job: Craft (Alchemy) (with +3 from Ragnar): 1d20 + 27 + 3 ⇒ (1) + 27 + 3 = 31 Lol... will use reroll if not used at end of scenario Will go ahead and roll here.
    Craft (Alchemy) (with +3 from Ragnar) (@ +5 GM stars): 1d20 + 27 + 3 + 5 ⇒ (2) + 27 + 3 + 5 = 37 - LOL
    Spend:

    • Upgrade Headband of Intelligence from +4 to +6 - 20,000 gp
    • Scroll of See Invisibility (to replenihs from last scenario it was used) - 135 gp (get 10% discount from Dark Archives faction goal on one scroll baought per scenario)
    • Scroll of Enlarge Person (to replenish from last scenario it was used) - 25 gp
    XP TRACK: Standard

    Additional Notes:
    Have the Dark Archive final faction boon, so can get up to 1,000 gp worth of alchemical items/scrolls at the beginning of scenario that go away if not used by the end of the scenario. These will all be in the Haversack. Going to get:

    • Scrolls of Major Image
    • Scroll of Remove Curse
    • Antiplague (unlocked on a chronicle)

    Also, I will have to combine my PDFs for all Alvin's chronicles into one later. I don't have that capability right now, so his chronicles are linked in two separate links on his character page right now.

    Question for GM: I have Spiked Pit in my spellbook (reasons list in post above). Would you allow me to use Shadow Conjuration to mimic that spell since it is in my spellbook?

    Tactics: Alvin is a general wizard, but his spell list tends to focus on practical applications of spells, so lots of area spells in his level 3 slots (for swarms), Dispel Magic, Magic Missile, Dimension Door, etc. He's also an illusionist, so he likes to use those to his advantage, although he's more big on the tangible effects (shadow spells and stuff like mirror image) than the figment spells. Riddywipple also sometimes flies around and helps with wands and scrolls, as well as applicable use of Silent Image.

    Since there were so many Hastes available, I have switched up his spell list some to accommodate.

    Sovereign Court

    [retired]

    Giovanni does not have Lesser Restoration, so I will spend my 2pp on a scroll with 5 castings.

    Current List of Consumables:

    WANDS:
    Cure Light Wounds: 42
    Identify: 47
    Cat's Grace: 4
    Invisibility: 8
    Disguise Self: 3

    SCROLLS:
    See Invisibility: 4
    Detect Secret Doors: 2
    Lesser Restoration: 5
    Comprehend Languages: 4
    Expeditious Retreat: 1
    Glitterdust: 3

    POTIONS/OILS:
    Shield of Faith: 2
    Bless Weapon: 2

    ALCHEMICAL:
    Holy Water: 2
    Acid Flask: 2
    Antitoxin: 2

    OTHER:
    Elixir of Hiding: 2
    Leshy Bulb (potion of waterbreathing, 10min duration): 1

    Sovereign Court

    [retired]

    Fun facts about scrolls in PFS:

    - PFS makes no distinction between arcane and divine scrolls.
    - Scrolls are purchased at the lowest spell level and caster level.
    - The scroll user must have the spell on her class list.
    - You use the most beneficial ability score for activation.
    - There is no arcane spell failure with scrolls in PFS.
    - Your caster level must be equal or greater than the scroll's caster level.

    So, since Plane Shift is Cleric-5/Wizard-7, you purchase the 5th level version (at caster level 9), and any 9th level Sorcerer/Wizard can activate it with no rolls required.

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    Ragnar's caster level is 8. I adjusted the spreadsheet to reflect that. Also included the Longstrider I cast on Hugsy, The wand of Longstrider I used on myself, and I'll use my wand of Mage Armor on myself just in case.

    Lantern Lodge

    Silent tide map

    @Alvin - if you have it in your spellbook, I have no issue with you using shadow conjuration to duplicate it in core.

    @Logan, it will be the extra +2 from elemental body that threw me. I was starting to wonder if you had toughness from that odd ioun stone.

    Grand Lodge

    Giovanni wrote:
    There is no arcane spell failure with scrolls in PFS.

    I haven't heard that one before. Do you remember where it was mentioned by any chance?

    Lantern Lodge

    Silent tide map

    Buff sheet updated. Now you are all ahead of me as I've not extracted the maps yet. Fingers crossed I'll get that done tonight.

    Last call for purchases and pre-scenario buffs.

    I'm still missing a couple of your icons on the map sheet too.

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    Speaking of buffs. Me and Gwynnis make a lot of attack rolls. Is Heroism available?

    Grand Lodge

    LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
    Buffs:
    Mage Armour, Overland Flight

    I only have a wand of it and it has precious few charges remaining I am afraid.

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