[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


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Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

hey all, when I ran this level, each light would illuminate 5' around it, but multiple light sources could be staggered to allow a longer path of illumination.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

another note:

I am really messed up but I will straighten myself out, but first entering (the first room is where I last posted) the description is not like the map, there are more doors than you describe and the directions do not match at all. but i could be all wrong of course.

if we checked the North door and found the bed then, why is the east door revealed and not the north.


Gamemaster | CC Map | S4 Map

Edit: My mistake in labeling doors is addressed in my next post.

In regards to the light, the module states that it does not illuminate further than 5', so no matter how many sources you have going, if you are more than 5' away, you cannot see the light, even if you have a line of them staggered. I will double check this later with the play experiences of others when I have a little more time.


Gamemaster | CC Map | S4 Map

I looked back at the thread, and discovered the error that confused Lady Sugarsnap: the bedroom door should have been noted as the "east" door, not the "north" door. I apologize for the confusion.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

So it's actually a commentary on VISION and not LIGHT, because, reasonably, a light source that extends light in a 5' radius rather than a 30' radius would still be *extending* light in a 15' diameter circle (counting the square the light originates from). It would be nonsensical for the module to say that my torch extends the light 5' to the west of me but that you, standing directly to the east of me, cannot see that extension UNLESS it is your vision that is being modified. :2cents:

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

i figured it all out.

but if I have a light that illuminates 5' then I set it down and move 10' and light another light that illuminates 5' then I have a larger area lit up.


Gamemaster | CC Map | S4 Map

All right, I looked into the matter of lighting in more depth, and here is how it's going to work. A light source illuminates a 5' radius around it which can be seen if you have line of sight. You do not have to be adjacent to the light source to see it or the squares immediately around it.

Which leads me to my next question, who is carrying a light source?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn's s shirt has light cast on it. Sugarsnap or Siv is holding Xakon's gem... don't know beyond that.

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah gave Siv a light source and was counting on Mud to stay near the front. Will have a gameplay post in soon.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

I had cast light on my dagger. Sugars nap can hold Xakon's gem. Jirah don't you need a light source to as an elf. I thought only dark vision could see well in this light.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Oh, well in that case, yes, Jirah has a light source. I forgot Siv was a caster too.


Gamemaster | CC Map | S4 Map

I typically run PbP combat as the first to post is the first to act regardless of your position in the initiative block. I do this to make combats move more quickly and easier to adjudicate in a PbP environment.

Since I have not made that explicit until this moment, I'll run this particular round of combat in the initiative order rolled, but for future rounds and combats, it's going to be first to post, first to act.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

I think I screwed up the map while attempting to post from my new cell phone. Very sorry about that. The tokens are underneath the main map now.


Gamemaster | CC Map | S4 Map

Thanks for letting me know, I fixed it.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3
Xakon wrote:
I think I screwed up the map while attempting to post from my new cell phone. Very sorry about that. The tokens are underneath the main map now.

maybe the light sources just went out


Gamemaster | CC Map | S4 Map

Jirah, before we go any further could you please list your spells memorized for the day in your profile? I took a look and did not see them listed. Also, could you list your Perception modifier and speed into your class/level line?

I would also appreciate it if everyone could list the DC of their spell saves when they cast them, even if they posted that information in a recent post.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

date night with wife (first in a long time) may not be able to post till tomorrow.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Have fun!

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13
GM Harker wrote:

Jirah, before we go any further could you please list your spells memorized for the day in your profile? I took a look and did not see them listed. Also, could you list your Perception modifier and speed into your class/level line?

I would also appreciate it if everyone could list the DC of their spell saves when they cast them, even if they posted that information in a recent post.

Done. Can't believe I forgot to put the spells on there in the first place. I had posted them in a gameplay post :/


Gamemaster | CC Map | S4 Map

No worries, thanks for taking care of it. I prefer to have information like that listed in profiles to save me time having to search through the thread.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

I feel you. :)

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8
Frēodwēn wrote:
In case it's useful for you, Harker, my end-goal for Frēodwēn looks something like Bard7/Fighter2/Eldritch KnightX.

Probably going to do Ranger2 instead of Fighter2. That way I can skip Point Blank Shot (for now) on my way to Precise Shot and do a little more of a switch hitter build. I will probably also switch to Human.

And I've heard rumors that Favored Enemy (Construct) might prove useful on the lower levels, too.

Favored Terrain (Underground) is probably not worth the lost Bard spell progression though...

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

How do rebuilds before level 2 work in AP's? This is my first AP under PFS rules and I hadn't even thought about it until I noticed Froedwen mention that he may change to human.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Just like they do outside of APs. If you have less than 4xp you can rebuild.

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

my computer hard drive crashed last night (right out of the blue)

hope to get something to replace it but don't know when yet.

lost Hero lab and all my PFS stuff as well as all the pdf of my books.

will continue to try and fix but chance of success is dwindling.

I still have a laptop to use in the interim.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Sorry to hear about your computer troubles, Sugarsnap. I hope you're able to recover everything. You should be able to re-download any Paizo .pdfs.

--

As I consider the next level of ES (still a ways off, just planning ahead) I'm thinking about a mundane pet. Riding dogs come combat trained. However, the attack trick does not allow them to attack nonhumanoid creatures. They can be trained to do so but it counts "as two tricks."

So if I understand this correctly, the riding dog can know 6 tricks. Being combat trained, it knows 6 tricks. If I were to buy a Riding Dog and try to teach it to attack unusual creatures I would need to first beat the training DC with a handle animal check, and then choose one of the 6 "out-of-the-box" tricks for it to "forget" so that it still knows only 6. Giving the dog a new command would be a move action.

Overall it sounds pricey. The dog is 150gp. MWK Studded leather barding will be another 450 (or just leather barding for 300). Altogether, 450-600 for something I have a chance at failing to teach to be useful, and it won't scale. Yet I'm still tempted...

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

I am sure sugar will be useful next level...maybe

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I think Sugar could probably be useful this level. Truffles certainly could.

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

We keep getting bottle necked. This level is not very friendly to large parties, I'm discovering.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

that is my point, the bottle neck and the limited light makes maneuvering difficult

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Well this is a dungeon crawl. If you can't find a way to make your character effective in tight spaces you might want to respec some, because it's tight, dark spaces all the way down.

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Frēodwēn, I'm not very familiar with the rules for combat trained animals, but I'll certainly review them if you wish to go in that direction.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I've decided against it. A mundane pet is useful for levels 1-3 but not much after that. Not worth the money for Emerald Spire.

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

well I got word today that my old hard drive is dead. they were unable to get any info off of it.

so its time for new computer and rebuild all of my characters from scratch.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Sorry to hear that Sugarsnap.

I'm not really available today but will return to regular posting after tomorrow or so. It may take me a bit to catch up on all my games.

-Posted with Wayfinder

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

update on my computer.

still on the back up laptop.

the old hard drive was un recoverable.

so I lost all my data. and will have to rebuild all my PFS characters from scratch.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sorry, Sugar. That sucks.

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

ok, I want to thank Paizo for the new updates, I can no longer post at work anymore. so I apologize again for delays

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Bards at 7th+ level can really change a battle. Inspire Courage (move action) + Haste + Good Hope = +5 attack, +4 damage and additional attack. These buffs typically turns iterative attacks (BAB -5) from misses to hits.

Switch hitting is inefficient action economy without quick draw. I recommend using a longspear to keep the bard out of melee with a 10' reach and combat reflexes for additional attacks. You'll hit more often than a bow without the feat tax. Don't worry about AC. Concealment spells like blur, displacement and improved invisibility will keep bards alive longer.

Archer bards take too long to progress in my opinion. This dungeon with its light and terrain impairment is a b*tch.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

These are the notes I have on Frēodwēn's progression plans:

Going for a flexible combatant that can apply most of his feats and abilities to either melee or ranged attacks with any relevant weapon, eventually focusing a little more on the bow.

Ranger 2
then Bard 4
then Fighter 1 (at level 7, for BAB+6 and bonus combat feat)
then Bard 3
then Eldritch Knight 10

level/BAB
1/+1 Deadly Aim
1/+1 Power Attack
Ranger 2/+2 Precise Shot
3/+2 Arcane Strike
5/+4 Iron Will (or Dodge)
7/+6 Vital Strike
Fighter 7/+6 Improved Initiative (or Wind Stance) [or Weapon Focus (longbow)]
9/+7 Combat Casting (or Mobility) [or Toughness]
11/+9 Critical Focus
11/+9 Improved Critical (longbow) [or Weapon Specialization (longbow)]
13/+11 Improved Precise Shot
15/+13 Improved Vital Strike
15/+13 ??

I like the idea of the Dodge / Wind Stance (maybe with Mobility) feat combo along with Vital Strike. Never bother with Full Attack Actions, just tumble/move around the field and get 20% concealment against all ranged attacks (presumably including ray spells and the like) while doing double damage dice with Vital Strike every round.

Arcane Strike is also nice--at level 5 I will have CL 5 so it will be giving +2 (magic!) damage at the cost of only a Swift Action (which, with feats and other powers here, I will not be using for anything else).


Gamemaster | CC Map | S4 Map

Due to the July 4th holiday in the U.S., my posting will be spotty over the next two days. I should be back to regular posting on Sunday.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

There is more than one reason my build above includes two levels of Ranger instead of Fighter: Favored Enemy (Construct).

Any thoughts, Xakon? Anyone else? I know it's not an optimized rawr-rawr-I-kill-things-so-fast build.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

The fighter class has more synergy with Eldritch Knight's Diverse Training. I suggest 7 levels bard + 1 level fighter + 7 levels eldritch knight. This would grant access to greater weapon focus at 15th level and weapon specialization at 11th. But I understand if you looking for more flavor with a ranger. "I almost died from a construct, so I hate them more than anything!"

Have you thought about the arcane archer? It complements the bard too. 8 levels bard + 7 levels arcane archer is great with the Imbue Arrow ability. You can crowd control with arrow shots of confusion, grease, silence, etc. Move action to inspire (+2/2) and standard action to imbue arrow with Glitterdust is pretty great.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I'm not too concerned with Diverse Training. I'll think it over some more. My current build would be eligible Weapon Specialization at lvl 13, I think.

I have thought about the Arcane Archer a little, but then I'd have to burn a feat on Point Blank Shot to meet the pre-reqs, and I'd really like to avoid that. Its a feat that offers so little in the long run and subtly encourages archers to make bad tactical decisions. That said, if I'm building as a Switch Hitter I might end up in that kind of close proximity anyway...

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Alright, I played around with it some more. I think this is a better bet. Pick up most of the important archery feats. When the enemy closes in, screw the -4 for shooting into melee (and the additional effective -4 for soft cover) drop the bow and charge in with Falchion/Greatsword/Bardiche. Could be problematic if we end up fighting in more tight corridors where Mudk and Xakon will be taking up all the melee room though... in that situation I guess I'll just try to have some utility spells (and items?) to contribute until Xakon or myself can tumble their way into the melee.

I will probably also play around with an Arcane Archer build, because I like Enhance Arrows (Elemental).

Spreadsheet Image

EDIT: Arcane Archer Dip


Gamemaster | CC Map | S4 Map

Jirah, the Spell Focus feat does not increase the caster level of the spells cast in the chosen school, rather it just increases the DC's of those spells by +1.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Life has been really crap. I'll try and get posting again soon.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Camping this weekend starting this afternoon. Please bot as necessary.


Gamemaster | CC Map | S4 Map

We'll be finishing this level soon, so everyone please make your Day Jobs and let me know if you want to buy a Land Rush Hex.

Which reminds me, does everyone know about the Land Rush special chronicle sheet for Emerald Spire? I'll include a link at the bottom, but the basic gist is you can spend 2 pp to buy a Hex for your character that will start conferring benefits after you buy the first one. I don't need to sign off on your copy of the Land Rush sheet, all the bookkeeping will be made on the chronicle sheets you receive per level of the dungeon.

Land Rush Chronicle Sheets

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

no day job for me
yes Sugar will buy the the first hex (I believe it is Hex A)

I am familiar with the land rush chronicle.

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