[PFS Core] GM Shady's The Early Society (Inactive)

Game Master shady18

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Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Yeah, with that now in mind, it certainly can be.ill have to keep it in mind going forwards when I run encounters that include enemies with reach..

Dark Archive

I do have Orc's Ferocity, that would give me one more round of fighting, but I suspect that wont be enough...

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

Admittedly, this is only the second time I've played a rogue so I'm open to suggestions. However, in addition to bad rolling, I don't think this encounter worked well for us tacticly. I was using my bow in hopes to take a few hp of off bbeg while his henchmen were dispatched. Then, the stairway didn't allow much space to get up and into a position to flank. It also didn't help that we were down to 4 players.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Did u flano him with your bow if within 30 dt?

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

As I understand the rules, you can only flank in melee. Being able to add sneak attack damage at range if within 30' would only apply if target was denied dex bonus.

In retrospect, the only thing I could have done differently was to try to climb up a support beam to access the balcony to engage in melee. However, based on our rolling, that would have only sped up my demise.


Xaaven's correct on the rules.

The issue here has been:

- 2 players drop out, so group combat effectiveness is reduced 33%
- PFS makes it impossible to replace them
- L1 cleric takes on L3 cleric in hand to hand combat
- Die rolls generally v poor. I guess with the favoured enemy Tsakolk could have dropped his guard opponent quicker and moved onto Bengeirr, but all that would have done is effectively sped things up a little.

I think the two choices here are:
- We say OK, that's how it works, roll new characters (or effectively re-use the current ones) and move onto the next scenario or
- Drop PFS, I find some way of having reinforcements burst in and we go from there with a continuation of the currently plot

If the former I think you'll need new characters.

I'm easy either way, happy to continue on either path. Daereon wants PFS. Others please PM me and I will go with the majority or else cast a vote if it comes to a draw.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Has there been a decision mad


Sorry I got trapped in transit - European business travel is a bit convoluted at the moment.

I think the consensus is to continue PFS and move to the next scenario. I will recruit a couple more players. You will I think need to make new characters. I suggest (for the sake of luck if nothing else) using new names and avatars.

I'm going to check on the PFS forums as to what to do with this in terms of tying it up.

Dark Archive

Is eryone going to be playing the same class?

I was considering a switch to druid...

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

I'd like to stick with rogue. As long as we pick up martial characters I don't think it matters if we switch.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

I think I will still go with cleric, but I think I would prefer to go with an archer cleric over a longspear cleric.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I think I will try for a more in your face character, like a monk/sorcerer, or even just as combat sorcerer, I really want to try out a dragon disciple. I think I would start out sorcerer to give us the arcane, with better spell choices.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Having had a brief look into creating builds for an archer cleric, I will either go an elf cleric of Cayden Cailean or a human cleric of Erastil.

I'm leaning towards the cleric of Erastil due to being able to do some minor condition removal through the Community domain (fatigued, shaken, and sickened - which will hopefully be even more useful if we get a barbarian), as well as being able to shoot into melee without penalty straight off the bat.

The elven cleric is a little more personally focused, and will have the downside that she can't shoot into melee without the -4 penalty, but she will be far more mobile in combats than the other cleric.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Which would be a better pick a bard (which I built for another CORE game that never came about) or a sorcerer?

Dark Archive

OK I'm staying ranger. I've tried to build druids in the past I love them in concept but I find the class... Beige.

Ilandro, play what you fancy, both sound fun. Got a lot of time for Cailean myself!

Daereon, I always think the rest of the party make up really makes or breaks the bard. I would never turn down bonuses to hit though...

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I think I will do a paladin/sorcerer beginning with paladin for 2 levels and then sorcerer for 3 and DD for the rest.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Talondreal
Male half-elf paladin 1
LG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +6
—————
Defense
—————
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2; +2 vs. enchantments
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee falchion +4 (2d4+4/18-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
—————
Statistics
—————
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Improved Initiative, Skill Focus (Perception)
Traits a sure thing, reactionary
Skills Acrobatics -4 (-8 to jump), Knowledge (arcana) +1, Linguistics +1, Perception +6; Racial Modifiers
+2 Perception
Languages Common, Draconic, Elven
SQ elf blood
Other Gear scale mail, falchion, backpack, wooden holy symbol of Sarenrae, 22 gp
—————
Special Abilities
—————
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

FYI I will be teaching two summer school sessions starting tomorrow and for the next 3 weeks. I will try to keep up as much as possible but wont have much time to post during the day.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Nadeira Aldestarin
Female elf cleric of Cayden Cailean 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee rapier +1 (1d6+1/18-20)
Ranged longbow +4 (1d8/×3)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bless, longstrider[D]
0 (at will)—create water, detect magic, guidance
D Domain spell; Domains Good, Travel
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 10, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Point-Blank Shot
Traits reactionary, sacred touch
Skills Acrobatics +3 (+7 to jump), Knowledge (religion) +4, Perception +4, Spellcraft +4 (+6 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ agile feet (5/day), elven magic
Combat Gear cold iron arrows (10); Other Gear studded leather, arrows (20), longbow, rapier, backpack, bedroll, mug/tankard, silk rope (50 ft.), spell component pouch, waterskin, wooden holy symbol of Cayden Cailean, 8 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

It looks like we will have a stronger party so far. DM have you been able to find replacements?

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Hopefully :) the downside to Ilandro was he was very AoO-based, but I couldn't/didn't take enough advantage of that. Hopefully with Nadeira, it will be a lot easier to contribute in combat. I am pondering on taking a level or two in Rogue to help with skill points and being able to contribute out of combat too.

And I will remember to leave a spell slot open for preparing something we need when we need it.

Liberty's Edge

Human Male Ranger 1
NN Medium Humanoid (Human)
Init +2; Perception +6;
_______________________________________________________________________
AC 17, TAC 13, FAC 14,
(+4 Armor, +2 Dex, +1 Dodge)
HP 12/12 (1 HD)
Fort +3, Ref +4, Will +2
Base Atk +1; CMB +5; CMD 18
Abilities: Str 18(4), Dex 14(2), Con 12(1), Int 8(-1), Wis 14(2), Cha 10(0)
Speed: 30 ft. (6 squares)
Speed in armour: 20ft. (4 squares)
_______________________________________________________________________
Offense

Melee:
Flail +5 (1d8+4)
Flail Power Attack +4 (1d8+6)
Greatsword +5 (2d6+6)
Greatsword Power Attack +4 (2d6+9)

Ranged:
Sling +3 (1d4) (50ft)
_______________________________________________________________________

Skills:
Climb +8 (4+1+3)
Knowledge (nature) +3 (-1+1+3)
Perception +6 (2+1+3)
Stealth +7 (2+1+3+1)
Survival +6 (2+1+3)
Swim +8 (4+1+3)

ACP: -3

Feats:
Power Attack, Dodge,

Extraordinary Abilities:

Favoured Enemy:
Humanoid Human +2 (Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify Humans.)

Track:
+7 (Add half his level (minimum 1) to Survival skill checks made to follow or identify tracks.)

Wild Empathy:
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.)[/ooc]

Other:

Equipment:
Explorer’s Outfit -
Hide Armour 25gc
Dagger 2gc
Flail 8gc
Greatsword 50gc
Sling -
20 Bullets 2sp
Potion of Cure light Wounds 50gc
Backpack 2gc
Bedroll 1sp
Blanket 5sp
Rations(trail)x2 1gc
Sack 1sp
Flint and Steel 1gc
Hemp rope (50ft) 1gc
Waterskin 1gc
Whetstone 2cp

8gc 0sp 8cp in loose change

Other Character Stats:
Languages: Common
Traits:
Armour Expert When you wear armour of any sort, reduce that suit’s armour check penalty by 1, to a minimum check penalty of 0.
Freedom Fighter You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
Racial Traits:
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Guys - sorry, work heavy week. Will get to this tomorrow.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Have you found anyone else to fill in the niches?

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

I think I will alter a few skills and get a new name but the rest will be the same. Will try to put together tomorrow.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

im still tossing up the dip into rogue for Nadeira.. It would definitely help skill wise, and sneak attack is nothing to ever sneeze ate, but losing a level or two in spell progressing is something that might really hurt the group.

Liberty's Edge

Footstep will most probably be going shadowdancer. I've wanted to build one for ages so I'll give it a crack. I guess it depends on what else we get filling out the group.


I've posted on the boards to try and clarify the situation on tidying up this current scenario and moving on. Have asked whether I can bring in a rescue force of a couple of additional characters at this point (we'll see, doubt it).


Seems I *might* be able to have a couple of pregen/botted replacements for our lost players pile in and help out. Clarifying ...

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

So the sorcerer and the rogue are still alive if that happens?


If it happens, we'll try get through this fight and finish this scenario - the other chars are stabilised (need to check on Tsakolk, may be wrong) so if the two remaining characters can gang together with the pregens and finish off Bengeirr we may be OK to continue, and we'll be dragging round the two botted pregens with us until starting the next scenario.

(See the last para of this post, just trying to figure out whether I have read it right (and btw it is not in the current PFS Guild guide) and also what I can call the pregens, if it works).

The missing characters are fighter & barbarian, which is why you're all getting murdered on melee. Incoming would be Valeros and Amiri.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I am reading it the way that you are.

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

I'm not sure if using pregens to replace a killed character is the same as using one if a person has to leave the table for RL issues. I'll leave it up to you. It does seem that the GM has the ability to exercise their discretion to handle situations.


Xaaven Lightfoot wrote:
I'm not sure if using pregens to replace a killed character is the same as using one if a person has to leave the table for RL issues. I'll leave it up to you. It does seem that the GM has the ability to exercise their discretion to handle situations.

It's to replace the two PCs who disappeared earlier in the scenario; turns out we could have replaced them earlier (I think).

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

oh yeah, forgot about them, lol. That makes sense then.

Dark Archive

Fantastic. Though I will confess to becoming quite attached to little Footstep...

Seems pretty cut and dry to me though, we're still on!

The Exchange

Halfling Rogue 1 HP 10(-3 NL)/10 | AC 16 T 14 FF 13 | F +3 R +6 W +1 | CMB -1 CMD 12 | Speed 15' Init +5 Perc +6

Busy holiday weekend. Sporadic posting.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

I'm still considering changing character to the archer cleric, as I don't think I will get used to the longspear AoO style.


Ilandro Schovassa wrote:
I'm still considering changing character to the archer cleric, as I don't think I will get used to the longspear AoO style.

Let's do that on the next scenario. Had it confirmed that I can bring in the pregens. Will do so later today.

Liberty's Edge

M Human (Taldan, Varisian) Cleric 1 :: HP 11/11 :: Init +6 :: Fort +4, Ref +2, Will +4 (+2 trait bonus vs. charm and compulson) :: Perception +2 :: AC 17, Tch 12, FF 15 :: CMB +3, CMD 15

Sounds great - for now, I shall continue Ilandro's nap :)

Dark Archive

Pathfinder Society Roleplaying Guild Guide p23 wrote:
Before you level up a character for the first time, you may change any aspect of it except its Pathfinder Society Number. Changes may only be made between adventures and before playing as a character above 1st level. Any exceptions will be noted in the Pathfinder Society FAQ. You are able to keep all treasure, Prestige Points, special boons, and XP that you have earned and apply them to the character once you retrain as long as the character meets the criteria above. You are only able to retrain into a legal race.

So we can have a bit of a fiddle around after this scenario if we want

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Ok. If I wanted to adventure with the paladin after we were done with this instead of the sorcere would that be okay since I already registered him?

Dark Archive

My understanding is that you would have to change Daereon into a Paladin, you cant apply credit (for this scenario) to a different character.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

But I could move his stats around?

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

or change from being a celestial to a dragon blooded sorcerer correct?

Dark Archive

You can change everything apart from your number (so you need to keep the same alias) and name (because of how the forums work, not being able to rename an alias)

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

Interesting. I kind of was looking forward to the paladin but this might work as well. I kind of liked this sorcerer.


I'm going to make aliases for the pregens today. I'll switch around genders and names. Then we'll return to the fight. Try not to get killed! At the end of the scenario, we can decide whether to move on to the next one with new characters or to maintain the current ones. I'd give the current ones a chance, if we can.

Silver Crusade

Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5

I like this character with a few changes, like spell selection and even the bloodline perhaps.

Dark Archive

Wow... Tsakolk just got shown up pretty hard there...

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