[PFS] Fires of Karamoss (Inactive)

Game Master Curaigh


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Core Helms ! Wizards Wanted Gameday X

Welcome all. I would like everyone to respond with this post and then respond to the next post. That way all of these things show up on the first page and will be easy for me to find.

Then I need a handful of things from y'all.
Real Name (Paizo avatar is OK), PFS Number, Faction (which will show up if you have it set on your Avatar.)
Please put perception and AC plus anything else I might have to look up frequently into the sex/race slots of the character's profile (see Seaweed for an example). If you have a T-shirt or folio free reroll please say so and where you are most likely to use it (example: "Reflex save when d20 is below 10"). This is only because PbP means a lot of quiet time between a roll and a response compared to a table-top game. I want to keep the game moving, but do not want to push through someone's choices.

In order to keep things moving I may occasionally take an action for your character. Define your characters default attack option. Then also make an attack of opportunity for me. I would rather not wait two days to complete a single action.

If you are OK with me making the Perception and initiative checks I will. If not, give me three of each & I will use them in the order you rolled them as needed.

This should be set up for a reply to make it easier for you (deleting everything above). Make sure to add the appropriate modifier and the final closed bracket (])to the die rolls.

RL name:
PFS number:
Faction: (should flood in, but just in case)
Re-Roll: Y/N
Most likely use:
Typical combat action:
Day Job:

[dice=default combat action]1d20+ [/dice
[dice=damage]+ [/dice
[dice=attack of opportunity]1d20+ [/dice
[dice=damage]+ [/dice

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

RL name: Scott/Curaigh
PFS number: 25879-2
Faction: Grand Lodge
Re-Roll: Y
Most likely use: low windblast roll.
Typical combat action: windblast
Day Job: Profession (bureaucrat)

Windblast: 1d20 + 8 ⇒ (8) + 8 = 16
no damage, as bull rush.
AoO trident: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 ⇒ 4

Liberty's Edge

Male Human (Taldan), Brawler (Mutagenic Mauler/Shield Champion) 11, AC 32, t 15, ff 30 Perception +16, Init +2, F +13, R +13, W +9, (+4 vs death, +2 charm, comp, emotion, +1 disease, distraction)

RL name:[b] Tim/Kigvan
[b]PFS number:
53636-10
Faction: Liberty's Edge
Re-Roll: Y (3 stars currently)
Most likely use: Low Saving Throw (especially will save)
Typical combat action: Melee Power Attack with Shield, attack roll also functions as a bullrush, if there is a solid obstacle like a wall that prevents full bull rush movement the opponent is knocked prone.
Day Job: Profession (Soldier)

shield power attack: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 1d8 + 18 ⇒ (5) + 18 = 23 plus bull rush = attack roll
AoO shield power attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d8 + 9 ⇒ (1) + 9 = 10 plus bull rush = attack roll

Liberty's Edge

Male Human (Taldan), Brawler (Mutagenic Mauler/Shield Champion) 11, AC 32, t 15, ff 30 Perception +16, Init +2, F +13, R +13, W +9, (+4 vs death, +2 charm, comp, emotion, +1 disease, distraction)

Purchases to be made before beginning the scenario:

Mwk Breakaway Shield Boss 170gp, attaching to shield (from Melee Tactics Tool Box

Increase Armor Enhancement of Shield to +4, cost 9,000gp, total value of shield 21,070gp (Fame Limit 31,000gp currently)

5 flasks of alchemist's fire 100gp

Wand of Cure Light Wounds 2PP

Total Cost of Purchases 9,270gp and 2PP

Remaining Gold: 986

Updating Character sheet/stats for changes.

Liberty's Edge

Male Human (Taldan), Brawler (Mutagenic Mauler/Shield Champion) 9, AC 30, t 13, ff 28 Perception +14, Init +2, F +9, R +9, W +6, (+2 charm, comp, emotion, +1 disease, distraction)

I created a separate Alias for the Mutagen version of the character, with adjusted character sheet. This is him. Typical Combat Options:

Shield Attack: 1d20 + 13 ⇒ (14) + 13 = 27 plus attack roll = bull rush
damage: 1d8 + 23 ⇒ (3) + 23 = 26

AoO Shield: 1d20 + 13 ⇒ (20) + 13 = 33 plus attack roll = bull rush
damage: 1d8 + 23 ⇒ (4) + 23 = 27

Brawler's Flurry Melee: 1d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (3) + 11 = 141d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (13) + 6 = 19 each attack could also = bull rush
damage: 1d8 + 17 ⇒ (3) + 17 = 201d8 + 17 ⇒ (5) + 17 = 221d8 + 17 ⇒ (4) + 17 = 211d8 + 17 ⇒ (3) + 17 = 20

Dark Archive

Female Tiefling Alchemist 7

RL name: Dobbins/Kroama
PFS number: 59852-8
Faction: Dark Archive
Re-Roll: Y (3-Star)
Most likely use: Death or Compulsion Spell
Typical combat action: Throw Bombs
Day Job: Craft (Alchemy)

Explosive Bomb (Vs. Touch): 1d20 + 10 ⇒ (15) + 10 = 25
Fire Damage: 4d6 + 15 ⇒ (4, 3, 6, 5) + 15 = 33
Splash (10ft) Reflex DC(20): 14 = 14
(I don't AOO but may have a dagger out to flank)

Due to the nature of Alchemists, my AC, initiative, bonus to hit, etc. varies wildly. I'll include a list of my bonuses to everything (Init, bombs, etc) in a spoiler on each post including everything i have running.

The Exchange

Female Human Sorcerer (Impossible/Seeker) 8, HP 56/66, Init +0, AC 10, t 10, ff 10 Perception +2, F +5, R +7, W +9

RL name: Laine
PFS number: 73473-10
Faction: Exchange
Re-Roll: Y (***), on a Low Fort or Will save
Most likely use: Crowd Control, e.g. Charm, Suggestion (Mostly on Robots), Hideous Laughter
Typical combat action: Target heavy armored units with CC spells, Target Casters with damage spells
Day Job: Caravan (Diplomacy)

Charm Person (DC 19)
Charm Monster (DC 22)
Suggestion (DC 21)
Hideous Laughter (DC 20)
Concentration +19

Other notes:
Can disarm traps, but balls at finding them.
May use a scroll of Create Pit if combat needs a bottleneck.
Familiar can make all Knowledge Checks, but Ed is the only one who can understand him without magical aid.
Has the feat Technologist

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

RL name: Abel
PFS number:50341-5
Faction: scarb sage
Re-Roll: Y, if I can use a portfolio re-roll
Most likely use: big fight, haste, otherwise a ray
Typical combat action: start with haste if needed and then where I can do the most fire damage possible
Day Job: day job: 1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

male Suli Monk (Ki Mysic, Monk of the Four Winds, Monk of the Sacred Mountain)18 | AC 36(38) T31 FF32(34) | CMD 49 | DR 3/- | HP 16/168 | Fort +18 Ref+17 Will+20 | Init+3 | Perc +21 | EA 10/15 | EF 15/18 | Ki 1/15

RL name: Ryan
PFS number:78886-6 (slow track)
Faction: Dark Archive
Re-Roll: Y (1 star)
Most likely use: attack roll if things getting rough, someone else
Typical combat action: Swift* Marid style, spring attack; next swift actions* Elemental Assault and Ki point for an extra attack
Day Job: day job: N/A

Unarmed Strike: 1d20 + 10 ⇒ (10) + 10 = 20
damage(4 is cold dmg): 2d6 + 5 + 4 ⇒ (4, 6) + 5 + 4 = 19
damage(elemental assault): 1d6 + 3 ⇒ (1) + 3 = 4
damage(elemental fist): 2d6 ⇒ (6, 6) = 12

Flurry: +10/+10/+5

Other Notes: Resistance 7 acid, cold, elec, fire
Monk of the Iron Mountain
Can spend 2ki pts to grant an ally within 30ft a reroll on attack or save

Grand Lodge

male Suli Monk (Ki Mysic, Monk of the Four Winds, Monk of the Sacred Mountain)18 | AC 36(38) T31 FF32(34) | CMD 49 | DR 3/- | HP 16/168 | Fort +18 Ref+17 Will+20 | Init+3 | Perc +21 | EA 10/15 | EF 15/18 | Ki 1/15

HP: 66
Init: +3
AC: 22 (24 if I begin and end in same square)
t: 20
ff: 19 (21)
CMD: 24 (*Basion Stance)
Perception: +3

Fort: +9 ; Ref: +9 ; Will: +10

Grand Lodge

male Suli Monk (Ki Mysic, Monk of the Four Winds, Monk of the Sacred Mountain)18 | AC 36(38) T31 FF32(34) | CMD 49 | DR 3/- | HP 16/168 | Fort +18 Ref+17 Will+20 | Init+3 | Perc +21 | EA 10/15 | EF 15/18 | Ki 1/15

I finally made it guys. Sorry for not being very descriptive. At this moment my brain is pretty blank.


How often are we actually supposed to post outside of combat?

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

Purchases to be made before beginning the scenario:

Lens of detection 3,500GP

circlet of persuasion 4,050GP (10% discount used)

GP on hand 9419.5
Total = 7,550

total left 1869.5

Grand Lodge

Sorry for the delay. Absolutely forgot i was supposed to be on Paizo boards! PbP isn't something I'm used to remembering each afternoon.

Grand Lodge

Also, for some reason i thought my post had a higher Local than that-- looking back on it it's why i responded the way i did. I would go back and edit it to something valid for my knowledge but Paizo isn't letting me?


Core Helms ! Wizards Wanted Gameday X

Edit window is only an hour. No worries.


I was considering a wand of endure elements, but considering that three of us have native fire resistance, and Abel has resist energy, we should be fine.

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Wow I could have sworn I had one, let me check the paper sheets again.

Edit: That's right, he doesn't have the wand, because he has boons granting permanent endure elements (both hot and cold, separate boons).

PS I have several consumables that I can't actually use, such as wands of cure light wounds (10 and 50 charges), wand of lesser restoration (8 charges), and a scroll of suppress charms and compulsions (2 uses). We should establish who is best to give these to, before we get into a fight.

Grand Lodge

I believe Pinpi is the only one who can actually freely use a wand of cure light in this group non-UMD... for that bit.


Edward has a +17 or something UMD, for the wand. If Cap does not need endure elements, we should be fine, since it doesn't matter so much if Ed is fatigued, and everyone else is covered.

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

I have endure elements already as a wand, no need there. Plus I have pro energy for a little relief as well.


Core Helms ! Wizards Wanted Gameday X
Ember, the dark flame wrote:
Scott, don't know if you want init or not but I would cast pro energy fire on Roger on the way down.

Two schools of thought on INI in PbP. I usually let the players roll their own iniative, if they beat critters' roll post an action. Many GMs roll all initiatives so no one is waiting for the last player to post, only to discover it is a one.

Preferences?

Ember, the dark flame wrote:
Scott, don't know if you want init or not but I would cast pro energy fire on Roger on the way down.

Feel free to retcon an action like that. You could even RP more with the chokers if you want to. I debated railroading everyone into the elevator, but expediency won out in an already slow medium. We can always back up if it gets pushed too fast, but slow games die :)

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5
Venture Teller Play b'Post wrote:


Two schools of thought on INI in PbP. I usually let the players roll their own iniative, if they beat critters' roll post an action. Many GMs roll all initiatives so no one is waiting for the last player to post, only to discover it is a one.

Preferences?

Seems like having the GM roll all of them would be the fastest/easiest.


I'm fine with GM rolling initiative, though I would probably take advantage of situations where I can get off Charm Monster before combat starts :), at least against single opponents.

Grand Lodge

Also no issue with GM rolling initiative or other important checks

Grand Lodge

male Suli Monk (Ki Mysic, Monk of the Four Winds, Monk of the Sacred Mountain)18 | AC 36(38) T31 FF32(34) | CMD 49 | DR 3/- | HP 16/168 | Fort +18 Ref+17 Will+20 | Init+3 | Perc +21 | EA 10/15 | EF 15/18 | Ki 1/15

Seems the most efficient for gm to roll

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

roll away

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5
Roger Steves wrote:

Purchases to be made before beginning the scenario:

Mwk Breakaway Shield Boss 170gp, attaching to shield (from Melee Tactics Tool Box

Increase Armor Enhancement of Shield to +4, cost 9,000gp, total value of shield 21,070gp (Fame Limit 31,000gp currently)

5 flasks of alchemist's fire 100gp

Wand of Cure Light Wounds 2PP

Total Cost of Purchases 9,270gp and 2PP

Remaining Gold: 986

Updating Character sheet/stats for changes.

I am skipping the increased enchant on my shield as I remembered that I was saving up for a different item (also I mathed poorly it should only have costed 7,000 not 9,000)

So Bought the Shield Boss for 170, the 5 alch fires for 100, and the wand for 2 PP
leaving me with 9,986gp

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Looks like we are at an APL of 7.4 with 5 players. Looks like Tier 8-9 with the four player adjustment.


Core Helms ! Wizards Wanted Gameday X

*crapcrapcrap* two days, no post! You GM is suck!

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

Step it up GM or we will come over to your work and bug you there :-)

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

A couple of pre-mission things to take care of, that I just remembered. Roger has the following items that he cannot use that he would have passed out ahead of time:

Wand of Cure Light Wounds (10 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Lesser Restoration (8 charges)
Scroll of Suppress Charms and Compulsions (2 uses on one scroll, would give the the highest will save person capable of using)

He will also have loaded an alchemist's fire into his new breakaway shield boss.

He will also have one of his meditation teas in his vial of efficacious medicine.


Who wants what? We got a flashbang, 2 cold grenades, and a forcefield. Also, a mighty mighty flashlight. Forcefield probably to Ryan or Tim. Abel and Dobbins are both good at ranged.

You know, Ed is keeping the flashlight. Too strong for the rest of you.

Edit: Is this a hands free flashlight? Can I clip it to my belt? Tech guide doesn't say. Does Pinpi have any glue?

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

If I use the force field I get to roll an extra d6 on the % die if it glitches (50% on the first use assuming it hasn't been used in a month), (since it is timeworn I think, I peeked at the spoiler after you made your checks).

It grants 5 temp hp, that restore themselves at 1 per round, using 1 charge to activate, then 1/minute after, the field fails if reduced to 0 hp for 24 hours. Prevents solids and liquids from contact, but not gasses or light.

Grand Lodge

Could probably use something sticky and call it 'glue' if Ed wanted xD

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

I'm ok with Abel taking the force field if he wants, I don't think I need any of the grenades (though I do have a Bang grenade of my own from a chronicle sheet).

Looks like Pinpi wants the Flash Grenade, and Ember wants the Force Field, I have no problems with either.

Scarab Sages

male Ifrit, perception +7, init +20 Sorcerer 7th, AC 12, 16 (MA or shield), 20 MA and shield), F7/R6/W8

I will be out of town from Friday morning until Sunday evening... just in case.


Core Helms ! Wizards Wanted Gameday X

Sorry all I was out of town Tuesday and am struggling to get caught up with everything. I think two folks are also at PaizoCon until next Tuesday. I will have a new post tonight though.


Core Helms ! Wizards Wanted Gameday X
Radical Edward wrote:

"What a long elevator ride! Anyone want to talk about the history of their people?

Not actually upset, just reminds me suddenly of the elevators in Mass Effect.

long elevator ride

Liberty's Edge

Male Human (Taldan), Brawler (Mutagenic Mauler/Shield Champion) 9, AC 30, t 13, ff 28 Perception +14, Init +2, F +9, R +9, W +6, (+2 charm, comp, emotion, +1 disease, distraction)

Well, I think for Doors, I'll take 10 for traps then open them if they are clear in the future.

Let me know about any objections.

Grand Lodge

Still present, but don't really see a place to insert myself, other than exclaiming Pinpi feels like she's in a different world with all of these terms she doesn't know.

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

I'll mark off 4 uses of one of the e-picks.

Also Ed, your bonus to Disable Device from Tinkering applies to all disable device checks not just traps. Looks like you needed a 14 on the die, but got a 19 anyway.


I'll be damned. Nice catch!

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Trapfinding works the same way

Liberty's Edge

Male Human (Taldan), Brawler (Mutagenic Mauler/Shield Champion) 9, AC 30, t 13, ff 28 Perception +14, Init +2, F +9, R +9, W +6, (+2 charm, comp, emotion, +1 disease, distraction)

I'd let Pinpi wear the armor if he wants, I'd lose 4 pts of AC with it on.

Cap will take one of the doses of Cureall

Suli would probably be best for the boots, as Cap can also attack at range.

Grand Lodge

Armor would actually constrict me more than it'd help me. The max dex limits me.


Did Ein know if these ladies are outsiders or humanoids? That might affect which charm spell I'm about to use...

Grand Lodge

male Suli Monk (Ki Mysic, Monk of the Four Winds, Monk of the Sacred Mountain)18 | AC 36(38) T31 FF32(34) | CMD 49 | DR 3/- | HP 16/168 | Fort +18 Ref+17 Will+20 | Init+3 | Perc +21 | EA 10/15 | EF 15/18 | Ki 1/15

Where are we?


Core Helms ! Wizards Wanted Gameday X

Ein's roll was not high enough to identify the creatures, but they are outsiders. Tig-O insists they are misbehaving robots.

Sulii you stated you were between the two, so you are in the middle of the area marked 5. The forge is through the double doors on the opposite side.


Does anyone think I should mind control Tig-0? It's really the problem child here.

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