PFS: First Steps (Sep-Oct 2014) (Inactive)

Game Master R D


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Silver Crusade

Discuss here.

Silver Crusade

All. In my zeal to be all inclusive, I allowed 8 players into the game. My sincere apologies, but we need to split into two tables.

The following players should continue to use THIS thread for game play.

1. Serwe – Wayang Witch
2. Harrow – half-orc Cavalier
3. Tacitus – Human Arcanist
4. Arrack – Human Barbarian

The following players should go over to the NEW thread for game play.

1. Sir Dydimus – Halfling Bard
2. Opal-Alchy – Elf Alchemist
3. Van Potter – Gnome Arcanist
4. Alek – Human Hunter

Again, sorry for the kerfuffle. :-)

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Dotting here also. Once we're all settled, could you set our characters as inactive in the other thread to make it easier to track on our campaign pages?

Silver Crusade

Done deal. Thanks for the reminder. :-)

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Hey Engleaktig... how do you handle animal companions, especially extra intelligent animals (Int of 4)? I ask, because I know some GMs allow the players to direct the ACs without handle animal while some others direct the AC and require the usage of Handle Animal.

Silver Crusade

What do you wish to do with him? :-)

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

It is mostly a combat question I suppose... Whenever I want to have Cinder move or use an additional trick, do I need to specifically direct him using a handle animal check? Or would he have a better understanding given his higher intelligence?

Also... would it be possible for you to add an icon for Cinderpaw? Please and thanks! :)

Silver Crusade

Sure! I've added an icon for Cinderpaw.
____________________________________________________________

PRD wrote:
Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

Source

Because Hunters are new, I'm going to let you change Cinderpaw, if you want. Please let me know what "general purpose" things you want Cinderpaw to be able to do in combat. You can have him do those things as a free action and trade out an equivalent number of tricks.

Looks like he has 13 tricks. If you want him to be able to do a 14th thing, that would require a handle animal check to "push" Cinderpaw. Thus it is a Move action. But, you should explicitly list those 13 things.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs
PRD wrote:
Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can't flank an enemy.

The way I've always understood if a tiny or smaller creature enters your square it provokes twice:

Once for leaving a threatened square
Second for entering another creatures square.
Taking a 5ft step only negates the first AoO not the second.

Silver Crusade

Thanks for pointing that out! :-)


Male Human Husband 7 /Father 6/ H.D.S.S. 2/Programmer 2/ QC tech 3

GM Engleaktig,
just sway that you are a "Venture-Lieutenant, Massachusetts—Boston". You should swing out to NY for Council of Five Nations in October.


Hey, Evan. Yep. :-)

Your VL joined us for our "Total Confusion" convention this past Feb. I'd like to go, but it conflicts with another event I have to attend. :-(


Male Human Husband 7 /Father 6/ H.D.S.S. 2/Programmer 2/ QC tech 3

I got my 2nd star at Total con 2 years ago when I was VC, haven't had a chance to make back out. Maybe this year though

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull
GM Engleaktig wrote:

Sure! I've added an icon for Cinderpaw.

____________________________________________________________

PRD wrote:
Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

Source

Because Hunters are new, I'm going to let you change Cinderpaw, if you want. Please let me know what "general purpose" things you want Cinderpaw to be able to do in combat. You can have him do those things as a free action and trade out an equivalent number of tricks.

Looks like he has 13 tricks. If you want him to be able to do a 14th thing, that would require a handle animal check to "push" Cinderpaw. Thus it is a Move action. But, you should explicitly list those 13 things.

First off, thanks for adding the icon!

My understanding with the purposes is that they simply allow the PC to attempt a single Handle Animal check to teach their companion all the listed tricks for that specific purpose. In other words, if Cinderpaw has already been trained in the Attack trick, he doesn't need to know the Fighting Purpose to be able to attack in combat.

I've also got all of Cinderpaw's tricks listed in a spoiler tab in my character sheet. I'll repost them here to make it easier for you to check.

Cinderpaw's Trick List:

Standard Tricks
Attack, All (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.

Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.

Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

Skirmisher Tricks
Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Silver Crusade

Yep. I saw them in the linked sheet in your profile. :-) What I'm saying is that I'm happy to let you have him learn how to do 13 distinct things--any 13 things--and command him as a free action. Beyond that, you have to do a handle animal check to push. I hope that's a bit clearer. :-D

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Oh! Okay, I think I get what you're saying. So I can select any 13 tricks that I could command Cinder to do as a free action. Any other tricks would require a Push Animal check. Did I get that down correctly?

For instance if I select Flank, I can command Cinder to flank/attack any enemy I indicate?

Silver Crusade

Yup! :-D

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Gotcha! Ok thanks for the clarification. I'll look over his tricks and much sure those see the ones I want to stick with!

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Okay, I decided to switch out Sneak for Come... started thinking it might be a good trick to teach to make sure he'll follow into areas he normally wouldn't. You never know when you'll run into an area old wolfie doesn't like. Other than that, going to stick with what Cinderpaw has.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Who amongst you have the courage and cunning to brave The Cave or Death! Six months ago, while I was exploring the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find any sign of the gillmen.
What mysteries lie undiscovered inside, what horrify dangers await? As pathfinders it is our privilege to to risk our lives to answer these questions! And so it is my great honor to inform you that I have been given permission by Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, to head up an expedition to the delve the wonders of The Cave of Death! If you dare join me on this adventure, make sure your affairs are in order and meet me in 1 week where it all began!

Recruiting for a slightly tweaked 'Conformation' where Sir Dydimus will be taking the place of Janira Gavix (I'm using her stats just role playing it as Dydimus). We'll start after this game finishes.

Silver Crusade

Please count me in! :-) Thanks for organizing this.

I'd like to bring Uncle Hubbub. He's a self-loathing dwarven inquisitor of Desna who adores elves, and "the elven way." :-) He'll be glad to have an adventure outside, though he's not too sure about those caves...

I'll work on his stats.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

What level are we looking at, Dydimus? :)

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

This is a perfect opportunity for fresh young pathfinders like yourselves to make their mark! That is if you survive...

1st & 2nd

Grand Lodge

F Human, with Orcish qualities Mom-12

It isn't for PFS Credit is it?

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

The Pathfinder Society fully supports this mission and you will receive all the glories that come with accomplishing it.

It will be for PFS credit

Grand Lodge

F Human, with Orcish qualities Mom-12

I'd like to join you on your adventure. Please let me know before you head out.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

I'd likewise love to join you! Debating between bringing along a Flame Oracle I have, or a magus Bladebound/Kensai I've been contemplating...

Grand Lodge

F Human, with Orcish qualities Mom-12

At the end of this adventure, if I'm still alive, I'd like to buy a wand of cure light, please, if you could mark it on the chronicle sheet so I don't forget.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Bah, I'm just going to bring Alek along... I'm having too much fun with my hunter!

In other news, do walls block line of effect for Channel Energy? For example, if Alek were to step back into that nearby alcove and the nasty cleric channeled again in roughly the same area, would the effect be blocked? Or can Channel Energy go through nearby walls? (Hopefully not for the poor folks inside those buildings... lol)


The Veteran's Vault: MAP

All,
I've created my Confirmation campaign. I'm thinking I'll open up Game Play tomorrow for introductions and start the adventure on Monday. Feel free to post over in the Discussion Thread.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Day Job: Craft (mechanical) + Crafter's Fortune: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Day Job: Profession (Woodcutter): 1d20 + 6 ⇒ (4) + 6 = 10

Good call, Van. I almost forgot about Day Job roll!

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Day job:

craft (bows): 1d20 + 9 ⇒ (20) + 9 = 29

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

Day Job Alchemy: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Preform: 1d20 + 7 ⇒ (16) + 7 = 23

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Van, are you joining us for Sir Dydimus' Confirmation?

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Thanks for the offer, but I'm trying to reduce my number of active games in anticipation of PbP Gameday 3.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Engleaktig, did you say you were running something else after this? If so, Caranthir would love a spot. :)

Silver Crusade

Yep. Godsmouth Heresy. Trying to wrap up a few "real life" things; then I'll get your chronicle sheets out, and start that module up. :-)

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Yay! :)

Grand Lodge

F Human, with Orcish qualities Mom-12

What is PbP Gameday 3?

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Hey, Engleaktig... If you'll have me, I'd like to try out a Dark Tapestry oracle in your upcoming game! My heavens oracle is about to bite the dust in my Defenders of Nesting Swallow game... So, I'll be trying out something a little different! :)

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

@Mari, PbP Gamedays occur during a set time period allowing those players and GM's who participate the chance to earn boons given out at conventions. PbP Gameday 3 is scheduled to start in November and will probably run 3 months if it's like the previous Gamedays.

They are coordinated by the online Venture Officers and GM's have to sign up in advance to run them. Once GM sign up begins, you'll begin to see a number of recruitment threads open up looking for players.

Grand Lodge

F Human, with Orcish qualities Mom-12

@Van - OH! That's awesome. I'll have to keep my eyes peeled for those :) Thanks!

Silver Crusade

Pick up your chronicle sheets here.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Thanks! And Thanks again for running!

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Thanks! I had a blast!0

Silver Crusade

Sure! Happy to play. Glad you guys enjoyed yourselves. I've also reported the game, so it should show up on your sessions list. I'll leave this campaign "open" for another day or two--in case anybody needs changes/updates to their chronicle sheets. Then I'll post a link to Godsmouth Heresy and close this out.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Hey Engleaktig, can you put Alek down for purchasing a Darkwood Shield (257gp) and a Longbow (75gp) on his Chronicle Sheet? And he will be selling his Heavy Wooden Shield and Shortbow (18.5gp)? He will also purchase a Wand of Cure Light Wounds with his 2 Prestige Points. Thanks!!

Total cost would be 332gp in purchase and then 18gp5sp back in sales.

Silver Crusade

Updated.

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