GM Rinaldo |
Players, to start this game off, I need a few things:
1. Please let me know if this character has credit for any of the following scenarios:
#8–09 Forged in Flame, Part 1: The Cindersworn Pact
#8–11 Forged in Flame, Part 2: Cleansed with Fire
#8–02: Ward Asunder
2. Please roll me two will saves. These will be used at critical story points where asking you to roll would give away that something is happening. If the roll is such that you might want to use a campaign re-roll, please say so and roll again.
3. Make sure your online character sheet is updated, particularly for feats, skills, and languages.
4. If you have anything that is from a less-common source or that might be subject to table variation, please make sure to let me know now so I can familiarize myself and make any rulings now.
Welcome to the game!
Narika |
Narika is a straight-forward blasty sorcerer.
will save 1: 1d20 + 7 ⇒ (6) + 7 = 13
will save 1: 1d20 + 7 ⇒ (1) + 7 = 8
reroll on #2, GM stars: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
If will save is vs. fear effect, Narika adds another +2 from Fearless.
day job, profession:librarian: 1d20 + 3 ⇒ (3) + 3 = 6
Fek |
#1
Fek has played the Forged in Flame series.
#2
Will: 1d20 + 8 ⇒ (20) + 8 = 28
Will: 1d20 + 8 ⇒ (19) + 8 = 27
#3
Updated.
#4
Almost everything about Fek is core. Off the top of my head, here are the things to note:
- Fek frequently takes 10. If circumstances prohibit that, please let me know.
- If he deals sneak attack to a creature, he gets a +5 dodge bonus to AC against its attacks for 1 round
- Potion of greater magic fang in a spring-loaded wrist sheath
- Potion of haste in a spring-loaded wrist sheath
- Potion of reduce person always in hand
#5
Player Scott
Character Fek
PFS # 143586-10
Chronicle # 25
Starting XP 24
Initial Prestige 2
Initial Fame 46
Starting GP 10,500
Day Job Will depend on FJC goals and whether reroll is still available.
Botting Instructions Spoiler on profile
jing kwan |
greetings! Jing Kwan is a pre-unchained summoner. I have not played any of the season 8 sessions.
will save #1: 1d20 + 6 ⇒ (18) + 6 = 24
will save #2: 1d20 + 6 ⇒ (8) + 6 = 14
*please note that I get a +2 to all saves if Tiny is next to me.
will save #1 for Tiny: 1d20 + 5 ⇒ (19) + 5 = 24
will save #2 for Tiny: 1d20 + 5 ⇒ (2) + 5 = 7
*please note that Tiny gets a +4 vs. enchantment
I do not have a day job.
Tiny's information is on my online sheet. There isn't much room to put his stats on my line with mine, unless you want me to.
Narayan Singh |
Hiya, Narayan's an unchained monk. His only odd ability is that he uses Charisma for his monk stuff instead of Wisdom, but aside from that he's almost all hardcover. By default when attacking a creature, he will start with nonlethal strikes until he lands one so that he can use Enforcer to intimidate his foes.
Player: Cwethan
Character: Narayan Singh
Faction: Silver Crusade
PFS # 182453-6
Day Job: Intimidate (Caravan): 1d20 + 13 ⇒ (6) + 13 = 19
Will: 1d20 + 6 ⇒ (5) + 6 = 11
Will: 1d20 + 6 ⇒ (1) + 6 = 7
If Haunt, reroll of the first one: 1d20 + 6 ⇒ (7) + 6 = 13
Narayan has the following situational modifiers to those Will saves: +2 vs. Mind-Affecting & Poison; +2 vs. fear, paralysis, sleep, +1 against fear and confusion, +2 vs. sleep effects, paralysis effects, and stunning effects. He also gets 1 reroll/day against haunts
Rhuul Irontoe |
I'll play Rhuul if that is okay. It looks like he'll get out of tier gold though.
Nothing really special, he doesn't attack much, being mostly a buffer.
Most unusual thing is his banner of the ancient kings, which boosts his flagbearer to giving +2 to hit and damage and +2 vs charms and fear.
It also boosts his inspire courage to give +3 to hit and damage and vs charms and fear effects. It also gives a +2 resistance bonus to allies against mind affecting effects.
These typically stack, but might not with other party effects. In particular bless is of no use!
Tactics wise, Rhuul often starts with haste. Targets have to be within 30' of each other, so if you win initiative and move away before Rhuul acts there is a good chance you may miss out on that goodness. Up to each of you about whether you want to delay and hope to get the hit.
To break down of bonus's are typically
To hit
Morale +2 all allies within 30' of Rhuul, always (flagbearer)
Competence +3, all allies after he starts telling jokes (inspire courage)
untyped +1 allies within 30' of each other typically after he casts (haste)
Damage
Morale +2 all allies within 30' of Rhuul, always (flagbearer)
Competence +3, all allies after he starts telling jokes (inspire courage)
Saves vs fear & charm
Morale +2 all allies within 30' of Rhuul, always (flagbearer)
Which increases to +3, all allies after he starts telling jokes (inspire courage) (doesn't stack)
Resistance +2 all allies within 30' of Rhuul, always (banner) - NB doesn't stack with your cloak of resistance.
Other saves against mind affecting effects
Resistance +2 all allies within 30' of Rhuul, always (banner) - NB doesn't stack with your cloak of resistance.
- NB I've not included the bonuses above as it is unclear if they would be relevant. They may also obviously apply to others as well.
will#1: 1d20 + 9 ⇒ (17) + 9 = 26
will#2: 1d20 + 9 ⇒ (2) + 9 = 11
GM Rinaldo |
Last player needs to check in, but he did update the signup form, so I can confirm we are at APL 8.2, and will be playing the 7-8 subtier with no adjustment.
Fek |
Narika loves using fireball, although she doesn't use it often since it can spoil everyone else's fun. Sometimes it can be good if you melee guys wait to rush in so that she can have fun with one at the start of combat.
Once reduced, I only fail your save on a 1, and have evasion--so if I'm small, feel free to drop a fireball on me.
Of course, in character I won't feel the same way, but that's half the fun.
Sihir Aneh |
I'm very sorry. First, I spent several minutes agonizing over whether to play this character or my Alchemist, then the f~~%ing site went down just as I was about to sign in, then I went out of town for the evening, and just returned home.
Sihir Aneh |
#1 I might have played "Ward Asunder," but if so, I'm not sure with which character.
#2
Will save #1: 1d20 + 5 ⇒ (13) + 5 = 18 additional +2 vs shadow, fear, and/or death
Will save #2: 1d20 + 5 ⇒ (11) + 5 = 16 additional +2 vs shadow, fear, and/or death
#3
I always update as soon as I get my Chronicle.
#4
Noteworthy weirdness (mostly due to Chronicle Boons) includes:
- endures cold temperatures above 0 degrees F as endure elements as a permanent supernatural ability
- +3 on Constitution checks to stabilize
- +7 effective Constitution for determining threshold of death (partly Chronicle Boon, partly Faction Reward)
- +2 to Knowledge (Religion) checks to identify undead and detect haunts
- Tenebrous Spell and Shadow Gambit feats
- +1 to caster level of all spells and spell-like abilities when in the nations/regions of Amanandar, Jinin, Wanshou, and/or Zi Ha
- potential, very limited access to Mythic Powers (not something I'll resort to lightly, that's for sure!)
#5
Player I'm Hiding In Your Closet
Character Sihir Aneh Yang Mengembara Alam Semesta
PFS # 40025-9
Starting XP 21
Initial Prestige 18
Initial Fame 36
Starting GP 4,874
Day Job Craft (Toymaker): 1d20 + 26 ⇒ (20) + 26 = 46
Rhuul Irontoe |
Ahh yes, day job.
"How many dwarves does it take to change a candle?" asks Rhuul.
"Three, one to hold the candle, and two to drink so much the room spins..."
Okay, maybe that one didn't translate too well from a lightbulb joke.
perform(comedy): 1d20 + 29 ⇒ (13) + 29 = 42 - 150gp
But he obviously told it well.
GM Rinaldo |
Rhuul and Sihir, could you break down those high Day Job skill bonuses for me? I don't doubt them, but I am curious what all you have stacked to make it happen.
GM Rinaldo |
I'm very sorry. First, I spent several minutes agonizing over whether to play this character or my Alchemist, then the f$$#ing site went down just as I was about to sign in, then I went out of town for the evening, and just returned home.
I hate when that happens. I managed not to notice it going down yesterday, I must have gotten lucky.
GM Rinaldo |
I always have Animal Companions and Eidolons roll their own initiative, then if they end up in different blocks, the player can choose whether to delay one or the other.
Rhuul Irontoe |
Sure can. Rhuul is just a comic master.
10 ranks
+4 Charisma
+2 MW item
+3 Circlet of persuasion
+3 skill focus (which should probably be +6 now he has ten ranks)
+2 Prodigy (which should also be +4 due to ten ranks)
+3 in class
=27 (or 32)
He also has an extra +2 as a day job from his chronicle #22 for a total of +29 (or , now I look at it, +34).
GM Rinaldo |
I forgot to ask: Since you are in Dtang Ma, which (if any) tien languages do your characters speak? Not all of you included languages on your profiles.
Narayan Singh |
Just Tien, no regional languages.
Rhuul Irontoe |
GM Rinaldo |
I forgot to specify, and had to look up on his original sheet, but Jing Kwan is Tien-da.
Which doesn't actually tell me his languages ... ;-) What does he speak?
Rhuul Irontoe |
Rhuul only knows Dwarven, Taldane and Undercommon.
But he does have comprehend languages which may help in a limited fashion.
Fek |
Rhuul and Sihir, could you break down those high Day Job skill bonuses for me? I don't doubt them, but I am curious what all you have stacked to make it happen.
Considering my bonus is even higher, I should probably answer that as well.
Sleight of Hand
+7 Dexterity
+9 ranks
+3 class skill
+2 Deft Hands
+3 Skill Focus
+5 competence, gloves of larceny
+1 trait, Gold Finger
+2 #4-06: The Green Market
+5 circumstance, FJC, season 6
-----
Sleight of Hand +37
I actually skipped the masterwork tool, to avoid table variation.
And in general, just let me know if you have questions about Fek's skills. Over half of his resources are devoted to them, so his bonuses are pretty high and not always easy to figure out.
Fek |
Thieves' Guild from the Field Guide. 4 PP and provides a +2 circumstance bonus on checks to steal items without being noticed. And the pickpocket outfit gives a +2 bonus on checks to conceal items on my person, so most rolls are at +32.
Which reminds me, unless an item is something Fek wants to reach quickly in combat (crossbow, potions, etc.) it is hidden by default at DC 42. And obviously, magic items that have to be worn aren't hidden.
Sihir Aneh |
Craft (Toymaker)
8 ranks
+3 class skill
+7 Intelligence
+2 masterwork toymaker's kit
+1 personal workshop Prestige Award
+5 crafter's fortune spell
-----
+26
Languages known: Wayang, Common, Aklo, Draconic, Nagaji, Samsaran, Tengu, Tian, Vudrani, Ancient Osirian, Senzar, lip reading
Fek |
Fek's last two scenarios were the Forged in Flame series, which is supposed to be relevant to this one. And he has some really high skill modifiers.
The problem is, I don't remember much about those scenarios. In the first one, I think we did some errands for an efreeti. It was a lot of social/skill encounters though, not "great threats". And I remember next to nothing about the second scenario.
GM Rinaldo |
That's true for several of us, I'm sure. I expect slower posting for the next couple of days. Happy Holidays!
Narayan Singh |
I'm kinda tapped out on non-punchy options as Narayan (though at least I can skew towards non-lethal measures if it comes to it). I can go for some kind of nonverbal intimidation, though that generally means behaving more aggressively than I'd like to go with heaven cows...
Narayan Singh |
Narayan is pretty good at Intimidation, but since Rhuul's got a better check by a solid ~20 points, any objections to me botting/borrowing Rhuul's very versatile comedy?
jing kwan |
I do not, since he already gave permission, but the GM is the boss. Then again, does he have intimdidate as a learned skill? My lack of skill points in Diplomacy keeps killing this.
Narayan Singh |
He has versatile performance (Comedy) which allows him to use that perform skill for a couple of skills including Intimidate.
GM Rinaldo |
Bards are awesome. If the party wants to use Rhuul's versatile performance for an intimidate check to chase the bulls away, I will make the roll for him. I'll give a little more time in case anyone else has any other suggestions first.
GM Rinaldo |
OK, read over Rhuul's character sheet. I'll need him to explain all of his modifiers for that +32; however, I can account for enough that with Narika's assist, his Take 10 succeeds at the DC, so I'm ok moving on with that. Posting in the game thread now.