[PFS/OutPost2018/GMG] 6-19 Test of Tar Kuata (Inactive)

Game Master GHembree

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Grand Lodge

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#6-19 Test of Tar Kuata

A Pathfinder Society Scenario designed for levels 3-7

Players, Please make a post I and include the following information!

Player’s Forum handle:
Character Name:
PFS#:
Race/Class(es)/Level(s):
Faction:
Day Job Roll, if any: Go ahead and roll day Jobs if applicable

(Optional information to share with GM and other players)

1) What special / unusual rules, boons, or corner cases should I know about regarding your character?
2) What are your strengths, interests, or skill sets outside of combat?
3) What are your go-to combat tactics?

(Please also include a Bot Me! Spoiler on your character sheet page.)

Grand Lodge

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Register Players expected :

Jason Rodarte
Greyson
Monk/Rogue 3
43330-19

GM Aarvid
OMar
Skald 5
9884

Tusk the Half-Orc
Garduk the Unteachable
Arcanist 3
199504-7

Shalm Seb Stills
Hunter/Gray Paladin of Abadar 4
69739-8

Cwethan
Kulga Gruenakslag
Slayer 5
182453-3

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

His day job is as an acrobat and a member of Liberty's Edge
1d20 + 7 ⇒ (6) + 7 = 13 day job roll

Sovereign Court

Male LN Human (Varisian) Hunter (Courtly Hunter) 3 / Paladin (Gray Paladin) of Abadar 1 | HP 36/36 | AC 25 T 12 FF 24 | CMB +6, CMD 18 | F: +7, R: +4, W: +4 | Init: +1 | Perc: +6, SM: +6 | Speed 20ft | Animal Focus: 3/3 (Current: n/a) | Spells: 1st 4/4 | Active conditions: None.

Character Name: Seb Stills
PFS#: 69739-8
Race/Class(es)/Level(s): Male Human (Varisian) Hunter (Courtly Hunter) 3 / Paladin (Gray Paladin) of Abadar 1
Faction: Sovereign Court
Day Job Roll: Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10

1) What special / unusual rules, boons, or corner cases should I know about regarding your character?

Seb has an ape animal companion who can switch back and forth between a large ape and a tiny monkey as a standard action; the ape is also treated as a familiar in terms of his INT, and he uses Seb's skill ranks for his own.

2) What are your strengths, interests, or skill sets outside of combat?

Seb thrives out of combat, and focuses on social interactions, aided by his ape.

3) What are your go-to combat tactics?

Seb is a tank in combat, and flanks with his ape to increase his chances to hit even when using Combat Expertise.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

1) What special / unusual rules, boons, or corner cases should I know about regarding your character?
None that I can think of
2) What are your strengths, interests, or skill sets outside of combat?
He tends to be a charmer but also an investigator. He can lock pick if necessary and likes to scout.
3) What are your go-to combat tactics?

He tends to like to flank, and flips in and out to create flanks for his party members. He has a really high acrobatics check so he is pretty good and it. He also will throw his shuriken and alchemist fires and stuff like that to disorient his foes.

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

Took the last spot, I hope this is ok.

Player’s Forum handle: Baerlie
Character Name: Piety Angelbane
PFS#: 123480-6
Race/Class(es)/Level(s): Tiefling Witch 4
Faction: Dark Archive
Day Job Roll: Herbalist: 1d20 + 4 ⇒ (9) + 4 = 13

Piety is very intelligent. He speaks six languages and has a broad knowledge in several fields. During combat Piety stays in the back and assists his comrades with hexes.

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Player Name: Tusk the Half-Orc
Character Name: Garduk the Unteachable
Race/Class and Level: Half-Orc (Shaman’s Apprentice; Frostkin); Arcanist (Occultist) 3
PFS#: 199504-7
Faction: Dark Archive
Day Job Roll: Craft (bookbinding): 1d20 + 8 ⇒ (16) + 8 = 24

I’ll add answers to your questions here & the Bot Me! info to Garduk’s profile page this evening (6-7 hours from now).

Grand Lodge

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Welcome aboard Piety Angelbane! I see you have filled in the OutPost game line, so everything is greate.

Everyone, Just to double check make sure your character is Standard/Classic Pathfinder. (Core-Only PCs may experance unplesent side effects)

Sovereign Court

Female Dwarf LN Slayer 7| HP 67/67 | AC 25(26), T 13, FF 24 CMD 25 | F +9(12), R +8(11), W +5(8) | Init +3 | Perc +12 | SM +12 |

Character Name: Kulga Gruenakslag
PFS#: 182453-3
Race/Class(es)/Level(s): Dwarf Slayer 5
Faction: Sovereign Court
Day Job Roll: Survival (Hunting Lodge): 1d20 + 10 ⇒ (12) + 10 = 22

1) What special / unusual rules, boons, or corner cases should I know about regarding your character?

Kulga's a relatively straightforward axe & shield warrior type (though more skillsy than most)

Her weird boons are:
Kulga can coach up to seven other creatures (the party) in Stealth. For the duration of the adventure they'll get a +4 bonus on Stealth checks, and they halve their armor check penalty for Stealth.

She also has a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.

2) What are your strengths, interests, or skill sets outside of combat?

Kulga is more of a fighter than a talker, though she rarely makes a fool of herself (can't total lower than a 19 on Diplomacy). Despite not being an expert at influencing people, she's a keen student of humanoid nature, and in general keeps her eyes open.

3) What are your go-to combat tactics?

Kulga tries to get a flank with an ally, or slam her opponent against a wall to knock them prone

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (3/23 song used) { +16/16 hp }

.

Grand Lodge

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Seb Stills - I was looking at your character sheet for information on your how your ape animal companion can switch back and forth between a large ape and a tiny monkey? (pup shape???) Unfortunately the character details for Seb Stills are pretty sparse. I assume you'll be adding more detail soon, or have a link to the character sheet.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (3/23 song used) { +16/16 hp }

Character Name: Omar Posada
PFS#: 9884-11
Race/Class(es)/Level(s): Male Halfelf Skald-5
Faction: Scarab Sages (for now I guess)

Day Job Roll: perform: 1d20 + 6 ⇒ (3) + 6 = 9

[b]1) What special / unusual rules, boons, or corner cases should I know about regarding your character?

Typical skald, no special boons unless we are in dire circumstances, then I would have to dig. Most are bonus to save. Maybe cast invis or some odd spell.
Unlikely to be used...I hope.
Spell Kenning is a new feature...so being able to cast any 3rd level spell once/day...probably handy.

2) What are your strengths, interests, or skill sets outside of combat?
Outside combat, he has bardic knowledge for all skills. He still sings power ballads and is otherwise a glory seeker.
He will not leave anyone behind at any cost.

3) What are your go-to combat tactics?
In combat he uses rage-song to boost himself and any willing allies into a frenzy. Not so popular with the more cerebral of the party, but the rogues and warriors tend to like his singing (and rage powers).
Reach weapon in combat.

Most important: I GM'd this when it first came out a few years ago. Have not played it. So, Omar will not be making many suggestions. I remember liking it, so would not want to spoil for others.

Sovereign Court

Male LN Human (Varisian) Hunter (Courtly Hunter) 3 / Paladin (Gray Paladin) of Abadar 1 | HP 36/36 | AC 25 T 12 FF 24 | CMB +6, CMD 18 | F: +7, R: +4, W: +4 | Init: +1 | Perc: +6, SM: +6 | Speed 20ft | Animal Focus: 3/3 (Current: n/a) | Spells: 1st 4/4 | Active conditions: None.
GM Glyn wrote:
Seb Stills - I was looking at your character sheet for information on your how your ape animal companion can switch back and forth between a large ape and a tiny monkey? (pup shape???) Unfortunately the character details for Seb Stills are pretty sparse. I assume you'll be adding more detail soon, or have a link to the character sheet.

Yes! I'll have it all updated (this weekend, most likely).

FWIW for now, that ability is called "Subtle Companion"

Subtle Companion (Su) At 2nd level, a courtly hunter can transform her animal companion into a similar Tiny animal to allow it hide easily or even blend in and act as a spy. For instance, a tiger could be transformed into a housecat, a wolf could be transformed into a Tiny dog, a dire bat could be transformed into a Tiny flying fox, and so on. This functions as a polymorph effect, and the animal companion gains a +2 size bonus to Dexterity and a –4 size penalty to Strength (use the polymorph table to adjust its ability score if the animal companion is larger than Medium). As a standard action, the courtly hunter can touch her animal companion to transform it.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

That is a neat ability.
What is the monkey regularly?

Sovereign Court

Male LN Human (Varisian) Hunter (Courtly Hunter) 3 / Paladin (Gray Paladin) of Abadar 1 | HP 36/36 | AC 25 T 12 FF 24 | CMB +6, CMD 18 | F: +7, R: +4, W: +4 | Init: +1 | Perc: +6, SM: +6 | Speed 20ft | Animal Focus: 3/3 (Current: n/a) | Spells: 1st 4/4 | Active conditions: None.

He's an ape animal companion; monkeys / apes are the sacred animal of Abadar. And though he's lost most of his paladin powers, Seb is still devoted to Abadar.

Grand Lodge

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We may have a 7th player join. They contacted and asked for permission to join which I gave.

The tier level looks to be 3-4 for 6 or 7 player party.

Grand Lodge

Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 | Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft | Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min)

Hey there! Lucky number 7 here! Thanks to GM Glyn for allowing me to join you folks, and to all of you for letting me join the fun. I promise I'll do my best to make it worth your while! That said, here's my stuff...

Player’s Forum handle: Mjolbeard89
Character Name: Friar Robun
PFS#: 177216-3
Race/Class(es)/Level(s): Human (Keleshite) Life Oracle of Sarenrae 4
Faction: Grand Lodge
Day Job Roll, if any: Profession (Scribe): 1d20 + 9 ⇒ (16) + 9 = 25

1) What special / unusual rules, boons, or corner cases should I know about regarding your character?
I have the Spirit Boost revelation, which means that, when I use a healing spell and grant you HP exceeding your max HP, you keep the excess as Temp HP for 4 rounds.
2) What are your strengths, interests, or skill sets outside of combat?
Despite having a high Charisma, Friar Robun is no Face. He has the Wasting oracle curse, so he suffers pretty hardcore on Diplomacy rolls. He does bring a few knowledge skill to the table, though. Almost certainly not as much as our Arcanist will bring, but he can at least try to aid on History, Nature, Planes, and Religion rolls.
3) What are your go-to combat tactics?
Friar Robun is built primarily as a Heal-bot, so he'll likely start out by picking one or two front liners to grant his Life Link revelation to so he can suck up some of the damage they take, stay in the back, and heal himself to keep alive. He also has a few buffs he can throw down, and even a couple of offensive spells if push comes to shove. The one thing he will definitely try to stay away from is melee combat. That is definitely not his jam.

I'll need to get my profile updated with all of Robun's stats. I'll get that done by the Outpost start date on the 5th. Thanks again for letting me join in!

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

How fun are life oracles to play?

Grand Lodge

Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 | Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft | Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min)

I quite enjoy it! They make for pretty impressive healers (though I’ll admit I probably haven’t built the optimized healer with Robun, nor do I have the tactics down to a science). The best part to me, and what makes them stand out from clerics, are the curses and revelations. There’s a lot of flavor baked in just from those two class features.

The other nice thing about them over clerics is that they’re not dependent on both charisma and wisdom to have a strong build. You can really concentrate on Cha and get pretty impressive DCs going.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

The life oracles are the only oracles that really interest me so far.

Grand Lodge

Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 | Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft | Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min)

Rumor has it that flame oracles make fair blasters if that interests you at all, but I'm not much of a blaster player, so I can't confirm or deny that.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Interesting. I guess there are so many options for what a person wants to play.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

He is going to buy a thunderstone and two flasks of holy water and 2 alchemist fire.

Grand Lodge

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Ok

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

All done

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Sorry to have taken so long to respond to these - it was a rough week at work.

1) What special / unusual rules, boons, or corner cases should I know about regarding your character? The occultist arcanist archetype has standard action, minutes-per-level SLA summoning. If he summons an elemental, it receives temporary hit points equal to the level of the spell used to summon it, from the Outsider Ties faction trait (currently this means 2 temporary HP). Garduk's most-used racial ability is orc ferocity (squishy caster is squishy).

2) What are your strengths, interests, or skill sets outside of combat?
Garduk likes learning languages and has picked up quite a few. He has broad knowledge skills, and travels with several heavily annotated volumes of Pathfinder Chronicles and will quickly flip through them to boost his recall (assorted bonuses to knowledge checks) if he can spare 1d4 rounds.

3) What are your go-to combat tactics?
Garduk generally summons on the first round of combat if there is more than one opponent, and tries to position the summoned creature to give Kulga (or any other front-liner) a flanking buddy. Because arcanists have fewer spells per day than either wizards or sorcerers, he tries to limit his casting to one spell per combat, especially if he thinks he may need to convert that spell slot into an arcane reservoir point. He uses scrolls and wands - and even his crossbow - to fill in the gaps. Garduk also burns through charges on his wand of shield as though they're about to reach their "use by" date, casting it early and often.

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Garduk's shopping before the scenario starts (already incorporated on his profile page):

Starting gold: 1,616.77gp

- Scroll of heightened awareness x3 - 75gp
- Scroll of create pit - 150gp
- Potion of cure light wounds - 50gp
- Add spells to spellbook from rented spellbook: heightened awareness 15gp; anticipate peril 15gp
- Pathfinder Chronicle (Knowledge (Nature)) - 50gp
- Pathfinder Chronicle (Knowledge (Local)) - 50gp
- cloak of resistance +1
Total purchases: 1,405gp

Spellcraft checks to add spells to spellbook:

- Heightened awareness [dice=Spellcraft, take 10, cheat sheath]10 + 10 + 2
- Anticipate peril [dice=Spellcraft, take 10, cheat sheath]10 + 10 + 2

(I know the cheat sheath bonus was unnecessary, but I haven't gotten a chance to use it yet.)

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

I think we might be best friends! :)

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Oops - this is what happens when I hit post and then run off to do something else.

Trying again:

Spellcraft checks to add spells to spellbook:

- Heightened awareness Spellcraft, take 10, cheat sheath: 10 + 10 + 2 = 22
- Anticipate peril Spellcraft, take 10, cheat sheath: 10 + 10 + 2 = 22

Grand Lodge

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Garduk, I see you speak Terran, so no problem giving earth elements complex commands. Do you have a way to communicate with other type of elements? Also, is Garduk currently encumbered?

Looks like a great group! I'll Make the first post Sunday evening (should be the 5th somewhere in the world.)

Map link has been added at top of page. Please place your icon (Animal companions, and any other icons you are likely to use), and fill out the initiative roller. Thanks.

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Correct, Garduk has no way to give elementals not from the Plane of Earth complex commands, and as a result, prefers to summon earth and mud elementals (Marty the Mud Elemental is a personal favorite). In our last session, the GM seemed to think it was reasonable for Garduk to give simple directions to a lightning elemental with hand gestures and a whistle (nothing more complicated than "Come with me!" and "Go that way to the bad guy!") but I understand it's a gray area - whatever you think is fine with me.

Encumbrance: yes, with his pack he's at medium encumbrance. He'll drop it if he needs to - he keeps holy water, alchemist's fire, alkali flasks, and CLW potions in a bandolier - but that's where his scroll boxes are, so prefers to have it with him. If he thinks he's walking into combat and doesn't need his hands for anything else (crossbow, for example), he sometimes pulls out his box of combat scrolls in advance to have it ready.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Are arcanists fun to play?

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Garduk is my first, but I’m enjoying playing him so far. Feels like it combines the best of wizards and sorcerers, and the occultist archetype makes focusing on summoning very powerful.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

I am thinking of playing one soon.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

I am liking this scenario so far, very monkish :)

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

I don’t know if anyone has Guidance memorized or as a spell known, but if so, is there any reason not to try it for some of these skill checks?

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Not a caster but I do not see why it wouldnt help, unless they dont want us to use magic.

Grand Lodge

Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 | Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft | Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min)

Garduk, I literally just had the same thought right as I started posting. Glad it worked out well!

Grand Lodge

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The module doesn’t say anything about the legality of using performance enhancing magic. The spirit of the trials seem to of a more pure effort, but I will not penalize anyone for using magic to help.

Here spit into this cup to be test for magic later.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

lol

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

I assume that the Fortitude save is not affected by the Endurance feat?

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

There are some skills, like Climb, that I never really think about taking. This scenario is making me rethink some of that!~

Grand Lodge

Male Human Oracle of Sarenrae 5 (HP 31/49) | AC:17(20) | T:11(14) | FF:16(19) | cmd:15 | Fort +6 | Ref +4 | Will +8 | Init. +1 | Perc:+2 | Speed 20ft | Channels: 4/5 | Spells: 1st 6/7, 2nd 4/5 | Status: Link (Walla,Fox), Shield of Faith (12 min)

Man! This scenario is really becoming a challenge for us poor casters, eh, Garduk?

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

I would hope that there will be things which casters especially Wizards and Arcane will be able to do

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

Garduk regrets not casting grease on the spire right before the martials tried climbing it, just for giggles. Given what he looks like when he giggles (which is rare), it is probably just as well.

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.
Gray Son wrote:
There are some skills, like Climb, that I never really think about taking. This scenario is making me rethink some of that!~

Gray Son, I'm not saying that I have played a halfling who got stuck hanging by his hands from a warehouse beam and couldn't pull himself up for 3 rounds, while a squad of goblins fired arrows at the rest of the party just a few feet away, but I am saying that the halfling put ranks in climb the next time he leveled up and every level since.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Lol

Grand Lodge

Game map | Icons: ◆◇↺

For the sixth trial, Aeotsep offers the use of the merciful meta magic rod only to the players who succeeded climbing the pillar unaided. I have no problem if one of them choose the rod and hand it off to one of the less athletically included spell casters.

If you need more than one weapon that’s fine too. Only one master work weapon or meta magic rod each to those offered.

Note the wooden weapons deal non-leathal only no -4 to hit.

The meta magic merciful rod allows you to cast a total of three spells 1st-3rd level converting the damage to non-leathel.

Liberty's Edge

nit +6; Senses Perception +9 ————— Defense ————— AC 16 (20 Mage Armor), touch 16, flat-footed 11 (+4 Dex, +1 dodge +1 Wis) hp 30 (2d10+1d8+3) Fort +5, Ref +11, Will +2

Added himself to the map. Is he in the right place?

Dark Archive

M Half-Orc (Shaman's Apprentice) | Arcanist (occultist) 7 | HP: 42/42 | AC:17* T:17* FF:16* | CMB:+3 CMD:16 | F:+4 R:+5 W:+6; +1 vs death eff. | Init:+5 | Per:+7 (darkvis.), SM: +0 | Speed 30' | Arc Res 6/13 | Spells: lvl 3: 3/4; lvl 2: 3/5; lvl 1, 0/6 | Ranged touch atk 1d20+5, Melee touch atk 1d20+3 | *Active: M.A., See Inv.

GM, I realize that Seb's last post was a little confusing with his reference to the rod, but he ended it with:[/ooc]

Seb Stills wrote:
I'm understanding correctly, there's only one rod. So I'd like Kulga to be able to use a masterwork weapon, and Garduk can use the rod. Seb will use a regular version of a warhammer; he's more of a "get in the way and tank" guy anyway, not really a huge damage dealer.

So I think Garduk starts the combat with the rod (which is why he subbed Magic Missile for Stumble Gap). For his first action, Garduk will choose something that should not require the rod to stay in the rules, so that we have time to work this out. It may be a couple of hours before I have time to post, though. I just happened to look at the page but I’m heading into a meeting.

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