[PFS PbP GameDay4] The Fox's Fires of Karamoss (Inactive)

Game Master The Fox

Successes:

Portal 1 ■■■■ □
Portal 2 ■■■■
Portal 3 □■■■
Portal 4 ■■■■
Portal 5 ■■■■

Venture-Captain Shevala Iorae
Fires of Karamoss overview map
Fires of Karamoss tactical map


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This is the discussion thread for the PFS PbP group I am hosting in Nov 2015.

Silver Crusade

Female Half-orc Paladin/Bard

Howdy!

Since Nefreet wants to use his level 5 for Fires of Karamoss, that leaves my two level six options. Mechanically, that's Psychic control/blasting or an arcane duelist bard with a cavalier. Personality-wise, that's a Metal Gear Solid villain or Cobra Commander.

The Exchange

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[retired]

"We're going Plaid!!"

Sovereign Court

Male Human Monarch 29

I'm not playing Fires. Let me know if you all get around to Beacon Below!


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Dotting!


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Have we already decided on Fires of Karamoss? I'm open to suggestions. My friend, Codanous, wants to join us, and my wife might also if there is room.

The Exchange

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Male Human Artillery

Yeah, I am down to play, Fires of Karamoss sounds like an interesting scenario. I have a a level 6 Bard/Swashbuckler of Saranrae that'd work in that 5-6 range.


I have an inquisitor 6 and a witch 6, so I'd be up for playing either of them.

Silver Crusade

Female Half-orc Paladin/Bard

It didnt sound like we had many other scenario options that were open to almost everyone.


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Ok. I'm looking at Fires of Karamoss (5-9).

It seems to be a very techy scenario. It looks fun.

I suggest you bring a character that will want to play with technology.

Please post in this thread using the avatar of the character you want to play, complete with profile and header. Indicate your character's PFS#, name, race, classes and levels, anything special (SA/SQ) I need to know about the character, and whether or not your character has the Technologist feat.

PFS#
Name
Race
Classes/Levels
Technologist?
SA/SQ

Thanks.

I'll try to get this set up to start as soon as I can. Probably not earlier than Wednesday, but we'll see how it goes.

The Exchange

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[retired]

PFS#: 66548-20
Name: Bartholomäus! But most people call me "Barth".
Race: I'm a Mox! Half man, half fox. I'm my own worst enemy.
Classes/Levels: Barbarian (Savage Technologist / Superstitious) - 4, Gunslinger (Pistolero / Gun Tank) - 1
Technologist?: Yes!
SA/SQ:

  • He doesn't know how to change shape. This does mean he always threatens with his bite.
  • He has a double barrelled pistol. How do you want to rule it if both shots misfire? There's no clear guidance.
  • His AC doesn't change when he rages (+4 Dex, -2 AC from Reckless Abandon)
  • He has +1 AC during surprise rounds (obscure archetype ability)
  • He has +1 Diplomacy vs "Tribal Cultures" (obscure archetype ability)
  • The only two deeds he ever uses are Up Close and Deadly and Quick Clear
  • He doesn't provoke when making attacks with his firearms (though loading still provokes)
  • He has the Numerian Weapon Training Boon: "When using technological firearms you only suffer a -2 penalty on attack rolls for not being proficient. In addition, when using a timeworn device for the first time in more than a month, there is only a 20% chance that it glitches (rather than a 50% chance)."
Ammunition on hand:
15 Mithral Bullets
10 Ghost Salted Bullets
12 Paper Cartridges
10 Adamantine Paper Cartridges
10 Elysian Bronze Paper Cartridges
5 Cold Iron Paper Cartridges
3 +1 Seeking Bullets (yup, he played that scenario)
Enough Black Powder for all bullets

Day Job: Profession (Smuggler): 1d20 + 11 ⇒ (8) + 11 = 19

GM "The Fox" wrote:
I assume you know about the errata and this FAQ?

Ayup. It didn't really impact this character at all, and I'm in support of the errata.


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"Only one man would dare give me the raspberry."

I assume you know about the errata and this FAQ.

My ruling: if you are firing the barrels separately in sequence, you can stop after the first misfire, but if you keep firing, you run the risk of blowing up the gun.

If you fire both barrels simultaneously as a standard action and you get misfires in both, then it counts as only one misfire but both barrels need to be cleared (or you can clear one barrel and use just that one side).

The Exchange

1 person marked this as a favorite.
HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

PFS# 60921-7
Name: Harmonious,
Race: A Kellid-Qadiran Aasimar, Raised in the Lands of the Mammoth Lords but his Sandy home he never knew called to him.
Classes/Levels: Bard (Dawnflower DervishISM-5, Swashbuckler - 1
Technologist? I wish!

SA/SQ:
* He is an Azata-Aasimar and g#& d%$n beautiful one at that!
* He can be a somewhat Selfish-Bard at times with his Inspire Courage only affecting him.
* Can Parry/Riposte to varying degree.
* Might be difficult for Play-By-Post but he likes to use Timely Inspiration and Gallant Inspiration to aid his allies.

Dayjob Perform Dance(Using my Masterwork Dancer's Outfit(Its a Leotard but bedazzled with gems) also using my Faction Card Boon(The Exchange) to gain a +5 Circumstance bonus on my Day Job Check): 1d20 + 18 + 5 ⇒ (13) + 18 + 5 = 36 Dayjob is the best part of the Adventure!


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Harmonious, I think we decided that the best way to handle parry/riposte is to put those into spoiler blocks. One spoiler per parry.

Nefreet: am I remembering that right?

We will think on how to best do the inspirations.

Sczarni

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⚣ Outsider (Californian) Gestalt Commoner/Expert

I'm actually in another PbP with a Swashbuckler and that is what he's doing. It seems to work really well. That way you only read the spoiler if you need to.


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Good Idea, Nefreet, with the Day Job rolls. Everyone can roll their Day Job now. But if you are still deciding which character to play, don't roll a Day Job until you are sure that is the one you are going to use.


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Is my ruling for misfires fair?

Grand Lodge

I'm not playing, but I wouldn't mind watching. May I dot and delete on your gameplay thread?

The Exchange

[retired]
GM "The Fox" wrote:
Is my ruling for misfires fair?

Sure thing!

Since his BAB is only +5, I couldn't fire them in sequence anyways, unless he receives a Haste or something.

He's +9 to-hit regularly, or +13 to-hit when Raging. Firing both barrels means he's back to +9. He doesn't have Precise Shot, so if his target is engaged in melee it drops to +5. If they also have cover, he's only +1.

I chose not to go the route of Point Blank/Precise with him after playing my Musket Master to 12th. Enemies just keep getting lower Touch ACs as their CRs increase, and the -4 penalty just doesn't become a limiting factor after a while.

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

PFS# 99807-7
Name Psycho Mantis
Race Human
Classes/Levels Psychic/6
Technologist? Nope
SA/SQ

Well, he's a psychic, so that's probably a whole bag of weird stuff!

As per his name, Psycho is a psychic spellcaster. His spells have thought and emotion components instead of verbal and somatic components. That means that he can cast all of his spells in grapples and in armor. Spells with thought components have concentration checks at +10 to the DC unless he takes a full-round to cast then. Also, he cannot use spells with emotion components if he is under the effects of a non-harmless fear or emotion effect

Psycho can Undercast one of his spells, Mind Thrust III. It means he can cast it as Mind Thrust I or II by just using a lower level spell slot, using the same DC for the lower level spell and everything.

It's probably easier to just explain specific spells when they come up, since he's got a lot of new things.

EDIT: No Day Job.

The Exchange

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[retired]
Psycho Mantis wrote:
It's probably easier to just explain specific spells when they come up, since he's got a lot of new things.

Archivesofnethys has all the Psychic spells listed HERE, so you could probably just link to the one you're casting when you cast it.

Dark Archive

AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Yeah, that's what I was thinking.

Grand Lodge

Male Gnome Alchemist 9| HP 58 | AC 23; Touch 16; FF 21 | F +7; R +8; W +5 | CMB+6; CMD 21 | Speed 20 ft | Init +2 | Perc +15 | Stealth: +6 Alchemist 8

Hi, this is Qstor aka Harsk :)

I'm ok with Fires. I need Beacon too. Your wife is fine if we're short of 6 players.

Details:
Dimble
2072-17
Gnome Alchemist 7
Yes for Technologist
Low light vision

I need to add a sheet for this PC.


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Hmm wrote:
I'm not playing, but I wouldn't mind watching. May I dot and delete on your gameplay thread?

Sure thing!

Grand Lodge

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| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

PFS# 12445-6
Name Tessara Omelion
Race Human
Classes/Levels Witch 6
Technologist? Nope
SA/SQ None. Just a lot of hexes.
Day Job: craft alchemy 1d20 + 14 ⇒ (20) + 14 = 34

This is Gerald's submission.


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I have seen witches before, but I don't remember the answer to these:
1. Is Misfortune a mind-affecting effect?
2. If I remember correctly, a creature can be effected by any particular hex no more than 1/day. Is that correct?

Nice dayjob roll, Tessara!

Dark Archive

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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

"Allow me to demonstrate my psychic powers! I will answer these questions by drawing the answers directly from another's mind!"

He holds his hand up to his forehead, closing his eyes behind his breathing mask.

"A witch's Misfortune does not touch the mind of its victim. It alters the strands of fate, which all creatures have."

Psycho Mantis's expression intensifies with his focus.

"A particular creature can only be affected by a particular hex from a particular witch once a day. Being affected by Tessara's misfortune hex once that day would not protect the victim from another witch's misfortune hex. I see the information, it's coming from..."

He brings another hand up to his forehead as he strains for some last bit of information.

"...an...F...A...Q. Yes, an FAQ."

Grand Lodge

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| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |
GM "The Fox" wrote:

I have seen witches before, but I don't remember the answer to these:

1. Is Misfortune a mind-affecting effect?
2. If I remember correctly, a creature can be effected by any particular hex no more than 1/day. Is that correct?

Nice dayjob roll, Tessara!

1. Evil Eye is mind affecting effect, DM. Misfortune is not.

2. Generally that is true. Obviously the cackle hex can extend several hexes, but generally, once a day is the limit.


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@ Barth: do I understand correctly that firing your gun doesn't provoke only when you have a melee weapon in your other hand?

The Exchange

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[retired]

He cheats by "wielding" a gauntlet.


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Is it a spiked gauntlet? That works. I don't think a regular gauntlet works, though. Not that it really matters.


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Also, have any of you played, GMed, or read this scenario before?

Dark Archive

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AC 17 T 13 (17 vs incorp) FF 14 | HP 85/85 | F +13 R +10 W +15 (+1 vs fear/confusion) | Init +2| Perc +22
Spells Per Day:
5-4/4 4-7/7 3-7/8 2-8/8 1-8/8
Spells Active:
MA, Heroism, FoM, Heightened Awareness
Human Psychic/10

Nope on all counts

The Exchange

1 person marked this as a favorite.
HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

I considered running it at one point but

GM ONLY:
took one look at the map and figured I couldn't draw at those angles so I put this scenario down

So I really don't know a single thing about the scenario.

The Exchange

[retired]
GM "The Fox" wrote:
Is it a spiked gauntlet? That works. I don't think a regular gauntlet works, though. Not that it really matters.

I don't see why it would matter. Although you don't threaten while wearing a normal gauntlet, you still wield it, which is all the ability asks for. You don't need to be attacking with it.

It's a really strange ability, because normally you couldn't even reload your firearm if your other hand was occupied holding a weapon, so unless you do use a gauntlet (or a spiked gauntlet) it's effectively a useless ability.

If you want, I can purchase a spiked gauntlet before game. Ideally he'll never be adjacent to an enemy firing his gun anyways, because loading still provokes. It's never come up yet, and I hope it never does.

The Exchange

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[retired]

Oh, and I know nothing about the scenario other than its blurb and that it involves technology.


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I know zero about the scenario.


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@ Barth: it doesn't work because a gauntlet isn't classified as a light or one-handed weapon, whereas a spiked gauntlet is. I am happy to allow it (because I see no advantage of a gauntlet over a spiked gauntlet), but it might be a good idea to pick up the spiked gauntlet some time (it's only 5 gp) just so there is no debate with another similarly minded GM in a live game.

I agree about the ability being strange. I have thought of making such a character. I like having Quick Draw for my gunslinging characters, so I had planned on just getting a slew of daggers. Drop one to reload then quick draw another.

Grand Lodge

Fox, can you send me a PM when your Gameplay opens for dotting?


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Gameplay thread up and running. You may dot and delete.


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My wife is going to join the group. She is at a conference this weekend, but she'll post here as soon as that calms down. She will be playing Mordeidra, a female tiefling slayer/ranger who fights tooth and nail (i.e., claws and bite).

Our APL is 6, so we will be playing in the lower subtier.

I'm really excited about this scenario. I think it is going to be very fun.

Grand Lodge

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I'll spy on you all from the sidelines, and cheer when it seems appropriate. Or even when it's not!

Feel free to mark me as an inactive character, Fox!


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@ Everyone: If you see a link like this (SFX), that will be a short sound effect. Just beware that clicking on it will begin playing sound. I will be using different free SFX databases and they vary on both the quality and volume. You've been warned. :)

The Exchange

HP: 50/52|AC:20 T:15 FF:15,| CMD: 17 | Fort: +7, Refl: +16, Will: +9 | Perc: +7, Init: +8, Speed 35ft| 5 of 5/day Panache,15/19 Performance NG Aasimar Bard/Swashbuckler/Ranger, +1 Keen Mithril Scimitar +11, 1d6 + 6, 15-20, x2.
Spells per day:
1: 5/5, 2: 2/3

Do you want us to introduce ourselves in the gameplay thread or only dot/delete for now?


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You can start introducing yourselves, and you can attempt knowledge checks and so forth. Mordeidra (my wife) won't be able to start fully until Monday or Tuesday. So it will be a slow start. We will get going full swing on Tuesday.

This gives me time to prep anyway. :)

Grand Lodge

3 people marked this as a favorite.

Thumbs up for GM prep!

The Exchange

[retired]
GM "The Fox" wrote:
@ Barth: it doesn't work because a gauntlet isn't classified as a light or one-handed weapon, whereas a spiked gauntlet is.

Oh, I see the problem.

Ultimate Equipment classifies gauntlets as light melee weapons.

But the Core Rulebook doesn't (it lists them as "Unarmed Strike" instead).

Yay table variation! I will happily buy a Spiked Gauntlet before game ^^.

Grand Lodge

Male Gnome Alchemist 9| HP 58 | AC 23; Touch 16; FF 21 | F +7; R +8; W +5 | CMB+6; CMD 21 | Speed 20 ft | Init +2 | Perc +15 | Stealth: +6 Alchemist 8

Here's my day job roll

craft alchemy: 1d20 + 11 ⇒ (15) + 11 = 26


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Bartholomäus wrote:
GM "The Fox" wrote:
@ Barth: it doesn't work because a gauntlet isn't classified as a light or one-handed weapon, whereas a spiked gauntlet is.

Oh, I see the problem.

Ultimate Equipment classifies gauntlets as light melee weapons.

But the Core Rulebook doesn't (it lists them as "Unarmed Strike" instead).

Yay table variation! I will happily buy a Spiked Gauntlet before game ^^.

Don't worry about it. At least you understand where my objection was rooted. :) Like I said, it isn't that big of a deal. Especially for PbP.


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Just a heads up: You will have time to make purchases at the end of the mission briefing. If you want to have made any beforehand that require a GM to sign off, just list them here and I will include them on your chronicle.

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