[PFS PbP Gameday V] GM Karma's #7-17 Thralls of the Shattered God (Inactive)

Game Master -Karma-

A Pathfinder Society Scenario designed for levels 5-9.


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Discussion thread opened

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Hello all!

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)
GM Karma wrote:
(looks like staying single-classed isn't your thing...)

Staying single-classed is for chumps.

Now for personality shenanigans: Adeah tends to give her allies nicknames-- and I can't guarantee they'll be affectionate ones. :-)

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Profile updated!

GM: while updating I noted that Isabella has Quick Draw, which i did not tell you about.

Swashbuckler Initiative wrote:
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

That means that if my those conditions are met I will have my Aldori Dueling sword out as soon as initiative is rolled. I don't have combat reflexes yet, so there will be no attacks of opportunity (or parry's), but the enemy does not know that....

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)
Isabella Aldori wrote:
Swashbuckler Initiative wrote:
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
That means that if my those conditions are met I will have my Aldori Dueling sword out as soon as initiative is rolled. I don't have combat reflexes yet, so there will be no attacks of opportunity (or parry's), but the enemy does not know that....

That ability has always confused me. It's really neat flavor-wise, but mechanically speaking I can't think of any situations where it would be useful. You can't make AoO's until you've acted, and once you've acted (since you have Quick Draw anyway) drawing a weapon costs you nothing.

EDIT: As soon as I posted this I remembered that Combat Reflexes allows you to make AoO's while flat-footed. Guess that answers that question!

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Yup! And remember that parry costs AoO, so can be used in surprise round if you have combat reflexes.

Aldori Dueling Mastery (Combat) wrote:
You have mastered the grueling fighting style perfected by the Aldori Swordlords. Prerequisites: Exotic Weapon Proficiency (Aldori dueling sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword). Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.

It gets really confusing with this feat (not sure yet if I will take it).

So you are unarmed? Roll for initiative! Ok, I suddenly am armed and react more quickly...


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Quickdraw with SB finesse is a nice danger detector. "Oh, my sword jumped to my hand! Careful friends, we're about to get ambushed!"

Uh, Aldori Dueling Mastery does sound a bit confusing in this context. I suppose I would allow the bonus, even if you didn't have weapon in hand when rolling initiative. (But perhaps there's table variation with that..) Are any other Aldori feats any better? This one doesn't sound too exciting.


Temple map

BTW, has any of you played #5–09: The Traitor’s Lodge? If you have the chronicle sheet scanned, could you show it to me?

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Hello. Dotting as instructed. :-P

I've considered multicasting the summoner into something more martial. Haven't found the right fit yet. His primary purpose is keeping the Eidolon alive by sacrificing his health to it and casting the cure eidolon spell. Iskar also walks around with massive Con (for a summoner)and a Greataxe to try to smack enemies when the opportunity arises.

I should have his profile updated tonight.

Silver Crusade

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Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

The Night Before Game Day:
The Night Before Game Day
With apologies to Clement Clarke Moore

'Twas the night before Game Day, when all through the house
not a creature was stirring, not even a mouse.
The minis on the mantle had been painted with care,
in hopes that St. Jacobs soon would be there.

The children were nestled all snug in their beds,
while visions of adventure played in their heads.
And Mama with her fighter, and my redeemed darkfire adept,
had just stolen into the lair of that false Razmiran sect.

When out on the roof there arose such a clatter,
I sprang from my chair to see what was the matter.
Away to the window I flew like a flash,
tore open the shutter, and threw up the sash.

The moon on the breast of the new-fallen snow
gave the lustre of midday to objects below,
when, what to my wondering eyes should into view dance,
but a miniature sleigh and eight writers who freelance!

With a haggard editor, fresh from an all-nighter,
I knew in a moment it must be Wes Schneider.
More rapid than eagles, his coursers they came,
and he whistled and shouted and called them by name:

"Now Tim! Now Nick!
Now, Greg and Amber!
On, Richard! On, John!
On, Mike and Mr. Baur!
To the top of the porch!
To the top of the wall!
Now dash away! Dash away!
Dash away all!"

As dry leaves that before the wild hurricane fly,
when they meet with an obstacle, mount to the sky
so up to the house-top the coursers they flew,
with the sleigh full of gamer swag, and audio dramas too.

And then, craning my ear to the roof perpendicular
I could hear the heavy tread boots of each contributor.
As I drew in my head and was turning around,
down the chimney Young Wes came with a bound.

He was dressed all in fake fur, for they are not overfond
of that sort of thing in blue Washington's progressive Redmond.
A bundle of books he had flung on his back,
and he looked like a peddling librarian opening his pack.

His eyes--how they twinkled! His dimples, how merry!
His cheeks were like roses, his nose like a cherry!
His droll little mouth was drawn up like a bow,
and the beard on his chin was in need of a mow.
The stump of a pipe he held tight in his teeth,
and the smoke it encircled his head like a wreath.
He looked a bit high, and slightly less then regal,
but that's what you get in a State where pot is half-legal.

His character, a multi-class ninja pirate half-dinosaur elf,
its huge Hero Lab sheet made me laugh, in spite of myself.
With a wink of his eye and a flip of his thumb
he showed me the new archetype that was yet to come.

He spoke not a word, but went straight to his editing work,
and corrected our character sheets, even Bill's the rules jerk.
And laying his finger aside of his nose,
and giving a nod, up the chimney he rose.

He sprang to his sleigh, to his team gave a whistle,
And away they all flew like the down of a thistle.
But I heard him exclaim, 'ere he drove out of sight,

"Happy Game Day to all, and to all a good game night!"

Everyone get their Game Day Tree up and hide their pre-painted Game Day eggs?

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Other Aldori feats that i am aware off are:

Aldori Dueling Disciple (Combat):
Prerequisites: Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).
Benefit: You gain a +2 morale bonus on all Intimidate checks to demoralize opponents, and the DC of any attempt to demoralize you increases by 2. When you’re participating in a duel, these bonuses increase to +4.

Duelist of the Roaring Falls (Combat):
Prerequisites: Aldori Dueling Disciple, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +5.
Benefit: When you deal damage to a shaken, frightened, or panicked foe, you can add your Dexterity bonus to damage rolls instead of your Strength Bonus. You do not apply 1-1/2 times your Dexterity bonus to damage rolls while fighting two-handed. If you can already add your Dexterity bonus to damage rolls, you instead gain a +1 competence bonus on damage rolls with an Aldori dueling sword. When you attempt a dueling parry during a duel, the penalty on your attack roll to parry is reduced from –5 to –3. To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).

Duelist of the Shrouded Lake (Combat):
Prerequisites: Aldori Dueling Disciple, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +5.
Benefit: When attempting a combat maneuver to bull rush or reposition a foe, you gain a +1 insight bonus on combat maneuver checks and a +4 dodge bonus to AC against any attack of opportunity you provoke. You also gain a +1 insight bonus to CMD against bull rush and repositionAPG attempts. When you attempt a dueling dodge during a duel, your bonus to AC increases to +6. To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).

Falling Water Gambit (Combat):
Prerequisites: Aldori Dueling Disciple, Duelist of the Roaring Falls, Duelist of the Shrouded Lake, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword), base attack bonus +8.
Benefit: When attacking a creature denied its Dexterity bonus to AC because of your successful feint, you increase the threat range of your Aldori dueling sword by 1 (typically to 18–20/×2), and gain a +2 bonus on attack rolls to confirm critical hits.
After you make a dueling dodge or succeed at a dueling parry during a duel, you can make an attack of opportunity against the foe who attacked you if that foe is shaken, frightened, or panicked. To gain these benefits, you must be wielding only an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons).

All rather underwhelming...

Also on the subject of Aldori Dueling Mastery: for me the only benefit would be the +2 to initiative, as it is very easy to get the shield bonus from a +1 buckler. If I have the feat to spare improved initiative is a much better choice.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

'Rather underwhelming' is a good description. Falling Water Gambit would be pretty good if it didn't take six feats to get there.

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1
GM Karma wrote:
BTW, has any of you played #5–09: The Traitor’s Lodge? If you have the chronicle sheet scanned, could you show it to me?

Yes, but not with this character. I have also got the GM chronicle on another character.

On my played chronicle all text has been crossed out, while I have not crossed out the thing you are likely looking for on the GM chronicle.

I can scan the chronicles if you want, just let me know.

Silver Crusade

Male Human (Oracle/1, Cloistered Cleric/5) [HP 38/38 | AC:21 | T:15 | FF:16 | CMB:3 | CMD:18 | Fort:+6 | Ref:+7 | Will:+9 | Init:-2 | Perc:+4 | Speed:40 Channels Left:7/9 PFS#: 94976-1] Cloister Cleric/5 Oracle/1
GM Karma wrote:
BTW, has any of you played #5–09: The Traitor’s Lodge? If you have the chronicle sheet scanned, could you show it to me?

Not me, sir!

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

I have not played that one either.

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

I believe my profile for this guy is fully updated now. Please let me know if you see anything missing.

Do you have a preference for what's in the header? AC and such?


Temple map

@Iskar: Yes, all the vitals. You can copy those from any character here, or from this template .

The 5-09 chronicle only matters if you have it on the character played here. Basically, whether or not the character has met Valais before. I haven't personally played the scenario, so I don't know the details what went on there.

Also, I put initiative and perception shortcuts on "Campaign info" tab, since I am the one rolling them for the most part. Please double-check that I have them correct.

Edit: Iskar, I noticed your eidolon has "N/A" for initiative. Do you mean it acts on your initiative?

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

That's how most GMs have done it before. I did actually have one that put him seperate.

I'm good either way but it's your call.

Edit: With it being PbP I can even make a seperate alias for the pet. :-P


Quadraped Eidolon | (Active conditions) Negative Level (-1), Mage Armor, Enlarge Person, Good Hope, Haste, Barkskin, Shaken. | HP: 37/37 42 | AC 34 28, Tch 16 15, Fl 29 24 | CMB: 13, CMD: 24 | Speed 40 ft; Climb 40ft | F: +7, R: +8, W: +2; +5 vs Enchant | Init: +3 | Perc: +8, SM:+8; Darkvision 60ft |

Got both setup with the headers.

Edit on Iskar: His initiative is +2. Sorry I put it in the profile incorrectly.


Temple map

I think on local games we've played so that unless companion/eidolon is ridden as a mount, it uses it's own initiative. But this being PBP, I'm more than happy to have Iskar and Zaas acting on same initiative.

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Works for me. I do on occasion ride the eidolon in battle. It depends on the situation.


Temple map

Could I get two pre-emptive will saving throws from each of you. I'll use those rolls when the situation calls for them. Also state what conditional bonuses you might have.

You have nothing to worry about, of course... (evilgrin)

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1
GM Karma wrote:

Could I get two pre-emptive will saving throws from each of you. I'll use those rolls when the situation calls for them. Also state what conditional bonuses you might have.

You have nothing to worry about, of course... (evilgrin)

Isabella will use charmed life if she has the immediate action to spare and still has uses left per day.

Will, Charmed Life: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23
Will, Charmed Life: 1d20 + 3 + 3 ⇒ (14) + 3 + 3 = 20

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

Of course....

Will save (+2 more v enchantment, immune to sleep): 1d20 + 5 ⇒ (20) + 5 = 25

Will save (+2 more v enchantment, immune to sleep): 1d20 + 5 ⇒ (5) + 5 = 10

Silver Crusade

Male Human (Oracle/1, Cloistered Cleric/5) [HP 38/38 | AC:21 | T:15 | FF:16 | CMB:3 | CMD:18 | Fort:+6 | Ref:+7 | Will:+9 | Init:-2 | Perc:+4 | Speed:40 Channels Left:7/9 PFS#: 94976-1] Cloister Cleric/5 Oracle/1

Sure thing mate!

Will Save: 1d20 + 9 ⇒ (9) + 9 = 18
Will Save: 1d20 + 9 ⇒ (2) + 9 = 11

Looks like this might be fun!

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Sure!

Will: 1d20 + 6 ⇒ (6) + 6 = 12
Will: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Iskar Will save; +2 near pet: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Iskar Will save; +2 near pet: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

Zaas Will Save; +5 vs enchants: 1d20 + 1 ⇒ (11) + 1 = 12
Zaas Will Save; +5 vs enchants: 1d20 + 1 ⇒ (5) + 1 = 6


Temple map

See the map here. I put your characters on some order, but please check what would be you default marching order.

I hope you haven't found the pace too fast so far. I was pushing the game a bit, since I believe the rest of the scenario moves a bit slower.

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

I think the pace is good GM.

We could have spend a lot of real time with the Sarkorians, but if that is mainly us waiting for them to excavate the door that would be just us trying to find out what we 'need' to do. As long as we all get a realistic chance to post something before you move us forward we are good.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Current marching order is fine. Adeah is more or less good wherever, her AC and hit points are both pretty decent, so if I ever wind up in front I won't complain. I just won't stay there.


Quadraped Eidolon | (Active conditions) Negative Level (-1), Mage Armor, Enlarge Person, Good Hope, Haste, Barkskin, Shaken. | HP: 37/37 42 | AC 34 28, Tch 16 15, Fl 29 24 | CMB: 13, CMD: 24 | Speed 40 ft; Climb 40ft | F: +7, R: +8, W: +2; +5 vs Enchant | Init: +3 | Perc: +8, SM:+8; Darkvision 60ft |

Iskar and Zaas are good with the marching order as well


Temple map

I hope you didn't work too hard trying to solve the "puzzle". It was all a ruse, I'm afraid. The author of this scenario has a very wicked sense of humour :)

Also, my next post will be in the morning (in GMT+2 timezone). So you can spend some time figuring out your tactics.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

What a jerk... And there I thought I was on to something!

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

I love it!

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

It would be a great joke if we defeat the mimic and then see a door with 6 dials and some runes...

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Plot twist: we defeat the mimic and see a door with 6 dials, but no runes. Good guy mimic was trying to help us figure out how to get in.

I sort of did something similar once in a Carrion Crown game I was running. The party was returning from the prison to rest and recuperate before going back in. Just outside the prison I had them encounter a skeleton-ghost wearing a friar's robe and Pharasmin holy symbol, which said nothing but was holding out two chalices. The party killed it with holy water-- and the two potions of cure moderate wounds it was holding poured uselessly to the ground.


Temple map

As you've no doubt noticed, this guy is no pushover. Be careful there...

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Thanks for the positive energy channel Bunk. :-)


Temple map

Adeah's critical came at a really good moment. I was getting really worried for you guys... Honestly though, I do feel that creature is a bit much for tier 5-6.

Fun fact: Perception DC to spot the mimic was 44 :)

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Yea!

Adeah doesn't crit very often-- I think that was her second confirmed crit ever so far-- but when she does, it's pretty freaking cool.

And wow, that's a crazy Perception DC for tier 5-6.

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Tough fight, but I loved it!


Temple map
Isabella Aldori wrote:
Note to self: also carry scrolls of comprehend languages on my non-casters

That would be 25gp very well spent ;)

BTW, I know these kind of situations are a bit slow to play over PBP. But to try come up with some sort of plan so we can move onward.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

I vote we have our resident summoner conjure up something to spring it. Dwarven trapfinding, minus the dwarf. :-)

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4
Adeah Silversong wrote:
I vote we have our resident summoner conjure up something to spring it. Dwarven trapfinding, minus the dwarf. :-)

The thought had crossed my mind. Was just waiting to see if anyone had trapfinder. Specifically Shonne as I've never heard of the 'Elf' class.

However, I shall push us forward.

Nevermind. Shonne is attempting something. I'll wait to see how it plays out as my action would likely hamper hers.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Shonne's class combination is listed in her tagline. Apparently 'elf' was a class in a much earlier edition of Dungeons & Dragons the world's oldest roleplaying game.

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

In old D&D elves could wear armor and fight, and cast spells like a wizard (magic-user) while doing so. It took two or three times the amount of xp it took to level other character classes (like fighters, clerics and dwarves--yeah, that's a class) but still pretty effective as a back up fighter or arcane caster.

This Shonne is quicker and more lightly armored than her previous 'elven princess' incarnation, but I have to say I like being able to make with the elven parkour. In a few more levels she'll pick up her first eldritch knight level and will start recouping her BAB.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

I have to say, Shonne, my first impression of your ranger/wizard combo was "eh, to each their own." But that history behind it makes me like the concept a lot more. :-)


Temple map

Did elves (and other nonhumans) have silly level caps in D&D, or was that just some AD&D rule?

BTW, I know in PBP format I post sometimes a wall of text that you might or might not read with thought. But I'd like to point out something at least some of the characters might want to think a bit in depth:
The murals depict a large tree on a hill with a single piece of spiny purple fruit. The next one shows the fruit grown and unraveled into a creature, roughly mansized and shaped but with elephantine feet and spikes growing out of its body. The third panel shows humans groveling before the spiked creature, which slits the throat of a man at the base of the tree using his long, sharp claws. The fourth panel shows the spiked creature touching the tree and creating an abundance of fruit bearing plants.

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

I did notice that. Made me wonder if this tree deity promotes human sacrifice...

Thankfully I'm only half-human. :-P

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs
GM Karma wrote:
Did elves (and other nonhumans) have silly level caps in D&D, or was that just some AD&D rule?

Yes and no. By Rules Cyclopedia rules after elves hit 10th they have to decide whether to advance as fighters (getting high attack bonuses) or magic-users (more spell levels). Halflings and Dwarves just get better at fighting. Eventually every reaches parity at the equivalent of 36th level.

GM Karma wrote:

BTW, I know in PBP format I post sometimes a wall of text that you might or might not read with thought. But I'd like to point out something at least some of the characters might want to think a bit in depth:

The murals depict a large tree on a hill with a single piece of spiny purple fruit. The next one shows the fruit grown and unraveled into a creature, roughly mansized and shaped but with elephantine feet and spikes growing out of its body. The third panel shows humans groveling before the spiked creature, which slits the throat of a man at the base of the tree using his long, sharp claws. The fourth panel shows the spiked creature touching the tree and creating an abundance of fruit bearing plants.

Noted.

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