[PFS][Private] GM Ilmakis Blood under Absalom CORE level 8-9 (Inactive)

Game Master Ilmakis

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Map #1-09 (The Cavern) Chase Rules & Buggy

To discuss.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ragnar is lvl 8 archery focused Ranger.
His favored enemies are Human +4, Undead +2 and his favored terrains are Urban +4, Underground +2.
And of course all of these bonuses are shared by Hugsy his large constrictor snake animal companion.

A former (unofficial) member of the Sczarni Acquisitions and Relocations dept (Smuggler) he is now an upstanding member of The Exchange.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

I have several characters I can bring, so will wait to see the break-out before committing. I do have a preference for this Wizard 10 though.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

I plan to play Sir Godfrey here, your completely standard 5 Paladin/4 Shadowdancer of Sarenrae. He stands up front and does his best to hit things while being shiny. He has a less shiny shadow with him.


I'll be playing lvl 7 pregen, and am happy to choose by need.

From the looks of party makeup, perhaps Lem or Kyra, but I'll run whatever.

I'm even willing to run Harsk, if the group wants a handicap...i.e. playing in "Harsk Mode" :^)

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

@Uktar: Nice to see you again. I played Theodore in Orders from the Gate. ;) I'd be cool with whatever you'd want to play, but both of the options you presented sound good.

Alvin rubs his hands together evilly.

GM: How would you feel about a lesser simulacrum of Ragnar? Alvin actually happened to get that spell from a scenario, and the last (and only) time he used it, it was a lot of fun. I'm thinking about drawing one up. ;)

Some important rules: it does take an hour to cast and Alvin doesn't have full control of it... it would most likely act like Ragnar would act. Which is to say it'd probably help us at least. It also is difficult to heal (as positive energy doesn't work on it), so there's that too. Alvin will, of course, be supplying the material component and maybe even buying some gear for him.

It also would mean that Alvin would have Ragnar's simulacrum and Alvin's familiar (which participates in combat), although the simulacrum isn't a "companion" per say. I do know that summons and companions work a lot better in PbP than at a local table.

Let me know what you think!


Map #1-09 (The Cavern) Chase Rules & Buggy

In wich scenario did you have access to lesser simulacrum?

I will think of that possibility anyway :)

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

PMed it to you. :)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

@Uktar I second Lem or Kyra though GM Aarvid has signed up with a level 5 Cleric. You are still on the alternate list btw.

As for the lesser simulacrum Ragnar and Simon (and Sir Godfrey) have played together multiple times and since I use a form fillable character sheet and keep my old character saves I can provide my exact build at 4th level. Lots of archery feats unsurprisingly.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Don't mean to prod too hard, but any further thought given? I wanna make sure all my ducks (and aliases) are in a row before the game. ;)

Edit: And, are we still missing two people?

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Possibly 3. Uktar is still on the waitlist for a low level core game.
But odds are the other 2 just don't realize this thread exists yet.


Map #1-09 (The Cavern) Chase Rules & Buggy

@Alvin I think I could allow you the use of the spell. Be wary that the creature is not under your complete control.

You will not be able to use on the first encounter but don't worry will have plenty time to be able to use your spell ;-)

I will make an announcement on the Flaxseed for the game.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Rules question. At 4th level I chose the Hunters Bond option of allies. Realizing later that even an underpowered companion was better then an ability I'll never use I retrained it. Which version would the simulacrum have?

This is the level 4 version of Ragnar not counting gear.

Human male Ranger 4 (Favored class HP x4)
Hit Points: 40

Str 14
Dex 20
Con 14
Int 7
Wis 12
Cha 7

Traits: Reactionary, Magical Knack (Ranger)
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Endurance
Skill ranks: Climb 2, Kn Geography 1, Linguistics 2, Perception 4, Profession Merchant 4, Stealth 1, Survival 4, Swim 2
Languages: Common, Skald, Sylvan, Osiriani, Tien, Undercommon, Giant
Favored Enemy Human, Favored Terrain Urban

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Usually, I've seen it run where I basically make a simulacrum of what a 1/2 level version of the character could have been. So it's based on what you are now, not anything that was retrained.

I'll be working it out this weekend probably. Thanks for the info. :)

GM: Thanks for considering it. :)

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

So he could have a level 1 companion. But I didn't take ranks in Handle Animal until after I retrained. So it is fully trained but can't be pushed.

Edit: It is a moot point. It takes a long time to form the bond and train. So for the adventure at least it won't have an animal companion.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

I'm not going to worry about that part, as that would require either having him find an animal that will become his companion (which would take time to train) or I would have to make a 2 HD simulacrum of your companion (hardly worth it).

Silver Crusade

| Speed 30ft | Smite Evil: 1/1 | Spells: 1st 6/7 |2nd: 5/6 | 3rd: 4/4 | Lay on Hands (2/4) | Claws 6/6 | Active Conditions: Mage Armor | HP: 78/78 | AC: 19 (12 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +13, R: +7, W: +11 | Init: +6 | Perc: +2, SM: -2

Sorry I didn't seem to see this thread earlier. Much like Godfrey, Amina is definitely a completely normal Paladin of Sarenrae. Who grows claws and throws around fireballs. I might need to update gear (and definitely need to update boons), but am otherwise good to go.

Edit: Full disclosure to the GM, my standard playthrough of this was tier 10-11, so there may be some encounters I am already familiar with. Still haven't actually read through or run the special, though.

Silver Crusade

| Speed 30ft | Smite Evil: 1/1 | Spells: 1st 6/7 |2nd: 5/6 | 3rd: 4/4 | Lay on Hands (2/4) | Claws 6/6 | Active Conditions: Mage Armor | HP: 78/78 | AC: 19 (12 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +13, R: +7, W: +11 | Init: +6 | Perc: +2, SM: -2

A few comments in the interests of coordination:

  • While any buffs are appreciated, helping out my AC is possibly the most helpful. It starts out pretty poor but when I'm fully buffed
  • I don't have a ton of buffs to share in return, but I can throw resist energy on people if it becomes useful. I can hit anyone invisible with glitter dust.
  • Someone can borrow one of my potions if fly. I'll get access to the spell itself soon.
  • I'm not bad as a blaster caster, unless they're immune to fire. Then I'm just a lady with a big sword.
  • Primarily a note for the GM: I have Step Up and will use it as long as it doesn't move me into a flank or other obvious danger.

  • Scarab Sages

    Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
    Active Spells:
    Haste
    LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

    Well we're just going to be the BEST of friends as we destroy villiany and evil across the lands in the name of fire and glory!

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    May as well post this.

    Player: Edward McGee
    Character: Ragnar Sorvino
    PFS#: 145373-9
    Class/Level: Ranger 8
    Faction: The Exchange
    Day Job: Profession Merchant: 1d20 + 27 ⇒ (15) + 27 = 42

    Due to Ragnar being a high ranking member of The Exchange (7 goals on season 6 card) everyone at the table get a +3 circumstance bonus on day job rolls. Also a result of 45 or more gains you 200 gold.

    Speaking of goals since the blurb says we are visiting Goka I plan to fulfill one of my season 7 goals by buying Eyes of the Eagle there.

    @GM Ilmakis It sounds like we will be mostly in Urban for this. Want me to change my stat line and add the bonuses then put (inc) next to the terrain modifiers?

    Sovereign Court

    CORE Female Half-Elf Cleric Sarenrae 9 (HP 64/75) AC 21() /12/18 (CMD 15) (Fort +11, Ref +8, Will +14) (Init +2) (Perception +16) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used { prot v evil 10'} | glory+9 (2/9) used. Fire bolts 0/9 | 1 reroll

    Lasaraleen (my only core pc) signed up for tier 5-6 (she is 5th cleric) - if that will be a liability I am happy to play Kyra pregen and hold the chronicle

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    Just a warning, starting January 14 I will be on a long business trip in a very different time zone. I still expect to be able to post 1/day (hopefully), but if I go silent for a little (especially on weekends) I just want people to know what's up. :)

    As this is an interactive special, I will try to make a little bit of an extra effort to post in this game vs. others.


    Simulacrum (Ranger 4) | HP 40/40 | AC 21 | T 15 | FF 16 | CMD 21 | F +6 | R +9 | W +2 | Init +7 (+9 urban) | Perc +8 | Sense Motive +1 | Active Spells: None

    Hi.

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    Purchases:

    • 50 gp - lesser simulacrum components (to add to 150 gp already have)
    • 800 gp - masterwork composite (+2) longbow
    • 4 gp - 40 cold iron arrows
    Total: 854 gp

    Already have masterwork breastplate and a masterwork greatsword from the last simulacrum, so he'll have those too.

    Also, have the Dark Archive final faction boon, so can get up to 1,000 gp worth of alchemical items/scrolls at the beginning of scenario that go away if not used by the end of the scenario. Going to get:

    • Scrolls of Haste (x2)
    • Antiplague (unlocked on a chronicle)

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    Bow should be 600. 100gp for bow, 300gp for masterwork, 200gp for +2 Str. +30gp if you want it to be darkwood.

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    @Lasaraleen Your profile needs to be updated to cleric 5. I think we are playing in the 8 - 9 range but of you are ok with playing up that much then I don't mind.

    As for Uktar, Now that we have a second archer Lem looks like a great choice.

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    Btw today is the 13th in Sydney, Australia so the official start time is in less then 12 hours.

    And so the triple post is slightly less spammy I may as well get this out of the way.

    Player: Edward McGee
    Character: Ragnar Sorvino
    PFS#: 145373-9
    Class/Level: Ranger 8
    Faction: The Exchange
    Day Job: Profession (merchant): 1d20 + 27 ⇒ (11) + 27 = 38

    Note: All of Ragnar's allies receive a +3 circumstance bonus to Day Job rolls. A roll of 45 or more gains you 200gp

    Liberty's Edge

    M HP: 62/66 | AC: 20 (15 Tch, 17 Fl) | CMB: +3, CMD:17 | F:+6+2, R:+9+2, W:+7+2 (+2v Fear, +4 v bard,sonic,language-dep)| Init: +2+2 | Perc: +2 SM: +10+2 | Speed 20 +20 | Bardic Perf: 20/27 | Spells: 1st 4/6 |2nd: 1/4 | 3rd: -/2 | Active Conditions: Heroism,

    I'm also going to be on the road for the first few days, but expect I'll be able to post regularly. If you don't hear from me before Sunday night, it means the hotel's wifi didn't work, and I'll make up for it by overposting next week :^) Seriously, I don't expect it to be a problem.

    Looking forward to getting this started, with a song in my heart and a flute in my hand...

    Liberty's Edge

    M HP: 62/66 | AC: 20 (15 Tch, 17 Fl) | CMB: +3, CMD:17 | F:+6+2, R:+9+2, W:+7+2 (+2v Fear, +4 v bard,sonic,language-dep)| Init: +2+2 | Perc: +2 SM: +10+2 | Speed 20 +20 | Bardic Perf: 20/27 | Spells: 1st 4/6 |2nd: 1/4 | 3rd: -/2 | Active Conditions: Heroism,

    Chronicle applied to:

    Player: James Minz
    Character: Urktar Snaggletooth
    PFS#: 100685-9
    Class/Level: lvl 7 pregen (Lem)
    Faction: Liberty's Edge

    Having an elder moment: I would apply this chronicle to Urktar when he reaches 7th lvl, right? And he gets Out-of Tier gold? (he's currently 2nd lvl)


    Map #1-09 (The Cavern) Chase Rules & Buggy

    @Lem/Uktar Yes

    Sovereign Court

    CORE Female Half-Elf Cleric Sarenrae 9 (HP 64/75) AC 21() /12/18 (CMD 15) (Fort +11, Ref +8, Will +14) (Init +2) (Perception +16) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used { prot v evil 10'} | glory+9 (2/9) used. Fire bolts 0/9 | 1 reroll

    Ok, since this is 8-9, I will do similar as Lem/Uktar and play the Kyra pregen cleric-7 and apply to my cleric Lasaraleen when she hits 7th.

    Player:GM Aarvid
    Character: Lasaraleen (aka Kyra-pregen)
    PFS#9884-12
    Class: Cleric 7 pregen(Kyra)
    Faction: Sovereign Court

    Scarab Sages

    Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
    Active Spells:
    Haste
    LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

    Player: Suede/Daniel H
    Character: Sir Godfrey
    PFS#: 104845-14
    Class/Level: Paladin 5/Shadowdancer 4
    Faction: Scarab Sages
    Day Job: Perform(Dance): 1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 22

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    In the maps section there is a form to fill in our details.

    Edit: Alvin brings up a good point. Do you want Hugsy on a separate initiative?

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    Craft (Alchemy) Day Job (Bonus from Rogar): 1d20 + 26 + 3 ⇒ (8) + 26 + 3 = 37

    As always wit these day job checks, it may be revisited at the end if reroll not used.

    Not sure if you want to have Riddywipple on the separate or same initiative. In any case, Init is +3 and Perception is +15 for him.


    Map #1-09 (The Cavern) Chase Rules & Buggy

    Animal companion will go in the same init as their master and will act only with order they gave to it.
    Intelligent companion will act on their own initiative and react with their own senses.

    Dark Archive

    Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

    On my flight now. If posting because an issue we can revisit it but it works for now. :)


    Map #1-09 (The Cavern) Chase Rules & Buggy

    GM Dice:
    Sir Godfrey: Init: 1d20 + 2 ⇒ (11) + 2 = 13
    Ragnar: Init: 1d20 + 12 ⇒ (6) + 12 = 18
    Alvin: Init: 1d20 + 7 ⇒ (19) + 7 = 26
    Lasaraleen: Init: 1d20 + 0 ⇒ (14) + 0 = 14
    Lem: Init: 1d20 + 2 ⇒ (7) + 2 = 9
    Amina: Init: 1d20 + 6 ⇒ (4) + 6 = 10
    Rolls !: 1d8 ⇒ 8
    Rolls !: 1d8 ⇒ 2
    Init 1: 1d20 + 4 ⇒ (18) + 4 = 22
    Init 2: 1d20 + 4 ⇒ (10) + 4 = 14

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    "Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard"

    It's weird. Locally I and others have treated the quiver as if you could pull a bow from it as easily as an arrow. But reading it I'm not sure why. The word quickly maybe.
    At least no one saw those extra horrible shots. And I may have to consider getting Quick Draw as a feat.


    Just doing the rounds - all seems to be going along ok :) Cool stuff!

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    Since we are currently facing humans I can probably just mow these guys down. But I don't want people to just log in each evening to see
    Enemy X appears, Ragnar used Bow against Enemy X, it was Super Effective! Enemy X has been defeated.
    I'm sure things will be more challenging later on but right now I feel like I'm the fun police.

    The Exchange

    Spot:
    Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
    Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

    "no inspire courage for animal companion"

    Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

    Some performances are language dependent but Inspire Courage is not one of them. Hugsy is an ally and can hear Lem so he should get the bonus.


    Map #1-09 (The Cavern) Chase Rules & Buggy

    It depends of the type of Perform used for Inspire Courage.
    In case of Lem, as he uses Music (wind) for it I will accept for Hugsy.
    It won't work with the use of Perform (Oratory) for example because an AC doesn't understand the meaning of the perform.

    Liberty's Edge

    M HP: 62/66 | AC: 20 (15 Tch, 17 Fl) | CMB: +3, CMD:17 | F:+6+2, R:+9+2, W:+7+2 (+2v Fear, +4 v bard,sonic,language-dep)| Init: +2+2 | Perc: +2 SM: +10+2 | Speed 20 +20 | Bardic Perf: 20/27 | Spells: 1st 4/6 |2nd: 1/4 | 3rd: -/2 | Active Conditions: Heroism,

    Suggestion and Mass Suggestion are the only language-dependent bardic performances. Even Fascinate is not language dependent, merely requires audible and visual component that can be seen and heard--comprehension is technically immaterial.

    From CRB:
    "If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description)."

    "Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components."

    "Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components."

    "Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function."

    Ragnar already posted Inspire Courage language. Unless specifically spelled out, a bardic performance is not language dependent.

    Sovereign Court

    Female (Channels 1/7 6d6) { airwalk, oill of daylight, Shield of Faith+3} Human AC(22)/T13/F21/ CMD14 | |HP56 |Fort:+7;Ref:+3;Will+10 | Percept.+4|Init.+0|Female Human (SoF+3

    @GM and others. I was not aware even of the full round action for touching 6 creatures as part of the D-door spell. Is that in a general section on spells? Does this also apply to spells like communal resist energy (which is also touch)?

    I just wanted to make sure I handl it correctly on my tables (as player and GM). You learn something new everyday. :-)


    Map #1-09 (The Cavern) Chase Rules & Buggy

    Yes, it's in the Magic section, at touch spell.

    Scarab Sages

    Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
    Active Spells:
    Haste
    LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1
    Quote:
    Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

    I read that as it's only a full round action if you are touching 6creatures while using a spell that allows you to use it over multiple rounds.

    6 willing targets can be touched as part of the casting (A standard action) if all the targets are touched in the same round you finish.


    Map #1-09 (The Cavern) Chase Rules & Buggy

    @Sir Godfrey Activating a flaming weapon is a standard action.

    Scarab Sages

    Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
    Active Spells:
    Haste
    LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

    If you don't consider using divine bond as activating the flaming ability on the weapon, then the weapon is just getting another +1 instead.


    Map #1-09 (The Cavern) Chase Rules & Buggy

    Sorry guys, I'm quite sick since Saturday.
    I hope to be better soon.
    I will asks on the GM thread for a temporary replacement.


    Temporary replacement GM reporting for duty!
    Will take me a bit to catch up, but should be good to go by the time everyone has their costumes picked out =)

    Who knows, maybe Ilmakis will be better by then too.

    Though I suspect it will hop into the next part quickly, as its just a '10 minute' break.

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